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==Fighting A Battle== This section presents the Standard Missions: scenarios where the armies are of roughly the same size and the situation gives neither side a particular advantage. As a result, it is not necessary to know what Standard Mission you will be playing before selecting an army, only the agreed points value of the two battling armies. Once you know that, and you have selected your force, simply turn up and play. Each Standard Mission contains the information you need to get set up and playing.This information is broken down into the following categories: The Armies, The Mission, Deployment, First Turn, Game Length, Victory Conditions and Mission Special Rules. ===The Mission=== There are two ways that you can choose which Eternal War mission to use. The first is to agree with your opponent which Standard Mission to play. The second is to pick randomly, by rolling a D6 and consulting the following chart: 1: Season Unending 2: Held Ground 3: Blood at Dawn 4: Quest for the Relic 5: Heart of the Battle 6: Field of Glory ===Set Up Terrain=== Next, the players must set up the terrain for the battle. There are two ways you can go about this - narrative or alternating. *Battlefield Size: This section assumes that you are playing on a battlefield that can be divided equally into 2' by 2' sections. If your battlefield is of a size that cannot be thus divided, then instead divide it into a number of equal sections as close to 2' by 2' as possible. '''Narrative Terrain''' If you're using this method, you and your opponent can set the terrain up in any mutually agreeable manner in order to create a fantastic-looking and evocative battlefield. As you set up the scenery for your battle, try to make it look as much like a real battlefield as possible. A game is always better if you're telling a story, and the ground over which you fight is only slightly less important than the armies fighting over it. '''Alternating Terrain''' If you and your opponent can't agree on a narrative to help you set up the terrain, you should use this method instead. Pool all the terrain pieces you have available, and that you wish to use in this game. The only exceptions to this are fortifications that have been purchased as part of a player's army - these will already have been deployed. Determine how many pieces of terrain can go into each 2' by 2' area of game board by rolling a D6 for each. On a 1-3, one piece of terrain may be placed there. On a 4-6, up to two pieces may be placed there. This is known as the terrain density limit. Once each area's terrain density limit is known, take it in turns, starring with the player who chose table halves, to deploy a piece of terrain. Each 'piece' of terrain should be a single substantial element (such as a building, forest or ruin) or a cluster of up to three smaller pieces of terrain (such as battlefield debris). Terrain can be placed anywhere on the board where it is more than 3" from other terrain. Players can keep placing terrain until they decide to stop, or they reach the maximum terrain density limit for all of the 2' by 2' areas on the table, or there are no terrain pieces left to place. If a terrain piece is placed so that it straddles more than one 2' by 2' area, it counts towards the terrain density limit in the area in which the majority of the terrain piece lies. If one player chooses to stop placing terrain, their opponent is free to keep on placing terrain until they decide to stop, reach the terrain density limit or run out of terrain pieces in their collection. After all terrain has been placed, players may wish to move or shuffle terrain around a bit in order to make a more aesthetically pleasing battlefield. If both players agree, you should move any terrain you wish in order to create the best looking board possible. ===Place Objective Markers=== Many of the Standard Missions require the players to place objectives. An objective is usually a point on the battlefield of particular importance to one or both of the armies. These points are designated by using objective markers, coins or other counters around 1 to 2 inches in diameter. If objectives need to be set up, the mission in question will contain details on how many need to placed and any special instructions for how to place them on the battlefield. Unless instructed otherwise in the mission, starting with the player who chose their table half first, take it in turns to set up objectives according to the following rules: *No objective can be placed within 6" of any battlefield edge or within 12" of another objective. *No objective can be placed in, or on, impassible terrain or buildings. If there are a lot of objectives, or a lot of terrain, you may sometimes find that the last few are impossible to place using the above rules. When this occurs, simply nudge the other objectives by the smallest distance necessary to allow the last ones to be placed. ===Deployment=== '''Deploy Forces''' Armies are placed within the owning player's deployment zone. In Standard Missions, a player's deployment zone is defined as anywhere in their own table half that is more than 12" from the central line dividing the board into two equal halves(see Standard Mission Rules below for further information). Roll-off to see which player chooses whether to deploy first or second. The player that goes first then places his entire army on the table in his deployment zone(with the exception of Mission 3, see below for details). His opponent then deploys his entire army in the opposite deployment zone. Units cannot deploy in impassible terrain or lethal terrain. '''Deploying Infiltrators and Redeploying Scouts''' The sequence for Infiltrators and Scouts is the same in all Standard Missions. First, both players deploy their forces (apart from any units left kept as Reserves or that chose to use their Infiltrate special rule). When both players have deployed their main force, then they deploy their Infiltrators (as described on page XX). Finally, they can redeploy units with the Scouts special rule (see page XX). For the purposes of deploying Infiltrators and redeploying Scouts, a building or other terrain piece deployed as part of an opponent's army is only considered to be an enemy unit if it is occupied at the time of the redeployment. '''Deploying Multiple Unit Choices''' Note that, occasionally, an army book will allow a player to include several units in his army at the cost of a single Force Organisation slot. Apart from being bought as a single choice, these units operate and count as separate units in all respects. ===Start the Game=== '''Seize the Initiative!''' If a player who is due to go second wishes to Seize the Initiative, he can roll a D6 before the beginning of the first turn. On a roll of a 6, he successfully seizes the initiative and goes first instead. His army has clearly outwitted that of his opponent! '''Game Length''' Variable Game Length: At the end of game turn 5, one of the players must roll a D6. On a roll of 3+ the game continues, otherwise the game is over. If another turn is played, another D6 must be rolled at the end of game turn 6, and this time, the game only continues on a roll of 4 +. The battle automatically ends at the close of game turn 7. '''Victory Conditions''' In the Standard Missions, each army is seeking to accrue more Victory Points than the opposing force. Victory Points are acquired by completing mission objectives, and the winner is the army with the most Victory Points at the end of the game. Indeed, if the winner has twice the Victory Points of his opponent, it can be considered a crushing victory! If both armies have the same number of Victory Points, the game is a tactical draw. If one player concedes the battle, or his entire army is wiped out, the game ends and a crushing victory goes to his opponent. Likewise, if at the end of any game turn, one player has no models on the battlefield, his opponent automatically wins. '''Mission Objectives''' To determine the number of Victory Points an army has earned, we use mission objectives. These are the goals your army will have to achieve, and they thus dictate the tactics that you'll have to employ during the battle. The number and types of mission objectives vary from mission to mission. In some scenarios, there may be objective markers to be controlled. The rules for them listed in this section. Controlling Objectives: You control an objective marker if there is at least one model from one of your scoring units, and no models from enemy denial units, within 3" of it. As different objectives vary in shape and size, it is important to agree at the beginning of the game exactly from where this distance will be measured. A unit can only control one objective at a time. If a unit moves into a position where it could control two objectives, you must make it clear to your opponent which objective the unit is controlling. Scoring Units: The concept of scoring units is central to several of the Standard Missions, which are won or lost by controlling more objectives than the enemy at the end of the game (see those missions victory conditions), and only scoring units can do that. During a long campaign, the greatest heroes ride ahead and take important ground. They then press on, engaging the enemy with lightning fast attacks and irresistible charges. It is left to the common soldiers, the marching companies that make up the bulk of any army, to dig in and consolidate any territorial gains, securing the objectives from any enemy counter-attack. An army's scoring units are normally all the units that come from the Core selection of the Force Organisation chart. The presence of other units within 3" of an objective may deny an objective to the enemy, but only Core units can control it. There are a few exceptions, however, when a Core unit does not count as a scoring unit: *If it is a building or a piece of terrain, rather than a unit proper. *If it has the Swarms special rule. *If it has a special rule specifying that it never counts as a scoring unit. *If it is currently falling back (if the unit Regroups it immediately reverts to being a scoring unit again). Denial Units: Denial units are those squads that can prevent an enemy from controlling an objective. In the Eternal War missions, all units (including troops) are denial units, save for a few exceptions given below: *If it is a building or a piece of terrain, rather than a unit proper. *If it has a special rule specifying that it never counts as a denial unit. (Swarms do count as denial units) *If it is currently falling back (if the unit Regroups it immediately reverts to being a denial unit again). ===Standard Mission Rules=== '''Night Fighting''' If a mission has the Night Fighting special rule, roll a D6 before deployment: on a roll of 4+,the Night Fighting special rule is in effect during game turn 1. If the Night Fighting rules did not take effect during game turn 1, roll a D6 at the start of Game Turn 5, On a roll of 4+, the Night Fighting rules are used for the rest of the game. On a roll of 3 or less, you must roll again at the start of every subsequent game turn - as soon as a roll of 4+ is rolled, the Night Fighting rules come into play for the rest of the game. Picking a Target and Night Fighting: While the Night Fighting rules are in effect, the distance to a target unit becomes very important - the darkness makes it very difficult to acquire distant targets. The shooting unit cannot pick a target more than 36" away - such units are completely hidden in the darkness. Units between 24" and 36" inches away are treated as having the Stealth(+2) special rule. Units between 12" and up to 24" away are instead treated as having the Stealth(+1) special rule. Units less than 12" away can be shot at normally. If a shooting attack scatters, the distance from the firing unit to the original target is used to determine what effect Night Fighting has. This means that a unit that is over 36" away can still potentially be hit. Night Fighting is considered a Weather effect. '''Reserves''' Reserves are forces that can be called upon to reinforce a battle at short notice, or to conceal your true strength frorn the foe. Preparing reserves: When deploying their armies, players can choose not to deploy up to any number of their units(except in Standard Mission 3, see below for details), keeping them as Reserves to arrive later. During deployment, when declaring which units are kept as Reserves, the player must clearly explain the organisation of his Reserves to the opponent. First, he must specify to the opponent if any of his Independent Characters left in reserve are joining a unit, in which case they will arrive together. Similarly, the player must specify if any units in reserve are embarked upon any transport units in reserve, in which case they will arrive together. Arriving from Reserve: At the start of your Turn Two, you must roll a D6 for each unit being held in reserve - these are known as Reserve Rolls. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3 it remains in reserve and is rolled for again next turn. At the start of your Turn Three, roll for any units remaining in reserve. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3, it remains in reserve and automatically arrives at the start of Turn Four. Some special rules can modify the roll required for a unit to arrive from reserve. Regardless of the modifier(s), a natural roll of a 1 always means that the unit in question remains in reserve. If an Independent Character has joined a unit in reserve, it cannot leave the unit whilst in reserve, and it cannot choose to leave the unit on the turn it arrives from reserve. When rolling to see when they arrive from reserve, roll a single dice for both the Independent Character and its unit. When Reserves arrive, the player picks any one of the units arriving and deploys it, moving it onto the table as described below. Then he picks another unit and deploys it, and so on until all arriving units are on the table. The player can then proceed to move his other units as normal. When a Reserves unit arrives, it must move fully onto the table from the controlling player's own table edge (maps and diagrams illustrating table edges for the different deployment methods are shown on page XX). Models that are arriving by Deep strike or Outflank deploy using their special rules (see page XX). Each model's move is measured from the edge of the battlefield, as if they had been positioned just off the board in the previous turn and moved as normal. This means it is incorrect to place a model on the board touching the edge and then move it - this would mean it moved too far, especially in the case of models with larger bases. If for some reason a model's maximum move is insufficient to fit the entire model onto the board, place the model so that its rear end is touching the board edge - the model cannot move further during the Movement phase, nor may it shoot or march. If a unit has a special rule forcing it to move in a specific direction or that could stop it from moving, the rule is ignored in the phase when it arrives from reserve. Certain rare units are permanently immobile. If a unit like this cannot be deployed, or the player decides to keep it in reserve, it enters the game by Deep Strike. This represents the immobile unit drilling up from underneath or being dropped onto the battlefield. Unless stated otherwise, a unit cannot use any abilities or special rules that must be used at the start of the turn, in the turn it arrives from reserve. A unit's arrival from reserve always counts as that unit's movement in the movement phase. A unit that arrives by Deep Strike may not charge the turn it arrives, either. Models that must arrive from reserve always do so, regardless of whether or not the Reserves mission rule is in effect. Ongoing Reserves: If a unit enters reserve part way through the game, for whatever reason, this is referred to as entering Ongoing Reserves. Units in Ongoing Reserve always re-enter play at the start of their controlling player's following turn, but otherwise follow the normal rules for Reserves. If a unit is in Ongoing Reserve when the game ends, it awards Victory Points as if it had been destroyed. ====Scenario I: Season Unending==== Long have the two great armies struggled across this once fertile land. Again they clash; will this be the end of this long and arduous campaign? Or merely another chapter, another feud, another spill of blood? '''The Battlefield''' When determining each player's table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player's board edge. '''Deployment''' Players deploy as normal. '''First Turn''' The player who deployed his army first goes first, unless his opponent steals the initiative. '''Victory Conditions''' Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario. The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. '''Mission Special Rules''' Night Fighting, Reserves, Variable Game Length ====Scenario II: Held Ground==== The war has come to a standstill. Across a distant battlefield, a battle rages that may turn the tide in favor of one side or the other. '''The Battlefield''' When determining each player's table edge, draw a center line across a diagonal chosen by the player who won the roll to pick his side of the table. The board is divided into halves across this diagonal, from one corner to the opposite corner. Each of the long edges of the table forms a player's board edge. After terrain has been set up, the players take it in turns(starting with the player who picked a side of the table) to place 4 objective markers(see page XX). '''Deployment''' Players deploy as normal. '''First Turn''' The player who deployed his army first goes first, unless his opponent steals the initiative. '''Victory Conditions''' Each player receives 1 Victory Point for each Objective he is holding(uncontested by any denial units) at the end of the game. The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. '''Mission Special Rules''' Night Fighting, Reserves, Variable Game Length ====Scenario III: Blood at Dawn==== One army has sent out a raiding party to make a surprise attack! Will their enemies be able to overcome them? Or will they triumph, when reinforcements arrive? '''The Battlefield''' When determining each player's table edge, draw a center line across a diagonal chosen by the player who won the roll to pick his side of the table. The board is divided into halves across this diagonal, from one corner to the opposite corner. Each of the long edges of the table forms a player's board edge. '''Deployment''' The player who deploys first must always deploy or Inflitrate at least half of his units(Independent Characters count as units for the purpose of this scenario), not counting units that must always be placed in reserves. He may choose to deploy the other half as normal, or keep any number of them in reserve. The player who deploys second must deploy one Hero and one Core unit if possible; they may be Infiltrated. The player who deploys second may also deploy number of other units with either Infiltrate or Scout. All other units in his army must be kept in reserve(you may choose how they arrive from reserve, as normal). '''First Turn''' The player who deployed his army second always automatically steals the initiative! '''Victory Conditions''' Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario. The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. If all of the units of a player who stole the initiative are destroyed before any of his other units arrive from reserve(not counting Summoned units), that player loses the game automatically. '''Mission Special Rules''' Reserves, Variable Game Length The Shimmer of Dawn: It is always Night Fighting the first turn. At the start of Turn 2, roll a d6. On a 1-3, it is no longer Night Fighting. On a 4+, it continues to be Night Fighting. If it is still Night Fighting at the start of Turn 3 due to this scenario rule, roll a d6. On a 1-4, it is no longer Night Fighting. On a 5+, it continues to be Night Fighting. If it is still Night Fighting at the start of Turn 4 due to this scenario rule, roll a d6. On a 1-5, it is no longer Night Fighting. On a 6, it continues to be Night Fighting. Night Fighting caused by this scenario rule automatically ends at the end of turn 4. ====Scenario IV: Quest for the Relic==== An ancient artifact of immense power lies hidden in the ground. Two great armies clash to claim it as their own. '''The Battlefield''' When determining each player's table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player's board edge. No impassable or lethal terrain may be placed at the center of the table. After terrain has been set up, place a single, small marker at the center of the table. This represents the Relic. '''Deployment''' Players deploy as normal. '''First Turn''' The player who deployed his army first goes first, unless his opponent steals the initiative. '''Victory Conditions''' The player who has captured the Relic(by moving the unit carrying it off the table along his edge) wins. If the game ends and neither player has captured the Relic in this manner, each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario. In this case, the player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. '''Mission Special Rules''' Night Fighting, Reserves, Variable Game Length =====The Relic===== The following rules cover seizing, moving and dropping the Relic. Seizing the Relic: A model in a scoring unit or an Independent Character can seize the Relic by moving into base contact during the Movement phase - that model then automatically picks it up at the end of the phase. From that point, the Relic remains with the model (move the Relic with the model to show this) until it is dropped, which can happen voluntarily, but happens automatically if the model is slain. Identifying the Relic: When the Relic is seized, immediately roll a 2d6 to see what sort of item it is! *2- Dust and Mothballs: The warriors have found an empty chest. Their hopes are dashed. The Relic is removed from play. The unit that would have seized it still cannot march or charge this turn(see below). *3- Cursed Jewel: This Relic is a priceless treasure, but bears a deadly curse! Models shooting at or attacking the unit carrying the Relic get +1 to hit. *4- Buried Treasure: This Relic does not have any additional special rules. *5- Forgelord's Gauntlets: This relic counts as wargear in the inventory of the model holding it. Gauntlets, Artifact. This model gets +1 to his armour save and is Immune to Fire. If the model holding it is already wearing Gauntlets, he cannot use this relic, but may still carry it as if it did not have any additional special rules. *6- Ancient Wine: This Relic is so fragile, that its bearer and his unit cannot march or charge while they hold it. *7- Stone of Barenziah: This Relic does not have any additional special rules. *8- Thunder Blade: This relic counts as wargear in the inventory of the model holding it. Hand Weapon, Artifact. This weapon is a magic weapon that deals Shock damage, and its hits cause Magicka Drain(total) and Paralysis until the end of next turn. *9- Icewall Shield: This relic counts as wargear in the inventory of the model holding it. Shield, Artifact. Bearer is Immune to Frost. If bearer makes an armour save or successfully Parries in close combat, every model in the unit that inflicted the wound he saved becomes Chilled until the end of next turn. *10- Autographed Copy of ''The Lusty Argonian Maid'': Crassius Curio's famed comedy unfortunately has little use in war, other than for reading aloud around a campfire. This Relic does not have any additional special rules. *11- Staff of Everscamp: The warrior who picks up and examines the staff is immediately swarmed by a host of Daedric pests. Even worse, he finds himself unable to put it down! This Relic cannot be voluntarily dropped, and the model carrying it gets -1 to hit and cannot Parry. *12- Magical Anomaly: An unexpected and bizarre magical force erupts around the relic. Each model in the unit carrying the relic gets +2 Mg, but must always move as if through Difficult Terrain. All weapons in units with 6" of the Relic have the Backfire special rule(see page XX). Moving with the Relic: The Relic is fragile, and swift movement will likely damage it, so the model carrying the Relic cannot march or charge the turn it is seized, and can never move more than 6" in the movement phase. If it is forced to do so, the Relic is immediately dropped. A model with the Relic can embark on a transport, but the transport unit cannot move more than 6" per phase whilst the Relic is carried on board, or else it will be dropped. A model carrying the Relic can transfer it to any friendly model that is part of a scoring unit if the two models end their Movement phase in base contact. Move the counter to the new bearer to show who is currently holding the Relic. The Relic can only be passed to a friendly model once per Movement phase. Dropping the Relic: The controlling player can choose to have his model drop the Relic at any time, in which case he places the counter 1 " away from the model. If the model falls back, or is removed as a casualty, the Relic is dropped automatically. If the Relic is dropped in impassable terrain, place it as close as possible to the point where it was dropped that is not impassable terrain. Capturing the Relic: A unit that holds the Relic can move off its controlling player's board edge with it, as if falling back, if it makes it there! If for whatever reason the Relic is dropped(such as the model carrying it being killed by Dangerous Terrain) before the move is complete, the unit is placed into Ongoing Reserves, and the Relic is placed touching the board edge. The player who takes the Relic off the board in this manner wins the game! ====Scenario V: Heart of the Battle==== The hosts are massive, the air is hot and thick with blood-scent. Each player's force attempts to gain a hold on priceless ground, as the battle rages all around them. '''The Battlefield''' When determining each player's table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player's board edge. No impassable or lethal terrain may be placed at the center of the table. After terrain has been set up, place a single objective marker at the center of the table. '''Deployment''' Players deploy as normal. '''First Turn''' The player who deployed his army first goes first, unless his opponent steals the initiative. '''Victory Conditions''' Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario. If one of a player's scoring units is holding(uncontested by any denial units) the center objective marker at the end of the game, that player received 4 Victory Points. The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. '''Mission Special Rules''' Night Fighting, Reserves, Variable Game Length ====Scenario VI: Field of Glory==== At noon-day, the armies face off against one another across a great plain. A final battle is at hand, a day in which heroes will make names for themselves, or else perish and be altogether forgotten. '''The Battlefield''' When determining each player's table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player's board edge. '''Deployment''' Players deploy as normal. '''First Turn''' The player who deployed his army first goes first, unless his opponent steals the initiative. '''Victory Conditions''' Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario. Each player receives 1 Victory Point for each Standard that has been taken: for each Standard Bearer a player's forces slay in close combat, or catch while falling back(including in a sweeping advance), that player gets a point. Each player receives 1 Victory Point for each character his own characters have slain in a challenge: in addition, the controlling player of the character who won the most challenges gains 1 bonus Victory Point(if there is a tie for most challenges won between characters controlled by different players, neither player gets this point). The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. '''Mission Special Rules''' Reserves, Variable Game Length [[category:Scrollhammer]]
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