Scenarios

Core Scenarios

0. Pitched Battle
Deployment
Attackers deploy within 12” of one edge, and defenders within 12” of the opposite edge. Each side deploys one Group at a time, alternating between sides after each Group, until both sides have deployed all the Groups they intend to have on the field at the beginning of play.
First Turn
Attackers may choose to go first or allow the defender to go first.
Closing Conditions

When fewer than 5 Groups remain across all Companies, roll 1d6 at the beginning of each subsequent turn. If the result is higher than the number of remaining Groups across all Companies, this is the final turn.

Add up the points value of enemy Groups Routed before the end of the game; the player with the highest count gains 5VP. In a tie, all players tied for the highest count gain 3VP.


1. Ambush
Deployment
Defenders deploy all of their Groups within 24” of the center, then attackers deploy all of their Groups anywhere on the table, but no closer than 6” to any defending Group.
First Turn
Attackers must go first.
Special Rules
Defenders may voluntarily Move their Groups off any table edge; these Groups do not count as having been Routed but have instead Escaped. Defender Groups forced to Retreat off the table also count as Escaped instead of Routed.
Closing Conditions

Play ends immediately when either side has no Groups remaining in play.

Defenders gain 2VP for every friendly Group that Escapes and 1VP for every enemy Group Routed.

Attackers gain 1VP for every enemy Group whose R is below its starting value at the end of the game (even if they Escape off the table), and 2VP for every enemy Group Routed.


2. Retreat
Deployment
Defenders deploy 12-18” from one edge, and attackers within 8” of the same edge. Each side places one Group at a time, alternating between sides after each Group, until both sides have deployed all the Groups they intend to have on the field at the beginning of play.
First Turn

Defenders may choose to go first or allow the attackers to go first.

After deciding, the defender must immediately make a resilience test for every group they deployed; for each test is failed, that Group starts play shaken.

Special Rules
Defenders may voluntarily Move their Groups off the table edge opposite from the one they deployed along. These Groups do not count as having been Routed but have instead Escaped; so do any Groups forced to Retreat off that edge. Groups which Retreat off any other edge do count as Routed.
Closing Conditions

Play ends immediately when either side has no Groups remaining in play.

Defenders gain 3VP for each of their Groups that Escape.

Attackers gain 2VP for every enemy Group Routed—they gain 4VP for each enemy Captain’s Group Routed.


3. Raid
Deployment

Defenders deploy their Captain’s Group and up to half of their remaining Groups within 24” of the center (leaving the remaining Groups out of play at the beginning of play), then attackers deploy all the Groups they intend to have on the field at the beginning of play within 12” of any edges.

Defenders then place 6 Asset Tokens (representing barrels of wine, prize cattle, sacred stones, etc) within 24” of the center, representing valuable commodities the attackers may seek to capture.

First Turn
Attackers may choose to go first or allow the defenders to go first.
Special Rules

Any defending Group may attempt to activate on a 6+ to bring a not-yet-deployed Group into play within 4”. The defending Captain’s Group may attempt to activate on a 4+ to bring a not-yet-deployed Group into play within 8”. Defending Groups cannot pick up Asset Tokens.

Any attacking Group in contact with an Asset Token and not in melee may attempt to activate on a 5+ to pick up the Asset. On a result of 12, the Group picks up the Asset and may immediately attempt to activate to Move.

Groups carrying an Asset Token Move at half their normal speed and may carry the Asset off any table edge. Groups may only hold one Asset Token at a time.

Closing Conditions

Play ends immediately when either side has no Groups remaining in play.

The defenders gain 2VP for each enemy group routed or destroyed, and 1VP for each Asset Token still on the table (either carried by a Group or not).

The attackers gain 3VP for each Asset Token taken off the table.


4. Sortie
Deployment
Attackers deploy all the Groups they intend to have on the field at the beginning of play, as well as three Siege Tokens representing siege works at least 6” from any edge and no closer than 30” from the center. Then the defenders deploy all the Groups they intend to have on the field at the beginning of play within 24” of the center.
First Turn
Defenders must go first.
Special Rules
Any defending Group in contact with a Siege Token and not in melee may attempt to activate on a 6+ to destroy the siege work.
Closing Conditions

Play ends immediately when either side has no Groups remaining in play, or when the defenders move all of their remaining Groups within 24” of the center and declare an end to their sortie.

Defenders gain 1VP for every enemy Group Routed, 2VP for every enemy engine Group Routed, and 4VP for every Siege Token destroyed.

Attackers gain 2VP for every enemy Group Routed, 1VP for each of their engine Groups which was not Routed, and 3VP for every Siege Token not destroyed.


5. Extraction
Deployment
Attackers deploy all the Groups they intend to have on the field at the beginning of play at least 18” from the center. Then defenders deploy one Group (the extractees) within 6” of the center, and all the remaining Groups they intend to have on the field at the beginning of play within 12” of any edge.
First Turn
The defenders must go first.
Special Rules
If the Extractees Move or Retreat off the table, they count as having Escaped, not Routed.
Closing Conditions

Play ends when the extractees Escape or are Routed.

Defenders gain 6VP if the extractees Escape and 1VP for every enemy Group Routed.

Attackers gain 4VP if the extractees were Routed, and 2VP for every other enemy Group Routed.


6. Ritual
Deployment
Defenders deploy all the Groups they intend to have on the field at the beginning of play within 24” of the center, and designate one of their Groups as the bodyguards of the ritualists. Then attackers deploy all the Groups they intend to have on the field at the beginning of play within 12” of any edges.
First Turn
The attackers may choose to go first or let the defenders go first.
Special Rules

The defender Group bodyguarding the ritualists may not Move. If they would be forced to Retreat, they lose 1R instead.

At the beginning of each of the defender’s turns, roll 2d6—if the result is less than the current turn number, the ritual has been completed.

Closing Conditions

Play ends when the ritual is completed or the bodyguard Group is Routed.

The defenders gain 6VP if the ritual is completed, and 1VP for each enemy Group Routed.

The attackers gain 4VP if the bodyguard Group is Routed.