Skip to main content

Halting the Ritual

The Bloodwind Spoil is home to madmen and malcontents beyond counting. Even so, only the most truly warped seek to forge pacts with the daemons of Chaos. These atavistic beings are drawn from the darkest nightmares of mortalkind; when summoned to the material plane, they are capable of wreaking utter havoc. In the Eightpoints, these beings grow powerful indeed, feasting upon the rampant Chaos energies that hang in the air.

You have learnt that a cabal of power-hungry sorcerers seeks to enact a dark ritual and call forth these daemons from the infernal realms beyond. Racing to the ritual site hidden in the depths of a flame-lit hellforge, you find the barrier between worlds already growing thin. The sorcerers have sacrificed many of their followers to achieve their aims and will not suffer you to stand in their way. You must find a way to halt their dread rite before it is too late - and, perhaps, claim some of the cabal's treasures for your own.

Set-up

Prerequisite: 2 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 an Order warband, and all fighters in the Challenger warband must be chosen from the Challenger's warband roster.
  2. All adversaries must have the same Chaos faction runemark.
  3. 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.

The Ritual Points: After terrain has been set up, place 3 objective markers on the battlefield as shown on the map.

Halting the Ritual: At the end of each battle round, the Challenger can destroy any objectives they control if there are no enemy fighters within 3" of that objective. To do so, remove it from play. At the start of each hero phase, the Challenger gains 1 additional wild dice for each objective destroyed in the previous battle round. If all objectives have been destroyed, the ritual is halted and the Challenger wins the battle.

Daemonic Summoning: At the start of each combat phase after the first, the Adversary can add 1 new adversary to their warband. This adversary can be set up anywhere on the battlefield within 3" of an objective that the Adversary controls and more than 5" from any enemy fighters. The first new adversary must be one of the following fighters: Bloodletter, Pink Horror, Plaguebearer, Daemonette or Fury. All new adversaries after the first must be the same fighter type as the first.

Battleplan

Terrain: See map.

Deployment: Lying in Wait

Victory: If the ritual is halted, the Challenger wins the battle. Otherwise, at the end of the fifth battle round, the battle ends and the Adversary wins the battle.

Twist: Warning Calls

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:

Saintly Reliquiae: Originally intended to power the sorcerers' unholy ritual, these bones are now charged with potent deific energy. Add 1 to the value of abilities used by friendly fighters (to a maximum of 6) while they are within 6" of the bearer.