A Right Old Mess
It had all been going so well. You and your lads had been poking around inside one of the great fiery dungeons that lie beneath the Eightpoints; only when you ran into a wandering mob of angry stunties did things start to go wrong. In the midst of the fighting, one of the stunties' fire-botherers had tried to use his magic - or whatever it is. As it turns out, the corrupted flames of the Eightpoints didn't appreciate that much.
Now the entire cavern is coming down around you. A deep rumble fills the air as great chunks of rock flatten any unfortunate enough to linger beneath them. There's only one way out, and to get to it means fighting through duardin as eager to escape as you are. Every moment you waste might be your last. Still, now you have double the reason to kick the stun ties' heads in.
Set-up
Prerequisite: 2 dominated territories
Stake: 1 dominated territory
The Warbands
The Challenger and the Advensary player each muster a warband with the following amendments:
- The Challenger must muster a Destruction warband, and all fighters in the Challenger warband must be chosen from the Challenger's warband roster.
- All adversaries must have the Fyreslayers faction runemark ().
- The combined points value of the fighters in each warband cannot exceed 1,250.
Special Rules
Dungeon Battle: This battle is a dungeon battle. It uses the rules for dungeon battles and the battleplan cards found in Warcry: Catacombs. The map dictates where dungeon terrain is set up.
Falling Rubble: Roll a dice each time a fighter is picked to activate. On a 1, that fighter is struck by falling rubble. Allocate D6 damage points to that fighter.
Note that a fighter that is waiting will be rolled for twice in total. These are the perils of standing in the same place for too long!
Battleplan
Terrain: See map.
Deployment: Into the Breach.
Victory: Breakout
The Challenger is the defender.
Twist: Suffocating Heat
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:
Super Glowy Golden Rune: The fire stun ties were fighting particularly hard to keep this glowy item out of your hands. You can see why: just touching it fills you with a wild berserker strength.
The bearer can use the following ability once per battle:
[Double] Activate the Rune: This fighter makes a bonus attack action that has a Range characteristic of 3 or less.