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VENGEFUL DEEDS PRIVATEERPRESS.COM 1 Vengeful Deeds is a one-month narrative league for WARMACHINE, HORDES, and Company of Iron that highlights the revenge of the oppressed peoples of western Immoren, especially those in occupied Llael. Players receive a Draegyn, the Black Bastard miniature and his Company of Iron stat card to use in league games. Additionally, six narrative scenarios are provided here for use in the league—three for Company of Iron games and three for WARMACHINE and HORDES. Each Company of Iron scenario is linked to the subsequent WARMACHINE and HORDES scenario, which provides a bonus to the winner of the first scenario (see “Linked Scenarios” below). Wins and losses are not tracked in Vengeful Deeds, as this league is purely for the fun of the game, but participants can earn special prizes, including new Commander Upgrade cards for Company of Iron. Prizes At the beginning of the league, players receive a Draegyn, the Black Bastard miniature and stat card, which are used throughout the league as described in the rules below. In addition, players can earn two Commander Upgrade cards for their games of Company of Iron. These cards are legal to play outside of this league in future Company of Iron events. Ultimately, it is up to the Event Organizer (EO) to decide how these Commander Upgrade cards are offered, but we recommend offering them to each player who participates in at least one game each week of the league. There is no official prize for an overall winner of Vengeful Deeds. At the EO’s discretion, however, the venue can offer prizes for a winner if the EO wishes to track wins, losses, or any other metric for determining a champion. Event Rules Overview A standard Vengeful Deeds league lasts for four weeks. At the EO’s discretion, the league can run shorter than four weeks (even as short as one week). All games are played using the Vengeful Deeds rules and scenarios found in this document. Games in this league do not require round pairings from the EO or round timing. Players are encouraged to play games at their own pace throughout the event, with any opponents they wish to face. The EO can choose to set up player pairings if this works best for the participants and the venue. Army Building Players participate in this event using 75-point WARMACHINE and HORDES armies and/or 25-point Company of Iron armies. Players can change their army lists and even their Faction between games, except when playing a linked set of scenarios. NARRATIVE LEAGUE

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Page 1: NARRATIVE LEAGUE - Privateer Pressfiles.privateerpress.com/op/VengefulDeeds/Vengeful Deeds... · 2018-02-06 · 2 — 10 D AMAGE Draegyn, the Black Bastar D Il l us. by Néstor Ossandón

VENGEFUL DEEDS PRIVATEERPRESS.COM 1

Vengeful Deeds is a one-month narrative league for WARMACHINE, HORDES, and Company of Iron that highlights the revenge of the oppressed peoples of western Immoren, especially those in occupied Llael. Players receive a Draegyn, the Black Bastard miniature and his Company of Iron stat card to use in league games.

Additionally, six narrative scenarios are provided here for use in the league—three for Company of Iron games and three for WARMACHINE and HORDES. Each Company of Iron scenario is linked to the subsequent WARMACHINE and HORDES scenario, which provides a bonus to the winner of the first scenario (see

“Linked Scenarios” below).

Wins and losses are not tracked in Vengeful Deeds, as this league is purely for the fun of the game, but participants can earn special prizes, including new Commander Upgrade cards for Company of Iron.

PrizesAt the beginning of the league, players receive a Draegyn, the Black Bastard miniature and stat card, which are used throughout the league as described in the rules below.

In addition, players can earn two Commander Upgrade cards for their games of Company of Iron. These cards are legal to play outside of this league in future Company of Iron events. Ultimately, it is up to the Event Organizer (EO) to decide how these Commander Upgrade cards are offered, but we recommend offering them to each player who participates in at least one game each week of the league.

There is no official prize for an overall winner of Vengeful Deeds. At the EO’s discretion, however, the venue can offer prizes for a winner if the EO wishes to track wins, losses, or any other metric for determining a champion.

Event Rules OverviewA standard Vengeful Deeds league lasts for four weeks. At the EO’s discretion, the league can run shorter than four weeks (even as short as one week). All games are played using the Vengeful Deeds rules and scenarios found in this document.

Games in this league do not require round pairings from the EO or round timing. Players are encouraged to play games at their own pace throughout the event, with any opponents they wish to face. The EO can choose to set up player pairings if this works best for the participants and the venue.

Army BuildingPlayers participate in this event using 75-point WARMACHINE and HORDES armies and/or 25-point Company of Iron armies. Players can change their army lists and even their Faction between games, except when playing a linked set of scenarios.

NARRATIVE LEAGUE

Page 2: NARRATIVE LEAGUE - Privateer Pressfiles.privateerpress.com/op/VengefulDeeds/Vengeful Deeds... · 2018-02-06 · 2 — 10 D AMAGE Draegyn, the Black Bastar D Il l us. by Néstor Ossandón

PRIVATEERPRESS.COMVENGEFUL DEEDS 2

TerrainTerrain is a key element in WARMACHINE, HORDES, and Company of Iron games and should be relatively balanced on a table. Terrain pieces should present a meaningful choice for the player who wins the starting roll. For example, if one side of the table contains a forest, a hill, and an obstacle, the other side should contain terrain that provides some combination of concealment, elevation, and cover as well, but the terrain may be positioned in a more advantageous defensive position.

The size of terrain pieces is also important. No piece should be insignificantly small or extremely large; pieces from 3˝ to 6˝ in length and width are best. We recommend using at least two line-of-sight blocking pieces of terrain per table.

Linked ScenariosVengeful Deeds includes three sets of scenarios, each set containing a Company of Iron scenario and a WARMACHINE and HORDES scenario. Players are encouraged to play these paired scenarios as linked sets, but they are also welcome to play individual scenarios as standalone experiences if they so choose.

When playing linked scenarios, play the Company of Iron scenario first, then use any bonuses earned from that game in the linked WARMACHINE and HORDES scenario. Additionally, a player cannot change Factions between the two linked games and must include the models used in their Company of Iron army in their WARMACHINE and HORDES army.

Draegyn, the Black BastardWhile the Vengeful Deeds prize kit comes with stat cards for Draegyn, cards can get lost or misplaced. Below is a copy of Draegyn’s stat card that can be printed out for any player who needs a replacement during the league.

Modeling & PaintingPrivateer Press encourages players to have a fully painted force on the table. Games with painted armies are more interesting to watch and generally enhance the experience for all. Although painting is not required, players are encouraged to show off all aspects of the hobby.

All models used in Privateer Press organized play events must be Privateer Press models from the WARMACHINE or HORDES lines. Each model must be fully assembled and mounted on a round-lipped base of the size specified on its stat card. The use of non–Privateer Press models, unassembled models, or inappropriately based models is not permitted.

Models that have not yet been released to the general public at the time of the event are not permitted in organized play events unless those models are readily available at the event venue (e.g., a convention-release model in a tournament held at that convention). The use of Extreme versions of models is permitted in organized play.

Privateer Press makes many different exclusive models that are fun thematic variations of standard WARMACHINE and HORDES models, available at conventions, in various promotions, or through Mini-Crate. To use these Privateer Press exclusive models, the player must provide the standard model’s stat card so that both players can see the corresponding stats and abilities. Additionally, if one or more exclusive models are part of a unit, the player must clearly show which model is the Unit Commander. For example, a player could replace multiple models in a Man-O-War Bombardier unit with Bombardier Bombshell models, including the Leader, as long as it is obvious which model is the Unit Commander.

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Page 3: NARRATIVE LEAGUE - Privateer Pressfiles.privateerpress.com/op/VengefulDeeds/Vengeful Deeds... · 2018-02-06 · 2 — 10 D AMAGE Draegyn, the Black Bastar D Il l us. by Néstor Ossandón

PRIVATEERPRESS.COMVENGEFUL DEEDS

©2001–2018 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Grymkin, Grymkin: The Wicked Harvest, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Company of Iron, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

®

3

Model ConversionsThe following rules apply to the use of converted models in Privateer Press organized play events. These rules are intended solely to ensure that models on the table are represented legally and unambiguously, not to unduly limit a player’s modeling options. An EO can make exceptions to these rules to approve any reasonable conversions.

• Models cannot be converted in such a way that any part of the model represents the intellectual property of any party except Privateer Press, including copyrighted logos, symbols, iconic elements, or other iconography.

• The majority of a converted model’s volume must be composed of parts from Privateer Press models. To avoid confusion, the conversion should include iconic elements of the model it is intended to represent.

• A weapon on a model can be converted as long as the conversion represents the same type of weapon (e.g., the model’s axe is still an axe and not a hammer).

• A weapon can be completely swapped for another weapon as long as the new weapon is of the same type (e.g., an axe for an axe, a rifle for a rifle).

• A weapon cannot be removed unless it is replaced by another weapon; conversely, a weapon cannot be added unless it replaces a weapon that was removed.

• If a conversion uses a Privateer Press upgrade kit for the model it is intended to represent, all parts of the upgrade kit must be clearly visible on the model.

• Models must be mounted on appropriately sized round-lipped bases. Added scenic details can overhang the base’s edge but must not obscure the edge in a way that makes accurate measuring during a game difficult or impossible.

• A player cannot use a model as a proxy (stand-in) for another model.

• Any conversions must be clearly pointed out to the opponent before the game, and the end result of any conversion must be clearly identifiable as the intended model.

The golden rule of converting models for tournament play is simply this: If the EO cannot independently, easily, and accurately determine which model your conversion represents, the model is not tournament legal.

Examples of legal and illegal conversions:

• A player creates an Extreme Behemoth by combining parts from the Extreme Juggernaut and Extreme Destroyer model kits, along with iconic parts from the Behemoth model such as its bombards, its head, and the various missiles on its fists. This model is a legal conversion.

• A player creates an Extreme Behemoth by scratch-building the entire model out of sculpting putty except for the Behemoth bombard parts. Because the majority of this model’s volume is not composed of parts from Privateer Press models, this model is an illegal conversion.

• A player paints her entire army to match the colors of her favorite sports team but does not include any team logos. This army is legal. (Paint schemes are not conversions.)

• A player converts his entire army to resemble his favorite superheroes, including their trademarked logos. This army is illegal.

• A player mounts her Kommander Orsus Zoktavir model on a base featuring a pile of destroyed warjacks that slightly overhangs the model’s base but does not obscure it. The player also replaces Zoktavir’s axe, Lola, with the axe from a Trollkin Scout model. While the mighty Butcher will look a bit odd holding the smaller axe in his enormous hands, this model is a legal conversion.

• A player re-poses his Kommander Orsus Zoktavir model, intending to play it as Orsus Zoktavir, the Butcher of Khardov. This is an illegal conversion because it breaks the golden rule of conversions—it will be difficult for EOs and players to know which character the model is intended to represent without help from the player who converted it.

• A player puts an enormous hammer in one of her Stormwall’s voltaic fists. Because a weapon cannot be added to a model unless it replaces a removed weapon, this is an illegal conversion.

Page 4: NARRATIVE LEAGUE - Privateer Pressfiles.privateerpress.com/op/VengefulDeeds/Vengeful Deeds... · 2018-02-06 · 2 — 10 D AMAGE Draegyn, the Black Bastar D Il l us. by Néstor Ossandón

PRIVATEERPRESS.COMVENGEFUL DEEDS

©2001–2018 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Grymkin, Grymkin: The Wicked Harvest, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Company of Iron, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

®

4

Captain Magus Lon Armstead ushered his companions into the abandoned laboratory. The place felt like a mausoleum. A thick coating of dust covered every surface, transforming vast stills, cooling chambers, and crucibles into pale statues—memorials to the work that had once been performed here, mute testimony to the art of the Order of the Golden Crucible.

They moved quietly, keeping low, their pistols and swords at the ready. The gun mages had already investigated four other such labs, but so far their search had proven fruitless. This place was the last deserted facility the CRS had intelligence on. After this the trail ran cold, making Site Five, as Armstead had come to think of it, the likeliest home of the Order’s experimental “fleshbane” organic solvent.

“Trapper, take Miller and Hays. See if you can find the records room. I’m taking MacNab and Carr into the dormitory. If you find one of the formulae books—”

“Three whistles, meet at the egress,” Trapper finished.

As they separated and began moving, a large iron door in the far wall groaned open. The gun mages dropped into cover as a pale daylight filled the room, reflecting off pools of alchemical acid to dapple the walls and ceilings with light.

A trio of Greylords entered the room, a nimbus of frost radiating out from their bodies to crackle on the walls and floor. Their leader, a white-haired woman with an ice-blue axe in hand, growled an order to the kommandos behind her. The Khadorans fanned out into small fire teams, clearly searching for something.

Dammit, why can’t anything be easy? Captain Armstead took a slow breath and let his will seep into his pistol and the rune shot within.

Gameplay OverviewBoth players have discovered the location of a hidden chemical manufacturing facility. Their goal is to steal the formulas found within and create their own batch of chemicals for use in the upcoming battle.

SetupThis is a Company of Iron Scenario and is linked to Vengeful Deeds Scenario 1b: Toxicity.

This scenario takes place within the confines of an alchemical refinery. Place eight to ten pieces of terrain on the table, using only the following terrain types: obstructions, obstacles, dense fog, acid baths, elevated areas such as catwalks, and rubble. At least three acid baths must be placed on the table. No terrain feature can be placed within 2˝ of another terrain feature.

Take six mission markers numbered 1 through 6, turn them face down, and shuffle the stack. These mission markers represent the

THE CHEM TRAILVENGEFUL DEEDS SCENARIO 1A

books containing the chemical formulas. After terrain is placed, starting with the first player, players alternate placing three mission markers each. Mission markers must be placed face down anywhere at least 12˝ from each player’s table edge, and no marker can be within 6˝ of another marker. Players do not look at or reveal the mission markers as they are placed.

Both players have a deployment zone of 3˝ and use the following Advance Deployment and Ambush limits.

BOTH PLAYERS

Advance Deployment Limit 1

Ambush Limit 1

Special RulesStealing the Formula: Models can forfeit either their Normal Movement or Combat Action to perform a mission action. A model B2B with a mission marker can perform a mission action to take a formula book. The player does not look at or reveal the number on the mission marker when their model does so. A model can carry only one mission marker at a time. If a model carrying a marker is knocked down or disabled, the model’s controller places the marker in contact with the model. If a model carrying a marker is destroyed or removed from play, replace the model with the mission marker. Models cannot voluntarily drop or pass mission markers.

Chemical Shower: Whenever an AOE template is placed due to a ranged or magic attack and the AOE template overlaps an acid bath terrain feature, the caustic chemicals within splash up and then rain down. All models within 2˝ of the acid bath suffer the Corrosion continuous effect .

Victory ConditionsThe game ends when one player no longer has models in play or at the end of the fifth round.

At the end of the game, each player reveals the numbers on the mission markers their models are carrying and adds the numbers together. The player with the highest total wins. In the case of a tie, the player with the most mission markers wins.

If the players are playing the linked scenario after this one, the winner should write down the total of the numbers on the mission markers their models were carrying at the end of the game.

If neither player has any mission markers, the game is a draw. This means that if a player kills all their opponent’s models but isn’t carrying any mission markers of their own, the game ends in a draw!

Page 5: NARRATIVE LEAGUE - Privateer Pressfiles.privateerpress.com/op/VengefulDeeds/Vengeful Deeds... · 2018-02-06 · 2 — 10 D AMAGE Draegyn, the Black Bastar D Il l us. by Néstor Ossandón

The assault kommandos handled their new warheads with great care as they loaded their carbines. Magziev Sergya Baranova had precisely followed the formulae her ternion recovered from the Golden Crucible laboratory, but she still did not know what to expect upon its deployment. Well, that’s what field tests were for, wasn’t it?

The soldiers held position outside a known Resistance cell’s stronghold. The three Greylords remained in cover. The rebels had taken up positions in the upper windows of a baron’s former estate and cracked off a steady tempo of sniper fire. The situation could not be more perfect to test out the fleshbane.

“Kommandos, advance!” Baranova ordered.

The soldiers emerged from cover, two at a time with shields locked. The first pair raised their Vislovski carbines and fired. The weapons thudded and shot dark canisters into the air that trailed streamers of vapor. One hit near a sniper’s nest and fell into the manicured front garden, causing the plants to wilt and ooze like candles set next to a fire. The other grenade, however, found its mark. A moment later a panicked scream came from within, rapidly transforming into a wet, tortured gargling. For a moment, Baranova could see the figure of a man struggling in the shadows. The red, glistening figure clawed at what used to be its skin. Baranova smiled. A resounding success.

The kommandos fired another volley into the building. They would have no dearth of test subjects today.

Gameplay OverviewIn this scenario, one player is the Attacker and the other is the Defender. The Attackers have concocted a horrific chemical, weaponized it into alchemical grenades, and begun field-testing the formula against the enemy. Their goal is simple: annihilate the enemy and record the results. The Defender is attempting to destroy the Attacker’s reinforced crate containing the batch of alchemical grenades.

SetupThis is a WARMACHINE and HORDES scenario and is linked to Vengeful Deeds Scenario 1a: The Chem Trail.

Before the game begins, players determine who will be the Attacker and the Defender. If they played the Chem Trail scenario prior to this one, the winner of that scenario is the Attacker in this one. If that game was a draw or if the players haven’t played the linked scenario, players randomly determine (or agree between themselves) who will be the Attacker and the Defender. The Defender is the first player, deploying first and taking the first turn.

TOXICITYVENGEFUL DEEDS SCENARIO 1B

Place eight pieces of terrain on the table. No terrain feature can be placed within 2˝ of another terrain feature, with the exception of trench templates. After terrain is placed, the Attacker places a 50 mm objective at least 12˝ but not more than 20˝ from their table edge. This objective represents the Grenade Cache.

The Attacker chooses one non-warcaster, non-warlock unit to carry the Alchemical Grenades into battle (see rules below).

This scenario uses standard deployment zones (7˝ for first player, 10˝ for second player).

Special RulesGrenade Cache: The Grenade Cache objective is a friendly Faction model to the Attacker and an enemy model to the Defender. It cannot move, cannot be moved or placed, and does not activate. The objective has DEF 5, ARM 18, and 32 damage boxes.

Alchemical Grenades: Models in the unit chosen by the Attacker during setup gain the Alchemical Grenade ranged weapon. This weapon has RNG 8, ROF 1, AOE 3, and POW *, and it has the Chemical Splash and Cumbersome special rules (see below). If the previous linked scenario was played, the POW of this weapon is either 11 or is equal to the sum of the mission marker numbers the winner was carrying at the end of that game, whichever is higher. If the previous linked scenario was not played, the POW of this weapon is 11.

Chemical Splash – Instead of suffering blast damage normally, all models hit by this attack suffer a damage roll equal to the POW of this weapon.

Cumbersome – This model cannot attack with this weapon and with another weapon on the same activation.

Revenge: If the previous linked scenario was played, the Defender is seeking revenge for the soldiers lost at the chemical factory. Before the game begins, the Defender chooses one warrior model/unit to gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3˝ and make one basic melee attack.

Victory ConditionsA player wins if they have the only warcaster or warlock remaining in play.

Additionally, the Attacker wins if they destroy twelve or more enemy models with Alchemical Grenade attacks, and the Defender wins if the Grenade Cache is destroyed or removed from play.

PRIVATEERPRESS.COMVENGEFUL DEEDS

©2001–2018 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Grymkin, Grymkin: The Wicked Harvest, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Company of Iron, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

®

5

Page 6: NARRATIVE LEAGUE - Privateer Pressfiles.privateerpress.com/op/VengefulDeeds/Vengeful Deeds... · 2018-02-06 · 2 — 10 D AMAGE Draegyn, the Black Bastar D Il l us. by Néstor Ossandón

PRIVATEERPRESS.COMVENGEFUL DEEDS

©2001–2018 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Grymkin, Grymkin: The Wicked Harvest, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Company of Iron, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

®

6

Crastor hitched his ranger’s cloak up once more as he approached the wire fence. The unfamiliar garment hung awkwardly on him, and he was constantly adjusting it.

“Be calm, brother,” Pyrrhus said from the corner of his mouth. The hero of the Flameguard was similarly dressed in captured Cygnaran clothing, though he exuded a confidence in his disguise that Crastor lacked. Crastor did his best to mirror Pyrrhus’ demeanor, straightening his back and keeping his eyes ahead.

The small group of Flameguard soldiers were walking up a muddy path to a modest Cygnaran encampment near the Black River. Within the camp were several Daughters of the Flame, taken captive during a failed assassination attempt on a troublesome Second Army general. No doubt their captors had already unleashed their foul torturers on the faithful daughters. Pyrrhus, noble Pyrrhus, swore that he would reclaim these daughters of Menoth from their captivity.

As they approached a pair of bored-looking sentries outside the camp, Pyrrhus affected a western accent. “Ranger team seven-oh-five-oh requesting permission to approach.”

“Permission granted,” replied the stockier of the two sentries as he extended his hand to Pyrrhus in greeting. “I don’t know what you’re doing out here, but I’m pleased to see you. Most of the platoon got pulled back down to Fort Falk a few nights ago. Zealots were lighting fields on fire. We’re a skeleton crew now.”

Pyrrhus smiled. “Good to hear,” he said, and he pulled a hooked blade from within his cloak and opened the sentry’s throat.

Gameplay OverviewIn this scenario, one player is the Attacker and the other is the Defender. The Attackers are attempting to sneak into the Defender’s camp under cover of night to free several of their imprisoned comrades. The Defenders, once they learn of the Attackers’ presence, are looking to call in reinforcements and completely wipe out the intruders.

SetupThis is a Company of Iron Scenario and is linked to Vengeful Deeds Scenario 2b: Uprising.

Before the game begins, players randomly determine (or agree between themselves) who will be the Attacker and the Defender. The Attacker begins the game with Priority.

The Defender places an objective marker centered in the middle of the table. Next, the Defender places eight to ten pieces of terrain on the table as they build their war camp. No terrain feature can be placed within 2˝ of another terrain feature, with the exception of trench templates.

FREEDOM FIGHTERSVENGEFUL DEEDS SCENARIO 2A

The Defender deploys completely within 5˝ of the objective marker. The Attacker deploys completely within 2˝ of any table edge, divided as desired among the four table edges.

Both players use the following Advance Deployment and Ambush limits.

BOTH PLAYERS

Advance Deployment Limit 0

Ambush Limit 0

Special RulesAttacker models and the Defender commander can forfeit either their Normal Movement or Combat Action to perform a mission action.

Under Cover of Night: All Defender models have their LOS reduced to 3˝ until any Defender model is targeted or damaged by an enemy model or until any Defender model targets or damages an enemy model, whichever happens first.

Raise the Alarm: Before the game begins, the Defender chooses a friendly Faction unit with a point cost of up to 15 to be their reinforcements. These models do not affect the Defender’s hand size, do not begin the game in play, and follow all normal FA restrictions. When the Defender commander begins its activation with an enemy model in its LOS, it can perform a mission action to call in reinforcements. The Defender can immediately put one of their reinforcement models in play in contact with any table edge. This model can activate normally the turn it is put into play.

Free the Prisoners: Before the game begins, the Attacker chooses a friendly Faction unit with a point cost of up to 15 to be the imprisoned soldiers. These models do not affect the Attacker’s hand size, do not begin the game in play, and follow all normal FA restrictions. An Attacker model B2B with the objective marker can perform a mission action to free a prisoner. The Attacker can immediately put one of their imprisoned models in play completely within 5˝ of the objective marker. This model cannot perform mission actions the turn it is put into play but can activate normally otherwise.

Victory ConditionsThe games ends when one player no longer has models in play or at the end of the fifth round.

A player wins if they have the only models in play.

If both players have models in play when the game ends, the Defender wins unless the Attacker has freed five or more prisoners, in which case the Attacker wins.

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PRIVATEERPRESS.COMVENGEFUL DEEDS

©2001–2018 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Grymkin, Grymkin: The Wicked Harvest, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Company of Iron, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

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7

The Priestess of the Flame watched as her Temple Flameguard formed phalanxes on the field. At their flanks, Flamebringers sat astride their mounts, eager to bring death to the soldiers in blue. She had instructed her warjacks, a pair of Repenters and the Hand of Judgment, to take positions behind the block of infantry, and they now eagerly waited for the battle to come.

“You are certain this is where your sisters have been taken,” Feora asked the thin and sallow Daughter of the Flame standing near her. The champion Pyrrus stood next to the young warrior, giving her his arm for support.

The Daughter nodded. “Yes, priestess. Our captors spoke of this larger camp. They said we would be judged and executed there as spies and assassins. One of them mentioned a wizard from Ceryl. One of Vinter’s inquisitors. He was to oversee our execution.”

Pyrrhus cursed at the mention of the wielder of profane magic. “Let them pray to Menoth for lenience,” he said.

“And may he be deaf to their cries,” Feora replied. She stood in the stirrups of her warhorse and raised one hand to the sky. Her army fell silent, all eyes locked on her. She let her hand drop, and they surged forward as a unified mass of the faithful.

Gameplay OverviewIn this scenario, one player is the Attacker and the other is the Defender. A recent raid on a Defender war camp saw several Attacker prisoners freed after months of imprisonment. The remaining prisoners have been moved to a larger and more secure Defender camp, where they are currently set to be executed. The Attacker is attempting to stop the execution, not realizing that the public display is a trap set by the Defender.

SetupThis is a WARMACHINE and HORDES scenario and is linked to Vengeful Deeds Scenario 2a: Freedom Fighters.

Before the game begins, players determine who will be the Attacker and the Defender. If they played the Freedom Fighters scenario prior to this one, the Attacker of that scenario is the Attacker in this one. If they haven’t played the linked scenario, players randomly determine (or agree between themselves) who will be the Attacker and the Defender. The Attacker is the first player, deploying first and taking the first turn.

UPRISINGVENGEFUL DEEDS SCENARIO 2B

The Defender places eight pieces of terrain on the table to build their camp. No terrain feature can be placed within 5˝ of another terrain feature, with the exception of trench templates. After terrain is placed, the Attacker places a wall template within 20˝ of the Defender’s table edge. This wall template is treated as an obstacle and represents the Gallows.

This scenario uses standard deployment zones (7˝ for first player, 10˝ for second player).

Special RulesExecution: Before the game begins, place five tokens on the Gallows to represent prisoners awaiting execution. Additionally, the Defender chooses one solo, unit leader, or officer in their army to be the Executioner. While in contact with the Gallows, the Executioner can forfeit its Combat Action to execute a prisoner as long as any prisoner tokens remain. When the Executioner does so, the Defender removes a prisoner token from the Gallows and chooses an enemy non-warcaster, non-warlock model/unit. That model/unit must immediately advance 3˝ directly toward the Gallows. If a unit is chosen, the Defender chooses the order the models are moved. Models that advance as a result of Execution do not suffer free strikes.

Spring the Trap: Once per game during the Defender’s turn, the Defender can spring a magical trap on the Attacker, a hidden circle of arcane runes that will imprison a group of Attackers long enough for the Defender to surround them. When the Defender springs the trap, they place a 5˝ AOE anywhere on the table. Models that begin their activations within the AOE have their SPD reduced to 0 that activation. The AOE remains in play for one round.

Revenge: If the previous linked scenario was played, the Attacker may have freed prisoners to aid in this battle. If the Attacker won the previous scenario, they can add the unit they chose as their reinforcements in the Freedom Fighters scenario to their army for free, following normal FA restrictions.

Victory ConditionsThe Attacker wins if the Executioner is destroyed or removed from play.

The Defender wins if the last prisoner token is removed.

Note that the game does not end when the enemy warcaster or warlock is destroyed or removed from play.

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PRIVATEERPRESS.COMVENGEFUL DEEDS

©2001–2018 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Grymkin, Grymkin: The Wicked Harvest, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Company of Iron, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

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8

It was an odd comfort to be lurking beneath a bridge again. For years Draegyn had commanded enough respect and fear in Corvis that such clandestine meeting places were far beneath him. But you aren’t in Corvis, are you? He smiled to himself. Smuggling artifacts into Llael was the sort of job he would have taken long ago, back when he was a skilled and handsome young rogue, before he consolidated his power and taken his rightful place as one of the premier criminals in the City of Ghosts. But this buyer’s offer was so good, the reward for this modest job so high—not to mention the potential for entertaining mishaps—that it had managed to pique his interest.

Draegyn idly spun the cylinder of his pistol as he waited for his contact to arrive. He watched moths try to bash their brains out on hood of a gas lamp on the canal street. Around him, a handful of Corvis’ finest gutter trash lounged on crates, scratching their initials into stones with stilettos or scratching their asses in boredom.

A good quarter hour after the arranged time, Draegyn saw a cloaked figure walking toward him along the canal street. The figure stopped a few yards away from the bridge and called out,

“Are you the Black Bastard?”

“On occasion,” Draegyn replied with a wolfish smile. Morrow’s sake, did Baron Rythley really think he was such a rank amateur?

“Then we’re here to take that,” came a gruff voice from behind him, the speaker obviously trying to sound intimidating. There was a loud creak and a click as a hand cannon’s firing needle locked into place.

“No problem,” Draegyn said. “Just please do me a small favor?”

The unseen ambusher scoffed. “And what would that be?”

“Whichever one of you survives, tell Rythley this will cost him extra.”

Gameplay OverviewIn this scenario, one player is the Attacker and the other is the Defender. The Defenders are escorting Draegyn, the Black Bastard along with his crate of stolen Orgoth artifacts to a buyer in Llael. The Attackers are a group of cutthroats hired by the buyer to steal the crate before it arrives—and to kill Draegyn while they’re at it.

DRAEGYN’S GAMBITVENGEFUL DEEDS SCENARIO 3A

SetupThis is a Company of Iron Scenario and is linked to Vengeful Deeds Scenario 3b: Draegyn’s Revenge.

Before the game begins, players randomly determine (or agree between themselves) who will be the Attacker and the Defender. The Attacker begins the game with Priority. The Defender must include Draegyn, the Black Bastard in their army.

Place eight to ten pieces of terrain on the table. No terrain feature can be placed within 2˝ of another terrain feature, with the exception of trench templates.

Draegyn begins the game carrying mission marker 1, which represents the key to the Orgoth crate. The Defender chooses another model to begin the game carrying mission marker 2, which represents the Orgoth crate itself.

Both players have a deployment zone of 3˝ and use the following Advance Deployment and Ambush limits.

ATTACKER DEFENDER

Advance Deployment Limit 0 0

Ambush Limit 2 0

Special RulesKey and Crate: All models in this scenario can forfeit either their Normal Movement or Combat Action to perform a mission action. A model B2B with a mission marker can perform a mission action to pick it up. A model can carry more than one mission marker at a time. If a model carrying a marker is knocked down or disabled, the model’s controller places the marker in contact with the model. If a model carrying a marker is destroyed or removed from play, replace the model with the mission marker. Models cannot voluntarily drop or pass mission markers.

A model carrying the Orgoth crate mission marker suffers –1 SPD.

A model carrying both mission markers can perform a mission action to open the Orgoth crate. If it does so, center a 5˝ AOE on that model. All models in the AOE are removed from play.

Victory ConditionsThe Attacker wins if both mission markers are carried by models they control and Draegyn, the Black Bastard is no longer in play.

The Defender wins if, at the end of a round, both mission markers are carried by models they control and all models carrying mission markers are completely within 3˝ of the Attacker’s table edge.

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PRIVATEERPRESS.COMVENGEFUL DEEDS

©2001–2018 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Grymkin, Grymkin: The Wicked Harvest, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Company of Iron, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

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9

The Black Bastard favored his injured leg as he eased into the tavern booth. He had been lucky to escape the ambush, not that he would admit it to anyone when he got back home. The local flavor of mercenary certainly seemed more willing to die for his coin than the average Corvis thug. Fortunately for him, Draegyn was strictly above average in every regard, particularly when one considered the art of revenge.

He had the tavernkeeper leave him several glasses and a bottle of local wine. He savored a large glass until his two recent hires arrived. Despite being out of uniform, each had all the tells of being soldiers. Until they started speaking, however, most people wouldn’t have been able to tell which one of them normally wore red and which one wore blue.

“I have done as you asked,” said the woman, her accent turning “have” into “haff.” Some women could make the Khadoran accent delightful; this one sounded like she was speaking around porridge.

“I did, too,” said the man, a trencher. “I slipped the paper in with Colonel Rolleston’s morning reports.”

“Very good,” Draegyn said, producing two leather purses and sliding them to his agents. “Within a few hours, Kovnik Gatza will discover that Baron Rythley is harboring enemies of the Empire in his personal estate, and the fine colonel will know that the reds responsible for the destruction of the 109th platoon are enjoying some R&R in the baron’s gardens. Both of you have earned your coin—local currencies, as we discussed. What do you say we enjoy a drink?”

Both the Winter Guard and trencher scowled at the suggestion. The Khadoran began, “I don’t think—”

“Come now,” Draegyn said. “You’ll both have plenty of opportunities to kill each other later today. In the meantime, let’s have a drink. To Baron Rythley. May he never forget why they call me what they do.”

The Black Bastard smiled and waited for the two soldiers to touch glasses with him before polishing off his drink.

Gameplay OverviewThe players represent two opposing armies that have been misdirected to the same location in Llael, thanks to faulty intel provided by Draegyn’s spies. This location just so happens to be where the buyer who betrayed Draegyn is hiding out with some of the Orgoth artifacts he stole from their meetup. In a desperate attempt to flee, the buyer has activated some of the Orgoth relics, and the power they contain is unleashing hell upon the battlefield.

DRAEGYN’S REVENGEVENGEFUL DEEDS SCENARIO 3B

SetupThis is a WARMACHINE and HORDES scenario and is linked to Vengeful Deeds Scenario 3a: Draegyn’s Gambit.

Place an obstruction no larger than 5˝ × 5˝ centered in the middle of the table to represent the buyer’s Hideout. Next, place eight pieces of terrain on the table. No terrain feature can be placed within 3˝ of another terrain feature, with the exception of trench templates.

This scenario uses standard deployment zones (7˝ for first player, 10˝ for second player).

If the previous linked scenario was played, the player that was the Defender in that scenario must include Draegyn, the Black Bastard in their army.

Special RulesOrgoth Devastation: In an attempt to save their hide, the buyer has unlocked the stolen crate of Orgoth artifacts and activated the power of the items within. Unfortunately, they activated all of the relics at once, and now the Hideout is collapsing as a maelstrom of fell energy lashes out from the collection of artifacts. At the end of each player’s turn, the active player places the deviation template over the center of the Hideout, oriented in any direction they wish, and rolls for direction. Place a 6˝ spray template with the narrow end in contact with the Hideout and facing in the direction rolled. Models under the template are hit and suffer a POW 12 magical damage roll . Starting on the third game round, use an 8˝ spray template instead, and starting on the fifth round, use a 10˝ spray template.

Securing the Hideout: Starting on the second player’s second turn, after resolving the spray template described above at the end of each player’s turn, if a player has a model in contact with the Hideout and there are no enemy models within 2˝ of the Hideout, the player scores 1 control point.

Revenge: If the previous linked scenario was played, one player will have had time to observe the Orgoth artifacts before this battle and can exert some degree of control over the energies exploding from the Hideout. The winner of the previous scenario can choose to reroll the direction of the Orgoth Devastation spray template at the end of each of their turns.

Victory ConditionsA player wins if they have the only warcaster or warlock remaining in play.

Additionally, the first player to score 3 more control points than their opponent wins the game.