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Resurrection

A Warhammer Fantasy Battles Sixth Edition Event

THE SCENARIO PACK


2 WARHAMMER

PROVISIONS
“Scouts have reported that several supply dumps have been
left unguarded after the hasty withdrawal of one of the forces
along the front lines. You are to secure these crucial supplies
for your own forces and of course to deny them to any enemy
that may have designs on them”

12" SIDE A DEPLOYMENT ZONE 12"


12"

24"

12" SIDE B DEPLOYMENT ZONE

Forces Deployment
Use your 2000 point force. • Both Generals should roll off with the winner
having the choice of choosing which side of the
The Battlefield table they would like to deploy, the loser of the
• The terrain will already have been set up. roll off then chooses whether they would like to
• In addition each table will have 5 small objective deploy first or second.
markers (crates, barrels etc.) which should be • You may deploy your troops anywhere in your
placed on the Battlefield as indicated on the deployment zone.
map above. • All war machines are placed at the same time,
• These Objective Markers represent supplies but in any position in their deployment area.
that both armies are trying to recover. • All the player’s characters are placed down
together, at the same time, after all other units
have been placed.
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• Each player’s deployment zone is 12” in from Victory Conditions


his long table edge, therefore the closest they • Use Standard Victory points to determine a
can ever be is 24” from each other at the winner. I.e At the end of the battle you score the
commencement of battle. points value for any enemy unit that has been
• Scouts are placed after all other units as per wiped out or is fleeing.
the rules in the BRB. If both armies have scouts • You score half points for any unit that is alive
roll a dice for each scouting unit, re-rolling ties. and not fleeing that is at 50% or below.
The Scouting unit that rolled highest is • 100 Points Bonus if the enemy General is dead,
deployed first. fleeing or not on the battlefield other than
having pursued or overran there.
First turn • 100 Points for the enemy BSB following same
Roll a D6 for each player adding +1 for the player conditions as the general.
who finished deploying first and the higher player • 100 points for each captured enemy standard.
may choose who goes first. The +1 bonus does not Note that you must pursue a defeated enemy,
apply on a re-roll after a tie. after breaking them in order to capture their
standard. If you do not pursue the banner is lost
Battle Length in the mire of the battlefield. To be clear, if a unit
The battle lasts for 6 Turns. that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
Special Rules the unit no longer has a banner. Note, there are
A player controls an Objective Marker when they different rules for the Battle Standard Banner.
have picked it up by moving over the marker with • There are no points for controlling quarters.
any part of their unit. Flying units can only fly at • You also gain Victory Points for controlling
half speed if carrying an Objective marker, they Objective Markers as follows. At the end of the
can use their ground movement as normal. game if you have:
Otherwise the marker does not impeded movement • One more Objective marker than your
in any way. The Marker then travels with that Unit/ opponent you get +100 points
Character until the end of the battle, unless the unit • Two more = 200 points
is destroyed by missile fire in which case the marker • Three more = 300 points
is placed on the ground where the exact midpoint • Four more = 400 points
of the unit was when it was defeated), or, if the unit • Five more = 500 points
was defeated in Hand-to-Hand combat, the
opposing Character or Unit then automatically • If the battle should end before the 6th turn, due
picks up the Objective Marker. to a General conceding. The winning General is
assumed to have secured all the Objectives and
will of course score a rousing victory.
4 WARHAMMER

TAKE AND HOLD


“Not one step backwards!”

Use your rear guard to secure your provisions while your forward elements
are to press ahead to take and hold some important sites around the main
field of battle. Glory and honour await those who can breakthrough the
enemy lines to capture the enemy’s supply dump.

SIDE A DEPLOYMENT ZONE 12"

< 10" < 10" < 10" < 10"

SIDE B DEPLOYMENT ZONE 12"

Forces • One objective is to be placed in the centre of


Use your 2000 point force. the battlefield.
• The next two objectives are to be placed
The Battlefield anywhere along the centre line of the
• The terrain will already have been set up. battlefield that is more the 10” away from the
• Generals should roll off to decide on which side centre point and more than 10” away from the
of the table they wish to deploy in and then table edge. The Generals should roll a D6 with
follow the instructions below. the highest deciding to place one of these
• The Generals will be expected to set up the markers first or second.
objectives. • Finally the General who placed the last
• Each table will have 5 objective markers for use objective marker should now place their
in the game, each general is to take a provisions provisions objective marker in their own
objective marker (with chests and barrels) and deployment zone more than 10” away from
set to one side for the moment. any table edge.
5

Deployment when you’re running for your life.


• You may deploy your troops anywhere in your • Victory points for controlled objectives are
deployment zone. The general who lost the roll scored as follows.
to chose table side may choose to deploying • Their own provisions objective= 1VP
first or second. • The right hand side objective= 2VP
• All war machines are placed at the same time, • The left hand side objective= 2VP
but in any position in their deployment area. • The dead centre objective= 3VP
• All the player’s characters are placed down • The enemy’s provision’s objective= 5VP
together, at the same time, after all other units
have been placed. Whoever has the most VP is the winner and scores
• Each player’s deployment zone is 12” in from his as follows:
long table edge, therefore the closest they can • a win via conditions (bottom) scores 450
ever be is 24” from each other at the points
commencement of battle.
• Scouts are placed after all other units as per Otherwise:
the rules in the BRB. If both armies have scouts • .+1 to 2VP scores 600 points
roll a dice for each scouting unit, re-rolling ties. • +3 to 4 VP scores 700 points
The Scouting unit that rolled highest is • + 5 to 6 VP scores 800 points
deployed first. • +7 to 8 VP scores 900 points
• +9 to 10VP scores 1000 points
First turn • +11 to 12VP scores 1100 points
Roll a D6 for each player adding +1 for the player • +13 VP scores 1300 points
who finished deploying first and the higher player • A draw scores 300-300
may choose who goes first. The +1 bonus does not • The loser scores 0 points.
apply on a re-roll after a tie.
• In the event that both players have the same VP
Battle Length then:
The battle lasts for 6 Turns. • Whoever controls their opponent’s objective will
be declared the winner.
Victory Conditions • Whoever controls the central objective will be
• In this scenario taking and holding the objective declared the winner.
is all that matters. This is the only way to gain • Whoever controls the most objectives will be
Victory Points. declared the winner.
• To control or hold an objective marker a player • If none of these conditions is met then the
must have more models within 3” of any point Generals will have agreed a temporary truce
on the marker than their opponent. Each model’s and it will be scored an absolute draw.
worth is his/her Unit Strength. Heroes are worth
double points for this purpose only (but not
mounts)
• If a marker has no models within 3” of it then
no one can claim it. Fleeing units cannot claim
objectives but should they rally on or close to
an objective then they can lay claim to it. For
the purposes of fleeing the objectives will not
influence the fleeing unit in any way. Sacred
stones and small lava pools mean nothing
6 WARHAMMER

HEAD HUNTER
Reports have been received telling of numerous despicable acts of
torture and slaughter that the enemy has carried out in previous
days upon innocent bystanders to the ongoing conflict, the General
is incensed and has ordered a bounty on all the enemy heroes’ heads.

SIDE A DEPLOYMENT ZONE 12"

12"

12"

SIDE B DEPLOYMENT ZONE 12"

Forces • All war machines are placed at the same time,


Use your 2000 point force but in any position in their deployment area.
All the player’s characters are placed down
The Battlefield together, at the same time, after all other units
The terrain will already have been set up. have been placed.
• Each player’s deployment zone is 12” in from
Deployment his long table edge, therefore the closest they
• Both Generals should roll off with the winner can ever be is 24” from each other at the
having the choice of choosing which side of the commencement of battle.
table they would like to deploy, the loser of the • Scouts are placed after all other units as per
roll off then chooses whether they would like to the rules in the BRB. If both armies have scouts
deploy first or second. roll a dice for each scouting unit, re-rolling ties.
• You may deploy your troops anywhere in your The Scouting unit that rolled highest is
deployment zone. deployed first.
7

First turn Scenario special rules


Roll a D6 for each player adding +1 for the player For each enemy character killed in close combat or
who finished deploying first and the higher player run down when fleeing, you earn double the points
may choose who goes first. The +1 bonus does not value of the model. Keep track of each model’s
apply on a re-roll after a tie. head and what unit has it. Note that it doesn’t have
to be in a challenge or by another character. Units
Battle Length can also kill characters when pursuing. However,
The battle lasts for 6 Turns. no bonus is gained if a character is chased off the
board, his fleeing unit must be caught to earn this
Victory Conditions bonus. Heads are carried with units like standards.
• Use Standard Victory points to determine a However, they may be passed to any friendly unit
winner. I.e At the end of the battle you score the during the movement phase as long as they are
points value for any enemy unit that has been within 4” of each other as a free action, even if one
wiped out or is fleeing. or both units marched. Units that are fleeing do not
• You score half points for any unit that is alive have the time nor the organisation to pass heads to
and not fleeing that is at 50% or below. another unit. Heads are always with a unit and
100 Points Bonus if the enemy General is dead, cannot be dropped unless they are destroyed.
fleeing or not on the battlefield other than Friendly units do not recapture the heads of their
having pursued or overran there. heroes or Lords and therefore unlike recaptured
• 100 Points for the enemy BSB following same banners they cannot be captured a second time.
conditions as the general. Units that leave the board for any reason while still
• 100 points for each captured enemy standard. in possession of a head or heads, still get the bonus.
Note that you must pursue a defeated enemy,
after breaking them in order to capture their
standard. If you do not pursue the banner is lost
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
• There are bonuses for killing the enemy’s
characters an unit champions.
8 WARHAMMER

CARNAGE
In their eagerness to meet in battle the
opposing forces almost pass each other in the
morning mist and must quickly reform and face up.

18"
SIDE A DEPLOYMENT ZONE

12"

12"

18"
SIDE B DEPLOYMENT ZONE

Forces • All war machines are placed at the same time,


Use your 2000 point force but in any position in their deployment area.
All the player’s characters are placed down
The Battlefield together, at the same time, after all other units
The terrain will already have been set up. have been placed.
• Each player’s deployment zone is 12” in from his
Deployment long table edge, therefore the closest they can
• Both Generals should roll off with the winner ever be is 24” from each other at the
having the choice of choosing which side of the commencement of battle.
table they would like to deploy, the loser of the • Scouts are placed after all other units as per
roll off then chooses whether they would like to the rules in the BRB. If both armies have scouts
deploy first or second. roll a dice for each scouting unit, re-rolling ties.
• You may deploy your troops anywhere in your The Scouting unit that rolled highest is
deployment zone. deployed first.
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First turn Special Scenario rules:


Roll a D6 for each player adding +1 for the player Each time an enemy unit is removed as a casualty
who finished deploying first and the higher player while Engaged in Combat, when Breaking from
may choose who goes first. The +1 bonus does not Combat, or during the Flee Move directly after
apply on a re-roll after a tie. Breaking from Combat, you gain a Victory Counter.
At the end of the game, the player with the most
Battle Length Victory Counters wins this Secondary Objective
The battle lasts for 6 Turns. and scores an additional 300 points. No points
are given if both players have the same amount
Victory Conditions of Victory Counters.
• Use Standard Victory points to determine a
winner. I.e At the end of the battle you score the
points value for any enemy unit that has been
wiped out or is fleeing.
• You score half points for any unit that is alive
and not fleeing that is at 50% or below.
100 Points Bonus if the enemy General is dead,
fleeing or not on the battlefield other than
having pursued or overran there.
• 100 Points for the enemy BSB following same
conditions as the general.
• 100 points for each captured enemy standard.
Note that you must pursue a defeated enemy,
after breaking them in order to capture their
standard. If you do not pursue the banner is lost
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
10 WARHAMMER

HIDDEN KINGS
A messenger has reported that the enemy King is in the field,
and is apparently hidden in one of the army’s unit ready to
appear to claim victory. Find him and kill him.

12" 12"
SIDE A DEPLOYMENT ZONE

24"

12" 12"
SIDE B DEPLOYMENT ZONE

Forces having the choice of choosing which side of


Use your 2000 point force the table they would like to deploy, the loser
of the roll off then chooses whether they would
The Battlefield like to deploy first or second.
The terrain will already have been set up. • Only troops that are cavalry, fast cavalry,
fliers or scouts may be deployed on the flanks.
Deployment All other troops have to deploy in the main
• Before deploying each player must secretly deployment zone.
choose any friendly non-character unit in which • All war machines are placed at the same time,
to hide the army’s hidden king. This should be but in any position in their deployment area.
recorded clearly on a piece of paper, or even with All the player’s characters are placed down
a discrete mark on the underside of the model. together, at the same time, after all other
• Both Generals should roll off with the winner units have been placed.
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• Scouts are placed after all other units as per Special Scenario rules:
the rules in the BRB. If both armies have scouts At the end of the game if your king is alive and
roll a dice for each scouting unit, re-rolling ties. your opponents has been removed as a casualty,
The Scouting unit that rolled highest is then you will score 300 points.
deployed first.
This is an addition to all other normal points.
First turn
Roll a D6 for each player adding +1 for the player I’d suggest that even if your hidden king is killed,
who finished deploying first and the higher player that you keep this fact secret until the end of
may choose who goes first. The +1 bonus does not the game.
apply on a re-roll after a tie.

Battle Length
The battle lasts for 6 Turns.

Victory Conditions
• Use Standard Victory points to determine a
winner. I.e At the end of the battle you score
the points value for any enemy unit that has
been wiped out or is fleeing.
• You score half points for any unit that is alive
and not fleeing that is at 50% or below.
100 Points Bonus if the enemy General is dead,
fleeing or not on the battlefield other than
having pursued or overran there.
• 100 Points for the enemy BSB following same
conditions as the general.
• 100 points for each captured enemy standard.
Note that you must pursue a defeated enemy,
after breaking them in order to capture their
standard. If you do not pursue the banner is lost
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
12 WARHAMMER

DOMINATING THE FIELD


‘Glory is ours’ but we must claim the field!

SIDE A DEPLOYMENT ZONE

20"

36" 24"

SIDE B DEPLOYMENT ZONE

Forces • Only troops that are cavalry, fast cavalry or flyers


Use your 2000 point force may be deployed on the flanks. All other troops
have to deploy in the main deployment zone.
The Battlefield • Before deploying each general has to declare if
The terrain will already have been set up. he intends to deploy cavalry, fast cavalry or flyers
on the flanks.
Deployment • These units are deployed in normal , alternating
• Both Generals should roll off with the winner order after all units (except characters) are
having the choice of choosing which side of the placed in the main deployment zone and must
table they would like to deploy, the loser of the be placed more than 20” away from any enemy
roll off then chooses whether they would like to troops.
deploy first or second. • Scouts are placed as normal.
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• All war machines are placed at the same time, Special Scenario rules:
but in any position in their deployment area. At the end of the game, players are awarded
All the player’s characters are placed down victory counters for each zone in which they
together, at the same time, after all other have at least one scoring unit.
units have been placed.
• Scouts are placed after all other units as per A scoring unit is any unit of more than US5
the rules in the BRB. If both armies have scouts that is not fleeing.
roll a dice for each scouting unit, re-rolling ties.
The Scouting unit that rolled highest is • The opponent’s deployment zone - 3 counters
deployed first. • The zones’ adjacent to your own deployment
zone - 2 counters each
Battle Length • Your own deployment zone - 1 counter
The battle lasts for 6 Turns. • The centre zone - 0 counters

Victory Conditions A unit is considered to be in a zone if the centre


• Use Standard Victory points to determine a is inside it.
winner. I.e At the end of the battle you score
the points value for any enemy unit that has The player with the most victory counters
been wiped out or is fleeing. wins an additional 300 points
• You score half points for any unit that is alive
and not fleeing that is at 50% or below.
100 Points Bonus if the enemy General is dead,
fleeing or not on the battlefield other than
having pursued or overran there.
• 100 Points for the enemy BSB following same
conditions as the general.
• 100 points for each captured enemy standard.
Note that you must pursue a defeated enemy,
after breaking them in order to capture their
standard. If you do not pursue the banner is lost
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
• There are no victory points for table quarters.
14 WARHAMMER

CAPTURE
The buildings on the battle field are crucial to our plans, take them!

SIDE A DEPLOYMENT ZONE 15"

9"

9"

SIDE B DEPLOYMENT ZONE 15"

Forces • All war machines are placed at the same time,


Use your 2000 point force but in any position in their deployment area.
All the player’s characters are placed down
The Battlefield together, at the same time, after all other units
The terrain will already have been set up. have been placed.
• Each player’s deployment zone is 15” in from his
Deployment long table edge, therefore the closest they can
• Both Generals should roll off with the winner ever be is 18” from each other at the
having the choice of choosing which side of the commencement of battle.
table they would like to deploy, the loser of the • Scouts are placed after all other units as per
roll off then chooses whether they would like to the rules in the BRB. If both armies have scouts
deploy first or second. roll a dice for each scouting unit, re-rolling ties.
• You may deploy your troops anywhere in your The Scouting unit that rolled highest is
deployment zone. deployed first.
15

First turn Scenario special rules


Roll a D6 for each player adding +1 for the player At the end of the battle there are bonus points
who finished deploying first and the higher player for whoever controls the various buildings or
may choose who goes first. The +1 bonus does not objectives. (referred to as buildings)
apply on a re-roll after a tie.
A player can claim to control a building by
Battle Length having a unit or model within 3” of any part of the
The battle lasts for 6 Turns. building, for simplicity the base (if present) counts
as part of the building. To be clear , if only 1 model
Victory Conditions on the corner of a unit of 30 models is within 3” of
• Use Standard Victory points to determine a the building then the entire unit is deemed to be
winner. I.e At the end of the battle you score the contesting that building.
points value for any enemy unit that has been
wiped out or is fleeing. If both players have models within 3” of a building
• You score half points for any unit that is alive then the player with the greater US is deemed to
and not fleeing that is at 50% or below. be in control of the building. Fleeing models or
100 Points Bonus if the enemy General is dead, units do not count.
fleeing or not on the battlefield other than
having pursued or overran there. Bonus victory points are awarded as follows:
• 100 Points for the enemy BSB following same If you control the centre building- 400 points.
conditions as the general. If you control either left or right buildings – 150
• 100 points for each captured enemy standard. points
Note that you must pursue a defeated enemy,
after breaking them in order to capture their If you control both the left and the right buildings-
standard. If you do not pursue the banner is lost 500 points.
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
• There are no points for claiming quarters.
16 WARHAMMER

ANCIENT ARTEFACT
Your scouts have reported that there is an ancient artefact or some
important site in the middle of the battlefield that has special
meaning to our enemy. Make sure that you defend it from the usurpers.

SIDE A DEPLOYMENT ZONE

9"

9"

SIDE B DEPLOYMENT ZONE

Forces deploy first or second.


Use your 2000 point force • You may deploy your troops anywhere in your
deployment zone.
The Battlefield • All war machines are placed at the same time,
The terrain will already have been set up and there but in any position in their deployment area.
will be an artefact or some other marker in the All the player’s characters are placed down
middle of the table. This is impassable. together, at the same time, after all other units
have been placed.
Deployment • Each player’s deployment zone is 12” in from
• Both Generals should roll off with the winner his long table edge, therefore the closest they
having the choice of choosing which side of the can ever be is 24” from each other at the
table they would like to deploy, the loser of the commencement of battle.
roll off then chooses whether they would like to • Scouts are placed after all other units as per
17

the rules in the BRB. If both armies have scouts Scenario special rules
roll a dice for each scouting unit, re-rolling ties At the end of each turn beginning with turn 2,
• The Scouting unit that rolled highest is the player with the highest unit strength within
deployed first. 6” of the marker* gains a counter. The player with
the most counters at the end of the game gains
First turn a bonus of 400 points. This is in addition to the
Roll a D6 for each player adding +1 for the player normal scoring for units killed, banners etc.
who finished deploying first and the higher player Remember: no victory points for table quarters.
may choose who goes first. The +1 bonus does not * A unit or any part of it i.e the corner of one
apply on a re-roll after a tie. trooper, that is within 6” of the artefact counts
as being within 6” of the artefact.
Battle Length
The battle lasts for 6 Turns.

Victory Conditions
• Use Standard Victory points to determine a
winner. I.e At the end of the battle you score
the points value for any enemy unit that has
been wiped out or is fleeing.
• You score half points for any unit that is alive
and not fleeing that is at 50% or below.
100 Points Bonus if the enemy General is dead,
fleeing or not on the battlefield other than
having pursued or overran there.
• 100 Points for the enemy BSB following same
conditions as the general.
• 100 points for each captured enemy standard.
Note that you must pursue a defeated enemy,
after breaking them in order to capture their
standard. If you do not pursue the banner is lost
in the mire of the battlefield. To be clear, if a unit
that has a banner breaks from combat but is not
pursued it loses its banner. Therefore, if it rallies,
the unit no longer has a banner. Note, there are
different rules for the Battle Standard Banner.
• There are no Victory points for table quarters.

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