Here is a list of 20 scenarios that I've collected from various locations or created. I recommend rolling a d20 and trying them out. 1-7 were originally campaign scenarios, 9-14 were originally individual player objectives, probably need to be tweaked into a more detailed scenario. Give them a try, post feedback here. I'll try to update them or add to them as others are developed.
Campaign Games 1-6 (for non-campaign games, ignore the next game effect section).
1. Exploration Starter Fleet box ships only. Your fleet is exploring the Uncharted Islands to search for exploitable resources when you spot an enemy fleet that appears to be invading your claim. You must get as many of your ships off the other side of the table, escaping the engagement to report back to your home base. Ships getting off the other side of the table with ½ or more hull points and crew points will award their point value to your VP total. Ships getting off the other side of the table with less than ½ of their hull points or crew points will award ½ their point value to your VP total. Other VPs are awarded for destroying the enemy fleet and taking prizes as normal.
Next Game Affect: If you win this scenario, you were able to report back to your landing party on a nearby island with information regarding the enemy. Your forces are not as surprised by your encounter with the enemy as they could have been. After setup in the Reconnoiter scenario, you can reposition 1 unit to anywhere in your deployment zone, and make a free move before the initiative roll is made. No shooting, spells, cards etc can be used during this move.
2. Reconnoiter No battleship allowed (400 pts). You send a small scouting fleet to do reconnaissance on the enemy fleet and are intercepted by their scouts. Be the last ship alive to report back to your forces.
Last man standing wins. At end of turn 7, use VPs. If one side is clearly running to try to hide, the other side gets +100 VPs. You should get a judge to watch that last turn if there are any questions about who is running like a little girl to save their last ship.
Next Game Affect: If you win this scenario, you stopped your enemy from reporting back on the size of your massing forces. You can reroll the initiative roll once in the Take the Island scenario game.
3. Take the Island One large island in the center of the table. No other terrain. Add impassible reefs on min 2 sides, 6 from island, do not block LOS. There are natives on the island who do not want to give it up. There are 4d6 natives on the island at the start of the game. In the end phase of each turn, and ship within 4 of the island is attacked by 1d6 natives, up to a max of however many natives are remaining at that time. If there are more ships than there are natives, the ships they attack are determined randomly. They attack ship crew just like a typical boarding action.
Victory Conditions: The fleet with the largest # of remaining Hull + Crew within 6 of the island at the end of turn 6 wins.
Next Game Affect: If you win this scenario, you have 3 fewer troops in the Land Grab scenario, since they have to stay and hold the island so it can be used as a base of operations.
4. Land Grab 5 islands min, 2 on each side, min 12 from each deployment edge, 24 from side edges. 1 island in the center (it should look like the pips on the 5 side of a die). Each side has 15 troops, split up on ships as they see fit. Frigates cannot hold more than 2. Place a counter on each ship with the number of crew it is carrying, face down. At end of ship movement, troops may offload onto an island if the ship is within 1 of the island. Ship offloading cannot shoot that turn, and count as having shot for defensive fire purposes.
During the End phase, any troops on the island can shoot at surface ships within 6 of the island. 1 d6 per troop. Hit on 4+ all ship sizes. They can also attack troops on the same island. 5+ kills an enemy troop.
Each island that you control with more troops than the enemy at the end of turn 6 counts as an additional 100 VPs . Other VPs are awarded for destroying the enemy fleet and taking prizes as normal.
Next Game Affect: If you win this scenario, you hold significant resources for your fleet. Once any card that repairs hull or crew on your fleet is used, you may choose to keep that card in your hand and reuse it in the future. This can be done only once per game.
5. Supply Lines Each fleet gets 5 supply ships. Ships move and shoot as frigates, hull and crew as cruiser. Use whatever suitable mOdels you have available. They can be split into units of 2 min, 5 max. Get 100 VPs for each supply ship that gets off the enemy table side. Other VPs are awarded for destroying the enemy fleet and taking prizes as normal.
Next Game Affect: For each supply ship that you get off the table, you get an additional 30 pts for the War on the High Seas scenario.
6. War on the High Seas Opponents can agree to play a larger game. Standard setup (8 deployment), standard victory points apply.
Next Game Affect: If you win this scenario, your sea forces are doing well in the overall war, and that bolsters your forces in the assault on the enemy home territory. You gain a single reroll of any dice roll during the next game.
7. Take the Enemy Base One player is the defender, the other the attacker. Play a battle using fortress rules, more details to come.
8. ANDRES ISLAND Terrain is one large island in the center of the table. No other terrain. Andre the Giant starts in the center of the island. Each turn the giant can be activated by either player in the same way that they would activate one of their own squadrons. They may not play cards that affect Andres activation or attacks. Unless a ship is within range band 2 of Andre, the player can activate the giant freely, moving in any direction and attacking any ship it is able to attack. If there are any ships within range band 2, the giant will move to be able to throw rocks at the closest ship. If any ship is within range band 1, the giant will move to attempt to engage the ship. If it cannot get to the ship, it will throw a rock at it.
Victory Conditions: The fleet with the largest # of remaining Hull + Crew within 6 of the island at the end of turn 6 wins. Being the only side with a ship within 2 of a dead giant counts for 4 additional hull points (Giant bodies are worth something to the right people!)
9. TREASURE HUNT - Rumours of a lost treasure horde hidden in a disputed area have reached you first. Your orders are to recover the treasure if possible, or ensure that nobody ever does.
Place at least 4 islands and place counters face-down on the 4 largest, one of which is a prize.
Major Victory: A ship must board an island and recover the prize counter, and still have it at the end of the game.
Minor Victory: The prize counter must be recovered.
10. ISLAND RAID - More workers are needed for the glory of the nation. A new source has been found an enemy colony not far from your waters. They have only a token fleet protecting them.
Place one large island 2d6 in a random direction from the centre of the board.
Major Victory: At least 50% of your capital ships must board the island and survive the game.
Minor Victory: At least 25% of your capital ships must board the island and survive the game.
11. FIGHTING RETREAT - Survivors of a lost battle are travelling slowly home. Your fleet has been assigned to protect them, but with orders not to suffer excessive losses.
Major Victory: Sink or prize at least 50% of the enemy fleet, whilst keeping your own casualties at less than 25%.
Minor Victory: Sink or prize at least 50% of the enemy fleet, whilst keeping your own casualties at less than 50%.
12. BREAKTHROUGH - An enemy treasure convoy has been spotted moving close to your waters. Only a small fleet protects them. Your capital ships must find a way to break through to the convoy to raid it.
Major Victory: At least 50% of your surface capital vessels must leave the table in the opponents deployment area.
Minor Victory: At least 25% of your surface capital vessels must leave the table in the opponents deployment area.
13. METTLE - Following a social faux pas, one of your officers has been disgraced, and now seeks a glorious victory to restore his honour, even at the cost of his own life.
Pick one capital ship to serve as the disgraced captains vessel.
Major Victory: The captains ship must single-handedly destroy or prize a ship of the same size or greater and survive the battle.
Minor Victory: The captains ship must destroy or prize a ship of the same size or greater.
14. EXECUTION - A renowned enemy admiral is travelling with a smaller escort than usual. It has been decided that he must perish at all costs.
Your opponent must pick one of their capital ship to serve as the admirals vessel.
Major Victory: The enemy admirals vessel must be destroyed or prized
Minor Victory: The enemy admirals vessel must finish the game with at most half of its hull and crew points remaining.
15. SHOW OF FORCE - Enemy ships must be destroyed, do not let them return to port to be repaired. Victory Points:
Ships Sunk: Double points
Ships at ½ or less hull points: ¼ point cost of ship.
Ships taken as prizes: Point cost of ship if you survive with the prize marker to the end of game.
16. THE NATIVES ARE RESTLESS - The locals want no part of your war, unfortunately their land is of vital strategic importance. Each island starts the game with 6+d6 crew and will board the closest ship or squadron that is within 4 from the island at the end phase. Cards that affect boarding actions can be played as normal. Islands can be boarded by ships within 4 during the ships activation. Victory points are as normal, + 75 points for each island controlled at the end of the game. Control an island by being within 4 and no enemy ships within 4 of the same island. All of the natives do not need to be dead.
17. EYE OF THE STORM You have been forced to engage the enemy in the middle of a nasty magical storm!! Use the following table at the start of every turn, rather than the regular rules for wind changing. If both players decide to use a C card to counter the effects of the weather, then do not roll 2d6 and consult the table, only roll on the regular wind adjustment table, as if a 7 was rolled on the table below.
2. All movement is reduced by ½, stacks with current wind direction penalties.
3. Wind Gust Wind shifts 180, all ships move d3 inches in the new direction.
4. Fog All shooting is considered 1 range band higher.
5. Rain No effect from flame attacks, all fires are put out.
6. Wind shifts 90 degrees clockwise.
7. Mandatory Wind changes per the standard table.
8. Wind shifts 90 degrees counterclockwise.
9. Lightning No magic this turn
10. Ice - No new boarding actions this turn
11. Gale All ships drift d3 inches in current wind direction.
12. Currents Rotate all ships up to 90 degrees to match current wind direction, either into the wind or against the wind, whichever is closer to the current position.
18. INTO THE MAGIC VORTEX Roll a d6 at the start of every turn:
1. Magic Spike players can play 2 magic cards per turn, per the Dragon Lords flagship special ability.
2. Null Vortex Counter magic cards only work on a 4+. Even if the counter card does not work, it is still discarded.
3. Arcane Amplifier All magic cards that require a roll of a d6 add +1 to that die roll.
4. Arcane Vacuum - When using a countermagic card, the player using the magic card has to show you the card they are playing before you decide to dispel it.
5. Arcane Tempest - Place a template in the center of the table, and scatter 2d6. Any ship touched takes 6AD. Scatter at the start of every turn, using GW artillery and scatter dice. On a hit it still scatters, on a misfire it disappears before moving.
6. Like a Moth to a Flame A water behemoth is summoned from the depths and appears directly in the center of the table. He may be activated by either player as a ship in their fleet. Once activated in a turn, he cannot be activated again. Cards can be played on him as normal. Once this result has been rolled, future results are ignored. No victory points are gained from destroying the behemoth.
19. HERE THERE BE MONSTERS These waters are infested! At the start of every turn, roll a d6: Use the rules for Generic Monsters in the Rulebook, except the following:
1. Superdinocrocgatoroid! A Crocidon surfaces in the center of the table. He may be activated by either player as a ship in their fleet. Once activated in a turn, he cannot be activated again. Cards can be played on him as normal. Once this result has been rolled, future results are ignored. No victory points are gained from destroying the Crocodon.
2. No effect
3. No effect
4. A random creature arrives at the left short table edge.
5. A random creature arrives at the right short table edge.
6. A random creature is placed by whoever wins the initiative roll.
Once there is more than 1 creature on the table, each can be activated as a squadron in the players fleet, but each can only be activated once per turn.
20. SECRETS OF THE MAGUS Play the Magus Volcano scenario.
UNCHARTED SEAS SCENARIOS
Started by Mordante, Jul 18 2011 12:49 PM
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