HINTERLANDS
SKIRMISH CAMPAIGNS IN THE MORTAL REALMSthousands sacrificed across
With which our cities were forged artew
thas been our unshakable faith in
Sigmar that lays the foundations of
civilisation and brings order to these
lands once more. And yet, feel nev
before have we faced peril 0 great,
never before have we stood so close fo
the brink of chaos.
ed my words for these are the dar
‘of times that appro
There are whispers to the south.
‘Those of change, those of bloodshed,
those of fear. There is a new threat
{growing and this fine it lies not beyond
‘our borders but with
Traders bring word of cities fallen to
disorder and anarchy, of insidious cults
that grow like vile cancers in the once
frec cities and poison the minds of those
who forget the sacrifices we made in the
Season of War
‘They speak of dark magics abound, of
strangers with twisted visages and of an
ancient and terrible name not heard in
this realm since the Age of Chao
They speak of Tzeentc
Thave sent out my agents to reach you.
Each takes a diforent route to
Azyrheim for I doubt all will arvive.T
hhave trusted to them each a shard of
Realmstone for my instinct tells me this
rock of arcane power lies at the heart of
the dangers we face, With it you must
bring word of our plight and aid our
call with haste, else all we have fought
for will be east to
May Sigmar guide us al
from Hanniver Gd
Archmancer of Deepdal
st Council in Azyrheim.“CONTENTS
INTRODUCTION........ 2 | BATTLEPLANS 1.7 | REALM MASTER
The Leat aver a atrtien. a
HINTERLANDS ieee cay neoa RNs.
SKIRMISH CAMPAIGN .. 3 Breakthrough 9 %
Skirmish Rules 3 | Convergence ° | (THE CURSE OF BRYOR
Commas eats 0020S | WARBAND GHYUL..
Dnderdog Gambits é | ROSTERS DESGans So "
BY SAM JAMES
THIS IS NOT AN OFFICIAL GAMES WORKSHOP PUBLICATION.
es Workshop and is 100% unofficial. The content within isa fan project andl
res are my own. Art has been sourced from the Internet, Please get in touch if
nything you would ike to be removed.
‘The content ofthis book isin no way afliated
muadefor personal ue. Allthe photographs of
‘You can follow me on twitter @ _devianttactics
‘Thanks for reading!
Sam (aka “bottle”)ray
yh
HINTERLANDS
SKIRMISH CAMPAIGNS IN THE MORTAL REALMS
Welcome to the Hinterlands, adventurer, here you'll finda guide to playing exciting skirmish campaigns in
the Mortal Realms. There are two types of campaigns to be found within; tl
1 basic Skirmish Campaign
where players each control a warband of a dozen models or so, and the Realm Master Campaign in which
each player controls a single Hero and they must work together to overcome the challenges the Realm
Master sets for them. Read on to find out more!
This book expands upon the Warhammer
Age of Sigmar rules sheet and
accompanying General's Handbook to
support skirmish battles and campaigns.
‘These games differ from a standard game
of Age of Sigmar because rather than
taking the role of general to avast army
you instead led but a handful of troops on
daring mission.
Here, each model will be much more
valuble in the heat of battle and you will
come to give them names and watch them
grow with experience and skills from
game-to-game,
‘This allows you to explore the Mortal
Realms in new and exciting ways and once
you have a few games under your belt,
you!ll find everything you need in here to
really bring your campaigns to life.
THE HINTERLANDS
SKIRMISH CAMPAIGN
The first section of this book outlines the
rules needed to play skirmish battles and
‘campaigns. The rules are designed to make
as few changes to the Age of Sigmar rules
sheet as possible. Once you have played a
few games you will ind a surprising depth
tothem
It does not take much preparation to start
4 campaign with your friends, especially if
youare already veteran gamers with Age
‘of Sigmar -and wiat’s beter, this
campaign makes the perfect excuse to put
together a new collection of Citadel
Miniatures from outside your existing
armies as your Warband need never be
more than 15 models!
REALM MASTER
CAMPAIGNS
‘The second section in this book focuses on
Realm Master campaigns, nacrative based.
‘campaigns where half a dozen players can
take part in each battle and work together
asa team,
(One player takes the role ofthe Realm
Master who is akin toa Games Master
from a roleplaying game. Ths player
creates the narrative and battleplans the
other players take part in as well as
controls the adversaries they fae in bate
A Realm Master campaign can take alittle
‘more preparation but the rewards are even
greater. The best partis itis perfect for
new playersas they need only a couple of
models to begin playing!AJARHAMM
RBS EORS CH
ERY
HINTERLANDS
SKIRMISH CAMPAIGNS IN THE MORTAL REALMS
BY SAMJAMES
The following 4 pages of rules are designed to allow you to take part in exciting skirmish battles and
campaigns with your frien
Your warband will grow in size and gain skills from battle to battle as you seek
‘fame and fortune, bitt tread carefully for your models can also gain lasting injuries! To use these 4 pages of
rules you will require the Warhammer: Age of Sigmar rules and also the General’s Handbook.
UNITS
Units do not have to stay within 1”
eoherency. Instead, models are set up
individually and each is treated as its own
separate unit.
Collectively this is called your Warband,
‘You donot need to fulfil the minimum
size of the Warscroll when choosing
‘models for your Warband.
You can choose different weapon options
for each model from the Warscroll when
available,
UPGRADES
‘One model from a Warscroll may take a
Single upgrade for every 3 models from
that Warscrol you have in total in your
Warband
Upgrades include champions, Standard
Bearers, Musicians and any special
‘weaponry.
For example: your Warband
contained ten FREEGUILD GUARD.
They could have a mix of swords,
halberds, spears or miliita weapons
‘and three of them could take an
upgrade
STANDARD BEARERS &
MUSICIANS
‘Theabilities of Standard Bearers and
‘Musicians apply to all models from the
same Warscroll within 6”
HINTS & TIPS
It may take some common sense to
decide which upgrades are,
champions, standard bearers,
‘musicians or special weapons as the
Warscroll will not explicitly say.
Discuss with your friends ifyou find
any odd cases.
GENERAL
‘One model is chosen to be your general as
normal. Ifplaying a campaign (see page 4)
your general must be the same in every
battle
Command abilities are not used.
THE BATTLEFIELD
Battles in the Hinterlands should have a
Jot more scenery than a normal game of
Warhammer Age of Sigmar. A good guide
2-3 large pieces foreach 2 foot square
and smal pecs seater terrain placed
MYSTERIOUS
LANDSCAPES
Only D343 pieces of scenery are given
rules from the Seenery Table or its
Scenery Warscroll. Players each roll a dice
before Set-Up with the winner choosing a
scenery feature to be given rules and
alternating thereafter.
Ifplayers are using the Scenery Table to
decide which rules a piece of terrain uses,
the following modifications are made:
Damned: Ifa player sacrifices a
model to this terrain f
‘outlined in the Age
thenall friendly mo
of the terrain feature can add to hit
rolls until the next hero phase.
Inspiring: Each timea model within
3” of this terrain feature suffers a
wound or mortal wound, roll a D6. 1f
the result is a6 the wound is ignored.
Any models that are within
terrain feature in your hero
phase cause fear until your next hero
Phase. Add -I rend to any attacks
made by models that cause fear.
SCATTER TERRAIN
‘Small pieces of scenery such as walls,
fences; rocks, barrels and bushesare
‘considered "scatter terrain’ and have the
following rule:
a.
Barricade: fa model is within 1” ofa pice
of cater eran, then reeves
the benefits of cover aginst tacks made
by eneny moles Hhafre on tether
fit
‘THE RULE OF THREE
Alongside the ‘Rules of One’, there isan
‘additional ‘Rule of Three’
Inany phase a single model may not attack
‘or use an ability against more than three
‘enemy models.
DESIGNER'S NOTES.
This rule is to prevent abilities like the
Knight Azyros “The Light of Sigmar’
being too powerful
BATTLESHOCK
‘The Battleshock rules are not used ina
Hinterlands battle. Instead players are
given the option to rout, (see below).
ROUT
Sometimes it may be advantageous to flee
from battle to fight another day. At the
start ofthe players turn they may choose
torout. All remaining models are
removed from play asf slain and the
‘game immediately ends,
If playing campaign these models do not
rollon te Injury table and sil earn D6
experience points for surviving (ee
page 4
REINFORCEMENTS
Any spells or abilities that either bring
new models into battle or resurrect
already slain models cannot be used.
‘This includes summoning spells and also
abilities such as the ICON AND.
STANDARD BEARER for SKELETON
WARRIORS,
Ihe only exception to this rule is the
“Master of Necromancy’ COMMAND
‘TRAIT as discussed on page 5.RULES
HINTERLANDS
*
CAMPAIGN RULES
Out in the wilderness of the Hinterlands fame and fortune awaits. However, this is not a tale for the weak of
heart. Here is a dangerous place and for as many Warbands who have returned to their homelands rich,
tenfold their number have perished out in the cold wilderness...
WARBAND
RECRUITMENT
To play a campaign each player must
reeruita Warband using gold coins.
Playors begin with 150 gold coins from
which they can choose any models from a
single Grand Alliance to be part oftheir
Warband,
‘To calculate a model's cost, take the units
points cost from the General's Handbook
Pitched Battle Profile and dive it bythe
minimum size of the unit,
For example a single LIBERATOR would
cost 20 gold coins and a MOONCLAN
GROT would cost 6 gold coins
‘Your Warband cannot exceed 15 models
in total
HEROES
‘Models that contain the HERO keyword
cost half their points value in gold coins,
however you are limited on how many
heroes your Warband can have.
No more than half your Warband may be
HEROES.
MEROES begin the campaign with half
their wounds rounded up.
RESTRICTIONS
‘The following models cannot be included
in your Warband:
Any wiodels with the Battlefield Role
‘Behemoth.
‘Any models with the Batilefield Role
“Arillery’.
Any ‘Named Characters’
Warserall Battlions also cannot be
included,
DESIGNER'S NOTES.
‘The Warband restrictions were chosen
from the Battlefield Roles to allow the
‘odd MONSTER and WAR MACHINE
Which is neither a Behemoth or Artillery
(such as the KHORGORATH or the
GYROCOPTER) to be taken.
D6 Injury
Critical Injury: The model's Wounds characteristic is permanently
reduced by D3. [tit falls to zero the model is killed and it is removed from
your Warband
2 Major Injury: Roll D6: 1-3=-1 Save, 4-6= -1 Movement
3 Minor Injury: One randomly selected weapon suffers 1 to hit
4 Slow Recovery: The model must sit out ofthe next battle
5 Pall Recovery: May fight as normal in the following battle
6 Miraculous Full Recovery: May fight as normal in the following battle and
also earns 206 experience
JURY LEVELING UP
Models sain during a battle can receive | Models begin the campaign with 0
crippling injuries or even be killed ‘etpericoce poland eireag
‘outright. At the end of the game roll on
the chart above for each slain model. parce
‘each time they gain a level
Ifthe player's generalis killed they must | Make sure you keep a note oftheir total
choose another model to be the experience points from game to games
seneral atthe stat ofthe next battle ‘There isa space provided on the Warband.
Roster todo so,
RETIRING FIGHTERS
Models with the HERO Keyword are
Some models may gain such crippling already renowned champions and will
injuries that the player wishes to retire the | start. a campaign with 30 experience
mode from the Warband (for example if
their movement is reduced t0 0°) Boat
A player can retire any models after a After totaling the experience points
battle and immediately regains hal the | earned from a battle, consult the table
‘model's value in gold coins (rounding up). | below to see if model has gained a level.
EXPERIENCE
ExpPoints Level
Models gain experience and grow stronger | | 0.9 °
over time. Models can earn experience
after each battle as follows: wos ie
20.29 2
= Survives (not killed) (+ D6 exp)
~ Fach enemy model slain (+ 5 exp) 208) a
~ Each enemy HERO slain (+ 10 exp) 40-49 4
Each enemy MONSTER slain (+15 exp)
ach enemy waR MACHINE slain C15 exp) | | 506% Eanes
70-89 ‘
These experience points do not stack ifa
slain enemy mode! fulills multiple. For ee 7
example a model slain with both the HERO. | | 110-129 8
and MONSTER keywords awards 15 Fane 5
experience points not 30
150% 10- Mighty Hero
4,ia ADVANCEMENT’ TABLE
| Bach time a model gains a level the player
can rollon the Advancement Table for
them.
2D6 Advancement
2 +D3 Wounds
3 +1 Save
45° +1Move
6-8 Weapon Skill*
(Roll D6: 1-3 = +1 to hit, 4.6 =
+1 to wound)
41 Wound
Weapon Finesse*
(Roll Dé: 1-3= -1 Rend,
4.6= +1 Damage)
12 +D3 Wounds
“Apply to one weapon of choice.
ORDER COMMAND TRAITS
Ifyour Warband owes its allegiance to ORDER you may pick one Command Trait for
your general from the following:
Legendary Fighter: Ad 1 tothe numberof attacks your general makes wth one
melee weapon each combat phase.
Reckless: You can re-roll run and charge rolls for your general and all friendly
ORDER models within 6” of your general.
Bo
CHAOS COMMAND TRAITS
Ifyour Warband owes its allegiance to CHAOS you may pick one Command Trait for
your general from the following:
Spiteful Destroyer: Add 1 to the wound rolls made for the general's melee weapons.
Lord of War: Pick D3 friendly CHAOS models within 6” of your general inthe hero
phase, Add I to the hit rolls for those models until your next hero phase.
WIZARD ADVANCEMENT
Ifa model with the keyword WIZARD rolls
‘an 11 on the Advancement Table the
Player may choose instead to increase the
‘number of spells it can attempt to cast and
tunbind by one.
MIGHTY HEROES
‘Once a model reaches level 10 they do not
aadvanceany further. However, you may
‘ish to continue counting the total
experience earned by this legendary
‘warrior (for bragging rights, of course)
ALLEGIANCE ABILITIES
“The Allegiance Abilities as outlined in the
Generat’s Handbook are not used. Instead
each Warband general may choose a
‘uniqile COMMAND TRAIT depending,
‘upon the Grand Alliance it owes
allegiance to.
‘Mhereare two Command Traits to choose
from for each allegiance. When you first
steate your Warband, a Command Trait
must be picked for your general and
cannot be changed thereafter.
Ifyour general isilled, you can picka
new Command Trait for the model
chosen to replace them,
et ee
DESTRUCTION COMMAND TRAITS.
If your Warband owes its allegiance to DESTRUCTION you may pick one Command
‘Trait for your general from the following:
Wild Fury: Once the general suffers a wound you can add | to both the hit and
vwound rll for your general
Rampaging Destroyer: Roll a D6 for each model in your Warband within 6” of the
general, Each model can move a number of inches equal to the dice roll.
DEATH COMMAND TRAITS
If your Warband owes its allegiance to DEATH you may pick one Command Trait for
your general from the following:
Death Incamate: In your hero phase pick an enemy model within 3” of your general
andra 336, nt the re is equal or exceeds the enemy model's Bravery, suffers D3
mortal wounds
‘Master of Necromancy: This Command Trait can only be chosen if your general is a
WIZARD. If 50, your general knows the Summon Undead Minions spllin addition to
any others:
SUMMON UNDEAD MINIONS
‘This spell hasa casting value of 6. If successfully cast, you can set up D3 models from
those in your Warband which have been slain i they are from eligible warscrolls (see
bow): the modelsare set up within 18" ofthe caster and more than 9” away from the
‘enemy. These models cannot move in the following movement phase.
‘The models are no longer treated as sfain atthe end of battle, unless they are removed
asa casualty once more. However, enemy models still earn experience each time they
slay the model.
Models summoned together need to be from the same warscroll. Models from the
following warscrolls are eligible for this spell
-CRYPT GHOULS
= SKELETON WARRIORS
-GRAVE GUARD.
“ZOMBIES:
- SKELETON ARCHERS| More often than not battles are uneven
irs. However, cunning leaders will do
‘can to mitigate the odds when
ie find themselves outnumbered by the
“enemy.
Favours can be bought, allies mustered
‘and traps placed within the shadows. The
notoriety ofa Warband can often be its
doynjall as others plot against them.
THE UNDERDOG
Before playing a battle it is important to
| determine ether Warband isthe
underdog as they will gain benefits to be
d during the battle.
{ up the total cost in gold coins for
fof the Warbands and compare the
‘This score is known as your ‘Us
Rating’ and there is space on your
Warband Roster to add this for quick
reference.
‘fone Warband’s total cost is less than
the other itis the underdog.
GAMBITS
below. Ifthe other Warband is worth
double the cost in gold coins the
‘underdog may roll twice on the table
below.
‘The Gambits rolled for on the ablebelow
will only apply for this battle and cannot
be saved for future batles.
A Betrayed Promise: Whatever plans were made,
‘whoever's aid you sought, it has not come to fruition,
‘Met only by the howling wind, you are alone this fight.
Insider Secrets: You have learned of the enemy’s plans
and have the chance to seize the initiative. After set-up is
complete, you can make a bonus move with D3 models as
if they were moving in the movement phase
Minor Benefactor : You have been given an enchanted,
trinket or perhaps an invocation of blessing. Nominate a
‘model during set-up and choose from the following:
1. You ca re-roll al ofthe fated hit rolls ade by this
‘model in one combat phase
2. You can reroll the failed wound rolls mae by this
‘model in one combat phase
5 You cam re-rll all the filed save rolls made by this
‘model in one combat phase
Hidden Agent: You have tasked one in your Warband to
remain in the shadows and strike at acritical moment.
During set-up you can nominate one model to be your
hidden agent, Instead of setting up the model, place it to
‘one side, At the start of any of your combat phases you
can reveal the hidden agent; set the model up within 3" of
an enemy model. This model can pile-in and attack as
normal
Powerful Benefactor: A great ally has aided you in this,
battle. Choose from the following:
1. Nominate one model in your Warband to carry a Quick
Silver Potion. You ca use the potion once per battle atthe start
‘of «combat phase, This model attack in the combat phase
‘Before any other models, and before the player whose turn is
taking place picks a unit to attack with,
2. Nominate one model in your Warhand to camy a 7
‘of Protection. During dhe batleeacs time tis model sufers a
wound or mortal wound, roll a dice. I he result isa 4 or
higher, the wound is ignored.
3. Nominate one WIZARD in your Warband, During the battle
this WIZARD knows the SUMMON BALEWIND VORTEX,
spel.
Poison Blade : Into your hands has fallen a vial of one of
the many toxins to be found across the Mortal Realms
From the deadly poisons of Chaos to flasks of holy water
blessed by Sigmarite priests, what you have is anathema to
the enemy.
During set-up secretly note down one model to carry the
Poison Blade. Once per battle the Poison Blade can be
used in any combat phase instead of attacking normally.
‘Choose an enemy model within 1°. That model
immediately suffers D6 mortal wounds.Presented in this section are five unique
battleplans for players to use ina
Hinterlands campaign. Fach offers not
only an interesting array of tactical
chiallenges but also the narrative
foundation of your campaign. Great
stories of heroes and villains are waiting
tobe told and as you play through the
different battleplans your Warbaind will
grow and evolve.
All battles are presumed to be fought on a
4’ x4! board and with double the amount
of terrain you would usually use fora
game of Age of Sigmar.
CHOOSING A BATTLEPLAN
To choose a battleplan one player must
olla Dé and consult the table opposite.
Inte case of 26 the underdog can
choose which battleplan to play (see page
6 for rules on the underdog).
THE
Insearch of an ancient artefact your
Warband has earned of a scroll that tells
“ofits whereabouts,
‘AS you close in on the location of the
scroll you discover you are not the only
Warband that seeks it.
‘THE SCROLL FRAGMENTS
‘The scroll is broken into five fragments
‘that are scattered across the battlefield,
Before sides are chosen both players take
‘tan turns to place the fragments. Roll a
1D6 to decide who goes first. The scroll
fragments must be placed within 6” ofthe
centre line and cannot be placed within
6° of another.
SET-UP
“The players cach roll a D6 and the winner
chooses a table edge, The players alternate
seiting up models, one ata time starting
with the winner ofthe dice roll. Models
must be set up in their own territory (see
map), more than 12" from enemy
territory.
‘THE FIRST TURN
‘The player who finishes setting up first
chooses who takes the first turn.
Se
BATTLEPLAN
HINTERLANDS
D6 BATTLEPLAN
The Lost Artefact
The Ritual
‘Assassinate
Breakthrough
Convergence
The underdog may choose
TT Oe
OTHER BATTLEPLANS
All battleplans found in Age of Sigmar
‘ean be used in a Hinterlands campaign
il players are encouraged to
incorporate their favourite battleplans
into the campaign. The battleplans may
require some tweaks to work with the
skirmish game rules, you can see The
tual and Breakthrough presented here
for ideas on how to adapt them.
LOST ARTEFACT
PICKING UP SCROLL
FRAGMENTS
“Models can pick up scroll fragments if
they move over them in any phase. The
fragment is removed from the batiefield
and the carrying model is noted down.
‘Models can carry any number of
fragments.
Ifa model carrying scroll fragments is
slain the player must place all fragments
back on the battlefield within 3” of the
model.
VICTORY
‘At the end of the fifth battleround count
how many fragments each player is
carrying. Ifone player carries more they
are immediately declared the winner and.
the game ends. Ifneither player has more
continue playing and check at the end of
teach subsequent battleround until a
‘winner can be declared
CAMPAIGN OUTCOME
‘The winning player earns 25 + D6 gold
coins. The losing player earns 10 +°2D6
gold coins.
BATTLEPLANS
Your Warband will face many perils and challenges across the Hinterlands of the Mortal Realms, from
retrieving lost artefacts of power to stopping the deadly rituals of the enemy. Each will require a different
tactical approach to secure victory and only the most cunning of leaders will be victorious in all.
CAMPAIGN OUTCOMES
Hinterlands battleplans all have
campaign outcomes, These decide how
‘many gold coins each player earnsas well
as providing extra bonuses for the winnet
based on the narrative of the battleplan,
Each of the five battleplans presented here
have unique campaign outcomes but if
you wish to quickly adapt other Age of
‘Sigmar battleplans for your Hinterlands
campaign you may wish to use the
following generic campaign outcome:
The winning player earns 25 + D6 gold
coins Te losing player earns 10 + 2D6
{gold coins. The winner may also roll on
the triumph table presented inthe Age of
Sigmar rules.
‘he winning player can also attempt to
find the ancient artefact, After the battle is.
complete roll a D6. On the roll of a4 oF
more the artefact has been discovered.
‘The artefact is randomly chosen from
yout Grand Alliance Allegiance Abilities
as shown in the General's Handbook on
page 156.
Ifyou roll a 1,2.or 3 the scroll fragments
are insufficient to learn the location of the
artefact but next time you win this
battleplan you may add L to your dice
result
PLAYER B
TERRITORYBATTLEPLA! ?
THE RITUAL
One ofthe Warbandsseckto perform a Ifthe winning payer was the Ritualist
Be eiecent secretin [TERT OAL they earm the folowing tiumpht
he Dark Gods to bring malevolent ‘The Ritualist must roll a dice in each of
creatures into the Mortal Realms or an Blessed: You can change the result of a
invocation of blessing 10 cleanse the land | theithero phases. The ritualis complete |) siete ice roll o the resul of your
ofevil, The ritual must be stopped at all | when the cumulative total ofall ritual Choosing next battle
oats by the rival Warband. rolls s 20 oF more.
Ifthe winning player was the Disruptor
THE WARBANDS DESTROYING THE ARTERACK | tie esnthetollowing tiumph
For this battle one Warband must be the The Destroyer Ad 110 he Wounds
Ritualist the other isthe Disruptor. Both | Tn the Disruptors hero phase, if any characterise oe model who shattered
playerstolla D6and the winner may | modelsare within I" ofthe artefact they _ || the artefact forthe rt ofthe campaign
choose. The Disruptor may choose the
table side may attempt to destroy it. Rell a Ds. Ona
roll ofa 4 or more the artefact has been
THE ARTEFACT shattered.
Before set-up the Artefact is placed in the
Ritualist’s territory on the centre line VICTORY
Within 1” of the board edge (see map).
‘The battle ends when ether the ritual i
SET-UP complete or the artefacts destroyed. If
the rituals completed the Ritualist wins
Cee ee eee etig up rpodel | the baile. Ifthe artefact is destroyed the
One at atime starting with the Ritualist,
‘Models must be set up in their own Disruptor wins the battle.
territory (see map), more than 12” from
ie esata CAMPAIGN OUTCOME
THE FIRST TURN ‘The winning player earns 25 + D6 gold
‘The Disruptor may choose which player | coins. The losing player earns 10 + 2D6
takes the ist tur. ral
When a Warband grows in powerits | ‘THE FIRST TURN If the winning player was the Assassin
enemies often seck lo silence the leader. they earn the following triumph:
In the shailows lurk blades ready to “The Prey may choose which player takes
strike the moment the leader is caught off | the first turn Gritical Strike: Add 110 the Rend
guard. erect ‘ofthe eapon that slew the
eneral for the rest ofthe campaign.
‘The, lof one Warband has been RESERVES é ae
marked as such a target and the other .
Warband has been tasked to assassinate | 1 the Prey’shero phase the player may | 1+ ne winning player was the Prey they
en sce if any groups in reserve enter the
Ee battle. Rolla ‘D6 for each group in reserve, | ¢arn the following triumph:
the result isa 3 or more the group
‘THE WARBANDS enlees the battle. Modes abr seniors ‘Thick Skin: Add 1 to. tape ps ,
within 1” of any board edge and must be || Wounde characteristic for the rest of the
sous pe one Wpebind, ganic the atleast 3” away, rom any enemy aes campaign.
ey ers hy may move and ight as noma this
“Assassin. In the case ofa dra, roll a dice
todecide, VICTORY
SET-UP ‘During this batile the Prey cannot rout. If
epyfetict voter ame wit | ePauegee copimterateen
‘Shof the centrepoint (see map). ‘The declared the winner. Otherwise from the
Assassin then sets up their Warband end of tur five and onwards roll a Ds.
within 6* of any table edge. (On the result ofa 4 or more the battle
TePreythen spas he remaing ends and the Prey is declared the winner
rmodels into three groups as evenly siz
aie ‘and rolls as foreach. ifthe | CAMPAIGN OUTCOME
Potthc caiee pant Poraaythes | The winning player cams 25+ Ds gold
tee point. Eor any other e
result the group is set up inresorve (see | ¢oims. The losing player earns 10 + 2D6
‘gold coins.
—- 8,