Corsican Incident Scenarios


Corsican Incident Scenarios

Scenario 1: Jaws of the Black Wolf

Game Length: 6 Turns.
Deployment: the Defender deploys first.
Initiative: The Attacker has Initiative for all Game Turns.

Order of Battle: Attackers
Black Wolf: 1x Nemesis Battle Cruiser, 3x Cyclops Rocket Cruisers, 3x Chimera Medium Airships.

These Squadrons are deployed in Sector A

Order of Battle: Defenders
League of Italian States: 1x Minerva Battle Cruiser, 2x Spuntone Gunships, 3x Pilum Medium Airships.

These Squadrons are deployed in Sector B

Victory Conditions:
If at least two LoIS models leave the table by the indicated Board Edge it is an Italian victory.

If no LoIS models leave the table and 70% of the Italian MFV is destroyed, derelict or prized it is a Black Wolf victory.

Any other result is a draw.

Special Rules:
Sardinian Territorial Waters: Any Model that finishes is activation with 12” of the table edge indicated as being Sardinian Territorial Waters immediately suffers an 8AD attack. This attack counts as originating from Range Band 2.

Scenario 2: The Volcano Erupts

 Game Length: 6 Turns.
Deployment: The Defender Deploys First.
Initiative: The Attacker has Initiative on Game Turn 1.

Order of Battle Defenders:
Black Wolf: 1x Deathbringer Submarine, 1x Nemesis Battle Cruiser, 3x Cyclops Rocket Cruisers, 3x Chimera Medium Airships, 4x Fury Frigates.

These Squadrons Deploy in Sector A.

Order of Battle Attackers:
League of Italian States: 1x Mars Battleship, 1x Minerva Battle Cruiser, 2x Spuntone Gunships, 3x Pilum Medium Airships, 5x Scutum Corvettes.

These Squadrons may be deployed in Sectors B, C or D. Each Sector may not contain more than 2 Squadrons.

Victory Conditions:
The Italian player must destroy 70% of the Black Wolf MFV.  If they achieve this by the end of Turn 3 or earlier it is an Italian victory. If they achieve this by the end of turn 5 it is a draw. Otherwise, or if the Black Wolf Player destroys all the Italian squadrons then it is a Black Wolf Victory.

Special Rules:
Sturginium Storm: In the pre turn phase of each game turn roll a D6. On a 4,5 or 6 a Sturginium storm rages. For the duration of the turn Models may not target units at Range Band 4. All shield rolls are resolved using Heavy Dice.

Campaign Rules:
Cut supply lines: If result of the ‘Jaws of the Black Wolf’ Scenario was a Black Wolf victory then whenever a League of Italian States Squadron declares an attack with Torpedoes or Bombs roll a D6. On a 1 or a 2 the attack does not take place due to munitions shortages.

Re-enforcements inbound: If result of the ‘Jaws of the Black Wolf’ Scenario was an Italian victory then the Italian player may deploy one Squadron of Small models from their Scrapyard as re-enforcements once per game. This squadron moves on from the indicated Board edge.

Scenario 3: Prison Break

Game Length: 7 turns or until victory conditions are met.
Deployment: The Defender deploys first.
Initiative:  The Attacker has the Initiative for Game Turns 1 and 2.

Order of Battle Attackers:
Black Wolf: 1x Deathbringer Submarine, 1x Nemesis Battle Cruiser, 3x Cyclops Rocket Cruisers, 3x Chimera Medium Airships, 4x Fury Frigates.

These squadrons deploy in Sector A.

Order of Battle Defenders: Castello di Propriano
1x Corsican Prison Tower

This Fortification is deployed as shown

Defence Garrison:
League of Italian States: 1x Mars Battleship, 2x Spuntone Gunships, 3x Pilum Medium Airships.

These Squadrons are deployed in Sector B.

Reinforcement flotilla:
1x Minerva Battlecruiser, 5x Scutum Corvettes

These Squadrons arrive in the Late Arrival Segment of the Pre Turn Phase of Turn 3 from either short table edge.

Victory Conditions:
If a Black Wolf Model leaves the board via any table edge while carrying the Prisoner Token or all League of Italian States Models it is a Major Black Wolf Victory

If the game ends with the Prisoner Token on a Black Wolf Model it is a Minor Black Wolf Victory.

If the game ends with the Prisoner Token unclaimed or on an Italian Model except the Prison it is a Minor Italian Victory.

If the Game ends with the Prisoner Token in the Prison, or if all Black Wolf Models are Destroyed the it is a Major Italian Victory.

Special Rules:
The Prisoner: Use a suitable token to represent the prisoner. The token starts attached to the Prison. If a Black Wolf Squadron performs a Boarding Assault and scores more successes than their opponent they may take possession of the Prisoner Token instead of triggering any other effects. The Prisoner Token may be transferred by the Model carrying it to another friendly model within 4” at the end of its Movement Phase.

If a model carrying the Prisoner token is subsequently boarded the boarder may claim the token if they score more successes in the assault instead of triggering another effect. If a Model carrying the Prisoner Token is destroyed then the token in placed on the table in the spot where the Model was destroyed. It may be picked up by any Model that ends its movement within 4” of the Token.

Impenetrable fortress: The Prison may not be the target of a Boarding Assault unless it has 4 or more Damage Token applied to it.

Campaign Rules:
Hook Line and Sinker: If the result of The Volcano Erupts” Scenario was a Black Wolf victory then the Italian re-enforcements arrive in Game Turn 4 instead of Game Turn 3.

See through the ruse: If the result of The Volcano Erupts” Scenario was an Italian victory then the Italian re-enforcements arrive in Game Turn 2 instead of Game Turn 3.You can download a hi-resolution PDF of our maps Corsican Maps.