Warhammer Fantasy Scenarios
Warhammer Fantasy players should be bringing an army totalling no more than 2,400pts to Sabrecon to play.
Scenario 1: Battleline
This scenario can be found on page 144 of the Warhammer Fantasy Rulebook.
Scenario 2: Quagmire
Torrential rain has ruined many a battle plan, even if the battle should still occur under clear skies.
This scenario is a modification of the Meeting Engagement Scenario presented on page 149 of the Warhammer Fantasy Rulebook, and follows the same rules except for the following exceptions:
Special Rules:
- Roll a dice for each of your units at the start of your turn. On the roll of a 1 the unit must pass a strength test or be unable to march or charge as the sucking mud slows them down.
- Any unit that rolls a result of a double 1 on any two dice when declaring a charge automatically fails the charge. However, they remain stationary instead of moving forward a number of inches to the highest D6 score.
Scenario 3: Blood and Glory
This scenario can be found on page 148 of the Warhammer Fantasy Rulebook.
Scenario 4: Squall of Sorcery
The Dais of Influence is a potent focus for mystical energies. At times of grand confluence it can turn the power of even the most meagre wizard into a raging tempest. Its appearance often presages times of great turmoil and armies will battle for control of it even as it gathers its full power. Such a time is coming and, while the Dais has not yet reached its full potency, forces have arrived to claim it.
Deployment: The players roll off: The winner picks the half of the table they will deploy in, and the opponent will deploy in the other half. Players take it in turns to place units (as per page 142 of the Warhammer Fantasy Rulebook). Units may be deployed anywhere within their table half, but must be deployed at least 12″ away from the centre line.
First Turn: The players roll off after deployment to see who goes first. The player that finishes deploying first adds +1 to their roll.
Game Length: The game will last for six turns.
Victory Conditions: Every player turn, check to see who controls the Fulcrum. That player scores 1 point, and the player with the most points at the end of the six turns wins. The magnitude of the victory is given by the difference in points between the two players:
- Draw – point difference of 0-1.
- Minor victory – point difference of 2-3.
- Major victory – point difference of 4-5.
- Massacre – point difference of 6+.
Special Rules:
- At the start of each player turn the Fulcrum travels in a random direction determined by rolling the artillery dice. On the roll of a hit the Fulcrum remains stationary for the turn. Should a Misfire be rolled the character occupying the Fulcrum suffers one wound with no armour save allowed as the Fulcrums energies are suddenly grounded.
- Any character occupying the Fulcrum gains a 4+ ward save that may be used in place of any they already have. Only a single middle at a time can fight a character occupying a Fulcrum. The Fulcrum also offers +2 to cast to any Wizard occupying it.
- A general occupying the fulcrum extends the range of his Inspiring Presence rule to 18″.