Dragon Hunt

| Players | Even Match |
| Infiltrators | Special |
| Battle Length | 4-5 Turns |
Reports from the front lines tell of a massive entity tearing through the afflicted, plague-ridden villages surrounding No Man’s Land. Some claim it to be a newborn Larval Beast, a Possessed Tank, others an Angelic creature gone rogue and some even say it is an actual Dragon. The descriptions vary, but all agree on its immense size and the trail of destruction and bloodshed it leaves behind. Showing no allegiance, the creature has trampled warbands and strongholds alike, spreading chaos indiscriminately. Hunting down “The Dragon,” as it has been named in the scattered reports, has become a top priority. The warband that claims its head will secure prestige and glory across the theatre of war.
Forces
Both sides use their entire forces.
The Battlefield
The game is played on a standard-size battlefield (we suggest 4’ x 4’).
Place a model on a base of at least 120mm to represent the Dragon at the centre of the table, as indicated on the map by the Objective Marker.
Each player then places three models each (that are on 25mm bases) where they see fit. These represent peasants. Note that the peasants must be placed at least 6” away from another model, at least 8” away from the Dragon, at least 6” away from a player’s deployment zone and cannot be placed on – or be surrounded by – Impassable Terrain.
Deployment
The players roll-off. The loser of the roll-off chooses which deployment zone will be theirs. The other deployment zone will be their opponent’s.
The players then take it in turns to deploy one model at a time, starting with the player who has more models in their warband (roll-off if both have the same number of models).
Models must be set up wholly within their own deployment zone. If a player runs out of models to set up, the other player sets up all their models afterwards. Once the players have set up their models, deployment ends and the battle begins.
Infiltrators
Infiltrators can be used in this scenario but they cannot be placed within 8” of the Dragon model.
Game Length
At the end of the fourth turn, a player rolls 1D6. On a roll of 1-2, the battle ends. Otherwise, the game lasts for five turns.
Victory Conditions
If one warband is wiped out completely or loses their Morale test, the game ends and the opposing warband wins. Otherwise, keep a running tally of Victory Points for both sides. The players accumulate VPs as follows:
Calculate VPs at the end of the game for both players and add them together. The player with the higher number of VPs wins, otherwise the game is a draw. However, the following condition can bring the game to an immediate end, regardless of the VPs the players may have accumulated:
The Dragon
The Dragon is activated once per turn. At the end of each of a player’ model Activation, the player must roll a 1D6. On a roll of 5-6, the Dragon is Activated subsequently, before the opponent activates one of their own models. The same player then acts out the Dragon’s actions, as described in its profile. If by the end of the turn the Dragon hasn’t been activated, it is before the start of the next turn. Below is the Dragon’s profile and special rules:

The first, second, and third time The Dragon suffers an Out of Action result on the Injury Table, it is treated as a Down result instead. After the Dragon has been taken Down three times, it loses the Undying ability and replaces it with the Defiant ability.
When The Dragon suffers an Out of Action result on the Injury Table, it is treated as a Down result instead. The Defiant ability is lost immediately when the sixth BLOOD MARKER is placed next to The Dragon (from then on, Out of Action results will affect it normally.)
Remove 1 BLOOD MARKER from The Dragon when it is Activated. In addition, add -1 INJURY DICE to Injury Rolls for The Dragon if the attack has one or more of the following Keywords: FIRE, GAS, or SHRAPNEL.
The Dragon can move over terrain pieces that measure up to 4" by 4" as if they were Open terrain. If it does so, the terrain piece is removed from the game when the Dragon moves into contact with it. Models that were on top of the terrain piece Fall directly down to the battlefield; an additional Injury Roll may have to be made for them if they Fall 3" or more, or if they land where they may be Trampled by the Dragon as it carries on with its move.
Models can treat The Dragon and its base as if they were Dangerous terrain, and can finish a move on top of the Dragon’s model. All Success Rolls for a model on top of The Dragon become Risky Success Rolls if they are not already. Attacks made by a model that is on top of The Dragon and target it get +1 DICE and +1 INJURY DICE. The Dragon cannot attack a model that is on top of it. When the Dragon moves, any models on top of The Dragon are moved with it. After The Dragon’s move is finished, make a Success Roll for each model on it. If the roll is a Failure, the model Falls from the Dragon. Move it the shortest possible distance to the ground and place it Down, and then make an Injury Roll for it if it has Fallen 3" or more. If the roll is a Success or Critical Success, nothing happens. Take the Success Roll in the same way if a model on top of The Dragon is taken Down for any reason.
The Dragon can move over other models. If it does so, make an Injury Roll for the model when the Dragon moves into contact with it, as if the model had been hit with an attack with the +1 INJURY MODIFIER and IGNORE ARMOUR Keywords. The Dragon then continues with its move. Leave the model where it was if the Dragon moves beyond it. If the Dragon would end up on top of the model, move it by the shortest distance possible so that it will not be underneath the Dragon (even if it is Down). If it is not possible to move the model out of the way for any reason, it is taken Out of Action.
The Dragon does not have any Battlekit.
Deadly Teeth and Claws
| Range | Melee |
| Hands | 1 Hands (Melee) |
IGNORE ARMOUR, +1 DICE, +1 INJURY DICE
Fire Breath
| Range | 10" |
| Hands | 2 Hands (Ranged) |
| Modifiers | 2 Attacks |
FIRE, IGNORE ARMOUR, SCATTER, BLAST 3", +2 DICE
Tail Swipe
| Range | Melee |
| Hands | 1 Hands (Melee) |
+1 INJURY MODIFIER
After you make a Melee Attack with The Dragon, if it is still within 1" of any models that are not on its back, make a Melee Attack against each of the models that are not on its back in the order of your choice.
This massive entity is wreaking havoc, tearing through the afflicted, plague-ridden villages surrounding No Man’s Land. Descriptions of the monster are wildly inconsistent. While some believe it to be a newborn Larval Beast, others report sighting a Possessed Tank. Whispers abound of an Angelic creature gone rogue, and some even say it is an actual Dragon. All accounts agree on its immense size and the trail of destruction and bloodshed it leaves behind. Showing no allegiance, it has trampled warbands and strongholds alike, spreading chaos indiscriminately.
The Peasants
The villages surrounding the frontlines have been tainted by all sorts of maladies and misfortune. The war has taken its toll on the peasantry, many of which are contaminated with never seen before afflictions. Hence the main reason why they have not been evacuated from the battlefield. However, their taint has attracted the attention of the Dragon. Rescuing them is not an option. They pose a great risk to the troops.
So, putting an end to their miserable lives is the only right thing to do and the order that every warband sent to claim the Dragon’s head has been given to by their higher ups.
All Peasants are deployed at the start of the game (see the Battlefield section). Each Peasant is activated once per turn. At the end of each of a player’ model Activation, the same player also Activates a Peasant model anywhere on the table that hasn’t been Activated yet. The player then acts out the Peasant’s actions, as described in its profile. The players alternate between Activating the Peasants until all have been Activated in that turn. Below is the Peasant’s profile and special rules:
Add +2 DICE and +2 INJURY DICE to the rolls for attacks that target a Peasant.
Peasants do not have any Battlekit.
The war has taken its toll on the peasantry. Many are suffering from never-beforeseen ailments and diseases, their contaminated state is the main reason they have not been evacuated from the battlefield.
Glorious Deeds
Players score one Glory Point for every model that completes any of the following Glorious Deeds. Glory Points for these can only be gained once – whichever player completes them first gets the Glory Points!
