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A Grave Mistake

It is perhaps a truism that the risen dead are not individually as skilled or ferocious as many of their rivals. However, the servants ofNagash have an advantage over the living that has often proving telling - access to a nearendless supply of reinforcements. Wherever mortals have fallen and their bones and spirits lie, those practised in the necromantic arts can bind them into service, drowning their enemies in a seemingly endless tide of undeath.

A mob of rampaging greenskins think they h ave you cornered, here amongst the ancient tombstones. In their barbarian fury they have walked into a trap, for the vast numbers of dead who haunt this place can easily be bound to your will. Slaughter these brutes through the marshalling of your deathless host, and in doing so, let word of your necromantic prowess be spread far and wide across the Bloodwind Spoil.

Set-up

Prerequisite: 4 dominated territories

Stake: 1 dominated territory

The Warbands

The Challenger and the Adversary each muster a warband with the following amendments:

  1. The Challenger musters a Death warband that consists of 1 model. That model must be their leader, chosen from the Challenger's warband roster.
  2. All adversaries must have the same faction runemark: either the Bonesplitterz runemark (Bonesplitterz) or the Ironjawz runemark (Ironjawz).
  3. The Adversary player's warband can include up to 20 fighters.
  4. The combined points value of the adversaries cannot exceed 1,500.

Special Rules

Battle Groups: The rules for battle groups are not used in this battle.

Grave Sites: The Challenger sets up 5 objectives on the battlefield floor, each more than 6" from any others. These objectives represent nodes of necromantic power.

Summon Undead: At the start of each combat phase, the Challenger rolls a dice for each objective they control. On a 1, the objective being rolled for loses its necromantic power and is removed from the battlefield. On a 2+, the Challenger can add D3 fighters to their warband. Each of these fighters must have the same faction runemark as their warband and a points cost each of 135 or less. They are not taken from the Challenger's warband roster and are removed from their warband at the end of the battle.

These fighters can be set up anywhere on the battlefield within 3" of the leader of the Challenger's warband.

Battleplan

Terrain: Draw 3 terrain cards; the Challenger picks 1 of them to be in play.

Deployment: The Challenger sets up their fighter within 1" of the centre of the battlefield. Then the adversaries are set up anywhere on the battlefield within 1" of the battlefield edge.

Victory: A player wins the battle as soon as every fighter in their opponent's warband is taken down.

Twist: Dead of Night

The Spoils

If the Challenger wins the battle, they can choose 1 of the following spoils:

Treasure Hoard: See page 105.

Artefact of Power: The Challenger can give 1 fighter in their warband the following artefact of power:

Wand of Grasping Bone: This osseous wand is a lodestone for Shyishan magic. With a simple gesture, a deathly champion can re-energise in a surge of necromantic energy.
Once per battle, the bearer can use this artefact as an action. If they do so, pick a friendly fighter that has been taken down. Set up that fighter once more on the battlefield wholly within 3" of the bearer. The fighter set up on the battlefield no longer counts as being taken down. Remove 2D6 damage points allocated to that fighter.