Dragon Hunt

| Players | Even Match |
| Infiltrators | Special |
| Battle Length | 4-5 Turns |
For the glory of your Patron, hunt and defeat a monstrous creature, be it a possessed tank or a hellish beast.
Forces
The players will additionally need a Dragon model and 6 Peasant models. The rules and Warband Entries for these models can be found below.
The Battlefield
The players roll-off and the winner sets up the Dragon, the terrain and the Peasants for the game. This scenario uses the No Man’s Land or Trench Lines battlefield archetype (the player setting up the terrain decides which one to use).
The Dragon & The Peasants
The Dragon model is set up before setting up the terrain for this battle and the 6 Peasant models are set up after the terrain has been set up. Deploy the Dragon so that it covers the midpoint of the battlefield. Deploy the Peasants anywhere on the battlefield that is more than 8" from the Dragon, and more than 6" from any other Peasant or either side’s Deployment Zone.
Deployment
The players roll-off. The winner of the roll-off chooses which Deployment Zone will be theirs. The other Deployment Zone is their opponent’s. The players then alternate deploying their models one at a time, starting with the player who has more models in their Warband (roll-off if both players have the same number of models). Models must be set up wholly within their own Deployment Zone. If a player runs out of models, the other player sets up all their remaining models, one after another, until they have none left. Once the players have set up their models, deployment ends, and the game begins.
Infiltrators
Infiltrators can deploy normally or by using their special deployment rules. However, if they deploy using their special deployment rules, they cannot deploy within 8" of the Dragon or 1" of a Peasant.
Game Length
At the end of the fourth Turn, the attacker rolls a D6. On a 1 or 2, the game ends immediately. On a 3 or more, the game will end at the end of the fifth Turn.
Victory Conditions
A player wins this scenario immediately if there are no enemy models on the battlefield or if the opposing Warband flees (typically due to failing a Morale Check). The game ends immediately in a draw if The Dragon leaves the battlefield. Otherwise, the player with more Victory Points at the end of the game is the winner.
Neutral Models
The Dragon and the Peasants are neutral models. Neutral models are treated as enemy models by both sides.
Neutral Model Activation Rolls
When a player finishes an Activation with one of their models, they must take a Neutral Model Activation Roll by rolling a D6. If they roll a 1-4, they can Activate a Peasant of their choice, and on a 5-6, they can Activate The Dragon or a Peasant of your choice. A player cannot Activate a model that has already been Activated (by either player). Once the Dragon and all of the Peasants have been Activated during a Turn, the players stop making Neutral Model Activation Rolls until the following turn. When a player Activates a neutral model, they must carry out an Activation with it using the rules for the Dragon and the Peasants below. If a player runs out of models from their own Warband to Activate and there are still neutral models remaining to Activate, they must still make Neutral Model Activation Rolls. Note that once the Dragon has been Activated, there is no longer any need to make the Neutral Model Activation Rolls; the players can just pick a Peasant that has yet to be Activated and Activate them. In the unlikely event that the Dragon remains to be Activated after both players have finished Activating models from their Warband, just roll-off and the winner Activates the Dragon.
The Dragon
The Dragon is represented by a model on a base between 120mm and 300mm. Ideally, it should be large enough and shaped in such a way that two models on 60mm bases (or four models on 25mm bases) could stand on it at once. It can be a Larval Beast, a Possessed Tank, an actual Dragon, or any other large imposing monster.
The Dragon's Prey
When a player Activates the Dragon, they must first choose its prey. They then take 1 Move ACTION and 1 Shoot or 1 Fight ACTION with the Dragon. If the Dragon is not within 1" of its prey at the start of its Activation, it will move as described below and then attack. If the Dragon is within 1" of its prey at the start of its Activation, it will attack before it moves. If the attack takes the prey Out of Action, choose new prey and then move the Dragon as described below.
The Dragon’s prey is determined by using the following list of priorities:
- If a model attacked the Dragon this Turn or in the last Turn, and the model is not on the Dragon’s back, then it becomes the Dragon’s prey. If several models are eligible, the closest eligible model to the Dragon becomes its prey. If two or more eligible models are equally close to the Dragon, the player can choose which model is its prey.
- If the Dragon was not attacked in this Turn or the last Turn, or if it was attacked and the attacking models have been taken Out of Action, then the Peasant closest to the Dragon becomes its prey. If two or more Peasants are equally close to the Dragon, the player can choose which model is its prey.
- If no Peasants are left on the battlefield, and the Dragon was not attacked in this Turn or the last Turn, then it has no prey and will instead attempt to leave the battlefield.
Attacking With The Dragon
When the Dragon attacks, it will target its prey if it can do so. Otherwise, it will target the nearest model that it can attack. If two or more potential targets are equally close to the Dragon, the player can choose which model it attacks. The Dragon will make a Melee Attack with its Teeth and Claws if it is within 1" of its target. If it is not within 1" of the target but is within 10" of it, it will make a Ranged Attack with its Fire Breath. If it is not within 10" of its target, it does not attack.
Moving The Dragon
The player must move the Dragon towards its prey so that it finishes either in base contact with it or if that is impossible, as close to its prey as possible. If the Dragon has no prey, move it so that it finishes the move as close as possible to the nearest edge of the battlefield. If it reaches the edge of the battlefield, it leaves and is removed from the battlefield. Note that the Dragon’s Siege Weapon ability allows it to move across terrain, and its Trample ability allows it to move over models when trying to reach its prey.

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 Peasants are represented by suitably bedraggled and oppressed-looking models. The only thing an Activated Peasant model can do is take a Move or Retreat ACTION. When a player moves a Peasant model, they must do so so that it finishes the move as close as possible to thein a straight line toward the nearest edge of the battlefield. A Peasant will never enter Dangerous terrain, Jump, or Jump Down. If you are ever required to take a Success Roll for a Peasant, add -3 DICE to their roll.
If a Peasant reaches the edge of the battlefield, they leave and are removed from the battlefield.
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!
