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Contents

Generating the Scenario ............................................................................... 3


1. Select Teams/races ........................................................................... 3
2. Location Chart dictates terrain (must be a place that the races
overlap on) ................................................................................................ 3
3. Season Chart .................................................................................... 4
4. Select Army Lists .............................................................................. 4
5. Weather Chart (seasons and location provide modifier) ................. 4
6. Weather effects ............................................................................... 5
7. Time of day/night fighting ................................................................ 6
8. Magic and its influence on game setting .......................................... 6
9. Establish Each players victory conditions ...................................... 6
10. Deployment .................................................................................. 6
11. Who goes first? ............................................................................ 7
12. Game length ................................................................................ 7
Other helpful tidbits ...................................................................................... 7
Terrain ideas ............................................................................................. 7
The Coast of Lustria ............................................................................... 7
Jungle of Lustria .................................................................................... 7
Ulthuan ................................................................................................. 7
Naggaroth ............................................................................................. 7
Chaos Wastes ........................................................................................ 7
Araby ..................................................................................................... 7
Albion .................................................................................................... 7
Norsca ................................................................................................... 8
The Dark Lands ...................................................................................... 8
Worlds Edge Mountains ........................................................................ 8
Border Princes/Solland .......................................................................... 8
Kislev ..................................................................................................... 8
The Moot ............................................................................................... 8
The Grey Mountains .............................................................................. 8
Estalia/Tilea .......................................................................................... 8
Forest of Loren ...................................................................................... 8
Sylvania ................................................................................................. 8
Southlands ............................................................................................ 8
Khemri ................................................................................................... 8
Black Gulf and Tilean Sea ...................................................................... 9
Marshes of SkavenBlight ....................................................................... 9
The Realm of Bretonnia......................................................................... 9
Underground ......................................................................................... 9
Baggage Train ........................................................................................... 9
Deployment ........................................................................................... 9
Raiding the baggage ............................................................................. 9









































Generating the Scenario
Unless you have a creative Gm or a Mutual understanding/agreement
on the scenario, it is recommended that one consults the following
process.
1. Select Teams/races





Both Players Select a team they wish to play from the following
Beasts of Chaos
Bretonnia
Chaos Dwarves
Dark Elves
Dwarves
Empire
High Elves


Hordes of Chaos
Lizardmen
Ogre Kingdoms
Orcs and Goblins
Skaven
Tomb Kings
Vampire Counts
Wood Elves

2. Location Chart dictates terrain (must be a place that the races overlap on)
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Albionites

Beasts of Chaos

Bretonnia

Chaos Dwarves

Dark Elves

Dwarves

Empire

High Elves

Hordes of
Chaos

Lizardmen

Ogre Kingdoms

Orcs & Goblins

Skaven

Tomb Kings

Vampire
Counts

Wood Elves

Halflings

Gnomes

Estalians/Tilean
s

Kislevites

Pygmy Allies

Norse

Nippon


When determining the location, First randomize between common blue locations. If no common blue location exists, randomize between all blue
and red locations, if no blue and red locations exist, randomize between two red locations. If no such location exists, a plot device will need to be
invented by the players/gm.








3. Season Chart
Roll a D10 to determine the Season
1-3 Spring
4-7 Summer
8,9 Fall
10 Winter

4. Select Army Lists
-Making your army list
1

At most 25% of your army can be heroes
At least 25% of your army must be core
At most 25% of your army can be allies and mercenaries
2

At most 25% of your army can be special units
At most 20% of your army can be rare units
Have players determine their magic users spells while you determine the weather


5. Weather Chart (seasons and location provide modifier)
To determine Whether consult the following Chart of modifiers and roll 10D6 to determine the weather.

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Albion +10 +5 +10 +20

Kislev +14 0 +20 +27
Araby -15 -20 -15 -5

Marshes of
Skaven Blight -5 -7 +5 +5
Black Gulf/ Tilean Sea -5 -10 0 0

Naggaroth +5 0 +10 +15
Border Princes/
Solland -5 -5 +5 +15

Norsca +15 +10 +20 +25
Chaos Wastes +10 +10 +15 +25

Realm of
Bretonnia +5 0 +5 +15
Coast of Lustria +4 +4 +4 +4

Southlands -5 -10 -5 0
Estalia/Tilea -5 -7 +5 +5

Sylvania +10 +5 +10 +10
Forest of Loren +5 0 +5 +10

The Dark Lands -10 -15 -10 +20
Grey Mountains +10 0 +10 +20

The fields of the
Moot 0 0 +10 +10
Jungle of Lustria +4 +4 +4 +4

Ulthuan 0 0 0 0
Khemri -20 -20 -20 -15

World Edge
Mountains +10 +10 +15 +20

1
This borrows from a combination of 3
rd
, 4
th
and 8
th
ed Warhammer, though many army lists contain their own variation, use this where no other army
organization is provided
2
Any ally contingent must also fit these parameters in its microcosmic way, that is, allied/mercenary contingents must, at the bare minimum, have a general and
core units. Though there is some leniency with this should the Gm determine that the scenario calls for a small allied contingent of special or rare troops or what
have you.
10D6
-30-5 Ember Gales
6,7, Infernal Ash winds
8,9,Drought
10,11,12,Scorching Sun
13-18 Sweltering heat
19-27, Sunny Day
28-40 Warm Day, with mild wind
41-45 Overcast
46 Fog
47-49 Rain
50,51 Windy Rain
52, Torrential Downpour/deluge
53 Lightning Storm
54 Hail
55 Slush and slippery mud
56-64 Snowed
65-67 Snowing
68,69 Blizzard
70+ Frigidly Cold

6. Weather effects
Ember Gales
All Black powder weapons misfire on a +1 due to the
random hot embers
Order and Good models have -1Ld
All Shots over half range suffer an additional -1 to hit
See Noxious Gas Clouds Generals compendium (p105)
Night: the glow of the embers extends LOS an additional 6
Infernal Ash Winds
All shots over half range suffer an additional -1 to hit due to
the ash in the air.
Drought
All models have the dying of thirst rule and desperate
measures (generals compendium p. 102)
Flammable targets catch fire on a +1
Night: during night time conditions, models take a S1 hit
instead of S2 for thirst
Scorching Sun
Any unit that marches (moves a distance greater than M)
suffers from heat stroke, each model takes a S1 hit no armor
save. Large Monsters take a S3 hit. Any model/unit that
suffers a casualty/wound must take a stupidity test the next
turn.
Night: ignore the above rule
Sweltering Heat
Everyone is sweaty and irritable, every unit suffers from -1
Ld, and -1 Cl for all non-panic/rout tests.
Night: ignore the above rule
Bright Sunny Day
Evil and Chaotic models lose 1 Ld, Cl.
Night: ignore the above rule
Warm Day, mild wind
No Effect
Overcast
No effect
Night: there is no moonlight

Fog
Starts on the D3rd turn lasts D4 turns. If the Fog starts on the
first turn both armies deploy 12 apart.
While in effect, all units are able to see 4d4 recalculated
each turn.
Night: whilst there is fog there is no moonlight
Rain
Starts on the D3rd Turn lasts D4 turns
All ranged attacks get -1 to hit (black powder weapons suffer
this penalty for the remainder of the game, though
harquebuses no longer misfire)
Warmachines may only fire on a 4+ each turn while it rains
Night: Whilst it rains there is no moonlight
Windy/Torrential Rain
Starts on the D3rd Turn, Lasts D3 Turns
Flyers fly at rate
All ranged attacks get -1 to hit
Warmachines may only fire on a 4+ each turn
All troops get a -1 to rally
Rivers turn to fast rivers, models in fast rivers move down
stream 2D6 during compulsory phase.
Night: no moonlight whilst it rains
Lightning Storm
Starts on the D3rd Turn lasts D3 Turns
During the magic Phase the GM Throws D3 lighting bolts.
Roll a DX and a DY Where x equals the length of the
board and y equals the width of the board. Do this for each
lightning bolt and have them hit targets as per the lightning
bolt spell.
Night: No moonlight whilst there is lightning, models may
see any model that is within 6 of a lightning strike.
Hail
Starts on D3rd Turn lasts D2 Turns
Flyers may not fly
All missile fire at -1
-1 to rally
Night: no moon light whilst it is hailing
Slush and/or Slippery mud
Any unit moving farther than m must take an i test. If they
fail the unit counts as unformed; warmachines crew must
pass a S test if they wish to move or rotate a warmachine.
This rule does not apply in forests, hills or other terrain
features.
Snowed
Place random snow drifts on the map, large difficult
terrain splotches.
Snowing
Starts on D3rd turn, lasts D4 turns
Los reduced to 4D10 for all models
Flyers move at half rate
Once over, counts as snowed
Night: No moon light whilst it is snowing
Blizzard
Starts D3rd turn lasts D2 turns. Then becomes Snowing for
D3-1 turns, then snowed.
LOS reduced to 4 any unit that cannot see any significant
terrain feature or unit for reference must pass an Ld test or
move in a random direction if ordered to move. Flyers may
not Fly.
Night: no moonlight whilst the blizzard continues
Frigidly Cold
Counts as Snowed
Such is the cold that any idle (eg a model that does not move
at least 1/4M or fight in hand to hand) exposed model (a
model on an outside of a formation, baggage area, or
building) without flaming attacks (or a flaming brasier) takes
a 1S hit, no armor save. This can cause panic.















7. Time of day/night fighting
Roll a D6, on a 6+ the fight takes place at night. (1 is always day
time)
Roll another D6 and consult the next chart

During night time conditions LOS is restricted to 12
Moon Phase Roll D20

8. Magic and its influence on game setting
White mages add or subtract equal to their magic level toward the
weather result of Warm day, mild wind,
Black mages add or subtract equal to their magic level toward the
weather result of drought or may alternatively influence whether
the fight takes place at night by the same amount.
Blue Mages add or subtract equal to their magic level toward the
weather result of Rain
Green mages, add or subtract their level toward Fog
Red Mages subtract their level from the weather roll.
9. Establish Each players victory conditions
It is best if two separate victory condition sheets or sets are created,
one for each player. These should be kept secret from the opposing
player. Victory conditions should be creative and involved, perhaps
following or suggesting an underlying plot to the battle. Strictly
speaking all victory conditions in this section are suggestions.
Though creating conflicting or similar victory conditions may yield
fun results in the battle. One might imagine an empire force with an
object of great power that must be flighted to safety at all cost, in
such a situation, losses of troops may not factor significantly against
them because only the item truly matters. Be creative and have fun
with them.
Fairly standard/common Victory points
+50pts for each 2x2 sector in which you outnumber an opponent by
at least 3 to 1
+100pts if the enemy never enters your deployment zone
+pts value of every model you killed/fled/ or is fleeing when the
game ends
+50pts for each standard captured
+100 for the enemy standard
+100 pts for slaying the opposing general
+100pts for owning unlooted baggage train
+50 for being in the process of looting
+100 for fully looting
Ideas
First blood (first team to kill a model or whichever team kills the
most models on the first turn)
Offense!/gaining ground (units in opp. Deployment zone)
Defense (preventing enemy from entering deployment zone)
Holding Bridges (control of bridges)
Pillage (Destroying buildings)
No Treewives (extra Vps for killing particular units due to
irreplaceability)
Settling grudges (extra VPs for killing particular models with
particular models)
Holding some location

10. Deployment
1. Scenery
3

a. Each player divides the board into 2X2 sectors after
deciding which side each player is on.
b. Each player writes 0-4 in each sector in secret
c. The GM averages the numbers out in each sector.
d. The GM then randomly determines and places the
scenery in the sectors.
e. OR alternatively, the GM sets up the entire board in
accordance with the scenario.
f. The Gm will determine the deployment zones
2. Designate advanced forces (maximum of 2 units)
3. Initiate a pre-battle magic phase for spells intended to be cast
before the battle (See Magic rule supplement)
4. Determine which army has the slowest advanced force. Eg where
one side has two units, one of M 6 and the other of M 9 and their
opponent has a single advanced force of M7, the first side would
be the slower advanced force. Where there is a tie for slowness
both are deployed as normal.

3
Remember that players get a pre-battle magic phase, and if one of them
has illusion magic, this would influence scenery set up. Deployment taken
from Warhammer 3
rd
ed. though with aspects removed. Alternatively, the
GM may arrange the playing field as she/he sees fit. Though really every
edition seems to have its own take on scenery deployment, take your pick.
It is highly advisable to have the GM set up if there is a particular scenario
in mind.
5. Deploy both armies in Movement speed order, slowest first. Eg.
All units are deployed in order of movement value, Slowest units
to fastest. Where there is a tie for speed, the Gm will randomly
determine which tying unit to deploy next. Including the slower
advanced force.
6. Deploy the fastest advanced force
7. Deploy scouts anywhere on the map outside of line of sight of
the enemy and outside the enemy deployment zone, or within a
friendly deployment zone. Fastest scouts are deployed first
8. Both players get to make a scouting move. Units with the scout
special rule get to make an additional move. This is only one
move up to the units maximum movement value. The team with
the highest lowest movement value for their advance force may
have their advance force also move in this scouting movement
phase. In the event of a tie for highest lowest, both tying units
cannot move in the scout turn.
1,2 Nightfall comes on the D3rd turn and lasts
the rest of the game

3,4 The night lasts the entire fight

5,6 Dawn comes on the D3rd turn and day time
conditions prevail for the remainder of the game

1-4 New Moon +0 LOS

5-14 First or last quart moon +4 LOS
15+ Full moon +8 LOS

11. Who goes first?

The GM may elect any of the following methods for determining who goes first
The attacking player goes first
The players roll off adding modifiers
o +1 to player who deployed the last unit
Or whichever turn order suits the needs of the scenario

12. Game length

GM establishes the game length, determining the number of turns the game will last.

Other helpful tidbits
Terrain ideas
This section is a list of ideas for what kind of terrain one might expect in
each different location and tries to avoid things that would appear in
massive cities.
The Coast of Lustria
Coast line, sandy beaches, precipitous cliffs
River estuaries/deltas (monsters lurking in the water?)
Marshes (Malaria and yellow fever?)
Lizardmen Ruins overlooking the Ocean
Empire/Estalian/Tilean trading post/ruins (buried Sartosian pirate
treasure?)
Sand Bar
Jungle/dense rain forest inland
Jungle of Lustria
Dense Jungle/rain forest (wandering predators?)
Monuments to the Old Ones
Ruins (gold?)
High elevations/mountains
Broad Rivers
Fountain of Youth (actually poison?)
Lakes and swamps
Ulthuan
Shore or Inland
Towering Cliffs
Way stones (magical?)
Ruins
Elven settlement/city (soon to be ruins? Hidden wealth? Land in
cultivation?)
Watch tower
Forests
hills
Fjords and jagged isles
Rivers

Naggaroth
Shore or inland
Few hills
Jagged cliffs
Watch towers
Shrines to Khaine
Harpy dens in mountainous areas
Dark forests, dead forests
Dark lakes
Black granite quarry
Tainted rivers
Dark elf cities are described as few, but massive and fortified, seems
it would be best to avoid dark elf cities in a battle for modeling
reasons
Chaos Wastes
Standing stones and monoliths
Chaos mutated ground and features
Rare portals to the realm of chaos
Swamps (with burning methane? Or faces in the water? Sentient
swamps?)
Barren ground
Chaos warrior settlements
Mass graves
Twisted forests
Snow, tundra, mud
Chasm
Infernal fortress/outpost
Rivers of blood, magic, ice, fire, lava
Hovering islands
4

Alters to the chaos gods
Temples, platforms and the like to the gods
Barbed nettles and other thorny malovent plants and scrub
Araby
Coast or inland
Coastal trading post
Desert Oasis
Dunes (hill and difficult terrain)
Sand (difficult terrain)
Ruins (buried in sand)
Mirage (gm cast illusion)
Areas around cities or significant settlements may have a well, or
olive tree groves or date trees
Albion
Shore or inland
Small and primitive human settlement
o Land in cultivation/livestock
Lots of hills, lakes/ponds/bogs
Forests
Rare hill forts

4
Warhammer armies Chaos features a picture of paths and islands floating
in the air

Burial mounds (haunted?)
Standing stones and monoliths (druid ritual area?)
Isolated monasteries
Occasional large rocks and outcroppings
Streams
Norsca
Shore or inland
Fjords
High cliffs
Hills
Caves (trolls?)
Settlement (temple? Land in cultivation? Fort? Fishing community?)
Ponds
Forests
River
The Dark Lands
Common Barren earth of ash, dust and bones
Sparse Burnt forests
Rare Mines
Rare Craggy spires of stone
Rare Chaos dwarf outpost/watch tower
Rare Hob goblin dwelling (yurts)
Rare Orc and goblin slave camp
Rare cliffs
Rare Chaos dwarf industry spewing soot into the air
Worlds Edge Mountains
Mountains, cliffs, passes, caves
Rivers, mountain lakes, falls
Chasms
Rare dwarf keep
Orc and goblin settlement/fort
Rare dwarf watch tower/midway house
Rare gnome hide/hold
Dwarf Ruins (gyrocopter landing pad, Tower, Ranger outpost,
aqueducts, Miles stones, Highway, bridges, mine)
Skaven post
Rare nest (wyvern, chimera, spiders)
Border Princes/Solland
Empire/Tilean/border prince/Dwarf settlement/ruins (land in
cultivation, Inn, Palisade/hill fort, Trading post, Granary, Brewery)
Rivers
Sparse forests
Hills
Blackfire Pass
Orc and goblin settlement (idle of Gork or Mork)
Kislev
Ice, snow, tundra
Rivers
Sparse forests
In summer lots of land in cultivation
Rare Lone farmstead
Fortified settlement
Rare hill
The Moot
Halfling settlement (brewery, Inn, mill, granary, hobbit holes, bakery)
Hills
Lots of land in cultivation, small hedges and fences
Forests
Small rivers
Lots of paths and bridges
Large happy grassy fields
The Grey Mountains
Mountains, passes, caves
rivers
Dwarf settlement (ranger station, brewery, mine, tower, etc)
Forest
Foothills
Bretonnian Settlement (keep/tower, village, shepherd, no land in
cultivation)
Wood elf listening post
Skaven lair
Rare Nests (Hippogriffs, eagles, warhawks, griffons, Pegasus)
Estalia/Tilea
Villa, settlement, village, tower, mill, lots of land in cultivation,
fences and hedges
Trading post/way station
Rolling hills
Rivers
Sparse forests
Foothills
Forest of Loren
Lots of Forest
Elven way stones of varying quality
Lumber mill (Dwarves, empire, Bretonnia, Skaven, Orcs)
Encampment (Orcs and goblins, Skaven)
Glades
River
Elven watch towers, listening posts, and lone houses
Sylvania
Dark forests
Mausoleums, graveyards, abandoned churches
Ghost towns
Burial mounds, mass graves, heaps of bones
Rare swamps
Sparse rivers
Rare Hills
Rare foot hills
Creepy towers
Abandoned farmsteads
Southlands
Rare Temple (Tomb Kings or Lizardmen)
Rare Pygmy tribe
Dense jungle and forest
Mountains
Rivers
Sparse Spiders and snakes
Rare Volcanoes
Savage and primordial landscape
Rare Lizardmen ruins
Khemri
Rare Oasis (springs of strange water)
Rare Mirages
Ruins (tomb kings or Arabian)
Rare mortis river (Nile like)
Shifting sands (difficult terrain, cause stupidity?)
Quicksand
Dunes (hill difficult terrain)
Foothills
Arabian trading post
Rare Pyramid
Black Gulf and Tilean Sea
Shore/inland
Sparse Fishing/trading village/pirate hide
Land in cultivation, olives, wheat, wine
Rare Steep coastal towns/settlements/bays
Foothills and forests
Rivers
Marshes of SkavenBlight
Rare Slave barracks/camp
Black Corn
Marshes and bogs, mazelike (stupidity? Leaches?)
Sparse Foothills
Rivers/wetlands/bayou/docks for skaven slave barges
Ruins that have been retrofitted, esp. mills
Tunnel entrances
Rare blighted forests
Shrine to the horned rat
The Realm of Bretonnia
Spares Village (houses, land in cultivation, hedges, fences)
Tower
Hills
Forests
Fields/commons
Foothills
Underground
Fungal Forests, Giant toadstools
Caverns
Mines
Underground highway, road
Rivers, streams and Lakes
Water falls
Heaps of bone
Rocks, Scree or boulders
Stalagmites
Chasm
Ruins, pillars, side passage or chamber, abandoned mine
Natural rock wall
Skaven nests
Goblin dung heaps and dwellings
Dwarf listening posts/stations
Tunnels





Baggage Train
Some armies are large and require supplies and provisions beyond what
the soldiers can carry themselves. To represent this, some players may opt
to have baggage trains (or the GM may utilize these rules for a scenario.)
An unraided baggage train is worth 100 victory points. In order to have a
baggage train an army must be at least 1000 points. To determine the size
of a baggage train consult the chart below.

Civilians are models of the preponderant race in an army, they are armed
with improvised weapons and their characteristics mirror those of the
most common model. Civilians do not adopt a unit formation, they are free
to wander within the confines of the baggage area and may defend it, if
the train comes under attack.
Deployment
Baggage trains are deployed with their longest dimension touching the
players side of the table. Baggage trains are deployed very first, even
before war machines. The baggage area is delineated by wagons and
constructed barricades/fences/hedges (defendable obstacles and light
cover)
Other units may be deployed within the baggage area and may leave or
enter during the game.
Raiding the baggage
If a unit finds itself within 2M it must pass a Ld test or charge either the
baggage train or an interposing unit. Troops charging the baggage train
gain frenzy and must take the requisite Cl test.
Civilians in the baggage train are formed up along the side that is being
attacked (alternatively a friendly unit that happens to be in the train.) If the
Civilians are pushed back they rout instead. Raiders do not pursue. Instead
they begin looting. A unit that is looting is placed in the baggage area (or
at least as many models as can fit. The models maintain no formation and
counts as unformed, like the civilians. A unit will continue to loot until it
passes a Ld test at the beginning of its turn. When this is passed the unit
will exit the baggage area, leaving 5 models behind to claim the baggage.
So long as the baggage remains in that players possession it is worth 100
Victory Points.
Friendly units suffer animosity toward any unit that is looting as they too
want to get in on the looting. If fighting breaks out over the possession of a
baggage train (due to animosity,) both units count as looting. If a baggage
train is still being looted when the game ends it is only worth 50 victory
points.
Once it has been looted a baggage train is worth nothing to its original
owner. She/he may still attempt to recapture it to deprive her/his opponent
of the Victory points

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