WARMACHINE: Call to Arms League
Ordic Observer Weekly Dispatch
Goloven the 25th, 606 AR (Fall Season Week 2 Dispatch)
Call to Arms Rules Download (.pdf): English
Previous Dispatches: Ordic Observer Annals
Harbinger's Arrival Inspires Sulese Defenders
Our dedicated readers will recall the Observer's recent announcement of the Harbinger of Menoth's apparent resurrection in Imer. Our sources have definitively confirmed these events, and reported her departure from Imer toward the besieged city of Sul. Those faithful who followed her from Imer numbered in the thousands, including a large contingent of untrained zealots willing to die in her name. The sonorous chants of prayer announced her arrival long before her procession reached Sul's eastern gate.
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Her presence, side by side with the Protectorate's soldiers and citizens, has invigorated Sul's defenders, filled their hearts with righteous purpose, and lent new strength to tired limbs. Flagging spirits lift, and defenders no longer wearily give ground. Instead they hold fast with renewed vigor. Cygnaran and Khadoran soldiers have already seen defeat at the hands of the Protectorate army and now see it from the risen hand of Menoth's will. It is difficult to discount the repeated assertions of the tangible holiness from all who have seen the floating form of the Harbinger, even among those initially skeptical of her claims.

Although neither Cygnar nor Khador has given ground, even Major "Siege" Brisbane questions their ability to defeat a god's living embodiment and her zealous followers. "I know how to bring down walls and find the weak spot in an enemy's armor. But fighting a god's hand on earth? How do we harm a creature born of faith? With harsh language?" Such words of doubt weight heavily when expressed by the stalwart Cygnaran major, and they clearly reflect worries also held by his men and subordinates.

Already conversions have taken place within the ranks of both Cygnaran and Khadoran armies fighting in the embattled city. Those Morrowans who have questioned their faith have been referred to battle chaplains who find themselves tasked with reinforcing belief while tending wounds on the battlefield. How difficult is it to fight a battle of faith when a tangible representative of the opposing religion floats before your eyes? Only time will tell.

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About the Ordic Observer
The Ordic Observer is published by the Oaken Press in Midfast, collecting reports and dispatches from trained correspondents traveling across the region. It is a non-partisan weekly newes periodical unaffiliated with any crown, merchant house, or religious agenda.

Walking Dead Plague Llael

Attacks by the undead continue to plague Llael. Whether against Khadoran soldiers, rebel fighters, or the citizenry, the brazenness of these attacks suggests that a very real and permanent threat stalks the countryside. (more...)

Gaining reliable information on this matter has proven a considerable challenge. Neither the Khadoran High Kommand nor their subordinate officers wish to spread panic among the ranks or concerned citizenry. Nonetheless, we have confirmed numerous recent attacks, including those made against heavily armed garrisons and barracks as well as the calculated assassination of key military personnel. Such attacks continue despite multiple raids into the ruins of Riversmet and numerous public executions of suspected necromancers.

Earlier this year, Khadoran intelligence suggested that members of the Resistance had somehow orchestrated these attacks to weaken Khador's grip on Llael. Theories put forward suggested either that the resistance either directly controlled the undead--possibly through a necromancer sympathizer--or somehow negotiated with necromancers or Cryxian agents. Authorities discarded these theories when they discovered attacks against rebel encampments. In some of the more remote regions of Llael, frightened residents have reported the dead walk the land with impunity.

That these attacks may have no rhyme or reason most concerns those with a stake in Llael's future. Some consider the plague of undead just that - a plague that has attacked Llael's very soil and holds it in a grip as cold as the grave. Where other countries have suffered but controlled rampant illness, or invasions of rats and other vermin, this unnatural affliction continues to grow unabated. Each victim these shambling creatures claim may rise again to slay the living. Members of the Morrowan and Menite clergy have done their best to deal with the problem, but their few numbers cannot provide a lasting solution. Khador has refused recommendations of mass exorcisms as potentially damaging to their interests in the region.

Until someone identifies and ends the source of this plague many in Llael will continue to live in a state of constant fear -- a fear no longer reserved for the Khadoran Anvil.

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Cygnaran Traitor Sighted near King's Vine

Information has reached our offices that Asheth Magnus, bloodthirsty mercenary and traitor to the Cygnaran crown, has shown increasing boldness by traveling to areas where he could face capture and execution. Several sources have confirmed sightings of the ex-Cygnaran officer and warcaster in eastern Cygnar, near the quaint and idyllic town of King's Vine. A wanted fugitive since shortly after the crowning of King Leto, Asheth Magnus has lived all that time in exile, more often seen in disreputable cities like our own Five Fingers, or fighting along the borders in the employ of Khador or the Protectorate of Menoth. (more...)

His legendary enmity for King Leto and his warcasters has made Magnus' every appearance within Cygnar's borders a violent incident. Few malcontents have warranted the celebrity Asheth Magnus has earned through his vocal and violent hatred for the current Cygnaran ruler. Rumors say he sells his services to the highest bidder or those who stand against Cygnar, regardless of their ability to pay.

Rumors suggest the expatriate mercenary travels alone, without benefit of companions or warjacks. These rumors may very well prove false as it seems highly unlikely a man of Asheth Magnus' dubious reputation would set foot in a country where his every step defies a death sentence without a measure of protection. Our military expert therefore suggests the individual sighted is not Asheth Magnus but some pretender seeking fame and fortune on the mercenary's coattails.

If Magnus does truly walk in Cygnar, his ability to enter his homeland unchallenged suggests aid from within. Despite its brutality, not every Cygnaran opposed Vinter Raelthorne IV's reign. Several of the deposed king's supporters might remain within that nation's borders and even hold positions of authority. The Observer makes no claims on the veracity of this but rather voices a rumor oft-whispered behind closed doors.

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Weather
Feast of Crows Rule:
If a warrior model is knocked down at the end of its controller's turn, it suffers one point of damage.

Bounties
Cygnar bounty on Khador: Rage Against the Machine (Fall Season, Week 2)
Rage Against the Machine
When playing a game this week against a Khador player, a Cygnar player scores two (2) additional League Points if all of his opponent's warjacks are disabled, inert, destroyed, or removed from play at the end of the game.
Protectorate bounty on Cryx: Liquidation (Fall Season, Week 2)
Liquidation
When playing a game this week against a Cryx player, a Protectorate player scores two (2) additional League Points if all of his opponent's solos are destroyed or removed from play at the end of the game.
Khador bounty on Cygnar: Tank Shock (Fall Season, Week 2)
Tank Shock
When playing a game this week against a Cygnar player, a Khador player scores two (2) additional League Points if he destroys five (5) or more of his opponent's models with attacks from warjacks in one turn.
Cryx bounty on Protectorate: Massacre (Fall Season, Week 2)
Massacre
When playing a game this week against a Protectorate player, a Cryx player scores two (2) additional League Points if he destroys ten (10) of his opponent's models in one turn.
Scenarios
Weekly Scenario Breakdown
As in the Summer Season, Call to Arms Fall Season matches are defined by the two factions involved. Each faction is assigned one scenario and one map layout each week. The scenario played corresponds with the scenario assigned to the higher-ranked player on the ladder. The map layout used corresponds with the map layout assigned to the lower-ranked player on the ladder.

This system makes it possible to have a broader variety of games when players seek to earn bounties (by playing opponents both higher and lower on the ladder) and also allows players to use scenarios other than Assassins when playing against opponents of their own faction.

Cygnar
Map: 11
Scenario: Ley Lines (Fall Season, Week 2)
Ley Lines

Description
The druids of the Iron Kingdoms have long tapped into the elemental power that flows through Caen, but battlefields amidst ancient ley lines are not limited to the northern forests. When battles encroach upon these lines of power, reckless and bloody combat ensues.

Special Rules
Before the start of the game, divide the table with two lines running from corner to corner through the center of the table in an X. These are the ley lines.

When a model touching a ley line casts a spell it can target any model also touching the same ley line, ignoring LOS and range. A warjack or warcaster model whose base is overlapping the intersection of the two ley lines during their controllers control phase gains one (1) focus point after allocation. This focus point can exceed normal allocation limits as a result of the ley lines.

Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones.

Victory Conditions
Primary Victory Condition: After the end of the first round, a player wins a primary victory if he ends his turn with one or more of his models in the east and west table quarters while none of his opponent's models are in those quarters or if he ends his turn with one or more of his models in the north and south table quarters while none of his opponent's models are in those quarters. Do not count wrecked or inert warjacks, fleeing models, models with a CMD of 1 or less, or incorporeal models when determining whether or not a player has won the scenario.

Secondary Victory Condition: A player wins a secondary victory if the last opposing warcaster is destroyed or removed from play.

If the game ends before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player scores one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.

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Protectorate
Map: 2
Scenario: High Ground (Fall Season, Week 2)
High Ground

Description
"Training, supply lines, leadership, morale -- these things all mean little when your enemy holds the high ground. An uphill battle always favors the army at the top." - Kommandant Gurvaldt Irusk, Irusk on Conquest: How to Fully Subjugate Your Enemy.

Special Rules
No special rules.

Beginning
Determine deployment and turn order with a standard starting roll, and use standard deployment zones.

Victory Conditions
Primary Victory Condition: After the end of the second round, a player wins a primary victory if he is the only player with models on any hill terrain features at the end of his opponent's turn.

Secondary Victory Condition: A player wins a secondary victory if the last opposing warcaster is destroyed or removed from play.

If time runs out before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player gains one (1) additional Victory Point for each enemy unit still on the table that has lost half or more of its starting number of troops.

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Khador
Map: 10
Scenario: Beneath the Leaves (Fall Season, Week 2)
Beneath the Leaves

Description
Rival forces compete to unearth and retrieve a treasure hidden beneath the fallen leaves.

Special Rules
Place a 4" diameter leaf pile in the center of the table. If there is a hill in the center of the table, place the 4" diameter leaf pile on the hill. If any other terrain feature occupies the center of the table, replace it with the 4" diameter leaf pile.

The object of the game is for a player to get the treasure buried beneath the leaf pile at the center of the table into his deployment zone. A non-incorporeal model completely within the leaf pile may make a special action to dig. Only one model may dig each turn. These actions are cumulative and may be made by any number of models. After four actions spent digging, place a marker representing the treasure in base contact with the model that completed the last digging action.

A non-incorporeal model in base contact with the marker may make a special action to pick it up. A warrior model carrying the treasure may only advance during its activation.

If the model carrying the treasure is destroyed, removed from play, or becomes Incorporeal, place the treasure marker at the model's last location. If the model carrying the treasure moves in some way other than advancing, is moved, or is placed, the treasure marker remains at the model's last location before it moved or was placed. If the model carrying the treasure is knocked down, the treasure falls to the ground d6" away in a direction determined by the deviation template. A model in base contact with the treasure marker may make a special action to pick it up.

The first player to get the treasure into his deployment zone wins the game.

Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones.

Victory Conditions
Primary Victory Condition: A player wins a primary victory if the model carrying the treasure ends its activation completely within his deployment zone.

Secondary Victory Condition: A player wins a secondary victory if the last opposing warcaster is destroyed or removed from play.

If time runs out before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player gains one (1) additional Victory Point for each enemy unit still on the table that has lost half or more of its starting number of troops.

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Cryx
Map: 3
Scenario: Shell Shock (Fall Season, Week 2)
Shell Shock

Description
This is a battle between two desperate entrenched forces. Separating them is a desolate killing field. Best write those last letters home, this one is going to be rough.

Special Rules
Place a 3" x 10" trench terrain feature in the center of each player's deployment zone, 7" from the rear table edge. This is the character's command trench. The first player to hold his opponent's command trench wins the game. A player holds a location if he controls all models within the space described during his Maintenance Phase. Models engaged in melee combat cannot be used to hold a location. Neither warrior models with CMD stats of 1 or less nor Incorporeal models can hold a location.

Instead of placing terrain normally, players take turns each placing eight (8) trench templates or rubble terrain features. Rubble terrain features are obstacles or obstructions 2" x 2" or smaller. A player can only place terrain on his side of the table.

Trenches

Trenches are earthwork fortifications represented by templates placed on the table. Unlike other terrain features, trenches are not required to be placed at least 3" apart, and a trench may touch another trench. Models completely within the trench template have cover (+4 DEF) when targeted with a ranged or magic attack by a model not completely inside the trench template. Models completely inside a trench template do not suffer blast damage from attacks unless the center of the AOE is within the trench template. When drawing line of sight to a model not completely within the Trench template, ignore intervening models completely within the template.

Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones (see Prime Remix, pg. 29).

Victory Conditions
The first player to hold his opponent's command trench scores a primary victory condition and wins the game.

A player wins when he has the only remaining warcaster(s) in play. If time runs out before one player has won, the player with the most Victory Points wins.

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Terrain for Maps

The Call to Arms League Fall Season map layouts have a number of terrain feature requirements. The following is a list of the terrain features mandated by these maps:

One (1) 12" diameter forest
Two (2) 8" diameter forests
Two (2) 8" bare tree forests
Two (2) 6" diameter forests
Two (2) 6" bramble patches
One (1) 12" diameter hill
Two (2) 8" diameter hills
One (1) 6" diameter hill
Two (2) 6" diameter shallow water pools
Four (4) 4" diameter leaf piles
One (1) 3" x 48" river
Four (4) 1" x 6" hay bale linear obstacles
Two (2) 4" x 6" obstructions

Bare Tree Forests -- Forests of deciduous trees in late fall do not provide the same protection from prying eyes that forests normally provide. Bare tree forests are rough terrain. A model must be completely within (instead of simply within) the area of the bare tree forest to claim +2 DEF from concealment. Models can draw line of sight through up to 5" (instead of 3") of bare tree forest, but anything more obstructs line of sight.

Bramble Patches -- Bramble patches are rough terrain. Warrior models may not run, charge, or slam while within bramble patches even if they have the Pathfinder ability. Warrior models that contact a bramble patch while running, charging, or slamming immediately stop.

Hay Bale Linear Obstacles -- Hay bale linear obstacles follow the standard rules for linear obstacles but are removed from play under certain conditions. Players may not target hay bale linear obstacles with attacks (as with all linear obstacles), but if a hay bale is caught in a Spray or AOE, remove it from play after resolving the attack. If a hay bale suffers a collateral damage roll of POW 10 or greater, remove it from play after resolving the attack. Heavy warjacks may charge, slam, or trample through hay bales without penalty. Remove the hay bale from play after resolving the charge, slam, or trample attack.

Leaf Piles -- Leaf piles are rough terrain. A small-based model completely within the area of a leaf pile may forfeit its action to become hidden in the leaves for one round. While hidden in leaves, models cannot be targeted by ranged or magic attacks.


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