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Rogue Trader Tournament Senerios
for
Warhammer Fantasy Battles




Night Fight
  • special Rules
    Before you declare any shooting roll 3d6 and multiply the results by 2 to see how far that unit can see (shooting is limited to that distance). Guess weapons are not limited by range but must roll twice to scatter. Magic items and spells are not affected.
  • setup
    Standard rules.
  • Victory
    Standard victory conditions apply.
    Trickle Down Theory
  • special Rules
    At the beginning of turn one roll for each reserve unit, war machine or character and deploy that item on your board edge as if they had left the board if you roll a 5+.
    Each turn after the first add one to the die roll.
  • setup
    Use normal deployment for each core unit, all other forces including characters are held in reserve.
  • Victory
    Standard victory conditions apply with an additional +100 pts for each table quarter held by a unit with unit size 10.
    Magic Flux
  • special Rules
    At the beginning of each magic phase both players roll one d6 for each magic die they have. If they roll a one the die is given to their opponent to use during that magic phase
  • setup
    Standard rules.
  • Victory
    Standard victory conditions apply.
    Forced March
  • special Rules
    All units except dwarfs suffer a -1 movement penalty. All models with more than 1 attack suffer from a -1 to their attack characteristic.
  • setup
    Standard rules except armies may set up 18" from the edge of the board.
  • Victory
    Standard victory conditions apply.
    Grudge Match
  • special Rules
    None
  • setup
    Standard rules are used.
  • Victory
    Standard victory conditions are used except the enemy general is worth 250 pts instead of 100pts.
    King of the Hill
  • special Rules
    None
  • setup
    Units are set up up to 14 inches in and not closer than 6 inches to the side.
  • Victory
    The player with most models within 6 inches of the center hill at the end of turn 5 is the winner.
    Gain Ground
  • special Rules
    None
  • setup
    Standard rules are used except dwarves may place units up to 16 inches in rather than 12.
  • Victory

  • Players score one point for each table quarter they wholly occupy. No other victory points are awarded. The
    player with the most points wins.
    The Messengers
  • special Rules
    Before the battle begins both players nominate 3 models to be the messengers.
    These models must be core troopers from 3 different units. They are treated as
    special characters with the following characteristics M-8, Ws4, Bs4, S4, T4,
    W2, I4, A2, Ld9 Save 4+ ward save. They are unbreakable and may never join
    a unit. Messengers ignore all terran penalties and may not move more than 8" .
    Messengers may exit the board at the opponents side of the board. One may exit
    In the 12" area along the right edge of the board, One along the back edge,
    and one along the 12" area of the left edge all furthest from your deployment zone.
  • setup
    Use the standard setup except that the two armies can start 18" from the edge of the board.
  • Victory

  • The player who exits the most messengers wins.
    Treasure Hunt
  • special Rules
    Before the battle both players must reveal the location and description of the mosst expensive magic item on their side. If an army slays the character holding this item they capture it.
  • setup
    Use standard deployment except that both armies may set up within 18" of the back edge of the board.
  • Victory

  • Use standard victory points except if a a side captures the magic item then they score an additional 250 pints.
    Crush 'Em All
  • special Rules
    None
  • setup
    Standard rules are used.
  • Victory

  • Standard rules are used.
    Fog of War
  • special Rules
    Due to low visibility, no unit may declare a charge or shoot at an opponent more than 12 inches away.
    Cannons, mortars, and Stone Throwers may fire as normal but must roll the misfire dice twice and add it to their guess if they shoot more than 12 inches. Magic is unaffecter.
  • setup
    Standard rules are used except scouts set up as regular units.
  • Victory

  • Standard rules are used.
    The Traitor
  • special Rules
    Before the start of the battle give one model from your most expensive core unit to the enemy.
    This model is the traitor and the opponent places the traitor with a unit in the back rank.
    The traitor may not leave this unit and will not fight but does count toowards rank bonus.
  • setup
    Standard rules are used.
  • Victory

  • Standard rules are used except if you capture, kill, runs off the board, or removed from the game the traitor than you receive 300pts.


    Boldo: Brother Boldo
    Webmaster: Patrick Ludwig
    Website Design: Roger Wink

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