New Realm of Chaos 80s Scenarios!

15. ONE STEP BEYOND-THE SOUND OF MADNESS!

The chamions find themselves in the Realm of Chaos. The board should reflect the maddness and horror of the unreal stabbing into the realm of reality.

A discordant cacophony of demonic screeching is heard in all areas. To represent the mind unhinging nature of the noise, all models must test for stupidity at the beginning of their turn.

Any champion who passes all their stupidity tests for the entire game gains +3 vp.
 
16. Tear down this wall!
The chaotic town of Burnland is divided by a great graffitied wall. Those in power hold a deep idiological hatred of those on the opposite side and will stop at nothing to destroy the other.

Warband A: Choose one of your subordinates to be gifted the power of 1. Raygunism.

This creature suffers from acute Raygunism, along with cock-eyed ideas about economics and social justice, the creature also has delusions of grandeur and a vague grip on reality. Wp+2, Cl -1. Ld+2 Int-6. Roll twice on the dedicated Star Wars Defence system table:
Starwars defence system:
1-2. Force sword
3-4. Las pistol
5. Chaos Armour with respirator
6. Incomplete orbital battle station (if rolled twice, the first one was blown up).

This warband will now have an unstoppable desire to tear down the wall.

Warband B: Choose one of your subordiantes to be gifted the power of 28. The mark of Gorba's Choff.

A large red mark spreads across the scalp and head of the character, similar in shape to a map of his or her homeland, giving them almost unbelievable powers to overcome obstacles such as walls, no matter how large and forbidding. Characters with the mark of Gorba's Choff suffer no penalties (their opponents get no bonuses) when fighting against those defending an obstacle.
This warband will stop at nothing to keep the wall intact.

Victory is decided by lastman standing.

Terrain: have a small village that is divided by a wall, that both warbands can fight over.
 

Zhu Bajie

Member
17. War on Drugs The Wastelands of Chaos are awash with psycho-pharmaceuticals invented by Alburtus the Mad Alchemist of Altdorf. Denizens of chaos have begun congregating in abandoned warehouses, listening to repetitive noises and consuming vast quantities of these potions.

Roll 1d6 for each unit in the warband, to determine the potion taken.

1. Dragon Juice. Hatred and frenzy, constant gurning causes Fear in enemy troops.
2. Magickal Shrooms of Doom. 2d6 vs. WP. Fail, causes fear of enemy within 12", passes causes hysterics, may not charge. unless an Orc or Goblin causes Frenzy.
3. Love Potion X. - attempt to hug the opponent and pass on the potion. If wins combat, does no damage but successfully "hugs" opponent and doses them with the potion.
4. Lustrian Greenleaf. 2D6 vs WP Fail: Suffers Fear of any enemy with 12", pass: unless a halfling, +1 save. Movement rate halved.
6. Snotjobs Special Brew. Psychological immunity. -1 to hit, unless a dwarf, +1 to hit. Modifiers increase/decrease with each dose.

A cache of each potion is to be positioned at random (or GMs whim) on the tabletop. Each units goal is to claim the cache of potions of their own type (2VP). However if they locate another type they are at liberty to consume it for themselves(1VP). It takes 1 round of inaction to consume the whole stash.
 

JellyRovers

Member
18. Holy Diver

Out in the wastelands a ruined church holds a mighty sword and and a fearful deamon.

Set up the table with a ruined church in the centre of the table. The church should have a large main nave with two vestibules off from the sides. Both warbands must enter the church via the nave and investigate the interior. When a warband first enters a vestibule roll a D6.

On a 1-3 it contains a blacksmith who has forged a random magic sword. (This of course means the deamon is in the other vestibule.)

On a 4-6 it contains a deamonic creature (maybe use the instant spawn table) which must be slain. (This of course means the blacksmith is in the other vestibule.)

The first warband to slay the deamon wins the game. If an umpire is present they should roll up the magic sword and deamon prior to the game. They should also be represented by a Champion of Chaos guarding the nave.

Source material: http://www.youtube.com/watch?v=bkysjcs5vFU
 
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