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Ambush

Attackers Table Edge

6
24

Defenders
Deployment Zone

3 per
foot of
table
width

Defenders Table Edge

Attackers
Deployment Zone

6
Centre Line

Scenario rules
The defender chooses their table edge for reserves
to arrive through, and at least 25% of their force in
points to be held in reserve.
The defender deploys all their force not in reserve
and then the attacker deploys the remains of their
force not in hidden deployment.
The defender received 50% victory points for any
of their units that exit from their table edge. For
units that exit from the attackers table edge, the
defender receives twice the victory points the unit
would normally provide.

Attacker-Defender
The scenario requires one player to take on the role
of the Attacker whilst the other player takes on the
role of the Defender.
If both players can agree, they can play the roles
they wish too. If they are unable to agree, each
player rolls a D6, and the highest number is the
Attacker, and the lowest the Defender. Reroll ties

Hidden Deployment

The attacker positions two hidden deployment


markers (40mm discs with uniqu numbers on)
within their deployment zone. They may not be
placed within 6 of each other
The attcker may choose upto two units of their
force to be deployed as hidden deployment. Place
these units to one side and secretly note which of
the deployment markers the units are on.
Each deployment spot can only have one unit
hidden in it but the player does not have to hide
units in all deployment spots on the table.
At the start of any game term, before the initiative
roll is made, the player may reveal any hidden
units they wish too.
The revealed units are placed on the table, with one
model placed on the hidden deployment marker.
Revealed units count towards the number of units
on the table for determining initiative that turn.
Forcing hidden units to deploy
When a unit moves within 5 of a deployment spot,
which has not had a unit deployed on it yet, the
active units activation ends. If there are hidden

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units allocated to that deployment spot, the owning


player must declare this and place the unit on
the table within 2 of the deployment spot. This
counts as that players next activation and it ends
as soon as the last model in the unit is placed on
the table.
The unit/s may not be place in combat range of an
enemy unit

For units that arrive as the result of a double 5 or


higher the player can decide to make an enhanced
deployment as the units first activation, instead of
a deployment move.
Units that have either the Scouts or Special
Deployment ability can make an enhanced
deployment on the result of a double 3 or
above.

Camouflaged deployment
All units on a 30mm base are deployed with an
obscured counter on them
The unit remains onbscured until one of the
following occurs, at which point, they remove the
counter:

Victory points
At the end of the game, players work out Victory
Points to see how well they have done. One point is
are awarded for each of the following situations as
at the end of the game:

At least one model in the unit moves. Models


rotating on the spot to change facing does not
result in the counter being removed.

Each enemy unit removed from the table

Each enemy unit shaken

Each friendly unit still above 1/3 starting


damage value within That players awarding
zone

At least one model in the unit shoots

When the first model in the unit is removed


from the table.
When camouflaged deployment is used in a scenario
with hidden deployment, units deployed hidden
also receive the obscured counter.

No Commanders
A player will automatically lose the game at the end
of a turn, regardless of other victory conditions,
if the player has no independent units with the
command ability left on the table.
Note: If a player did not have any independent
units with the command ability in their force at the
start of the game, they cannot lose the game in
this manner.

Reserves

Having left the table by a relevant table


edge as defined in a scenario.
Points awarded are equal to the starting cost of
each relevant unit.

Victory conditions

Attacker Win: Most victory points.

Attacker Major Win: All of Defenders forces


are destroyed.

Defender Win: Most victory points.

Defender Major Win: Attacker loses due to


no commanders.

From the second turn onwards, prior to initiative


rolls, a player with units left in their reserve pool
may test to see if any of the units arrive.
Any units arriving from reserve will make one of
two special arrival movement, depending on the
result of the roll for them to appear. These arrival
movements are called deployment move and
enhanced deployment.
The player tests for each unit still in reserve one at
a time by rolling a number of dice equal to the turn
number +1 (for example, on turn 3 you will roll 4
dice). A unit will arrive from reserve when a double
is scored on their dice roll.
The player continues to check each turn for each
unit in reserve until one of the two situations occur,
at which point the player stops checking stops:

All units have been tested once

The first double the player rolls.


Copyright Tor Gaming ltd. All rights reserved.

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