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Made in au
Scarred Ultramarine Tyrannic War Veteran






Melbourne, Australia

Counter-Strike Mission

After Playing many Counter-Strike with my brother and being inspired to make this objective marker which is basically an Ork bomb, (although I called it an Ork Doomsday Device) I had an Idea for a new style of mission.

In its simplicity This Mission type is basically just like counter strike one side is the 'Terrorists' and their aim is to blow up a bomb site and one side is the "Counter-Terrorists" and their aim is to defuse the bomb and stop the Terrorists.
It will follow all the 40k rules but will have a few extra rules.





Size of and composition forces

'Counter-Terrorist' forces.

Deploying at turn 1 is an Elite 500pts force
Then from turn 3 reinforcements start arriving (also 500pts).

For deployment this Force organisation chart will apply.

1 HQ choice

Up to 3 Troop Choices (no minimum)

Up to 3 Elite Choices (no minimum).

500pts

Then from turn 3 when reinforcements start arriving. May be from a different codex as the first wave.
No force organisation chart will apply just have to make it up to 500pts.

'Terrorist' forces

Deploying at turn 1 is a 500pts force
Then from turn 3 elite reinforcements start arriving (also 500pts).

For deployment this Force organisation chart will apply.

1 HQ choice

Up to 2 Troop Choices (minimum)

No other limitations apply

500pts

Then from turn 3 when reinforcements start arriving. May be from a different codex as the first wave.
No force organisation chart will apply just have to make it up to 500pts.

Deployment

This will be played on a 4'x4' board.

Along with your other terrain place a suitable target building or terrain piece in the dead centre of the board.

'Terrorists' will deploy in the red zone marked on the picture below, which in the dead centre of the board with a 1 foot or 12 inch radius.
'Counter-Terrorists' will arrive in play at any board edge or may deep strike in using normal 40k rules.

'Counter-Terrorists' always have the first turn



On turn three reinforcements arrive. Roll off, the player who has the highest result gets to pick which side their reinforcements will arrive from, the other player has to deploy his forces on the side directly opposite.

Game Objective

Victory conditions
'Terrorists'- 'Counter Terrorists' fail to defuse the bomb.
'Counter-Terrorists'- 'Counter-Terrorists' Defuse the bomb.

To defuse the bomb a 'Counter-Terrorist' Infantry unit (yes not only troops) within 6 inches of the bomb can attempt to defuse it by rolling a die. There must be no 'Terrorists' within 6 inches of this bomb. The unit must first pass a leadership test and then roll the dice consulting this table below for the result needed to defuse the bomb.

Turn 1- N/A
Turn 2- N/A
Turn 3- 6+
Turn 4- 5+
Turn 5- 4+
Turn 6- 3+
Turn 7-Bomb Explodes

Questions, Comments and any Ideas on how to improve the rules (or my spelling and grammar) are appreciated.

Thanks for looking,

FP.


This message was edited 3 times. Last update was at 2011/08/30 09:19:50


"Whilst we stand, we fight. Whilst we fight, we prevail. Nothing shall stay our wrath"
Guilliman and the Ultramarines are like Manchester United, everyone hates them because they are so awesome!

 
   
Made in us
Long-Range Ultramarine Land Speeder Pilot





North Carolina, US

Interesting idea. But would terrorists locked in combat with counter-terrorists (holding the bad guys off so the bomb men can defuse the bomb) count for the within 6" deal? You'd have to beat some pretty fierce opposition to actually to the bomb

DR:90-S+GMB++I+Pw40k08#+D+A++/wWD344R+T(M)DM+
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http://www.dakkadakka.com/dakkaforum/posts/list/349071.page -Ultramarines, Imperials, Inq, etc.
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Made in au
Scarred Ultramarine Tyrannic War Veteran






Melbourne, Australia

That could be a problem with it counting as within 6''. Maybe instead if the within 6'' rule the 'Counter Terrorists' have to be out of combat to defuse the bomb. This may make the game more tactical as the unit trying to defuse the bomb will have to try and stay out of combat and avoid being assaulted.

OR

For that round of the combat when the 'Counter-Terrorists' attempt to defuse the bomb the 'Terrorists' have a +1 Assault bonus on top of other bonuses. This will represent the 'Counter-Terrorists' focusing more on defusing the bomb than the combat.

Does anyone else have any better Ideas?

This message was edited 2 times. Last update was at 2011/08/30 06:08:35


"Whilst we stand, we fight. Whilst we fight, we prevail. Nothing shall stay our wrath"
Guilliman and the Ultramarines are like Manchester United, everyone hates them because they are so awesome!

 
   
Made in ca
Dakka Veteran




60 ork boyz on the bomb.

How is a libby and a barebones tac squad or two going to contend that?

Or any low model army for that matter.
   
Made in au
Scarred Ultramarine Tyrannic War Veteran






Melbourne, Australia

That might be a problem.
Do you have any ideas on how to fix that?
Maybe sending out the whole 'Counter Terrorist' force on the first turn will fix this.

Any other Ideas?

"Whilst we stand, we fight. Whilst we fight, we prevail. Nothing shall stay our wrath"
Guilliman and the Ultramarines are like Manchester United, everyone hates them because they are so awesome!

 
   
 
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