Home • Wolves & Hired Swords • Warhammer Fantasy • Warhammer 40,000 • Other Sites • Guestbook • Contact

The Ancient Rune Stone

 
 

Religious Civil War
Through the pass
Escape through the pass
The Ancient Rune Stone

 
 

Up

 

This multi-player scenario concerns the capture and the holding of an ancient Rune Stone engraved by the three most ancient races of the old world: Lizardmen, High Elves and the Dwarfs. It holds the oaths taken by these three civilizations to keep the Old World clear of all Chaos influences.

Armies:

Each player picks an army of 2000 points from any official army list. Every player must however allocate a part (between 450 and 550 points including one hero choice) of his army to a  vanguard. This hero can not be the general of the army. The vanguard may consist of any troop type you want. Scouts must be used as vanguard!

This scenario can give you an opportunity to try out special characters, ordered by his king or leader to capture and hold the Rune Stone.

Table Setup:

In the center of the table is placed a marker or piece of scenery with a base size similar to that of a swarm or Pegasus. This is the Rune Stone. Then depending on the size of the table pieces of scenery should be placed. The Ancient Rune Stone stands near Tilea and as such the rolls for scenery should be made on the table for Empire and Bretonnia. Re-roll the dice for pieces like farms and field boundaries. The Rune Stone has only just be re-discovered so no-one lives near it... One ruin is allowed. All scenery should be placed outside a 6 inch-radius of the Rune Stone.

Deployment:

All players may deploy at the same distance of the Rune Stone and at least 24" of each other. Only the vanguard of each army can be deployed before the game starts.

The rest of the army may enter the table in its own deployment zone after passing a leadershiptest on its own leadership in turn one and after all other movement has occured. It may move as having pursued an enemy of the table. If not passed, it will enter the table in turn two... Characters must enter the battlefield on their own but may join a unit in their move on the board... Wizards that are not on the field do not generate dispel/power dice and cannot use scrolls.

Turn Sequence:

Make a counter for each player and put them in a cup.

Movement:

Each movement phase, draw the counters out one at a time. The player whose counter is drawn moves all his troops. Then the next counter is drawn...

Magic:

Work out how many power dice AND how many dispel dice each player has.

Now again draw a counter. The player whose counter is drawn may cast one spell or use a bound item. The other players may say one by one how many dispel dice they will offer to dispel this. This means that dispel dice can be drawn from every adversary. Then the next counter is drawn... After all counters have been drawn, the counters are put back in the cup and restart. Once someone doesn't cast a spell or doesn't use a bound item when his counter is drawn, the casting phase ends for him and is he only allowed to dispel.

One can cast magic missiles into combat as long as none of your own units are in the fray(Skaven are an exception to this). Randomize each hit on a D6 before rolling to wound.

Shooting:

Each shooting phase, draw the counters out one at a time. The player whose counter is drawn, may shoot with all his weapons. Then the next counter is drawn...

One can fire into combat as long as none of your own units are in the fray (Skaven are an exception to this). Randomize each hit on a D6 before rolling to wound.

Close Combat:

All close combat happens in charge and initiative order. Who charges first, strikes first (and may not strike those that have charged him). If stationary, then everyone strikes in initiative order.

For combat resolution everything works out as normal in one on one combats. In multiple battle everybody counts the kills he makes, the ranks bonus, bonuses for (magical) banners. For outnumbering bonus you should outnumber all units you're in combat with. If two units are charged in the flank by a unit that could normally ignore ranks than both units loose their rank bonus. If one of two units in combat is charged in the rear then only this unit looses his rank bonus. Flank and rear bonuses only apply to the combat result of the armies affected. Break test should be taken with the modifier of your combat result against the highest combat result of your opponents which you are directly in combat with.

Special Rules:

Taking the Stone:

Only a unit of infantry or cavalry with a unit strength of 12 can hold the stone. These can not be Skirmishers or Fast Cavalry. Once in base contact the unit may freely surround the stone. From now on the stone counts as being the center of a unit and just like a Lizardmen-palanquin will count as Adding unit strength 4 to it's holders. A completely surrounded stone counts as having 4 models facing either direction. This does not mean that a model, that is in contact at two sides with an enemy, may make more than one attack.

Figure 1: Infantery

At each side 4 soldiers can be found. Should they be armed with spears however then 8 soldiers will be able to strike back (if not killed first)

Figure 2: Cavalry

Here you'll see how Cavalry holds the Stone. Should an enemy charge let's say the side of knight 3 then knights 1,5,3 and 4 will be able to counterstrike (if not killed). Should an enemy charge the side of let's say knights 5 and 6 then knights 5,6,3 and 4 will be able to strike back (if not killed)

Holding the Stone:

A unit which holds the stone cannot loose it's rank bonus. It's attackers cannot win the bonuses for a rear of flank attack. A unit holding the stone counts as being Immune to Psychology (they will temporarily loose their Stupidity, Frenzy, etc.) and Stubborn. On top of that it will gain magic resistance (3). Note that this rule will only apply if the unit has a unit strength of 12. A unit holding the stone may freely choose wether it will pursue a beaten enemy or not. The whole command group and included characters may move freely in the thick of the fighting in the turn they are charged on condition they aren't already in combat.

Victory Conditions:

Winner is he who holds the Runestone after 8 turns. The winner scores a solid victory. Should one of the players totally anihilate his adversaries (no enemies left) then he will win by massacre. If a player sees all his  units destroyed, he suffers a massacre. Should no one hold the Runestone at the end of the game then it's a draw for all remaining players.

Alternatives:

Head-to-head:

You can play this scenario in a normal one-too-one too. The turn sequence then goes as any normal battle you play. So not with counters but each player doing his movement, magic, shooting and close combat sequently... The game will only last the normal 6 turns then...

Larger forces:

Should you play this scenario with armies larger than 2000 points than the vanguard must consist of approximately a quarter (50 points more, 50 points less) of the total army size.


Argentum Non Habemus, Aurum Sed Valemus

Vote for us at:

 
This website is completely unofficial and in no way endorsed by Games Workshop Limited.
For more information read our Disclaimer.
Site can be best viewed using Old English Text MT and Lucida Calligraphy Font
Nedstat Basic - Free web site statistics