Saturday Mar 13

Posts Tagged ‘Lizardmen’

Sep
27/09
Lizardmen Scenario: The Serpent God’s Due
Last Updated on Monday, 5 October 2009 03:01
Written by admin
Sunday, September 27th, 2009

One of many Dark Elf attacks upon the Lizardmen was launched when Morathi, the first Hag Queen, ordered the plundering of Lustria’s treasures.

One of Morathi’s most trusted lieutenants was a Sorceress called Kharlissa, who Morathi loved above all her followers. Kharlissa led her force south along the western coast of Lustria and crossed the Spine of Sotek mountain range into the temple city of Xhotl, expecting to find the ruins undefended. This misjudgement almost cost the Sorceress her life, for she was ambushed, her army slaughtered and she herself captured.

When Morathi received word that her favoured servant had not only failed in her task, but had allowed herself to be taken prisoner and was to be sacrificed, she flew into a terrible rage. She ordered a cadre of her finest warriors to rescue the Sorceress, to bring her back to face the wrath of her mistress.

This they did. The Dark Elves cut a swathe through the Lizardmen army at Xhotl, breaking through the cohorts gathered at the ruined city’s central plaza to witness the sacrifice. At the moment of the configuration of the Fire Stars, it is said that a flock of Harpies swooped down upon the high altar, their cruel claws ripping the Skink Priest asunder and taking up the dazed and drugged Kharlissa. As the Sorceress was carried off, she awoke and realised her predicament.
Kharlissa screamed every mile of her journey back to face Morathi, knowing the punishment of failure would be far worse than death at the hands of the Lizardmen.

OVERVIEW
The defenders have captured an important member of the attacker’s army, and plan on offering him up to their gods in a heathen ritual of sacrifice. The attackers must rescue their comrade before the appointed moment of sacrifice arrives.

ARMIES
The Lizardmen player takes the role of the defender, while the Dark Elf player is the attacker. The Dark Elves are calling on powers long since barred to them since the banishment of the Cult of Pleasure.

BATTLEFIELD
This battle takes place around a sacrificial altar in a jungle clearing. Therefore, the objective zone should be relatively clear of jungle terrain, and should feature an appropriately modelled altar, which counts as an area of Ruins. The remainder of the table may be set up in a manner agreeable to both players.

DEPLOYMENT
1. The defender places the altar in the objective zone indicated as on the map. He must place one Lord or Hero model in base contact with it, and may place a further unit in the objective zone (acting as the honour guard).
2. The defender then deploys their army in the area shown on the map.
3. The attacker then deploys his army in the area shown on the map.
4. The defender then deploys any Scouts.
5. The attacker deploys their Scouts.

WHO GOES FIRST?
The attacker goes first.

LENGTH OF GAME
The game lasts six turns.

SPECIAL RULES
Use the jungle terrain rules presented at the beginning of this article.

The Time is Nigh: The defender must sacrifice the captive at exactly the correct moment – the beginning of the defender’s fourth turn. He may if he so wishes sacrifice the captive earlier (boo hiss!), but in doing so will adversely affect his chances of victory.

In order to sacrifice the captive, the defender must have a Lord or Hero in base contact with the altar, and not in close combat.

Victory Points for sacrificing the captive are awarded as follows;

Defender Sacrifices captive in Turn 2 – 50 VP
Defender Sacrifices captive in Turn 3 -100 VP
Defender Sacrifices captive in Turn 4 – 300 VP
Defender Sacrifices captive in Turn 5 – 100 VP
Defender Sacrifices captive in Turn 6 – 50 VP

VICTORY CONDITIONS
Use the victory points chart to determine who the winner of the battle is, bearing in mind ‘The Time is Nigh’ rule above.