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[Scénario] The Island of the End of the World / Sea Monsters


Dreadaxe

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Que pensez vous de ces petits scénarios

https://www.dropbox.com/s/98vfr11qnwqw6kf/MoW%20-%20Warpack%20Campaign%20Scenarios.docx?dl=0

 

The Island of the End of the World

Island of the Sea Monsters

 

Page 4-6

 

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Modifié par Dreadaxe
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  • 2 semaines après...

 

Island of the Sea Monsters

 

Says the legend that long ago, in a remote island, a powerful wizard got the perfect spell to control marine beasts. Is it said that it used the spell to protect his studies, and to make some piracy (you need to live, don’t you?). The wizard is no more, but the sea monsters are still under the command to protect the island from intruders. Somebody got a map of that island position, but the rascal sold several copies as "exclusive." And now two (or several if multiplayer) fleets are in competition to explore the island

 

Normal fleets.

 

Terrain: At the centre of the table, the wizard's island. No other land. In a circle around the island and touching it, 6 sea monsters templates chosen at random, without Triton!, (1 additional monster for each additional fleet starting with the third one)

 

To explore the island in search of the magician's cave, follow rules from "Buried Gold", with the following differences:

A: - a Treasure is found with 5-6;

B: - the fact that a fleet gets a Treasure it doesn't prevent the others to continues looking for one, since the magician was wealthy! (But a fleet cannot look for more than one since the island is considered a very dangerous place to continue looking for something "we find something... lets get out of here"!).

 

The Monsters:

 

Normal behaviour:

At the beginning of the end phase of the turn, throw a die for each monster in its lair: it emerges with 3+.

After rolling for initiative, throw a die for each monster to see their behaviour:

1          It doesn't move.

2          It moves toward the nearest ship. (True distance to reach the ship)

3-4       It moves toward the nearest ship, and attacks it.

5          The player with the lower initiative controls it for this turn.

6          The player with the highest initiative controls it for this turn.

The monsters will never attack each other, neither will they leave the table.

 

In case a ship loads up with a treasure

The nearest monster will pursue it and attack that ship until it sinks it the monster perish.

 

Players' monsters:

The spell is so powerful that it can snatch the control of any monsters summoned by a player, only Triton is immune to it:

Throw a die at the beginning of the turn for each summoned monster, with 4+ it becomes controlled by the spell during that turn,

(The Dark Elves pets with 5+, the Death Fortress and the Doomreavers with 6+, although in this last case firing from a Death Fortress and inciting a Doomreavers is still under the Dark Elf control):

 

 

Objective: Simple: to get something of the old magician's fabulous wealth, and to survive to enjoy it.

 

At the end of the game, roll a die to see what is in the Treasure coffer (Captains cannot open the coffer during the game, since it has many runes and protection spells, besides, it stares at you!)

1-3:      only gold: 50 pts for construction

4-5       Magic knowledge: wizards increases in 25 pts, and obtains a scroll that disperses any spell once per game.

6          Knowledge in Monsterologie: a random monster of 50 to 75 pts joins the fleet.

 

 

 

The Island of the end of the world

 

The legend tells about a remote island that has been the doom of countless fleets.

Nobody knows where the island is (or they don't want to tell), but it is said that the treasures of thousands of ships are scattered on its costs. Some whispers that some rich families of some ports owe their wealth to an ancestor that was able to return from that island, but all they deny it! It is said that one doesn't find to the island, this it finds you...

 

Two enemies fleets sighted each other in the evening, and they were getting ready for the battle at dawn, when they found that they where not alone in the sea, an island separates them, and the sea behaves crazy!

 

Deployment: as usual

 

Terrain: one island in the centre of the table, near her at 9", both "iron crags" (rules from the sea of the chaos.)

 

The sea:

 

The wind: The wind always blows toward the island, or in whirl around her! (see diagram). It begins blowing toward the island. Before the initiative phase, all the flyers (even the ships of Tzeentch) drift 2 inches with the wind, keeping their headings.

 

      jf06Z1h.png

The current: there is a strong marine current that always goes toward the island: before the initiative phase, all the ships and sea monsters (even the black ark) drift 2 inches toward the island, maintaining their heading.

 

The Waves! Some immense waves sweep the sea and smash on the coast of the island, knocking the big ships as if they were mere canoes.

Wave template: 12" by 1."

Movement: 9" +1D6", in towards the island.

Starting from turn 2, after the initiative phase, two waves leaves from the border, chose one border with the dispersion die (centre the wave with the point indicated by the die on that border), the other wave starts from the opposing border. The wave floods the island when arriving to it (roll for each crew in the island, they gets lost with 6+), then the wave starts again from a random border, always toward the island.

Waves block line of vision

 

 

Ships reached by the wave by the prow or the stern, and sea monsters (less of sea elemental) are dragged 1D3" by the wave, all fires in low areas are put out. (Ships keep their headings)

Ships reached by the side and all the small boats should roll a die and check the following chart. (the Black Ark can reroll due to its great size)

 

            1:         The wave whips the ship: all the fires are put out, the ship is dragged 1D6" and it is left pointing to a random heading, roll three dices for damage:

                        1 -          one damage below waterline.

                        2-3          one random damage in a low location.

                        4            one random damage in a high location.

                        5            roll for each crew, they get lost with 6+

                        6            the gods are benevolent and nothing happens.

            2:         The wave sweeps the ship, roll for each crew, they get lost with 6+, all the fires are put out, the ship is dragged 1D6" and it is left pointing to a random heading.

            3-6:       The ship manages to surf the wave without many damages: all the fires are put out, the ship is dragged 1D6" and it is left pointing to the same heading as the wave.

 

Sea monsters and submerged submarines are not affected by the wave!

 

The island: you can disembark in her following the rules of "Buried Gold", but it is not necessary to roll a die to explore, since the beach this littered with treasures. But for each treasure that is picked up, the ship will suffer the effect of a random spell! A ship cannot load more treasures that it has below waterline hits.

 

After a while the island and the "iron crags" will submerge, the sea currents will cease, the wind will return to normal (roll for direction). The waves stay until they leave the table. And everything returns to the normality:

 

            Turn                                         6          7          8          9          10

            The island disappears with...     6+        5+        4+        3+        2+

 

Objective: To sink the enemy fleet, or did you forgot why you are here? BH like a normal scenario. Each treasure gives 50 construction pts (or one BH when not part of a campaign)

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