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Made in us
Lead-Footed Trukkboy Driver







Random 40k Mission Generator 3.0

Step 1: Roll once for Mission, Deployment, and Special Rules.

Step 2: Roll off to see who is attacker or defender. Defender sets up terrain and deploys first. Attacker deploys second and goes first.

Random Game-length and Seize the initiative, are in effect. secondary objectives are not.

Mission:
1. Ambush - Attacker must roll 3+ for each on his units to deploy them at the beginning of the game.
All units that do may use infiltrate, and cause pinning during the first turn. Each destroyed/broken unit is worth 1 Victory point.
2. Assassination - Each side must eliminate the highest point HQ on the other side. If both/neither is destroyed, then calculate Victory points.
3. Salvage - wrecked(NOT DESTROYED!) vehicles are the objectives at the end of the game. If no vehicles are wrecked, then use Victory points to decide who won.
4. Bunker Assault - the defender deploys one unit in 3 bunkers (6inches from each other)at the center of the board(even if outside of normal deployment zone). Attacker does not deploy, but moves on to the board first turn.
Whoever holds the most bunkers at the end of the game wins. Attackers HQ and Elites get free Melta bombs.
5. Recon- 1 Victory Point per scoring unit in the enemy's deployment zone at the end of the game
6. Objective control - divide the table into 6 even areas(like two-thirds of tic-tact-to).
one objectives one in each area. Pre-deployment, Roll randomly to see if each objective may be captured/controlled or held.
*
1-2 Captured = taken as soon as a scoring unit is in base-to-base. Remove from play.
3-4 Controlled = Capture-the-flag style(once a scoring unit is within 3" it remains yours even if the unit moves away until an enemy unit contests it)
5-6 Held - Normal (scoring unit within 3" at the end of the game)

Special Rules: Roll D6

1. Low Visibility - Flyers are -1 to reserve rolls.
2. Unlimited reserves - If a natural troop choice(NO Force org switches may use this) is destroyed bring an identical unit in from reserve during your next turn. Dedicated transports are NOT included.
3. Slash + Burn - roll d6 for each piece of area terrain. on a 1-3 it is Burning (Dangerous Terrain)or Smoking(+1 Cover save)
4. Dug in - (4+ Cover save for each infantry unit as long as it does not move)
5. War without End - as Unlimited reserves, but all non-vehicle units.
6. All or Nothing - All non-vehicle units are scoring

Deployment: Roll D6
Defender deploys in red zone, Attacker deploys in black, and/or follows directions in image.
[Thumb - Triangular.png]

[Thumb - Patrol.png]

[Thumb - Vanguard.png]

[Thumb - Central.png]

[Thumb - Raid.png]

[Thumb - Lengthwise.png]

This message was edited 11 times. Last update was at 2012/12/03 15:01:43


 
   
Made in ca
Twisted Trueborn with Blaster




Fredericton, NB

This seems like an interesting and more random rehash of the battle missions missions.

My only gripe is that out of 6 missions you only have 1 objective mission...and it is incredibly random.

Know thy self. Everything follows this.
 
   
Made in us
Lead-Footed Trukkboy Driver







Lightcavalier wrote:This seems like an interesting and more random rehash of the battle missions missions.

My only gripe is that out of 6 missions you only have 1 objective mission...and it is incredibly random.

Ok, make a suggestion! Just thought of a correction!

Edit Sabotage to Objective mission! Winner is the player controlling the most wrecks at the end of the game!


In some ways it is a rehash of battlemissions, 4th edition missions, and planetstrike! Also, of course
Madness is incredibly random!



Automatically Appended Next Post:
I'm not really, really happy with the vanguard deployment. Any ideas for a replacement?

This message was edited 3 times. Last update was at 2011/09/14 01:18:03


 
   
Made in us
Lead-Footed Trukkboy Driver







Also I would argue that Bunker assault is also an objective mission; now we have 3 objective missions!
   
 
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