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Great Pumpkin: Scenario Rules

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Great Pumpkin

There is a large pumpkin patch and it is rumored on Halloween night, the Great Pumpkin rises out of a pumpkin patch he deems the most "sincere", and then flies through the air delivering gifts. The Great Pumpkin is very sensitive and easily offended and, as such, would choose to bypass anyone who denies or even remotely doubts his existence. Therefore, while trying to convince him that your pumpkin patch is sincere, you are not to ask for anything specific, but wait for and accept whatever he brings. You believe you have found the best and most sincere pumpkin patch in the entire world. Apparently those other guys heard about it as well. Things escalate and each side has built a pumpkin chunker and started launching pumpkins at each other until night falls when all-out war commences.

Scenario Rules
This is a closed list and visibility is limited to 24; being night and all. Normal deployment.

Pumpkin Chunker
Each side has a pumpkin patch filled with chunkers, which is indestructible. It should be placed 11 from the board edge in the middle (36). If a unit is within 1 of the pumpkin patch then it can fire it, unless the opposing team has a unit in contact with it. It fires just like a stone thrower but uses the large template. St1 (3) single wound. d3 to move, and initiative that lasts till the beginning of the next shooting phase. Both pumpkin chunkers can fire in the round, if it is controlled (even by the opposing team), the players turn gets to determine when its fired. Note: it can be fired by the opponent in your shooting phase. It can fire into combat. On a misfire, scatter it 2d6 off the pumpkin chunker, use the arrow the direct hit to determine direction.

Great Pumpkin
Starting on turn 2 Roll 2d6 and add the turn number. If its 13+ then the Great Pumpkin comes in the center of the table. The Great pumpkin can appear multiple times in a game. Everyone within 12 makes a terror check as if they were charged by a terror causer. Roll a d6 and add the number of times the pumpkin chunkers have fired. After the result the Great Pumpkin leaves. 1-3 The Great Pumpkin gives each side a gift. Both sides roll a d6 on a 1-2 one non fleeing character within 12 of the pumpkin may replace his weapon with a sword of Bloodshed +3 attacks, on a 3-4, he may replace his weapons with a Giant Blade +3 str, 5-6 he may get a talisman of preservation 4+ ward. You may roll then pick the character. You may only get this result once per game, if it rolled a second time it counts as a 3-4 result. 4-6 The Great Pumpkin blesses the closest non fleeing unit on both sides. If the unit has a hero in it either the unit gets bless or the hero does, not both. Roll a d6, 1 +1 Move, 2 +2 WS, 3 +1 Str, 4 +1 Toughness, 5 +3 Initiative, 6 Frenzy. Max 10 on stats per the rules. 7-9 Magical energy flows through the battlefield, the next 2 (one for each player) magic phases get 4d6 for winds of Magic with the biggest 2 go to dispel pool, max 24 dice. 10-12 The Great Pumpkin looks on the field and is saddened by the loss of pumpkins and leaves 13-15 The Great Pumpkin is disgusted over the destroyed pumpkins and launches a 2d6 str 4 fireball and the closest unit from each side, even into combat. 16+ The Great Pumpkin is angry and the senseless destruction of pumpkins and curses the battlefield. Every unit on the field rolls a d6. On a 4+ they take d6 wounds, no armor save. They still get regen and ward.

Scoring
4 points for winning by more than 100 points 4 points for winning by more than 500 points 4 points for controlling your pumpkin chunker at the end of the game 4 points for controlling your opponents pumpkin chunker at the end of the game. 4 points if you didnt make the Great Pumpkin angry (16+ result) Note: Keep track of how many times you fire a pumpkin chunker. The person that fired it the least gets the candy in the pumpkin.

Headless Horseman
Every generation the Headless Horseman terrorizes the Ichabod family, running down and slaughtering one of the Ichabods. But not this one! He has devoted his life to the study of magic, and recruited an army to help him. However, the army he recruited has enemies, and when they see that they have a good opportunity to attack they are going to take it. And attacking while the headless horseman destroys their army sounds like a good deal.

Scenario Rules
Open list, normal setup. One team will get the headless horseman, and one team will get Ichabod. The more evil side gets the horseman, if this cant be decided then roll off. If for some reason Ichabod, or the Horseman is part of a demon or undead army its then he will gain the undead/demon trait. If Ichabod joins a dwarf army they discourage him from using magic. During his casting phase, he gives up two dice from the magic pool, and the dispel pool gains two dice. Name Mv WS BS St To Wo In At Ld Sv WSv Ichabod 4 3 3 3 3 3 1 8 4+ Lore master shadow. Level 4 wizard. Power stone, Always gets look out sir in the unit hes with, even with spells like dwellers below. He can join any unit. Name Headless Horseman Mv 4 WS 7 BS 3 St 5 To 4 Wo 3 In 6 At 4 Ld 9 Sv 2+ WSv 5+

Shadow Steed 8 4 4 3 1 4 1 5 Does not deploy as normal - instead, roll a D6 in the Remaining Moves phase of the controllers turn. If a 2 or more is rolled, the Horseman awakes and may be placed within any terrain or next to any impassable terrain. If the Headless Horseman moves into any piece of scenery during the Moves phase, he may instantly be removed and placed anywhere on the table within or adjacent to another piece of terrain, facing any direction, but may move no further that turn. Unstable, Unbreakable, Terror, Ethereal, Immune to Psychology, Always passes character test and leadership tests. Choose at the start of every combat round +4 str, heroic killing blow, or +2d6 attacks. During his controllers magic phase if the horseman is not in combat, he may throw his pumpkin head. This is a base burning head spell (18). This is cast irresistibly without rolling any dice, and he doesnt suffer any miscast results. If slain, the Headless Horseman is removed, but the player may try to awaken him again. Each time he is slain, the awakening roll receives a cumulative -1 penalty. Ichabod Scoring 8 points if Ichabod is alive, fled or on the table 8 for Ichabod if he is still alive and on the table, not fleeing. 4 points for not losing by more than 300. Headless Scoring 8 points for winning by more than 300 points 8 if Ichabod is fleeing or dead at the end of the game 4 points if the Headless Horseman does the final blow to Ichabod, or Ichabod kills himself through miscast

Fredricks Haunted Mansion


Fredrick was very wealthy and a bit eccentric. He had two beautiful daughters (or sons if you prefer) that went on to get married to powerful hero and lost contact with their dear old dad. Fredrick recently died in his mansion, and in his will he left the entire estate to the daughter that can spend the night in his house. Being the wife of a hero he convinced an army to come to make sure she was safe. The other sister did the same.

Scenario Rules
Open list, normal setup. See the tournament organizer if you are playing Britannia, you may have a special scenario. Pick a character or champion in your army to represent the husband, and a model that is the same type to use as the wife. The wife will never leave the husbands side, for any moving rolls she gets the same result as the general.
Name Mv WS BS St To Wo In At Ld Sv WSv

Fredricks Daughter

4+

On the battlefield there is a haunted mansion. Keep track of number of turns that Fredricks daughter starts your turn in the haunted mansions. Fredricks mansion is a Haunted mansion as per the rules on page 130. At the end of the shooting phase all units within 6 of the Haunted mansion suffer D6 str 1 hits. No armor saves. A unit in the mansion causes fear. In addition at the end of every shooting phase roll a d6 to determine what else if happening in the mansion. 1 Nothing happens 2 Zombies attack! Unit takes 2d6 str 2 hits 3 Hands reach from the walls! Unit takes 2d6 str 3 hits 4 Spooky sounds come from the hallway, unit is at -3 leadership until the end of the turn 5 Whats that behind you? Unit must past a leadership test or flee the tower in a randomly determined direction 6 You find Fredricks laboratory, one wizard in the unit gains loremaster death, and +1 to cast, for the rest of the game. If a 6 is rolled after the lab is found in the same game, you find monster pits that tear into the units minds; the unit takes a death shriek: 2d6+6 leadership wounds, no armor save. Scoring
4 points for winning by more than 100 points 4 points for winning by more than 500 points 4 points for spending more time in the mansion with the hero and his wife, than the opponent. 4 Your daughter is still on the battlefield 4 your daughters husband is still on the battlefield

Terrain
Pumpkin Patches Count as difficult terrain, shooting into or through it provides soft cover. Skull piles Similar to Temple of Skulls: At the beginning of each players turn any char or champ whose unit is within 4 of the skulls must make a leadership test if they fail they must choose to embrace the favor of the chaos gods with a -1 to the roll, if they pass the player gets to make the choice. If he does, roll a D6. On a 2-6, one randomly chosen characteristic increases by d3. On a 1 the Chaos gods take his soul remove the model as a casualty with no saves of any kind allowed. All Forests are Abyssal Wood. A unit with the majority of its models winin an Abyssal Wood causes Fear. All rivers, are Rivers of Blood A unit that moves or charges through a River of Blood is counted as causing fear until the end of the following player turn. The unit must move to get the fear effect. All marshes are Earthblood Mere. Any unit within the marsh get regen 6+ All fences are Ghost Fence. Ghost Fences are obstacles that grant soft cover to units behind them. A unit that is defending a Ghost Fence causes fear in the first round of close combat. Each building should be labeled to what it is. If there is no label then it is a normal building. Sorcerers portal see book Black Coach if a wizard starts his magic phase within 1 of the black coach he can bring it back to life. Sacrifice your magic phase, and 2-8 wounds from the unit you are in (it needs blood). At the end of the magic phase the black couch will be under your control with the wounds that you sacrificed.

GAME #1 Great Pumpkin


Player Name __________________________________________ Points__________

Player Name __________________________________________ Points__________

GAME #2 Headless Horseman


Player Name __________________________________________ Points__________

Player Name __________________________________________ Points__________

GAME #3 Fredricks Haunted Mansion


Player Name __________________________________________ Points__________

Player Name __________________________________________ Points__________

Sportsman (the person you enjoyed playing against the most)

Players Name___________________________________________=

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