Post by Neferkara on May 29, 2012 20:56:38 GMT -6
Skies of Blood
Scenario 3 – Slaughter at the Temple
After watching the foul invader host from afar, despoiling the beautiful countryside of the defender’s land, the defenders finally mustered enough forces to make a stand. Situated around an ancient Temple, the battle would all hinge on whose gods were strongest.
Set-Up/Deployment and Objectives
The invader does not have a deployment zone as such. He will move onto the table along a line that is twenty-four inches from each table edge. The deployment zone for the defender is twelve inches on to the table and twenty-four inches from each table edge. The reinforcements deployment zone for the defender is twelve inches on to the table and twelve inches from the invader’s deployment zone on the short table edge to the invader’s left. The players place up to two woods each that cannot be placed in any deployment zone. Two hills are placed in the two corners of the table on the side of the table with the reinforcements zone. The defender may place a Steadfast Sanctum, Sinister Structure, or Magical Mystery in his deployment zone. The defender sets up first and moves second in this scenario. The invaders do not set up at the start, but does get first turn automatically. He moves his troops onto the board in his deployment zone in his first turn. The reinforcements do not move onto the table; they deploy in the reinforcements zone. The game lasts four turns and is a fight to the death. Use the standard victory points.
Special Scenario Rules: At the start of each defender turn, including the first turn, roll a D6. In turn one, a roll of 5+ means your reinforcements have arrived. In turn two you need a 4+; in turn three a 3+; in turn four your reinforcements automatically arrive. Up to half the defenders points may be held as reinforcements. If The Impetuous survived the first battle, he must be included with your reinforcements.
Invaders
Select an army of up to 2000 points. You are limited to no more than two units of cavalry and two chariots. In addition to your general you may only take up to one additional hero, who may be a sorcerer of no more than level two.
Your general is a special character called The Dragon. Pay for your general as normal buying any additional equipment, magic items, etc. For no additional points, he/she/it has the following special abilities:
Breath Weapon: A strength four breath weapon attack.
Defenders
This is an unusual game for the defender in that they have an additional special character and could also have up to two previously used special characters as well. Select an army of up to 2,000 points. You are limited to three war machines. You may NOT take any magic item that costs more than 50 points unless you take The Mage from Scenario 2.
Your general is a special character called The Mage Lord. Pay for your general as normal buying any additional equipment, magic items, etc. The character must be a level four wizard. For no additional points, he/she/it has the following special abilities:
Lord of Magic: This character is a Lore Master.
You have a second special character in this scenario. Pay for him as normal buying any additional equipment, magic items, etc. For no additional points, he/she/it has the following special abilities:
Destiny: 3+ Ward.
Warp Time and Space: In each of your magic phases roll a D6. If you roll a 6 you may move any one enemy unit anywhere on the table to any place on the table.
Scenario 3 – Slaughter at the Temple
After watching the foul invader host from afar, despoiling the beautiful countryside of the defender’s land, the defenders finally mustered enough forces to make a stand. Situated around an ancient Temple, the battle would all hinge on whose gods were strongest.
Set-Up/Deployment and Objectives
The invader does not have a deployment zone as such. He will move onto the table along a line that is twenty-four inches from each table edge. The deployment zone for the defender is twelve inches on to the table and twenty-four inches from each table edge. The reinforcements deployment zone for the defender is twelve inches on to the table and twelve inches from the invader’s deployment zone on the short table edge to the invader’s left. The players place up to two woods each that cannot be placed in any deployment zone. Two hills are placed in the two corners of the table on the side of the table with the reinforcements zone. The defender may place a Steadfast Sanctum, Sinister Structure, or Magical Mystery in his deployment zone. The defender sets up first and moves second in this scenario. The invaders do not set up at the start, but does get first turn automatically. He moves his troops onto the board in his deployment zone in his first turn. The reinforcements do not move onto the table; they deploy in the reinforcements zone. The game lasts four turns and is a fight to the death. Use the standard victory points.
Special Scenario Rules: At the start of each defender turn, including the first turn, roll a D6. In turn one, a roll of 5+ means your reinforcements have arrived. In turn two you need a 4+; in turn three a 3+; in turn four your reinforcements automatically arrive. Up to half the defenders points may be held as reinforcements. If The Impetuous survived the first battle, he must be included with your reinforcements.
Invaders
Select an army of up to 2000 points. You are limited to no more than two units of cavalry and two chariots. In addition to your general you may only take up to one additional hero, who may be a sorcerer of no more than level two.
Your general is a special character called The Dragon. Pay for your general as normal buying any additional equipment, magic items, etc. For no additional points, he/she/it has the following special abilities:
Breath Weapon: A strength four breath weapon attack.
Defenders
This is an unusual game for the defender in that they have an additional special character and could also have up to two previously used special characters as well. Select an army of up to 2,000 points. You are limited to three war machines. You may NOT take any magic item that costs more than 50 points unless you take The Mage from Scenario 2.
Your general is a special character called The Mage Lord. Pay for your general as normal buying any additional equipment, magic items, etc. The character must be a level four wizard. For no additional points, he/she/it has the following special abilities:
Lord of Magic: This character is a Lore Master.
You have a second special character in this scenario. Pay for him as normal buying any additional equipment, magic items, etc. For no additional points, he/she/it has the following special abilities:
Destiny: 3+ Ward.
Warp Time and Space: In each of your magic phases roll a D6. If you roll a 6 you may move any one enemy unit anywhere on the table to any place on the table.