THE EYE OF ARGON A somewhat silly, but quick, 500-point Warmaster Scenario, by Rick Wynn GROUND: A small hill in the center of the field, at the crest of which is the Fane of Fate. (The small hill serves two functions - to give infantry there defended status, and to block line-of-sight for artillery and fliers from the initial deployment positions.) FORCES: Both sides select 500 point forces, under the following special rules: (i) Army generals are NOT available; instead, each force must have a wizard (or runesmith) who acts as the army commander (and stand-in for the player!). When that wizard fails in giving an order, that side's movement is done. Players may choose other wizards and/or heroes to act as subordinates. (ii) There are no minimums or maximums for troop types. A force could consist of an Orc Shaman and three Giants, or a Liche Priest and six Carrion, or an Imperial wizard and seven Handgunners. (iii) Each army may field one mercenary unit, of any list. Add a Flame Cannon to Chaos if you like, or a Giant to Empire, or a Steam Tank to Dark Elves. DEPLOYMENT AND PLAY: Both sides deploy no closer than 40cm from the center of the hill, on opposite sides of the field and not more than 10cm from the "center line" of the field. Dice for first move. OBJECTIVE: In the Fane of Fate is the all-powerful Eye of Argon, which each side's commanding wizard would dearly love to possess. All forces are expendable in pursuit of this objective! There is no break point in this battle - the only ways to win are to (a) kill the opposing commander while keeping your own alive, or (b) wrest the Eye of Argon from the Fane and then successfully exit your commander off your own edge. The Eye of Argon can only be extracted from the Fane by the wizards commanding the respective armies. To do so, the Fane must be occupied by a friendly unit, and the wizard attached to that unit during Character Movement phase. Then, during Spell Phase, the wizard must throw a 3+ to obtain the Eye (during which time he cannot cast any other spell). If he succeeds in doing so, he has the Eye in his possession. Now all he has to do is survive the enemy's likely counterattack! If he does so, on his next turn he can flee for his own table edge; if he does not, the Eye is found on his corpse and his rival wins.