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Warmahordes Scenarios

2017 scenario play

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jmenach
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0% found this document useful (0 votes)
179 views28 pages

Warmahordes Scenarios

2017 scenario play

Uploaded by

jmenach
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Steamroller 2017 Objectives

ARMORY FUEL CACHE STOCKPILE


STEAMROLLER OBJECTIVE STEAMROLLER OBJECTIVE STEAMROLLER OBJECTIVE
BASE DEF ARM BASE DEF ARM BASE DEF ARM
LARGE 5 18 LARGE 5 18 LARGE 5 18

IMMOBILE This model has no Normal Movement or Combat Action, FUELED UP During your Control Phase, choose one friendly Faction IMMOBILE This model has no Normal Movement or Combat Action,
cannot become knocked down or be moved, and is automatically hit model within 4 of this model. That model gains Pathfinder for cannot become knocked down or be moved, and is automatically hit
by melee attacks. one round. by melee attacks.
OBJECTIVE This model cannot be placed, cannot channel spells, and IMMOBILE This model has no Normal Movement or Combat Action, OBJECTIVE This model cannot be placed, cannot channel spells, and
cannot be chosen as a Prey target. This model cannot be targeted or cannot become knocked down or be moved, and is automatically hit cannot be chosen as a Prey target. This model cannot be targeted or
damaged until the second players second turn. This model cannot by melee attacks. damaged until the second players second turn. This model cannot
engage or be engaged. Models never gain a back strike bonus against OBJECTIVE This model cannot be placed, cannot channel spells, and engage or be engaged. Models never gain a back strike bonus against
this model. Friendly models can ignore this model when determining cannot be chosen as a Prey target. This model cannot be targeted or this model. Friendly models can ignore this model when determining
LOS and can advance through this model if they have enough damaged until the second players second turn. This model cannot LOS and can advance through this model if they have enough
movement to move completely past it. engage or be engaged. Models never gain a back strike bonus against movement to move completely past it.
SUPERIOR AMMUNITION During your Control Phase, choose one this model. Friendly models can ignore this model when determining SURPLUS During your Maintenance Phase, choose one friendly
friendly Faction model within 4 of this model. That models weapons LOS and can advance through this model if they have enough Faction model within 4 of this model. Remove d3 damage points
gain Damage Type: Magical for its next attack this turn. movement to move completely past it. from the chosen model..

DAMAGE DAMAGE DAMAGE

Privateer Press, Inc. All Rights Reserved. Privateer Press, Inc. All Rights Reserved. Privateer Press, Inc. All Rights Reserved.
All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

20012017 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of
Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Grymkin: The Wicked Harvest, Grymkin, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, War Room, and all
associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use
and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time
for any reason.

STEAMROLLER 2017 | V1.0 PRIVATEERPRESS.COM 10


SCENARIO 1

THE PIT II
Special Rules There is no limit to the number of CPs a player can score.
Kill Box: Starting on the first players second turn, if a player ends Fixed Game Length: At the end of the second players seventh
his turn with a friendly warcaster or warlock completely within 12 turn, the game ends automatically.
of his table edge, his opponent immediately scores 2 control points.

Scenario Elements: Mark two rectangular zones (612) and Victory Conditions
one circular zone (12 diameter) and place two objectives in The first player to earn 5 more control points than the opponent
accordance with the diagram below. Starting on the second immediately wins the game via scenario victory.
players second turn, at the end of each players turn, a player
If the game ends before a player wins via scenario or assassination
earns control points (CP) as follows:
victory, the player with the most control points wins via scenario
Zone: Control = 1 CP victory. If the players are tied for control points when the game ends,
use the 3rd tiebreaker (army points destroyed) and if necessary the
Enemy Objective: Destroyed/Removed from Play = 1 CP
4th tiebreaker (scenario presence) to determine the winner.
(once per objective)

Player 2
Deployment

21

12

6 6

24

12

24 21

Player 1
Deployment

Tactical Tip:
Only the active player scores when multiple players control the same zone or flag.

20012017 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of
Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Grymkin: The Wicked Harvest, Grymkin, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, War Room, and all
associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use
and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time
for any reason.

STEAMROLLER 2017 | V1.0 PRIVATEERPRESS.COM 16


SCENARIO 2

STANDOFF
Special Rules There is no limit to the number of CPs a player can score.
Kill Box: Starting on the first players second turn, if a player ends Fixed Game Length: At the end of the second players seventh
his turn with a friendly warcaster or warlock completely within 12 turn, the game ends automatically.
of his table edge, his opponent immediately scores 2 control points.

Scenario Elements: Mark two rectangular zones (612) and Victory Conditions
two circular zones (12 diameter) and place two objectives in The first player to earn 5 more control points than the opponent
accordance with the diagram below. Starting on the second immediately wins the game via scenario victory.
players second turn, at the end of each players turn, a player
If the game ends before a player wins via scenario or assassination
earns control points (CP) as follows:
victory, the player with the most control points wins via scenario
Zone: Control = 1 CP victory. If the players are tied for control points when the game ends,
use the 3rd tiebreaker (army points destroyed) and if necessary the
Enemy Objective: Destroyed/Removed from Play = 1 CP
4th tiebreaker (scenario presence) to determine the winner.
(once per objective)

Player 2
Deployment
15

24
24

12 12

24

24

15

Player 1
Deployment

Tactical Tip:
Only the active player scores when multiple players control the same zone or flag.

20012017 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of
Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Grymkin: The Wicked Harvest, Grymkin, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, War Room, and all
associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use
and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time
for any reason.

STEAMROLLER 2017 | V1.0 PRIVATEERPRESS.COM 17


SCENARIO 3

SPREAD THE NET


Special Rules There is no limit to the number of CPs a player can score.
Kill Box: Starting on the first players second turn, if a player ends Fixed Game Length: At the end of the second players seventh
his turn with a friendly warcaster or warlock completely within 12 turn, the game ends automatically.
of his table edge, his opponent immediately scores 2 control points.

Scenario Elements: Mark two rectangular zones (612) and Victory Conditions
one circular zone (12 diameter) and place two flags in accordance The first player to earn 5 more control points than the opponent
with the diagram below. Starting on the second players second immediately wins the game via scenario victory.
turn, at the end of each players turn, a player earns control points
If the game ends before a player wins via scenario or assassination
(CP) as follows:
victory, the player with the most control points wins via scenario
Zone: Control = 1 CP victory. If the players are tied for control points when the game ends,
use the 3rd tiebreaker (army points destroyed) and if necessary the
Flag: Control = 1 CP
4th tiebreaker (scenario presence) to determine the winner.

Player 2
Deployment

16 24 19

12

24

12

19 16

Player 1
Deployment

Tactical Tip:
Only the active player scores when multiple players control the same zone or flag.

20012017 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of
Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Grymkin: The Wicked Harvest, Grymkin, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, War Room, and all
associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use
and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time
for any reason.

STEAMROLLER 2017 | V1.0 PRIVATEERPRESS.COM 18


SCENARIO 4

BREAKDOWN
Special Rules Fixed Game Length: At the end of the second players seventh
Kill Box: Starting on the first players second turn, if a player ends turn, the game ends automatically.
his turn with a friendly warcaster or warlock completely within 12
of his table edge, his opponent immediately scores 2 control points. Victory Conditions
The first player to earn 5 more control points than the opponent
Scenario Elements: Mark one rectangular zone (612) and
immediately wins the game via scenario victory.
two circular zones (12 diameter) in accordance with the diagram
below. Starting on the second players second turn, at the end of If the game ends before a player wins via scenario or assassination
each players turn, a player earns control points (CP) as follows: victory, the player with the most control points wins via scenario
victory. If the players are tied for control points when the game ends,
Zone: Control = 1 CP
use the 3rd tiebreaker (army points destroyed) and if necessary the
There is no limit to the number of CPs a player can score. 4th tiebreaker (scenario presence) to determine the winner.

Player 2
Deployment

24

6 6

21 24

Player 1
Deployment

Tactical Tip:
Only the active player scores when multiple players control the same zone or flag.

20012017 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of
Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Grymkin: The Wicked Harvest, Grymkin, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, War Room, and all
associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use
and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time
for any reason.

STEAMROLLER 2017 | V1.0 PRIVATEERPRESS.COM 19


SCENARIO 5

OUTLAST
Special Rules Fixed Game Length: At the end of the second players seventh
Kill Box: Starting on the first players second turn, if a player ends turn, the game ends automatically.
his turn with a friendly warcaster or warlock completely within 12
of his table edge, his opponent immediately scores 2 control points. Victory Conditions
The first player to earn 5 more control points than the opponent
Scenario Elements: Mark two circular zones (12 diameter) and
immediately wins the game via scenario victory.
place two flags in accordance with the diagram below. Starting on
the second players second turn, at the end of each players turn, If the game ends before a player wins via scenario or assassination
a player earns control points (CP) as follows: victory, the player with the most control points wins via scenario
victory. If the players are tied for control points when the game ends,
Zone: Control = 1 CP
use the 3rd tiebreaker (army points destroyed) and if necessary the
Flag: Control = 1 CP 4th tiebreaker (scenario presence) to determine the winner.

There is no limit to the number of CPs a player can score.

Player 2
Deployment

24 20

24

14 14

24

24
20

Player 1
Deployment

Tactical Tip:
Only the active player scores when multiple players control the same zone or flag.

20012017 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of
Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Grymkin: The Wicked Harvest, Grymkin, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, War Room, and all
associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use
and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time
for any reason.

STEAMROLLER 2017 | V1.0 PRIVATEERPRESS.COM 20


SCENARIO 6

RECON II
Special Rules There is no limit to the number of CPs a player can score.
Kill Box: Starting on the first players second turn, if a player ends Fixed Game Length: At the end of the second players seventh
his turn with a friendly warcaster or warlock completely within 12 turn, the game ends automatically.
of his table edge, his opponent immediately scores 2 control points.

Scenario Elements: Mark one rectangular zone (612) and Victory Conditions
place two flags and two objectives in accordance with the diagram The first player to earn 5 more control points than the opponent
below. Starting on the second players second turn, at the end of immediately wins the game via scenario victory.
each players turn, a player earns control points (CP) as follows:
If the game ends before a player wins via scenario or assassination
Zone: Control = 1 CP victory, the player with the most control points wins via scenario
victory. If the players are tied for control points when the game ends,
Flag: Control = 1 CP
use the 3rd tiebreaker (army points destroyed) and if necessary the
Enemy Objective: Destroyed/Removed from Play = 1 CP 4th tiebreaker (scenario presence) to determine the winner.
(once per objective)

Player 2
Deployment

18 18

24

15

12 12

15

24

18 18

Player 1
Deployment

Tactical Tip:
Only the active player scores when multiple players control the same zone or flag.

20012017 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of
Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Grymkin: The Wicked Harvest, Grymkin, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, War Room, and all
associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use
and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time
for any reason.

STEAMROLLER 2017 | V1.0 PRIVATEERPRESS.COM 21


RUMBLE SCENARIO 1

PATROL
Special Rules Victory Conditions
Kill Box: This rule is not used in this scenario. The first player to earn 5 more control points than the opponent
immediately wins the game via scenario victory.
Scenario Elements: Mark two rectangular zones (612) and
one circular zone (12 diameter) in accordance with the diagram If the game ends before a player wins via scenario or assassination
below. Starting on the second players second turn, at the end of victory, the player with the most control points wins via scenario
each players turn, a player earns control points (CP) as follows: victory. If the players are tied for control points when the game ends,
use the 3rd tiebreaker (army points destroyed) and if necessary the
Zone: Control = 1 CP
4th tiebreaker (scenario presence) to determine the winner.
There is no limit to the number of CPs a player can score.

Fixed Game Length: At the end of the second players seventh


turn, the game ends automatically.

Player 2 Table Edge

30

2 2
30

15 9

Player 1 Table Edge

Tactical Tip:
Only the active player scores when multiple players control the same zone or flag.

20012017 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of
Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Grymkin: The Wicked Harvest, Grymkin, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, War Room, and all
associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use
and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time
for any reason.

STEAMROLLER 2017 | V1.0 PRIVATEERPRESS.COM 22


RUMBLE SCENARIO 2

KILLING FIELD
Special Rules Victory Conditions
Kill Box: This rule is not used in this scenario. The first player to earn 5 more control points than the opponent
immediately wins the game via scenario victory.
Scenario Elements: Mark one circular zone (12 diameter) and
place two flags in accordance with the diagram below. Starting on If the game ends before a player wins via scenario or assassination
the second players second turn, at the end of each players turn, victory, the player with the most control points wins via scenario
a player earns control points (CP) as follows: victory. If the players are tied for control points when the game ends,
use the 3rd tiebreaker (army points destroyed) and if necessary the
Zone: Control = 1 CP
4th tiebreaker (scenario presence) to determine the winner.
Flag: Control = 1 CP

There is no limit to the number of CPs a player can score.

Fixed Game Length: At the end of the second players seventh


turn, the game ends automatically.

Player 2 Table Edge

30

14

6
15 30

14
15

Player 1 Table Edge

Tactical Tip:
Only the active player scores when multiple players control the same zone or flag.

20012017 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of
Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Grymkin: The Wicked Harvest, Grymkin, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, War Room, and all
associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use
and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time
for any reason.

STEAMROLLER 2017 | V1.0 PRIVATEERPRESS.COM 23


RUMBLE SCENARIO 3

TARGET OF OPPORTUNITY
Special Rules Victory Conditions
Kill Box: This rule is not used in this scenario. The first player to earn 5 more control points than the opponent
immediately wins the game via scenario victory.
Scenario Elements: Mark two rectangular zones (612) and
place two objectives and two flags in accordance with the diagram If the game ends before a player wins via scenario or assassination
below. Starting on the second players second turn, at the end of victory, the player with the most control points wins via scenario
each players turn, a player earns control points (CP) as follows: victory. If the players are tied for control points when the game ends,
use the 3rd tiebreaker (army points destroyed) and if necessary the
Zone: Control = 1 CP
4th tiebreaker (scenario presence) to determine the winner.
Flag: Control = 1 CP

Enemy Objective: Destroyed/Removed from Play = 1 CP


(once per objective)

There is no limit to the number of CPs a player can score.

Fixed Game Length: At the end of the second players seventh


turn, the game ends automatically.

Player 2 Table Edge

30

8
11

3
7

30

3
7

11
8

Player 1 Table Edge

Tactical Tip:
Only the active player scores when multiple players control the same zone or flag.

20012017 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of
Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Grymkin: The Wicked Harvest, Grymkin, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, War Room, and all
associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use
and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time
for any reason.

STEAMROLLER 2017 | V1.0 PRIVATEERPRESS.COM 24


STEAMROLLER 2016 OBJECTIVES

ARCANE WONDER ARMORY BUNKER


STEAMROLLER OBJECTIVE STEAMROLLER OBJECTIVE STEAMROLLER OBJECTIVE
BASE DEF ARM BASE DEF ARM BASE DEF ARM
LARGE 5 18 LARGE 5 18 LARGE 5 18

ARCANE PULSE If this model is hit by a melee attack, immediately IMMOBILE This model has no Normal Movement or Combat Action, DUGOUT When this model is hit by a ranged or magic attack, the
after the attack is resolved the attacking model suffers a POW 8 cannot become knocked down or be moved, and is automatically hit attacker rolls one less damage die.
magical damage roll unless this model was destroyed or removed by melee attacks. GIRDED This model does not suffer blast damage. Friendly models
from play by the attack. OBJECTIVE This model cannot be placed, cannot channel spells, and B2B with it do not suffer blast damage.
IMMOBILE This model has no Normal Movement or Combat Action, cannot be chosen as a Prey target. This model cannot be targeted or IMMOBILE This model has no Normal Movement or Combat Action,
cannot become knocked down or be moved, and is automatically hit damaged until the second players second turn. This model cannot cannot become knocked down or be moved, and is automatically hit
by melee attacks. engage or be engaged. Models never gain a back strike bonus against by melee attacks.
NULL ZONE Enemy magic attacks targeting a friendly model within this model.
OBJECTIVE This model cannot be placed, cannot channel spells, and
4 of this model suffer 2 RNG. REINFORCED This model does not suffer damage from non-magical cannot be chosen as a Prey target. This model cannot be targeted or
OBJECTIVE This model cannot be placed, cannot channel spells, and ranged attacks that are POW 10 or less and does not suffer damage damaged until the second players second turn. This model cannot
cannot be chosen as a Prey target. This model cannot be targeted or from non-magical melee attacks that are P+S 10 or less. engage or be engaged. Models never gain a back strike bonus against
damaged until the second players second turn. This model cannot SUPERIOR AMMUNITION During your Control Phase, choose one this model.
engage or be engaged. Models never gain a back strike bonus against friendly Faction model within 4 of this model. That models weapons
this model. gain Damage Type: Magical for one turn.

DAMAGE DAMAGE DAMAGE

Privateer Press, Inc. All Rights Reserved. Privateer Press, Inc. All Rights Reserved. Privateer Press, Inc. All Rights Reserved.
All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

EFFIGY OF VALOR FUEL CACHE STOCKPILE


STEAMROLLER OBJECTIVE STEAMROLLER OBJECTIVE STEAMROLLER OBJECTIVE
BASE DEF ARM BASE DEF ARM BASE DEF ARM
LARGE 5 18 LARGE 5 18 LARGE 5 18

IMMOBILE This model has no Normal Movement or Combat Action, IMMOBILE This model has no Normal Movement or Combat Action, HIGH PRIORITY When this model is directly hit by an enemy ranged
cannot become knocked down or be moved, and is automatically hit cannot become knocked down or be moved, and is automatically hit attack, you can choose to have one friendly, non-incorporeal Faction
by melee attacks. by melee attacks. warjack, warbeast, or monstrosity model within 4 of this model be
OBJECTIVE This model cannot be placed, cannot channel spells, and IT BURNS! If this model is hit by a melee attack, immediately after directly hit instead. That model is directly hit and suffers all damage
cannot be chosen as a Prey target. This model cannot be targeted or the attack is resolved the attacking model suffers the Fire continuous and effects.
damaged until the second players second turn. This model cannot effect unless this model was destroyed or removed from play by IMMOBILE This model has no Normal Movement or Combat Action,
engage or be engaged. Models never gain a back strike bonus against the attack. cannot become knocked down or be moved, and is automatically hit
this model. OBJECTIVE This model cannot be placed, cannot channel spells, and by melee attacks.
ROADBLOCK This model provides cover to friendly models as if it cannot be chosen as a Prey target. This model cannot be targeted or OBJECTIVE This model cannot be placed, cannot channel spells, and
were an obstacle. This model loses Roadblock while it is incorporeal damaged until the second players second turn. This model cannot cannot be chosen as a Prey target. This model cannot be targeted or
or knocked down. engage or be engaged. Models never gain a back strike bonus against damaged until the second players second turn. This model cannot
UPLIFTING PRESENCE After resolving continuous effects during your this model. engage or be engaged. Models never gain a back strike bonus against
Maintenance Phase, friendly knocked down models within 4 of this UP IN SMOKE During your Control Phase, place a 4 AOE cloud this model.
model stand up. effect in play. Its center point must be within 1 of this model. The SURPLUS During your Control Phase, remove d3 damage points
AOE remains in play for one round. from friendly warjacks, warbeasts, and monstrosities B2B with this
model.

DAMAGE DAMAGE DAMAGE

Privateer Press, Inc. All Rights Reserved. Privateer Press, Inc. All Rights Reserved. Privateer Press, Inc. All Rights Reserved.
All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc. All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

STEAMROLLER 2016 | V1.0 PRIVATEERPRESS.COM 9


SCENARIO 1

ENTRENCHED
Special Rules Victory Conditions
Kill Box: NO The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Mark two zones (12 6 rectangle) and place two objectives
in accordance with the diagram below. Starting on the second If time runs out before a player has won the game via scenario
players second turn, at the end of each players turn, a player or assassination victory, break the tie as outlined on the Scenario
earns control points (CP) as follows: Reference Sheet. For the 3rd tiebreaker, double the army points
within the enemy zone.
Friendly Zone: Dominate = 1 CP
Enemy Zone: Control = 1 CP, Dominate = 2 CP
Enemy Objective: Destroyed/Removed from Play = 1 CP
(once per objective)

Player 2
10 Deployment

18 21

21 18

Player 1
7 Deployment

Tactical Tip:
Only the active player scores when multiple players dominate the same zone or flag.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

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SCENARIO 2

LINE BREAKER
Special Rules Victory Conditions
Kill Box: NO The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Place four flags and two objectives in accordance with the diagram
below. Starting on the second players second turn, at the end of If time runs out before a player has won the game via scenario
each players turn, a player earns control points (CP) as follows: or assassination victory, break the tie as outlined on the Scenario
Reference Sheet. For the 3rd tiebreaker, double the army points
Enemy Flag: Control = 1 CP, Dominate = 2 CP
within 4 of the enemy flag.
Enemy Objective: Destroyed/Removed from Play = 1 CP
(once per objective)

Player 2
10 Deployment

18

12 12 12 12

12 12 12 12

18

Player 1
7 Deployment

Tactical Tip:
Only the active player scores when multiple players dominate the same zone or flag.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

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SCENARIO 3

TAKE AND HOLD


Special Rules Victory Conditions
Kill Box: YES The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Place two flags in accordance with the diagram below. Starting on
the second players second turn, at the end of each players turn, If time runs out before a player has won the game via scenario
a player earns control points (CP) as follows: or assassination victory, break the tie as outlined on the Scenario
Reference Sheet. For the 3rd tiebreaker, double the army points
Friendly Flag: Dominate = 1 CP
within 4 of the enemy flag.
Enemy Flag: Control = 1 CP, Dominate = 2 CP

Player 2
10 Deployment

21

18

18

21

Player 1
7 Deployment

Tactical Tip:
Only the active player scores when multiple players dominate the same zone or flag.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

STEAMROLLER 2016 | V1.0 PRIVATEERPRESS.COM 17


SCENARIO 4

THE PIT
Special Rules Victory Conditions
Kill Box: YES The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Place two flags and a zone (12-diameter circle) in accordance
with the diagram below. Starting on the second players second If time runs out before a player has won the game via scenario
turn, at the end of each players turn, a player earns control points or assassination victory, break the tie as outlined on the Scenario
(CP) as follows: Reference Sheet. For the 3rd tiebreaker, double the army points
within 4 of the enemy flag and within the zone.
Zone: Control = 1 CP, Dominate = 2 CP
Friendly Flag: Dominate = 1 CP
Enemy Flag: Control = 1 CP, Dominate = 2 CP

Player 2
10 Deployment

18

16

24

16

24

18

Player 1
7 Deployment

Tactical Tip:
Only the active player scores when multiple players dominate the same zone or flag.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

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SCENARIO 5

EXTRACTION
Special Rules Victory Conditions
Kill Box: YES The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Place two flags and two objectives in accordance with the diagram
below. Starting on the second players second turn, at the end of If time runs out before a player has won the game via scenario
each players turn, a player earns control points (CP) as follows: or assassination victory, break the tie as outlined on the Scenario
Reference Sheet. For the 3rd tiebreaker, double the army points
Flag: Control = 1 CP, Dominate = 1 CP
within 4 of a flag.
Enemy Objective: Destroyed/Removed from Play = 1 CP
(once per objective)

Player 2
10 Deployment

16

24

24

16 16

24

24

16

Player 1
7 Deployment

Tactical Tip:
Only the active player scores when multiple players dominate the same zone or flag.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

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SCENARIO 6

INCURSION
Special Rules Victory Conditions
Kill Box: NO The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Place three flags in accordance with the diagram below. Starting
on the second players second turn, at the end of each players If time runs out before a player has won the game via scenario
turn, a player earns control points (CP) as follows: or assassination victory, break the tie as outlined on the Scenario
Reference Sheet. For the 3rd tiebreaker, double the army points
Flag: Control = 1 CP, Dominate = 1 CP
within 4 of each flag.

Player 2
10 Deployment

24

12 12 12 12

24

Player 1
7 Deployment

Tactical Tip:
Only the active player scores when multiple players dominate the same zone or flag.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

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SCENARIO 7

OUTLAST
Special Rules Victory Conditions
Kill Box: NO The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Mark two zones (12-diameter circles) in accordance with the
diagram below. Starting on the second players second turn, at If time runs out before a player has won the game via scenario
the end of each players turn, a player earns control points (CP) or assassination victory, break the tie as outlined on the Scenario
as follows: Reference Sheet. For the 3rd tiebreaker, double the army points
within each zone.
Zone: Control = 1 CP, Dominate = 2 CP

Player 2
10 Deployment

24

14 14

24

Player 1
7 Deployment

Tactical Tip:
Only the active player scores when multiple players dominate the same zone or flag.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

STEAMROLLER 2016 | V1.0 PRIVATEERPRESS.COM 21


SCENARIO 8

RECON
Special Rules Victory Conditions
Kill Box: NO The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Mark a zone (6 12 rectangle) and place two flags and two
objectives in accordance with the diagram below. Starting on the If time runs out before a player has won the game via scenario
second players second turn, at the end of each players turn, a or assassination victory, break the tie as outlined on the Scenario
player earns control points (CP) as follows: Reference Sheet. For the 3rd tiebreaker, double the army points
within the zone and within 4 of the flags.
Zone: Control = 1 CP, Dominate = 2 CP
Flag: Dominate = 1 CP
Enemy Objective: Destroyed/Removed from Play = 1 CP
(once per objective)

Player 2
10 Deployment

24

12 12 9 12

24

18

Player 1
7 Deployment

Tactical Tip:
Only the active player scores when multiple players dominate the same zone or flag.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

STEAMROLLER 2016 | V1.0 PRIVATEERPRESS.COM 22


RUMBLE SCENARIO 1

PATROL
Special Rules Victory Conditions
Kill Box: NO The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Mark one zone (12-diameter circle) in accordance with the
diagram below. Starting on the second players second turn, at If time runs out before a player has won the game via scenario
the end of each players turn, a player earns control points (CP) or assassination victory, break the tie as outlined on the Scenario
as follows: Reference Sheet. For the 3rd tiebreaker, double the army points
within the zone.
Zone: Control = 1 CP, Dominate = 2 CP

Player 2 Table Edge

30

15
30

15

Player 1 Table Edge

Tactical Tip:
Only the active player scores when multiple players dominate the same zone or flag.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

STEAMROLLER 2016 | V1.0 PRIVATEERPRESS.COM 23


RUMBLE SCENARIO 2

KILLING FIELD
Special Rules Victory Conditions
Kill Box: NO The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Place two flags in accordance with the diagram below. Starting on
the second players second turn, at the end of each players turn, If time runs out before a player has won the game via scenario
a player earns control points (CP) as follows: or assassination victory, break the tie as outlined on the Scenario
Reference Sheet. For the 3rd tiebreaker, double the army points
Flag: Control = 1 CP, Dominate = 2 CP
within 4 of a flag.

Player 2 Table Edge

30

15

8 8
30

15

Player 1 Table Edge

Tactical Tip:
Only the active player scores when multiple players dominate the same zone or flag.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

STEAMROLLER 2016 | V1.0 PRIVATEERPRESS.COM 24


RUMBLE SCENARIO 3

TARGET OF OPPORTUNITY
Special Rules Victory Conditions
Kill Box: NO The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Mark two zones (12 6 rectangle) and place two objectives
in accordance with the diagram below. Starting on the second If time runs out before a player has won the game via scenario
players second turn, at the end of each players turn, a player or assassination victory, break the tie as outlined on the Scenario
earns control points (CP) as follows: Reference Sheet. For the 3rd tiebreaker, double the army points
within the enemy zone.
Friendly Zone: Dominate = 1 CP
Enemy Zone: Control = 1 CP, Dominate = 2 CP
Enemy Objective: Destroyed/Removed from Play = 1 CP
(once per objective)

Player 2 Table Edge

30

30

Player 1 Table Edge

Tactical Tip:
Only the active player scores when multiple players dominate the same zone or flag.

Contents and Game Rules 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Steamroller, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

STEAMROLLER 2016 | V1.0 PRIVATEERPRESS.COM 25


SCENARIOS
VARIATIONS OF GAMEPLAY

There are as many reasons for war as there are wars


themselves. Sides seldom clash only to eliminate one another.
A battle could be a skirmish over boundaries, a fight over
resources, or an attempt to hold important strategic ground,
but establishing a context for your conflicts can greatly
enhance your HORDES gaming experiences.

Here you will find nine ready-to-play scenarios. Each occurs


on a balanced playing field, one that does not grant any specific
advantage to a particular side. You and your opponent can
either agree on a scenario to play or determine one randomly
by rolling on the table below. Decide what scenario you will
play before building your armies or placing terrain. Some
scenarios restrict terrain placement in various ways.

Each scenario provides special rules that describe how to


handle its unique circumstances. The following scenarios can
be played at any encounter level (p.22) and are intended
to be played on a 4 4 table with a fair amount of terrain.

Determine deployment and turn order with a starting roll as


normal (p.26) unless otherwise noted.

86 SCENARIOS
Flags Annihilation
Some scenarios use flags to mark key positions on the
Annihilation is a brutal battle of attrition in which victory
battlefield. Flags are represented on the table with 40 mm
is determined by the number of casualties inflicted upon
flag markers. The flag is not considered a model or terrain.
the enemy.
A model can move through a flag normally as long as it has
enough movement to move completely past it; otherwise, the
model must stop short of the flag.
Special Rules
Players deploy normally. The game ends after six rounds.
A player who has one or more of his models in base contact Throughout the game, players score points equal to the army
with a flag that is not contested controls that flag. A flag is point value of their opponents models that are destroyed
contested if an opponent controls a model within 4 of it. A or removed from play. Points are scored even if a destroyed
model that is wild, inert, or out of formation cannot contest model is later returned to play. For units, points are scored
or control a flag. only when all the models in the unit are destroyed or
removed from play.
Zones
Some scenarios use zones to mark key areas on the battlefield. Victory Conditions
A player controls a zone if one or more of his models are The player controlling the last warcaster(s)/warlock(s)
within a zone that is not contested. A zone is contested if remaining in play wins the game.
your opponent controls one or more models within it. A
At the end of six rounds, if both players still have one or
model that is wild, inert, or out of formation cannot contest
more warcasters/warlocks in play, the player who scored the
or control a zone.
most points during the game wins.

RANDOM SCENARIO
DETERMINATION
If both players agree, instead of choosing a scenario for your
battle, you can roll 2d6 and play the scenario indicated here.

ROLL RESULT

23 Incoming

4 Annihilation

5 Seek and Destroy

6 Throw Down
10 Player 2
7 Mosh Pit Deployment

8 Close Quarters

9 Hold the Line

10 Outflank

1112 Reinforcements

Player 1
7 Deployment

SCENARIOS 87
Close Quarters Hold the Line
Close Quarters is a brutal struggle for control over the Hold the Line is a desperate struggle between two armies
battlefield in which only a decisive victory can carry the day. to seize control of the battlefield, either by entrenching
themselves on the centerline or by inflicting crippling losses
Special Rules on the enemy.
Before the start of the game, place two flags on the table. The
first flag is centered 21 forward from the first players table Special Rules
edge and 18 from the table edge to that players right. The Before the start of the game, place three flags in the middle
second flag is centered 21 forward from the second players of the table: one at the center and one 12 from the right and
table edge and 18 from the table edge to that players right. left table edges. Do not place any terrain features within 5 of
Do not place any terrain features within 5 of a flag that a flag that would prevent a model from being in base contact
would prevent a model from being in base contact with the with the flag. Starting on the second players second turn, a
flag. Starting on the second players second turn, a player player scores 1 control point for each flag he controls at the
scores 1 control point for each flag he controls at the end of end of his turn.
his turn.
Players deploy normally.
Players deploy normally.
Victory Conditions
Victory Conditions The player controlling the last warcaster(s)/warlock(s)
The player controlling the last warcaster(s)/warlock(s) remaining in play wins the game. A player also wins upon
remaining in play wins the game. A player also wins upon scoring 5 or more control points.
scoring 4 or more control points.

10 Player 2 10 Player 2
Deployment Deployment

21

18
12 12
18

21

Player 1 Player 1
7 Deployment 7 Deployment

88 SCENARIOS
Incoming Mosh Pit
The key to victory in this pitched battle, with artillery raining The rhythm of warfare often leads to decisive moments as
down on all sides, is to hold the field. enemy lines are crossed or territories lost. Mosh Pit is a bitter,
disorganized brawl in the center of the battlefield in which
Special Rules the only way to victory is to seize the initiative and never
Before the start of the game, mark one 12-diameter control back down.
zone centered in the middle of the table. When placing terrain,
do not place any obstructions within this area. Starting on the Special Rules
second players second turn, a player scores 1 control point if Before the start of the game, mark a 12-diameter control zone
he controls the zone at the end of his turn. centered in the middle of the table. When placing terrain, do
not place any obstructions within the control zone. Starting
Players deploy normally.
on the second players second turn, a player scores 1 control
Starting at the beginning of round 2, the battlefield will be point if he controls the zone at the end of his turn.
continuously bombarded with artillery fire. At the start of
Players deploy normally.
each turn from then on, each player will choose a point on
the table outside the control zone for a bombardment blast
to deviate from. The bombardments then deviate 2d6 from
Victory Conditions
these points in a direction determined by the deviation The player controlling the last warcaster(s)/warlock(s)
template. Direction 4 on the deviation template should remaining in play wins the game. A player also wins upon
be pointed toward the rear edge of the rolling players scoring 3 control points.
deployment zone. Center a 4 AOE on the point of impact.
Models hit suffer a POW10 ranged attack blast damage roll.

Victory Conditions
The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring 3 control points.

10 Player 2 10 Player 2
Deployment Deployment

12 12
Control Control
Zone Zone

Player 1 Player 1
7 Deployment 7 Deployment

SCENARIOS 89
Outflank Reinforcements
With each force seeking advantage over the other, two great Sometimes the battle turns on the actions of the warlock and
armies wheel about each other at the start of battle. his battlegroup, at least until reinforcements can arrive.

Special Rules Special Rules


Before the start of the game, place two flags on the table. Before the start of the game, mark one 12-diameter control
Center the first 21 forward from the first players table edge zone centered in the middle of the table. When placing terrain,
and 18 from the table edge to that players right. Center the do not place any obstructions within the control zone. Starting
second 21 forward from the second players table edge and on the second players second turn, a player scores 1 control
18 from the table edge to that players right. Do not place point if he controls the zone at the end of his turn.
any terrain features within 5 of a flag that would prevent
Players deploy normally; however, at the start of the game
a model from being in base contact with the flag. Starting
each player must nominate two non-warcaster models or
on the second players second turn, a player scores 1 control
units to act as reinforcements. Reinforcement models/units
point for each flag he controls at the end of his turn.
must have a point cost of at least 5. At the start of each of his
Each player has two deployment zones: a 10 x 24 primary turns after the first, a player has the option to put up to one
deployment zone centered on the rear edge of that players side of his reinforcement models/units into play. Reinforcement
of the table and a 4 x 12 secondary deployment zone centered models must be placed completely with 8 of the rear table
along the table edge to that players right. Each player must edge of his deployment zone. Reinforcement models lose
deploy a single non-warcaster, non-huge-based model or unit in Advance Deployment and Ambush.
their secondary deployment zone. Models and units deployed
in a secondary deployment zone lose Advance Deployment. Victory Conditions
Models and units lose Ambush when playing this scenario. The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
Victory Conditions scoring 3 control points.

The player controlling the last warcaster(s)/warlock(s)


remaining in play wins the game. A player also wins upon
Note
scoring 4 or more control points. This scenario is not appropriate for very small-scale games
with only a handful of models in each players army. If you
Note decide to play this scenario, plan accordingly.

This scenario is not appropriate for very small-scale games


with only a handful of models in each players army. If you
decide to play this scenario, plan accordingly.

Player 2
10 Player 2
Deployment Deployment
10 24

21

18 Secondary
Deployment
Secondary 4 12 12
Deployment Control
4 12 18 Zone

21

Player 1
Deployment Player 1
10 24 7 Deployment

90 SCENARIOS
Seek & Destroy Throw Down
Two opposed armies clash over control of the battlefield. Armies desperately clash across the muddy, blood-drenched
field to secure two points of vital strategic importance. Each
Special Rules side strives to gain supremacy while trying to manage their
Place five flags on the table: one centered in the middle of the divided forces.
table and each of the remaining four centered 18 from the
middle of the table toward a different table corner. Do not place Special Rules
any terrain features within 5 of a flag that would prevent a Before the start of the game, mark two 12-diameter control
model from being in base contact with the flag. Starting on the zones on the centerline of the table, one centered 14 from the
first players second turn, a player scores 1 control point for each left table edge and one centered 14 from the right table edge.
flag he controls at the end of his turn. A player can score a control When placing terrain, do not place any obstructions within
point for each flag only once. these areas. Starting on the second players second turn, a
player scores 1 control point for each zone he controls at the
Players deploy normally.
end of his turn.

Victory Conditions Players deploy normally.


The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon Victory Conditions
scoring a control point from all five flags. The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring 5 or more control points.

10 Player 2 10 Player 2
Deployment Deployment

14 14

18 18

12 12
Control Control
Zone Zone
18 18

Player 1 Player 1
7 Deployment 7 Deployment

SCENARIOS 91

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