1 x chieftain (Kalbaz): Q3+ C4 Shooter (Long), Leader @84
3 x catapulteers: Q4+ C2 Shooter (Medium), Gregarious @26
6 x warriors: Q4+ C3 Gregarious @27
Freddo the Half Orc
Q3+ C3 Leader @ 60
Q3+ C2 Magic-user @ 50
Q3+ C3 @ 30
Q3+ C3 @ 30
Grishnakh the Orc
Q3+ C4 Heavy Armour @ 46
Q3+ C3 Stealth, Traps @ 42
Q3+ C3 Shooter (Medium) @ 38
Q3+ C3 Fearless @ 36
The map of Mezus Inzadrir
In this scenario, the Defender controls the dungeon dwelling creatures and lays out the dungeon before play. The Attacker’s warband is built on 10% more points than the Defender’s. For example, if the Defender’s warband is built on 324 points, the Attacker’s warband will be built on 356 points.
The layout and content of the rooms must follow these rules (round all fractions down):
1) at least 8 rooms/tiles must be placed;
2) at least one third of the rooms must be empty;
3) up to one third of the rooms may contain special terrain features, chosen from Dungeon Moss or Slippery Terrain;
4) there must be one Main Treasure Room containing a chest with a Treasure value of 6;
5) there must be at least a minor treasure room containing a chest with a random Treasure value;
6) Defender may deploy his models anywhere but not in the room adjacent to the Attacker’s baseline (where the Attacker will deploy his troops);
7) The Dungeon may contain three traps of Difficulty 1, two traps of difficulty 2 or one trap of difficulty 3. Roll randomly to see if the traps are magical or mechanical - 1 to 4 is mechanical, 5-6 magical. The Defender must place a counter in the rooms containing the traps. The Defender has as many counters as he has traps, plus as many “dummy” counters. When a model from the opponent enters the room, the counter is flipped over and it is revealed if the trap is real or a dummy;
8) For everything else, follow the general rules and the victory conditions of the Dungeon Raid scenario.
Slippery terrain includes slime-covered dungeon floors and also frozen lakes or pools. Whenever a model makes more than one move per turn on slippery terrain, he must make a Quality roll on one die or fall. Falling like this causes no damage per se, but exposes the model to deadly hand to hand attacks from his enemies.
Dungeon Moss is a magic plant typically found in damp, dark dungeons. It can be represented in the game by an irregularly shaped cardboard outline covered in gray-green flock. Any model stepping on Dungeon Moss will find his feet sticking to it. The model must make a Quality roll on three dice or become stuck. Once stuck, it takes two actions to get free. Any turn in which the model is stuck on the moss, the model will receive a Free Hack with a Combat score of 2 from the moss. If the model wins, nothing happens. If the moss wins, the model loses one point from his Combat score. A model whose Combat falls below 0 dies. The penalty to Combat is cancelled as soon as the model leaves the moss.
Above: Kalbaz, self-styled King Rat, has divided his forces in two. One group is defending the treasury. With the other group he hopes to lead the intruders through rooms and corridors where they will be slowed by patches of slippery floor and, as the rats give ground before them, harassed by lead pellets shot from catapults. The straightforward approach to the treasure room is better defended by a trap, stronger doors and patches of poison moss and that, he hopes, will also persuade the attackers to take the route he has prepared.
Above: As the raiders enter the first room Kalbaz takes careful aim along the corridor through doors left open for this purpose. His first shot narrowly misses; Darkstra loads his crossbow and they trade shots until one of Crothers' bolts, shot from a larger and more powerful bow, kills Darkstra.
Above: With their only missile weapon gone the Dark Company resort to more direct tactics. Grishnakh the Orc charges up the corridor, relying on his heavy armour to protect him from a barrage of catapult pellets. He makes it to the door and before the rats can close it barges his way in. The rest follow on, their progress hampered by the corridor being narrowed by a patch of slippery mud and slime. Grishnakh is knocked to the ground but Drusticc comes to his aid.
Above: Grishnakh scrambles to his feet and together with Drusticc kill the rat who had failed to close the door. The other rats attack them and Drusticc is knocked down.
Above: The remaining rats join in, mobbing and killing Drusticc. Grishnakh holds them all off for a time and one of the rats closes and locks the door before help can arrive.
Above: Kalbaz orders one rat to open the door and the others to fall back while he covers them. With crossbow bolts flying about their ears the rest of the Dark Company withdraw to the room where Darkstra had been killed.
Above: Kalbaz and the rest of his rats set off in pursuit, ensuring doors are closed behind them. The Dark Company, caught like rats in a trap, barricade themselves in a corridor and prepare to fight like cornered rats.