Battle Scenarios

Scenario 7: Motherlode

Table Setup Follow the steps in the Setup section in ../setup/setup_rules.md. After rolling off to decide who goes first, place three tokens: One token in the centre of the table.Two additional tokens at least…

Last updated 9 August 2026

Table Setup

Follow the steps in the Setup section in ../setup/setup_rules.md.

After rolling off to decide who goes first, place three tokens:

  • One token in the centre of the table.
  • Two additional tokens at least 12" from any table edge and 12" apart.

The player going first places the first additional token, then players alternate placing the remaining additional token.

Unit Setup

The player going first deploys first.

Use the model coherency and unit spacing requirements from Battle Formations in scenario_modules.md.

Deployment must occur within 12" of the controlling player's table edge.

After this, the opposing player deploys their units under the same restrictions.

Special Rules

Motherlode

During a turn, when a player would activate a unit that is within 2" of an objective, that player may discard a Command Point instead of resolving that unit's activation.

This is a scenario exception to the normal activation flow. It is not issuing a command, and it does not assign a command token or command restrictions.

The unit counts as activated.

If the objective has not yet been assigned a number, use Tap.

If the objective has a number, use Cap.

Tap

A unit can use Tap only if it is within 2" of the objective.

Roll a D3 and assign the number to the objective.

At the end of the turn, except Turn 1, each player gains Victory Points equal to this number if that player has a model within 2" of the objective and no enemy models are within 2" of it.

Both players can score the same objective in the same turn if both independently meet the scoring requirements.

Cap

A unit can use Cap only if it is within 2" of the objective.

Cap cannot be used on Turn 1.

The player discarding the Command Point immediately gains Victory Points equal to the number on the objective.

The objective is then removed from the game.

Victory Conditions

Smash And Grab

The first player to gain exactly 7 Victory Points wins the game.

A player who earns a total of more than 7 Victory Points automatically loses.

If a player exceeds 7 Victory Points in the same timing step that their opponent reaches exactly 7 Victory Points, the player who exceeded 7 loses and the opponent wins.

If both players reach exactly 7 Victory Points in the same timing step, the game is a draw.

Annihilation

Use Annihilation from scenario_modules.md.

Rule topics