Dragon Hunt

Players | Even Match |
Infiltrators | Special |
Battle Length | 4-5 Turns |
Standard Terrain | Yes |
Staggered Deployment | No |
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.
Infiltrators
Infiltrators can be used in this scenario but they cannot be placed within 8” of the Dragon model.
Battle 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.
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.
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
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.
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 Dragon is an extremely resilient opponent. If a model’s attack would take the Dragon Out of Action, it is knocked Down instead. Every time the Dragon is knocked Down this way, any BLOOD MARKERS it may have are removed. Use a dice to match the corresponding number of times the Dragon has been knocked Down. The Dragon must then be knocked Down in this way two more times (for a total of three) before it can be taken Out of Action. However, note that on its last “life”, the Dragon can only be taken Out of Action then when it accumulates six BLOOD MARKERS. These BLOOD MARKERS can then be used to cause a Blood Bath or to add +DICE to kill the Dragon.
At the start of each of its Activations, the Dragon can remove one BLOOD MARKER from itself, if it has any. Additionally, attacks with the Keyword GAS, FIRE or SHRAPNEL suffer a -1 DICE penalty to injure the Dragon.
The Dragon’s massive size allows it to destroy buildings and other pieces of structures that are up to half of its base size. If what would normally be considered as an impassable terrain piece, that is in the Dragon’s path and corresponds to the metrics above, when the Dragon moves it will pass over it, crumbling the structure completely. Remove the piece from the board – the area where it was becomes Difficult Terrain the same size as the building was. Additionally, any model that is wholly within the building’s footprint (previously accorded by the players) when it crumbles must immediately roll on the Injury Chart, ignoring armour.
The Dragon’s model must be placed on a base of at least 120mm and can go up to a 300mm base. You can use a Larval Beast to proxy the model, or a Possessed Tank or even an actual Dragon model. The larger the model is the better – however, the less Movement it also has, according to the following metrics:
The Dragon is considered both an enemy model and as Difficult Terrain. When in base contact with it, a warband model can Climb the Dragon, Move through it, beneath it, on it and start or end its movement beneath it or on it. Ideally, the Dragon’s model should be big enough to allow for two models on a 60mm base to stand on top of it (or up to four models on a 25mm base). A model that is on top of the Dragon rolls with +1 DICE to hit it and +1 DICE to injure it. However, note that all ACTIONS taken by a model on top of the Dragon are considered as RISKY. Additionally, when the Dragon uses its Move, any model on top of it must immediately succeed at a RISKY ACTIONS. On a fail, the model is forcibly moved 2” in a direction of the opponent’s choice and is knocked Down. If this movement forces the model to fall from the Dragon, the model’s owner must also roll on the Injury Chart, as per the rules of Falling.
When Activated, the Dragon will Move towards the nearest Peasant model via the fastest route possible. The Dragon cannot Charge as usual. Instead, if its movement takes it into contact with a model it counts as charging and engages that model in melee combat, if that is the Dragon’s intended target. When moving toward a targeted model, if the Dragon comes into base contact with another model that it is not targeting, it does not engage in melee combat with it, even if the model intends to engage it. Instead, the Dragon will run right over them. Any model moved over by the Dragon suffers an injury. The player controlling the Dragon immediately rolls on the Injury Chart with +1 DICE to injure, for any models trampled by the Dragon.
When attacked by a warband model, the Dragon will seek out the last warband model that attacked it on its next Activation. The Dragon will Move toward the model via the fastest route possible (even through certain impassable terrain pieces, if possible. See below). The Dragon ignores movement penalties and effects caused by Difficult Terrain and Dangerous Terrain. If the last model that attacked the Dragon is on top of it, or if the Dragon cannot reach the model that attacked it in one Activation, on its next Activation it will shift its focus to either move toward the nearest Peasant model, the last model that attacked it or to leave the area. If the Dragon attacks a targeted model at the start of its turn, it will then use its Movement to either move toward the nearest Peasant model or to leave the area.
Note that the Dragon does not need to have line of sight to a model to Move toward it.
If there are no more Peasant models present on the table before the end of the game, having either escaped the area (see the Peasant section) or been taken Out of Action, the Dragon will shift its focus to leave the area to continue its rampage elsewhere, using its Movement when Activated to reach the nearest edge of the table. If the Dragon comes into base contact with any of the table’s edges, it successfully leaves the area. See the Victory Conditions section. Note that the Dragon cannot Dash.
The Dragon’s limbs function as its weapons. It is armed with its Stomp, its Tail Swipe and its Fire Breath. These are parts of the creature itself and cannot be removed or lost in any way. When the Dragon comes into base contact with a model that it has targeted, it will make two attack ACTIONS with its Stomp in Melee Combat (so it can make two attacks per Activation with this weapon).
If the Dragon engages in Melee combat with multiple models, it will make one attack ACTION against each model, with its Tail Swipe instead (see below). However, after the Dragon is knocked Down twice, as per its Undying special rule (see below), it loses its tail, meaning that it cannot use its Tail Swipe attack any longer.
If the Dragon’s movement does not get it into Melee range of a model, or if the model moves away from its Melee range but remains within range to use its Fire Breath, it attacks once with it instead in Ranged Combat.
Stomp
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +1D to Injuries, +1D to Hit, Ignore Armour |
The Dragon treats its Stomp as a melee weapon that grants a +1 DICE bonus to hit (for total of +4 DICE). Additionally, the attack ignores any armour worn by the target and has a +1 DICE bonus to injure. The Stomp takes one “hand” to wield.
Fire Breath
Hands | 2 Hands (Ranged) |
Modifiers | 2 Attacks |
FIRE
The Dragon treats its Fire Breath as a ranged weapon with 10” range. It hits up to two models within range automatically with the Attack ACTION as long as they are within 6” of each other. This attack has the Keyword FIRE, so it causes an additional +1 BLOOD MARKER on enemies it hits, even if no other damage is caused. Additionally, the attack ignores any armour worn by the target. The Fire Breath does not take any hands to wield.
Tail Swipe
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +1 to Injuries |
HEAVY
Its huge reach means that the Dragon may make one Melee Attack ACTION against each enemy model it is fighting in Melee.
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:
The Peasant has no attacks, equipment or abilities. They can only Move, as per their normal Movement, and cannot Dash. When Activated, a Peasant will always try to move as far away as possible from the Dragon, toward one of the table’s edges. In this path, they should also try to keep as much distance as possible from any warband model. However, note that the Peasant will not Move into Dangerous Terrain and will also try to avoid Difficult Terrain, if possible.
If a Peasant comes into base contact with any of the table’s edges, it successfully leaves the area. Remove the corresponding Peasant model from the board.
The afflicted peasantry’s feeble nature makes them vulnerable in any confrontation. Attacks made against a Peasant are made with +2 DICE to Hit and +2 DICEto injure.
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!