The Grot Purge
Given the perilous nature of the Eightpoints, it is almost impressive how even here the troglodytic races - grots, troggoths and squigs, to name but a few - have established their clammy kingdoms. These vile creatures are a constant thorn in the side of the Talons of Carngrad; slave caravans are disrupted, treasures looted, and hired war parties disappear without warning.
It is believed that the grots have many lurklairs scattered across the land, their entrances found in ancient ruins surrounded by odorous mould and fluorescent fungus. In the darkness there is no telling where they will emerge from. To further complicate matters, the grots have no doubt set all manner of devious traps to deal with interlopcrs. Still, should you slay enough of the creatures, it will no doubt blunt their raids for some time and you can always search their stashes of purloined loot for a reward.
Set-up
Prerequisite: 3 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 Chaos warband, and all fighters in the Challenger's warband must be chosen from the Challenger's warband roster.
- All fighters in the Adversary player's warband must have the Gloomspite Gitz faction runemark ().
- The Adversary player's warband can also indude any number of thralls with the Destruction runemark ().
- The combined points value of the fighters in each warband cannot exceed 1 ,300.
Special Rules
Emerging from the Gloom: At the start of the reserve phase in each battle round, the Adversary player rolls a dice for each fighter from their warband that has been taken down (excluding the leader). On a 5+, an identical fighter is added to the warband and can be set up on the battlefield within 3" of an objective they control. If the Adversary player's warband controls no objectives, the fighter can instead be set up within 3" of the edge of the battlefield.
Battleplan
Terrain: Draw 3 terrain cards; the Adversary player picks 1 of them to be in play.
Deployment: Draw a deployment card as normal.
Victory: The Hidden Vault
The Adversary player is the defender.
At the end of the third battle round, the defender reveals which objective marks the hidden vault as normal. However, the battle ends at the end of the fifth battle round. When the battle ends, the player that controls that objective wins the battle.
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:
Loonatic Lantern: A weird glow eminates from this old and rusted lantern, and the longer you hold it the more certain you become that someone is whispering in the back of your mind. Still, despite this, it has an uncanny way of uncovering hidden items of value.
If the bearer is in your warband, you can re-roll 1 search roll on the lesser artefacts table in the aftermath sequence after each campaign battle.