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Author Topic: Fluff scenario generator  (Read 23274 times)

Offline jchaos79

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Fluff scenario generator
« on: February 22, 2012, 06:12:54 PM »
Fluff scenario generator

Summary:

Empire vs Empire
Empire vs Orcs
Empire vs Araby
Empire vs High Elves
Empire vs Undead
Chaos vs Chaos
Chaos vs Kislev
Undead vs Orcs
Dogs of war vs Orcs

Here is it, a simply fluff scenario generator. Just pick an army and roll 1D6. Take the idea, and adjust, modify, create your own rules for it. The limit is your imagination. I will try to make contributions for different set of armies. Any contributions or expansion is welcome
But remember games works better if you take only one special rule for each scenario.

Empire vs Empire. bored this friday night? roll 1D6 and start playing!

1- Only for love: An Elector Count (general 1) is nearly to arrange a marriage with a wealthy dame. Another faction (general-2) has kidnapped her to avoid the marriage. So General-1 gathers an army retrieves her.
--> Objective battle or siege battle.

2- Popular unrest: General-1 is not managing his lands so well, people are unsatisfied and a rebellion bursts. Some dissatisfied people have ask for help to General-2 an old rival and land neighbour. As irresponsible way of control the lands has came to Empiror’s ears he will not take part and allow the battle between the two nobles.
--> Open battle with some urban zones and general-2 must have 2 units of levy.

3- Shadow of chaos: General-1 and his lands have been tempted by chaos gods. When General-1 attacks his neighbours Emperor (general-2) hurry to gather an army and eradicate this traitor. 
--> Open battle. General-1 could buy up to ¼ of his army with chaos troops. General-2 represent the emperor so could have war altar and steam tanks.

4- Greedy for treasure: A dragon is bugging around the empire land. Two different armies (General-1 and General-2) are ralling to defeat the beast. And of course, ralling to obtain the treasures of the dragon. When they met near dragon lair both knows that they should fight to get the treasure.
--> typical battle with a dragon (emperor dragon?) fighting both armies. There are out there different set of rules to represent this conflict.

5- Father to son: General-1 has get his land and his status through fighting over the years, now he had manage all he wanted, glory, wealth, lands, wife and a son. The problem is that his son (general-2) now is 17 years old and do not want to wait until his father gets older and dye. So he gathers an army to attack his father -
-> General-2 (son) wants to kill general-1 (father) at all cost. So General-2 (son) army has the breakpoint as units /1.5 but only manage to be victorious if he kill the general stand.

6- The secret of fusion-powder: General-1 has a skilled alchemist who is development the fusion-powder bomb. It is a mixture of magic and powder able to make an entire city explode. General-1 plans to use it in middelland and proclaim himself as a new Emperor. General-2 has disovered this and there is no time to aware to empire people. He gathers an army and march toward general-1 lands.
--> Siege battle or open battle. Whenever General-1 wants he could try to use the fusion-powder bomb killing both armies (and obtaining a draw). To use fusion-power bomb the wizard shall roll 5+ in the magic phase.

« Last Edit: June 07, 2013, 06:05:30 PM by jchaos79 »

Offline Stormwind

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Re: Fluff scenario generator
« Reply #1 on: February 22, 2012, 06:37:57 PM »
Cool - is this inspired by the "Civil War" tables in the previous months White Dwarf for Warhammer?
My Personal & Modelling Blog >>http://theancienttrack.blogspot.co.uk/

Offline jchaos79

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Re: Fluff scenario generator
« Reply #2 on: February 22, 2012, 07:26:44 PM »
I am glad you like the. For telling the truth it is inspired in this new subforum, (I do not follow white dwarf magazine), but if you have more ideas inspired in this article convert them into warmaster and share them here!

Offline jchaos79

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Re: Fluff scenario generator
« Reply #3 on: February 22, 2012, 07:52:51 PM »
The rules scenarios are written fast and based in my own experience with the game (they are not playtested) so take the fluff and feel free to introduce changes on them.

Empire vs Orcs bored this friday night?, roll 1D6 and start playing!

1- Waaaaagh: a great gathering of tribes is called and greenskins attacks the empire.
--> Siege or open battle.
http://www.forum.specialist-arms.com/index.php?topic=5257.0

2- Who is annoying in the border?: Empire general wants to impress a lady, and move his army to hunt some regular orc incursions, thinking that it will be an easy combat and return selling the battle as an heroic quest. What do not know empire general is that he made his attack on the sacred days of Orko and Morko, so a great gathering of orcs tribes near the border is festing to his gods. When orc general knows about an annoying empire party near the border came with all the tribes to crush them.
--> Orc amry land ¼ of his army in turn 1. In turn 2 then arrives the rest of the army and orc army have 500 more points than empire army !

3- A bad ally. Due to a conflict against chaos, Empire general recruits some orc forces to pull back chaos. The alliance was a succeed and chaos is defeated, gold is paid to the orc general and now is time to leave empire lands… But orc general is not willing to go and attack to Empire general.
--> both forces has carried a violent battle against chaos few days ago. So before starting the games, when all units are deployed throw a dice for each unit of 3 stands. If a 6 is rolled reduce 1 stand simulating the causalities against chaos.

4- Picking up mushrooms. Some empire colonists in the wild borders ask for help to empire general. They made a settlement on a mountain hollowed and full of delicious mushrooms very valuable for night goblins. Goblin general want to expulse colonist and ask for help to orc boyz. All forces arrive to battle, but… did they arrive on time
--> open battle with a mountain. Empire army makes a main force only with infantry (colonist) and a relief force (general infantry cavalry and artillery). O&G make a main force only with goblins and a relief force (general, orcs and goblins). At start of each  turn roll a dice if a 6+ is rolled both relief forces (empire and O&G) arriaves at time.

5-  I shall pazz. Orc general needs to pass through empire land because a clever goblin has made him believe that beyond empire land meat grows in trees. This lie will make to bigg ones to migrate and a group of goblins keep the territory for them. Orcs army advance through empire land and they are ambushed by the forces of Empire.
--> Flank attack battle. Orcs advance in column, Empire is waiting.

6- The last boar charge. During the great wars against the greenskins Empire has a redoubt with artillery positionated over a hill. Orcs army lays in a open ground beyond the artillery positions. Due to a misunderstanding of orcs messangers, an order of “donot attackz right now” is understand as “do, attackz right now” and orc cavalry charge frontally to the high ground artillery positions.
-->Empire army could have double max of artillery and machines. Orc army should have at least half of his army in cavalry. Both armies should have 100cm distance between them
http://www.forum.specialist-arms.com/index.php?topic=5170.0

7- The orks Drift. http://www.forum.specialist-arms.com/index.php?topic=4987.0
« Last Edit: June 07, 2013, 06:26:02 PM by jchaos79 »

Offline jchaos79

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Re: Fluff scenario generator
« Reply #4 on: February 22, 2012, 08:43:59 PM »
Chaos vs Chaos. bored this friday night? roll 1D6 and start playing!

1- Realm of chaos. On the waste lands two warleaders fights each other to attract the attention of chaos gods and the winner will get the dark blessing of chaos.
--> open battle. This is not a battle it is feast of death. Breakpoints are calculated as number of units /1.5

2- Altar of power. A new champion of chaos rise an unholy altar to a chaos god. Another tribe fight to steal the altar. During the battle the unholy gods are watching and pleased for the carnage so give them warp power to both sides
--> open battle or objective battle. All spells during the battle are cast successfully automatically due to blessing of the gods.

3- Hellraiser. A bold warleader has a strange chaos artefact with the shape of a cube. During a battle with a neighbour clan the artefact is triggered and a portal to the warp world is open. A legion of demons materialize and attack both forces. Chaos gods are not satisfied…
--> open battle. When a character (do not matter if is the general) rolls double six in command phase the cube is triggered. Each round until the battle ends appears 1D6 randomize units of Daemon list in a randomize sector of the battle and charge by initiative to the closes unit in LOS. Deploy each summoned daemon unit one by one in randomize sectors.  Daemon units give victory points to the general who kill them. Daemon units could charge to other daemon units if they are the closest unit but give victory points to no one

4- Nomadic invasion. A tribe of marauders challenge to a champion of chaos to prove that champion of chaos does not deserve the chaos gifts no more.
--> Marauder general should make his army without chaos warriors neither chaos knights. Champion of chaos general should make his army with 2 marauders max and 2 marauders horseraiders max

5- Dark city. A tribe of Nordic followers of chaos besiege a castle of a champion of chaos to invade his lands.
-->siege battle. Nordic followers of chaos army should double the points than defender champion of chaos. The walls of the castle are made of crying souls and body-rotten parts with mouths and arms. When attackers contact a section of wall they are attacked by the wall itself. 1 attack per stand with normal save roll

6- Stormwind  ;)–Two clans fights each other because …. They are mad and under the influence of chaos. In the wastelands a great stormwind clashes during the battle.
--> LOS is reduced to half because the wild wind and lightings. In this battle a new spell is available for both sides sorcerors. New spell:  Invoke the Stormwind 3+: invoking and controlling the forces of nature could bring lightings from the skies directly to a choosen enemy unit in the battlefield (no distant restricted from the sorcerer). Each burst of lightings and wind causes 3 attacks with normal save roll
« Last Edit: February 23, 2012, 06:20:04 PM by jchaos79 »

Offline jchaos79

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Re: Fluff scenario generator
« Reply #5 on: February 23, 2012, 05:56:06 PM »
Empire vs Araby bored this friday night?, roll 1D6 and start playing!

1- Crusades – Empire launch a major attack to Arab territory with the goal of conquest the major Arabian city.
--> Open battle in desert zone. Empire has superior forces (+500 points) but are tired from the long walk and the desert weather. Empire units count movement is halved (/2) during the whole battle.

2- Give me three wishes. During the crusades an empire army has plunder an old temple and found a very valuable treasure, a magical lamp with a Djinn bound to it. Sultan wants to recover the magic object at all cost and launch a major attack with his army.
--> Objective battle or open battle. It should have the ruins of the plundered temple.
Empire wizard could activate the magical lamp only 3 times during the battle in the spell phase aside of normal choice of cast own spell as normal. Roll a dice. If the result is 4+ empire wizard control de Djinn and obtain one wishes form the following choices. If the result is 1, 2 or 3 the Djinn is undercontrol this turn and obey the wishes of the sultan general.
The Djinn could do:
1) Magical recovery: recover one stand lost from a unit reduced in combat
2) Move fast: an order is given to a single unit in the spell phase (doesn’t matter if the unit has moved yet)
3) Confuse unit: a unit is confused automatically.


3- Pirates! A large fleet of arab pirates has arrive to Empire shores. They try to plunder the zone as fast as they could and return to the deep waters. The empire general gather an army and try to intercept the pirates when they are embarking with the plunder
-->The battle ground should have a shore and some ships to represent the arab fleet. Objective battle or open battle. If empire manages to enter in the ships the victory is for Empire.  The Arab has fewer forces (500 points less) but the ships has artillery on them (like organ guns=hellblasters). The ships could not move during the battle.

4- Assaulting the caravan. During the crusades an empire army assaults a caravan. Fewer kilometres away Empire besieges the city arab capital and both armies are starved, so the caravan brings food to the besieged city.
-->Open battle. Empire forces are starved and face relief arab forces with the caravan (a model to represent the caravan with food is needed). The caravan starts on the arab zone of the table, but caravaneers are afraid of battle and caravan move 20cm randomly each turn. Every empire unit in a 20cm radius of the caravan must advance toward it and becames to plunder food. If a empire unit touches the caravan, all units stops. Empire unit plundering could not move next turn but could fight normal. When the empire unit end the plundering could move normally and caravan continues his randomize movement.

5- Jihad. A great araby army is gather to attack empire lands.
--> open battle. Araby are in a jihad in a fanatic way. Arab units have halve movement (/2) if the movement is a retreat from empire units. (or if a arab unit end his movement far away of a empire unit then his movement is halved).

6- The siege of Ascalbon. The arab city of Ascalbon is being besiege for empire units. Arab needs to communicate desperately with a relieve force.
--> Siege battle. If a unit of flying carpets manages to scape form a side of the table, then they return with a relief force of 500 points of araby in two turns.
« Last Edit: February 23, 2012, 06:22:59 PM by jchaos79 »

Offline Lex

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Re: Fluff scenario generator
« Reply #6 on: February 23, 2012, 06:15:31 PM »
Empire vs Araby bored this friday night?, roll 1D6 and start playing!

Works equaly well against Bretonia, Borderkingdoms, Dwarves and I guess even Skaven and O&G

Offline Stormwind

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Re: Fluff scenario generator
« Reply #7 on: February 23, 2012, 07:57:18 PM »
Heh heh!  Appreciate the shoutout!  Unfortunately it was my friend who had the White Dwarf!  Only one I can remember is Lizardmen civil war - an honour battle to decide which spawning deserves the right to guard a certain temple. =)
My Personal & Modelling Blog >>http://theancienttrack.blogspot.co.uk/

Offline jchaos79

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Re: Fluff scenario generator
« Reply #8 on: February 23, 2012, 09:05:47 PM »
@ Yes, each event of battle could work with a lot of differnts armies, and even you could take the hook of the battle and drop in the "background"

@ One day I will make a lizardmen army and play this civil war :)

Need to squiz my brainz for more battles, but I am sure I will found more posibles games... now I need to play'em all

Offline jchaos79

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Re: Fluff scenario generator
« Reply #9 on: September 02, 2012, 11:26:35 AM »
Undead vs Orcs & Goblinsy bored this friday night?, roll 1D6 and start playing!

1- A tide clash. Due to the position of the moon some years ago the orcs had a baby boom and now the tribes had expanded too much. The orc territory expand beyond the mountains and start overlapping with the undead deserts. Undead armies had an outbreak also and instead marching toward the Empire they focus in their new greenskins habitants.
--> Open battle. Two tides, one of green skins and other of skelletons clash in the plains or wastes.

2- Steeling the gold Grunburk the orc, known for his greed and eager of getting gold has heard about King Tombs treasures. His little mind now have a goal better than the mayhem. A raid of Grunbuk tribe to a Khemri tomb happnes.
--> Open battle or Objective battle. Orcs wants the treasure hidden in some ruins
If an orc player's unit touches the ruins or the building where the gold is throw a dice in the following table (the ruins only could be plundered once per battle:
                 1-2 --> Gold and precious stones!! +100 Victory points
                 3-4 --> You have found a magic object. Generate randomly an object from WM basic rulebook and give it to one of your characters. He can use it for the rest of the battle.
                 5 --> The tomb has been already plundered in the past. Empty
                 6 --> The orcs has triggered a Bone giant guardian who starts moving. It appears touching the ruins or the building and is a free unit for the undead player.

http://www.forum.specialist-arms.com/index.php?topic=4909.0

3- Beyond the bounds and the death Guork Uz, an orc warlord had a powerful magic brazalet who controls the mind of a lichie. For some time an army compose of orcs and undead raid the Princes Border. A human hero form princes border challanges Guork Uz in the skellies/orcs campamnet and kills Guork Uz in singular combat. Now the magical binded minds of Guork Uz and the liche still in contact through the magic brazalet. Guork Uz becomes an orc undead, and due to the simple mind of an orc the liche can control him partialy. The new undead orc warlord and the Liche hates each other and starts issuing orders to his troops. A battle has started!
--> Due to both generals had some control in the mind of the enemy general reciprocally because the magic brazalet during the command phase, once per turn, they could hijacked one order if score 6 in dice. The order hijacked applies to the brigade or unit target but the opposite player makes the move.
Deploy, both armies are in the campament, so they should be deploy closer than normal games.
The hero human who kills Guork Uz is a character unable to issue orders. Is not controlled by the players, but if a unit touch him, he will attach to the closer unit of the opposite army and join the combat with +2 dices if that unit fights. The he will disattached as all characters do.


4- Collecting bones The Brown skull tribes uses bones as armours, build their huts with bones and even eats bones during their sacred time. So once per year marches toward deadlands and smashes some wandering skellies to coollect bones. But this year when the tribe goes to the desert they found an undead army waiting for them!
--> Open battle. For each unit of undead troops that orcs destroy they could collect the bones. If the unit of orcs choose to collect bones, they could not make an advance and count as confused the next turn - the orc unit are collecting the scattered bones instead being packed and ready to fight - but orc player gains +10 VP.
A collecting unit of orcs (confused) count as a target to raise dead spell for the lichie during the time the unit is confused (collecting bones), so undead player can take advantage raising again the skelletons.


5- Magic blizzard During a magic storm, the warp power has awaked a long time sleeped lichie. Now with his army advances insided the magic storm moved by the winds and the blizzards. Orc shamans had detected the magic storm and had omens of violence, dead and victory so they gather all the warriors of the tribe and march ahead the center of the storm where they face the awaken Lichie and his army
--> Magic Storm & open battle. Due to the battle is fought inside a magic storm, both armies had 200 free points to buy monsters or monstrous mounts (ignore min/max for this points). Also There is a blizzard of magic (at least 10x10 cm) that moves randomly at the begining of each turn and blocks Line of sight. If they touch a unit the blizzard stops and no hurt is made.

6- The Big Green Hunt Lichies warlocks enjoy devouring spirits and drinking his magical warp power. A particulary nasty and evil Lichie has gather an army and wants to make a feast of orc warriors ancestor spirits who inhabit inside some idols nearby their tribe. The spirits detected the hunger of the lichie and manifest to the orc livings warning them of the undead invasion. When skelletons arrive to the orc village they found the tribes ready to fight.
--> Open battle with a orc village and the idols as elements.  Orcs n goblins had a unit of etheral "orc warrior ghost" for free with the stats of the vampire count lists. They ancestors ghost are not going to wait sitting to be devored! Tomb kings have 90 points extra to buy units.
« Last Edit: June 07, 2013, 06:27:45 PM by jchaos79 »

Offline Edmund2011

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Re: Fluff scenario generator
« Reply #10 on: September 02, 2012, 11:48:15 AM »
Great ideas once again!!  :D

Offline Colonel Kane

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Re: Fluff scenario generator
« Reply #11 on: September 03, 2012, 03:18:50 AM »
Hey Jchaos you should put these all into a PDF.

Offline David Wasilewski

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Re: Fluff scenario generator
« Reply #12 on: September 03, 2012, 11:27:48 AM »
I second this! This is a valuable resource and should be collated onto a single pdf so people can download/print off?

Or it could be a useful article for a warmuster mag?
Along with  'house rules'article? (I've promised Lex I'll help with this article if he wants me to)
Pretty pictures of skaven and lizardmen have recently appeared on the forum too, could make a possible "how to paint X" warmaster article too?

Dave

Offline jchaos79

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Re: Fluff scenario generator
« Reply #13 on: September 03, 2012, 03:43:57 PM »
Could be an interesting idea to include in every warmuster a page or two involving 1D6 scenario generator ideas chart between two different armies if catch the attention from Lex or Bel.

The bad point about this, is that I do not have time to playtest all the scenarios. I think I have enough experience to know how it can work, but playtesting is important.

Any feedback?

Offline Lex

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Re: Fluff scenario generator
« Reply #14 on: September 03, 2012, 09:27:49 PM »
Or it could be a useful article for a warmuster mag?
Along with  'house rules'article? (I've promised Lex I'll help with this article if he wants me to)
Pretty pictures of skaven and lizardmen have recently appeared on the forum too, could make a possible "how to paint X" warmaster article too?

Dave
Lex is back from Cuba again and will get on track next weekend on this and other stuff. I aim to use the Warmuster SITE for this and I am looking with Iain to "connect"  the Warmuster pages to the new SG site