SAVE THE MAIDENS!


It was midnight and Oliver and his patrol were guarding the Grail Chapel. It stood upon the hill, overlooking a small hamlet. Strange things had been happening in the area, people disappearing and errie groans filling the countryside at night. The Captain of the guard feared that the Grail Chapel was in danger, and so sent Oliver and his patrol out to watch it until the threat had passed.

The campfire burned brightly in the darkness, Oliver was relaxing by the fire, trying to sleep, when a scream filled the air! “That must have been Gilles, the watchman!” thought Oliver as he jumped to his feet and gathered his weapon and shield. The rest of the guards woke up and grabbed their equipment, running to protect the Chapel. Mere minutes after they reached the Chapel, unearthly moans filled the air and shambling creatures began emerging from the darkness...


THE MODELS NEEDED:

The Defenders:
- 10 Men-At-Arms armed with Halberds and Light Armour
- 9 Men-At-Arms armed with Spears, Light Armour and Shields
- 1 Man-At-Arms Captain with Spear, Light Armour and Shield
- 1 Grail Maiden on foot (Same stats as Level 1 Damsel, but cannot cast magic or dispell spells)
- 1 Grail Madien on horse (Same stats as Level 1 Damsel on horse, but cannot cast magic or dispell spells)

The Shambling Horde:
- 30 Zombies

The Battlefield:
Set up the board 15” x 15” large with a Grail Chapel in the middle of the board on a hill, this should be a one or two-storey chapel with maybe a small bell-tower, this should have a detachable roof and a place to put models inside in it. Place D6+1 sections of 3” long stone walls (Defender player places them all) and a small campfire 4” away from the Grail Chapel.

Objectives: The Defender must hold off the Zombies and stop them from destroying the Chapel and eating the Maidens until dawn.

The Zombies must eat(put Out Of Action) the Maidens and/or destroy the Grail Chapel (see below).

If both Maidens survive but the Grail Chapel is destroyed then the match is a draw, if the Chapel survives but no Maidens survive then it is also a draw. If one or more of the Maidens die and the Chapel falls, then the Zombies win. If one or both of the Maidens survive and the Chapel stands then the Defenders win.

The game itself lasts until turn 12, when dawn arrives.

Deployment: The Defenders deploy first.

The Defender may set up within 4" of the campfire, or within 4" of the Grail Chapel. The Defender may also set up inside the Grail Chapel. The Zombies may all be placed within 6" of any table edge.

Who goes first?

The Defender goes first, they may be caught off guard but they are still quicker than shambling corpses!.

Special Rules:

Zombies Are Dead: Just like in the Twilight Of The Dead scenario, Zombies are hard to wound at all, but when you do they have a habit of falling to bits! Modify the Injury chart when dealing with Zombies to this:

1-3 Knocked Down
4-6 Out Of Action

Endless Horde: At the start of each new turn, any Zombies put Out Of Action in the previous turn may be re-deployed within 6" of any table edge, this is because a massive horde is attacking, and the only hope of the Defenders is to hold out until dawn! The new Zombies may move normally on the turn they are placed but may not charge.

Undead Vandals: One of the Zombie player’s objectives is to pull down the Chapel, a Zombie who is not in combat and is in base contact with the Chapel may try to vandalise it at the end of his turn, breaking windows, bashing down doors and generally desercrating the holy ground. Roll a d6, here is what happens depending on what the dice result is:

1- The holy power of the Chapel overcomes the Zombie, unmaking the undead creature, it is put Out Of Action.
2 or 3- The Zombie fails to do any damage.
4 or 5- The Zombie does 1 Vandal point of damage.
6- The Zombie does 1d3 Vandal points of damage, he’s on a rampage!


The Chapel will be destroyed if it takes 5 or more Vandal points in damage in a single turn, or if it suffers 12 or more Vandal points damage over time.

If a Man-At-Arms or Man-At-Arms Captain is inside the building, he may rush out to stop the vandalism, this is a charge out of normal sequence. Vandalism is not caused by the Zombie in question if he is charged like this.

Do or Die: Neither side suffers from Rout tests. The Men-At-Arms and the Captain do not need to test for fear to charge the Zombies.

Healer: If a Grail Maiden ends her move next to a friendly model that is Stunned or Knocked Down then she may heal the wounded person, bringing that model back to his feet on a 4+ on a d6! The model may move on the turn he is healed but may not charge or run. The Maiden must be on foot to do this, so the mounted Grail Maiden must dismount first.

Using Alternate Forces:
You use Empire troops defending a Sigmar Temple with Sigmarite preists in the role of the Maidens, or High Elves (Or Dark Elves) defending a Shrine of their elven gods from attack.


Part Of A Larger Battle:

This scenario is a good lead-up battle to a huge conflict between Bretonnians and Undead.

If the Defender wins then the Grail Chapel is very thankful and offers two Dispel Scrolls to the Bretonnian army to have for free, these scrolls do not count towards a character’s magic item points limit. The scrolls can still only be carried by spellcasters however. If the Bretonnian player has no spellcasters then the Bretonnian player may instead choose one Enchanted Item or Talisman from the Common or Bretonnian items lists that is worth up to 50 pts to have for free, this item does not count towards the magic item point limit for that Character.

If the Zombies win then the loss of the holy place and/or people means that the Bretonnian player must go second and set up first, and may not take the Blessing in the upcoming battle.

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