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Deployment massive bolt of lightning has hit the conduits creating a

The scenario is played lengthways across a 6' by 4' table, surge of uncontrollable power. Roll a D6; on a 1-3 the
with deployment zones spread across the narrow sides. probes unleash the surged power, which rakes the

Jervis Johnson Presents

IT WILL
Battlefield Challenges
Place terrain on the battlefield as normal, with the Abominations body. The creature loses D3 wounds and
exception being that a Hell Pit Abomination model is the warp accumulator is drained, next turn you must start
placed 18" from the narrow edge and 24" from the the process of awakening the creature again, starting from
lengthways side onto one end of the table (the Skaven zero. If you roll 4-6 then the probes successfully direct the
player choose which side). This also denotes which half of power surge into the creatures brains instantly rousing it.

LIVE AGAIN!
the table the enemy army will set up on. The enemy army The Abomination is immediately awoken and used as
may deploy up to 36" from the narrow edge closest to the described below. Additionally, if any wounds have been
Hell Pit Abomination. The Skaven army deploys up to 12" already lost then the creature is fully restored to 6 Wounds
from the narrow edge opposite. The Skaven army must as the power surge temporarily boosts its unnatural
deploy their whole army first. The enemy force can then be regenerating abilities.
set up within their deployment zone but units cant be The active Hell Pit Abomination works exactly as
placed with 12" of the Hell Pit Abomination. described on pages 56 and 57 of the Skaven army book.

The First Turn


Any wounds caused while the creature was dormant
Hell Pit Abominations are terrifying creatures that meld remain lost (unless awoken via a misfire result), but it can
sorcery, flesh and arcane machinery into one horrendous The Skaven army has the first turn. immediately move, charge and fight as normal. When

Game Length
beast. The power needed to create such shambling active, the Hell Pit Abomination no longer has the 2+ ward
horrors is substantial. Should the Master Moulders not save (as the creature rips the warpstone accumulator
align the things metabolic pathways correctly or if the At the end of the sixth game turn 6, roll a D6. On a 1-3 the structure apart in its wakening throes) and uses its 4+
warpstone pistons that pump its hearts do not fire in the game ends, on a 4-6 the game continues for a seventh and regenerate save as normal. Due to the way Hell Pit
correct sequence then the creature may well become final turn. Abomination has been brought back to life, the creature is

Victory Conditions
motionless or forced into an unstable hibernation as its now even more stubborn in its refusal to die. If forced to
grotesque body fights against the alien organs, chunks of roll on the Too Horrible to Die chart, the owning player
warpstone and machinery that pervade its very being. Normal victory points and conditions apply. The victory may re-roll the result if he wishes. You may only re-roll on
When the Tetrabeast of Foul Peak fell into such a points for the Hell Pit Abomination are worked out using this table once.
stupor en route through the Northern Wastes the the normal means with an additional bonus 100 points if
accompanying retinue of Clan Ektrik the creatures the enemy can slay the creature (and it has to be properly
owners who bought it at great expense were at a loss. dead, if it comes back alive it doesnt count that means Designers Notes
The Skaven immediately set about fighting amongst killing all rat swarms should it burst apart as well). So thats
This scenario is all about managing your resources.
themselves as accusations were dispensed and blame a bonus 335 points, if the enemy can kill it.

Special Rules
The player opposing the Skaven must decide whether
apportioned. The losers of the bloody scrap were roundly
he should ignore the slumbering Abomination and take
blamed and slaughtered, which had the side effect of
advantage of his deep deployment zone to counter the
advancing a few of the more politically cunning within Dormant: The Hell Pit Abomination starts the battle
Skaven army, but risk a monster attacking his rear later
the Clan Ektrik force. With that settled a plan was hastily inactive. Whilst in this state the owning player may not use
in the battle. Or, devote units to attacking the creature
enacted. News would soon spread of the slumbering the Abomination. The opposing player may shoot and cast
while it is vulnerable even though doing so will shrink
creature a great prize for Clan Ektriks many enemies be magic at it, and even attempt to charge the dormant
the force facing the Skaven army.
they Skaven or some other race with a grudge. The forces Abomination. However, the cradle and conductors that
The Skaven player needs to calculate whether he
many Warlock Engineers, using slave labour and have been constructed around the monster offer it some
should focus all on attacking the enemy, or allocating
plundered materials, would construct a device around the protection, so it counts as in hard cover and charging units
units to seek out and support the Abomination. For
Abomination that could harness the hostile weather and are at a -2 to hit. Once in combat treat the dormant
while it is a powerful creature, on its own the
hopefully jump start the Tetrabeast back to life. Clan Abomination as having a WS of 1 (rat heads, tentacles and
Tetrabeast runs the risk of succumbing to fire and
Ektrik were masters at capturing lightning and they hoped so on still twitch and bite so its not quite as simple as
magic, gifting the enemy extra victory points.
to put this skill to use. hitting an unmoving mound of flesh). However, while the
The answer for the players probably lies somewhere in
In the meantime the rest of the retinue would scuttle stupefied creature is enmeshed within the cradle and warp
between both choices. The Skaven player will need to
home to Foul Peak and bring back an army to escort the accumulator structure it gains a 2+ ward save. The
push forward, he cant let the enemy advance and get
creature once it had been reanimated. When the Skaven Warlocks of Clan Ektrik have placed all manner of magical
too far away from the Abomination, or else the
army returned from Foul Peak they saw it was too late. wards and warp shielding around the creature to protect
creature will have little effect on the battle. By the
Even as a great storm thundered to life overhead, an their investment. Should the enemy slay the Abomination
same token, driving the enemy to the creature may
enemy had obviously found out about the clans plight while it is dormant then instead of rolling on the Too
also be the wrong move as this will increase his
and were attempting to capture the creature. The Skaven Horrible To Die chart automatically use The Rats Emerge
imperative to kill the creature while it sleeps. For the
of Clan Ektrik quickly drew up battlelines and prepared to entry as the creature splits open on the cradle spilling out
opposing player the difficult decision will be choosing
join the fight! swarms of rats.

The Armies
which units if any should be removed from the
main line, thereby weakening his formation but giving
Its alive!: As the battle progresses the Skaven attendants
him something to fight the Abomination with. To win
One side must be Skaven and pick an army from the scuttling about the gantries of the warp accumulator rig are
youll need to make the right choices mixed in with a
INACTIVE Skaven army book to a pre-agreed points total of at least desperately trying to rouse the creature using the passing
12" 24"
ABBOMINATION
bit of luck rolling the artillery dice!
2000 points. The Skaven army cannot select a Hell Pit lightning storm to power the warp conductors and jolt the

18"
Abomination. However, the Skaven army are given a free monster back to life. At the beginning of the owning
Hell Pit Abomination for the purposes of this scenario. players turn roll the artillery dice, and add the number
SKAVEN NO MANS LAND
Special rules apply for using and deploying this model as rolled to any previous results. This represents the
DEPLOYMENT explained later. warpstone accumulator gathering the power needed to
24"
The opposing player picks an army to the matching force the creature out of its coma. When the total equals or
points total from the relevant Warhammer Armies book. exceeds 16 then the probes unleash a charge directly into
Note that its perfectly in keeping with the narrative for the the monsters brains and the Abomination is jolted awake.
enemy force to be another Skaven army, and if so, this Should a misfire result on the artillery dice appear at
force may select Hell Pit Abominations as normal. any time when rolling for the warp accumulators then a

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