Monday, April 2, 2012

Missions For Warhammer Fanasty

Week 1: Da Blood Soaked Choppa

Mission- Battle Line
Length of Game- 6 Turns
Terrain- 4 Mysterious Forests, 2 Normal Hills

Special Rules:
Each player nominates one core unit of their army to carry the blood soaked choppa. While the choppa is in the unit's possession that unit receives +1 to Strength and +1 to attack. If the unit should flee for any reason the blood soaked choppa is dropped and lost forever, and the unit no longer gains this bonus.

Victory Conditions:
Victory points. +200 for eliminating the unit carrying the blood soaked choppa.

Week 2: The End Times

Mission- Meeting Engagement
Game Length- Random
Terrian- 3 Mysterious Forests, 3 Normal Hills

Special Rules:
the very world itself is being ravaged by Chaos and is under constant change. Roll a d6 at the start of every game turn and apply the result on the cart below for the remainder of that turn.
1- Blood rain: The battlefield is showered in the blood of the fallen. All units are subject to frenzy and are stubborn
2- Lightning Storm- Every unit on the battlefield is struck by lighthing and suffers d6 wounds that cannot be saved by any means. Carachters that are not attached to units take d3 wounds.
3- Magical Vortex- All wizards automatically channel both power and dispel dice this round.
4- Tsunami- The oceans was away vast chucks of the world, and have it made it hard to reach the enemy. All models movement is halved and when charging they only roll 1d6 to see how far they charge.
5- Gale Force Winds- All shooting that uses BS are -1 to hit, and those that don't need a BS to shoot must roll at 4+ to shoot at all.
6- Gift of Chaos- The generals of the two armies are awarded great gifts by the gods, but it comes at a price. Both Generals have all their stats increased by 1 (to a max of 10). They have 3+ ward save and are subject to stupidity.

Victory Conditions-
Place a maker or suitable terrain piece in the center of the table to represent the chaos portal. The player with control of the portal at the end of the game gets 500 victory points.

Week 3:EYZ DON’T SEE SO GOOD!
MISSION
Meeting Engagement
(see page 149 of the main rulebook)
LENGTH OF GAME
6 turns
NOTE ON TERRAIN
No need to roll for terrain each table should have 5
pieces of terrain.
All woods are mysterious woods.
All hills are normal hills.
SCENARIO SPECIAL RULES
At the start of each player’s turn, that player rolls an
artillery die and multiplies the result by 3. The result is
the number of inches both players can see that turn. If a
misfire is rolled there is no sight restriction that turn.
VICTORY CONDITIONS
Use Victory points to determine the winner as described
on page 143 of the Main Rulebook.
MASSACRE
Defeat your opponent by 1500 victory points or more.
MAJOR VICTORY
Defeat your opponent by 800 – 1499 victory points.
MINOR VICTORY
Defeat you opponent by 200 – 799 Victory points.
DRAW
Defeat your opponent by 199 victory points or less.
BATTLE MODIFIERS
+1 point for killing your opponent’s cheapest unit.
+1 point for each of your opponent’s reserve
units you kill.
+1 point for massacring your opponent