Warmahordes Scenarios
Warmahordes Scenarios
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..
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        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.
                                                                                          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.
                                                                                       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.
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.
                                                                              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.
                                                                                          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.
                                                                                                                                                            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.
                                                                                             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.
                                                                                               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.
30
                                                                 2                                                                                                      2
                                                                                                                                                                                     30
15 9
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.
                                                                            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
30
14
                                                                                                                                                                  6
                                                                             15                                                                                                     30
                                                                                      14
                                                                                                                         15
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.
                                       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
30
                                                                                                   8
                                                                                                                                                      11
                                                                    3
                                                                                                                                                                7
30
                                                                                                                                                                       3
                                                                          7
                                                                                            11
                                                                                                                                              8
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.
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.
                                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.
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.
                                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.
       
                                                                                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.
    
                                                                            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.
    
                                                                                                                  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.
    
                                                                                                   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.
    
                                                                                  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.
    
                                                                                         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.
    
                                                                                              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.
    
                                                                                                      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.
    
                                                                                                   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
30
                                                                                          15
                                                                                                                                                                                             30
15
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.
    
                                                                              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.
30
15
                                                                                8                                                                                    8
                                                                                                                                                                                             30
15
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.
    
                                          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)
30
30
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,
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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
              6            Throw Down
                                                                          10                 Player 2
              7            Mosh Pit                                                          Deployment
8 Close Quarters
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.
                                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.
      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