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Battle for round 1, table 12
Battle plan: Gorewyrm's Armaggeddon
Before the battle, 3 objective markers are placed on the battlefield foor as shown on the deployment map.
Number them from 1-3 (1 - left, 2 - middle, 3 - right). The markers are treated as unscalable terrain.
At the start of battle round 1, the Gorewyrm emerges at objective marker 2.
The Gorewyrm is represented by the objective marker it most recentlyemerged from.
The Gorewyrm is treated as an enemy fighter with a Toughness characteristic of 3, but no other stats/characteristics (like Wound characteristic), so abilities like “Leave Ya Bleedin” or “Killer of Kings” do not work.
If a fighter makes an attack action that targets Gorewyrm and is more than 3” away, Gorewyrm is treated as “In Cover” and uses the "Take cover” reaction for the first attack action in that fighter’s activation.
Each player must keep track of the damage caused to the Gorewyrm by their fighters.
At the start of each battle round, the player with the fewest damage pointsallocated to the Gorewyrm chooses whether it moves left or right. In the case
of a tie, the player without initiative chooses.
After each fighter’s activation in which the Gorewyrm was allocated any damage, it immediately emerges from the next objective marker in the
chosen direction (treat markers 1, 2 and 3 as forming a circle, so for example marker 1 is to the right of marker 3).
When the Gorewyrm emerges from a new objective marker, roll a separate dice for each fighter within 3" of that objective marker (measured from the center of the marker): allocate D6 damage to each of those fighters.
If a fighter has a Wounds characteristic of 12 or less, allocate D3 damage instead.
SCORING:
At the end of battle round 4, each player scores 1
Victory Point (VP) for each 10 points of damage
inflicted to the Gorewyrm.
VICTORY:
The battle ends after 4 battle rounds.
The player with the most Victory Points wins the
battle. Any other result is a draw.