WYŁOM 2026 - Trench Crusade event in Konstancin-Jeziorna

Wyłom 2026

Autor grafiki: Katarzyna Borek-Polkowska

Results - Day 1

General classification

Standing Player Army Kills Hobby Sum small points Sum of VP Total
1Maciej KuleszaHeretic Naval Raiding Party254411721
2Adam StokłosaCavalcade of the Tenth Plague314441620
3Jakub KubiczekThe Principality of New Antioch194281519
4Adam KościukGreat Hunger214311317
5Maciej CzerskiCavalcade of the Tenth Plague194271317
6Bartosz KrajewskiThe Cult of the Black Grail193331316
7Kacper StaszczykProcession of the Sacred Affliction173321316
8Tomasz KierebińskiCavalcade of the Tenth Plague164351216
9Piotr KułagaThe Court of the Seven-Headed Serpent163281215
10Łukasz BrzeskiExpeditionary Forces of Abyssinia163281215
11Tomasz BaranHeretic Naval Raiding Party173251215
12Dominik LazurekStoßtruppen of the Free State of Prussia153211215
13Jakub JawornikThe Iron Sultanate134221115
14Gabriel RojewskiHeretic Legion223221114
15Tomasz KordyacznyThe Cult of the Black Grail124191014
16Sławek PapiórHeretic Naval Raiding Party154161014
17Tomasz KunickiPapal States Intervention Force143231013
18Franciszek KubickiCavalcade of the Tenth Plague163201013
19Piotr JaroszekThe Iron Sultanate113181013
20Piotr NadolnyCavalcade of the Tenth Plague123171013
21Bartłomiej KaźmierczakFida'i of Alamut – The Cabal of Assassins18421913
22Maciej PłatekThe Cult of the Black Grail18419913
23Maciej MarcinkowskiKingdom of Alba Assault Detachment11415913
24Mikołaj OwczarzakThe Order of St. Methodius15312912
25Leon WardaHeretic Naval Raiding Party833912
27Grzegorz SmyrgałaDirge of the Great Hegemon17420812
28Krzysiek BiałkowskiThe Iron Sultanate16416812
29Kacper PałubinskiDirge of the Great Hegemon14412812
30Mateusz TurlejskiTrench Ghosts10412812
31Filip MoldzyńskiHeretic Naval Raiding Party13314811
32Tomasz MalczewskiHeretic Legion10314811
33Kuba WiercińskiTrench Ghosts12413711
34Artur BajorskiPapal States Intervention Force441610
34Mateusz WiercińskiTrench Pilgrims1131469
35Sebastian PrzybyłowiczThe Iron Sultanate152946
36Maciej TuszyńskiHeretic Naval Raiding Party00000

Round 1

Table Player Army Kills Small Points Big Points
1Adam KościukGreat Hunger8176
1Mateusz WiercińskiTrench Pilgrims421
2Bartłomiej KaźmierczakFida'i of Alamut – The Cabal of Assassins642
2Maciej KuleszaHeretic Naval Raiding Party9125
3Artur BajorskiPapal States Intervention Force411
3Sławek PapiórHeretic Naval Raiding Party4116
4Bartosz KrajewskiThe Cult of the Black Grail5146
4Sebastian PrzybyłowiczThe Iron Sultanate731
5Maciej CzerskiCavalcade of the Tenth Plague7126
5Grzegorz SmyrgałaDirge of the Great Hegemon421
6Tomasz KierebińskiCavalcade of the Tenth Plague7135
6Tomasz BaranHeretic Naval Raiding Party662
7Mikołaj OwczarzakThe Order of St. Methodius313
7Kacper PałubinskiDirge of the Great Hegemon133
8Piotr KułagaThe Court of the Seven-Headed Serpent8146
8Jakub JawornikThe Iron Sultanate651
9Łukasz BrzeskiExpeditionary Forces of Abyssinia6156
9Kuba WiercińskiTrench Ghosts311
10Piotr JaroszekThe Iron Sultanate474
10Tomasz KordyacznyThe Cult of the Black Grail343
11Jakub KubiczekThe Principality of New Antioch6126
11Filip MoldzyńskiHeretic Naval Raiding Party201
12Dominik LazurekStoßtruppen of the Free State of Prussia585
12Mateusz TurlejskiTrench Ghosts412
13Krzysiek BiałkowskiThe Iron Sultanate453
18Kacper StaszczykProcession of the Sacred Affliction594
14Gabriel RojewskiHeretic Legion611
14Adam StokłosaCavalcade of the Tenth Plague8186
15Tomasz KunickiPapal States Intervention Force7125
15Tomasz MalczewskiHeretic Legion342
16Piotr NadolnyCavalcade of the Tenth Plague333
16Maciej PłatekThe Cult of the Black Grail754
16Maciej MarcinkowskiKingdom of Alba Assault Detachment443
16Franciszek KubickiCavalcade of the Tenth Plague553
13Maciej TuszyńskiHeretic Naval Raiding Party000
18Leon WardaHeretic Naval Raiding Party005

Round 2

Table Player Army Kills Small Points Big Points
1Łukasz BrzeskiExpeditionary Forces of Abyssinia593
1Bartosz KrajewskiThe Cult of the Black Grail10103
2Adam StokłosaCavalcade of the Tenth Plague14176
2Adam KościukGreat Hunger841
3Piotr KułagaThe Court of the Seven-Headed Serpent393
3Maciej CzerskiCavalcade of the Tenth Plague693
4Jakub KubiczekThe Principality of New Antioch6106
4Sławek PapiórHeretic Naval Raiding Party611
5Tomasz KierebińskiCavalcade of the Tenth Plague661
5Maciej KuleszaHeretic Naval Raiding Party9166
6Tomasz KunickiPapal States Intervention Force373
6Dominik LazurekStoßtruppen of the Free State of Prussia5114
7Piotr JaroszekThe Iron Sultanate263
7Kacper StaszczykProcession of the Sacred Affliction6114
8Maciej PłatekThe Cult of the Black Grail751
8Franciszek KubickiCavalcade of the Tenth Plague6146
9Kacper PałubinskiDirge of the Great Hegemon393
9Krzysiek BiałkowskiThe Iron Sultanate893
10Mikołaj OwczarzakThe Order of St. Methodius793
10Piotr NadolnyCavalcade of the Tenth Plague493
11Maciej MarcinkowskiKingdom of Alba Assault Detachment283
11Tomasz KordyacznyThe Cult of the Black Grail383
12Tomasz BaranHeretic Naval Raiding Party5156
12Bartłomiej KaźmierczakFida'i of Alamut – The Cabal of Assassins331
13Tomasz MalczewskiHeretic Legion183
13Mateusz TurlejskiTrench Ghosts273
14Jakub JawornikThe Iron Sultanate595
14Sebastian PrzybyłowiczThe Iron Sultanate532
15Mateusz WiercińskiTrench Pilgrims5114
15Grzegorz SmyrgałaDirge of the Great Hegemon683
16Gabriel RojewskiHeretic Legion9114
16Kuba WiercińskiTrench Ghosts163
17Filip MoldzyńskiHeretic Naval Raiding Party5136
17Leon WardaHeretic Naval Raiding Party311
18Artur BajorskiPapal States Intervention Force005
18Maciej TuszyńskiHeretic Naval Raiding Party000

Round 3

Table Player Army Kills Small Points Big Points
1Adam StokłosaCavalcade of the Tenth Plague994
1Jakub KubiczekThe Principality of New Antioch763
2Bartosz KrajewskiThe Cult of the Black Grail494
2Piotr KułagaThe Court of the Seven-Headed Serpent553
3Dominik LazurekStoßtruppen of the Free State of Prussia523
3Tomasz BaranHeretic Naval Raiding Party644
4Maciej KuleszaHeretic Naval Raiding Party7136
4Franciszek KubickiCavalcade of the Tenth Plague511
5Łukasz BrzeskiExpeditionary Forces of Abyssinia543
5Maciej CzerskiCavalcade of the Tenth Plague664
6Grzegorz SmyrgałaDirge of the Great Hegemon7104
6Kuba WiercińskiTrench Ghosts863
7Adam KościukGreat Hunger5106
7Filip MoldzyńskiHeretic Naval Raiding Party611
8Piotr JaroszekThe Iron Sultanate553
8Sławek PapiórHeretic Naval Raiding Party543
9Kacper PałubinskiDirge of the Great Hegemon1001
9Tomasz KierebińskiCavalcade of the Tenth Plague3166
10Krzysiek BiałkowskiThe Iron Sultanate422
10Jakub JawornikThe Iron Sultanate285
11Piotr NadolnyCavalcade of the Tenth Plague554
11Maciej MarcinkowskiKingdom of Alba Assault Detachment533
12Tomasz KordyacznyThe Cult of the Black Grail674
12Tomasz MalczewskiHeretic Legion623
13Mikołaj OwczarzakThe Order of St. Methodius523
13Leon WardaHeretic Naval Raiding Party523
14Mateusz WiercińskiTrench Pilgrims211
14Gabriel RojewskiHeretic Legion7106
15Maciej PłatekThe Cult of the Black Grail494
15Mateusz TurlejskiTrench Ghosts443
16Kacper StaszczykProcession of the Sacred Affliction6125
16Tomasz KunickiPapal States Intervention Force442
17Bartłomiej KaźmierczakFida'i of Alamut – The Cabal of Assassins9146
17Sebastian PrzybyłowiczThe Iron Sultanate331
18Artur BajorskiPapal States Intervention Force--
18Maciej TuszyńskiHeretic Naval Raiding Party00

Photo gallery

Date and Location

Saturday, 5th September, 2026 - tournament
Sunday, 6th September, 2026 - narrative day

KONSTANCIN CULTURAL CENTER
Address: ul. Mostowa 15, 05-510 Konstancin-Jeziorna
facebook

Entry Fee

110 PLN for each day. Lunch included.

Those providing terrain for the event pay – 80 PLN per day!

Due to requirements from the Cultural Center and logistics, the entry fee must be paid in advance at least 21 days(15.08) before the event date to the Cultural Center’s bank account.

Payment details:
Transfers with the description “Wargaming Tournament 5-6.09 - Participant’s Full Name” should be made to: Konstanciński Dom Kultury, Bank Spółdzielczy O/Konstancin-Jeziorna, account number 04 80020004 0200 1544 2002 0112

Army lists must be submitted at least 7 days before the event (29.08) to: jakub.polkowski@gmail.com - as a link to the Trench Companion.

Requirements

Respect your opponents. WYŁOM is an event by players, for players, focused on having a great time with fellow Trench Crusade enthusiasts.

General Rules and Clarifications

  • We use the latest rulebook edition, and preview rules
  • Models MUST be based according to rulebook-specified sizes,
  • We are using Trench Crusade Event Primer

DAY 1

Event Schedule

Saturday
9:00 – 11:45: Battle 1
12:00 – 14:30: Battle 2
14:30 – 15:00: Lunch break
15:00 – 18:30: Battle 3
18:45 – Awards and closing ceremony of day 1

Rules and Clarifications

  • Format - Army list worth 1000 Ducats and 5 Glory Points. You can buy/sell 2 Glory points for 30 Ducats each, so possible combinations are: 940/7, 970/6, 1000/5, 1030/4 and 1060/3.
  • We are playing 3 battles using the scenarios described below,
  • You cannot have more than 17 models in your army,
  • No items from campaigns allowed, with the exception for the dogs

ARMY LISTS

Scenarios

Scenario 1 - Hellish Trident

  1. Map:
    map 3
  2. Setup: Players place three Objective Markers (25mm), representing the tips of the Hellish Trident, on the table in the following configuration:
    1. 1 Objective Marker in the centre of the table
    2. 1 Objective Marker, 8” from the left side and 8” from the top side of the board
    3. 1 Objective Marker, 8” from the right side and 8” from the bottom side of the board
  3. Deployment: Players roll a d6. The player who rolled higher chooses their Deployment Zone and begins placing models. Players alternate placing one model at a time.
  4. Infiltration: Allowed under general rules, except not closer than 8” from the Objective Markers.
  5. Resonating Tip: From the second turn onwards, one Objective Marker will start to resonate. Any model that ends its Activation within/partially within 8” from the Resonating Objective Marker will immediately suffer one Blood Marker. If the model already has six Blood Markers, it will roll for Injury instead.
    • Second Turn: Players roll-off, the winner selects the Objective Marker to resonate this turn
    • Third Turn: The opposing player selects a different Objective Marker to resonate this turn
    • Fourth Turn: The last Objective Marker is the one to resonate this turn
  6. Game Start: The player with fewer models selects who goes first. If both players have the same number of models, roll a d6, the player with the higher result selects who starts the game.
  7. Game Length: 4 turns.
  8. Scoring: From the second turn onwards, each player scores VP at the end of the turn, as follows:
    • 1 VP for each Objective Marker they control
    • Additional 1VP If they control the “Resonating” Objective Marker
    Additionally:
    • 1 VP for every full 25% of the enemy warband dead at the end of the game
    • 1 VP if the enemy Leader is Out of Action
    • 0/2 VP for achieving the Secondary Objective
    • 1 VP if you kill more enemy models than the opponent
    Controlling Objective Marker: There is at least one friendly model, and there are no enemy models within 1” from the Objective Marker. Down models do not count.
  9. Secondary Objective:
    • You control two or more Objective Markers at the end of the game. Completing this objective awards 2 VP.

Scenario 2 - Fallen Tank

  1. Map:
    map 3
  2. Setup: Players place a tank marker in the centre of the table. The marker must be accessible and cannot be placed in impassable terrain.
  3. Deployment: Players roll a d6. The player who rolled higher chooses their Deployment Zone and begins placing models. Players alternate placing one model at a time.
  4. Infiltration: Allowed under general rules, except not closer than 12” from the middle of the board.
  5. Fallen Tank: The Fallen Tank is a neutral model in the middle of the gaming board. It has the following profile:
    Movement Ranged Melee Armour
    0" 0 0 -2*

    DEMONIC, IGNORE GAS, IGNORE FIRE, IGNORE SHRAPNEL, *IMPERVIOUS
    The tank cannot move or be moved by any means and treats all Down results as Minor Hits instead.

    The tank can select to fire one of two ammo rounds types:
    • Fragmentation: Range 36", BLAST 3, SHRAPNEL, IGNORE COVER
    • Armor Piercing: Range 36", +1D to Injure, ARMOR PIERCING 1

    Additional Tank rules:
    • A Tank’s Line of Sight is drawn from its turret
    • Treat the Fallen Tank as scenery for the purposes of Line of Sight, Cover, and attacks made with the Blast keyword
    • In order to attack a Tank in melee, it must be charged
    • Models within 1" of the Tank can move away from it using a normal Move, Dash, or by Charging another model
    • Models can always shoot at the Tank or at enemy models within 1" of it without needing to randomize which model is hit

    Activating the Fallen Tank: Once per turn, each player can activate the Tank as if it was a friendly model. During its activation, the Fallen Tank can fire one of its weapons at the target selected by the controlling player - even if there are models within 1” of it.
  6. Game Start: The player with fewer models selects who goes first. If both players have the same number of models, roll a D6, the player with the higher result selects who starts the game.
  7. Game Length: 4 turns.
  8. Scoring: Each player scores VP at the end of the turn, as follows:
    • 2 VP for each Out of Action result on the Tank. After the fifth Out of Action result, remove the model from the battlefield, and leave a 25mm marker in the center of the board representing the Heart of the Tank. The Heart cannot be moved.
    • 2 VP for controlling the Heart of the Tank at the end of the game. The player who has more models (not Down) within 3" of the Heart controls it.
    Additionally:
    • 1 VP for every full 25% of the enemy warband dead at the end of the game
    • 1 VP if the enemy Leader is Out of Action
    • 1 VP if you kill more enemy models than the opponent
    • 0/2 VP for achieving the Secondary Objective
  9. Secondary Objective:
    • At the end of the game you have more models (not Down) within 8" from the center of the board. Completing this condition awards 2 VP.

Scenario 3 - Baptism of Fire

  1. Map:
    map 3
  2. Setup: Players place five Objective Markers (25mm) on the table in the following configuration:
    1. 1 Objective Marker in the centre of the table
    2. 2 Objective Markers, 10” from the left side and 8” from each player’s edge (one on each side)
    3. 2 Objective Markers, 6” from the left side and 18” from the opponent’s edge (one on each side)
  3. Deployment: Players roll a d6. The player who rolled higher chooses their Deployment Zone and begins placing models. Players alternate placing one model at a time.
  4. Infiltration: Allowed under general rules, except not closer than 8” from the Objective Markers.
  5. Game Start: The player with fewer models selects who goes first. If both players have the same number of models, roll a d6, the player with the higher result selects who starts the game.
  6. Game Length: 4 turns.
  7. Scoring: Each player scores VP at the end of the game, as follows:
    • 1 VP if they control the Objective Marker in their own deployment zone
    • 2 VP for each Objective Marker they control in No Man’s Land, other than the central one
    • 3 VP if they control the Objective Marker in the middle of the board
    • 4 VP if they control the Objective Marker in the enemy deployment zone
    • -3 VP if their deployment zone Objective Marker is controlled by the opposing player
    Additionally:
    • 1 VP for every full 25% of the enemy warband dead at the end of the game
    • 1 VP if the enemy Leader is Out of Action
    • 0/2 VP for achieving the Secondary Objective
    • 1 VP if you kill more enemy models than the opponent
    Controlling Objective Marker: There is at least one friendly model and there are no enemy models within 1” from the Objective Marker. Down models do not count.
  8. Secondary Objective:
    • You control more than half of the Objective Markers at the end of the game. Completing this condition awards 2 VP.

Scoring System

The VP results for each scenario are calculated separately and then converted according to the following brackets:
6-1 - minimum 9 VP advantage
5-2 - minimum 6 VP advantage
4-3 - minimum 2 VP advantage
3-3 - Draw

For the first round, players are paired randomly (with the option to issue a challenge). In subsequent rounds, opponents are paired according to results.

Bonus Points

  • +1 point for fully painted army,
  • +1/+2 points for full WYSIWYG,
  • -1 point for lack of dice/measuring tools,
  • +1 point for timely list submission,
  • -x points for prolonging battle;

WYSIWYG

In skirmish games, where every model may be equipped differently, clear identification is important.

  1. “Minor” WYSIWYG: Model type matches list. Similar model or base size is acceptable, with distinguishable marks (cross, red helmet, etc.).
  2. “Full” WYSIWYG: Model and primary gear must match, including most expensive item (e.g., musical instrument > dagger).

    *1 Glory Point = 30 Ducats when evaluating item cost (e.g., Blasphemous Staff 2 GP = 60 Ducats).

Participants

Day 1 Participants (36)

#NameDiscord NameFractionArmy ListPayment
1Piotr KułagaOlddogThe Court of the Seven-Headed Serpent+Paid
2Łukasz BrzeskiManiakExpeditionary Forces of Abyssinia+Paid
3Sławek PapiórPapiórHeretic Naval Raiding Party+Paid
4Maciej KuleszaScarhandpaintingHeretic Naval Raiding Party+Paid
5Adam KościukAdamKThe Great Hunger+Paid
6Artur BajorskiBajorskiPapal States Intervention Force+Paid
7Bartłomiej KaźmierczakGICIOFida'i of Alamut – The Cabal of Assassins+Paid
8Bartosz KrajewskiHexBrickThe Cult of the Black Grail+Paid
9Maciej CzerskiSeenCavalcade of the Tenth Plague+Paid
10Tomasz KierebińskiKallaxCavalcade of the Tenth Plague+Paid
11Mikołaj OwczarzakDinuirarThe Order of St. Methodius+Paid
12Maciej PłatekRyld19The Cult of the Black Grail+Paid
13Adam StokłosaEdimaruCavalcade of the Tenth Plague+Paid
14Dominik LazurekDominik LazurekStoßtruppen of the Free State of Prussia+Paid
15Krzysiek BiałkowskiKris13iaThe Iron Sultanate+Paid
16Gabriel RojewskiGabryśHeretic Legion+Paid
17Piotr Jaroszekpiotras_81The Iron Sultanate+Paid
18Grzegorz SmyrgałaGrzechuSDirge of the Great Hegemon+Paid
19Tomasz BaranOzłoHeretic Naval Raiding Party+Paid
20Maciej MarcinkowskiMisKlamczuchKingdom of Alba Assault Detachment+Paid
21Kacper Pałubinskielo_siemaDirge of the Great Hegemon+Paid
22Mateusz TurlejskiTuromaximusTrench Ghosts+Paid
23Piotr NadolnyPepeCavalcade of the Tenth Plague+Paid
24Tomasz KunickiJaremaPapal States Intervention Force+Paid
25Jakub KubiczekVekithThe Principality of New Antioch+Paid
26Tomasz MalczewskiMalczewski Painting StudioHeretic Legion+Paid
27Filip MoldzyńskiMastermindHeretic Naval Raiding Party+Paid
28Kacper StaszczykKhoragProcession of the Sacred Affliction+Paid
29Mateusz WiercińskiWiercikTrench Pilgrims+Paid
30Kuba WiercińskiWierciqTrench Ghosts+Paid
31Franciszek KubickiFranekCavalcade of the Tenth Plague+Paid
32Tomasz KordyacznyTK - Karpacki PlugawiecThe Cult of the Black Grail+Paid
33Jakub JawornikJAWORThe Iron Sultanate-Paid
34Sebastian Przybyłowiczsavastian_maximilianowiczThe Iron Sultanate+Paid
35Maciej TuszyńskiGuki3Heretic Naval Raiding Party+Paid
36Leon WardaHeretic Naval Raiding Party+Unpaid

Day 1 participants: 36

Battles

Pairing for the first battle

Table Player 1 Discord name Army Player 2 Discord name Army
1 Adam Kościuk AdamK Great Hunger Mateusz Wierciński Wiercik Trench Pilgrims
2 Bartłomiej Kaźmierczak GICIO Fida'i of Alamut – The Cabal of Assassins Maciej Kulesza Scarhandpainting Heretic Naval Raiding Party
3 Artur Bajorski Bajorski Papal States Intervention Force Sławek Papiór Papiór Heretic Naval Raiding Party
4 Bartosz Krajewski HexBrick The Cult of the Black Grail Sebastian Przybyłowicz savastian_maximilianowicz The Iron Sultanate
5 Maciej Czerski Seen Cavalcade of the Tenth Plague Grzegorz Smyrgała GrzechuS Dirge of the Great Hegemon
6 Tomasz Kierebiński Kallax Cavalcade of the Tenth Plague Tomasz Baran Ozło Heretic Naval Raiding Party
7 Mikołaj Owczarzak Dinuirar The Order of St. Methodius Kacper Pałubinski elo_siema Dirge of the Great Hegemon
8 Piotr Kułaga Olddog The Court of the Seven-Headed Serpent Jakub Jawornik JAWOR The Iron Sultanate
9 Łukasz Brzeski Maniak Expeditionary Forces of Abyssinia Kuba Wierciński Wierciq Trench Ghosts
10 Piotr Jaroszek piotras_81 The Iron Sultanate Tomasz Kordyaczny TK - Karpacki Plugawiec The Cult of the Black Grail
11 Jakub Kubiczek Vekith The Principality of New Antioch Filip Moldzyński Mastermind Heretic Naval Raiding Party
12 Dominik Lazurek Dominik Lazurek Stoßtruppen of the Free State of Prussia Mateusz Turlejski Turomaximus Trench Ghosts
13 Krzysiek Białkowski Kris13ia The Iron Sultanate Maciej Tuszyński Guki3 Heretic Naval Raiding Party
14 Gabriel Rojewski Gabryś Heretic Legion Adam Stokłosa Edimaru Cavalcade of the Tenth Plague
15 Tomasz Kunicki Jarema Papal States Intervention Force Tomasz Malczewski Malczewski Painting Studio Heretic Legion
16 Maciej Marcinkowski MisKlamczuch Kingdom of Alba Assault Detachment Franciszek Kubicki Franek Cavalcade of the Tenth Plague
17 Piotr Nadolny Pepe Cavalcade of the Tenth Plague Maciej Płatek Ryld19 The Cult of the Black Grail
18 Kacper Staszczyk Khorag Procession of the Sacred Affliction Leon Warda - Heretic Naval Raiding Party

DAY 2 - Operation Dawn: JP-02

Event Schedule

Sunday
9:00 – 9:15: Introduction to the narrative day
9:15 – 9:30: Debriefing 1
9:30 - 11:30: Wave 1
11:30 – 11:45: Debriefing 2
11:45 - 14:45 Wave 2
14:45- 15:15 Lunch break & Debriefing 3
15:15 - 18:45 Wave 3
19:00 - Awards and closing ceremony of day 2

Story

CLICK TO SEE THE STORY SO FAR!

Rules - general

  • Participants are divided into the Forces of the Heretics and the Forces of the Faithful.
  • Each table represents a separate battle zone, providing specific benefits and victory points to the side that wins the battle there.
  • A maximum of 3 players per side may fight on any single table.
  • Every table must have at least 1 player from each side of the conflict for each Wave.
  • A player may not start or join another battle as Reinforcements on a table where they have already fought. However, they may move to that table after completing their battle in the current Wave.
  • Additional bonuses from the tables has to be used in the moment when they are achived.
  • If not stated specific in the scenario, the default(12") deployment rule apply.
  • The effects of auras, items, etc. do not stack. For example, a model standing next to two Musicians still only gets +1 to Dash. A model standing within 8 inches of two Chorister models still gets -1D to all rolls, not -2D.
  • Stalling is NOT a strategy. It is bad sportsmenship, and as such will be rewarded with negative VP.

Rules - Waves

  • By Wave, we mean a event round during which battles are played. It is time-limited, but within that time, players may move to other tables after finishing their game, in accordance with the rules described below.
  • During Wave 1 Players may use ONLY 400/0 or 600/0 lists.
  • After each Wave, players may choose whether, in the new Wave, they will continue playing with the same units that survived or use a new army list — one of the lists that has not been used yet.
  • If players decide to move to a new table while the current wave is still ongoing, they must continue playing with the units that survived.
  • If the time allocated for a given Wave runs out, players must immediately end the game and calculate their scores. DO NOT continue playing until the end of the game.
  • Battle zones for Wave 1:
    1. REFINERY
    2. RUINED BRIDGE
    3. ARTILLERY HILL
    4. CATACOMBS
    5. LISTENING STATION
    6. RUINED CITY
    7. HELLISH SHIPYARD
    8. RAILWAY JUNCTION
  • Battle zones for Wave 2:
    1. REFINERY
    2. RUINED BRIDGE
    3. ARTILLERY HILL
    4. CATACOMBS
    5. LISTENING STATION
    6. RUINED CITY
    7. HELLISH SHIPYARD
    8. RAILWAY JUNCTION
    9. SANCTUARY
    10. NECROPOLIS
    11. TRENCH LINE
    12. COLUMBRINA
  • Battle zones for Wave 3:
    1. REFINERY
    2. RUINED BRIDGE
    3. ARTILLERY HILL
    4. CATACOMBS
    5. LISTENING STATION
    6. RUINED CITY
    7. HELLISH SHIPYARD
    8. RAILWAY JUNCTION
    9. SANCTUARY
    10. NECROPOLIS
    11. TRENCH LINE
    12. COLUMBRINA
    13. [CLASSIFIED]

Rules - Army lists

  • Every player must prepare army lists for their faction in the following point values: 800/0, 600/0, and 400/0.
  • The Commander has one 800/2 army list, which may be used ONLY for battles fought on [CLASSIFIED](Wave 3) and 600/0 which can be used for other battles.

Rules - Commanders

  • Each side appoints a Commander, who is responsible for assigning players and army list sizes to the appropriate tables, keeping these assignments secret from the opposing Commander.
  • The Commander can assign Reinforcements to each table from among players who were not assigned to any table at the start of the Wave. In that case, the Reinforcements join the battle at the beginning of the NEXT turn. All new models must be deployed within the deployment zone, but no farther than 6 inches from the long edge. Models with Infiltrator, Flanking, or similar rules must use Forward Positioning rule instead.

Rules - Moving between tables

  • After winning a battle on a table, the victorious players may move any surviving units to an adjacent table. Losing player can join other adjacent table (cannot join the same table as the winner).
  • Transferred models are deployed at the beginning of the next turn.
  • Models are deployed along the table edge closest to the battlefield they are moving from, within a 6-inch deployment zone. Models that were Down are deployed on the edge of the battlefield standing. Infiltrators/Flanking units must use Forward positioning special rule instead of their normalnal rules.
  • Models enter the new table in exactly the same condition in which they finished the previous battle, including all Blood, Blessing, Infection markers, Tough, and any other ongoing effects.
  • Players cannot move to a table where there is no ongoing battle. In that case, they must move to the nearest table with an ongoing battle.
  • The rule limiting each side to a maximum of 3 players still applies.
  • If winning side consists of 3 players, they can move to other table but if there are already players on that table from their side, then the limit of 3 players still applies. In that case the excess players are moved into the Reserve.

Rules - Interactions between players

  • All effects / auras that use "Friendly models" phrase affect your alliance models as well.
  • Blood markers/Infection markers cannot be used for the Goethic/others special rules from the allied units if they are not Wretched.

Rules - Infiltrators

  • Flanking is always treated as Infiltrators. So if the scenario do not allow Infiltration, Flanking is also not allowed. In that case, models with Infiltrator/Flnking ability may use the Forward positioning special rule instead of their normal rules.
  • Model with Infiltrator/Flanking ability may always use the Forward positioning special rule instead of their normal rules.
  • Infiltration/Flanking can NEVER deploy within 8" from the objectives.

Battle zones

battle zones

RUINED BRIDGE

Painted by ramen.dokosz / models by Hexbrick

To the west of the [CLASSIFIED] lie the ruins of an old bridge that once connected both sides of the canyon formed here after the opening of the Gates of Hell several centuries ago. Today, its stone spans crumble under the weight of time, become overgrown with moss and slowly yield to the wilderness, yet the structure remains stable enough to allow heavy equipment and larger formations to cross this difficult terrain.

The Heretics are conducting an airborne assault here, deploying their vanguard to clear the way for the approaching main forces. The Faithful, gathered beneath every banner, must hold the crossing at all costs and secure the pipelines running nearby, whose continued operation is vital to the defence of the entire region.

If the bridge falls into Heretic hands, the shortest route leading directly into the [CLASSIFIED] grounds will be opened. With it, the enemy will gain the ability to bring heavy forces into the very heart of the operation, placing the success of Operation Dawn in doubt.

Rules:

  • The game lasts 5 turns.
  • The objective of the game is to maintain control of the bridge. The Heretic Forces score 4 VP at the end of the game if the bridge is open. The Faithful Forces score 4 VP if the bridge is closed.
  • Additionally, the Heretic Forces score 1 VP at the end of the game if the refinery valve is closed. The Faithful Forces score 1 VP at the end of the game for keeping the refinery valves open.
  • Both the bridge and the refinery valve begin the battle in a neutral status.
  • To close/open the bridge, a player must successfully roll 7+ while within 1" of the bridge control panel.
  • To close/open the valve, a player must successfully roll 7+ while within 1" of the valve.
  • Infiltration/Flanking is allowed according to the Forward Positioning rules.


ARTILLERY HILL

Painted by Demonstenes / models by Saucermen Studios

On Wilhelm's Hill stands a terrible artillery battery - Kościuszko, created as part of Operation Dawn to support the defenders of the [CLASSIFIED] and, should it fall into enemy hands, reduce it to rubble. The massive silhouettes of the guns tower over the entire battlefield, reminding all who fight beneath them that even the most distant positions lie within reach of their wrath.

A vast network of fortifications surrounds the hill. Barricades, barbed wire, firing positions and deep trenches form a multilayered defensive line prepared to repel an assault from any direction. Every metre of the approach has been planned to make an advance uphill under fire the shortest possible road to death.

Kościuszko, however, is not merely a weapon.

It is the key to dominance over the entire region.

Its range allows it to engage targets many kilometres away, while a properly coordinated barrage can transform enemy positions into a sea of fire in an instant. It is therefore hardly surprising that both sides are sending their finest units here. The Faithful seek to keep the guns out of Heretic hands, while the forces of Hell will do everything in their power to seize the battery and turn its barrels against the [CLASSIFIED].

Because Kościuszko does not need to fire many times.

ONE VOLLEY IS ENOUGH.

Rules:

  • The game lasts 5 turns.
  • The objective of the game is to control the guns of the Kościuszko battery. The side that wins the game scores 3 VP.
  • The side that controls more guns is the winner.
  • Control means that at the end of the game, there are no enemy models within 1". Models in the Down status do not count for the purpose of control.
  • Controlled guns may fire a salvo at any table at the end of the game.
  • Each gun may fire at targets on any table, but each table between the gun and the target imposes a -1D penalty to the hit roll. For example, firing at a table that is two tables away from the gun imposes a -1D penalty.
  • Each gun salvo has the following characteristics: 3" Blast, Scatter, Ignore Cover, Ignore Long Range, AP 1, DEADLY, with Range +1.
  • When a gun fires, the table being targeted pauses its game until the salvo has been resolved.
  • Targets must be declared BEFORE the shots are fired.
  • Infiltration is allowed according to the normal rules.


CATACOMBS

Painted by HexBrick / models by HexBrick

The Catacombs, carved deep beneath the earth, served for centuries as the burial place of countless generations. Narrow corridors lead between tombs, crypts and entire walls constructed from human bones. Above the entrance to the underground chambers are engraved the words of Dante:

"Abandon all hope, ye who enter here."

War has now descended beneath the surface as well, into a place where no living man should have set foot for centuries. Among the tombs and piles of skulls, the Faithful and the Heretics fight yet another bitter battle, fighting not only for territory but also for whatever has been hidden within the deepest crypts.

The objective is to locate and secure the ancient relics hidden among the piles of skulls. Their significance remains incomprehensible to most soldiers, but the command knows that they may prove crucial in the coming battle for the Necropolis.

For when war reaches even this place, where the dead have rested for centuries, only one thing remains - complete the mission.

And hope that this time the words above the entrance will not prove prophetic.

Rules:

  • The game lasts 5 turns.
  • There are 6 pillars made of skulls in the catacombs. A model within 1" of a pillar may perform a Risky Action to extract a skull. Each side may extract a maximum of 1 skull per turn from a given pillar. If the test is failed, representing the skulls collapsing onto the extractor, they suffer an Injury with +1 Dice.
  • Skulls can also be obtained by killing opponents - each enemy model killed provides 1 skull.
  • The winner is the side that collects more skulls. The winning side receives 4 VP, and can activate once the GOLEM from NECROPOLIS.
  • Infiltration is allowed according to the Forward Positioning rules.


NECROPOLIS

Painted by Bajor, Demonstenes

Above the Catacombs lies a place that no one has dared approach for a very long time. It is the tomb of Ignacy Łukasiewicz - a brilliant inventor and visionary who supported the servants of the Iron Sultanate for many years. After his death, the alchemists of the House of Wisdom presented him with one final gift - a creature whose purpose was to guard his body against the horrors of this world.

Times have changed, however, and in the face of the approaching war even things that were once considered too terrible to touch may become necessary.

The orders from command are simple - locate and recover the remains of Łukasiewicz. According to available intelligence, they may contain knowledge that poses a threat to Operation Dawn. No one, however, knows exactly where the remains are located or in what form they have survived all these years.

Every soldier entering the Necropolis moves farther and farther away from the world of the living, while the silence begins to weigh upon the mind more heavily than the fiercest bombardment. In the darkness, there is no way to determine whether what lurks ahead is dead, or merely waiting patiently.

Meanwhile, something in the darkness begins to move...

Rules:

  • The game lasts 5 turns.
  • The objective of the game is to extract the remains of Ignacy Łukasiewicz from the Golem’s body.
  • The Golem is considered IMMORTAL. Instead of placing him Out of Action on the Injury Roll table, you score KP (KILL POINTS) as described below. In turns 1–2, he gives 1 KP, in turns 3–4 2 KP and in turn 5 3 KP. This represents the fighters breaking through to increasingly deeper parts of the Golem’s body. At the end of game count KP for each side. Side with more KP wins the game and gets 4 VP.
  • Golem Stats: Move 6", Melee +1, Cleave 2, +2D Injure, Tough, Undead Fortitude, AS(2) Impervious, Steadfast, Immune to Gas / Fire / Shrapnel, Fear. Blood markers on the Golem cannot be used for Goethic Spells. The Golem accumulates Blood and Infection markers as normal when hit by attacks (but they do not multiply), and these may be spent to improve Injury rolls. Blood markers accumulated by the Golem may not be used for Goethic Spells.
  • The Golem can be the target of Charges and both melee and ranged attacks, and IS considered to be an ENEMY MODEL. For example, it engages other models and you DO have to RETREAT away from it.
  • All rules for LoS and targeting models with ranged attacks APPLY to the Golem.
  • The Golem IS NOT affected by Spells or Abilities, such as Puppet Master, the Coveted Position spell from the Envy subfaction, Choister aura, and so on.
  • Even though he is not always active, he IS an ENEMY MODEL and NOT A PIECE OF TERRAIN. Therefore, he is not affected by abilities that interact with terrain, such as Sultanate Engineers.
  • The Golem activates on ACTION rolls of double 1 or double 6, regardless of how many dice you roll.
  • If you roll double 1, AFTER FINISHING your action, your opponent activates the Golem using the normal rules for Trench Crusade models.
  • If you roll double 6, AFTER FINISHING your action, you may activate the Golem using the normal rules for Trench Crusade models.
  • If a roll results in both double 1s and double 6s, roll a D6. On a result 1-3 the Faithful gain control over the Golem. On a 4+ the Heretics gain control of the Golem.
  • The Golem CANNOT Dash and Charges 6 + D3 inches.
  • Once activated by ANY player, the Golem is considered activated for game purposes, e.g. for weapons such as Headtaker and similar effects.
  • The Golem CAN be activated an unlimited number of times during a turn by either player.
  • Action rolls that will awaken the Golem:
    1. Dash
    2. Roll to hit (shooting/melee)
    3. Roll to use abilities, spells, actions(climb, jump ect.)
  • If the center of a BLAST from a Ranged Attack is on the Golem, ONLY the Golem is hit by the attack.
  • If the Golem Retreats from combat, this WILL provide ATTACKS OF OPPORTUNITY.
  • Infiltration is allowed according to the normal rules.


RUINED CITY

Painted by AdamK

The ruins of the city stretch for many kilometres, forming a labyrinth of collapsed streets, burned-out tenements and cellars into which not a single ray of sunlight has reached for months. Smoke obscures the grey sky, while among the rubble there are still traces of those who failed to escape the war. Every street, every courtyard and every cellar may conceal both remnants of the enemy and survivors waiting for those who might restore even the appearance of order to this place.

The objective of the operation is not the complete destruction of the enemy army, but the seizure of successive parts of the city. The forces of the Faithful and the Heretics must disperse their units in order to occupy as much territory as possible, while preventing the enemy from concentrating an advantage at any key position.

Every captured block is another step towards total domination.

Here, every metre matters, and every dispersal of forces may prove a fatal mistake. Among the ruins there is no safe front line - the enemy may appear behind a wall, in a cellar or on the upper floor of a building that only moments before seemed abandoned.

To win, it is not enough to seize the city.

You must make the enemy understand that there is nothing left for them to defend.

Rules:

  • The game lasts 5 turns.
  • The objective of the game is to take control of the sectors of the ruined city.
  • Victory Points are scored at the end of each turn - 1 VP for having models in all quarters.
  • Additionally, at the end of the game, a side can gain 1 VP for controlling more quarters than the opponent.
  • Control means that there are no enemy models in a given quarter. Models that are Down do not count for control.
  • The winning side may return D2 Troops units (non-Elite) from their roster that were killed during this battle. Models may be on bases no larger than 32mm.
  • Infiltration is allowed according to the normal rules.


HELLISH SHIPYARD

Painted by HexBrick / models by HexBrick

On the island of Bornholm lies a secret Heretic submarine base - a place where the infernal vessels are prepared to sail into open waters and wage war far beyond the front lines. Yet in the shadow of the great halls, docks and enormous cranes lies something far more valuable than the fleet itself - an experimental reactor of a new type.

The Faithful are launching a daring assault on the shipyard, with the objective of seizing the device and carrying it out of enemy territory. It will not be an easy prize, however. The reactor must be carried by soldiers, making them living targets for anyone attempting to prevent their escape.

Worse still, the device emits powerful radiation that gradually destroys the soldiers in its vicinity. Many of those who move towards the reactor will not survive the end of the mission - their bodies will slowly succumb to its deadly influence.

The prize, however, is worth the risk.

Securing the reactor will provide Operation Dawn with an additional source of energy whose importance may prove decisive during the later stages of the undertaking.

Rules:

  • The game lasts 5 turns.
  • The Faithful must steal the experimental reactor and transport it back to their deployment zone(they do not need to be wholly within the deployment zone - any part of the base must be in the deployment zone). There is no need to drop the reactor - entering the deployment zone is sufficient. The Heretic forces must prevent this.
  • Until the reactor is stolen, there may only be 1 player from each side on the table.
  • The model may pick up the reactor if he starts his activation in base-to-base contact with the reactor.
  • A model carrying the reactor may only perform the Move action. Models with Fly rule cannot use it - they must move ground movent, like regular models.
  • If 2 models are in base-to-base contact with the reactor, they may activate simultaneously and additionally make 1 Dash test, without positive modifiers from additional rules (e.g. Agile).
  • Models with the Strong keyword carrying the reactor alone may perform the Dash action normally.
  • Models activated within 1" of the reactor must pass a standard test (2D6, 7+). If they fail the test, they receive 1 BM due to radiation exposure.
  • Model may drop the reactor at the beginning of their activation. The reactor is dropped in base-to-base contact with the model.
  • The Faithful receive 7 VP for stealing the reactor.
  • The Heretics receive 4 VP for retaining the reactor.


  • If the reactor is stolen in the previous Wave, then 5 cargo containers containing meat from the Kraken's body are deployed. There are no player limits in this case.
  • Both sides must transport these cargo containers to their respective deployment zones.
  • Carrying the cargo works in the same way as carrying the reactor, with the difference that instead of radiation, a -1D aura to all rolls applies within 1" from the model carrying it/container itself.
  • Each cargo container is worth 1 VP and grants 1 Blessing Marker to the player who transports the container. This Blessing Marker can be used in next Wave or in the same Wave after moving to another battle zone.
  • Models with Infiltration/Flanking/ect are allowed to use the Forward Positioning rule.


LISTENING STATION

Painted by AdamK/ models by HexBrick, AdamK

Across vast, rolling hills, far from the ruins and the main routes, stands the Listening Station. Dozens of tall masts, antennas and transmission devices rise from the wasteland, forming one of the most important communications points in the entire region. From here, enemy positions are reconnoitred, intelligence is intercepted and orders are transmitted upon which the fate of those fighting on the front line depends.

At first glance, the Listening Station may appear to be little more than a collection of technical equipment scattered across the wilderness, yet its importance is far greater. Properly employed, its systems can track the movements of enemy units and transmit their coordinates directly to artillery positions.

The nearby Artillery Hill is of particular importance, as its guns, using data gathered by the Station, can deliver considerably more accurate and destructive fire. For this reason, the hills surrounding the Listening Station will quickly become a bloody trap for anyone who underestimates its importance.

The Faithful and the Heretics will fight for every mast, every transmission post and every observation point, knowing that the loss of the Station could mean disaster for the entire front.

Then the hills will cease to be merely a battlefield.

They will become an execution ground from which the artillery can deliver a bloody lesson to the enemy.

Rules:

  • The game lasts 5 turns.
  • Deployment zone: 6 inches.
  • The side controlling the small stations gains 1 VP at the end of the game. Controlling the central radio station grants 2 VP at the end of the game.
  • Control means that at the end of the game, there are no enemy models within 1" of the stations. Models in the Down status do not count for the purpose of control.
  • The side that has accumulated more VP at the end of the game gains an additional effect: +1D to the Range characteristic when firing the Guns located on the ARTILLERY HILL table.
  • Infiltration is allowed according to the normal rules.


TRENCH LINE

Painted by Demonstenes/ models by Demonstenes

Along this section of the front, trench lines stretching across a wasteland shrouded in darkness form a labyrinth of mud, barbed wire and fortifications separating the positions of the Faithful and the Heretics. Everywhere hangs the smell of wet earth, smoke and death, while every step may end with a fall into a shell crater or a walk directly into the fire of a concealed enemy.

The objective of the operation is to break through the enemy line and penetrate its fortifications. Soldiers on both sides advance from their positions, attempting to cross the strip of ground separating them, while volleys of small-arms fire erupt around them, shells explode and heavy machine guns mow down anything attempting to cross the open ground.

Barbed wire tears at uniforms and flesh, mud makes every step a struggle, and those who manage to reach the halfway point are often forced to finish the fight with their bare fists, blades and whatever else happens to be within reach.

Yet victory on the battlefield is not the only objective. Any unit that succeeds in breaking through the enemy positions and reaching its deployment zone may leave the battlefield carrying invaluable intelligence. The location of enemy forces, the arrangement of fortifications, types of weaponry, intentions and further plans may prove worth more than dozens of fallen soldiers.

There is no safe path here.

There is only the other side of the trenches - and the darkness through which you must run before the next volley is fired.

Rules:

  • The game lasts 5 turns.
  • The objective of the game is to break through the opponent’s lines. Each model that reaches the opponent’s deployment zone may leave the battlefield, scoring 1 VP, up to a maximum of 5 VP.
  • Infiltration\Flanking\others is allowed according to the Forward Positioning rules.


SANCTUARY

Painted by Demonstenes/ models by Jolly Lark, HexBrick

East of the [CLASSIFIED] rises the Sanctuary, one of the holiest places of worship belonging to the Faithful in the entire region. Its towering walls, filled with relics, statues of saints and centuries-old paintings, have stood for centuries as symbols of faith and as a refuge for those seeking protection from the forces of Hell.

Today, however, even this place is no longer safe.

The Heretics are advancing not merely to seize the Sanctuary, but above all to profane it. The fighting quickly spreads among monumental columns, pews and altars. Stained-glass windows shatter beneath the weight of the bombardment, relics fall from their pedestals and the stone floors of the temple become stained with the blood of the combatants.

In the shadow of the holy figures, warriors of both sides fight to the death, knowing that the loss of the Sanctuary will mean not only a military defeat, but also a blow to the morale of all the Faithful.

Here, war has entered a place where it should never have appeared.

Rules:

  • The game lasts 5 turns.
  • The objective of the mission for the Faithful Forces is to protect the Sanctuary. The Heretic Forces seek to defile the Sanctuary.
  • The Heretic Forces receive 1 VP for each act of defilement of the Sanctuary (max. 4).
  • The Faithful Forces receive 1 VP for each act of sanctification of the Sanctuary (max. 4).
  • To defile/sanctify the Sanctuary, a model must be within 1" of the Sanctuary and successfully perform a FIGHT ACTION. A model may perform this action once per turn.
  • The Sanctuary is surrounded by an aura that gives all models within 3" a -1 MELEE and -1 RANGE modifier.
  • Additionally, the Heretic Forces score 1 VP at the end of the game if the refinery valve is closed. The Faithful Forces score 1 VP at the end of the game for keeping the refinery valve open.
  • To close/open the valve, a player must successfully roll 7+ while within 1" of the valve.
  • The valve begin the battle in a neutral status.
  • Infiltration is allowed according to the normal rules.


RAILWAY JUNCTION

Painted by GICO and Demonstenes

Not far from the [CLASSIFIED] lies an abandoned railway junction, a remnant of the old transportation network that once connected the most important centres of the region. Although it has long since ceased to serve civilian travellers, the tracks remain in sufficient condition to allow the rapid movement of troops, supplies and heavy equipment towards the most important points of the theatre of operations.

The Faithful understand perfectly well how important it is to hold the station, and have therefore prepared successive defensive lines around it. The Heretics, in turn, will do everything in their power to seize the junction and use it as a staging point for their forces.

Should the station fall under their control, entire armies could be rapidly deployed deep into the region, while successive Faithful positions could be cut off from reinforcements and supplies. Every train leaving the station beneath the wrong banner could mark the beginning of an offensive capable of changing the course of the entire campaign.

Rules:

  • The game lasts 5 turns.
  • There are three treasure chests in the sector. The mission is to capture and transport them to your deployment zone. Models that carry the treasure chest do not need to be wholly within the deployment zone - any part of the base must be in the deployment zone. There is no need to drop the treasure chest - entering the deployment zone is sufficient.
  • The model may pick up the treasure chest if he starts his activation in base-to-base contact with the treasure chest.
  • A model carrying the treasure chest may only perform the Move action. Models with the Fly rule cannot use it - they must move ground movement, like regular models.
  • If 2 models are in base-to-base contact with the treasure chest, they may activate simultaneously and additionally make 1 Dash test, without positive modifiers from additional rules (e.g. Agile).
  • Models with the Strong keyword carrying the treasure chest alone may perform the Dash action normally.
  • A model may drop the treasure chest at the beginning of their activation. The treasure chest is dropped in base-to-base contact with the model.
  • Each treasure chest is worth 1 VP.
  • In addition, after the game ends, roll a die for each treasure chest. On a roll of 1- 5, the player who managed to transport the treasure chest gains a Blessing marker. This Blessing Marker can be used in the next Wave or in the same Wave after moving to another battle zone. On a roll of 6 players gets an additional 1 VP.
  • The side that has won the game is selected AFTER all treasure chests have been checked.
  • The winning side can move 2 tables in any direction instead of 1.
  • Models with Infiltration/Flanking/etc are allowed to use the Forward Positioning rule.


REFINERY

Painted by Keep Design, Demonstenes / models by Keep Design

To the north-west of the [CLASSIFIED] lies the extensive Refinery and Pumping Station complex - the industrial heart of the Faithful's infrastructure. From here, gas and fuel are pumped through an extensive network of pipelines to the most important locations throughout the region, supplying both military installations and those directly involved in preparations for Operation Dawn.

Among the steel tanks, towers, valves and tangled pipes, machinery continues to operate that cannot afford to stop even in the midst of war.

For this reason, the Refinery has become one of the most important objectives of the entire campaign.

For the Faithful, holding the facility means maintaining the continuity of supplies and preserving the ability to continue Operation Dawn. For the armies of Hell, capturing the complex offers a chance to cut the enemy off from fuel, cripple its infrastructure and seize reserves that can be turned against their former owners.

Here, they are not fighting merely for buildings and machines.

They are fighting for the resources without which the entire war may be lost.

Rules:

  • The game lasts 5 turns.
  • The main objective for the Heretic Forces is to close the valve at the pumping station. The Faithful Forces are fighting to keep the valve open.
  • At the end of each turn, if the valve is closed, the Heretics receive 1 VP.
  • For each turn in which the valve remains open, the Faithful receive 1 VP.
  • The valve begin the battle in a neutral status.
  • To close/open the valve, a player must successfully roll 7+ while within 1" of the valve.
  • An additional objective is to capture and transport the six fuel crates into own deployment zone. Models that carry the fuel crate do not need to be wholly within the deployment zone - any part of the base must be in the deployment zone. There is no need to drop the fuel crate - entering the deployment zone is sufficient.
  • Each fuel crate is worth 1 VP.
  • If a model carrying a fuel crate is hit, roll to determine what was hit. On a result of 1–2, the fuel crate is hit and explodes. The explosion is an automatic hit with Blast 2", FIRE, AP(1). In this case, the fuel crate is removed from the battlefield.
  • The model may pick up the fuel crate if he starts his activation in base-to-base contact with the fuel crate.
  • A model carrying the fuel crate may only perform the Move action. Models with the Fly rule cannot use it - they must move ground movement, like regular models.
  • If 2 models are in base-to-base contact with the fuel crate, they may activate simultaneously and additionally make 1 Dash test, without positive modifiers from additional rules (e.g. Agile).
  • Models with the Strong keyword carrying the fuel crate alone may perform the Dash action normally.
  • A model may drop the fuel crate at the beginning of their activation. The fuel crate is dropped in base-to-base contact with the model.
  • Infiltration is allowed according to the normal rules.


COLUMBRINA

Painted by AdamK, Demonstenes/ models by Keep Design, Urbanmatz

Atop a massive embankment cutting through the ruins of the city, on the opposite side of the railway station, stands the Columbrina - a monstrous siege gun mounted on railway tracks. Its barrel towers over the devastated landscape, while the weapon itself resembles more a relic of a bygone age than a weapon still capable of playing a decisive role on the battlefield. Every component was designed with a single purpose in mind - to deliver destruction from a distance at which the victim cannot even see their executioner.

The Columbrina can engage targets many kilometres away, while its position allows its operators to fire in almost any direction. A single shell is enough to reduce buildings, fortifications and even entire sections of the city to rubble. It is therefore hardly surprising that the Faithful and the Heretics are fighting bitterly for every metre of the embankment.

The ruins of the city and the railway station on either side of the hill have become battlefields, while above them the silent barrel of the Columbrina looms, awaiting the order to fire.

Because this battle is not merely about taking ground.

It is about who will have the power to designate the target.

Rules:

  • The game lasts 5 turns.
  • The objective of the game is to control the Columbrina. The side that wins the game scores 3 VP.
  • Control means that at the end of the game, there are no enemy models on control platform of Columbrina. Models in the Down status do not count for the purpose of control.
  • Columbrina may fire a salvo at any table at the end of the game.
  • Salvo from teh Columbrina has the following characteristics: Range: 0, 6" Blast, Scatter, Ignore Cover, Ignore Long Range, AP 1, +1D Injury, DEADLY.
  • When a gun fires, the table being targeted pauses its game until the salvo has been resolved.
  • Targets must be declared BEFORE the shots are fired.
  • Infiltration is allowed according to the normal rules.


COSMODROME

Painted by HexBrick / models by HexBrick

At the very centre of the theatre of operations lies the main apron of the Cosmodrome. Amid the structures, pumps and tanks rises the most celebrated achievement of the Papal Space Program - the Dawn JP-02 rocket. The monumental craft awaits launch, while beneath its shadow the finest minds of the programme work feverishly on the final modifications, system calibrations and preparations before the final countdown begins.

There is no time left for further trials.

There is no room for error.

From every direction, the noose cast around the Cosmodrome by the forces of the Heretics is tightening. Successive defensive lines are collapsing, and the enemy is closing in on the main apron, knowing full well that the destruction of the rocket could bring the entire Project to an end. The Faithful are therefore throwing everything they still possess into the battle, while the Cosmodrome personnel attempt to continue preparations for launch under relentless fire.

This is no longer another battle for a strategic position.

It is a fight for the possibility of completing a work that has taken years to create.

The time has come for the final assault and the final defence. If the Świt JP-02 launches, the events unfolding here may alter the course of the entire Great War. But if the enemy reaches the main apron, everything the forces of the Faithful have fought for may burn alongside their greatest achievement.

The countdown has already begun...

Rules:

  • The game lasts 8 turns.
  • The Heretics’ objective is to reach the Dawn JP-02 Rocket’s control panels and plant explosive charges.
  • The rocket has four independent control panels. The first active panel is determined by a D4 roll after the deployment. If the first panel is destroyed, the second panel deploys from the launch platform on the opposite side of the Dawn JP-02 Rocket at the beginning of the next turn. The third control panel is selected by rolling a D2 among the remaining panels. The fourth panel deploys in the next turn, when the third panel is destroyed.
  • If the second panel is not deployed on turn 5, it will be deployed automatically at the beginning of turn 6. The third is deployed on turn 7, and the fourth on the start of turn 8.
  • To plant a charge, a model must be within 1" of a control panel and pass a test (7+). Any model may plant a charge. The detonator activates after the following full turn. Only one explosive charge may be attached to each control panel.
  • The Faithful may attempt to defuse an explosive charge. To do so, a model must be within 1" of the charge and pass a test (7+). Any number of models may attempt to defuse a charge.
  • Each charge that detonates awards the Heretic Forces 5 VP. The explosion has the following rules: 3", BLAST, FIRE, AP1.
  • Each control panel that has not been destroyed awards the Faithful Forces 5 VP at the end of the game.
  • The Faithful deploy no more than 3" from the Dawn JP-02 Rocket tile. Infiltration/Flanking may deploy within 9" of the Dawn JP-02 Rocket tile.
  • The Heretics deploy on any table edge. Infiltrators may use Forward Positioning.
  • Reinforcements arriving from other tables may only deploy from the edge from which they entered the central table. Infiltrators may deploy up to 6" from any table edge.


Day 2 Participants (34)

#NameDiscord NameFractionArmy ListPayment
1Piotr KułagaOlddogThe Court of the Seven-Headed Serpent-Paid
2Łukasz BrzeskiManiakExpeditionary Forces of Abyssinia-Paid
3Sławek PapiórPapiórHeretic Naval Raiding Party-Paid
4Maciej KuleszaScarhandpaintingTrench Pilgrims-Paid
5Adam KościukAdamKThe Cult of the Black Grail-Paid
6Artur BajorskiBajorskiPapal States Intervention Force-Paid
7Bartłomiej KaźmierczakGICIOThe Court of the Seven-Headed Serpent-Paid
8Bartosz KrajewskiHexBrickThe Cult of the Black Grail-Paid
9Maciej CzerskiSeenThe Court of the Seven-Headed Serpent-Paid
10Tomasz KierebińskiKallaxThe Court of the Seven-Headed Serpent-Paid
11Mikołaj OwczarzakDinuirarThe Order of St. Methodius-Paid
12Bartosz ĆwirGalzagTrench Pilgrims-Paid
13Maciej PłatekRyld19The Cult of the Black Grail+Paid
14Adam StokłosaEdimaruTrench Pilgrims-Paid
15Krzysiek BiałkowskiKris13iaThe Iron Sultanate-Paid
16Gabriel RojewskiGabryśThe House of Wisdom-Paid
17Piotr Jaroszekpiotras_81The Iron Sultanate-Paid
18Grzegorz SmyrgałaGrzechuSDirge of the Great Hegemon-Paid
19Tomasz BaranOzłoHeretic Naval Raiding Party-Paid
20Maciej MarcinkowskiMisKlamczuchKingdom of Alba Assault Detachment-Paid
21Kacper Pałubinskielo_siemaDirge of the Great Hegemon-Paid
22Mateusz TurlejskiTuromaximusTrench Ghosts-Paid
23Piotr NadolnyPepeCavalcade of the Tenth Plague-Paid
24Tomasz KunickiJaremaThe Principality of New Antioch-Paid
25Jakub KubiczekVekithThe Principality of New Antioch-Paid
26Tomasz MalczewskiMalczewski Painting StudioHeretic Legion-Paid
27Filip MoldzyńskiMastermindHeretic Naval Raiding Party-Paid
28Kacper StaszczykKhoragTrench Pilgrims-Paid
29Franciszek KubickiFranekCavalcade of the Tenth Plague-Paid
30Tomasz KordyacznyTK - Karpacki PlugawiecThe Cult of the Black Grail-Paid
31Jakub JawornikJAWORThe Iron Sultanate-Paid
32Damian Rokoszramen.dokoszKnights of Avarice-Paid
33Sebastian Przybyłowiczsavastian_maximilianowiczThe Iron Sultanate-Paid
34Maciej TuszyńskiGuki3Heretic Naval Raiding Party-Paid

Day 2 participants: 34

Prizes

We aim to keep the entry fee as low as possible. Prizes depend on sponsors and will be randomly distributed, not based on placement.

Prize Sponsors

Hex Brick


Keep Design


Scibor Teleszynski


K&K Hobby



Borpolka

Wargames Crew

Heresiarch Miniatures

Tauros Studio

RavenCrowe Minis


Urbanmatz