Unicon 2010: Scenario Pack
Unicon 2010: Scenario Pack
Unicon 2010: Scenario Pack
Unicon 2010
Scenario Pack
By Travis and Jeremy
This scenario pack explains in detail the scenarios that will be used in the 2010
Unicon tournament. The scenario pack is divided into two sections. The first section
deals with common scenario specific rules that will be in effect in this tournament.
The second section provides the four scenarios the will be used in the Conquest
tournament.
If you have any questions about these scenarios please contact the Tournament
Organiser (Travis) as soon as possible.
markers.
Both players roll a six sided die (D6). The player with the highest die roll (re-
roll the dice if there is a tie) is called Player A. The Player with the lowest
dice roll is called Player B.
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Unicon 2010 Scenario Pack
Player A places one of their own objective markers on the board following the
usual restrictions (in the objective marker rules section)
Player B places one of their own objective markers.
Player A places Player B‟s final objective marker.
Player B places Player A‟s final objective marker.
Both players must check the all objectives are placed legally (not placed on
terrain except hill; no closer than 6” to a board edge; no closer than 12” to any
other objective).
If there is not enough legal places to place objectives markers, players must
call the umpire to move the terrain in order to allow for legal placement.
This means that both players would have placed one of their own objective
markers, and one of their opponents.
Models may not voluntarily leave the board unless it specifically says so in the
scenario.
A model is considered to have left the board if they come into contact with the
opposing player‟s board edge as a part of their movement.
Models that have left the board voluntarily are to be placed to one side so that
they can be used to calculate the results of the game.
Models that have left the board do not count being killed. They are treated as
being alive at the end of the game, but may not return to the game for any
reason.
A force is considered Broken when there is 50% or less of their models
remaining on the board. Be careful about how many models leave the board
voluntarily as this may force you to take courage tests for being Broken.
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Unicon 2010 Scenario Pack
Leaders
Each player must nominate a leader for their army.
See Legions of Middle-Earth pages 4-5 for rules about nominating leaders.
Leaders must be chosen when a player submits an army list, not before each game.
Make sure that you tell your opponent who your hero is before a game, as this model
can have special rules depending on the scenario.
Scoring
Use the following chart to determine the number of points each player will earn
during the game:
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Unicon 2010 Scenario Pack
Description: Two scouting patrols have met in neutral ground. You must send a vital
message pass enemy lines while preserving as much of your own force as possible.
Layout (Terrain): Terrain will be set up on the table by the organiser. Players may
ask an umpire to „shuffle‟ the terrain on the table for them. This must be done before
any dice are rolled for starting positions.
Layout (Objective Markers): Objective markers will not be used in this scenario.
Starting Positions:
Roll a die to see which player sets up first.
The player with the highest roll picks any table edge and deploys their entire
force within 6” of the chosen table edge.
The player with the lowest roll then deploys their entire force within 6” of the
table edge directly opposite the player that deployed first.
Primary Objective: Get more models off your opponent’s board edge than your
opponent.
Players are trying to get their models off their opponent‟s board edge.
Refer to the rules on leaving the board on page 2 of this scenario pack.
To achieve this objective, a player must either have equal or more models
leave the table voluntarily than their opponent. Models can only leave via their
opponent‟s board edge.
Leaders can as 3 models if they voluntarily leave the board.
If neither player has models that have voluntarily left the board, then neither
player has achieved this objective.
Ending the Game: The game ends at the end of the turn in which either one of the
following conditions has been met:
1. Time runs out.
2. Either player has 25% or less of their starting number of models on the board.
Victory Points
Use the table on page 3 of this scenario pack to determine the result of this game.
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Unicon 2010 Scenario Pack
Description: You have been given a secret mission that must be kept from your
opponent at all costs. Only reveal your mission when you are assured of victory.
Layout (Terrain): Terrain will be set up on the table by the organiser. Players may
ask an umpire to „shuffle‟ the terrain on the table for them. This must be done before
any dice are rolled for starting positions.
Keeping track of turns: You must keep track of the turn numbers throughout this
game. The game will end at the end of the tenth turn.
Starting Positions:
Roll a die to see which player picks the table edge to start from. Their
opponent takes the one directly opposite.
Players do not set up their armies, instead they move their armies onto the
board via their chosen table edge on during the first turn, roll for priority as
normal.
Ending the Game: The game ends at the end of the turn in which either one of the
following conditions has been met:
1. Time runs out.
2. Ten full turns have been played.
Victory Points
At the end of the game both players must reveal their primary and secondary
objectives by lifting up their cups. Check to see which objectives have been
achieved.
Use the table on page 3 of this scenario pack to determine the result of this
game.
Layout (Terrain): Terrain will be set up on the table by the organiser. Players may
ask an umpire to „shuffle‟ the terrain on the table for them. This must be done before
any dice are rolled for starting positions.
Starting Positions:
Both players must split their armies into 2 groups.
Both players roll a dice. The player with the highest roll must nominate one of
his opponent‟s army groups and objective markers. The owning player then
deploys that group and within 8” the objective marker.
The player with the lowest roll then nominates one of his opponent‟s groups
and objective markers. The owning player must then deploy this group within
8” of one of his objectives, no closer than one inch to an enemy model.
The player with the highest roll then deploys the remainder of their army
within 8” of their remaining objective marker (no closer than inch to enemy
model).
The player with the lowest roll then deploys the remainder of their army
within 8” of their remaining objective marker (no closer than inch to enemy
model).
Ending the Game: The game ends at the end of the turn in which either one of the
following conditions has been met:
1. Time runs out.
2. Either army has no models left on the board.
Victory Points
Use the table on page 3 of this scenario pack to determine the result of this game.
Layout (Terrain): Terrain will be set up on the table by the organiser. Players may
ask an umpire to „shuffle‟ the terrain on the table for them. This must be done before
any dice are rolled for starting positions.
Layout (Objective Markers): Objective markers are not used in this scenario.
Starting Positions:
Roll a die to see which player sets up first.
The player with the highest roll picks any table edge and deploys their entire
force within 6” of the chosen table edge.
The player with the lowest roll then deploys their entire force within 6” of the
table edge directly opposite the player that deployed first.
Primary Objective: Have your leader kill more models then your opponent’s.
Put any models that are killed by a leader to one side, separate from other
casualties.
Any models that are killed in a combat that your leader is involved in will also
count (your leader will claim these kills as their own).
Warriors killed count as a single kill.
Heroes killed count as two kills.
Leaders killed count as three kills.
Secondary Objective: Reduce your opponent’s force to 50% or less of their starting
numbers.
You will achieve this objective if your opponent‟s force has been reduced to
50% or less of their starting numbers.
Ending the Game: The game ends at the end of the turn in which either one of the
following conditions has been met:
1. Time runs out.
2. Either army is reduced to 25% or less of their starting numbers.
Victory Points
Use the table on page 3 of this scenario pack to determine the result of this game.