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====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.
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