Raid

**Battle Type:** Asynchronous

**Description:** A raiding force seeks to raid the supplies of a Defending force, attempting to burn or destroy them. As armies in Chronicles must carry supplies with them, decisive victories can be won by surprise attacks on their supply holds.

**Defender/Raider:** Before rolling for table sides, roll off to determine who will the Defender and the Raider. The person who wins the roll off can choose. The Raider is considered to be raiding the area while the Defender is seeking to protect their supplies.

**Deployment Zone:** **Defender** may deploy anywhere on the table at least 12 inches away from any table edge. **Raider** does not deploy. Instead, during the Movement Phase of the first Game Turn, the Raider's army will walk onto the table using a Move Action and coming from either the Raider's table edge or the left or right table edges. The Raider does not have to declare where his Models are coming on. Both the Defender and Raider can still use the Reserve rules as normal.

**Special:** - Before deployment, the Defender must place supplies on the table. Supplies can be modeled as faction flags or other appropriate markers approximately the size of a 30mm base. For a Small Game, Defender places 8 markers. For a normal game, place 12 markers. Supplies can be placed no closer than 10 inches from each other and at least 6 inches from any table edge.

**Night Time:** This Battle uses the rules for  Night Time.

**Game Turns:** 6

**Battle Type:** Tactical Maneuver

## Victory Conditions

The player who accrues the most points at the end wins the Game or Sudden Death occurs.

Points are accrued as follows:

* The Raider earns 2 points for setting supplies on fire.
* The Defender earns 2 points for un-burnt supplies.
* The Defender earns 1 point for doused supplies.

## Supplies

Supplies represent stored supply caches belonging to the Defender. The Raider is attempting to burn those supplies.

**Supplies are a Tactical Objective.**

### Burning Supplies

To burn Supplies, the Raider must move a Friendly Model into Base to Base Contact with the supplies and use a Special Action. The Raider cannot do so if there is an Enemy Model also in Base to Base Contact with the Supplies. Alternatively, the Raider can also burn supplies through a successful Tactical Contest in which case the restriction about Enemy Models in Base to Base does not apply.

Supplies which have been doused cannot be burned again.

### Dousing Supplies

A supply cache that has been set ablaze can be doused. To do so, the Defender must move a Friendly Model into Base to Base Contact with the supplies and use a Special Action. The Defender cannot do so if there is an Enemy Model also in Base to Base Contact with the Supplies. Alternatively, the Defender can also douse supplies through a successful Tactical Contest in which case the restriction about Enemy Models in Base to Base does not apply.

### Removing Supplies

Once burned, Supplies will burn for 1 Game Turn following the turn in which they were set ablaze. During the Upkeep: Start Phase of the turn following that, the Supplies are removed from the table and can no longer be doused.

Example: The Raider burns a set of supplies during Turn 2. During the entirety of Turn 3, the supplies are burning and can be doused. At the Upkeep: Start Phase of Turn 4, the supplies are removed from the table.

## Sudden Death

During the Resolve: End Phase of each Game Turn, tally up the current score. Use the following chart to determine if Sudden Death will occur on that turn.

If the Raider has more points than the Defender, and there are no Supplies that the Defender can douse or not enough supplies to douse to make up the difference in score during a later turn, the Game ends in favor of the Attacker.

Otherwise, compare the point spread using the following chart.

* At the end of Game Turn 1, sudden death cannot occur.
* At the end of Game Turn 2, if the Defender has 14 (Small Game) / 22 (Normal Game) more points than the Attacker, Defender wins.
* At the end of Game Turn 3, if the Defender has 10 (Small Game) / 18 (Normal Game) more points than the Attacker, Defender wins.
* At the end of Game Turn 4, if the Defender has 6 (Small Game) / 12 (Normal Game) more points than the Attacker, Defender wins.
* At the end of Game Turn 5, if the Defender has 4 (Small Game) / 8 (Normal Game) more points than the Attacker, Defender wins.

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