Set Up
Determine Player 1 using the universal scenario rules. Starting with Player 2 and alternating, each player picks up to 2 terrain pieces. Each player may only choose 1 large terrain piece. The number of terrain pieces of the same type cannot exceed the maximum indicated by the terrain table. Then, starting with Player 1 and alternating, each player places their terrain pieces with the following restrictions:
Large terrain pieces must be placed in contact with a table edge.
At least one of each players small terrain pieces must be more than L away from their long table edge.
No terrain piece may be placed within M of another terrain piece.
After terrain placement, each player takes 3 objective markers. Starting with Player 2 and alternating, each player places their objective markers with the following restrictions:
All markers must be more than M away from the short table edges
The first marker must be placed more than M away from the players own table edge
The second marker must be placed more than L away from the players own table edge
The third marker must be placed more than L+S away from the players own table edge
No marker may within M+S of another marker of the same player
No marker may be placed in uneven or dangerous terrain
Deployment
Each player deploys their units entirely between M and L of their own table edge. Player 1 deploys half their units. Player 2 then deploys all of their units. Finally, Player 1 deploys their remaining units.
Beginning the game
Player 1 starts the game, but may not trigger any advanced Saga abilities during their first turn.
During the Game
From their turn 2 onwards, players can attempt to desecrate markers. Opponent’s objective markers can be charged as if they were enemy units. Melee is resolved normally with the following special rules:
Objective markers have an armour of 5 in melee
No advanced Saga abilities may be triggered during the melee
The opponent can use the attacking units fatigue to increase the armour of the objective marker
The objective marker always rolls a number of defence dice equal to twice the number of hits obtained, and will cancel a hit on a 5+. The objective marker is destroyed if at least 1 casualty is inflicted.
The attacking unit does not suffer fatigue following the melee
All units of the player to which the objective marker belongs and which are within S of a destroyed objective marker suffer fatigue as if it were a friendly unit
If the objective marker is not destroyed, the attacker must disengage
If the objective marker is not destroyed, note that you have carried out an unsuccessful attack on an objective marker. Count only one unsuccessful attack for each objective marker per turn.
End of the Game
After each player has played 5 turns roll a die. On a 4+ each player has a final turn otherwise the game ends.
To determine victory, each player calculates the number of massacre points scored throughout the game, with the total capped according to the number of enemy objective markers still left on the table. The cap is increased by 1 for each unsuccessful attack scored during the game. This becomes their total number of VPs. If a player scores 3 or more VPs more than their opponent, they are the winner otherwise it is a draw.