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Scenerio Collection
This document is a collection of Mage Knight: Rebellion scenarios written by my self and other players. All scenarios I have included have been primarily collected from the MKRealms website of sent to me by the author. For the most part all scenarios have remained untouched, other than corrections to spelling. I am hoping that this document brings some fun to your Mage Knight games. If you would like to submit any scenarios please don't hesitate to email me at  eldorf@qix.com

WarlordEldorfDragonsbane

Scenarios by me (WarlordEldorfDragonsbane)

Rescue

In this scenario you take 8 figures that will represent injured villagers. All figure that represent villagers are down to 2 clicks of damage. The object is to get as many "villagers" to your starting area to heal them (they can only be healed in a starting area). To rescue a "villager" you need to come into b2b contact and then make a capture roll. The same rule apply for the "villagers" as do capture for opponents figures (captured figure cannot receive damage) Once in the starting area the "villagers" can not leave it. Victory points are scored the same way as any other game with one exception, any healed villager in your starting area is worth 3x the figures point value. To play with larger armies add 4 "villager" figures per 100 pts.


Magestone Collector

For this scenario you will need: one Great Fire Dragon (GFD) two Magna Draconum, two Hierophants, one Mystic Draconum, and a couple of Neophants. 35-40 Magestones (I use aquarium gem stones) for 200-point games and an additional 10-15 stones per 100-point additional build points.
Background: A powerful Dragon lands between the camps of two rival warhosts and sends two a messenger to each camp (the Magna Draconum). The messengers tell the warlords in each camp that the Dragon is willing to fight on their side in upcoming battles if they can supply the Dragon with the most magestones. Escorting the each messenger is a Hierophant (acting as a collector to take back the initial supply of magestone in each camp).
Setup: This scenario is played on a 4'x6'. To start off you will need to set the GFD, Neophants and Mystic Draconum half way between the players along one of the edges. Now you scatter the magestones around the play area, making sure no stone is closer than 10-inches from the GFD and 6-inches from each players starting area. Terrain is then placed as normal. The Neophants act as the guards of the magestones that have been already given to the GFD. The Mystic Draconum is the GFD's personal accountant and receives all magestone the players turn over.  I usually use 25-30 stones  (to be scattered across the playing area) for a 200-point game and I add 10-15 per extra 100-points. Each player starts out with 5 magestones in their starting area as the initial supply to the GFD. I have run this scenario with a Hierophant in place of the GFD and my players loved it. I hope you love it too.

Scenarios by Herr Geirgrinder

Maze Run
Imagine that same range striker army being of any use on a board where the longest straightaway is 9", and there are considerably more blind corridors. In order to make a maze run, get a sheet of paper the size of the table, and a book of mazes. Now draw one of the mazes to scale on the sheet of poster board. Issue a bonus for whomever reaches a certain area on the board first. To really annoy them, get several sheets of smaller paper, and prevent them from "seeing" any further then the end of the corridor they are in, by carefully sliding the papers to cover the rest of the maze at all times. To REALLY annoy them, put a post-it note on every corridor with something written under it, like "safe corridor no trap damage" or "You tripped a hidden crossbow! 2 clicks to front most figure." or "pitfall, lucky there were no spikes or snakes, put an extra movement counter on and take 2 clicks damage." they will be so paranoid they'll forget about killing each other! The walls all count as blocking terrain, which fliers cannot pass over. Just don't tell anyone you're making this army, or everyone will make a menagerie of magic blasters and levitate their pals over the traps. The goal of this scenario is to hold the RED room at the center of the maze. The RED room should be nice and hard to get to, with several post-it-notes before the door.

Armageddon

The time has come: Heaven and Heck are at war, and Earth is caught in the middle, while Earth struggles to survive, Heaven and Heck must both accomplish their mission parameters without fail, or lose the great war.

Battlefield: on one end, Scorched earth, lots of blocking terrain, and some nasty looking skull-and-bones motifs. In the middle, regular fantasy army terrain, trees and bushes. On the other end, white, lots and lots of white, with cotton ball walls and light emanating from wherever it can be... these areas respectively represent "Heck", "Earth" and "Heaven"

Player Heck: 500 point army
Player Earth 300 point army + 100 point army + 100 point army.
Player Heaven 500 point army

Special objects: The Light of Heaven (place on the edge of Heaven's terrain.) The Flame of Heck (place on edge of Heck's terrain.)

Heck's objective: capture as many Earth pieces as possible, dragging them back to Heck. Heck may have no pieces with command. Also, destroy as many Heaven pieces as possible, then advance into Heaven's territory and capture the Light of Heaven, taking it back to the pit of Heck, making it your own. Doing this inflicts 1 click of damage to ALL Heaven's pieces.

Heaven's objective: destroy Heck, protect Earth pieces, but only until Heck is destroyed, then capture them all, also, move all your units to the Flame of Heck stealing it and returning it to Heaven, thereby taking it for your own. Doing this inflicts 1 click of damage on all Heck's pieces. Heaven may have no pieces with the command ability.

Earth's objective: Avoid being destroyed or captured. Evade both Heaven and Hecks pieces, taking out as many as possible. Avoid being captured; After all, you are still alive. After 15 rounds, Earth gains a 100 point reinforcement, and another 100 point reinforcement 10 rounds after. And once the final reinforcement is in, overrun both Heck and Heaven, which are two prime pieces of real estate! Earth has no restriction on pieces, but may not enter Heaven or Heck directly until the last reinforcements are in.

After the Light of Heaven or the Flame of Heck has been used, replace it back in Heaven or Heck, as appropriate.

Hope this one is fun

Pay Wagon

Synopsis: It's that time of the month, PAY TIME! And while the troops at base camp may be eagerly awaiting this shipment, the bandits on the road are awaiting it more!

Battlefield: open plains, mountains, or forest with hindering terrain dispersed across the playing field, a clear road should make its way across the battlefield from one side to the opposite side. This will be the route the pay wagon takes.

SPECIAL ADDITION TO ARMY: PAY WAGON (represented by a small box, a horse and cart, or a old-west stagecoach. the wagon should be roughly proportional to the drivers.)

Move 6
Attack 0
Defense 16 (defender)
Damage 0
Point value: 150
MAY ONLY BE CAPTURED.

Can carry 3 passengers
require a minimum of 2 enemy pieces on the coach to
capture it, both must succeed on a capturing roll.

Player 1 guards the coach with the life of his men, while player 2's objective is to take the coach away.

Player 1: 100 points (not including coach)
Player 2: 200 points.

The coach must follow the road. In the event that the road is blocked, the coach must stop until the road is either cleared, or an alternate (read, side-road) can be found. The coach may also carry 2 friendly units in its driver's seats, giving them an effective move of 6.

Player 2's army must be split in half, with 100 points on each side of the road, at the far reaches of the table.

Ultimate goal:

Player 1: get the pay wagon to the other end of the table without loosing control of it.

Player 2, gain control of the pay wagon, turn it around, and get it off the starting end of the table.

The pay wagon may move every other round. However it should not leave the guard entourage. It gives one extra movement to the unit by virtue of its point value.

Dungeon Crawl

Synopsis: Ahh, the old standard of many an adventure, the dungeon crawl! This time the heroes have come upon a chance find: a crypt that _hasn't_ been ransacked! Well, it's a dirty job, but someone has to do it...

Battlefield: This one takes a lot of work to set up, but is well worth it. The goal is to recreate the narrow, confining twisted passageways of a dungeon, on a table. I personally recommend using lots of 5" high cardboard walls for this one. On a special note, units with flying in this game cannot fly over the walls, killed figures are left where they fell (otherwise a small 14 point grave robber might be able to assemble a massive army around himself before going and looking for Team 1), if a necromancer is within 10 inches and has a line of sight on the corpse, then he may raise him. And finally, unless declared otherwise, all non-level terrain is blocking terrain.

Player 1: 100 points
Player 2: 300-400 points

Player 1 may have all his units in a group

Player 2 must randomly scatter his units around the dungeon by means of lining them up on one edge of the table, then flipping a coin into the air and placing a figure wherever the coin lands in the dungeon, until no figures remain.

Setup: I recommend you get a book of mazes and design a dungeon after one of those, but if you wish to do it on your own, good luck making one confusing enough for all the players to have trouble navigating it.

Ultimate Goal:
Player 1 wants to clear the dungeon of all opponents, making plenty in bounties and points.

Player 2 is the "dungeon master" as it were, and wants to eliminate player 1's party.

Tag Me In

Scenario: Pit fighting is a very lucrative industry, full of flash and dazzle, with lots of props, fighters having their own theme songs, and special finishing moves. Of course, people rarely seem to get significantly hurt... But that's all about to change.

Battlefield: a square of 1' X 1', this is the "ring", it is surrounded by masses of other figures (your old Warhammer collection works well) these represent the audience, which will be important in the near future, because how they react can change the outcome of the fight.

Armies: 100 points each, with between 2 and 4 players.

Game play: Players each pick an opening fighter, that fighter makes his way into the fight, backed by the occasional dirty trick from the teammates in his corner (such things as stray arrows, thrown bottles, and the occasional healing spell blasted into the arena are not unheard of in pit fights) after a fighter is rendered dead or demoralized, a teammate from his corner leaps into the ring in an attempt to get vengeance for his comrade's severe beating and/or death. And the demoralized/dead figure may no longer be the target of any form of attack or beneficial spell. Remember how I mentioned the audience earlier in the post? Well, if a player so chooses, he may have his pit fighter _throw_ his enemy into the audience. Have that player make a standard capture attempt, if the capture succeeds, he pitches the opponent into the crowd (roll 1d6 to see how far he was thrown) Once he lands in the crowd, and for every round he spends in there thereafter, 1 of d6 things happens.

1: Someone in the crowd sucker punches the opponent, the piece takes 1 click of damage, toughness is ignored, because otherwise, it wouldn't be called a sucker-punch.

2: Someone in the crowd trips the opponent, he must spend 1 additional round in the crowd, and re-roll to see if anything else happens to him, ignoring 2's and 6's.

3: he picks up a chair, if he lands his next attack, it inflicts 1 extra click damage, the 1 extra click is only good for this one attack.

4:Someone in the crowd is a trained healer, opponent heals 1 click

5: Someone in the crowd is a member of the local Mafia, and bet a large sum of money on the opponent, he makes a silent signal to the opponent that his enemy should be throwing the match right about now; he receives a +3 to his next attack roll, due to his confidence at winning, even though the match really hasn't been fixed.

6.The crowd throws the opponent back.

That's all of 'em... hope you enjoy the game

MAGE KNIGHT: REBELLION: THE CONQUEST

a tournament for 8-20 players, over a prolonged period of time...

To Begin:
All players assemble a 500-point army. A Referee, GM, or the owner of the game shop, draws up a map which should be table-top sized. This map should be fairly detailed, with such diverse elements as bodies of water, mountains, and a few cities. It should look nice, because it's about to be divvied up between the players.

Each player rolls 1d10. The number they roll represents the number of starting properties the warlord owns. The players take turns drawing and naming their properties, and no property may be larger then the player's hand (or, on a hex board, no larger then 8 hexes) so no drawing a single massive country taking up half the board. Once all the properties are drawn, warlords roll 1d6 for each property they own. Each die that reads 5 produces 1 source, and each 6 produces 2 sources. Sources are very important to the game, more on that in a moment.

After the sources are denoted on the board, the countries are all drawn in, and the players are satisfied with their lands, tell everyone to take their 500 point army and divide it, setting some of it in each property, the location of these soldiers and units should be written down in an official notebook. These armies are the standing militia, They are the official defenders of the property where they are located. The player is also asked to pick a favorite property, there, he sets up his fortress, more on that later.

The turn structure follows a five phase process.

1. Recruiting, repairing, and regenerating. Points produced by your sources are spent in this round.

2. Diplomatic actions ("Hey, I'll trade you these units for that one!" "Sorry, I'll only offer this one up if you give me that one" "What if I help with your next raid of that guy's territory?" "Deal!")

3. Non-diplomatic relations (moving soldiers around your territories, and into enemy territories)

4. Combat. (this was in here somewhere, wasn't it.)

5. Collecting source points.

The sources are places of immense magical power and tactical importance, when a source is provided at a location, roll 1d8 (I know this game takes a long time to set up, gimme a break here!) and consult the chart to determine which kind of source the location has.

1. Summoning Circle (Mage Spawn source)
2. Ancient Cavern (Draconum source)
3. Crude Village (Orc Raiders source)
4. Training Abbey (Knights Immortal source)
5. Powder Mill (Black Powder Rebellion source)
6. Sacred Burial Ground (Necropolis Sect source)
7. Stone Circle (Elemental League source)
8. Mage Stone Mine (Atlantis Guild source)

These sources each produce points in the following manner; Choose one source you control, roll 1d6, whatever number comes up, roll that many 6-sided dice, and total the numbers on those dice. That is how many points that source put out. Source points vary from day to day because, let's face it, sometimes the planets just aren't in the proper alignment, or the miners didn't find that new vein you needed, or there's something that needs to be done back at home...
These points that the sources produce are very important to this game. They may be used to accomplish many different things. Points may be spent to buy new units, heal existing units up from demoralized after combat is over, and build a better fortress for your warlord, however, here is the kicker, points may only be spent on the kind of unit that their source represents. So points from that mage spawn Summoning Circle may only be spent to heal your mage spawn, and summon new mage spawn. The points may also be spent to reinforce one of the walls of your fortress, any kind of point may be used to reinforce the walls of your fortress (not victory points though) Points may also be used to bid for who gets to set up the battlefield. Whomever bids more source points to the battle gets to dictate where the battle will be held, by setting up the terrain on the war table.

Your fortress. You may not think that it's important now, but it will be. All fortresses begin with 10 clicks of health on each wall. Each point you spend on a wall increases the number of hits it can take by 1. All fortresses have 4 walls.

Do any of the rules need clarifying? Let me know! I'll talk to our GM!

Counter Strike

Synopsis: As the word further degrades into chaos, the fine art of terrorism is invented. With some warlords using the ancient and forgotten art of "guerrilla warfare", and others devising methods of sabotage, its no surprise that an elite team had to be formed just to take care of these purveyors of terror!

Setup: Urban environment works best. However setups which include a central building or location work well also. Limited (read, very small amounts) hindering terrain is advisable for this game, as it will require lots of tactical movement.

Player 1: 200 point army. You are the "terrorists"
Player 2: 200 point army, you are the "Special ops team"
NPC's (optional) 100 points worth of yellow commons.
The BOMB die.

Game play: Player 1: Your objective: plant a black powder keg bomb under a primary structure (pre-named and pre-designated for this occurrence, also this must be agreed on by all sides as to which building it should be), then run. You have 5 rounds to vacate 16" of the area of the bomb. Take NPC's hostage and threaten to kill them, or kill them if you so desire. Also, keep as many of your figures alive as possible. Player 1 scores kill points for both NPC's and his own kills,

Player 2. You are the anti-terrorist strike force. Your mission: 1. find the bomb 2. capture or eliminate any and all terrorists 3. keep the public safe, by this I mean NO SHOOTING HOSTAGES OR NPC'S at the end of the game, player 2 scores survival points for both his side and the NPC's, but gets minus points for any killed NPC's.

SPECIAL ADDITION TO THE GAME:
the BOMB die.
One figure on the terrorist's side is designated the "bomb carrier". His job is to place the bomb, then run like ****. He may not attack while carrying the bomb. Any attack on him while carrying the bomb results in the countdown timer to start ticking. He may ditch the bomb at any time. When the bomb die comes into play, it has the number "6" facing up. Each round, rotate the die so the next number down in sequence is showing. When the bomb runs out of numbers (i.e. would be valued at 0) it explodes, and everything within 16" of said die takes 8 clicks of damage. The bomb may be defused by a member of player 2's team, by successfully rolling an attack vs. defense 20-x where x is the number showing on the bomb. (so it's 14, 15, 16, 17, 18, 19, boom!)

HOSTAGE: a figure on the terrorist team may, by making a successful capture attempt, take an NPC hostage. If an NPC is between a terrorist and a special forces unit, the special forces unit may not attack the terrorist. But if the special ops has a clear line of sight on the terrorist, then they may make an attack. However any ranged attack that results in a critical failure kills the hostage.

In this game a critical success auto-kills it's target.

Target Practice

Synopsis: it's not just a game, it's a way of life. Some athletes have trained all their lives to get to this point, and are ready to make sure their team makes it back with the gold medal in target shooting.

(A game for 4 players, 100-point armies.)

PREGAME:
divide the table into equal quarters. Each player sets up one of the four quarters with as many pieces of terrain as they feel like. They will not start in this terrain, instead, they will start in the terrain to the diagonal opposite of it, so you are setting up where your opponents will play.
After all the terrain has been put in place: the targets are put out onto the field.

SPECIAL ADDITION TO THE GAME: "TARGETS"
move 0
attack 0
damage 0
defense 20
life 1

I recommend using pawns from your favorite board game as the targets, Tribond works especially well for this purpose (as do "sorry" "Parcheesi" and other games where you have multiple pawns of the same color) there should be five different colors of pawn with three pawns of each color. Players pick what color they will be using for the game. (I will use the examples of yellow, red, green, blue and orange) the pawns are then set up on the far corners of the table from where ever the player set up...

P=player
^=pawn

P/^
^/^

Furthermore, after each player has done that, it should look like this.

GRB/BYR
YGB/GRY

the objective is for each player to run out to each corner and obliterate each target at maximum range. The reason for five separate colors of pawn is this: after destroying all of their targets, they must destroy a final target, placed on the board by having an opponent toss it up in the air, wherever it lands, it goes.

Destroying your target successfully on the first shot = 100 points, -10 points for each unsuccessful shot. After 10 misses, the target is removed and they may head to the next target, scoring zero.

You must shot your targets from the figure's maximum possible range, regardless of what kind of terrain is in front of them.
Scenarios by Sir Khitch

****The Crossing****

Armies: 4 players equal size armies. Armies should be determined before the players know what the scenario is.*

Battlefield: Square. 4' by 4' recommended. Terrain set by Warlord or other person running the game but not playing. Suggestion -- river running diagonally across the map with 1 or 2 bridges/fords to provide choke points for ground based movement.

Set up: Establish a start area along each side of the map and an exit area on the opposite side for each army. Exit areas could be the opposite side's start area. Should be 6" to 12" wide. All figures start at the edge of the map in their start area.

Who goes first: Roll for random determination. That player picks a side. Each other player picks a side in order and play proceeds clockwise from the first player.

Objective: Move as many points of figures off the map through your exit areas as possible in the time limit. (recommend 45 minutes to 1 hour.)

Special rules: No victory points are awarded for killing opposing pieces. Your armies all have a more important battle to get to. Moving you figures, intact, to the next encounter is all that matters. Killing or slowing the other armies is just a bonus. Figures can only exit the map through the controlling player's exit area and once they do so cannot re-enter.

(Hint: All figures moved off the map through your exit area count towards your score regardless of what army the started with. Captured figures would count their single point value for the capturing player as soon as they are taken off the map.)

*(Special note: players should not build armies specifically for this scenario as fast moving fliers have a distinct advantage.)
A scenario for 2 or more players.

Side one: Orcs
The Orc player builds an army of from 100 to 300 points composed entirely of Orcs.

Side two: Villagers
One or more players build army(ies) totaling 100 points more than the Orcs.

Map:
Any interesting terrain, but featuring one or more buildings closer to one side of the map than the other. Designate one building as the Bakery.

Deployment:
Villagers start near the building(s), each piece within 6" of a building and no closer than 18" of the side of the map farthest from the buildings. Orcs start on the edge of the map farthest from the buildings.

Villager objective:
Kill all Orcs.

Orc objective:
Move at least one Orc into base contact with the Bakery and remain there for 3 turns. As soon as this is accomplished, the Orc will steal a Pie and the scenario ends immediately with an Orc victory.

Special notes:
All standard rules in effect other than scoring. The objectives are the only way to win. The Orc thief may be Demoralized at the time of theft and stealing the Pie requires no action other than staying in base contact with the bakery for 3 consecutive turns.

Scenarios by Stoney

Ok, its a little like the conquest scenario...

You can have any number of players really, and each player picks a piece of terrain (preferably a large one, a building ideally) and claims it as his homeland (note that a large playing surface is best). Then the players take turns placing anywhere from 6-10 smaller pieces of terrain, these piece are noted with something to make them designated as mana taps. Now, when any figure from a players army is on this mana tap for a full turn, that next turn it starts bearing. The player rolls 1d6 for each mana tap he has a figure on and adds that number to his mana pool. With these points, he may purchase an additional figure and place it anywhere inside his homeland, but nowhere else on the table.

There can only be one controller for each mana tap, and should there be figures on a mana tap from more than one army, the mana tap bears no points for anyone until only one army is represented at the mana tap. As soon as a controlling army leaves the tap, the tap becomes neutral again.

There are two ways to win. The first is if one team controls every mana tap and gets at least 3 figures into his enemies homeland at once. The second way is for one army to remove every figure from every opposing army from the battlefield.

Its a bit sketchy and odd, but I thought it sounded neat, let me know what you think!
Scenarios by MaguS

King of the Hill
This is a very simple, very fun game.
The few restrictions are as follows.

Low point armies: 100-200 point armies.
Players: Need at least three players to have it be interesting.

Terrain: A hill large enough to fit about two figures per player is placed in the very middle of the playing field. All other terrain used is placed as normal. Game works great with the only terrain being the hill.

Added Rules: For every round that a figure stands on the hill, without an opposing figure in base contact with it, the player who owns the figure gets one point. After only one players army is left standing, or all players agree to stop, whoever has the most points wins.

King of the hill is a great way to motivate those players that like to sit back and make you go to them. It makes all involved race to get at least one figure on the hill, while maybe other provide backup fire. GIVE IT A TRY!!!!!!!!

Scenarios by Glowworm

Golem Factory Assault.

This scenario requires a game master to prepare the factory, keep track of where the golems come out of, where ones are hidden, traps, encounters, etc.

The basic idea is the players (black powder humans work best) are assaulting a Golem Factory to, how shall we say, bring the foreman to justice. The players get a set amount of figs. I like a mix of freelancers, fusers, and boomers for the players to control, as it gives them a group that _has_ to work as a team. The object for the players is to capture, not kill, the Foreman (whatever Atlanteans you think suits the role). The object of the Game Master is to make sure everyone has fun (duh).

The factory terrain can be made out of various stuff. If you don't have nice wargaming terrain, try some circuit boards or (my favorite) a Mouse Trap game, available at most garage sales ^_^.

The GM needs to split the game area into squares or hexes, and put certain events for when a model crosses into or through each area. For example, A Golem animates right out of the wall/ceiling/floor, or one spits out of a conveyer belt down the hall.
The location of the Foreman should also be marked. Feel free to cross factions (blade golems with steam golems). It's just a game after all. Avoid Storm Golems, unless you want to make the players really powerful to compensate.

Basically, this scenario should try to mimic the intensity of the Aliens movies: things are all around us that can really kick our ***, but we don't know where they are.
The GM should try to balance the number of expected encounters to match the number of rebels that will be lost on the way there.

I'll leave the rest up to your imagination; something all good GM's should have anyway.

Scenarios by Warlord CapNJay

MAGE SPAWN RANCHER!

A crazy scenario for 2 or more disturbed individuals.

Each player gets 200 points worth of non-Mage Spawn troops.
Additionally, there are 200 points worth of Mage Spawn in play, plus 100 for each player above 2.

Each player gets an 8"x8" pen (open terrain surrounded by blocking terrain), which must be placed with one side along their starting edge, or at a corner if there is one. Each player then places their troops within 3" of the pen's walls (not inside, though!).

The Mage Spawn begin play scattered about the rest of the playing area, but may not be within 3" of any pen.

The object of the game is to get more points of Mage Spawn into your pen than your opponents. Characters who have captured a Mage Spawn may take the captive to their pen (in base contact with the outer wall), and give the captor a movement action to place the captive in the pen. Flying characters may fly into the pen and spend a movement action to "drop off" their captive, or use the same method detailed previously. Flyers may also use the "drop off" method to drop ANY captive into the pen.

Any non-Mage Spawn characters in base contact with the wall of the pen may be given a move action to "jump" the wall (they are placed in base contact on the other side).

In addition to their usual 2 actions, each player gets 1 action reserved for the Mage Spawn. They may give a Mage Spawn any action with the following exceptions/additions:
1) Mage Spawn may never attack other Mage Spawn.
2) Mage Spawn may never be pushed.
3) Flying Mage Spawn may never move past the "wall" of a pen unless they are a captive.
4) Mage Spawn of the same type may use formations. e.g. you could have a movement formation consisting of 3 Crypt Worms.

The game is over when one player has no troops left, or there are no Mage Spawn outside the pens. The winner is the player who has the most points worth of Mage Spawn in their pen at the end of the game!

Have fun! Levitate your opponents into your pen to be mauled by your captive Mage Spawn! Send your troops to steal your opponents' stock!

Scenarios by Reo

Capture the flag:

Build 2 flags out of toothpicks and paper or whatever, place
one behind each army. Goal is to steal the enemies flag and bring it to your own.

Special rules:

The unit that has the flag cannot do ranged combat, and has a -2 on attack and defense in close combat.

Formations are not able to pick up flags.

If a unit that has the flag is killed, the killer gets
the flag.

Creatures without arms (I don't mean weapons, I mean the things that stick to your upper body) can't pick up flags.
If a no-arms creature kills a flag taker, the flag is left
on the ground.

Points:

None, whoever gets both flags together in his starting area first wins.

Scenarios by Nermy the Wise

What you need:
-The two armies stated below.
-Something to represent a Beer Keg and a Bra-Bomb.
-A piece of paper torn into twenty - thirty small pieces.
-Water terrain, hindering/blocking terrain, low walls.


This scenario is set at an Atlantean College where the Dean (Magus) has had it up to here with the upstarts in the fraternity Chug-A-Lug House (Stolen from The Simpsons). He and his goons plan to put an end to their pool party fun.

These are only recommended armies, use whatever's the most fun and improvise the rules when necessary:
Armies:
The Faculty
1x Magus (The Dean)
3x Demi-Magus* (His Underlings)
2x Altem Guardsmen** (School Security)

Chug-A-Lug House:
1x Storm Golem (Head of Chug-A-Lug House)
1x Demi-Magus*** (Nerdlinger)
3x Utem Guardsmen ** (Drunken Frat Boys)
1x Deep Spawn *** (Chug-A-Lug House's Mascot)

The battlefield on Chug-A-Lug House's side should have a piece of water (Either Shallow or Deep) in the center with two pieces of blocking or hindering terrain closing them in on their side.

On the Dean's side there would be Low Walls to depict his office that had the roof blown off by one of Nerdlinger's inventions.

Randomly placed on the battlefield would be two items. One of them is a Beer Keg. If any player manages to capture it and bring it back to their starting area it counts as a victory point bonus of 50 points. The other item will be Nerdlinger's Bra-Bomb. If Nerdling comes into base contact with it, roll a die. On anything but a 1 the Bra-Bomb goes off. Drop the small pieces of paper on the battlefield and any opposing figures they hit take 1d6 points of damage (They're pointy bras). If one of the Dean's Demi-Magus Goons gets to it, roll a die. On any roll but a 1 the Bomb is de-activated and considered captured by that Demi-Magus. If they can get it back to their starting area they get a 100-victory point bonus.

Now it's up to you to determine the outcome of Chug-A-Lug house and its drunken forces.
Scenarios by Baby Cindi
****AMBUSH****
You goad the enemy forces into a trap of your own design.

Armies: Both players randomly determine who will be the Attacking Army and who will be the Defending Army. The Attacking Army is built with 50 less points than the Defending Army.

Battlefield: Set up the battlefield using a mutually agreed upon method.

Set-Up: Measure out a 12 inch by 6-inch rectangle in the center of the table. The Defending Army sets up within that area. The Attacking Army then sets up anywhere on the table, though no warrior may start closer than 9 inches of the rectangle.

Who Goes First: The Attacking Army goes first.

Objectives: The army with the most victory points at the end of a certain time limit wins the battle. To determine the length of time, roll a d6; 1-3: 30 minutes. 4-6: 45 minutes.

Special Rules: The Attacking Army receives three attack bonus tokens. A token may be spent to add +1 to a warriors attack value for a single attack (ranged or close). These tokens must be spent on the Attacking Army's first three attacks or not at all. For example, he can't make his first attack without a token and then spend one on the next attack. Furthermore, these tokens cannot be stacked to gain more than +1 for a single attack.

****SUICIDE MISSION****
Against all odds, you order a rag-tag group to advance into enemy territory to distract their larger force while your main army wrecks havoc on a nearby enemy strong-point.

Armies: Both players randomly determine who will be the Attacking Army and who will be the Defending Army. The Defending Army gets x2 the amount of points that the Attacking Army has.

Battlefield: Set up the battlefield using a mutually agreed upon method.

Set-Up: Randomly determine who sets up first. The first player sets up within 3 inches of any table edge. The second player sets up within 3 inches of the opposite table edge.

Who Goes First: Randomly determine who goes first.

Objectives: The Attacking Army wins the battle if he has one or more warriors alive and uncaptured when the time limit of 60 minutes expires.

Special Rules: None
****HOLD THE HILL****
Two or more armies duke it out over a strategically important location.

Armies: This scenario can be played by 2 to 4 players. All armies are built with the same number of points.

Battlefield: One piece of elevated terrain is placed directly in the center of the battlefield. Beyond that, terrain may be set up using any agreed upon method.

Set-Up: Randomly determine who sets up first. Mark off a 5-inch by 5-inch square in each corner of the table. The first player sets up in any one of the squares. The second player sets up in any other corner. This continues until all armies have been placed.

Who Goes First: Randomly determine who goes first.

Objectives: Whichever army has the most points worth of non-captured models on or within 3 inches of the elevated terrain piece when the time limit expires (see special rules) wins the game.

Special Rules: After every ten minutes of game time, the active player rolls a die. If it rolls a 1, the game ends! The first 20 minutes of the battle is immune to this.
****RAID SETTLEMENT****
Your force closes in on an enemy settlement and aims to destroy it.

Armies: Both players randomly determine who will be the Attacking Army and who will be the Defending Army. Both armies are built with the same number of points.

Battlefield: Set up the battlefield using a mutually agreed upon method, with the following exception; at one edge of the table there must be four buildings set up to represent the settlement. These buildings must be within 6 inches of that table edge.

Set-Up: The Defending Army sets up first. The defending player may set up his warriors anywhere within 4 inches of a building. The Attacking Army sets up within 3 inches of the table edge opposite the settlement.

Who Goes First: The Attacking Army goes first.

Objectives: The Attacker wins the battle if three of the four buildings are set ablaze within 60 minutes. The Defender wins if the Attacker fails to torch the required three buildings.

Special Rules: Any warrior adjacent to a building may take a Close Combat action to set fire to it. Once done, roll a die. If it comes up a 5 or 6, the building has caught fire and is destroyed. Warriors cannot attempt to set the building on fire if it is in base contact with an enemy warrior.
****INFILTRATE****
You send a force into no man's land to gain a foothold for later battles.

Armies: Both players randomly determine who will be the Attacking Army and who will be the Defending Army. Both armies are built with the same number of points.

Battlefield: Set up the battlefield using a mutually agreed upon method.

Set-Up: The Defending Army sets up first. The defending player's warriors may be set up within 12 inches of any table edge he chooses. The Attacking Army then sets up within 3 inches of the opposite table edge.

Who Goes First: The Defending Army spots the advancing enemy and may go first.

Objectives: The Attacking Army wins the battle if he can get at least one model off the non-active player's table edge within 45 minutes. The Defending Army wins if the active player fails to do so.

Special Rules: None

***TOTAL CHAOS***
Two armies encounter one another, but not on the best of terms, as they are scattered throughout the area.

Armies: Both armies are built with the same number of points.

Battlefield: Set up the battlefield using a mutually agreed upon method.

Set-Up: Randomly determine who sets up first. Both players divide their warriors into at least three groups as evenly as possible (in terms of number of warriors, not point values). The warriors don't have to be from the same faction as the others to be in a group, as these are not formations. Then, the first player chooses one of his groups and points to any location on the table. He rolls a d6. On a 1-3, the group is placed by the opponent up to 2d6 inches away from the spot the player wanted his figures to be placed....warriors may not be placed off the board, nor can they start in base contact with an enemy warrior. On a 4-6, the group is placed by the controlling player anywhere within 1d6 inches of the designated spot. Again, a warrior can never be placed off the table or in base contact with an opposing warrior. Once that group is placed, the opponent chooses one of his groups and repeats the above process. This keeps alternating between players until all groups are deployed.

Who Goes First: Randomly determine who goes first.

Objectives: The first army to kill half the opponent's total points worth of warriors wins the battle! For example, if it's a 200-point game, the goal is to slay 100 points worth of figures.

Special Rules: None.

****ISLAND BATTLE***
(inspired by an earlier scenario on the board)

A battle breaks out on a handful of tiny islands.

Armies: This scenario can be played by 2 to 4 players. All armies are built with the same number of points.

Battlefield: Each corner of the battlefield should have a small land mass (island), no larger than a person's hand. One large land mass should be positioned toward the center of the battlefield. Other landmasses and other terrain can be added in a mutually agreeable manner. Each player may place three bridges/walkways, connecting these landmasses together. The table (other than the land masses and bridges) is considered to be deep water.

Set-Up: Randomly determine who sets up first. Each player chooses a corner island to set up on.

Who Goes First: Randomly determine who goes first.

Objectives: The army with the most Victory Points at the end of the 50-minute time limit wins the game.

Special Rules:

* Falling: Anytime a warrior is hurt (i.e., he takes 1 or more clicks of damage) by a ranged or close combat attack while within an inch of the edge of a bridge or land mass, he might be knocked off balance and into the deep water (killing him instantly). To see if the warrior falls roll a d6. On a 1 or 2, the warrior takes the plunge into the murky depths! Aquatic warriors (read: Deep Spawn) are immune to drowning.

****THE CAVERN****
A large deposit of Magestone is located in an underground cavern. Which army can emerge with the most?

Armies: Both armies are built with the same number of points.

Battlefield: The battlefield is a collection of corridors and rooms. This is best represented by a poster board. Divide this board in half, so that each half has one full "short edge". Both players begin drawing out the caverns, with the following requirements; 1) there must be a total of at least three passages allowing access from one half to the other, 2) both players must have a 4" by 4" starting room with one wall of the room touching their "short edge", and 3) each half must have five rooms (no bigger than the starting rooms), none of which can be closer than 6" from a starting room. A Magestone token should now be placed in each room, except the starting room. Make sure the tokens placed on one half of the board are different than the ones placed on the other half.

Set-Up: Randomly determine who sets up first. Armies must be placed in the respective player's starting room.

Who Goes First: Randomly determine who goes first.

Objectives: The first player to drop off a total of four pieces of Magestone in his own starting room wins the game.

SPECIAL RULES:

** Retrieving Magestone: Each non-starting room contains a piece of Magestone. Your warriors may only carry the ones from your opponent's half of the board. To do so, the warrior must be in base contact with the Magestone token. It doesn't take an action to pick up Magestone...if a warrior touches it, he can pick in up. This does end his movement though. As soon as the warrior is in base contact with the stone and picks it up, the player must immediately roll on the Room Table and work out the results immediately.

** Carrying Magestone: Warriors carrying Magestone cannot move faster than 8 inches per movement action. If a warrior carrying Magestone dies, the token is dropped where the warrior stood. The player who controlled the miniature may bring in another warrior to pick the dropped stone up. In such a case, there's no need to roll on the Room Table, even if the previous warrior died in a room.

** Dropping Off Magestone: A warrior carrying Magestone may drop off his load in either his or his opponent's starting room. Once dropped off, the token is out of the game and counts toward the player's victory total.

** Flying in the Cavern: The room ceilings are too low for flight, thus the Flight special ability is ignored.


---ROOM TABLE (2d6)---

2: Nasty Trap! Your warrior takes 1d6 clicks of damage.

3-4: Monster Attack! Your warrior manages to kill the creature, but not before getting attacked once. The opponent rolls to hit with the monster. The monster's stats are as follows; Attack 9, Damage 3.

5: Displacer Trap! The opponent immediately re-locates your warrior to any corridor or room within 10" of his current position. The warrior may not be placed in base contact with another warrior.

6-8: No Event! Nothing unusual happens.

9: Secret Passage! You may immediately re-locate your warrior to any corridor or room within 10" of his current position. The warrior may not be placed in base contact with another warrior.

10-11: Healing Aura! If your warrior is wounded, he heals 1d6-2 clicks.

12: Two Stones! Your warrior finds two pieces of Magestone here, rather than one. This can only happen once per game, per player. If this is rolled again, treat the roll as a 10-11 instead.

****THE TREASURE****
Rumors of treasure lure you to a particular place...but you're not the only army with the same idea!

Armies: Both armies are built with the same number of points.

Battlefield: Five pieces of blocking terrain should be placed around the battlefield, but not closer than 10 inches to any table edge. Take five little 1 inch by 1 inch scraps of paper and number them from 1 to 5. Make sure players can't see through the paper. Then, place each one randomly on top of or beside each blocking terrain piece. Other than that, further terrain may be placed in a mutually agreed upon manner.

Set-Up: Randomly determine who sets up first. The first player sets up within 3 inches of any table edge. The second player sets up within 3 inches of the opposite table edge.

Who Goes First: Randomly determine who goes first.

Objectives: One of the five pieces of blocking terrain contains the treasure. The first army who finds the treasure and moves it off it's own table edge wins the battle.

SPECIAL RULES:
**Treasure Location: Before the game, someone rolls a die, re-rolling 6's. The number rolled is where the treasure is to be found.

**Searching: To search a terrain piece for treasure, a warrior must be adjacent to it and must take a Close Combat action. Upon doing this, flip over the scrap of paper on the terrain piece. If it shows the number that was rolled for earlier, then the warrior has found the treasure!

Carrying the Treasure: The warrior can carry the treasure, but may not move more than 8 inches while doing so. Aside from that, treat the model as if he was controlling a captive. If the warrior is eliminated, he drops the treasure where he last stood...place a counter there to represent the treasure. Any warrior may pick it up by simply moving over the treasure's location. A warrior may not Push in order to move again.

Handing it Off: A warrior carrying the treasure may hand the treasure to another model simply by moving into base contact with him. The receiving warrior immediately receives an action token.

****Battle at the Graveyard****

Background:
While accompanying an important person across a very dark section of woods, the army stumbles upon an old cemetery. Without further consideration, the group started to move across it. Big mistake! A nest of Necropolis Sect warriors have set up base in the tunnels underneath the cemetery.

Objective:
Get the important person across the cemetery before the throngs of undead can rip him apart, or slay the important person.

Time Limit:
None

Army Size:
This is a two-player scenario. One player plays 200 points worth of Necropolis Sect warriors while the other player plays 250 points of whatever faction(s) he wishes, but must include one warrior who costs 15 points or less (and doesn't have Flight, Stealth, Bound or Quickness)....this is the "important person".

Setting the Scene:
Measure off an 18" by 18" area in the middle of the battlefield...this is the graveyard. The Necropolis Sect player places four "grave clusters" (each cluster is a 1" by 3" strip, preferably decorated with modeled tombstones). Grave clusters can be placed anywhere within the graveyard. All the area outside the graveyard is a forest (i.e., hindering terrain).

Deployment:
The Necropolis Sect player sets up first. At least 80 points worth of warriors must be set up within 3" of the table edge of his choice. The rest of his forces may begin the game off the board and may come up through the grave clusters during the game. The other player sets his warriors up within 4" of the table edge opposite the edge claimed by the Necropolis player.

Special Rules:
The Necropolis Sect player may give his off-the-table warriors a Move action as normal. In doing so, he places the warrior in base-to-base contact with any grave cluster and may immediately move him.

Victory Conditions:
If the non-Necropolis Sect player gets the "important person" off the Necropolis Sect player's table edge, he wins. If the "important person" is killed before he can exit, the Necropolis Sect player wins.

Scenarios by StormFox
Long Way Home

A ragged and tired group of wounded survivors of a wiped out rebel band is on its long journey home. All their leaders and elite troops have been killed or executed. On their way home, they have the bad luck to get right in the middle of two advancing armies.

Player 1: 200 points, 75% from one of necro, elemental, or Atlantis
Player 2: 200 points, 75% from one of necro, elemental, or Atlantis
(both should use different factions)
Player 3: 300 points, 50% BPR, no reds, no unique, no spawn, and all figures start with damage (roll a die, 1=no damage, 2-5= 1, 6=2 clicks)

Victory conditions:
Player 1: normal
Player 2: normal
Player 3: no points for kills, but double points for every figure brought out of the opposing table edge (they can move "off the board")

"The Mad Scientist"

A mad scientist amasses artificial life forms (i.e. golems) and someone is sent out to destroy him.

Player 1, the scientist:
ONE "magical" unique, representing the Scientist (Magus, Necro, something to that effect), the rest all golems, but at least 4 different types of them (the different stages of his "research")

Player 2, the strike force:
ONE "warrior" unique, representing the general sent out (Jarl, General, Troll Chief...), the rest NO golems or undead, nothing with anything with the word Magic in it besides MI and nothing with Necromancy.

Victory conditions:
Normal, but the two uniques are worth an extra 50% of their points.

Scenarios by gcmaxon
Seagate Island Scenario


Chapter 1
Having just landed on the tiny Island of Seagate, the Elemental League army from St. Gorgo Island has set about preparing to make camp. This army of warriors consists of mainly a faction flying the banner of St. Gorgo. At the present time their main concerning is the procuring of supplies from a village located somewhere on the northern edge of this island. Charts and maps of the many small islands that dot this region of the Seadragon sea have been looted after the last raid and pilferage of St. Gorgo Island by warriors of the Necropolis Sect. These sect warriors are believed to reside on Seagate Island.
The mission of Elemental League army is find the looters, who are believed to reside in a fortification on this island, defeat the army and return the books of woodland knowledge to St. Gorgo. The Elemental army is comprised of the following warriors:
Odin the Demi magus
* 22 points
Marquee the Mending Priestess
** 26 points
Daryl the Troll Artillerist
** 33 points
Daryl the Troll Brawler
*** 33 points
Muryer the Living Elemental
*** 31 points
Sheila the Woodland Scout
** 12 points
Brown-beard the Dwarven Fuser
* 21 points
Yellow-tail the Deep Spawn
* 14 points

Note: See the Seagate Island map, area marked 1 for the League army's landing location.