Armoured Train

Scenario Summary
PlayersEven Match
InfiltratorsNot Allowed
Battle Length6 Turns
Standard TerrainYes
Staggered DeploymentNo

An armoured train has been derailed. While no clear reason has been determined, some speculate that this ill-fated transport could have been sent by loyal citizens desperate to support their forces in the front lines. Others say that it was part of a military effort that was ambushed by enemy forces, or that it could have been contraband intended as a commercial venture by merchants seeking to profit from the demands of war. Truth be told, any other misfortune might have fallen upon it. What truly matters is that the train carried supplies vital to keep the engines of war up and running: food, ammunition, medicine and even relics—holy and unholy. The loss of its contents has sparked a frenzy and now warbands from all sides rush to claim what remains. Evidence of a brutal fate lies scattered across the landscape, with barbed wire, scattered shells and fading blood trails hinting at a crew that vanished without a trace.

Forces

Both forces can use up to 15 models from their warband.

Infiltrators

Infiltrators can be used in this scenario but must be deployed as normal troops.

Battle Length

The battle lasts for six turns.

Battlefield

The game is played on a standard-size battlefield (we suggest 4’ x 4’).

The table must contain:

  • A hill spanning its entire middle section, as indicated on the map
  • A bridge dividing the hill in half, forming a tunnel that allows access to both sides of the map
  • A train with three wagons spread throughout the highest section of the hill

Both the hill and the bridge should be about 5” high. Models up to 125mm tall can pass under the bridge. Parts of each side of the hill must contain patches of barbed wire. The hill sides should also be considered as Difficult Terrain, due to the steep elevation.

Fill the rest of the battlefield with terrain in the usual way, using models such as guard towers, ruined buildings etc., placing them at least 1” away from the hillsides.

Standard Terrain Rules

The player with the lower number of models in their force can place one of the following terrain pieces on the table:
  • One Building (a tower, house etc.)
  • One Piece of Dangerous Terrain (swamp, barbed wire etc.)
  • One Piece of Difficult Terrain (forest, rocky ground)
  • One Piece of Impassable terrain (12” river with a bridge or ford, sheer cliffs etc.) Maximum two pieces per battle
  • One Hill
  • One Fence/wall/other defendable terrain piece (max one per player)
  • 6” Section of a Trench
Each building must be placed at least 8” away from any table edge and at least 6” away from the nearest building terrain piece. In addition, both players should add six smaller terrain pieces like boxes, sandbags, bomb craters, wells, fountains etc. anywhere on the table to create cover.

Deployment

The players roll-off. The winner 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.

Then place a Gun Turret model, represented by a circled G, on top of the wagon at the centre of the map. Once placed, neither of these can be moved during the game. See the Field Artillery rules for the weapons’ profile and specifications.

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:

  • A player scores 3 VPs for each crate successfully extracted from the map.
  • A player scores 2 VPs for each crate destroyed during the game.
  • A player scores 1 VPs for each crate used during the game.

Calculate VPs at the end each turn for both players and the end of the game and add them together. The player with the higher number of VPs wins, otherwise the game is a draw.

Gun Turret

Gun Turret

Range24"
Hands
2 Hands (Ranged)
Modifiers3 Attacks, +1D to Hit, +1D to Injuries
Keywords

CRITICAL, RISKY ACTION

Rules

The Gun Turret can’t be moved. A model that is in base contact with the Gun Turret is considered to be armed with it. Only one model can be armed with the Gun Turret at a time. The model must be able to use Ranged weapons to arm themselves with the Gun Turret. While using the Gun Turret, the model can’t take any other ACTIONS, except Move. If the model moves away from contact with the Gun Turret, or if they’re engaged in melee combat, they’re not armed with the Gun Turret any longer.

The Gun Turret can make three Attack Actions instead of one, as RISKY ACTIONS each. A model armed with it can target separate models with each attack, as long as all targets are within 6” of each other. After taking all three attacks, the Activation of the model is over regardless of any remaining ACTIONS the model might have. If they fail any of the RISKY ACTIONS, the Activation of the model is over and the Gun Turret is jammed.

A model can attempt to unjam the Gun Turret with an ACTION, as long as they’re in base contact with it and not engaged in melee combat. If successful, the Gun Turret is no longer jammed.

After making three attacks, consecutively or not, by the same model or not, the Gun Turret must be reloaded as a RISKY ACTION by a model that is in base contact with it and not engaged in melee combat. If successful, the Gun Turret is reloaded, and the Activation of the model is over regardless of any remaining ACTIONS the model might have. If failed, the Activation of the model is over and the Gun Turret is jammed. Unjamming the Gun Turret, in this case only, will also reload it.

The Gun Turret rolls attacks with +1 DICE. It reduces the injury roll penalty from armor and shields by 1. Thus Reinforced Armor only offers a -1 modifier to injury rolls caused by this weapon. It also adds +1 DICE when rolling on the Injury Chart. The model cannot apply any of their own applicable modifiers, if any, when armed with the Gun Turret.

The model armed with the Gun Turret is considerably exposed to enemy fire. Enemies add +1 DICE when rolling on to hit the model with ranged attacks.

Train Wagons

The derailed train has three wagons. Each wagon is 4” wide (W), 8” long (L) and 5” high (H). The wagons have a set of ladders on both sides, allowing models to climb on top of a wagon as part of their standard Move. A wagon also provides cover to a model that is in base contact with it.

The train was carrying supply crates, containing precious weapons, materials and holy relics. The supply crates are spread between the three wagons.

Place three initial markers representing Objectives on the table as indicated on the map. These markers represent an X quantity of supply crates inside a wagon. The wagons are all closed, making it impossible to see the contents inside.

A wagon can be opened from either side by a model within 1”. The model must roll on the Action Success Chart to force open a wagon’s door. BLOOD MARKERS and BLESSING MARKERS can be used to hinder, or aid, this Action.

Upon opening a wagon, the player must then roll a D3:

1There is one supply crate inside the wagon: Place one Objective Marker beside the model who opened the wagon to represent the crate and remove the previous marker from the table.
2There are two supply crates inside the wagon: Place two Objective Markers beside the model who opened the wagon to represent the crates and remove the previous marker from the table.
3There are three supply crates inside the wagon: Place three Objective Markers beside the model who opened the wagon to represent the crates and remove the previous marker from the table.

Supply Crates

During the game, any model that ends its move in contact with a marker can Claim it, without the need for a roll, as long as they’re not engaged in melee combat. The model has then Claimed a crate. A model can end a Claim without the need for a roll at the start of the model’s Activation, dropping the crate within 1” of the model, in a direction of the model’s choice. The same model cannot make a new Claim during that Activation. A model can only Claim one crate at a time and must immediately choose one of the three following options:

  • Extract Supplies: The model picks up the crate to start extracting it, without the need for a roll. The crates are HEAVY and must be held with all hands a model may have. Any weapons a model might be carrying, or is integrated with, will be rendered unusable while the model is extracting the crate. As long as a model is extracting the crate, it cannot Attack, cannot Dash and any other method of movement (teleportation, Puppet Master etc.) cannot be used to move the model due to the mystical effect of the holy relics inside, other than their standard Move.

    At the end of its Activation, the model can pass the crate it is extracting to any friendly model within 1” range, as long as neither model is in melee combat with an enemy model. The model receiving the crate is considered to have ended their Activation this turn, if it has not yet done so. A model extracting a crate can drop it without the need for a roll or be forced to drop it if engaged in melee combat, dropping the crate within 1” of the model in a direction of the model owner’s choice.

    A model can also change its choice to Destroy Supplies (see below) without the need for a roll at any point. If a model extracting a crate moves into contact with any table edge, it has escaped with the crate successfully and does not return to the table, in which case remove the Objective Marker representing the extracted supplies from the table and the model that extracted it.

  • Destroy Supplies: The model that has Claimed a crate, or that is extracting it, can attack it as an ACTION. If successful, the crate is destroyed, in which case remove the Objective Marker representing the destroyed supplies from the table.
  • Use Supplies: As an ACTION, a model that has Claimed a crate can attempt to open it and use the relics inside. If successful, gain a BLESSING MARKER, in which case remove the Objective Marker representing the used crate from the table.

An enemy model cannot attack a crate that has been Claimed, or that is being extracted by another model, but they can attack the model normally.

If the model that has Claimed a crate, or is extracting it, is taken Out of Action, the crate is immediately dropped within 3” of the fallen model, in a direction of the enemy’s choice. If it lands in contact with another model, the model can immediately Claim it, except if they’re engaged in melee combat with an enemy model, in which case the crate must be dropped again in a different direction.

If the game ends while a model has a Claimed crate, or is in the process of extracting it, they have failed to either extract it, destroy it or use it, and so it does not count towards the final VPs calculation.

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!

No Stone Left Unturned

The same model successfully opens two wagons.

Not on My Watch

Take out an enemy operating the Gun Turret with a ranged attack at Long Range.

Supply Run

Successfully extract at least two crates from the map. The model that extracts the second crate gets the Glory Point.

King of the Hill

Have a model spend at least three consecutive turns on the top of the hill, within 3” of a wagon and without suffering any BLOOD MARKERS.

Over the Enemy Line

Successfully extract a crate through the opposing player’s deployment zone.