🗺️ Terrain
- The first building should be a large, open ruin placed in the centre of the table — this is the dragon’s lair.
⚔️ Special Rules
📍 The Dragon
- The dragon is young and cannot fly due to a life underground.
- The dragon acts after the last warband each turn.
- It will charge all models entering its lair if able, but never leaves the lair.
- It will:
- Use its breath weapon on any model in range and line of sight.
- Prioritize models inside the lair over those outside.
- Try to hit as many intruders as possible.
- If there are multiple options, it will attack the closest model.
🐲 Young Dragon Profile
| M | WS | BS | S | T | W | I | A | Ld |
|---|
| 6 | 3+ | - | 1+ | -3 | 4 | 1+ | 3 | 7 |
- Weapons/Armour: Jaws, claws, and a fiery breath!
- Fear: Causes fear.
- Huge Beast: Large Target for shooting purposes.
- Breath Weapon:
- Used in the Shooting phase.
- Can be used even if the dragon is in close combat.
- Place a teardrop-shaped template from the dragon’s mouth.
- Models under it suffer 1 Strength 4+ hit.
- Greedy: Auto-passes any test that would make it leave its lair.
- Staggered, Not Down:
- Instead of being Knocked Down or Stunned, the dragon loses 1 Attack.
- Lost attacks recover in the next Recovery phase.
- Multiple such results = lose multiple attacks.
🏁 Ending the Game
- When one warband is the only one with models in the lair, and the dragon has been taken out of action, that warband wins.
📈 Experience
- +1 XP for each wound inflicted on the dragon (max +1 XP per henchman group).
- +1 XP for putting the dragon out of action (in addition to wound XP).
🎁 Rewards
- +1 exploration die for each non-animal warrior inside the dragon’s den at the end of the game.
- Maximum of 4 dice per warband.