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Scenario 1: Brawlers BashOverview
Welcome to Season 2 of WCW. The promoter is wasting no time and has thrown you into the middle
of the action.
The Battlefield
Before deployment, please check and verify that
the terrain pieces are well distributed. You and
your opponent may agree to adjust terrain pieces
that look like they were moved prior to
deployment. The Wrestling Ring should be set in
the center of the battlefield as much as possible.
Deployment
Follow the Classic Deployment rules in the 9th Age
Rules Book on pg. 21 for deployment.
Game Length
The game will last 6 turns or until time is called.
Do not start a new round if both players' turns
cannot be completed before time expires.
Who Goes First
Follow the deployment rules on page 23 in the 9th
Age Rules Book.
Victory Conditions
Please refer to the Victory Chart Sheet on pg. 4 in this
pamphlet to determine the winner of the battle.
Scenario Rules
• For this scenario, your wrestler is a MARKER
that represents +1 to your Scoring Unit value.
• The wrestlers cannot be attacked nor destroyed.
• Your wrestler can ONLY join a CORE unit
within your army.
• The wrestlers do not effect the unit's movement.
• The wrestler must be placed in a non-combative
row.
• You may move this marker to another CORE
unit within 8” of the current unit during your
“Remaining Moves” phase if both units are not
engage in combat.
• Your wrestler cannot remain outside of a unit at
any point during the game.
• If the unit your wrestler was in was destroyed,
please remove your wrestler as well. If your
wrestler is removed, your opponent receives
+50VP
• In order for your unit to count as a score, it must
be completely inside the wrestling ring at the
end of the game. Please refer to pg. 88 in the 9th
Age Rules Book for rules on generating Scoring
Units.
Secondary Objective
The player with the most Scoring Units within the 18” x
18” wrestling ring at the end of the game wins this
Secondary Objective.
Please refer to the Battle Section on pg.4 in this
pamphlet for more information on Secondary Objective
scoring.
Scenario 2: A Wrestler has to fight..Overview
You don't honestly think you were gonna make it through this tournament without grappling another full grown man
in the ring. Get in there and show them what you got.
The Battlefield
Before deployment, please check and verify that
the terrain pieces are well distributed. You and
your opponent may agree to adjust terrain pieces
that look like they were moved prior to
deployment
Deployment
Follow the Flank Attack Deployment rules in the
9th Age Rules Book on pg. 21 for deployment.
Game Length
The game will last 6 turns or until time is called.
Do not start a new round if both players' turns
cannot be completed before time expires.
Who Goes First
Follow the deployment rules on page 23 in the 9th
Age Rules Book.
Victory Conditions
Please refer to the Victory Chart Sheet on pg. 4
in this pamphlet to determine the winner of the
battle.
Scenario Rules
Roll a D6 to determine the stat line your wrestler gains. Please refer
to the chart below:
1 Lenny the Tyrant
2 Blue Lou
3 Iceman Pecararo
4 Fergus the Gimp
5 The Librarian
6 Dr. Death
• For all intents and purposes, your wrestler is a FREE
CHARACTER in your army. He follows the same rules as
described in the BRB book.
• Use the corresponding page to the wrestler you have just
rolled for in the above chart.
• We are using the stat lines and items provided on the
respective wrestler sheet in this pamphlet and BRB items.
• You are NOT allowed to duplicate magical items that
already being used in your army when customizing your
wrestler.
• You may NOT use the enchanted item: Flying Carpet.
• Wrestlers will automatically pass all characteristic tests and
will not be affected by Final Transmutation
• Your wrestler cannot be affected by magical banners.
• Your wrestler can ONLY join a CORE unit within your
army.
• You may move your wrestler to another CORE unit within
8” of the current unit during your “Remaining Moves” phase
if both units are not engage in combat.
• Your wrestler cannot remain outside of a unit at any point
during the game.
• Your opponent must accept challenges made by your
wrestler. This rule includes unit champions.
Secondary Objective
• Killing your opponent's wrestler
• For winning a challenge with your wrestler.
• For keeping your wrestler alive.
The player who completes more of these objectives wins the
secondary objective.
Please refer to the Battle Section on pg.4 in this pamphlet for more
information on Secondary Objective scoring.
1. Lenny the Tyrant (Troop Type: Infantry)
M WS BS S T W I A LD
*** 6 3 4 5 2 3 3 8
Special Rules:
• Born to Fight: Model parts with this special rule gain +1 Strength in the first Round of Combat
• Immune to Psychology
• Weapon Master
• ***The character possesses the movement attribute of the unit he is in
Equipment:
• Heavy Armour
Options:
May be armed with TWO of the following for free: (Please circle item if you wish to use it.)
• Paired Weapons
• Great Weapon
• Plate Armour
• Shield
May take magic items up to a total of 50 points from the BRB and/or from the list below:
Magic Weapon:
• Axe of the Aporcalypse 45 points Type: Hand Weapon. The wielder gains +D3 Strength and +D3
Attacks when using this weapon. Bonuses are rolled for and in effect at the Initiative step when the
Character attacks with the weapon.
• Backstabbing Dirk 15 points Type: Hand Weapon. Attacks made with this weapon have Armour
Piercing (1). If the wielder is attacking an enemy unit in their flank or rear, attacks made with this
weapon gain +2 Strength
Magic Armour:
• Plates of Tuktek 35 points Type: Heavy Armour. The wearer gains +1 Toughness and the wearer’s
model gains Impact Hits (D3)
Magic Weapon: _____________________________________ Cost:______
Magic Armour: _____________________________________ Cost:______
Talisman: __________________________________________ Cost:______
Enchanted Item: _____________________________________ Cost:______
Total:_______
2. Blue Lou (Troop Type: Infantry)
M WS BS S T W I A LD
*** 5 0 5 5 2 3 4 8
Special Rules:
• Born Predator: A model part with this special rule may reroll all natural to-hit rolls of ‘1’ in
Close Combat.
• *** The character possesses the movement attribute of the unit he is in
Equipment:
• Innate Defense (5+)
Options:
May be armed with ONE of the following for free: (Please circle item if you wish to use it.)
• Halberd
• Great Weapon
• Paired Weapons
• Heavy Armour
• Shield
May take magic items up to a total of 50 points from the BRB and/or from the list below:
Magic Weapon:
• Sword of the Dawn Ages 45 points: Type: Hand Weapon. Attacks made with this weapon gain +1
Strength and Multiple Wounds (2). Magic Armour:
• Taurosaur Helm 30 points: Type: None (6+ Armour Save). Wearer gains +1 Toughness and Impact Hits
(1).
Magic Weapon: _____________________________________ Cost:______
Magic Armour: _____________________________________ Cost:______
Talisman: __________________________________________ Cost:______
Enchanted Item: _____________________________________ Cost:______
Total:_______
3. Iceman Pecararo (Troop Type: Infantry)
M WS BS S T W I A LD
*** 6 6 4 3 2 7 3 9
Special Rules:
• Lighting Reflexes
• *** The character possesses the movement attribute of the unit he is in
Equipment:
• Light Armour
Options:
May be armed with ONE of the following for free: (Please circle item if you wish to use it.)
• Longbow
• Sylvan Blades: Close Combat Weapon. Type: Paired Weapons. Attacks with Sylvan Blades gain Armour
Piercing (1).
• Great Weapon
• Shield
• Elven Cloak:If combined with Light Armour, the wearer gains Innate Defense (6+)
May take magic items up to a total of 50 points from the BRB and/or from the list below:
Magic Weapon:
• Bow of Wyscan 35 points Type: Longbow. The bearer may choose to replace its normal Shooting
Attack with Multiple Shots (2D6), Strength 1, Poisoned Attacks.
• Sacred Spear of Cadaron 30 points Type: Spear. Attacks made with this weapon gain +1 Strength. If
the bearer causes at least one unsaved wound with this weapon, the bearer and all Rank & File models in
the bearer's unit gain Distracting until the end of the Close Combat Phase
• Whirlwind Blade 40 points Type: Great Weapon. The bearer gains +1 to its Armour Save in Close
Combat up to a maximum of 2+. The bearer also gains +1 Weapon Skill when using this weapon and all
attacks made with this weapon gain Multiple Wounds (2).
Magic Armour:
• Helm of the Wild Hunt 20 points Type: None (6+ Armour Save). The wearer gains +1 Weapon Skill
and +1 Attack until the end of the Combat Phase following after the model has successfully charged into
combat.
Magic Weapon: _____________________________________ Cost:______
Magic Armour: _____________________________________ Cost:______
Talisman: __________________________________________ Cost:______
Enchanted Item: _____________________________________ Cost:______
Total:______
4. Fergus the Gimp (Troop Type: Infantry)
M WS BS S T W I A LD
*** 4 3 4 5 2 3 3 8
Special Rules:
• Guardian's Wrath: Fergus the Gimp and all models in the same unit as him gain Hatred. Mounts are
not affected
• *** The character possesses the movement attribute of the unit he is in.
Equipment:
• Light Armour
Options:
May be armed with ONE of the following for free: (Please circle an item if you wish to use it.)
• Paired Weapons
• Halberd
• Spear
• Great Weapon
• Heavy Armour
• Shield
May take magic items up to a total of 50 points from the BRB and/or from the list below:
Magic Weapon:
• Scourge of Kings 30 points Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing
(1). Every successful hit with this weapon becomes two hits instead of one.
Magic Armour:
• Armour of Eternities 35 points Type: Plate Armour. The wearer gains +1 Wound.
Magic Weapon: _____________________________________ Cost:______
Magic Armour: _____________________________________ Cost:______
Talisman: __________________________________________ Cost:______
Enchanted Item: _____________________________________ Cost:______
Total:______
5. The Librarian (Troop Type: Infantry)
M WS BS S T W I A LD
*** 6 4 4 5 2 3 3 9
Special Rules:
• Sturdy: Models with this special rule gain Thunderous Charge. Furthermore, it does not suffer -1 to hit
when making a Stand and Shoot charge reaction.
• Chosen of Ashuruk: Models with this rule will automatically pass all Fear tests, but still suffer -1
Leadership from Fear
• *** The character possesses the movement attribute of the unit he is in
Equipment:
• Infernal Armour: Plate Armour. The wearer gains Ward Save (5+) against Flaming Attacks.
Options:
May be armed with ONE of the following for free: (Please circle item if you wish to use it.)
• Pistol
• Great Weapon
• Shield
• Flintlock Axe: Shooting Weapon. Range 18”. Strength 4. Armour Piercing (1). Counts as a Halberd in
Close Combat.
• Infernal Weapon: Close Combat Weapon. Type: Hand Weapon. Attacks with Infernal Weapons have +1
Strength and are Magical Attacks.
May take magic items up to a total of 50 points from the BRB and/or from the list below:
Magic Weapon:
• Blade of Burning Steel 25 points Type: Hand Weapon. Attacks made with this weapon have Armour
Piercing (1). One use only: May be activated at the start of any Round of Combat. For the duration of the
phase, attacks made with this weapon have Metalshifting
Magic Armour:
• Mask of the Furnace 30 points Type: None (6+ Armour Save). Wearer gains Fireborn and a Breath
Weapon (Strength 3, Flaming Attacks).
Magic Weapon: _____________________________________ Cost:______
Magic Armour: _____________________________________ Cost:______
Talisman: __________________________________________ Cost:______
Enchanted Item: _____________________________________ Cost:______
Total:_______
6. Dr. Death (Troop Type: Infantry)
M WS BS S T W I A LD
*** 6 4 5 4 2 6 4 8
Special Rules:
• Vampiric (6+): At the end of each Close Combat Phase, Dr Death can make Vampiric Roll. Roll a D6
for each Vampiric Character that caused at least one unsaved wound during this Close Combat Phase. A
Vampiric roll is successful if the D6 scores 6+. A Character that makes a successful Vampiric Roll
recovers 1 Wound.
• Fear
• *** The character possesses the movement attribute of the unit he is in
Equipment:
• Heavy Armour
Options:
May be armed with ONE of the following for free: (Please circle item if you wish to use it.)
• Paired Weapons
• Great Weapon
• Halberd
• Shield
May take magic items up to a total of 50 points from the BRB and/or from the list below:
Magic Weapon:
• Blade of Red Thirst 40 points Type: Hand Weapon. Dr Death gains Vampiric (3+). The model makes a
Vampiric Roll for each unsaved wound caused by this weapon (instead of just one). Each successful
Vampiric Roll Recovers one Wound to the wielder as normal. Once the wielder is at full Wounds, any
excess wounds can be used to Raise Wounds in wielder's unit.
Magic Armour:
• Red Plate of Gilles de Raux 40 points Type: Plate Armour. The wearer gains +1 Wound.
Magic Weapon: _____________________________________ Cost:______
Magic Armour: _____________________________________ Cost:______
Talisman: __________________________________________ Cost:______
Enchanted Item: _____________________________________ Cost:______
Total:______
Scenario 3: Your Signature MoveOverview
Congrats on completing your first match. Every WCW Superstar has that Signature Finish and you are
no different. Let's see what your Signature Move looks like...
The Battlefield
Before deployment, please check and verify
that the terrain pieces are well distributed.
You and your opponent may agree to adjust
terrain pieces that look like they were moved
prior to deployment. The Wrestling Ring
should be set in the center of the battlefield
as much as possible.
Deployment
Follow the Diagonal Deployment rules in the
9th Age Rules Book on pg. 21 for
deployment
Game Length
The game will last 6 turns or until time is called.
Do not start a new round if both players' turns
cannot be completed before time expires.
Who Goes First
Follow the deployment rules on page 23 in
the 9th Age Rules Book.
Victory Conditions
Please refer to the Victory Chart Sheet on pg. 4
in this pamphlet to determine the winner of this
battle.
Scenario Rules
Roll a D6 to determine the Bound Spell your wrestler gains.
Please refer to the chart below:
1 +1 bonus when rolling To Wound with all shooting and
Close Combat attacks
2 +1 bonus To hit with all shooting and Close Combat attacks
3 Re-roll all To hit, To wound, and armour saves results of 1
4 -1 To be hit in both shooting and close combat
5 5+ scaly skin or heavy armour
6 (+1) Armour Piercing attacks (shooting and close combat)
• For this scenario, your wrestler is a MARKER that
represents the bound spell above. This spell can only
be cast on the unit he is currently in. The Bound spell
is cast on a (3).
• The wrestlers cannot be attacked nor destroyed.
• Your wrestler can ONLY join a CORE unit within your
army.
• The wrestlers do not effect the unit's movement.
• The wrestlers must be placed in a non-combative row.
• You may move this marker to another CORE unit within
8” of the current unit during your “Remaining Moves”
phase if both units are not engaged in combat.
• Your wrestler cannot remain outside of a unit at any
point during the game.
• If the unit that your wrestler was is in is destroyed,
remove your wrestler as well.
Secondary Objective
The player with the most Scoring Units within its opponent's
Deployment Zone at the end of the game wins this Secondary
Objective.
Please refer to the Battle Section on pg.4 in this pamphlet for
more information on Secondary Objective scoring.
Scenario 4: Your Adoring FansOverview
It's Day Two of WCW Throwdown GT. You're tired, sore, and hopefully hungover but here comes
all your adoring fans!! All you want to do is keep them away from you.
The Battlefield
Before deployment, please check and verify that
the terrain pieces are well distributed. You and
your opponent may agree to adjust terrain pieces
that look like they were moved prior to
deployment.
Deployment
Follow the Classic Deployment rules in the 9th
Age Rules Book on pg. 21 for deployment
Game Length
The game will last 6 turns or until time is called.
Do not start a new round if both players' turns
cannot be completed before time expires.
Who Goes First
Follow the deployment rules on page 23 in the 9th
Age Rules Book.
Victory Conditions
Please refer to the Victory Chart Sheet on pg 4 in
this pamphlet.
Scenario Rules
• For this scenario, your wrestler is a
MARKER that represents a piece of an
impassable terrain.
• After determining Deployment Zones,
both players place their wrestler marker on
the Battlefield, starting with the player that
picked Deployment Zone. Each player has
to place the marker more than 12" away
from their Deployment Zone and 24"
away from the other marker.
• Place your wrestler model underneath the
2”x 2” square provided for this scenario.
You may charge through the wrestler
markers as if they are not present.
Secondary Objective
At the end of the game, the player controlling
the most markers wins this Secondary Objective.
A marker is controlled by the player with the most
Scoring Units within 6" of the marker. If a unit is
within 6” of both markers, it only counts as within
6” of the marker which is closest to its center
(randomize if both markers are equally close)
Please refer to the Battle Section on pg.4 in this
pamphlet for more information on Secondary
Objective scoring.
Scenario 5: Take 'Em DownOverview
It's the final match of 2016 WCW Throwdown GT. You need a 1, 2, 3 count to win it all.
The Battlefield
Before deployment, please check and verify
that the terrain pieces are well distributed. You
and your opponent may agree to adjust terrain
pieces that look like they were moved prior to
deployment.
DeploymentFollow the Flank Attack Deployment rules in
the 9th Age Rules Book on pg. 21 for
deployment.
Game Length
The game will last 6 turns or until time is called.
Do not start a new round if both players' turns
cannot be completed before time expires.
Who Goes First
Follow the deployment rules on page 23 in the
9th Age Rules Book.
Victory Conditions
Please refer to the Victory Chart Sheet on pg. 4 in
this pamphlet to determine the winner of the battle.
Scenario Rules
• After moving Vanguards, before determining who has
the first Player Turn, both players take turns in openly
choosing THREE enemy Standard Bearers
(excluding the Battle Standard Bearer), or will choose
all Standard Bearers if there are fewer than THREE
in the army.
• Standard Bearers with Light Troops cannot be chosen.
• The Player that finished deploying first chooses the
first Standard Bearer.
• Standard Bearers not currently on the table (such as
Ambushing units) may still be chosen.
• For all intents and purposes, your wrestler is a FREE
CHARACTER in your army. He follows the same
rules as described in the BRB book.
• Use the corresponding page title WCW (Wooo!) for
your wrestler model
• We are using the stat lines and items provided on the
wrestler sheet in this pamphlet.
• Your Wrestler will automatically pass all characteristic
tests and will not be affected by Final Transmutation
• Your wrestler cannot be affected by magical banners.
• Your wrestler can ONLY join a CORE unit within your
army.
• You may move your wrestler to another CORE unit
within 8” of the current unit during your “Remaining
Moves” phase if both units are not engage in combat.
• Your wrestler cannot remain outside of a unit at any
point during the game.
Secondary Objective
The player that has the highest number of its chosen Standard
Bearers still alive at the end of the game wins this Secondary
Objective. Captured Standards are not considered Alive for
this purpose.
Please refer to the Battle Section on pg.4 in this pamphlet for
more information on Secondary Objective scoring.
WCW (Wooo!) (Troop Type: Infantry)
M WS BS S T W I A LDArmour
Save
Ward
Save
*** 5 5 4/5 4 2 5 3/4 8 2+ 5+
Special Rules:
• *** The character possesses the movement attribute of the unit he is in
• Orders: Your Ultimate Warrior may only give a single Order to the Unit he has joined.
Orders are given at the start of each friendly Player Turn. The effects of Orders apply
immediately to the target unit and last until the end of the next Player Turn. A unit cannot
receive the same order more than once during the same turn. Only Infantry models are affected.
The available Orders are listed below:
1. Whatcha Gonna Do, Brother, When Dr Death Runs Wild on You! The target unit
gains +2 Movement. If it declares a Charge this turn, it gains +1 Movement instead.
2. To Be The Tyrant, WOOO, You Gotta Beat The Tyrant! The target unit may roll an
additional D6 when taking Leadership Tests and discard the highest roll. A unit that
receives this Order and passes a Rally test may move and shoot in the same turn, but
will always count as having moved, cannot March, and cannot declare Charges.
3. Do Ya Smell What The Gimp is Cooking! The target unit gains +6” range with
mundane Shooting Weapons.
4. Librarian 3:16 Says I Just Whipped Your Ass! The target unit gains Fight In Extra
Rank
Equipment: (All the equipment's bonuses to stats have been added for your convenience)
• Baseball Bat with Barb Wire: Type: Hand Weapon. Attacks made with this weapon gain +1
Strength. The wielder has +1 Attack when using this weapon. When attacking with this weapon,
wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
• Folding Chair: Type: Shield. Adds an additional +1 to the bearer's Armour Save (for a total of
+2) while using the shield
• Title Belt: Plate Armour Save
• Entrance Robe: The bearer has a Ward Save (5+)