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Victory Conditions

Matched Play Victory Conditions

Heart of Ghur

Treasure Hunters

This place is replete with treasures from ancient times. Claim them before your rivals do the same.

Before the battle, 5 treasure tokens arc placed on the battlefield. The first is placed by the defender on the battlefield floor or a platform and within 1" horizontally of the centre of the battlefield. Then, the players alternate placing 4 more treasure tokens one at a time, starting with the attacker. Each of these treasure tokens must be placed on the battlefield floor or a platform, within 5" horizontally of the centre of the battlefield and more than 3" horizontally from all other treasure tokens.

The battle ends after 4 battle rounds. When the battle ends, the player who has the most fighters carrying treasure wins.

The Cursed Relic

This rune-etched treasure is as perilous as it is valuable. Do not let it fall into enemy hands.

Before the battle, 1 treasure token is placed on the battlefield by the defender. It must be placed on the battlefield floor or a platform and within 1" horizontally of the centre of the battlefield.

During the battle, if a fighter is carrying the treasure at the end of their activation, allocate D6 damage points to them.

The battle ends after 4 battle rounds. When the battle ends, the player whose fighter is carrying the treasure wins. If no fighter is carrying the treasure, the player who has the most fighters within 3" of the treasure wins.

Glimmers in the Dark

Hints of treasure can be spied here. Defeat your rivals and uncover it!

Before the battle, 1 treasure token is placed on the battlefield by the defender. It must be placed on the battlefield floor or a platform and within 1" horizontally of the centre of the battlefield. At the start of each combat phase, the player who does not have the initiative rolls a dice. If the score is equal to or less than the current battle round, they place 1 treasure token on the battlefield, or D3 treasure tokens if the score is 6. On any other result, nothing happens.

Each treasure token must be placed on the battlefield floor or a platform, more than 3" horizontally from all other treasure tokens and the battlefield edge, and more than 3" horizontally from all fighters. If there is no space to place a treasure token, it is not placed.

No Quarter

Your enemies close in on territory rightfully yours. Give them no quarter and no mercy in the fight to come.

The battlefield is divided halfway along its width and length into quarters of equal dimensions.

The battle ends after 4 battle rounds. When the battle ends, a player captures a quarter of the battlefield if there are any friendly fighters wholly within it and no enemy fighters wholly within it. The player who captures the most quarters of the battlefield wins.

Higher Ground

This territory offers several vantage points that provide clear views of the surrounding landscape. Secure these positions for yourself whilst denying them to the enemy.

If there are no platforms on the battlefield that are at least 2" vertically above the battlefield floor, draw a new victory condition.

At the end of each battle round, each player scores 1 victory point for each fighter from their warband that is on a platform at least 2" vertically above the battlefield floor.

The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins the battle.

Raze

Drive into their lands like. a spear into a foe's gut, and burn all you see.

Before the battle, each player picks a different battlefield edge to be their territory, starting with the defender.

During the battle. if a fighter finishes a move action within 1" of enemy territory, they can enter it. Remove that fighter from the battlefield but do not count them as being taken down.

The battle ends after 4 battle rounds. When the battle ends, each player counts the number of friendly fighters that entered enemy territory. The player with the most wins the battle.

Reaper

Long have you waited to deliver vengeance upon this foe. Strike fast, and leave none standing.

At the end of each battle round, each player totals the points values of enemy fighters taken down in that battle round. The result is their blood tally. If one player has a higher blood tally, that player scores 1 victory point.

The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins the battle.

Cut off the Head

Slay their champion, and leave the leaderless curs to cower.

A player wins the battle as soon as the enemy leader is taken down.

During the battle, at the end of each battle round, if either player's leader is within 4" horizontally of the battlefield edge, they are taken down (if you are playing a campaign battle, do not make an injury roll for fighters taken down in this manner).

Bloodmarked

The gods mark those whose doom draws nigh.

At the start of the combat phase of the first battle round, starting with the player who has the initiative, each player picks one fighter in their warband to be bloodmarked. The fighter must be on the battlefield.

A player wins the battle as soon as the enemy bloodmarked fighter is taken down.

At the end of the fourth and each subsequent battle round, bloodmarked fighters within 4" horizontally of the baltlefield edge are taken down (if you are playing a campaign battle, do not make an injury roll for fighters taken down in this manner).

Ley Lines

Ley lines of power criss-cross this region. Siphon their energies before your rivals can.

Before the battle. the defender places 5 objectives, each on the battlefield floor or a platform. The first is placed within 1" horizontally of the centre of the battlefield, and the other 4 are each placed within 1" horizontally of the centre of a different quarter of the battlefield.

During the battle, objectives are either dormant or awakened. At the start of the battle, only the central objective is awakened; the rest are dormant. At the start of each combat phase, the player who does not have the initiative can pick 1 dormant objective to become awakened. At the end of each battle round, each player scores 1 victory point for each awakened objective they control.

The battle ends after 4 battle rounds, When the battle ends, the player with the most victory points wins the battle.

The Hidden Vault

A long-hidden vault lies somewhere in this region. Defeat your rivals and stake your claim!

Before the battle, 3 objective markers are placed on the battlefield. The defender places 1 objective on the battlefield floor or a platform, within 1" horizontally of the centre of the battlefield. Then, players alternate placing 1 objective each, starting with the attacker. Each must be placed on the battlefield floor, within 9" horizontally of the centre of the battlefield and more than 6" horizontally from all other objectives.

At the end of the first battle round, the players roll off. The winner picks 1 objective and removes it from play. At the end of the second battle round, the other player does the same. The battle ends after 4 battle rounds. When the battle ends, the player who controls the remianing objective wins the battle.

The Comet

Seize the riches that fall from the stars.

At the start of the combat phase of the second battle round, the player with the initiative rolls a dice. On a 1-4, they place 1 objective on the battlefield floor or a platform, within 1" horizontally of the centre of the corresponding quarter of the battlefield, as shown on the map (the top of the map is the northern edge). On a 5-6, they place 1 objective on the battlefield floor or a platform, within l" horizontally of the centre of the battlefield.

The battle ends after 4 battle rounds. When the battle ends, the player who controls the objective wins the battle.

Stealth and Stone

Blood, Sweat and Blood

Sometimes the only way to get what you want is to wrench it from the dying hands of the enemy. The humidity, heat, insects and worse have enraged each warband, and now they tear at one another in a frenzy.

At the end of each battle round, the player with the fewest fighters that have damage points allocated to them or that have been taken down scores 1 victory point.

The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins. Any other result is a draw.

Cursed Fanes

The Gnarlwood and the settlements that have sprung up nearby are littered with fetishes and trinkets. Climb to the heavens, cry out your prayers, and reconsecrate these places in the name of your own deities.

If there are no platforms on the battlefield, draw a new victory condition.

When a fighter that does not have the Beast (Beast) runemark ends their activation on the highest platform of a terrain feature, that terrain feature is consecrated by that fighter's warband and is no longer consecrated by other warbands. When a fighter on the highest platform of a terrain feature is taken down by an attack action, that terrain feature is consecrated by the attacking fighter's warband and is no longer consecrated by other warbands.

The battle ends after 4 battle rounds. When the battle ends, the player whose warband has the most consecrated terrain features wins. Any other result is a draw.

Predator and Prey

Gorewyrn

This region is the hunting ground of a deadly gorewyrm. Such a beast's crest is a mighty trophy, and a warrior who claims one will earn great renown.

Before the battle, 3 objective markers are placed on the battlefield floor; 1 is placed as close as possible to the centre of the battlefield, and each of the other 2 is placed halfway between the centre of the battlefield and a different short battlefield edge. Number them from 1-3. The markers are treated as unscalable terrain.

At the start of each battle round. and after each attack action that targets the gorewyrm (see below), the player with the initiative rolls a D3 to determine where the gorewyrm emerges. Allocate D6 damage points to each fighter within 3" of the objective with the matching number (roll for each). The gorewyrm is treated as an enemy fighter with a Toughness characteristic of 3 that is represented by the objective marker it most recently emerges from. Each player must keep track of the damage caused to the gorewyrm by their fighters. The battle ends after 4 battle rounds. The player who caused the most damage to the gorewyrm wins the battle.

Lofty Sanctuary

As a warband explores the Gnarlwood, they may be fortunate enough to come across a stretch of land where the forest has died, filled only with the inert hulks of Gnarloaks. These areas are perfect for treetop settlements, which of course means they are fiercely contested.

If there are no platforms on the battlefield that are at least 2" vertically above the battlefield floor, draw a new victory condition.

At the end of each battle round, the player who controls the most platforms at least 2" vertically above the battlefield floor scores 1 victory point. A player controls a platform if there are only friendly fighters on that platform.

The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins.

Pangs of Fury

For the first few steps a traveller takes in the Bloodmad Ravage, the region's infectious insanity is barely felt, but every now and then they will erupt in a furious flurry of violence. These outbreaks must be contained and directed, or else dealt with in a terminal fashion.

At the start of each combat phase, starting with the player that has initiative, each player picks 1 fighter in their warband that is on the battlefield and that does not have the Hero runemark (Hero). That fighter is referred to as their unhinged fighter until the end of that battle round.

Each player must keep a total of the damage points allocated to enemy fighters by attack actions made by their unhinged fighter in that battle round. The player with the highest total at the end of that battle round scores 1 victory point.

The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins.

The Most Dangerous Game

Find the most dangerous prey around, and run them to ground.

At the start of each battle round, each player, starting with the attacker, picks 1 enemy fighter to be a hunted fighter.

At the end of each battle round, players score 1 victory point for each enemy hunted fighter that was taken down in that battle round. If a hunted fighter was an enemy leader, players score 2 victory points instead. If a hunted fighter had the greatest, or was tied for the greatest, Wounds characteristic of all the enemy fighters and was not the leader, players score 3 victory points instead. Hunted fighters within 4" of a battlefield edge at the end of the battle round are taken down.

The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points is the winner. Any other result is a draw.

All other Victory Conditions

Heart of Ghur

Defend the Find

The more you possess, the more others will try to take from you. Do not let them!

Before the battle, 4 treasure tokens are placed on the battlefield by the defender. Each must be placed on the battlefield floor or a platform, within 2" horizontally of all the others, and more than 6" horizontally from the battlefield edge.

During the battle, the defender's fighters cannot carry treasure. Starting from the second battle round, if all treasure is being carried by the attacker's fighters at the end of a battle round, the attacker wins the battle. Otherwise, after the end of the fourth battle round, the defender wins the battle.

The Delivery

You have been told of a valuable shipment in this region. Track it down and take the treasure for yourself.

Before the battle, the attacker picks 1 of the battlefield edge to be the escape route, then the defender secretly picks 3 fighters in their warband to be carrying treasure (they can be in reserve).

During the battle, the attacker's fighters cannot carry treasure. Starting from the second battle round, at thc end of a battle round, any of the defender's fighters that are carrying treasure, within 1" of the escape route and more than 1" from all enemy fighters can escape the battlefield. Remove those fighters from the battlefield but do not count them as being taken down. If 2 or more fighters escape, the battle ends and the defender is the winner. Otherwise. the battle ends after 4 battle rounds. When the battle ends, if fewer than 2 fighters have escaped, the attacker is the winner.

The True Prize

The enemy have invaded your domain seeking plunder. One of your treasures is worth more than any other - make sure it is not stolen.

Before the battle, the defender takes 5 treasure tokens and secretly notes down which is the true prize. Then, the players alternate placing the treasure tokens on the battlefield one at a time, starting with the attacker. Each of these treasure tokens must be placed on the battlefield floor or a pla1form, within 5" horizontally of the centre of the battlefield and more than 3" horizontally from all other treasure tokens.

During the battle, at the start of each combat phase, the defender picks 1 treasure token on the battlefield or 1 piece of treasure being carried and removes it from play. The true prize cannot be picked. The battle ends after 4 battle rounds. When the battle ends, if one of the defender's fighters is carrying the true prize, the defender wins the battle. Otherwise, the attacker wins the battle.

Seize Territory

Your rivals claim this place as their own. Seize it by force and send any survivors fleeing.

Before the battle, the defender places 3 objectives on the battlefield floor or a platform, each within 6" horizontally of the centre of the battlefield and more than 6" horizontally from all other objectives.

At the end of the fourth battle round, the player who controls the most objectives wins the battle. lf the players control an equal number of objectives, the attacker wins the battle.

The Raid

Move swift and let the fires of the gods engulf your foes.

Before the battle, the defender places 6 objectives on the battlefield floor or a platform, each within 9" horizontally of the centre of the battlefield and more than 6" horizontally from all other objectives.

The attacker can choose to burn any objective they control at the end of a battle round if there are no enemy models within 3" of that objective. If they do so, remove it from play.

If the attacker burns 3 objectives, they win the battle. Otherwise, after the end of the fourth battle round, the defender wins the battle.

The Ritual

With each dark syllable uttered, we draw closer to victory.

Before the battle, the defender places 3 objectives on the battlefield or or a platform, each within 6" horizontally of the centre of the battlefield and more than 6" horizontally from all other objectives. The defender then picks 1 objective to be the primary ritual site. The other 2 objectives are secondary ritual sites.

At the end of each battle round, the defender scorts D6 ritual points if they control the primary ritual site and D3 ritual points for each secondary ritual site they control. Then the defender loses D3 ritual points for each ritual site controlled by the attacker (to a minimum of O).

The battle ends after 4 battle rounds. If the defender has 16 or more ritual points, they win the battle. Otherwise, the attacker wins.

The Gauntlet

Escape is the only chance of survival.

Before the battle, the attacker picks one battlefield edge to be the escape route. If any of the defender's fighters finish a move action within 1" of the escape route and are more than 3" from all enemy fighters, they escape. Remove those fighters from play but not count them as being taken down.

The defender wins the battle as soon as half or more of their fighters have escaped. Otherwise, the attacker wins the battJe as soon as half or more of the defender's fighters have been taken down.

Bring to Ruin

A rival encampment lies ahead. Seize it for yourself to send a message to any who doubt your dominance.

Before the battle, the defender picks 1 terrain feature that is 6" wide or more at its widest point. This terrain feature is the bastion.

The battle ends after 4 battle rounds. When the battle ends, count the number of fighters from each warband that are within 3" of the bastion. Leaders count as 3 fighters instead of 1. The player with the most fighters within 3" of the bastion wins the battle.

Drive Them Back

Your enemies encroach on your territory. Drive them back and send them fleeing.

Before the battle, the defender picks one battlefield edge to be their territory.

At the end of each battle round, the defender scores 1 victory point for each fighter from their warband within 6" horizontally of their territory. The attacker scores 2 victory points for each fighter from their warband within 6" horizontally of the defender's territory.

The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins.

Assassinate

This fool's death has been ordained. Let their end be an example to all who would defy you.

The attacker wins the battle as soon as the defender's leader is taken down. Otherwise, the battle ends after 4 battle rounds and the defender is the winner.

During the battle, at the end of each battle round, if the defender's leader is within 4" horizontally of the battlefield edge, they are taken down (if you are playing a campaign battle, do not make an injury roll for fighters taken down in this manner).

Isolated

The foe have strayed far from their comrades. Punish them for their error.

Before the battle, the attacker chooses one of the defender's battle groups that is on the battlefield. All other fighters in the defender's warband are removed from play and removed from reserve (if you are playing a campaign battle, they count as having fought in the battle but do not count as having been taken down).

If all the fighters in the chosen battle group are taken down, the attacker wins. Otherwise, the battle ends after 4 battle rounds and the defender is the winner.

No Mercy

Your enemies make a final desperate stand against you. Leave none alive.

The attacker wins the battle as soon as half or more of the defender's fighters have been taken down. Otherwise, the battle ends after 4 battle rounds and the defender is the winner.

During the bottle, at the end of each battle round, if any of the defender's fighters are within 4" horizontally of the battlefield edge, they are taken down (if you are playing a campaign battle, do not make an injury roll for fighter, taken down in this manner).

Stealth and Stone

Entrance to Talaxis

Mystics have pointed to this area as a location from which the crashed vessel the Eye of Chotic can be accessed. Claim it as your own!

Before the battle, starting with the defender, players alternative placing 1 objective on the battlefield floor or platform, more than 6" horizontally from the battlefield edge and more than 6" horizontally from all other objectives, until 5 objectives have been placed.

At the end of the second and third battle rounds, starting with the player with the initiative, each player picks 1 objective. Remove those objectives from the battlefield.

The battle ends after 4 battle rounds, When the battle ends, the player who controls the objectives wins. Any other result is a draw.

Lost Patrol

Your foes intend to interrogate a captured scout and retrieve their secrets, and so they must be rescued at all costs.

After deployment, the attacker picks 1 of the defender's fighters to be the scout. They scout cannot have the Beast (Beast) runemark or Hero (Hero) runemarks, and they cannot have a Wounds characteristic of 20 or more. If the enemy warband contains no such fighters, generate a different victory condition.

The attacker removes the scout from the battlefield and sets them up on the battlefield floor within 3" of 1 or more visible fighterss in the attacker's warband. The scout cannot use abilities or make actions unless a visible fighter in the defender's warband is within 3" of them.

The battle ends after 4 battle rounds. When the battle ends, if there are more of the attacker's fighters than the defender's fighters within 3" of the scout, the attacker wins. Otherwise, the defender wins.

Taking What is Rightfully Theirs

One warband has gone through thick and thin to 'retrieve' artefacts and treasure from a small section of the Eye of Chotec. Naturally, this is the perfect time to take them.

After deployment, the attacker picks 4 fighters from the defender's warband. Each of those fighters is now carrying treasure.

Allocate 5 damage points to each of the fighters carrying treasure. Fighters cannot be taken down by this damage. If they would be, remove damage points allocated to them until they are no longer taken down.

The battle ends after 4 battle rounds. When the battle ends, the player who has the most fighters carrying treasure wins. Any other result is a draw

Predator and Prey

Grip of the Ravage

A warband that meets with success in the Bloodmad Ravage may become overwhelmed in the rush of victory, losing themselves for a short while to a bloodthirsty frenzy. This frenzy can propel them to another victory... or straight into an ambush laid by a cunning foe.

At the start of each battle round. the defender picks 1 friendly fighter on the battlefield and visible to an enemy fighter to be taunting.

At the end of each battle round, the attacker scores 2 victory points for each taunting fighter that was taken down in that battle round, and the defender scores 1 victory point for each taunting fighter that is on the battlefield, more than 4" from the battlefield edge and within 6" of an enemy fighter.

The battle ends after 4 battle rounds, When the battle ends, the player with the most victory points wins.

Fallen Fortress

A warband has stumbled on the ruins of what was surely once a strong fortification. Still, the remains may prove decisive in a coming conflict.

Before the battle, the defender picks 1 terrain feature that is 6" wide or more at its widest point, and then picks 2 other terrain features that are each within 6" of the first terrain feature. If they cannot do so, draw a new victory condition. These are the fortress sections.

At the end of each battle round, each player scores 1 victory point for each section they control. A player controls a section if there are more friendly fighters on the platform(s) that are part of that section than there are enemy fighters on the platform(s) that are part of that section. Otherwise, a player controls a section if there are more friendly fighters than enemy fighters within 1" of that section.

The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins. If the victory points are drawn, the attacker wins.

Ravaged Spoils

Many are the heroes who have come to a fateful end in the Bloodmad Ravage, slain by those they once called friends as the region's awful madness takes hold. One warband has come across a clearing littered with the remains of those who have met such a fate - now they just need to defend their spoils.

Before the battle, 5 treasure tokens are placed on the battlefield by the defender. Each must be placed on the battlefield floor or a platform, more than 6" from all the others, and more than 6" horizontally from the battlefield edge.

At the end of each battle round, the defender scores 1 victory point for each piece of treasure being carried by a friendly fighter, and the attacker scores 1 victory point for each other treasure token.

The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins.

Previous Editions

Breakout

(Warcry: Catacombs)

Trapped in the subterranean labyrinth, you will have to battle past your rivals if you are ever to see the light of day again.

The players roll off and the winner chooses who is the attacker and who is the defender.

The attacker picks one battlefield edge to the be escape route. Any of the defender's fighters that finishes a move action within 1" of an entrance tunnel on the escape route can escape the battlefield. Remove the fighter from the battlefield but do not count them as being taken down.

Reserve fighters cannot be set up within 1" of entrance tunnels on the escape route.

If half of the fighters in the defender's warband escape, the defender wins the battle. Otherwise, after 5 battle rounds, the battle ends and the attacker wins the battle.

Dominate

Break their warband's back and let them writhe.

A player wins the battle as soon as every fighter in their opponent's Shield is taken down.

At the end of the fourth battle round, and each subsequent battle round, any Shield fighters within 4" of the battlefield edge immediately count as being taken down (if playing a campaign battle, do not make an injury roll for fighters taken down in this manner).

Drawn and Quartered

To know victory, we must seize this entire region.
Starting with the player who won the priority roll, players alternative placing objectives until they have places 2 objectives each. Each objective can be placed anywhre on the battlefield more than 3" horizontally from the centre of the battlefield and more than 4" from the battlefield edge and other objectives.

At the end of each battle round, each player scores 1 victory point for each objective they control. The battle ends after 3 battle rounds. When the battle ends, the player with the most victory points wins the battle.

Ebb and Flow

The battlefield is an ever-changing landscape of bloodshed.

The players roll off and the winner chooses who is the attacker and who is the defender. The defender places 3 objectives on the battlefield, each more than 6" away from any other objectives and the battlefield edge.

At the start of each battle round, before the hero phase, the defender picks 1 objective to be the primary objective.

At the end of each battle round, the players score 1 victory point for each objective thy control. The attacker scores 3 victory points instead of 1 for controlling the primary objective. The battle ends after 3 battle rounds. When the battle ends, the player with the most victory points wins the battle.

The Hidden Artefact

Beyond a web of illusion and trickery lies the prize!

Place 1 treasure token on the battlefield floor at the centre of the battlefield. Then, starting with the plyer who won the priority rroll, each player places 1 treasure token on the battlefield more than 9" from any other treasure token and more than 4" from the battlefield edge.

At the end of the first battle round, the players roll off and the winner picks 1 treasure token on the battlefield, or 1 piece of treasure that is being carried, and removes it from play. At the end of the second battle round, the opposing player does the same.

The battle ends after 3 battle rounds. When the battle ends, the player whose fighter is carrying the remaining treasure wins the battle.

Hold Our Gains

The greatest hoard is worthless if you are too weak to defend it.

The players roll off and the winner chooses who is attacker and who is defender.

The defender places 1 treasure token on the battlefield within 6" horizontally of the centre of the battlefield.

At the end of the third battle round, if the treasure token is carried by one of the defender's fighters, the defender wins the battle. Otherwise, the attacker wins the battle.

Hunt for Glory

Anoint the ritual sites in honour of the Dark Gods.

Place 1 objective at the centre of the battlefield on the battlefield floor. Then, starting with the player who won the priority roll, each player places 1 objective on the battlefield more than 9" horizontally from any other objectives and more than 4" from the battlefield edge.

At the end of each battle round, each player scores 1 victory point for each objective they control. The battle ends after 3 battle rounds. When the battle ends, the player with the most victory points wins the battle.

The Prize

Seize the Dark Gods' gift no matter the cost.

The players roll off and the winner places 1 treasure token on the battlefield within 6" horizontally of the centre of the battlefield.

The battle ends after 3 battle rounds. When the battle ends, the player whose fighter is carrying the treasure wins the battle.

Scorched Earth

Stage a fighting retreat, and leave only ask in your wake.

The players roll off and the winner choose who is the attacker and who is the defender.

The defender places 3 objectives on the battlefield, each more than 6" from any other objectives and the battlefield edge.

At the end of each battle round, the attacker score 3 victory ponits for each objective they control. The defender scores 1 victory point for each objective they control. In addition, at the end of each battle round after victory points have been awarded, the defender can remove 1 objective they control from play.

The battle ends after 3 battle rounds. When the battle ends, the player with the most victory points wins the battle.

Shock and Awe

Slaughter sends a stark message.

A player wins the battle as soon as every fighter in their opponent's Dagger is taken down.

At the end of the fourth battle round, and each subsequent battle round, and Dagger fighters within 4" of the battlefield edge immediately count as being taken down (if playing a campaign battle, do not make an injury roll for fighters taken down in this manner).

Steal the Prize

The foe are transporting their greatest treasure. Seize it now, while it is in the open.

The players roll off and the winner chooses who is the attacker and who is the defender. At the start of the combat phase of the second battle round, the defender picks a fighter in their warband to be carrying treasure. The fighter must be on the battlefield.

The player whose fighter is carrying the treasure at the end of the third battle round wins the battle. If the treasure is instead on the battlefield, the attacker wins the battle.

Sudden Death

They who hold both idols can unleash the Dark Gods' curse.

Starting with the player who won the priority roll, players place 1 objective each, anywhere on the battlefield more than 8" from any other objectives and more than 6" from the battlefield edge.

If a player controls both objectives at the end of a battle round, that player wins the battle.

Vanquish

Disarmed, the foe has no recourse but surrender.

A player wins the battle as soon as every fighter in their opponent's Hammer is taken down.

At the end of the fourth battle round, and each subsequent battle round, any Hammer fighters within 4" of the battlefield edge immediately count as being taken down (if playing a campaign battle, do not make an injury roll for fighters taken down in this manner).

Vantage Point

Seize the high ground that we might then seize victory.
The players roll off and the winner places 1 objective on a platform at least 6" vertically above the battlefield floor. If there are no platforms that high, the player instead places 1 objective on a platform that is at least 3" vertically above the battlefield floor, and within 12" horizontally of the centre of the battlefield.

The battlefield ends after 3 battle rounds. When the battle ends, the player that controls the objective wins the battle.