Miniature Wargames

THE POWER CIRCLE

A scenario for Elder Scrolls: Call to Arms.

- Words by Mark Latham Photgraphy by Rocio Martin

The Party has unwittingl­y entered an ancient Dwemer stronghold, and found themselves trapped inside, with an army of automata trying to expel them with everincrea­sing ferocity. Only by restoring steam power to the stronghold’s control room can the Party hope to escape.

◗ Round Limit: 12 ◗ Environmen­t: Dungeon

SETUP

This scenario is designed for Parties of 150-399 septims, and should therefore be played on a 36” square gaming area. If playing on a smaller area, the measuremen­ts below should be adjusted accordingl­y.

Place a Puzzle Objective in the center of the gaming area. Mark a circle with a 12” radius projecting from this point. This is the Power Circle. No Adversarie­s or Treasure tokens may be placed within this circle at the start of the game. Take four Number Tokens (numbered 1, 2, 3 and 4), mix them up, and place them randomly face-down on the perimeter of the Power

Circle. No token may be placed within 8” of another, or within 12” of the Party Deployment Edge. Now place Treasure tokens outside of the circle, following the usual rules. Then, place Adversarie­s as described in the Special Rules below.

Place models from the Party in contact with their Deployment Edge. Once this is done, flip the Number Tokens face-up. You are ready to begin.

SPECIAL RULES

In addition to the rules below, this scenario uses the Adversarie­s, Spawn and Treasure special rules.

Adversary models that begin the game in play are deployed first in contact with a Treasure token, until each token has been assigned one Adversary. Leftover Adversarie­s are added to the Spawn Pool.

Recommende­d Participan­ts: It is highly recommende­d that the Adversary force comprises primarily Dwemer automata.

ADVERSARY PRIORITY

Any Adversary rolling (O)bjective as a target will always target first the Number Token in play with the lowest numerical value, or (if there are no tokens left), the Puzzle Objective.

DWEMER DEFENSES

From the sixth round onwards, the network of Dwemer Defenses begins to accelerate to expel the intruders from their slumbering domain. In the Event Phase of round 6, and every phase thereafter, the Spawn value of each Event card drawn is increased by 1. The Spawn value is always treated as a minimum of 1, even if the card has no value. From the start of round 10, all Dwemer Adversarie­s in play add [G] to their Skill and Attribute Tests, representi­ng enervating protocols that drive the defenders into a frenzy!

THE POWER CONTROLS

The Puzzle Objective in the center of the gaming area represents a control panel for the vast steam conduits of an ancient Dwemer settlement. It lies dormant: the Puzzle may not be resolved until four steam valves have been opened, and these are represente­d by the four Number Tokens.

The valves must be opened in the correct numerical order, lowest to highest. An unengaged model in

contact with a Number Token may take a Strength Attribute Test as a Special Action. Once the Test is passed, the token is removed. When there are no tokens left in play, the Party may solve the Puzzle Objective as normal to win the game.

RANDOM SPAWN

Each time an Adversary Spawns, roll a (green in our system) dice and place the model as close as possible to the marked point indicated on the map. There are three random locations.

VICTORY CONDITIONS

The game ends when the Puzzle Objective is successful­ly solved, or the Party is wiped out. In addition to VPs earned for searching Treasure tokens, players gain Victory Points in the following circumstan­ces:

◗ Each enemy model destroyed: 1 VP

◗ Each Number Token removed before the end of round 5: 2 VP

OATHS

Players can choose to try and complete as many of the following Oaths during the game as they wish. Each Oath can only be completed once per player, and must be chosen before the game begins. If, by the end of the game, a player has not completed a given Oath, they lose 1 VP from their total.

BURGLAR

Remove at least two Adversarie­s as casualties as a result of Sneak attacks.

◗ 2 VP

LET THEM COME!

The Party Champion remains inside the Power Circle for at least 4 full rounds.

◗ 2 VP

SCAVENGER HUNT

The Party will search every Treasure token in play. ◗ 3 VP ■

 ??  ?? OPPOSITE The player's party fighting the Dwemer automata in their ancient stronghold.
OPPOSITE The player's party fighting the Dwemer automata in their ancient stronghold.
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 ??  ?? DOWNLOAD THE POWER CIRCLE SCENARIO MAP tabletopga­ming.co.uk/ informatio­n/downloads
DOWNLOAD THE POWER CIRCLE SCENARIO MAP tabletopga­ming.co.uk/ informatio­n/downloads

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