From Below

| Players | Even Match |
| Infiltrators | Special |
| Battle Length | 4-5 Turns |
Conquer a pock-marked battlefield, but be careful not to rouse the beast that slumbers beneath.
Forces
No special restrictions apply to the models the players can include in their Forces in this scenario.
The Battlefield
The players roll-off and the winner sets up the terrain for the game. This scenario can use any battlefield archetype (the player setting up the terrain decides which one to use).
Ichor Pit MarkersThe large Markers shown on the map represent Ichor Pits. Place the Ichor Pit Markers at the locations shown on the map before setting up any terrain. Terrain pieces cannot be set up within 1" of an Ichor Pit Marker.
Artillery Shell Markers
The small Markers shown on the map represent Artillery Shells. After setting up any terrain, place the Artillery Shell Markers at the locations shown on the map.
Deployment
The players roll-off. The winner of the roll-off chooses which Deployment Zone will be theirs. The other Deployment Zone is their opponent’s. The players then alternate deploying their models one at a time, starting with the player who has more models in their Warband (roll-off if both players have the same number of models). In this scenario, the players can only deploy half the models from their Force (rounding fractions up). Any remaining models are not used and are placed to one side. Models must be set up wholly within their own Deployment Zone. If a player runs out of models to set up, the other player sets up all their remaining models, one after another, until they have none left. Once the players have set up their models, deployment ends, and the game begins.
Infiltrators
Infiltrators can deploy normally or by using their special deployment rules. However, if they deploy using their special deployment rules, they cannot deploy within 6" of a Marker.
Game Length
The game ends if the Beast awakens. In addition, at the end of the fourth Turn, the attacker rolls a D6. On a 1 or 2, the game ends immediately. On a 3 or more, the game will end at the end of the fifth Turn, provided the Beast fails to awaken before then.
Victory Conditions
A player wins this scenario immediately if there are no enemy models on the battlefield, or if the opposing Warband flees (typically due to failing a Morale Check). The game ends immediately in a draw if the Beast awakens. Otherwise, the player with more Victory Points at the end of the game is the winner.
Ichor Pit Markers
The entire battlefield was unknowingly built atop the back of a slumbering Larval Beast Lord. The unending barrage of shelling and gunfire has torn open wounds the size of pits across the monster’s back, each one filled with toxic ichor. This rare substance can corrode metal, flesh, and bone, carries unnamed diseases, and brims with properties not yet understood. Despite the immense risk of harvesting it and awakening the beast, the prize is simply too great to pass up.
Open ground and terrain within 2" of the centre of the Ichor Pit Marker is treated as being Difficult and Dangerous terrain, in addition to any other terrain rules it may have. Add a +2 INJURY MODIFIER to Injury Rolls caused by Ichor Pits. In addition, after making the Injury Roll for the Ichor Pit, place 2 extra BLOOD MARKERS next to the target model (even if the Injury Roll has No Effect).
Each Ichor Pit contains enough Ichor to fill 6 Ichor Vials (see below). We recommend you keep track of how many vials have been filled from a pit by putting a dice on top of the marker. An Ichor Pit with no Ichor left is no longer Dangerous Terrain.
Ichor Vials
Each model in this scenario has 3 empty Ichor Vials (even if they are not usually allowed to take Battlekit or Equipment). Each player must keep track of how many empty and filled Ichor Vials the models in their Warband are carrying. If a model is taken Out of Action, place a Vials Marker at their location and record how many empty or filled Ichor Vials it represents. All models in this scenario can take the following ACTIONS (no Success Rolls are necessary):
- Fill Vial: A model with an empty Ichor Vial that is in contact with an Ichor Pit Marker can take a Fill Vial ACTION. If it does so, it fills 1 empty Ichor Vial with Ichor.
- Trade VialsA model that is in contact with a friendly model can take a Trade Vials ACTION. If it does so, you can swap any number of empty or filled Ichor Vials between the two models.
- Steal VialsA model that is in contact with a Vials Marker or an enemy model that is Down can take a Steals Vials ACTION. If it does so, you can take any number of empty or filled Ichor Vials from the Vials Marker or enemy model.
- Extract VialsA model that is in contact with the longest edge of the battlefield in its Deployment Zone can take an Extract Vials ACTION. If it does so, you can extract any number of filled Ichor Vials from the model and replace them with empty Ichor Vials.
Artillery Shells Markers
A player can choose an Artillery Shells Marker as the target for an attack. If the attack is a Success or a Critical Success, the Artillery Shells Marker explodes. An Artillery Shells Marker will also explode if it is caught in the radius of an attack with the BLAST Keyword. When an Artillery Shells Marker explodes, the players must first determine if the Beast awakens. If the Beast does not awaken, all models within 3" of it are hit in the same way as if they had been hit by an Infernal Bomb from the Heretic Legions Faction List . Then the Artillery Shells Marker is replaced with an Ichor Pit Marker and the players must set up Hell Ticks as described below.
Infernal BombThe Beast
I saw a great beast rise up from beneath, having seven amalgamated heads with ten mouths, and in each mouth, a thousand teeth and a hundred tongues, and upon its body were carved marks of blasphemy and the sigils of the end.
Explosions caused by the piles of artillery shells may awaken the Beast. If the Beast awakens, all models that remain on the battlefield are taken Out of Action and the game ends.
- First Explosion: The Beast twitches, causing a minor tremor across the battlefield. Roll a D6 for each model that is not Down. On a roll of 6 the model is taken Down.
- Second Explosion: Roll a D6. On a roll of 4-6, the Beast awakens.
- Third Explosion: Roll a D6. On a roll of 3-6, the Beast awakens.
- Fourth Explosion: Roll a D6. On a roll of 2-6, the Beast awakens.
- Fifth Explosion: The Beast awakens.
Call of the Beast
Starting with the first explosion of a pile of artillery shells, the Larval Beast’s wail of torment echoes through the valley, summoning the parasites buried within its own flesh to the surface. These bloated, bloodthirsty Hell Ticks claw and tear their way out of the creature’s body, swarming across the battlefield, ready to feast upon any living being they can sink their fangs into.
If the Beast does not awaken after an explosion, the players roll-off and the winner can set up D3 Hell Tick models within 8" of the centre of the Ichor Pit Marker created by the explosion and more than 1" away from any other models. Hell Ticks are neutral models (see below). Each Hell Ticks can be represented by a small and suitably insect-like model. If no suitable models are available, represent them with Markers.
Neutral Model Activation Rolls
Hell Ticks are neutral models. Neutral models are treated as enemy models by both sides. In addition, when a player finishes an Activation with one of their models, they must take a Neutral Model Activation Roll by rolling a D6. If they roll a 1-4, they can Activate a Hell Tick of their choice. They cannot Activate a Hell Tick that has already been Activated (by either player). Once the Hell Ticks have been Activated during a Turn, stop making Neutral Model Activation Rolls until the following turn.
When a player Activates a Hell Tick, they must carry out an Activation with it using the rules below.
If a player runs out of models from their own Warband to Activate and there are still Hell Ticks remaining to Activate, they must still make Neutral Model Activation Rolls. In the event that any Hell Ticks remain to be Activated after both players have finished Activating models from their Warband, just roll-off for each one, the winner must Activate the model.
Hell Tick Actions
When a player Activates a Hell Tick, they must first choose its prey (see below). They must then take 1 Move ACTION and 1 Dash ACTION or 1 Fight ACTION with the Hell Tick. If the Hell
Tick is not within 1" of its prey, it will move as described below and then Fight if it is within 1" of its prey or Dash if it is not. If the Hell Tick starts within 1" of its prey, it will attack before it moves. If the attack takes the prey Out of Action, choose new prey and then move the Hell Tick as described below.
The Hell Tick’s chosen prey is determined by using the following list of priorities:
- If there are any models within 20" of the Hell Tick that have BLOOD MARKERS, then it will choose the model with the most BLOOD MARKERS as its prey. If two or more models have the same number of BLOOD MARKERS, it will choose the closest as its prey. If two or more models are equally close, the player can choose which model is its prey.
- If there are no models within 20" of the Hell Tick that have BLOOD MARKERS, then it will choose the closest as its prey. If two or more models are equally close, the player can choose which model is its prey.
- Ignore other Hell Tick models when working out a Hell Tick’s chosen prey.
Moving The Hell Tick
A player must move a Hell Tick towards its prey so that it finishes either in base contact with it, or if that is impossible, as close to its prey as possible.
Attacking With The Hell Tick
When the Hell Tick attacks, it will target its prey if it can do so. Otherwise, it will target the nearest model it can attack. If two or more potential targets are equally close to the Hell Tick, the player can choose which model it attacks. When a Hell Tick attacks, it makes a Melee Attack using its Mandibles ability.
A Hell Tick can make a Melee Attack even though it does not have a Melee Weapon. Add +1 INJURY DICE to rolls for a Melee Attack made by a Hell Tick. Whenever a Melee Attack made by a Hell Tick causes any BLOOD MARKERS to be placed on the target, you can remove up to 1 BLOOD MARKER from the attacking Hell Tick model.
Whenever a Melee Attack made by a Hell Tick causes any BLOOD MARKERS to be placed on the target, the target model becomes poisoned (it cannot be poisoned more than once). When you Activate a friendly model that has been poisoned, you must place 1 BLOOD MARKER next to the model. You can then spend a BLESSING MARKER that is next to the model if you wish to do so. If you do, the model is no longer poisoned.
Hell Ticks do not have any Battlekit.
Hell Ticks infest No Man’s Land. Creatures of monstrous size with a voracious appetite for blood. Infestation follows wherever the path of the Beast cuts through the land.
