2General Scenario RulesDeciding Roles:
Each player rolls 1d6, winner chooses between being the attacker or the defender. The attacker deploys andgoes first and the defender picks deployment zones.Game Length: Proceeds until condition below or until a player concedes.
Fixed Numbered:
The game proceed for a given number of rounds
Leadership:
At the beginning of the 4th round, each player takes a morale test using a model with thecommander special rule. If the model with the commander ability has been removed from play use the highestremaining MR value. If a player has lost half or more of the units of his or her total force then the test is taken ata -4 penalty. This represents the grievous losses and the desire of everyone to cut their losses and leave. Thischeck can be rerolled using the CP the model whose MR stat was used. If either player fails the test, the gameends at the end of the round.
e.g.: Bob and George are playing A Quiet Patrol. At the beginning of the fourth round George has lost hiscommander and half of his units. He will use the next highest leadership value, that of his Commando at 8. Bob still hashis commander so he uses the morale value of 9. George needs a 4 or less and Bob needs a 9 or less. George rolls a 3and Bob rolls an 11. Bob chooses to spend 1 CP from the commander to reroll.
Bob’s rero
ll is a 12. Since he does not have any CP left and one player has failed the roll, the game ends at the end of the fourth round.
Conquest:
The game proceeds until the win condition is triggered.Random Scenario TableRoll 2d6. Designate one die to be column the other to be the row. Consult the table below to find whichscenario to play.1 2 3 4 5 61/2 Win The Day Foraging Party Blinded ByScience!A Quiet Patrol Dawn Raid A Very
Important…Ambush
3/4 With Us or NoOneThe Vault Job Possession isNine
Tenths…
Junkyard Dogs Night Assault Right Down theMiddle5/6 Boom Goes theDynamiteSpeed Recruits King of the Hill Future Scenario Future Scenario Future Scenario