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Bloodbaths and Brewgits

You haven't had anything proper to drink in days. If you hadn't been fortunate enough to encounter the grot Brewgit Snotsnork, you might well have lost your temper, which would not have ended well for anyone. It's a lucky break for Snotsnork too: you've promised that, should he prepare a sufficiently hearty brew, you won't beat the living daylights out of him. Probably. It seems fair deal for all parties, at least in your opinion.

While some of your warband stays behind to guard the Brewgit, others have been sent to gather the ingredients. However, drawn by the curious scent emanating from Snotsnork's cauldron, a rival warband has shown up to steal the brew. In doing so, they have cut the foragers off from the guards. The ingredients must be delivered with all haste while the rest of you make sure that Snotsnork survives long enough to hold up his end of the bargain.

Set-up

Prerequisite: 3 dominated territories

Stake: 1 dominated territory

The Warbands

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

  1. The Challenger must muster a Destruction warband, and all fighters in the Challenger warband must be chosen from the Challenger's warband roster.
  2. The Challenger warband also includes 1 Brewgit (referred to as Snotsnork during this battle). This fighter is treated as an ally. It costs points just like any other fighter but is not added to the Challenger's warband roster.
  3. All adversaries must have the same faction runemark.
  4. The combined points value of the fighters in the Challenger warband cannot exceed 1,250.
  5. The combined points value of the adversaries in the Adversary warband cannot exceed 1,300.

Special Rules

Battle Groups: The Challenger must have at least 3 fighters in their Dagger and at least 3 fighters in their Shield.

The Potent Brew: At the start of the hero phase of the first battle round, the Challenger rolls two D3s. The first result is the number of snozzlewart Snotsnork needs. The second result is the number of scuttlefungus Snotsnork needs.

All fighters in the Challenger's Dagger are said to be holding the ingredient snozzlewart, and all fighters in the Challenger's Shield are said to be holding the ingredient scuttlefungus.

If a fighter from either the Challenger's Dagger or Shield finishes a move action within 1" of Snotsnork, they give their ingredient to him. Keep track of the number of each ingredient Snotsnork is given.

At the end of a battle round, if Snotsnork has been given the needed number of each ingredient, his concoction has been brewed.

Dat's a Lot of Smoke!: No ability or attack action can be used to target Snotsnork from more than 3" away this battle. This represents the billowing smoke coming from the Brewgit's cauldron.

Battleplan

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

Deployment: Hold Out

The Challenger uses the red deployment points.

Victory: If Snotsnork is taken down, the battle ends and the Adversary wins. Otherwise, at the end of a battle round, if the concoction has been brewed (see opposite), the battle ends and the Challenger wins.

Twist: Eager for the Fight

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:

Da Snotsnork Speshul: All sorts of funny-coloured smoke left the Brewgit's cauldron as he worked, and he might have chucked in some of the enemy's remains to taste. Still, Snotsnork promises his brew can offer all sorts of bonuses with no side effects. Probably.

Each time the bearer makes a wait action, roll a dice. On a 1, allocate D3 damage points to the bearer. On a 2+, pick either the Move, Toughness or Wounds characteristic of the bearer. Add D3 to that characteristic until the end of the battle.