Deep in the heart of the Valley of Monsters, a new power is rising. A terrible weapon has been hidden away deep in a mythical labyrinth, one that turns men into monsters and enrages mythical creatures with battle lust. Much can be gained by acquiring this weapon but beware of the terrible guardians charged with protecting this sacred site.
7000 points, Each army must include at least one Commander unit. Standard army building rules apply. 8 order points per turn. 4 order points for the ambush turn. 21 victory points to win.
Battlefield is set up as shown in the diagram. No additional terrain is placed.
| ZOMBIE INVICTUS PLACEMENT | At the beginning, the ambush player rolls a d6. If the player rolls a 1-4 place the Zombie Invictus sortie on the appropriate marker 1-4. If the player rolls a 5 or 6, that player chooses on which marker to place the Zombie Invictus. At the beginning of each player's turn, check to see if the Zombie Invictus is still in play. If it is not, roll a d6 to place the Zombie Invictus back on one of the starting markers as per the rule above. If a marker is occupied (a unit is covering the center point) the player chooses an open marker to place the Zombie Invictus sortie on. If all markers are covered, the Zombie Invictus cannot return to the field. |
|---|---|
| ZOMBIE INVICTUS RULES | At the beginning of each player's turn, check to see if the Zombie Invictus is in play. If so, it automatically regenerates one figure (if damaged) and then you may control the Zombie Invictus by issuing one move order and one close combat order. These orders must take place at the start of your turn. You can issue the move and close combat orders in any order (ie. move then attack or attack then move). The unit can never push to repeat an order and if eliminated, is never worth Victory Points. Also, if the Zombie Invictus eliminates a unit, no player scores Victory Points. The Zombie Invictus Sortie can be found here. |
| MYTHIC FRENZY | Heightened magical energies enrage mythic units. Mythic units get +1 attack dice and -1 defense dice during close combat. |
| Control1 | ![]() | Acts as control terrain for both players. Units can move through this terrain. Snapping is optional. |
|---|---|---|
| Blocking3 | ![]() | Units cannot move through this terrain and must snap to it, ending movement. Terrain blocks line-of-sight. |
| Blocking4 | ![]() | Units cannot move through this terrain and must snap to it, ending movement. Terrain blocks line-of-sight. |
| Blocking2 | ![]() | Units cannot move through this terrain and must snap to it, ending movement. Terrain blocks line-of-sight. |
| Mark1 | ![]() | Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield. |
| Mark2 | ![]() | Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield. |
| Mark3 | ![]() | Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield. |
| Mark4 | ![]() | Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield. |