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Rescue The Damsel

This scenario does not come with any set armies or terrain. Instead the scenario is aimed to be used by any army and Meadow following a set of special rules which take precedence over the Maiden and Heroine rules.

Background

One side's Heroine had been captured by the other and a small and fast force of motivated maidens attempt to rescue her. They catch the enemy by surprise just before their Heroine is about to be taken further into enemy lands or worse, sacrificed to an alien Goddess.

The goal of the rescuing army (the attackers) is to rescue the Heroine. The defenders aim is to defeat the attackers.

Armies

The Attacking Princess must choose first the fatest damsel types she has (those with the highest M), before equipping them with Items, then slower damsels.

The Defender can choose any damsel types and have 20% more Army Points to creates Units with.

Both armies only get 20 Points for Items per 100AP and cannot have Heroines.

An Aryidannan army can take 1 Unit from a ruling tribe if it is a subject tribe (Artemae can take from Dannan, Cleo from Sparkerei), which if the attacker, must be the fastest (i.e. a Chariot or Psiloi).

The Meadow

The captured Heroine is placed in the centre of the Meadow of Glamour is a terrain feature that offers minimal defensive bonus (D+1) and no movement penalty.

Between a quarter and a third of the table is covered by terrain of the defenders choosing but is randomly placed. Roll a D6. On a 1-4 the piece lands in that quarter. Reroll 5+ (it is good to roll two D6 of different colour and use the second result if the main is 5+, and reroll that if it also 5+ and so on). The terrain piece is placed anywhere in that quarter.

No terrain can be impassible.

Deployment

The Attacker randomly rolls which edge they will appear from (as terrain was placed). The Defender's reenforcements will appear on the opposite edge.

The Attacker can deploy 6" in from their edge. The Defender must be within 8" of the captive.

The Defender's reenforcements roll to arrive at the start of each turn. On a 4+ one Unit will arrive. Continue rolling until no more Units are left off-table.

Special Rules

The Attacker's force is highly motivated and will sacrifice its self to rescue the damsel. All Attacking Units are considered Elite.

Because the Defending army has been caught by surprise not all of its troops are available immediately but will arrive as reenforcements. Half the Defender's Units (rounding down or 1) starting from the largest (or most expensive points wise for ties) are left off table. They will arrive as per above. The Defender can take the Sacrifice Item at half cost, representing the imminent sacrifice of the captive and the hightened state of the defending maidens as they prepare.

Victory

The Defender wins by defeating the attacking army as normal. The Attacker wins if she moves any Stand onto the Heroine and at the end of the next turn has not been defeated.