Skip to main content

Thieves in the Night

The arrogance of the living knows no bounds. It is not enough for their craven gods to steal souls from your master Nagash; they also engage in pettier theft, ransacking ancient tombs and disturbing the grave goods of the dead to satiate their petty greed. Now one group of foolish mortals has transgressed beyond the pale. They have raided the lands your people once ruled in life, and stolen from the barrows and tombs of your own kindred.

These thieves must be punished. Under a lurid night sky you h ave tracked them to a crumbling ruin, only to be confronted with an additional challenge. It appears these mortals h ave been busy raiding many tombs, not merely your own. The only recourse now is to slay as many as possible, and search their remains for your prize. With any luck, they will have no notion of your presence until it is far too late.

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 a Death warband, and all fighters in the Challenger's warband must be chosen from the Challenger's warband roster.
  2. All fighters in the Adversary player's warband must have the same faction runemark.
  3. The combined points value of the fighters in each warband cannot exceed 1,250.

Special Rules

Deathly Hunters: Fighters in the Challenger's warband are not split into battle groups. In addition, when setting up the battle, the Challenger does not set up any fighters from their warband on the battlefield. Instead, they set up 18 counters, 6 for each battle group, on the battlefield as if they were fighters. For the counters, we recommend using spare 25mm bases.

During the battle, the counters are treated as fighters in the Challenger's warband and can make move actions with a Move characteristic of 6.

During the battle, the counters can be revealed by a number of means. When a counter is revealed, it is replaced by any fighter from the Challenger's warband that has not yet been set up on the battlefield.

A counter is revealed as follows:

  • If the counter is targeted by an ability or attack action.
  • If the counter is within 6" of an enemy fighter at the end of any action.
  • If the Challenger player reveals the counter, which they can do at any point during its activation.

Once all fighters from the Challenger's warband have been set up, all remaining counters are removed from the battlefield.

Battleplan

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

Deployment: Defiant Stand

The Challenger warband uses the red deployment points.

Victory: Defend the Find

The Challenger is the attacker. In addition, the defender wins the battle after 6 instead of 4 battle round if the attacker has not won the battle before then.

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:

Relic of the Barrows: This relic weapon has supped deep the blood of thieves and traitors. Those it scratches are soon overwhelmed by the magics of silent, morbid ending.
Add 1 to the damage points allocated by each critical hit from attack actions made by the bearer that have a Range characteristic of 3 or less.