The Khadoran and Cygnaran navies have engaged one another near Berck, bringing the war between these two nations closer to our doorstep than ever before. Both nations' fleets have participated in sea actions since hostilities began three weeks ago, but never as close to a shoreline or as protracted as this one. Our correspondent in Berck spoke with sailors who saw first-hand the damage wrought by the guns. "It was as if a black fog had rolled over the water," said Cosh Renozio, a local fisherman, as he remembered the smoke. "We watched it pour from those murdered ships; their fires lit the sky until the flames found their powder stores. I offered as many prayers to Morrow as I could that day." Both governments have assured the Baird they have no intention of spreading their conflict to Ord, but who knows for how long such a promise will last? Can Tordorans or Thurians forget how Cygnar laid claim to Five Fingers centuries ago? Such an affront is never forgotten. Stay vigilant, dear reader. This conflict is far from over. (more...)
Ord's populace has swelled over the past two years, thanks to the occupation of Llael and now the war raging in the northeast. So many came from Llael either resentful of Cygnar's slow response to the invasion or unsure Cygnar was strong enough to defend herself from Khadoran predations. Ord's welcoming arms have been forced open by the many refugees making their way across our border from Llael, Fisherbrook, and even Point Bourne seeking shelter, food, employment, and protection. We at the Observer wonder, when will the many become the too many? Ordic troops along the northern and eastern borders report no incursions by Cygnar or Khador into our territory, but these soldiers remain on high alert in the event this changes. Our troops stationed in Armandor and Tarna fear the battle raging in Fellig may move west toward the former city and then southwest toward the latter as Point Bourne is drawn into the conflict.
(close)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.
These soldiers' intimate knowledge of troop movements and positions in and around Fellig made them too valuable to simply execute. We have learned of these imprisoned soldiers through a secret dispatch describing their miraculous escape.
Executed at night, a combined force of Arcane Tempest Gun Mages, members of the 12th Rangers Company, and a contingent of hand-picked Trencher and long gunner sharpshooters made their way into the city to locate the prisoners. Led by the Rangers, the Gun Mages freed the prisoners from their cells and escaped back into the surrounding forests under cover from the sharpshooters. Protectorate forces, mainly zealots, pursued but quickly gave up the chase after losing several of their numbers to sniper fire in the darkness.
Description
Whether one considers it a fulcrum of ancient power or a local landmark, today the stone circle is the site of a pitched battle for dominance between two great forces.
Special Rules
Place 6 standing stones in a circle in the middle of the table. Each standing stone is 1" in diameter and 3" from the center of the table. The standing stones cannot be damaged in any way.
The first player to hold the area between the standing stones for three consecutive rounds 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.
Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones (see Prime Remix, pg. 29).
Victory Conditions
A player who holds the area between the standing stones for three (3) consecutive rounds 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.
The besieged city's inhabitants and the soldiers stationed at Deepwood Tower have proven more resilient than first expected. This week, a particularly bloody push from the Khadoran attackers broke through a weaker section of the outer wall. The defenders rallied in the streets and drove the besiegers back. The Observer realizes the magnitude of what the stalwart Morridane and soldiers of the northern Thornwood face and admires their resolve in the face of such adversities.
Description
Pacification is a contest between rival armies for domination of the battlefield.
Special Rules
See the map. Before the start of the game, divide the table into four Quarters.
A player controls a Quarter if he has more models completely within the Quarter than his opponent. A unit counts as one model for the purposes of calculating who has more models within the Quarter but only counts if all models in the unit are completely within the Quarter.
A player scores one Control Point for each Quarter he controls at the end of each of his turns. The first player to reach seven (7) Control Points wins the game. Control Points cannot be scored during the first round of the game.
During this scenario, models with the Ambush ability cannot be placed inside their opponent's deployment zones, but may otherwise be placed along any table edge.
Set Up
Players take turns placing terrain until one player wishes to stop. The other player is then allowed to place one additional piece. Each player must place a minimum of four (4) terrain features.
Beginning
Determine deployment and turn order with a standard starting roll.
Each player has two 10" x 10" deployment zones located in corners of the table. One player deploys in the northwest and southeast corners. The other player deploys in the northeast and southwest corners. The first player chooses his deployment zones at the start of the game.
Victory Conditions
The first player to score seven (7) Control Points scores a primary victory condition and wins the game.
A player wins if his opponent no longer has any warcasters in play. If time runs out before one player has won, the player with the most Control Points wins. In case of a tie, the player with the most Victory Points wins.
Though the blackship's original destination was unknown, it was traveling northeast at the time it was engaged. A protracted battle took place, with both vessels delivering crippling damage to one another. The blackship ran itself aground on the island, while the Cygnaran vessel managed to make port and report the blackship's location.
An expedition quickly set out for the island in the Duke Armill to destroy whatever creatures survived the shipwreck. Word has not reached us on what the expedition discovered, or if they successfully destroyed the undead, but at last report all eyes were keeping a sharp lookout for the Duke's return and who is standing at her helm.
Description
Two armies converge on a lonely field ravaged by winter and war. Even as new growth reaches from the muck the battle is joined.
Special Rules
See the map in Prime Remix on page 83. Divide the table into 1-foot squares and place domination points at the vertices of each intersection. Instead of placing terrain normally, players will take turns placing a 3" forest, tall grass, or sink hole terrain feature. Tall Grass is rough terrain that provides concealment to models within its area. Sink holes are considered shallow water.
A player captures a domination point when any part of the base of a model under his control passes over it. If a model leaves a domination point, the point remains under its army's control until an enemy model moves on top of it. Only one model may be on top of a domination point at any time.
Spring Cleaning lasts for eight (8) game rounds as players rush to capture specific points on the table.
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 game ends at the completion of the eighth game round. The player controlling the most domination points scores a primary victory condition and wins the game.
A player wins when he has the only remaining warcaster(s) in play. In case of a tie, or if time runs out before one player has won, the player with the most Victory Points wins.
Eyewitnesses able to get word out of the city reported clashes to the northwest as massive red warjacks steamed out of the Thornwood and laid into Protectorate troops. Man-O-War Demolition Crews were also sighted turning Protectorate fortifications to kindling as the fighting spread to the earthworks around the city.
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 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.
Having fought through Cygnaran forces, a contingent of Flameguard and warjacks were set upon while crossing the river south of the city by a fast-moving Cryxian assault force. Bonejacks were said to have been on top of the Protectorate troops before they could even light their warjacks' boilers. Only through the strength of their faith and masterful use of river tributaries did the Protectorate soldiers survive until dawn. Although the Sul-Menites drove off the undead, Commander Torren Valsh has additional scouts watching for returning Cryxians. "If those abominations want another taste of Menoth's flame, we will be sure to keep it burning for them."
Description
It is a simple plan. Cross the river and crush the enemy on the other side. Now all you have to do is cross the river...
Special Rules
A 3" wide shallow water River runs through the center of the table from the east to the west table edge.
A player ending his turn with one or more of his models on his opponent's side of the River while none of his opponent's models are on his side of the River scores one (1) Control Point. Models touching the River are not on one side or the other. Points cannot be scored during the first round. The first player to score three (3) Control Points wins the game.
The primary feature of a river is that it is made up of water, moving water. At the start of the game, participating players must agree upon which direction the river flows. This river is shallow water (see Prime Remix page 79).
At the beginning of each player's Maintenance Phase, small- or medium-based models whose bases are completely within the area of the river are moved in the direction the river is moving. The distance a model is moved depends on its base size. A small-based model moves 3". Medium-based models move 1". Move the models furthest down river first. A model stops moving if it contacts another model's base. A model cannot be targeted by free strikes during this movement. If a model is moved off of the table due to this movement it is removed from play.
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 score three (3) Control Points 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 Control Points wins. In case of a tie, the player with the most Victory Points wins.
They slay any who resisted and put to the torch any building they consider suspect despite flooding in the devastated town's streets. How many more victims must the "Massacre at Three Rivers Town" claim before those poor souls rest in peace? After the discoveries, the Morrowan clergy in Merywyn once again submitted a petition to see to the bodies in Riversmet, but the Greylords have denied them at this time due to the risks involved.
Khador has found and destroyed several pockets of hidden undead at great cost. Already our secret correspondent has informed us of massive riots in Merywyn and Laedry, uprisings that required the help of bullet and blade to put down. Despite this, Khador insists nothing untoward is taking place within Llael's borders.
Description
Two beleaguered forces meet on a flood plain in the midst of a torrential down pour. With the waters rising, a decisive victory depends on seizing the high ground.
Special Rules
Place a 12" diameter, 1" high hill in the center of the table. Place a 6" diameter, 1" high hill centered on top of that hill. No additional terrain features can be placed on either hill. Players place additional terrain features normally. Forward thinking players will place additional hills.
Players gain one (1) Control Point for holding the 6" hill. A player holds the hill if he controls all models on the hill at the beginning of 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. The first player to score seven (7) Control Points wins the game.
At the end of the second player's second turn, the waters rise. The ground level of the table, meaning entire surface of the table with less than 1" of elevation, is now covered in shallow water. The game goes into Hammertime.
When the hammer falls, the waters rise again. When this happens, the ground level becomes deep water and 1" elevations are covered in shallow water. (See Water, Prime Remix, pages 78-79.)
After a number of rounds described in the scenario, a random chance exists in which the hammer will fall at the end of each additional round. At the end of the last player's turn of the round described, one of the players rolls a d6. On the result of 1 the hammer falls. If the hammer does not fall, players continue to play until the end of the next round. At the end of each additional round, roll to see if the hammer falls. The chance of the hammer falling is increased by 1 each additional round until the third round. From the third additional round on, the hammer falls on a roll of 1-3.
For example, Erik and Rob are playing a scenario that goes into Hammertime after the second round. At the end of the third round, the hammer falls on a roll of 1. At the end of the fourth round the hammer falls on a roll of 1 or 2. Starting at the end of round five, the hammer falls at the end of any round on a roll of 1-3.
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 accumulate seven (7) Control Points 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 Control Points wins. In case of a tie, the player with the most Victory Points wins.
AoE ranged attacks that miss their targets deviate an extra d3" and have no minimum deviation range. Cloud effects expire at the end of each turn.