From the journal of Titus Petronius: "The crystal is surrounded by a shimmering dome of blue. Men and arms pass through harmlessly, but fire and arrows simply vanish. We must investigate this phenomenon closely. Such magic could hold the key to winning this horrible war.
7000 points. 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.
| CRYSTAL DOME | The outside edge of the crystal control terrain blocks line-of-sight for ranged combat and special abilities (such as Fireburst and Thrown Weapon) that require line-of-sight. |
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| Crystal | ![]() | Acts as control terrain for both players. Units can move through this terrain. Snapping is optional. Units on or adjacent to this terrain gain the powers of the crystal as described in the special rules. The crystal in the center (red border) acts as blocking terrain, preventing movement and blocking line-of-sight. Units must snap to this blocking terrain. |
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| Swamp | ![]() | Units must snap to this terrain before entering it, ending movement. Terrain blocks line-of-sight. When beginning movement while adjacent to, in, or overlapping this terrain, a unit's movement rate is reduced by two. At the beginning of each turn, any unit adjacent to, in, or overlapping this terrain takes one damage. A unit in or overlapping this terrain cannot issue special orders. |
| Mud1 | ![]() | Units must snap to this terrain before entering it, ending movement. When beginning movement while adjacent to, in, or overlapping this terrain, a unit's movement rate is reduced by the peg count of the largest ready figure on the unit. |
| Blocking2 | ![]() | Units cannot move through this terrain and must snap to it, ending movement. Terrain blocks line-of-sight. |
| Hindering1 | ![]() | Units cannot move through this terrain and must snap to it, ending movement. Terrain hinders line-of-sight. |