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THE ORC WARS (448449)

BERILL V.
WITH SARDASIL

F0
s4
N5
S5

The Imperial offensive against the Orcs in the years 448 and 449 of
the Imperial calendar, which was led by Emperor Berill V. in person,
forms the background of this scenario. The offensive culminated in
the Battle of Mahsal, which lead to Berills death, and the loss of the
Holy Sword Sardasil.

Map Used: 1.
Army A: Empire. The Imperial resource pool consists of the following
models: Emperor Berill V. with Sardasil (1x), Emperors Horseguard
(1x), Emperors Guard (1x), Noble Mounted Lancers (1x), Noble
Footsoldiers (2x), Noble Crossbow Archers (2x), Noble Longbow
Archers (2x), Noble Light Cavalry (2x), Mounted Lancers (2x),
Pikemen (2x), Crossbowmen (4x), Footsoldiers (4x), and Horse
Archers (2x). Player A has a treasury of 2,000 GP at the beginning
of the game.

INI 3

3H
T T
GP (Scenario)

Army B: Orcs. The Orcish resource pool consists of the following


models: Vaigr Firehand (1x), The Silver Wolves (1x), Wolf Riders
(4x), Wolf Archers (4x), Savage Orcs (2x), Ogres (2x), Light
Swordbearers (4x), Light Archers (4x), Skirmishers (2x),
Spearbearers (2x), Harpies (2x), and Gorradz the Mystical (1x).
Player B has a treasury of 2,000 GP at the beginning of the game.

DEPLOYMENT

Personality. Only 1x. All own


adjacent units N+1. Can employ Sardasil in the melee
phase. In this case, roll 2R. If
you roll 2 V , Berill takes 1T
damage. If you roll 2 B, roll
again with 2 R for each adjacent enemy element, and this
receives 1 T damage for each
B rolled. For all other results,
no effect.

At the beginning of the game, the Imperial player occupies the three
provinces defined by hexes M2, M5, and M8. Emperor Berill V. with
Sardasil is placed on any one hex belonging to one of these
provinces; this element is free. Player A can then buy any elements
from his resource pool and place them on free hexes of the three
provinces belonging to him; these elements have to be paid for from
the treasury in the usual manner.
The Orc player occupies the three provinces defined by hexes B2,
B5, and B7 at the beginning of the game. Vaigr Firehand and the
Silver Wolves are placed on any two adjacent hexes within these
provinces; these elements are free. Player B can then buy any
elements from his resource pool and place them on free hexes of the
three provinces belonging to him; these elements have to be paid for
from the treasury in the usual manner.

SPECIAL RULES
The following special rules apply.

Victory Points
Instead of gold pieces, each player receives 1 victory point for each
of his provinces at the beginning of the recruitment phase. Players
have to keep track of the sum of their victory points separate from
their treasury.
After that, each player can exchange any number of his victory
points for 100 GP per victory point. Exchanged victory points are
deducted from the players total; the gold pieces received in exchange are credited towards the players treasury. After that, recruitment of new elements commences as usual.

THE ORC WARS (448449)

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Recruitment
VAIGR
FIREHAND

None of the players can found villages. Occupied provinces do not


yield a revenue (however, see section Victory Points).
New Imperial elements are placed on hexes O2 to O9. The hex must
be free, but may be adjacent to enemy elements.
New Orc elements are placed on hexes B2 to B9. The hex must be
free, but may be adjacent to enemy elements.

Emperor Berill V. with Sardasil


Emperor Berill V. carries the Holy Sword Sardasil and has the
attributes printed here (the resource card is only intended for use in
this scenario).

Vaigr Firehand
Vaigr Firehand carries a magical dagger and has the attributes
printed here (the resource card is only intended for use in this
scenario).

(Z1)

F0
s3
N5
S3
INI 3

4H
T T
GP (Scenario)

The Silver Wolves


The Silver Wolves are Vaigrs bodyguard and have the attributes of
a normal unit of Wolf Riders (which, therefore, have to be included
in the resource pool five times). If the Wolf Riders initially chosen as
Silver Wolves are destroyed, any other unit of Wolf Riders that is
adjacent to Vaigr in a recruitment phase can be declared the new
bodyguard. As far as possible, the Silver Wolves must stay adjacent
to Vaigr (i.e. be adjacent to him at the beginning and end of every
movement phase). If this is not possible in some movement phases,
contact has to be re-established at the earliest possible point in time
through a movement of the Silver Wolves. Vaigr himself is allowed to
move out of this contact.
As long as the Silver Wolfes are adjacent to Vaigr, and Vaigr loses one
or more hit points for whatever reason, the first hit point of any such
loss is taken by the Silver Wolves, i.e. suffered by them instead of
Vaigr.

VICTORY CONDITIONS
If Berill V. is slain, the Orcs win. If Vaigr Firehand is slain, the Imperials
win. If both of these conditions are met in the same turn, the game
is a draw.
If neither of these conditions is met, the game ends after the 12th
turn. The player with the most victory points at the end of the 12th
turn then wins (if both players have the same number of victory
points, the game is a draw).

Authors: Dirk Kias/Ingo Martin

2003 HOBBY PRODUCTS GmbH. All rights reserved.

Personality. Only 1x. Skirmisher. One own adjacent unit


N+2. Can cast only the Imperial
spell Fireball.