The brave defenders look out across the broken plain, watching a hulking, amorphous shape on the horizon. It has destroyed all in its path, but all that must stop here.
Scenario: Enormous Terror
Number of Players: 2
Setup - Player 1 chooses any faction, and builds an army with 100 points. Player 2 gets the Monster (see below).
Initial deployment - Player 1 places a homeland Disk within 6" of one edge
of the playing surface. Up to 10 of Player 1's units are deployed within 12"
of that homeland.
Player 2 places the Monster at least 36" from the homeland - preferrably at
least 42", but space restraints can come into play here - on the opposite side
of the playing surface from the homeland Disk.
Reinforcements: up to 6 per turn after the first turn for Player 1, to start out touching the homeland Disk. None for Player 2.
Special Rules: The Monster is new. Player 2 may only Activate once per Turn, and must Activate in one Turn in order to Activate again in the next Turn. Otherwise, nothing new is in play.
Victory conditions:
Major Victory Player 2 - Monster destroys all defenders or touches homeland
Disk by the end of the 4th turn.
Minor Victory Player 2 - Monster destroys all defenders or touches homeland
Disk by the end of the 6th turn.
Minor Victory Player 1 - Monster fails to reach homeland Disk by the end of
the 6th turn.
Major Victory Player 1 - Monster destroyed by the end of the 4th turn.
The Monster: use a plate or similar disk about 6" in diameter.
Alignment - Neutral
Attack - 10 Defense - 10 Toughness - 15
Wounds - 6 Move - 1
Swashbuckler. Monster may activate 3 times during the Activation phase. Monster
may not be pinned (i.e., may Activate normally even if another Disk is touching
the Monster, on top of the Monster). Monster is immune to spells, attributes
and special abilities that affect its movement (upward or downward), cause it
to fly, ambush, burrow or flip (other than Control), or prevent the Monster
from moving. All Activation markers are always removed from the Monster during
the Remove Counters Phase. Monster may not be Imbued. SA: A to drop two Explosive
Elixirs (dropped on separate drops, otherwise as Alchemist) SA: A to do an Instant
Blow (10) to up to 2 units within 12". Creatures killed by the Monster's Instant
Blow may not Reanimate.