Warhammer 40,000 Scenarios
Warhammer 40,000 players should be bringing an army totalling no more than 1,500pts to Sabrecon to play.
Scenario 1: Seize Ground
Deployment: This scenario uses the Spearhead deployment, as detailed on page 91 of the Warhammer 40,000 Rulebook.
Victory Conditions: This scenario follows the rules for the Seize Ground mission detailed on page 93 of the Warhammer 40,000 Rulebook, played with three objectives. The magnitude of the victory is given by the difference in the number of objectives held between the two players:
- Draw – both players hold the same number of objectives.
- Minor victory – the victor holds 1 more objective.
- Major victory – the victor holds 2 more objectives.
- Massacre – the victor holds 3 more objectives.
Scenario 2: Ill Met by Moonlight
Your attempt to flank the opposing force under cover of darkness has been discovered by the enemy, who clearly had the same idea – the dishonourable swine!
Deployment: This scenario uses the Dawn of War deployment detailed on page 93 of the Warhammer 40,000 Rulebook.
Victory Conditions: This scenario follows the rules for the Seize Ground mission detailed on page 91 of the Warhammer 40,000 Rulebook, played with five objectives. The magnitude of the victory is given by the difference in the number of objectives held between the two players:
- Draw – both players hold the same number of objectives.
- Minor victory – the victor holds 1-2 more objectives.
- Major victory – the victor holds 3-4 more objectives.
- Massacre – the victor holds 5 more objectives.
Special Rule: The Night Fighting mission special rule is replaced by the following rule for twilight, which lasts for the entirety of the game. All units, after having selected a target but before shooting, must roll 3D6 and multiply the result by 3. If the target is not within this distance in inches, the unit’s shots are wasted.
Scenario 3: Meat Grinder
High Command are determined to break the back of the opposing force – all efforts must be made to completely annihilate the enemy.
Deployment: This scenario uses the Pitched Battle deployment detailed on page 92 of the Warhammer 40,000 Rulebook.
Victory Conditions: This scenario follows the rules for the Annihilation mission detailed on page 91 of the Warhammer 40,000 Rulebook. The magnitude of the victory is given by the difference in kill points at the end of the game:
- Draw – points difference of 0-1.
- Minor victory – points difference is 2-4.
- Major victory – points difference is 5-7.
- Massacre – points difference is 8+.
Special Rule: At the start of each player turn, the player may place any Troops choice that was previously destroyed/routed back onto the table. These returning units may enter from their deployment zone or any point on the short table edges outside of the opponent’s deployment zone. These returning units do not return with any transport they may originally have had (such vehicles are permanently lost). In addition, other units (except HQ choices) may be returned to the table. For each such unit, the player rolls a D6; on the roll of a 6, the unit can be redeployed.
Scenario 4: Storm Assault
Not even nature’s wrath can blunt the hatred of the bitterest foes. This however may be a significant error as the armies find themselves fighting amidst the pandemonium of what may become the storm of the century.
Deployment: This scenario uses the Pitched Battle deployment as detailed on page 92 of the Warhammer 40,000 Rulebook.
Victory Conditions: At the end of each player turn, check to see which player has the greatest number of units (of any type) within 6″ of the central building. That player scores 1 point; in the case of a tie, no points are scored that turn. At the end of the game, the total points scored by each player are tallied. The player with the most points at the end of the game wins. The magnitude of the victory is given by the difference in points:
- Draw – points difference of 0-1.
- Minor victory – points difference is 2-4.
- Major victory – points difference is 5-7.
- Massacre – points difference is 8+.
Special Rule: After deployment but before the first turn one player must roll a D3 – the result is used to determine the storm’s starting conditions, consulting the chart below. Then, at the start of each player turn, roll a D6. On a 1-3, the severity drops by 1 and on a 4-6, it increases by 1. If the severity reaches 6, then the storm has reached its height and no further rolls are made.
- 0: The cloud cover breaks and the storm dissipates. No further rolls are made.
- 1: Strong gusts and heavy rain. No effect.
- 2: The wind howls, hurling debris into the faces of the combatants and driving the rain into blinding sheets. All cover saves are increased by 1 and units not in cover receive a 6+ cover save. However, smoke launchers cannot be used.
- 3: The cloud cover thickens, hanging dark and heavy. The Night Fighting mission special rule comes into play.
- 4: Thunder rolls and lightning flashes. Roll a D6 at the start of each player turn. On a roll of 4+ that player randomly selects one of their own units to be hit by 1D6 S5 AP4 hits. Vehicles are struck on their side armour.
- 5+: The tempest looms directly overhead, booming thunder and screaming wind deafen and intimidate all caught in the tumult. All units suffer an additional -1 modifier to their morale checks, and no further rolls are made.