Hunt for Heroes

| Players | Even Match |
| Infiltrators | Allowed |
| Battle Length | 5 Turns |
Forces
In this scenario, both players must include as many ELITE models from their Warband as possible.
The Battlefield
The players roll-off and the winner sets up the terrain for the game. This scenario uses the No Man’s Land battlefield archetype.
Objective Markers
The Markers shown on the map with a white cross represent important objectives. When you set up the terrain pieces for this scenario, you must place the first three terrain pieces so that they are covering the locations where the Objective Markers will be set up. In addition, you must use Ruined Building terrain pieces if you have them available. The Objective Markers are set up after all of the terrain. Place the Objective Marker anywhere on the terrain piece that covers its starting position; the whole of the terrain piece is treated as the Objective for this scenario. A player controls an Objective terrain piece if there are more friendly models on, in, or within 1" of the terrain piece than there are enemy models.
Defence Works Markers
The Markers shown on the map that have a G or an M represent defence works that have built-in weaponry - “G” has a Gun Battery, and “M” has a Machine Gun Emplacement. After you have set up any Objective terrain pieces, you must place the next four terrain pieces so that they are on top of where a Defence Works Marker will be set up. In addition, you must use Ruined Building terrain pieces if you have them available.
The Defence Works Markers are set up after all of the terrain. Place the Marker anywhere on the terrain piece that covers its starting position. Defence Work Markers have the following special rules:
- Gun Battery Marker: A Gun Battery Marker is treated as if it were a Sultanate Grand Cannon stationary gun battery that can be used by any model. Sultanate Grand Cannon
- Machine Gun Emplacement Marker: A model that is within 1" of a Machine Gun Emplacement can make a Ranged Attack as if it were armed with a Machine Gun from the standard Battlekit List. A Machine Gun Emplacement cannot be used if the Marker is within 1" of an enemy model. Machine Gun
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 to set up, 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.
Marks and Assets
After the deployment, each player must secretly write down up to three enemy models with the ELITE Keyword as Marks, and one friendly model that has the ELITE Keyword as an Asset. Taking out enemy Marks and keeping the friendly Asset alive will score additional Victory Points at the end of the game.
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 an Objective.
Game Length
This scenario lasts five Turns.
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). Otherwise, the player with more Victory Points at the end of the game is the winner.
- At the end of each Turn, each player scores 1 VP for each Objective that is within 1" of one or more of their models and 1 VP for each Objective they control.
- *At the end of the game each player scores:
- 1 VP for each Glorious Deed they completed.
- 2 VPs for each enemy Mark that was taken Out of Action.
- 3 VPs if the friendly Asset was not taken Out of Action.
Unforseen Events
At the start of each Turn after the first, one of the players must roll a D6. On a roll of 1-4 nothing happens, but on a 5 or 6, an Unforeseen Event takes place. Roll D3 and look up the roll on the table below to see what happens.| D3 | Unforseen Event |
|---|---|
| 1 | Rising Fog: Heavy fog covers the entire combat zone, drastically limiting visibility for all models. During this Turn and the next Turn, all Ranged Weapons have their Range halved (short range will be half the reduced Range). |
| 2 | Rain, Mud, and Guts: The clouds roar and wail as a sudden downpour strikes the battlefield, leaving the ground muddy and bloody, and battlekit heavy and wet. During this Turn and the next Turn, add -2 DICE to rolls for Melee Attacks. |
| 3 | Deep Craters: A sudden and violent earthquake hits the area, sending tremors through the earth as the land splits and caves in, forming deep craters all over the warzone. The players roll-off. Starting with the winner, they take it in turn to each placing Crater Markers, one at a time, until 6 new markers have been placed. The Crater Markers cannot be placed within a Deployment Zone or within 2" of a terrain piece or a model. Open terrain within 2" of the centre of the Crater Marker is considered to be a pit that has sheer sides and is D3+3" deep (roll separately for each Marker when it is placed). Models can Jump Down or Fall into the pit, and will need to Climb in order to leave it. Crater Markers can be represented by a suitable terrain piece that is up to 4" across, if any are available. |
