Both warbands have completed their daily search of the ruins
and are on their way back to their encampment when they run into each other.
Neither side was expecting a fight, and the warband that reacts the quickest has
the advantage.
Terrain
Each player takes it in turn to place a piece of terrain, either a ruined
building, tower, or other similar item. We suggest that the terrain is set up
within an area roughly 4' x 4'.
Setup
- Each player rolls a D6. The player with the higher score
can choose to deploy first or second.
- The first player to deploy sets up his entire warband in
deployment zone A as shown below. He may choose which quarter of the table
to nominate as deployment zone A.
- The second warband can then be set up in deployment zone
B, but no model may be set up within 14" of any enemy model.
Special Rules
Carrying Wyrdstone: Each warband is carrying D3 shards of wyrdstone at
the beginning of the battle. Mark down the number each warband has.
Starting the Game
Each player rolls a D6 and adds the normal Initiative of their leader. The
player with the higher score goes first.
Ending the Game
The battle ends when one warband fails a Rout test. The routing warband loses.
Experience
+1 Survives: If a Hero or a Henchman group survives the battle then they gain +1
Experience.
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 Experience for each enemy he puts
Out Of Action.
Wyrdstone
Both warbands gain all the wyrdstone they were carrying at the beginning of the
battle, minus the number of their own Heroes that were taken Out Of Action
during the game, down to a minimum of zero. In addition, they gain one extra
shard of wyrdstone for each enemy Hero they take Out Of Action, up to the
maximum number of shards the opposing warband was carrying at the beginning of
the battle.