Ordic Observer Weekly Dispatch
Glaceus the 7th, 606AR -- Winter Season Week 1 Dispatch
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Assaults Unabated Despite Brutal Winter!

Khadoran consolidation of captured territories have not relented despite increasingly hostile winter. Tensions has been rising among the trenches in the northern Thornwood where Cygnarans have fallen back after failures in Llael. Morale is suffering among the men on both sides of the lines between Northguard and Ravensgard, as sporadic skirmishes pile up bodies faster than they can be buried. The Khadorans enjoy the advantage of more reliable supply lines and have drawn upon reserves in occupied Llael to cycle soldiers through the region. The recent arrival of additional Khadoran troops triggered an immediate reaction from the Cygnaran Assembly in Caspia, which ordering the deployment of thousands of reinforcements in response. Violent clashes immediately followed as swollen ranks made commanders bold, and they prepare for the inevitable battle across the war-torn landscape between the towering fortresses. (more...)

Dispatches, written and transmitted with great risk, report unusual activity from further east. The Protectorate of Menoth appears to have undertaken a major action, the so-called "Northern Crusade", journeying up the eastern side of the Black River along the Cygnaran border toward the Thornwood and occupied Llael. Our sources believe the Grand Scrutator Severius leads this force and that Hierarch Garrick Voyle himself commanded this bold maneuver. Voyle spoke to the gathered masses in Imer and declared the upcoming year a time for Menoth's righteous retribution. He tasked his citizens to take up arms and "unshroud the frozen land with the fires of the Creator and reduce field and farmer alike to ash." Voyle concluded with, "The crimes against the Menite faith have eradicated any shred of mercy we may have once harbored for the enemy. These heretics cannot be redeemed." Despite these words, Menite priests in other regions, such as Sovereign Biagio Benzo of Berck, insist that, "conversion back to the True Law remains a viable option, so long as the petitioner is sincere. He admitted, however, "It is unlikely a hasty conversion will persuade the zealous to spare a man's life in battle."

Nor has winter's bite diminished opportunistic attacks and raids by Cryxian forces, which our correspondents report with increasing frequency across an alarmingly wide area. Along with sightings on the fringes of the trench fighting in the north, dozens of coastal villages have reported sighting landing parties of bloodthirsty Scharde and nightmare forces of the unliving. Costal communities from Sul to Uldenfrost remain at high alert, manning watch towers and preparing to evacuate their homes, as tension stretch the nerves of even stalwart men. Naval fleets from Khador, Ord, and Cygnar have engaged Cryxian vessels, but with military forces concentrated at strategic positions, insufficient troops remain to defend the populace. The legions of cursed Toruk relentlessly attack every target of opportunity and take advantage of winter's grip to isolate supply lines and defenders.

Bandits posing as mercenaries have also taken advantage of these situations, and their depredations combine with a rise in attacks by savage farrow, trolls, and gatormen in outlying regions of Cygnar, Ord, and southern Khador. Clearly the harsh winter has resulted in low food stores for these uncivilized menaces and prompted unusual boldness. Local communities must not rely on military assistance and look to their own defense. Whether the recent surge in conflict will abate or escalate in the cold weeks ahead is unknown.

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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.

Scenarios
Beneath Frozen Ground
Cygnar vs Protectorate Scenario (Winter Season, Week 1)
Beneath Frozen Ground

Description
Rival forces compete to unearth and retrieve a hidden treasure beneath the frozen ground.

Special Rules
Mark the center of the table. Terrain cannot be placed within 3" of this point.

The object of the game is to attain the treasure buried beneath this point by digging it up and returning it your deployment zone. A model in base contact with the point may make a special action to dig. Only one model may dig each turn. Once four actions have been spent digging, the treasure is revealed. These actions are cumulative and may be made by any number of models.

A non-incorporeal model in base contact with the point once the treasure has been revealed may make a special action to pick it up. A warrior model carrying the treasure cannot move during its activation except to advance.

If the model carrying the treasure is destroyed, removed from play, or becomes Incorporeal place the treasure at the model's last location. If the model carrying the treasure is slammed or placed, the treasure remains at the model's last location before it is moved. 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. If a model is not currently carrying the treasure, a model in base contact with it 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 (see WARMACHINE: Prime Remix, pg. 29).

Victory Conditions
A player scores a primary victory condition and wins when he has the treasure in his deployment zone.

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 Victory Points wins.

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Icy Grip
Cygnar vs Khador Scenario (Winter Season, Week 1)
Icy Grip

Description
Icy Grip is a desperate struggle between two armies to seize control of a frozen battlefield.

Special Rules
Place a 12" frozen water terrain feature in the center of the table.

Then mark three points in the middle of the table, one at the center and two more 8" from the edges of the table. Additional terrain features cannot be placed within 3" of these points.

Players score Control Points by holding the points marked on the middle of the table. A model holds the point if it ends its controlling player's turn with its base overlapping a point marker. Only one model may hold a point. Wrecked or inert warjacks cannot hold a point. A player scores one (1) Control Point for each point marker held. Points cannot be scored during the first round. The first player to score seven (7) Control Points wins the game.

Frozen Water

Frozen water can wreak havoc with armies and be just as dangerous as any enemy. While moving across frozen water, a model can only change its facing at the beginning of its movement, must move in a straight, unobstructed line, and cannot turn.

Breaking Frozen Water

When a model moves over a frozen water terrain feature or is knocked down on frozen water, there is a chance the frozen water will not be able to support the model's weight and it will fall through. When a model moves its base completely onto a frozen water terrain feature or if it begins its movement with its base completely on a frozen water terrain feature, its controller must make a stability roll. To make a stability roll; roll a d6 for the model. A model with a small base falls through frozen water on a roll of 1. A model with medium base falls through frozen water on a roll of 1 or 2. A model with a large base falls through frozen water on a roll of 1 - 3.

A model that has fallen through frozen water suffers the effects of deep water (see WARMACHINE: Prime Remix, pg. 78). Mark the break in the frozen water with a template the base size of the model that fell through. Breaks in frozen water remain for the rest of the game. A pushed, thrown, or slammed model that ends its movement overlapping a break in frozen water immediately falls through the frozen water and suffers the effects of deep water.

A model that has fallen through frozen water may forfeit its movement or action during its activation to climb out. Place the model's base in contact with the break in the frozen water. A model may face any direction when it climbs out. A model that forfeits its movement to climb out can perform an action as if it had advanced, but it cannot make attacks involving movement such as a slam. A model that forfeits its action to climb out can advance but cannot run or charge.

Power Attacks On Frozen Water

A model that is slammed and ends its slam movement on frozen water moves an additional d3" before damage is resolved. This movement is considered slam movement. If a model ends its slam movement with its base completely on frozen water, its controller must make a stability roll. To make a stability roll; roll a d6 for the model. A model with a small base falls through the frozen water on a roll of 1. A model with a medium base falls through frozen water on a roll of 1 or 2. A model with a large base falls through frozen water on a roll of 1 - 3.

When a model is thrown and lands with its entire base on frozen water, roll to see if it falls through according to the rules above. If the model does not fall through the frozen water, it slides an additional d3" in the direction it deviated. The model stops sliding if it contacts rough terrain, an obstacle, obstruction, or another model. The sliding model cannot be targeted by free strikes during this movement. Determine throw damage after moving the thrown model.

If a sliding model contacts a model with an equal or smaller-sized base, that model is knocked down and suffers collateral damage. A model taking collateral damage suffers a damage roll with a POW equal to the attacker's current STR.

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

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.

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Hidden Valley
Cygnar vs. Cryx Scenario (Winter Season, Week 1)
Hidden Valley

Description
Take and hold the valley at all costs.

Special Rules
See the map. Place four (4) 5" x 8" crescent shaped hills around the middle of the table as shown on the map. Place two 4" diameter forests on each hill and two additional 4" diameter forests in the middle of the gaps between the hills.

The first player to hold the area between the hills for three (3) consecutive rounds wins the game. A player holds the area if he controls all models within it at the start 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.

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

Victory Conditions
A player who holds the area between the hills for three (3) consecutive rounds 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 Victory Points wins.

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Bone Chiller
Protectorate vs Khador Scenario (Winter Season, Week 1)
Bone Chiller

Description
Bone chiller is a desperate battle across a god-forsaken stretch of frozen wasteland during a howling windstorm. The only solace from the storm is a thin line of trees in the middle of the battlefield.

Special Rules
Place three 4" diameter forests in the middle of the table, one at the center and two more 6" from the edges of the table.

Players gain one (1) Control Point for each forest in the middle of the table he holds during his Maintenance Phase. A player holds a forest if he controls all models in 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.

The Howling Wind

Roll a d6 each round before the first player's turn. On a roll of 1 or 2, the Howling Winds blow across the table with the following effect. This round models cannot give or receive orders and cloud effects leave play at the end of each turn. Models not completely within the area of one of the forests in the middle of the table suffer -2 SPD, RAT, and DEF this round.

Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones (see WARMACHINE: 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 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.

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Into No Man's Land
Protectorate vs Cryx Scenario (Winter Season, Week 1)
Into No Man's Land

Description
Two armies meet on a virtually open expanse of battlefield. Between them lies No Man's Land.

Special Rules
A player ending his turn with one or more of his models on his opponent's deployment zone while none of his opponent's models are on in his deployment zone one (1) Control Point. The first player to score four (4) Control Points wins the game.

In this scenario, each player places six (6) small terrain pieces instead of normal terrain placement. Small terrain pieces are no more than 3" across.

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

Victory Conditions
The first player to score four (4) 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.

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Divide & Conquer
Khador vs. Cryx Scenario (Winter Season, Week 1)
Divide and Conquer

Description
Rival forces must consolidate their battle lines to crush the enemy.

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.

If a player controls two Quarters that make-up one complete table edge at the end of his turn, he scores one (1) Control Point. The first player to reach five (5) Control Points wins the game. For example, a player controlling the northwest and northeast quarters at the end of his turn controls gains one (1) Control Point since he controls the entire north table edge.

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.

During this scenario, models with the Ambush ability cannot be placed inside their opponent's deployment zones, but may be places along any table edge.

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 five (5) 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 a player has won the game, the player with the most Control Points wins. In case of a tie, the player with the most Victory Points wins.

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Weather
A massive storm front has swept through the southern seaboard this week, unleashing violent winds across most of Cygnar, the Protectorate, and Khador. Travel by sailing ship is not advised during this week except by extremely experienced pilots and captains operating in familiar waters. Windmills should take precautions to avoid damaging machinery during peak winds. Artillery fire will be particularly inaccurate, a caution to any forced to travel near the war front.
Powerful Winds Rule:
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.
Bounties
War Councils have issued the following bounties this week, promising bonuses to soldiers and officers who can accomplish difficult goals.
Cygnar: Bounty on the Protectorate
Massacre
When playing a game this week against a player on a Protectorate team, a Cygnar player scores two (2) additional League Point if he destroys ten of his opponent's models in one turn.
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Protectorate: Bounty on Cygnar
Genocide
When playing a game this week against a player on a Cygnar team, a Protectorate player scores two (2) additional League Points if all his opponent's trooper models are destroyed or removed from play during the game.
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Khador: Bounty on Cryx
Single Combat
When playing a game this week against a player on a Cryx team, a Khador player scores two (2) additional League Points if warcasters under his control destroy one or more enemy warcasters.
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Cryx: Bounty on Khador
Liquidation
When playing a game this week against a player on a Khador team, a Cryx player scores two (2) additional League Points if all his opponent's solos are destroyed or removed from play during the game.
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