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Trench Crusade Scenario II

Hunt for Heroes

From the Trench Crusade Rulebook

Forces Full rosters
Turns 5
Table 3′ × 3′
Objectives 4 + Defence Works

Both players must include as many Elite models from their Warband as possible in their Force for this scenario.

This scenario uses the No Man's Land battlefield archetype. When setting up terrain, place the first four terrain pieces covering the Objective Marker positions, then the next four covering the Defence Works Marker positions. Use Ruined Building terrain pieces if available.

Set up all Markers after all terrain is placed. Place each Marker on the terrain piece that covers its position - the whole terrain piece is treated as the Objective. A player controls an Objective if they have more friendly models on, in, or within 1″ of it than the enemy.

Machine Gun Emplacement (M)
A model within 1″ of a Machine Gun Emplacement is treated as having a Machine Gun from the standard Battlekit list. A Machine Gun Emplacement cannot be used if the Marker is within 1″ of an enemy model. Each emplacement can be used once per turn.
Range 36″ 2-Handed AUTOMATIC 3 HEAVY RELOAD
AUTOMATIC 3 - Make 3 Ranged Attacks one after another; targets must all be within 6″ of each other.
HEAVY - Cannot move and shoot in the same Activation; no Charge Bonus.
RELOAD - Activation ends immediately after the shot is resolved.
Gun Battery (G)
A model within 1″ of a Gun Battery Marker may fire the Sultanate Grand Cannon once per Turn as their Shoot Action, provided neither the model nor the Gun Battery is within 1″ of an enemy model, and the model does not move in the same Activation. Measure range and line of sight from the Gun Battery.
Range 48″ 1-Handed +2 INJURY DICE IGNORE ARMOUR HEAVY
+2 INJURY DICE - Add 2 extra dice to the Injury Roll when this weapon wounds a target.
IGNORE ARMOUR - The target cannot benefit from Armour saves against this attack.
HEAVY - Cannot move and shoot in the same Activation; no Charge Bonus.
UNSTOPPABLE OBJECT - If the target is hit but not taken Out of Action, it is pushed D6″ directly away from the attacker, stopping if it hits a model, Impassable terrain, or terrain it cannot cross without Climbing.

Players roll off; the winner picks their deployment zone. Players alternate deploying one model at a time, starting with whoever has the most models (roll off on a tie). All models must be set up wholly within their own deployment zone - within 4″ of their board edge.

If a player runs out of models to set up, the other player sets up all remaining models one after another.

Infiltrators can deploy normally or use their special deployment rules. If using special deployment rules, they cannot deploy within 8″ of an Objective.

After deployment, each player must secretly write down:

- Up to 3 enemy Elite models as Marks
- 1 friendly Elite model as their Asset

Taking out enemy Marks and keeping the friendly Asset alive scores additional Victory Points at the end of the game (see Victory Conditions). These are revealed only when scoring or when a Glorious Deed requires it.

At the start of each turn after the first, one player rolls a D6. On a 5 or 6, an Unforeseen Event takes place - roll D3:

D3Event
1Rising Fog - During this turn and the next, all Ranged Weapons have their Range halved (short range is halved too).
2Rain, Mud & Guts - During this turn and the next, add −2 Dice to rolls for Melee Attacks.
3Deep Craters - Players roll off; starting with the winner, they alternate placing 6 Crater Markers (not in a Deployment Zone or within 2″ of terrain/models). Each crater is D3+3″ deep. Models can Jump Down or Fall into it and must Climb to leave.

The battle lasts for five turns.

A player wins immediately if there are no enemy models on the battlefield, or if the opposing warband flees. Otherwise the player with more Victory Points wins.

At the end of each turn, each player scores:

- 1 VP for each Objective within 1″ of one or more friendly models
- 1 VP for each Objective they control

At the end of the game, each player scores:

- 1 VP per Glorious Deed completed
- 2 VPs per enemy Mark taken Out of Action
- 3 VPs if your Asset was not taken Out of Action

Each deed awards 1 VP at the end of the game. Each deed can only be completed once - whichever player completes it first takes it.

Sharpshooter
A friendly model in cover takes an enemy Elite model Out of Action with a Ranged Attack with the Long Range modifier.
Dangerous Fall
A friendly model causes an enemy model to Fall into a crater (see Unforeseen Events).
Death From Above
A friendly model takes an enemy model Out of Action with a Melee Attack with the Diving Charge modifier.
High Risk, High Reward
Your Asset takes an enemy Mark Out of Action. To claim this deed, you must first reveal that your model was your Asset and that the enemy model was a Mark.
Kill Their Leaders
Take all of the enemy Marks Out of Action. To claim this deed, reveal which enemy models were your Marks. The model that took the last Mark Out of Action is credited with completing this deed.
Deployment Map
Legend
Player 1 deployment zone (4″ side strip)
Player 2 deployment zone (4″ side strip)
×
Objective marker (×4)
M
Machine Gun Nest - Defence Works
G
Gun Battery - Defence Works