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Scenario Cards

Having recently sent a spy to the Sheffield Slaughter 2005, he recieved a rules pack with rules for scenario cards. In a tournament these are used to change each game slightly.

These cards are stolen, completely and without edit from The Dragon Slayers. No infringement on their rights is intended at all - we just want an excuse to practice with these rules for future tournaments.

So, without further ado, over to The Dragon Slayers' Scenario Cards:

"To make things a little more interesting thn the scenarios we've used in the past - one critism being that it can really screw up your chosen army - we've decided to use a system that gives you, the player, the chance to choose the scenario yourself.

Choosing your Scenario

When you register for the tournament on Saturday morning you will be given a deck of eight cards, seven describing one scenario and one Lucky Seven card. At the start of each game both players—after talking about their armies and deployment—must choose one card from those remaining to them and place it face down on the table. Both cards are then revealed at the same time.

Each player then plays the game according to the scenario on both cards (although some cards do not affect both players), so for example High Winds and Boggy Ground could be in effect at the same time. The game is played as normal, with victory points awarded as shown on p198 of the Warhammer rulebook, with any modifications to these shown on the cards themselves.

Each scenario card can only be used once during the tournament—except for the Lucky Seven—and they must be handed in with your results at the end of each game. Note that if you cannot physically place your card on the table, you will not be able to use that scenario card—so make sure you don’t lose them!

Rules for deployment will be announced before the start of each game. For example, one game could be hidden deployment, one normal and so on.


The enemy’s heroes have been a thorn in the side of your campaign for a long time and they must be stopped, even if only for a while. You have instructed your own heroes to try and kill them, but taking them out of action is good enough!

Each enemy character is affected by the following rules:

• Enemy hero level characters wounded in combat by one of your own characters or champions will give you an extra 50 victory points per wound caused at the end of the game.

• An enemy lord level character wounded in combat by one of your own characters or champions will give you an extra 100 victory points per wound caused at the end of the game.

• The enemy general wounded in combat by one of your own characters or champions will give you an extra 100 victory points per wound caused at the end of the game, in addition to 100 points for killing the general if that should happen. However, the victory points for wounding a general will replace those given for hero and lord level characters. For example, if a hero is also a general, 100 points are awarded per wound, not 50.

Boggy Ground

A heavy storm the night before the battle has left the ground in a treacherous condition, with mud and sodden earth making life difficult for the heavier troop types of both armies.

All cavalry units (including centaur types) with a save of 4+ or better, all types of chariot, the steam tank and all single monsters—whether they fly or not—are affected by the following rules:

• A D6 must be rolled for each unit affected by boggy ground after charges are declared, but before charge responses are made. On the roll of a 1, the unit counts as being in difficult ground for the rest of that player’s turn.


The generals of both armies are keen to hold the battlefield for their own ends and will count themselves fortunate should the enemy abandon their ground.

Place an objective marker in the exact centre of the battlefield. The game is affected by the following rules:

• No terrain may be placed or scattered to within 8” of the objective marker, for this already counts as difficult ground.

• At the end of the game, both players must add up the remaining unit strength of all units that are wholly within 8” of the objective marker and half of the remaining unit strength of all units that are partially within 8”. The player with the most unit strength within 8” receives an extra 350 victory points.

• Each uncaptured standard, including a battle standard, of a unit either wholly or partially within 8” of the objective marker gives each player +10 unit strength.

• No victory points for table quarters are given.

Dragon Slayer

The enemy army is a truly scary sight for it contains many strange and terrifying monsters. Luckily one of your heroes has been trained by a mighty Dragon Slayer and he knows exactly where to land the killing stroke against such beasts!

Nominate one of your characters. He is subject to the following rules:

• Your chosen character may re-roll all failed ‘to hit’ and ‘to wound’ rolls against all ridden and lone monsters, including those that are also characters. For example, Bloodthirsters, Giants and Spawn are affected, but a unit of more than one Ogre is not.

• Ridden monsters that have one profile—such as Bretonnian Pegasus Knights or Tzeentch Changebringers—are not affected.

• Any monster slain by the character doubles the victory points gained by doing so.

High Winds

The weather has taken a turn for the worse. Heavy storm clouds can be seen on the horizon and the wind, already high, is becoming stronger as the battle wears on. Both generals know their troops must manage without their long-range support!

Units that use missile weapons are affected by the following rules:

• All shooting is at –1 to hit regardless of any other rule.

• Weapons or creatures that hit automatically with their shooting attacks, such as Salamanders or Ratling Guns, must still roll to hit with this penalty and all other penalties applied as normal. If no Ballistic Skill characteristic is given, treat this as Bs 3.

• Weapons that use the scatter and artillery dice at the same time, such as Stone Throwers, must still roll as normal. However, all scatter ranges are doubled and any rolls of ‘Hit’ will scatter 2” in the direction indicated on the face.

• Breath weapons—or weapons that use the flame template—will only hit partially on a 5+.

All fliers, including those that gain this ability through magic items or spells, are affected by the following rules:

• Flying units must deduct D6” from their movement. Roll for each flying unit or model at the start of its move, but after charges have been declared. If a charge is failed, move the flier 20” - D6”. This penalty also applies to fleeing and pursuit moves.

Pitched Battle

In this game both players—regardless of the card played by an opponent—must play the game as if it were normal pitched battle. The opponent, unless he too has played the pitched battle scenario card, may keep the card he placed down to be used for a future game. If both players play the Pitched Battle card, both count as being used.

Magic Flux

The winds of magic are in a state of flux and wizards find casting and controlling spells difficult and sometimes dangerous.

Spells cast by wizards of both players are affected by the following rules:

• The first spell or incantation of a player’s turn may be cast normally.

• The second spell becomes more difficult to control and any rolls of a 6 are discarded—thus, no spells may be cast with irresistible force. Every subsequent spell cast in the same turn is affected by discarding the rolls of the next number as well as the previous one. For example, rolls of a 5 and a 6 are discarded for the third spell, 4,5 and 6 for the fourth, and so on.

• Tomb Kings incantations suffer –1 for each dice used after the first, so a 2D6 incantation would be at –2, 3D6 –3 and so on. Incantations that drop below 1 are not cast.

• All magic items that automatically cause a spell to be miscast (for example, the Ring of Hotek) or to be cast with irresistible force (e.g., the Book of Hoeth) come into effect after the appropriate dice have been discarded.

• The effects of miscasts or irresistible forces are applied normally, but both automatically end the magic phase for that turn.

Bound spells are affected by the following rules:

• All bound spells, including Sylvanian grave markers, count their casting value at –1. For example, the spell contained within the High Elf item the Ring of Corin would have a power level of 3.

• All bound items, including Sylvanian grave markers, lose their spell after the roll of a 1 on a D6. If the bound item is already affected by this rule it loses its spell on the roll of a 1 or 2 on a D6.

Doubling Up

Sometimes both players may play the same scenario card. If this occurs the scenario still affects the game, but the effects are “doubled”.

If both players play the same scenario card, the following rules apply:

• High Winds: shooting is at –2 ‘to hit’, scatter weapons scatter three times the distance indicated and a roll of a ‘hit’ scatters 4”. Breath weapons hit partially on a 6+ and fliers reduce their movement by 2D6”.

• Boggy Ground: affected units are impeded on the roll of a 1 or 2 on a D6.

• Magic Flux: rolls of 6 on a D6 are discarded from the first spell onwards and incantations are –1 from the first dice. Bound spells run out on a 1 or 2 (1, 2 or 3 for those that already do so) and are at –2 power level.

• Capture: the objective is 16” in size and all victory points awards are doubled.

• Dragon Slayer: both players affected.

• Assassination: both players affected.

The Lucky Seven

Some games—in particular, some dice rolls—can be very annoying, very annoying indeed. So annoying, in fact, that we’ve decided to do something about it and turn your bad luck into good!

Once per game, before any 2D6 roll is made (but not before a re-roll, such as that given by a battle standard-bearer), a player may decide to turn this roll into a Lucky Seven. This automatically makes the result of the roll a 7 without recourse to actually rolling 2D6.

Note that the Lucky Seven cannot be used to change two dice within a number of other dice rolled—it must be a straight 2D6 roll and not a 3D6, for example—and it may not be used for Daemonic Legion instability tests.

The Lucky Seven should ensure that a bit of horrendous luck when you really don’t want it doesn’t affect your game too much…!"

Many Thanks to The Dragon Slayers for these cards.