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Version: 0.9 (draft)

Victory Conditions


1: Wyrdstone Hunt​

This neighbourhood is ripe with Wyrdstone shards. By nightfall, it will likely be stripped bare. Gather what you can, and if rival treasure hunters bar your way - cut them down and take their spoils for yourself.

One wyrdstone token is placed by the defender on the battlefield floor or a platform within 1” horizontally of the battlefield center. Then, the players alternate placing 4 more wyrdstone tokens, one at a time, starting with the attacker. Each of these tokens must be placed on the battlefield floor or a platform within 6” horizontally of the centre of the battlefield, and more than 3” from all other wyrdstone tokens.

At the end of the battle, the warband carrying the most wyrdstone tokens win.

Reward: A warband gains 1 wyrdstone shard for each wyrdstone token carried by a friendly fighter at the end of the battle.

2: Escape​

Finding wyrdstone is easy - bringing it out of the city alive is not. Burdened by loot, your warriors must fight for their lives as enemies close in from the shadows.

The attacker selects a battlefield edge to represent the escape route. Then, the defender distributes 5 wyrdstone tokens among their fighters on the battlefield.

During the battle, the attacker’s fighters cannot pick up or carry wyrdstone tokens. If a defender ends a move action within 1” of the escape route, and are not within 1” of enemy fighters, they escape. Remove the fighter and any wyrdstone tokens they are carrying from the battlefield.

At the end of the battle, if the defender escapes with 3 or more wyrdstone tokens, they win the battle. Otherwise, the attacker wins the battle.

Reward: The defender gains 1 wyrdstone shard for each wyrdstone token carried by a fighter that escaped during the battle. The attacker gains 1 wyrdstone shard for each wyrdstone token still on the battlefield at the end of the battle.

3: Defend the Find​

Your warband has uncovered a motherlode of wyrdstone shards, but prying them free will take time and effort. As the work drags on, sudden movement stirs among the ruins.

The defender selects a ruin on the battlefield, within 6” of the battlefield center. In that ruin, the defender must place 5 wyrdstone tokens within 2” of each other.

During the battle, the defender’s fighters cannot pick up or carry wyrdstone tokens.

At the end of the battle, if 3 or more wyrdstone tokens are carried by the attacker’s fighters, they win the battle. Otherwise, the defender wins the battle.

Reward: The attacker gains 1 wyrdstone shard for each wyrdstone token carried by one of their fighters at the end of the battle. The defender gains 1 wyrdstone shard for each wyrdstone token not carried by an enemy fighter at the end of the battle.

4: Hidden Vault​

Rumors speak of a long-lost treasure somewhere below the shattered remains of this district. No one knows exactly where, but the promise of wealth will likely draw other warbands into the area.

Starting with the defender, the players alternate selecting 3 ruins on the battlefield within 6” of the battlefield center and more than 6” from each other. During a fighter’s activation, if they are wholly within a ruin and not within 1” of an enemy fighter, they may search the ruin as an action. Each ruin can be searched 3 times, after which it is fully searched and cannot be searched again.

Search Ruin​

Roll a d6, and add 1 to the result for each ruin that has been fully searched. On a 6+, the vault is found. Place an objective marker within 1” of the fighter to represent the vault’s location.

At the end of the battle, the warband controlling the vault marker is the winner. If neither warband is in control of the vault marker, or if the vault marker isn’t found, the battle is a draw.

Reward: At the end of the battle, the warband controlling the vault marker may roll twice on the lesser loot table.

5: Occupy​

Taking and holding buildings in this neighbourhood all-but guarantees your warband rich pickings. Unfortunately, your opponent has the same idea.

Starting with the defender, the players alternate selecting 5 terrain features on the battlefield. Each of these terrain features must be more than 6” from other terrain features.

During the battle, a warband controls one of those terrain features if there are more friendly fighters than enemy fighters wholly within that terrain feature. At the end of the battle, the warband controlling the most terrain features is the winner.

Reward: At the end of the battle, roll a d6 for each ruin in a warband’s control. On a 3+, the warband gains 1 wyrdstone shard.

6: Reckoning​

Reputation is its own currency in the city of the damned, and the surest way to earn it is over the bodies of those who thought themselves your equal.

At the end of any battle round, if a warband is wavering, they automatically flee the battle and the opposing warband is the winner. If both warbands are wavering, the battle is a draw.

Reward: At the end of the battle, a warband gains 1 Favour for each enemy HERO taken out of action by one of their fighters during the battle.