The set up for this scenario involves the Attacker selecting a point on the battlefield along the centerline. This section is a 12” x 12” section that the Defender needs to keep free of enemy forces.
Complication Conditions: When the defender reaches the point they need to defend, the Attacker immediately rolls 2D6 on the Complications list below. At this point, the Attacker gains 1 Victory Point (VP).
2 – The Dead Walk
3 – Vicious Storm
4 – Bounty Hunt
5 – The Winds of Magic
6 – 8 – For Honour!
9 – Press the Line
10 – Kill the Messenger
11 – Assassination
12 – Slay the Beast!
The Dead Walk
The smell of blood and the sound of violence attract a band of roaming undead! The player that rolled on the Complications Table rolls 1d6 and halves the result (rounding up), and adds 3 to it (1d3+3). This is how many Gaunts appear on each table edge opposite the player deployment zones – distributed evenly. These models are armed only with a hand weapon and light armour, and do not have any Perks. These Gaunts act in a third turn where they charge and attack the closest model. If they are unable to charge (the model is further away than 2x their Movement (MOV) attribute), they will move towards that model instead.
In addition to these gaunts, each incapacitated model on the board immediately rises as a Gaunt as well, attacking the nearest model.
End Game Conditions: The player that incapacitates the most Gaunts rolls on the End Game Conditions Table and is awarded 2 Victory Points (VP) for their effort.
|Abilities||Walking Plague; Fear (3); Fearless|
A vicious storm blows across the battlefield! Each player suffers a -1 penalty to all rolls. In addition to this, all ground is treated as Difficult Terrain.
End Game Conditions: The player that did not roll on the Complications Table immediately rolls on the End Game Conditions Table. Completing the End Game Condition is worth twice as many Victory Points (VP) than it is normally worth.
There is a mark on two models on the battlefield – to the victor go the spoils! Pick out the model within each Party that has the highest value. This model is now a marked target.
End Game Conditions: If this model is incapacitated, the player who dispatched the model first rolls on the End Game Conditions Table and awards themselves 2 Victory Points (VP).
The Winds of Magic
There is a mana surge on the battlefield, making it readily available to each magic user – but at a cost. When Drawing Mana, the difficulty to do so is reduced to TN 2 – but for each natural 1 that is rolled, the caster loses 1 Endurance (EN). Models reduced to 0 Endurance (EN) are considered Incapacitated.
End Game Conditions: The model that did not roll on the Complications Table immediately rolls on the End Game Conditions Table. Completing the End Game Condition is worth twice as many Victory Points (VP) that it is normally worth.
It is a time for heroes to settle past grudges on the field! Each Hero is a marked target, though only other Heroes can claim the mark.
End Game Conditions: Any Hero model that is incapacitated by another Hero model is worth 1 VP. Once one of the players reaches 2 Victory Points (VP) (or there are no heroes left on the board), the player that reaches 2 Victory Points (VP) first rolls on the End Game Conditions Table.
Press the Line
The enemy has pushed too far into your territory, and you have to get them out! The Attacker must press over the halfway point of the battlefield, and the Defender must keep them out.
End Game Conditions: If the Attacker ends the round with all of their models into the Defender’s side of the board, they gain 2 Victory Points (VP) and roll on the End Game Conditions Table. If the Defender ends the round without any of the Attacker’s models on their side of the board, they gain 2 Victory Points (VP) and roll on the End Game Conditions Table.
Kill the Messenger
There is a messenger among the ranks of the enemy, and they must be stopped. The Defender must choose a single model – this model is now marked and is a target for the Attacker. The model must exit the battlefield via the Attacker’s table edge.
End Game Conditions: If the Defender’s model exits the battlefield via the Attacker’s table edge, the Defender is rewarded 2 Victory Points (VP), and immediately rolls on the End Game Conditions table. If the Attacker kills the designated model before it reaches the table’s edge, the Attacker is rewarded 2 Victory Points (VP), and immediately rolls on the End Game Conditions Table.
Warlords gaze across the battlefield, knowing that only one can survive. Both of the player’s Party Leaders become marked targets.
End Game Conditions: Each player’s Party Leader is worth 2 Victory Points (VP). The player who claims the Victory Points also rolls on the End Game Conditions Table immediately.
Slay the Beast!
A great beast is attracted to the smell of blood and the sound of battle! The beast appears on the edge of the table closest to the most models on the battlefield. This beast has no equipment, and does not possess any Perks. This beast acts in a third turn where it charges and attacks the closest model. If it is unable to charge (the model is further away than 2x its Movement (MOV) attribute), it will Move towards that model instead.
|Abilities||Huge; Tooth and Claw; Fear (4)|
End Game Conditions: The player that inflicts the most wounds on the beast rolls on the End Game Conditions list below and is awarded 2 Victory Points (VP) for their effort.
1-2 – Route
3-4 – Assassination
5-6 – Tactical Retreat
Route – The opponent must be defeated. The opponent must have their numbers depleted to ¼ their numbers. The first player to do this claims 2 Victory Points (VP) and the game ends at the end of the round.
Assassination – The enemy’s leaders must be defeated. Each player’s Party Leader becomes marked. The first player to kill the opponent’s Party Leader gains 2 Victory Points (VP) and the game Immediately ends. If the Party Leader has already been dispatched, the player who still has their Party Leader gains the 2 Victory Points (VP) instead.
Tactical Retreat – The enemy has taken enough of a beating, and it is now time to retreat to regroup. The Attackers must fall back to their Deployment Zone within 1 turn. If more than ½ of their models are in their Deployment Zone, they gain 2 Victory Points (VP) and the game immediately ends. If The Attacker fails to pull their forces back within 1 turn, the Defender is granted 2 Victory Points (VP) and the Game immediately ends.