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Warhammer Skirmish
Chaos Rampage

Models Needed

• Two to four Greater Daemons
• One Empire Great Cannon and crew
• Eight Empire Soldiers (Core troops) for every Greater Daemon participating in the skirmish (recommended are Spearmen, Halberdiers, and/or Handgunners)

The town of Stilheim has become a nexus of foul energies. The poor people of this place know something is amiss but are unsure how to fend off the bad omens. The hexes of goat's blood smeared across the thresholds of their homes have done little to ease their mounting terror. Fresh milk curdles within minutes. Reflections in household mirrors do not show true, and young babes are born misshapen and twisted.

Unbeknownst to the frightened townsfolk, the catacombs beneath their town have become dens of evil. Cultists allying themselves with the forces of Chaos are in turmoil. Driven insane by their debased rituals, these evil men have become divided in purpose. Each of the four Chaos Powers vies for control over its worshippers and the town above. With a newfound allegiance to a patron deity, four cultists have become hosts to Greater Daemons. Stilheim is about to become a battleground...

Map - click to enlargeBattlefield

In a 36" x 36" space, set up a small town that has at least ten small buildings in it. These will be used as objectives for the Greater Daemon players to fight over. A tower in the centre of town holds the Empire Great Cannon.

Objectives

The assembled Greater Daemons are trying to out-class each other in a no-holds-barred competition. These representatives of the four Chaos gods seek power through destruction and the consumption of souls. Each player controls one Greater Daemon. The first Greater Daemon to devour 12 souls or the Greater Daemon who has consumed the most souls at the end of 10 turns wins.

Deployment

Each player rolls a D6. The highest scoring player deploys his Greater Daemon first on any table edge. In descending die roll order, each remaining player then deploys his model on one of the unoccupied table edges. Ties are rolled off. Once all the Greater Daemons have been deployed, players take turns (starting with the highest roll again) deploying the town watch, one model at a time. The town watch may not be placed any closer than 8" to a Greater Daemon. The cannon and crew are placed in the tower.

Who Goes First?

Roll a D6. The highest scoring player goes first. Play then moves clockwise around the table.

Special Rules

This scenario uses the special rules detailed below:

Town Defenders
• In each player's turn, he may control any Defenders more than 12" away from his Greater Daemon model. Any Defender armed with missile weapons can fire on the other players' Greater Daemons if they are within 12”. Other Defenders will charge the Greater Daemons if within range. Any other Defender models more than 12” away from the player’s Greater Daemon model may be moved as normal.

• On a roll of 4+ on a D6, you may shoot the Great Cannon at one of your opponents’ Greater Daemons.

• Defenders are not immune to terror and fear. Don’t forget to make these Psychology tests when necessary.

Greater Daemons
• No weapons or magic.

• Greater Daemons will automatically kill Defenders and swallow their souls (one soul consumed) if they score a wounding hit (no Armour saves or Injury rolls).

• No Flying. (Buildings are too tall to be navigated by a huge winged beast.)

Attacking Buildings
Your Greater Daemons may attack buildings in base contact in hopes of finding victims inside. Buildings are hit automatically and have Toughness of 6 and 3 Wounds. Once the final wound is caused, roll 2D6 and consult the following table:

2

A screaming maiden in a bath. Fear tastes better! She counts as two souls.

3-4

Holy smoke! The Greater Daemon feels around and grabs hold of something. Not thinking, he puts a Priest of Sigmar in his mouth and takes 1 Wound.

5-7

A brave townsman with a handgun. He gets a shot off before the Greater Daemon angrily squashes him against the wall. The Greater Daemon takes a S4 hit but gains one soul.

8-10

Hamburger time! Somebody left a cow in the stable. No soul, but the Greater Daemon regains 1 lost Wound.

11

Don't grab that beam! The Greater Daemon takes D6 S6 hits as the building collapses.

12

A small coven of Cultists eagerly expects the Greater Daemon’s visit. They open their arms to his embrace... and then he pops them into his mouth! The Greater Daemon gains D6 souls.

Duelling DaemonsUsing Alternate Armies

After you play through this scenario with Greater Daemons of Chaos, try some of these ideas:

• Giants rampaging an Orc village.
• Dragons attacking an Elf city.
• Ogres running amok after a battle.
• Kroxigors or Stegadons loose in the Skink barrios.

Part of A Larger Battle

The Greater Daemon who consumed the most souls has garnered enough of the town’s energy to exert some control over its populace. The young and able-bodied are added to the ranks of the winning Greater Daemon’s army. Add 100 points of Marauders of Chaos to your army for “free.” These troops may be added to an existing unit or may form a new unit. If the troops are used to create a new unit, it does not count toward the minimum number of Core units (if playing with a Mortal General) or toward the maximum number of Special units (if playing with a Daemonic General).

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