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Escalation League Missions


Xavier319

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2015 Escalation League Mission #1: It Begins

 

The Kairosa system is a major warp route that has been ravaged by war over the last two hundred years. An invasion by Tyranids, a daemon incursion, and a dark artifact that drains the souls from man and daemon alike have surfaced. The system has three inhabitable worlds, all with imperial colonies limping toward rebuilding their lives. The Astra Militarum has a permanent presence stationed here, protecting the orbital dry docks as they are being rebuilt, and everyone is vigilant for the mutant, the heretic, and the xenos.

It comes, they are waiting, but it is not enough. The gates open, flashes of light in the night sky, the wet-sounding rip of the war that you hear in your soul, not your mind. The warp is here. One last effort to take these worlds, to capture these worlds where the barrier between the real world and the immaterium are so thin, to turn them into daemon worlds. Staging grounds for the infernal hosts to sally out into the Imperium. Rally defenders! Rally to protect His works! Slip in during the Chaos xenos, take what you can, be it material, hearts and minds, or the planets themselves! Rise up you worshipers of the dark gods, throw down the Corpse God and laud the dark glories from every rooftop! In the grim darkness of the far future of Kairosa, there is only war!

 

1. Step 1. Adjust and define terrain with your opponent.

2. Step 2. Roll for Psychic Powers/Gifts/etc.

3. Step 3. Roll for deployment zones. DAWN OF WAR DEPLOYMENT

4. Step 4. Place Fortifications per tournament guidelines.

5. Step 5. Place Objectives using normal objective placement rules as modified below.

a. Each player places 1 Emperor's Will objective in their own deployment zone.

b. Each player places 1 Maelstrom objective more than 18" away from their own deployment edge, these should be numbered 1 and 2.

6. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

7. Step 7. Roll for Night Fighting.

8. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

 

Dawn of War Mission: Modified Emperor's Will: 4 Mission Points if achieved, 0 pts if lost or tied.

Maelstrom Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved (Note, if you roll both Destroy an Enemy Unit objectives, destroying 1 unit earns you 1pt, destroying 2 units earns you 2pts). The player with the most points at the end of the game wins this mission.

 

1. Hold Maelstrom Objective 1

2. Hold Maelstrom Objective 2

3. Have a scoring unit at least partially within the enemy deployment zone.

4. Destroy an Enemy Unit

5. Destroy an Enemy Unit

6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone.

 

Special Rules:

If you are playing an army of the Imperium, all of your units gain the Feel No Pain (6+) and Stubbonr USR while in your deployment zone. Units of any other faction gain Rage and Furious Charge USRs when in the enemy’s deployment zone.

The Emperor’s will objectives for the Armies of the Imperium should be replaced by buildings with an AV of 12, 3 HP, that can hold ten models. They have one access point and three fire points on each size. These buildings are an objective ONLY for your opponent, and may not be claimed by the Imperium player. If the Imperium player controls the objective at the end of the game, they gain the points, if the other player does (or the wreckage if it was destroyed), they gain the points.

If both players are Armies of the Imperium, randomly determine one of these players to be “renegades”, and they are not considered an Army of the Imperium for the purpose of this mission.

 

 

2015 Escalation League Mission #1: The Eye of the Storm

 

Kairosa Secundus, the second planet colonized within the system, has become embroiled in desperate war. Cities are razed and flattened, plains are buckled and turned into hills and mountains from the impacts of continent-deforming weapons. The fighting rages on in certain hot-spots, Xenos, guard, astartes, heretics, all vying for dominance on this important patch of ground or another. The land in between these warzones are surprisingly serene, calm, and gentle.

Here, scouts and patrols eye each other warily, fighting from a distance, rarely engaging. Soon, this relative peace will be broken. A cache of supplies and archeotech weapons has been discovered in an old stockpile. Each of the factions send out their scouts and engineers to capture it quickly and quietly. And this concentration of biomass attracts those that care not for such technology, the feeder tendrils of a hive fleet… the beginning of the end. Capture this technology for your commanders, and get out before it’s too late!

 

1. Step 1. Adjust and define terrain with your opponent.

2. Step 2. Roll for Psychic Powers/Gifts/etc.

3. Step 3. Roll for deployment zones. VANGUARD STRIKE DEPLOYMENT

4. Step 4. Place Fortifications per tournament guidelines.

5. Step 5. Place Objectives using normal objective placement rules as modified below. 

a. A Maelstrom Objective is placed in the center of the table, numbered 1.

b. Each player places 1 Maelstrom Objective in their opponent's deployment zone, these should be numbered

6. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

7. Step 7. Roll for Night Fighting.

8. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

 

Primary Mission: Purge the Alien: 4 Mission Points if achieved, 0 pts if lost or tied.

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved. The player with the most points at the end of the game wins this mission.

 

1. Hold Objective 1

2. Hold Objective 2

3. Hold Objective 3

4. Have more scoring units at least partially further than 12" from your deployment table edge than your opponent.

5. Have a scoring unit at least partially within 12" of opponent's deployment edge.

6. Have 3 of your own and no enemy scoring units at least partially within 12" of your deployment edge.

 

Special Rules:

Placed in the exact center of the board is a single structure that should be represented by a small sized building or other terrain feature. This building can be claimed as an objective, and is worth 2 points toward the final game score as a tertiary mission.

Any unit that claims this objective can use it as either an Ammo Dump battlefield feature, or a promethium pipeline battlefield feature (minus the explosive results of making a cover save) once per shooting phase.

Due to the sense of urgency that pervades the battlefield, all infantry units gain the fleet USR.

At the end of turn five, roll 1d6, on a 4+ the game continues, otherwise the feeder tendril arrives and all must quit the battlefield. The game always ends at the end of turn 6.

 

 

2015 Escalation League Mission #3: The Clash of Champions

 

Having elevated past small patrol skirmishes, the clashing armies send out their most ambitious, but unproven champions and commanders to earn their laurels on the field of battle. First commands, desires to collect heads, attempts to summon powerful daemons, all of these things take place. This is your chance! Seize the opportunity, and your opponent by the throat, and make a name for yourself in this war!

 

1. Step 1. Adjust and define terrain with your opponent.

2. Step 2. Roll for Psychic Powers/Gifts/etc.

3. Step 3. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT

4. Step 4. Place Fortifications per tournament guidelines.

5. Step 5. Place Objectives using normal objective placement rules as modified below.

a. The Relic is placed as normal.

b. Each player places 1 Maelstrom Objective in their own deployment zone, these are numbered 1 and 2.

6. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

7. Step 7. Roll for Night Fighting.

8. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

Primary Mission: The Relic: 4 Mission Points if achieved, 0 pts if lost or tied.

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved (Note, if you roll both Destroy an Enemy Unit objectives, destroying 1 unit earns you 1pt, destroying 2 units earns you 2pts). The player with the most points at the end of the game wins this mission.

Tertiary Mission: The player who wins the most close combat challenges during the game gains 2 Mission Points.

 

1. Hold Maelstrom Objective 1

2. Hold Maelstrom Objective 2

3. Destroy an enemy unit.

4. Destroy an enemy unit.

5. Have a scoring unit at least partially within the enemy deployment zone.

6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your deployment zone.

Special Rules:

In every close combat phase, each unit that contains a character that is capable of issuing a challenge, must do so.

If a character slays another character in a challenge, that character gains the rending and preferred enemy (does not transfer to their unit) USR on its close combat attacks for the remainder of the game, bolstered by his or her success.

 

 

 

2015 Escalation League Mission #4: The Shadow in the Warp Storm

The Warp is extremely unpredictable, squeezing out through rents in the fabric of reality, spraying out Empyrian energy that can cause mutations or death by proximity. The massive hive fleet has arrived while the powers of Chaos are pushing themselves out of the Warp itself. Like squeezing a bag full of water by laying a huge round ball on top of it, leaks will erupt. The shadow of the warp is causing the warp to spurt out in sporadic eruptions of plasma and energy. The battles are ramping up, and things are simply getting completely out of hand, with tanks suddenly turning into mountains of flesh, and troops evaporating with a scream that shakes the soul.

1. Step 1. Adjust and define terrain with your opponent.

2. Step 2. Roll for Psychic Powers/Gifts/etc.

3. Step 3. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT

4. Step 5. Place Objectives using normal objective placement rules as modified below.

a. Each player places Maelstrom Objective number 1 in their own deployment zone, number 2 more than 30" from their own deployment table edge and number 3 in their opponent's deployment zone.

b. These objectives are also the Scouring Objectives, which are worth 1, 2 and 3 points respectively.

5. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

6. Step 7. Roll for Night Fighting.

7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

 

Primary Mission: The Scouring: 4 Mission Points if achieved, 0 pts if lost or tied.

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved (Note, if you roll both Destroy an Enemy Unit objectives, destroying 1 unit earns you 1pt, destroying 2 units earns you 2pts). The player with the most points at the end of the game wins this mission.

 

1. Hold Either Objective 1

2. Hold Either Objective 2

3. Hold Either Objective 3

4. Destroy an enemy unit.

5. Destroy an enemy unit.

6. Destroy an enemy unit.

Special Rules:

Psychic Malestrom: The combination of a thinner barrier between the warp and the real world and the pressure of the shadow of the warp is making manifesting psychic powers dangerous. All psykers must choose between either needing a 5+ to manifest a warp charge point, or doing so normally and causing perils on a roll of any double.

At the beginning of each player turn, that player may place a small blast template anywhere on the table. Roll 2d6 and a scatter die. Always scatter the full distance unless a ‘hit’ is rolled, then scatter one half of the distance rolled. Once that is done, roll on the following chart and apply the results.

  1. The blast is a Strength 6 Ap 5 blast weapon
  2. The blast is a Strength 8 AP – blast weapon
  3. The blast is a Strength 4 AP 2 blast weapon
  4. Every model touched by the blast must make a toughness test, if failed the model is replaced by a pink horror under the owner’s control as mutation runs out of control. These models form a new unit. These pink horrors are not psykers.
  5. Every model touched by the blast marker must make an initiative test, any model that fails the initiative test takes a wound with no armor or cover saves allowed as the warp attempts to pull them into a rent in reality.
  6. Every model touched by the template is restored to its starting number of wounds if it is missing any. If already at it is full number of wounds (or is a single wound model) it must make a toughness test or be removed as a casualty with no saves of any kind allowed as its body swells and explodes with vital energy.

 

 

 

2015 Escalation League Mission #4: The Shadow in the Warp Storm

The Warp is extremely unpredictable, squeezing out through rents in the fabric of reality, spraying out Empyrian energy that can cause mutations or death by proximity. The massive hive fleet has arrived while the powers of Chaos are pushing themselves out of the Warp itself. Like squeezing a bag full of water by laying a huge round ball on top of it, leaks will erupt. The shadow of the warp is causing the warp to spurt out in sporadic eruptions of plasma and energy. The battles are ramping up, and things are simply getting completely out of hand, with tanks suddenly turning into mountains of flesh, and troops evaporating with a scream that shakes the soul.

1. Step 1. Adjust and define terrain with your opponent.

2. Step 2. Roll for Psychic Powers/Gifts/etc.

3. Step 3. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT

4. Step 5. Place Objectives using normal objective placement rules as modified below.

a. Each player places Maelstrom Objective number 1 in their own deployment zone, number 2 more than 30" from their own deployment table edge and number 3 in their opponent's deployment zone.

b. These objectives are also the Scouring Objectives, which are worth 1, 2 and 3 points respectively.

5. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

6. Step 7. Roll for Night Fighting.

7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

 

Primary Mission: The Scouring: 4 Mission Points if achieved, 0 pts if lost or tied.

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved (Note, if you roll both Destroy an Enemy Unit objectives, destroying 1 unit earns you 1pt, destroying 2 units earns you 2pts). The player with the most points at the end of the game wins this mission.

 

1. Hold Either Objective 1

2. Hold Either Objective 2

3. Hold Either Objective 3

4. Destroy an enemy unit.

5. Destroy an enemy unit.

6. Destroy an enemy unit.

Special Rules:

Psychic Malestrom: The combination of a thinner barrier between the warp and the real world and the pressure of the shadow of the warp is making manifesting psychic powers dangerous. All psykers must choose between either needing a 5+ to manifest a warp charge point, or doing so normally and causing perils on a roll of any double.

At the beginning of each player turn, that player may place a small blast template anywhere on the table. Roll 2d6 and a scatter die. Always scatter the full distance unless a ‘hit’ is rolled, then scatter one half of the distance rolled. Once that is done, roll on the following chart and apply the results.

  1. The blast is a Strength 6 Ap 5 blast weapon
  2. The blast is a Strength 8 AP – blast weapon
  3. The blast is a Strength 4 AP 2 blast weapon
  4. Every model touched by the blast must make a toughness test, if failed the model is replaced by a pink horror under the owner’s control as mutation runs out of control. These models form a new unit. These pink horrors are not psykers.
  5. Every model touched by the blast marker must make an initiative test, any model that fails the initiative test takes a wound with no armor or cover saves allowed as the warp attempts to pull them into a rent in reality.
  6. Every model touched by the template is restored to its starting number of wounds if it is missing any. If already at it is full number of wounds (or is a single wound model) it must make a toughness test or be removed as a casualty with no saves of any kind allowed as its body swells and explodes with vital energy.

 

 

ESC League Mission #5: Let War Be Joined

The Kairosa System has become embroiled completely in war. The planetary defense forces are locked in war with daemons, xenos, and traitors. This is when the massive war machines, the horrific monsters, and the horrors out of the warp come to fight and crush mortal men. Armies begin to drill their soldiers to take down these war machines and monsters alike. The battle is ramping up just when an Ork WAAAGH!!! Arrives in system, boards the tyranid bioship and it detonates in a massive explosion. Chaos reigns in the system, the Ork WAAAGH!!! is leaderless and most of the Tyranids are feral. Now is the time to start the push for victory!

1. Step 1. Adjust and define terrain with your opponent.

3. Step 3. Roll for deployment zones. VANGAURD STRIKE DEPLOYMENT

4. Step 5. Place Objectives using normal objective placement rules as modified below.

a. Each player places Maelstrom Objective number 1 in their own deployment zone, and their Maelstrom Objective number 2 in their opponent's deployment zone.

b. These objectives are also the Big Guns Never Tire Objectives.

5. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

Primary Mission: Big Guns Never Tire: 4 Mission Points if achieved, 0 pts if lost or tied.

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved (Note, if you roll both Destroy an Enemy Unit objectives, destroying 1 unit earns you 1pt, destroying 2 units earns you 2pts). The player with the most points at the end of the game wins this mission.

1. Hold Objective 1 in the enemy deployment zone.

2. Hold Objective 2 in the enemy deployment zone.

3. Hold Objective 1 in your deployment zone.

4. Hold Objective 2 in your deployment zone.

5. Destroy an enemy unit.

6. Destroy an enemy unit.

Special Rules:

Each Player may nominate two units in their army, one gains the tank hunter USR, and the other gains the monster hunter USR. This benefit is not conveyed to other units (an IC with it does not give it to his/her unit, and an IC joining a unit does not get the USR).

Tertiary Mission: “Bring it down!” Each monstrous creature or vehicle with an armor value of 12 or higher on a single facing gives the player one victory point. The player with the most victory points at the end of the game gains two 2 mission points.

 

 

ESC League Mission #6: The Grind

There’s fighting and stuff. No one reads my fluff anyway. Win the fights. For the dead guy in the chair. Blood for doctors, or something. Yay.

1. Step 1. Adjust and define terrain with your opponent.

2. Step 2. Roll for Psychic Powers/Gifts/etc.

3. Step 3. Roll for deployment zones. DAWN OF WAR DEPLOYMENT

4. Step 5. Place Objectives using normal objective placement rules as modified below.

a. Each player places their Maelstrom Objective number 1 in their own deployment zone, and their number 2 Maelstrom Objective more than 18" away from their own back deployment edge.

b. These objectives are also the Crusade Objectives.

5. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

6. Step 7. Roll for Night Fighting.

7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

 

Primary Mission: Crusade: 4 Mission Points if achieved, 0 pts if lost or tied.

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved (Note, if you roll both Destroy an Enemy Unit objectives, destroying 1 unit earns you 1pt, destroying 2 units earns you 2pts). The player with the most points at the end of the game wins this mission.

Tertiary Mission: The player who’s “No Guts, No Gory” unit destroys the most enemy units, gains two mission points.

 

1. Hold Either Objective 1

2. Hold Either Objective 2

3. Destroy an enemy unit.

4. Destroy an enemy unit.

5. Have a scoring unit at least partially within the enemy deployment zone.

6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your own deployment zone.

Special Rules:

Hold the Line: Units that are controlling an objective gain the stubborn USR.

Experimental Armaments: Choose one unit within your army, that unit gains the rending and gets hot USRs on all of their weapons, as well as adding 12” to the maximum range of all weapons in the unit.

No Guts, No Glory: Choose one unit in your army, this unit gains the deep strike USR, and must deep strike.

 

 

2015 Escalation League Mission #7: The Great Gamble

As the battle lines are joined, armies clash, bones are ground, souls are taken, and hearts are broken. Lives are spent like pennies at the baker’s shop, and generals pour over maps, gearing up for their great gamble. On Kairosa Secundus, there is a powerful enemy leader with vital information. This leader commands their forces with iron discipline, holding their men in place through sheer force of personality, and with the knowledge that if they were to fall, their forces would be doomed. Capture your prize, ensure victory for your side in the final battle. For the Emperor!

1. Step 1. Adjust and define terrain with your opponent.

2. Step 2. Roll for Psychic Powers/Gifts/etc.

3. Step 3. Roll for deployment zones. DAWN OF WAR DEPLOYMENT

4. Step 4. Place Fortifications per tournament guidelines.

5. Step 5. Place Objectives using normal objective placement rules as modified below.

a. Each player places 1 Emperor's Will objective in their own deployment zone.

b. Each player places 1 Maelstrom objective more than 18" away from their own deployment edge, these should be numbered 1 and 2.

6. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

7. Step 7. Roll for Night Fighting.

8. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

Dawn of War Mission: Modified Emperor's Will: 4 Mission Points if achieved, 0 pts if lost or tied.

Maelstrom Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved (Note, if you roll both Destroy an Enemy Unit objectives, destroying 1 unit earns you 1pt, destroying 2 units earns you 2pts). The player with the most points at the end of the game wins this mission.

Tertiary Mission: Modified Relic: 2 Mission Points if achieved, 0 pts if lost or tied. At the end of the game, the defending player wins the tertiary mission if his warlord is still alive, and the attacking player wins the tertiary if he has captured the defender’s warlord. If the warlord is dead but not captured, escapes, or no one is claiming the special relic objective at the end of the game, the attacker and defender tie.

1. Hold Maelstrom Objective 1

2. Hold Maelstrom Objective 2

3. Have a scoring unit at least partially within the enemy deployment zone.

4. Destroy an Enemy Unit

5. Destroy an Enemy Unit

6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone.

Special Rules:

Before rolling for seize the initiative, players should roll off, the player that rolls the highest is the defender, and the other is the attacker.

The defender’s warlord grants the stubborn USR to all units within 6”.

The attacker’s units gain preferred enemy: warlord USR (this only works against the warlord, NOT against units or transports the warlord is in).

The attacker’s goal is to capture the defender’s warlord. This is done by removing the defending player’s warlord’s last wound. When this happens, if there is a model belonging to the attacking player within 2” of where the warlord’s last location was, you roll 1d6. 1=The enemy warlord escapes. 2-5=the enemy warlord is captured by a model within 2”, 6=The enemy Warlord is captured and removed from play. On a result of 2-5 treat the enemy warlord as a relic, with the same rules for the remainder of the game.

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