The Immortals' Defiance
As the feud between the Kinghts and the Rebels became  more brutal both sides decided they need reinforcements.  Not knowing their enemy was doing the same thing the Knights paid some Heros in a nearby village  to help them in their battles.  With the Heros as their allies and their enemies, the Knights will attempt to finish the Black Powder Rebels.
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Army Size:
2-player game, 200 points per player, 2 actions per turn

Rule Set:
Mage Knight Unlimited

Time Limit:
50 minutes

Setting the Scene:
Set up terrain as per Mage Knight Unlimited rules.  Castle pieces are not used in this scenario.  Player 1 is the Knights Immortal player.  Player 2 is the Black Powder Rebels  player.

Special Rules:
1) All teams must have at least one figure from the Hero fraction in their army.
2) You may leave the battlefield through your opponents starting area.
3) A figure carring the Pheonix Stone is considered to have invulnerability.
4) The player who had control of the Pheonix Stone at the end of the last game selects one of his figures to start the game carring the Pheonix Stone.  If nobody had control of the Pheonix Stone at the end of the last game the Rebel player gets the sotne.
5) If a figure comes into base contact with Pheonix Stone that figure is considered to be carring the stone and the token will stay in base contact with the figure untll he takes 1 or more clicks of damage.
6) If a figure carring the Pheonix stone takes 1 or more clicks of dammage the attacker places the token up to 3 inches away from the damaged figure.
7) The figure with the Pheonix Stone at the end of the game gets an extra 100 victory points

Victory Conditions:
The winner is the player with the most victory points at the end of the game.
Stolen Destiny
Armies
Week 3:  A Heroic Task
War Games
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