Destroy the Bunker. Terrain list

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1 Destroy the Bunker Destroy the Bunker is the scenario used for any battle that takes place in a Command & Control tile or FOB tile in the Battle for the Athanc campaign. Players roll off to determine which table edge will serve as their deployment zone. The player whose tile is being attacked is the Defender, and the other player is the Attacker. The Defender sets up three 5 x 5 bunkers. Their center points are as follows: One from his table edge and 24 from either side edge. One 14 from his table edge and 18 from his right-side edge. One 14 from his table edge and 18 from his left-side edge Deployment Zones & Turn Order The Defender s deployment zone extends 18 from his rear table edge. The Attacker s deployment zone extends from his rear table edge. The Attacker always takes the first turn. The Bunkers Bunkers are a special terrain feature with the following rules. Only small- or medium-based warrior models can enter, advance within, or be placed within a bunker. Models within a bunker cannot be targeted by ranged or magic attacks. Models within a bunker can never engage nor be engaged in melee. Models within a bunker count as having 360 line of sight. Attacker models cannot enter a bunker with any Defender models within it. A bunker has DEF 5, ARM 19, and 20 damage boxes and can be targeted as if it were a huge-based model. In order for an enemy model to attack models within a bunker, the bunker must first be breached. A bunker is considered breached when it has suffered damage equal to its damage track. Once breached, a bunker uses the rules for trench templates instead of the bunker rules. The Attacker wins if he has breached all three bunkers and has friendly models within 1 of all bunkers at the end of the game. Any other result is a victory for the Defender. This scenario uses random game length. At the end of the fifth Players then set up d3+2 additional terrain features from the list below: 0 2 Forests (base no larger than 6 diameter) 0 2 Rough terrain or larger obstructions 0 2 Hills 0 2 Trench templates (can only be placed on the Defender s half of the table) Players cannot place terrain within 5 of another piece of terrain with the exception of trench templates, which can touch another trench template.

2 Devilish Drop Devilish Drop is a special scenario for the Battle for the Athanc campaign. Players roll off to determine first player and table edge as normal. Beginning with the first player, each player takes turns placing a 3 5 chasm terrain feature on the table until each player has placed 10. Chasm terrain features can be connected to each other, provided their features do not overlap. A connected chasm cannot be larger than three of these templates. Chasm terrain features cannot be placed within a deployment zone or within 3 of a chasm feature they do not connect with. Players then set up d3+1 additional terrain features from the list below: 0 2 Rough terrain or larger obstructions or smaller obstacles Players cannot place terrain on a chasm terrain feature or within 5 of another non-chasm terrain feature. Deployment Zones The first player has a 7 deployment zone, and the second player has a deployment zone. Chasms Chasms are lethal terrain features. If a model s base is within a lethal terrain feature at any time, that model is immediately removed from play. A model can attempt to jump across a chasm using its normal movement, provided it has enough movement to move completely cross the chasm. When a model moves across a chasm in this way, it rolls 3d6. If the result is greater than its base ARM value, the model successfully jumps the chasm. If the result is equal to or less than the model s base ARM value, it fails the jump and is immediately removed from play. A model that runs or charges and moves more than 3 before attempting to cross a chasm rolls 4d6 to determine if it successfully crosses the chasm rather than rolling 3d6. A player wins if he has destroyed 75% of his opponent s army (calculated by starting PC) while having more than 25% of his army remaining at the end of the game. (Warcasters and warlocks count as PC: 5.) If neither player has achieved victory by the end of the game, both players are defeated, and their banners must retreat. This scenario uses random game length. At the end of the fifth

3 Forgotten Secrets Forgotten Secrets is a special scenario for the Battle for the Athanc campaign. Players roll off to determine first player and table edge as normal. Players then set up d3+2 terrain features from the list below: 0 2 Forests (base no larger than 6 diameter) 0 2 Rough terrain or larger obstructions 0 2 Hills or shorter linear obstacles Players cannot place terrain within 5 of another piece of terrain. For the scenario, players will need to create twelve 30 mm secret tokens. Eight of the tokens should be blank on the bottom, while four should be marked in some way. The marked tokens indicate an important piece of intel or loot that has been found. After terrain has been placed, the players must then place twelve secret tokens on the table. To place the tokens, first mix up all of the tokens so their contents are unknown. Then, the first player places a token on the center point of the table without looking at its underside. This token then deviates 2d6 from this point in a direction determined by the deviation template. Direction 1 on the deviation template should be pointed directly toward the center of his opponent s table edge. If the deviation would place the token within a piece of impassible terrain, use the rules of least displacement to determine its final position. After the first player has placed a secret token, the second player then places a token following the rules above. Players continue to place tokens in this way until all tokens have been placed. Deployment Zones Each player s deployment zone is. Secret Tokens Secret tokens represent the possible location of important clues or artifacts that will help lead to the location of the Athanc Wagon. All secret tokens are counted as open terrain. They do not block line of sight and a model can move through them without penalty, provided the model has enough movement to move completely past its base. A non-incorporeal warcaster, warlock, solo, or unit leader warrior model B2B with a secret token can forfeit its action to search the token. When a token is searched, the model s controlling player secretly looks at the bottom of the token. He may then decide to place the token on the model that searched the token or to leave the token where it is. A model can only ever carry one secret token at a time, but it can forfeit its action to give a secret token to another friendly model within 1 of it. If a model becomes incorporeal or is destroyed or removed from play while carrying a secret token, the secret token is immediately dropped. The controlling player must place the token within 1 of the destroyed model. A model carrying a secret token cannot run or charge. At the end of the game, all secret tokens carried by models are revealed. The player who controls the most models carrying marked secret tokens wins the game. In the case of a tie, both players are defeated and must retreat. This scenario uses random game length. At the end of the fifth

4 Ironhead Station Ironhead Station is the scenario played for any battle that takes place in the Ironhead Station tile in the Battle for the Athanc campaign. Before setting up terrain, players determine which two edges of the table will serve as the deployment zone edges. Randomly determine one of the two edges to be north. Mark out four 4 -wide paths that run through the center of the table as follows: 1 running north to south, 1 east to west, 1 northwest to southeast, and 1 southwest to northeast. See the example map below. These paths represent railroad lanes, which together are known as the Railway. Place a square zone in the center of the table. Place four 40 mm flag markers, one on each corner of the center zone. These flags are the switchers. N Players then set up d3+3 additional terrain features from the list below: 0 1 Tower or crane obstruction (base no larger than 6 diameter) 0 2 Rough terrain or larger obstructions (large rocks or industrial refuse are the most thematic) 0 2 Linear obstacles (no longer than 6 ) 2 or smaller obstructions (boulders or smaller industrial 0 4 pieces are the most thematic) Players cannot place terrain features within 3 of another terrain feature, switcher, or within railroad lanes. Terrain features cannot be placed within deployment zones. Deployment Zones & Turn Order If neither player controls the Ironhead Station tile, players roll off to determine first turn and choose deployment zones as normal. The switch track is set to point toward the north edge of the table. If one player controls the Ironhead Station tile, however, that player automatically wins the roll for turn order. In addition, the player may choose which direction the track switch faces at the start of the game. The Railway The Railway is a special terrain feature that is composed of the 4 railroad lanes, which cross the table. A railroad lane counts as open terrain. Switchers and the Switch Track At the center of the railway is the Switch Track, which controls the direction a train travels after it crosses the center point. A unit leader, solo, or warcaster/warlock B2B with a switcher can forfeit their action to rotate the switch track one turn, either clockwise or counterclockwise. Once a switcher has been used, place a lock token on it. A switcher with a lock token cannot be used. At the start of each player s Maintenance Phase, remove all lock tokens from the table if all switchers have a lock token on them. Alternatively, if a train arrives at the start of the turn, remove all lock tokens from the table after resolving the train s arrival. A switcher acts as a flag in all other aspects during the game. It cannot be targeted or damaged, and models can move through a switcher if they have enough movement to completely move past its base.

5 Train At the start of each player s Maintenance Phase, that player rolls a d6 to determine if a train arrives that turn. The chart for train arrivals is below: Round Train arrival chart D6 Result If the d6 roll determines that a train arrives, the player then rolls a second d6 to determine the train s entrance point. Round Train Entrance chart D6 Result 1 NE Corner 2 SE Corner 3 S Edge 4 SW Corner 5 NW Corner 6 N Edge When the train arrives, all of the models whose bases are within the railroad lane traveled by the train as denoted by the entrance point rolled and by the exit point the switcher s current position creates immediately suffer a POW 20 damage roll and are knocked down as the train barrels over them. A model damaged by the train loses Tough and cannot have damage removed from it for one round. A player immediately wins the scenario if he scores 5 CPs. Alternatively, a player wins if he has destroyed 75% of his opponent s army (calculated by starting PC) while having more than 25% of his army remaining at the end of the game. (Warcasters and warlocks count as PC: 5.) Starting at the end of the second player s second turn, a player scores 1 CP if he has more army points in the zone at the end of a turn than his opponent (units below 50% of their starting numbers count for 0 army points). For a unit to count, all of its members must be within the zone. Additionally, a player scores 2 CPs if he controls the zone at the end of the turn. A player controls the zone if he has one or more models within the zone, and their opponent has no models within the zone. If neither player has achieved victory by the end of the game, both players are defeated, and their banners must retreat. This scenario uses random game length. At the end of the fifth

6 The Observatory The Observatory is the scenario played for any battle that takes place in the Royal Cygnaran Observatory tile in the Battle for the Athanc campaign. Place a large hill (at least in diameter) in the center of the table. Place the Observatory (a 120 mm base will suffice) in the center of the hill. Players then set up d3+4 additional terrain features from the list below: 0-1 Forest Rough terrain areas 3 or larger obstructions (large rocks are the most thematic) Linear obstacles (no longer than 6 ) or smaller obstructions (boulders are the most thematic) Players cannot place terrain features within 3 of another terrain feature except for the center hill. Players cannot place terrain features within deployment zones or on the center hill. Deployment Zones & Turn Order If neither player controls the Observatory tile, players roll off to determine first turn and choose deployment zones as normal. If one player controls the Observatory tile, however, that player automatically wins the roll for turn order. In addition, they can deploy one small- or medium-based warrior unit within the Observatory at the start of the game. The Observatory The Observatory is a special terrain feature. It can hold a single small- or medium-based warrior unit inside of it during play. The Observatory can never suffer damage and can never be destroyed. If the Observatory is unoccupied, a small- or medium-based warrior unit can garrison it. The unit must have more than half of its members within 5 of the Observatory at the start of its activation, and all models must forfeit their movement and combat action. When a unit garrisons the Observatory, remove all of the unit s models from the table, as they are considered to be inside the Observatory until they are destroyed or exit. Models within the Observatory gain Fearless and 360 line of sight. When measuring range, all measurements are made from the edge of the Observatory to the base of the target. Models within the Observatory ignore all intervening models when drawing line of sight except for those intervening models with huge bases. Models within the Observatory can be targeted by attacks. When measuring distance to determine if an attack is within range, measure the distance to the Observatory and not to an individual model. Models within the Observatory gain cover against all ranged and magic attacks targeting the Observatory and +2 DEF against all melee attacks targeting them and cannot be slammed. If an AOE attack targeting a model within the Observatory misses, it misses completely and does not roll for deviation. The AOE is assumed to be absorbed by the walls of the observatory, does not cause blast damage, and does not hit any models. An AOE attack that directly hits a target within the Observatory gains +2 to its blast damage rolls due to the deadly nature of explosions within confined spaces. In addition, use the following table to determine how many models are hit by the AOE instead of using the template normally. Blast Range 3 AOE Blast Hit Table D3 d3 4 d3+2 5 d3+4 In order to make a spray attack against models within the Observatory, an attacking model must be within 2 of the observatory. Instead of placing the spray template as normal, use the table below to determine how many models are potentially hit. Models making spray attacks against models garrisoning the Observatory gain +2 to their attack rolls to represent the deadly nature of these weapons in close quarters. Spray SP 6 D3 d3 SP 8 d3+1 SP 10 d3+3 Spray Hit Table Models garrisoning the Observatory can make attacks as normal even if enemy models are engaging the Observatory. When making attacks, measure range from the edge of the Observatory for the troops inside. A garrisoning unit may leave the Observatory at any time during its activation by forfeiting its movement. When exiting, place the unit completely within 5 of the Observatory and in formation. A player wins the scenario if he has a unit garrisoning the observatory at the end of the game. If no player has a unit garrisoning the Observatory, a player wins if he has destroyed 75% of his opponent s army (calculated by starting PC) while having more than 25% of his army remaining. (Warcasters and warlocks count as PC: 5.) If neither player has achieved victory by the end of the game, both players are defeated, and their banners must retreat. This scenario uses a random game length. At the end of the fifth

7 Rimmocksdale Rumble Rimmocksdale Rumble is the scenario played for any battle that takes place in the Rimmocksdale Lake tile in the Battle for the Athanc campaign. Place or mark out two dock zones measured from the side table edge and from the centerline as shown. Additionally, mark out two crumbling dock zones from each player s table edge and from the side table edge. Crumbling Dock Players then set up d3+2 additional terrain features from the list below: 0-1 Forest Rough terrain Dock Dock Crumbling Dock 3 or larger obstructions (riverside buildings or large crate piles are the most thematic) Linear obstacles (no longer than 6 ) or smaller obstacles (small crate piles are the most thematic) Players cannot place terrain features within 3 of another terrain feature and cannot place anything other than small obstructions on the dock zones. Terrain features cannot be placed within deployment zones. Deployment Zones & Turn Order If neither player controls the Rimmocksdale tile, players roll off to determine first turn and choose deployment zones as normal. If one player controls the Rimmocksdale tile, however, that player automatically wins the roll for turn order. In addition, they can deploy one small- or medium-based non-warcaster/non-warlock warrior unit within the dock zone on his side of the table at the start of the game. Crumbling Docks The crumbling dock zones count as dock zones but represent sections of the lakeside docks that are in notorious disrepair. Models that move over these zones face the risk of having the construction beneath them finally give way and plunge them into a watery grave. When a model/unit enters or advances within a crumbling dock zone, roll a d6 and consult the chart below to determine if the dock collapses after the model/unit has completed its movement. Base Size Crumbling Dock Collapse Table D6 Small Base 1 or 2 Medium Base 1 3 Large base 1 4 Huge Base Automatic *Subtract 1 from the die result if the model/unit ran, charged, slammed, or trampled. In addition, if a large-based model is thrown or slammed and ends this movement with its base within a crumbling dock zone, the crumbling dock zone immediately collapses. When a crumbling dock zone collapses, it is replaced with a lethal water zone. Any model whose base is within a lethal water zone is immediately removed from play. The Amphibious advantage has no effect on lethal water zones. A player immediately wins the scenario if he scores 5 CPs. Alternatively, a player wins if he has destroyed 75% of his opponent s army (calculated by starting PC) while having more than 25% of his army remaining at the end of the game. (Warcasters and warlocks count as PC: 5.) Starting at the end of the second player s second turn, a player scores 1 CP if he controls a dock zone. A player cannot score more than 2 CPs per turn. A player controls a dock zone if he has one or more models within the zone, and their opponent has no models within the zone. If neither player has achieved victory by the end of the game, both players are defeated, and their banners must retreat. This scenario uses random game length. At the end of the fifth

8 Supply Raid Supply Raid is the scenario used for any battle that takes place in a Supply Depot tile. Players roll off to determine table edge as normal but not to determine first player. The player whose tile is being attacked is the Defender, and the other player is the Attacker. The Defender chooses six objectives from the Steamroller objective list and can only choose a maximum of two of any one objective type. These objectives are friendly Faction models to the Defender. Players then set up d3+2 additional terrain features from the list below: Forests (base no larger than 6 diameter) Rough terrain 3 or larger obstructions Hills Trench templates (can only be placed on the Defender s half of the table) Players cannot place terrain within 5 of another piece of terrain with the exception of trench templates, which can touch another trench template. After terrain has been placed, starting with the Defender, players take turns placing one of the six chosen objectives onto the table according to the following guidelines: Objectives must be placed completely within the Defender s half of the table. Objectives cannot be placed within of the Defender s table edge. Objectives cannot be placed within 8 of the centerline or within 9 of the side table edges. Deployment Zones & Turn Order The Defender s deployment zone extends from his rear table edge. The Attacker s deployment zone extends 7 from his rear table edge. The Attacker always takes the first turn. The Attacker wins if he destroys two or more enemy objectives by the end of the game. Any other result is a victory for the Defender. This scenario uses random game length. At the end of the fifth

9 Treasure Hunt Treasure Hunt is a special scenario for the Battle for the Athanc campaign. Players roll off to determine first player and table edge as normal. Players then set up d3+2 additional terrain features from the list below: Forests (base no larger than 6 diameter) Rough terrain 3 or larger obstructions Hills 6 or shorter linear obstacles Players cannot place terrain within 5 of another piece of terrain. After terrain has been placed, the players must then place 12 treasure tokens on the table. Treasure tokens should be represented with 30 mm bases. To place the tokens, the first player places a token on the center point of the table. This token then deviates 2d6 from this point in a direction determined by the deviation template. Direction 1 on the deviation template should point directly toward the center of his opponent s table edge. If the deviation would place the token within a piece of impassible terrain, use the rules of least displacement to determine its final position. After the first player has placed a treasure token, the second player then places a token following the rules above. Players continue placing tokens in this way until all tokens have been placed. Deployment Zones Each player s deployment zone is. Treasure Tokens Treasure tokens represent the possible location of important clues or artifacts that will help lead to the location of the Athanc Wagon. All treasure tokens are counted as open terrain. They do not block line of sight and a model can move through them without penalty, provided the model has enough movement to move completely past the token s base. A non-incorporeal warcaster, solo, or unit leader warrior model B2B with a treasure token can forfeit its action to search the token. When a token is searched, the model s controlling player rolls a d6. On a 1 3, the treasure token contains nothing. Simply remove the treasure token from the map. On a 4 6, the treasure token contains something of value. The treasure token is removed from the table, and the searching model gains 1 loot token. A model can only ever carry 1 loot token at a time. If a model is carrying a loot token, it can forfeit its action to give the loot token to another friendly model within 1. If a model is carrying a loot token and it becomes incorporeal or is destroyed or removed from play, it immediately drops the loot token. The controlling player must place the dropped token within 1 of the destroyed model. A model B2B with a loot token can forfeit its actions to pick up a loot token. A model carrying a loot token cannot run or charge. At the end of the game, the player with the most loot tokens wins the game (i.e., the player controlling the most models carrying loot tokens). In the case of a tie, both players are defeated and must retreat. This scenario uses a random game length. At the end of the fifth

10 Dragon War Dragon War is a special scenario for the Battle for the Athanc campaign and part of the Battle for the Athanc Finale. Army Construction The second and third players deploy their primary army in turn order within their marked deployment zones. Each player s reinforcment army is not deployed at the beginning of the game. The first player creates a 50-point primary army and then chooses two warcasters/warlocks from the Command Roster. He then creates a reinforcement army of 25 points and chooses one warcaster/warlock from the Command Roster. At the start of each player s turn, the active player rolls 2d6 and consults the chart below. The active player resolves all rolls described using the chart below. The second through fifth players create a 50-point primary army and choose two warcasters/warlocks from the Command Roster. They then create a reinforcement army of 25 points and choose two warcasters/warlocks from the Command Roster. Dragon War Dragon War Chart 2d6 result 2 3 Dragon Strike: A dragon swoops down and rakes the battlefield with its massive talons. Center a deviation template in the middle of the table with the 1 facing the second player s table edge and roll a d6 to determine the direction the dragon attacks. Draw a straight 3 -wide line in the direction determined by the roll and the opposite direction. (The line runs across two opposite points on the table.) All models whose bases are intersected by the line suffer a POW 20 damage roll, are knocked down, and for one round lose Tough, cannot heal or be healed, and cannot transfer damage. 4 6 Blighted Blood (Blight Effect): Scalding dragon blood rains down from the sky upon the battlefield! Deviate d6+2 5 AOEs 4d6 from the center point of the table (placing the deviation key so direction 1 faces the second player s table edge). Models in the AOE are hit and suffer a POW 14 Corrosion damage roll. Blighted Blood AOEs remain in play for one round. Models entering or ending their activations within a Blighted Blood AOE suffer 1 point of damage. 7 Wurms Above: Models suffer -2 CMD for one turn Blight Aura (Blight Effect): Roll a d3 to determine which dragon s blight affects the battlefield. 1 Charsaug: All models suffer the Fire continuous effect. When checking for expiration, this continuous effect expires on a 1 4 rather than a Blighterghast: All non-living models suffer the Corrosion continuous effect. When checking for expiration, this continuous effect expires on a 1 4 rather than Toruk: All living models suffer -2 STR and DEF for one turn Dragon Fire: A dragon bathes the area around the Athanc Wagon in flames! Models within 5 of the Athanc Wagon suffer a POW 18 Fire damage roll and the Fire continuous effect. All warcaster/warlock and warjack/warbeast points are doubled. Treat all FAs as if you were creating a single 75-point army with one warcaster/warlock. For example, a Cygnar army could only contain a maximum of two Trencher Infantry Units (FA: 2), not six, as would be the case for a three-warcaster army. Deployment Set up the table in accordance with the diagram below. Corner 1 Corner 2 24 Player 2 Wagon Path Zone A Zone B Player 3 Corner 4 24 Corner 3 Player turn order is determined as follows: The player who controls the Athanc Wagon at the end of Round 11 is the first player. The player who has the most campaign victory points, not including the first player, is the second player. The player who has the next most campaign victory points, not including the first and second players, is the third player. The first player must deploy one battlegroup in each of his deployment zones (marked A and B). Additionally, he must deploy a minimum of 25 points worth of models/units in deployment zone B. Athanc Wagon The Athanc Wagon is a special mobile obstruction that has the following special rules: Size and Volume: The Athanc Wagon is a 3 x mobile obstruction. It is considered to have a 5 height. Invulnerable: The Athanc Wagon cannot be targeted or damaged by attacks or abilities.

11 Controlling the Wagon: A player controls the Athanc Wagon if the total army point value of models he controls within 5 of it is greater than any of his opponents. A unit must have more than half of its starting number of models to count toward this total. In addition, at least half of a unit s current number of models must be within 5 of the Wagon to control it. Warlocks and Warcasters count as 20 army points for purposes of calculating control. Warlock and warcaster units, or warlocks and warcasters made up of multiple models (e.g., The Witch Coven), only count as 20 army points once. Blight Field: While within 5 of the Wagon, models cannot cast spells, use feats, or be healed, and lose Tough. Ranged and magic attacks targeting a model within 5 of the Wagon suffer -5 RNG. Movement: The Wagon moves after all models in the first player s army have activated. In order for the Wagon to move, the first player must have control of the Wagon at the end of his Activation Phase. When the Wagon moves, it advances in a straight line. Models contacted by the Wagon during this advance suffer a POW 12 impact damage roll, and the Wagon advances through them. If the final position of the Wagon would cause it to overlap other models, those models are moved using the rule of least disturbance, including models that cannot normally be placed. Reinforcements Beginning with Round 3, at the end of each player s Maintenance Phase, the active player can roll for each model/unit in his reinforcement army to see if it arrives at the battle. Warcasters/ warlocks and their battlegroups count as a single model for this roll. On a 3+, the model/unit can enter the battlefield this turn. A player can only have one warcaster/warlock and battlegroup enter from reinforcements per round. If a player rolls successfully for the first warcaster/warlock s battlegroup during the reinforcement roll, he does not roll for the other that round. When a model enters the battlefield, it advances from the table edge of the controlling player s deployment zone when it activates during the activation phase. Warcasters can allocate focus to warjacks in their battlegroup during the Control Phase as normal, despite the models not entering the table until the Activation Phase. Following Round 3, models from the reinforcement army enter on a d6 roll of 2+ rather than 3+. (Note: A player can still only have one warcaster/warlock and battlegroup enter from reinforcements per round.) Player 4 During Round 3, 4, or 5, depending on the round in which the Last Ditch scenario ends, the winner of the Last Ditch scenario will be added to the turn order of Dragon War as the fourth player. The fourth player immediately takes a turn following the third player s turn in the same round that the Last Ditch scenario ended. The fourth player does not roll for any models/units from his reinforcement army on the round he arrives. Instead, he advances all models that were still in play at the end of Last Ditch onto the table following the Reinforcements rules. There are four possible deployment corners for the fourth player. Before taking his turn, the fourth player rolls a d6 and consults the following chart to determine which deployment corner he uses. Player 4 deployment corner d6 1 2 Corner 1 3 Corner 2 4 Corner 3 5 Corner 4 result Roll a d3. That player then chooses which of the four deployment corners the fourth player enters from 6 The fourth player chooses On the round following the one in which he entered the turn order, the fourth player can roll for models in his reinforcement army as normal. The first player wins if he is able to move the Athanc Wagon to his deployment zone B table edge. (Note: As the Athanc Wagon moves a turn, this should mean that the earliest the first player can win is Round 4.) Any other player wins the game if he controls the Wagon at the end of the game. Any other result counts as a loss for all players. This scenario lasts a random number of rounds. At the end of the fifth game round, the first player rolls a d6. On a 3 6, the game continues another round. At the end of the sixth game round, the first player rolls again. On a roll of 5 6, the game continues another round. At the end of the seventh game

12 Last Ditch Last Ditch is a special scenario for the Battle for the Athanc campaign and part of the Battle for the Athanc Finale. Place a 24 x zone in the center of the table to represent the Caverns. Place two 4 x 4 zones within the Caverns to represent the Underground Entrances. Underground Entrances are lethal terrain. If a non-dragonspawn model is within an area of lethal terrain at any time, that model is immediately removed from play. Players then set up d3+2 additional terrain features from the list below: Dragonspawn At the end of each player s turn, the active player rolls twice for each Underground Entrance using the Dragonspawn Spawning Chart and places the corresponding Dragonspawn completely within each of the two Underground Entrance zones shown on the map. The first Dragonspawn spawned for each Underground Entrance zone must be placed directly facing the center of the active player s table edge. The other Dragonspawn must be placed directly facing the center of the inactive player s table edge. If there is no legal position to place Dragonspawn completely within a particular zone, no Dragonspawn are placed in that zone on that turn. Forests (base no larger than 6 diameter) Rough terrain 3 or larger obstructions Hills After placing the Dragonspawn, the active player immediately activates all Dragonspawn in play. As noted on their card, Dragonspawn always frenzy. Note that this gives the Dragonspawn boosted attack and damage rolls, as well as indicating how they activate and which models they attack. 6 or shorter linear obstacles Dragonspawn are enemy models to both players. Players cannot place terrain within the Caverns or 5 of another piece of terrain. For this scenario, players will need spare models or bases to represent dragonspawn. Deployment Zones In this scenario, the first player has a 7 deployment zone (13 AD), and the second player has a deployment zone (16 AD). Player Dragon Spawning Chart d6 result 1-3 Lesser Dragonspawn 4-5 Light Dragonspawn 6 Heavy Dragonspawn At the end of the third game round, the second player rolls a d6. On a 4 6, the game continues another round. At the end of the fourth game round, the second player rolls a d6. On a 6, the game continues another round. At the end of the fifth game round, the game ends. 18 Roll a d6 for each Underground Entrance: Player2 At the end of the game, players add up the total army point value of models they control completely within the Caverns zone. When calculating army points, units must have at least 50% or more of their starting number, and all models must be completely within the zone. In addition, players also add the dragonspawn they destroyed during the game to this total. Each lesser dragonspawn destroyed is worth 5 army points, each light dragonspawn destroyed is worth 8 army points, and each heavy dragonspawn is worth 15 army points. The player with the highest total wins the scenario. That player becomes the fourth player in turn order on the Dragon War scenario table and can move all of his models that were in play at the end of this scenario onto the Dragon War table following the rules listed in the Dragon War scenario for Player 4.

13 HEAVY DRAGONSPAWN BATTLE FOR ATHANC SOLO HEAVY DRAGONSPAWN SPD STR MAT RAT DEF ARM CMD POW P+S 5 16 BASE SIZE: LARGE DAMAGE HEAVY DRAGONSPAWN HEAVY DRAGONSPAWN DRAGONBLOOD This model never attacks other models with Dragonblood and cannot choose those models as its frenzy target. CREATED This model does not begin the game in play. FRENZIED This model automatically frenzies during its activation. LIGHT DRAGONSPAWN BATTLE FOR ATHANC SOLO LIGHT DRAGONSPAWN SPD STR MAT RAT DEF ARM CMD POW P+S 5 14 BASE SIZE: MEDIUM DAMAGE LIGHT DRAGONSPAWN LIGHT DRAGONSPAWN DRAGONBLOOD This model never attacks other models with Dragonblood and cannot choose those models as its frenzy target. CREATED This model does not begin the game in play. FRENZIED This model automatically frenzies during its activation. LESSER DRAGONSPAWN BATTLE FOR ATHANC SOLO LESSER DRAGONSPAWN SPD STR MAT RAT DEF ARM CMD POW P+S 5 11 BASE SIZE: SMALL DAMAGE LESSER DRAGONSPAWN LESSER DRAGONSPAWN DRAGONBLOOD This model never attacks other models with Dragonblood and cannot choose those models as its frenzy target. CREATED This model does not begin the game in play. FRENZIED This model automatically frenzies during its activation.

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