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LEVIATHAN GAMES

A Leviathan Chapter Approved battle is waged by


flowing the sequence below. Chapter Approved battles
are designed for Incursion and Strike Force battle sizes.

1 MUSTER ARMIES
Players muster their armies, as described in the Core
6 DETERMINE ATTACKER &
Rules. Remember, all details of a player's army must be DEFENDER
recorded on their Army Roster.
Players consult the Deployment card drawn for the
mission and agree which battlefield edge is the
Attacker's and which is the Defender's. The players then
2 DETERMINE MISSION roll off and the winner decides who will be the Attacker
Players split the cards into the Deployment deck, and who will be the Defender this will determine which
Mission Rule deck, Primary Mission deck, Secondary player uses which deployment zone in the coming
Mission decks and Gambit decks. battle.
Players determine their mission by shuffling and
randomly drawing one card from the Deployment,
Mission Rule and Primary Mission decks. 7 SELECT SECONDARY MISSIONS
There are two Secondary Mission decks (one for the
Attacker, one for the Defender), meaning players can
3 READ MISSION draw the same Secondary Missions. These describe
Next players read the Primary Mission and Mission Rule goals that players can achieve to score VP. Each
cards they have drawn. Secondary Mission card will detail when and how it is
The Primary Mission card details how and when players achieved, as well as how many VP that player scores for
score Victory points (VP). Players will also score VP by achieving it.
achieving Secondary Missions and Gambits, which are Each player must now choose whether to use Fixed or
detailed later. Some Primary Mission cards also include Tactical Missions during the battle. To do so, each
additional rules that will apply to the battle. player first takes their respective Secondary Mission
deck. If a player wishes to use Fixed Missions, that
player secretly selects two Fixed Mission cards (denoted
4 PLACE OBJECTIVE MARKERS by the Fixed Mission symbol see below) from their
Players now set up objective markers on the battlefield. Secondary Mission deck and places them face down on
Each Deployment card's deployment map will show the battlefield. If a player wishes to use Tactical
players how many objective markers to set up and Missions, they should instead select any two Secondary
where each should be placed. Mission cards from their deck that do not have the
Fixed Mission symbol and place them face down on the
battlefield. Once both players have done so, players
5 CREATE THE BATTLEFIELD reveal their selections.
Fixed Mission cards are Secondary Mission cards
Players now create the battlefield and set up terrain marked with this symbol.
features. If a player selects two Fixed Mission cards, those
Missions are played on rectangular battlefields whose Secondary Mission cards are active in every battle
dimensions are approximately 44" by 60". This can be round during the battle and can be achieved and scored
achieved by placing four Battlezone boards flat on a in every battle round. The remainder of their Secondary
surface next to each other. Mission deck will not be used.
Unless otherwise stated, when setting up terrain
features, use the guidelines detailed in the Core Rules.
Players must use the rules for terrain features detailed
in the Core Rules. Terrain features should not be set up
with any impassable sections (such as the walls of a
ruin) within 1" of any objective markers.
8 DECLARE BATTLE At the end of the third battle round players may
generate Gambits.
FORMATIONS
In the order below, both players secretly note:
• Which of their Leader units will start the battle 13 END THE BATTLE
attached to which unit. The battle ends after five battle rounds have been
• Which of their units will start the battle embarked completed. If one player has no models remaining in
within which TRANSPORT models. their army at the start of their turn, the other player can
• Which of their units will start the battle in (Strategic) continue to play out their turns until the battle ends.
Reserves. No more than half the number of units in a The Mission Rule card details any special rules that
player's army can start the battle in Reserves, and the apply for the duration of the battle. Players should read
combined points total of those units cannot be more and familiarize themselves with these before
than half the total of their army. Units embarked within proceeding.
a TRANSPORT that is set up in Reserves also count
towards these limits.
When both players have done so, they declare their 14 DETERMINE VICTOR
selections to their opponent.
At the end of the battle, the player with the most VP is
Reserves units cannot arrive during the first battle
the winner. If the players are tied, the battle is a draw.
round and any Strategic Reserves or Reserves units that
Each player can score a maximum of 50VP from Primary
have not arrived on the battlefield by the end of the
Missions and/or Gambits (any excess VP awarded are
third battle round count as having been destroyed, as
lost) and a maximum of 40VP from Secondary Missions
do any units embarked within them. This does not apply
[any excess VP awarded are lost), for a possible total of
to units that are placed into Strategic Reserves after the
90VP. If a player is using Fixed Missions, that player can
first battle round has started.
score a maximum of 20VP from each of the Fixed
Mission cards they selected before the battle (any
excess VP awarded are lost). If every model in a player's
9 DEPLOY ARMIES army is painted to a Battle Ready standard, that player
Players alternate setting up their remaining one at a is awarded a bonus 10VP. This gives each player a
time, starting with the Defender. A player’s models maximum total score out of 100VP.
must be set up wholly within their deployment zone. If
one player finishes deploying all their units, their
opponent then deploys the remainder of their units. NEW ORDERS - 1CP
CORE-STRATEGIC PLOY STRATAGEM
High command has received new intelligence.
10 DETERMINE FIRST TURN WHEN: End of your Command phase. TARGET: One of
Players roll off and the winner takes the first turn. your active Secondary Mission cards.
EFFECT: Discard it and draw one new Secondary Mission
card.
11 RESOLVE PRE-BATTLE RULES RESTRICTIONS: You can only use this Stratagem once
The players alternate resolving any pre-battle rules per battle.
units from their army may have, starting with the player
who will take the first turn.

12 BEGIN THE BATTLE


The first battle round begins. Players continue to
resolve battle rounds until the battle ends.
At the end of each player's turn, if that player is using
Tactical Mission, they can discard one or more of their
active Secondary Mission cards. If they do, and if it is
not the fifth battle round, that player gains 1CP. This
represents high command diverting strategic resources
that had been allocated to now-obsolete objectives to
instead engage new targets of opportunity.

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