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WARHAMMER FANTASY
Scenario Pack
Scenarios
At GF13 you will be playing 5 games out of a total of 8 Scenarios. This means that you will not be trying all
the Scenarios presented at the event, at least not this year. Before each game you are assigned a table and
opponent. The table will clearly state which of the Scenarios you will be playing. As last year, instead of all
players playing the same scenario each turn, then all playing another scenario the next turn, we have
decided to turn things on their head. All the tables are divided into 8 groups of tables, and each group is
designated a specific scenario. So when you are assigned a table at the start of each round, that is what will
determine the scenario you and your opponent will be playing. Amongst many other things, this allows us to
create the specific terrain setup desired for each scenario. We strive to ensure that you cannot play the
same Scenario twice at Giant Fanatic.
Objective
Through fulfilling the Objective of the game each player can generate between 0 and 10 SP. The game may
involve objective markers, tokens or other features to keep track of how the Objective is met. Each Scenario
will clearly state the conditions for this score.
Scoring Units
A Scoring Unit is defined as any unit that:
Is listed in your army roster (as opposed to magically summoned units)
Begins the game costing 100 points or more
Ends the game with at least 5 models or in the case of monstrous infantry/monstrous cavalry 3 models
(characters in units are not counted)
Is not fleeing
Deployment
At this years Giant Fanatic the deployment s done according to the rulebooks scenarios and not as
attacker/defender from previous years.
Scenario 1 – Battle Line
Game length: 6 turns
Scenario rules: This game works exactly like the Battle line scenario from page 144 in the WHFB Rulebook
Scenario Objective:
The objective of this scenario is to crush your opponent into a pulp, scoring as many VP as possible. There
are no SP in this game. The converted VP score is doubled for the full 0-20 BP score.
Scenario rules: This game works exactly like the Dawn Attack scenario from page 145 in the WHFB
Rulebook
Scenario Objective:
The objective of this scenario is to crush your opponent into a pulp, scoring as many VP as possible. There
are no SP in this game. The converted VP score is doubled for the full 0-20 BP score.
Scenario rules: This game works exactly like the Battle for the Pass scenario from page 146 in the WHFB
Rulebook
Scenario Objective:
The objective of this scenario is to crush your opponent into a pulp, scoring as many VP as possible. There
are no SP in this game. The converted VP score is doubled for the full 0-20 BP score.
Scenario 4 – Blood and Glory
Game length: 6 turns
Scenario rules: This game works exactly like the Blood and Glory scenario from page 148 in the WHFB
Rulebook with the following exceptions:
Continue playing even if one army reaches its breaking point. You must complete 6 full turns.
Scenario Objective:
Normal VP are scored and converted to BP as described above. In addition, if only one players’ army has
reached its breaking point after the game, his opponent wins the scenario 10-0 in SP. If neither army has
reached its breaking point, each player is awarded 5 SP. If both armies have reached their breaking point,
the player whose army was last to break is awarded 7 SP and his opponent is awarded 3 SP.
Orders from the Council of Thirteen: Use the cover of night to lead your hordes to battle. Be clever-clever,
and the man-things will never see you coming.
Scenario rules:
This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook with the following
exceptions:
Scenario Objective:
The objective of this scenario is to crush your opponent into a pulp, scoring as many VP as possible. There
are no SP in this game. The converted VP score is doubled for the full 0-20 BP score.
Scenario 6 – Baggage Train
Game Length: 6 turns
Orders from the Council of Thirteen: The surface dwellers are transporting food, slaves and useful tools
in one of their primitive carts. You must capture the baggage train and prevent your enemies from doing the
same.
Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook
with the following exceptions:
Scenario Objective: Both players start the game with 5 SP. The min / max score in this scenario is 0 / 10
SP. At the end of each game turn 1 to 5, after the Defender has moved, count the number of Scoring Units
with a model fully within 6” of the Baggage Train from each side. The player with the most Scoring Units
adds 1 to their SP the other player subtracts 1 SP. After game turn six follow the same procedure as above
but add and subtract 2 SP instead of 1.
Orders from the Council of Thirteen: Your hordes must swarm over the great tower-thing and also drive
away any surface dwellers who try to interfere.
Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook
with the following exceptions:
Scenario Objective:
Both players start on 5 SP, and the min/max score possible is 0/10. At the end of the game look at the
objective marker and count each player’s Scoring Units with a model wholly within 6”. Each point of
difference is worth 1 Scenario Point (SP) to the controlling player, and subtracts 1 SP from the opponent.
Scenario 8 - The Rat with the Golden Gun
Game Length: 6 turns
Orders from the Council of Thirteen: You are to test Clan Skryre’s latest invention known as the Golden
Gun. Use the weapon to slay the pitiful surface dwellers who stand before you and bring the Golden Gun
safely back.
Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook
with the following exceptions:
Special rules:
Both armies have an extra unit in this game known as the Golden Gun. It forms part of your army, and is
deployed and used exactly as any other unit in your army. It counts as infantry.
The Golden Gun
M WS BS S T W I A Ld Armour save Ward
save
6 3 9 3 3 2 5 1 10 5+ 4
Equipment: Heavy armour and Golden Gun (3xmultiple shots, strength 4, armour piercing, magical and
flaming attacks)
Special rules: Immune to panic. Magic resistance 1.
Objective:
Both players start on 5 SP, and the min/max score possible is 0/10. Each enemy model which loses it’s last
wound to your Golden Gun is put aside during the game. After the game, count the total number of starting
wounds of the models killed by each players’ Golden Gun. Whoever has the highest total gains 3 SP and his
opponent loses 3 SP. Each player gains 1 SP if the enemy Golden Gun is dead or have left the table and his
opponent loses 1 SP. A player gains 1 further SP if the enemy Golden Gun was killed by the other Golden
Gun and his opponent loses 1 SP.