Scenario II: Embers of Defiance | The last Stand of Lakonia | Trench Crusade Campaign

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The thunder of gunfire faded into the choking mist of the trenches as the Court of the Seven-Headed Serpent emerged victorious. With the New Antioch forces battered and retreating, the warband seized the moment to press their advantage. Scouts reported a vital munitions depot deep in the windswept plains—a lifeline for the enemy’s war effort. Under the cover of dusk, the Court warband moved swiftly, their cruel intent set on sabotage. Meanwhile, the weary defenders of New Antioch, bloodied but unbroken, braced for the next assault, determined to hold the line and protect their dwindling supplies. The war was far from over.

Scenario II: Embers of Defiance

📜 Background:

After their victory in the trenches near Karyes, the Court of the Seven-Headed Serpent advances into the open plains, aiming to disrupt New Antioch’s supply lines. Intelligence reveals several critical supply caches scattered across the region. The Court’s mission: infiltrate and sabotage these assets. New Antioch must defend these vital points to maintain their foothold in the area.


🗺️ Battlefield Setup:

  • Battlefield Size: 4′ x 4′, representing open plains with sparse terrain features such as low hills, scattered trees, and occasional ruins for minimal cover.
  • Deployment:Diagonal Deployment
    • Each warband deploys in opposite corners of the battlefield.
    • Deployment zones extend 12″ from each player’s corner along the table edges, forming triangular zones.

🎯 Objectives:

  • Objective Placement:
    • At the start of the game, each player places D3 + 1 objective markers, alternating placement.
    • Objective markers must be placed:
      • At least 8″ away from any other marker (including both friendly and enemy objectives).
      • Outside of impassable terrain.
    • These markers represent strategic assets such as supply depots, communication relays, or sacred relics.

💣 Sabotage Mechanics:

  • Attacker’s Goal: The Court aims to sabotage the New Antioch objectives.
    • To sabotage an objective, a model must:
      • Move into base contact with the objective marker.
      • Use any Melee Attack action to represent planting explosives.
      • The model’s activation ends after this action.
    • In the following turn, if the model moves away from the objective, the explosive charge detonates:
      • The objective is destroyed.
      • Any other model (friend or foe) still in base contact with the objective must immediately roll on the Injury Chart, ignoring armor.
    • If the model is taken out of action or moves away before its next activation, the explosive charge does not detonate.

🛡️ Defender’s Goal:

  • New Antioch’s Goal: Prevent the Court from sabotaging their objectives.
    • Defend the objectives by positioning models to intercept and eliminate enemy saboteurs.
    • Maintain control over as many objectives as possible until the end of the game.

🏆 Victory Conditions:

  • After the game ends, if the attacker has destroyed more objectives than the defender, the attacker wins.
  • If the defender has more intact objectives than the attacker has destroyed, the defender wins.
  • If both players have destroyed the same number of objectives, the game is a draw.

⏳ Game Length:

The game lasts for 6 turns or until one warband is entirely routed.


Glorious Deeds

RollDie Result – Player 1
1Reaper: Take at least three enemies Out of Action with one of your models during the battle with any ACTION
the model has.
2Sharpshooter: Take out an enemy in Cover while shooting from Long Range. Auto-hit weapons, grenades and
weapons with a blast radius do not count.
3Bloodletting: Inflict a sixth BLOOD MARKER on any enemy with an attack from one of your models
4Feigned Retreat: Retreat from Melee Combat and then shoot and hit the enemy you escaped from during the same
Activation.
5Fickle Luck: Use 2+ BLOOD MARKERS on a single enemy to give one of their ACTIONS -2 DICE (or more).
6Head-hunter: Take two enemies Out of Action with Ranged attacks with a single model.

RollDie Result – Player 2
1Risk It All: Succeed in two or more RISKY ACTIONS with one model during a single Activation.
2Live Dangerously: Retreat from Melee Combat twice with one model during the game.
3Killer Instinct: Take two enemies Out of Action with one model in melee during the battle.
4No Escape: Successfully charge an enemy you cannot see.
5Cast Them Down: Make an enemy fall from a height of 3”+ due to your action (shooting, melee, Supernatural Power etc).
6Show of Mercy: Retreat from Melee Combat with an enemy that is Down.