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Made in dk
Hollerin' Herda with Squighound Pack



Denmark

I have enjoyed reading the "your own unique characters in 40k" thread, and the other threads about warlord traits weapons and vehicles. I would want pick the community of Dakkadakkas brains to see what hides in there of fun and fantastic custom missions.
I am looking for some inspiration for some unique missions. I am fond of the "pursuit of daggerforce" in IA8 raid on kastorel novem. And "the walking dead" in IA12 fall of Orpheus.
I'll start out with one of my own:
The trecharous Eldar.
The eldar know full well its not about dying for your cause, its about letting the lesser races dying for your cause. The farseers have manipulated one enemy force into expending their resources fighting another enemy, leaving the eldars the victors... if the shortsighted fools can arrive in time to die for the eldar cause

Deployment map: Vanguard strike (BRB 119)
Roll-off to see who gets to choose to deploy first or second.
seizing the initiative and variable game length.
Nightfight

Victory conditions (players will be named opponent and eldar). The eldar must destroy as many opponent units as possible and deplete their own foolish allies, while maintaining their own strength
Modified killpoints. each destroyed opponent unit is worth 1 VP to the eldar, each completely destroyed FOC allied eldar unit is also worth 1 VP to the Eldar player. Each destroyed eldar unit is worth 2 VP to the opponent.
Slay the warlord
Linebreaker

Missions special rules:
The opponent sets deploys his forces as normal.
The eldar player MUST have an allied contigent (not dark eldar or eldar corsairs) The allied force represents the manipulated enemy, and therefore always counts as being desperate allies (battlebothers and allies of convenience become distrustful) The One eye open rule is reversed into: roll a d6 -on a roll of one the desperate ally cant move, shoot, run or assault that turn.
Dark shadows hidden killer: At the start of each of the eldar players shooting phase nominate one piece of area terrain (or a suitable large pice of terrain) not occupied by enemy forces and make a ranged shooting attack from there as if it was an opentopped vehicle. stats as a BS 5 pathfinder equipped with his rifle. This shooting attack can target enemy units as normal OR it can be targeted at an unengaged alllied unit, if that unit successfully passes their pinning test, they count as having preferred enemy (opponent army) for the rest of the game. (they wrongfully believes the opponent killed of their best buddy )
The eldar allied force may set up infiltrators as normal, but the rest of the allied force starts in reserves.

Optional: exchance eldar for Tau and let the allies die for the greater good. (exhance the dark shadows hidden killer pathfinder for something tauish)
archeotech artifacts (possibly echance some of the rolled results for more eldarish powers, like one use eldar psykic powers)
warzone traits (whatever rocks your boat)

This message was edited 1 time. Last update was at 2013/06/12 13:12:20


 
   
Made in dk
Hollerin' Herda with Squighound Pack



Denmark

Deathrace 40k
This is a modified version of "pursuit of daggerforce" in IA8

2 teams are racing against time at breakneck speed across a hostile landscape

Deployment map: Both players deploys their forces in the same short end of the table up to 18 inches towards the other end, and atleast 6 inches from the table half across. ( a nice large LOS blocking terrain piece could easily be placed to initially seperate the 2 racing teams)

Victory conditions. Each unit that manages to leave at the opposite short table edge is worth 2VP, each unit alive and still on the table and isnt immobilised or falling back are worth 1 VP. The side which has destroyed most enemy units gain 2 VP
Special FOC
the rules for 40k in 40minutes are used as standard. with the exception in the FOC of only a sigle Heavy support choice and up to 6 fast attack choices. ( http://www.dakkadakka.com/dakkaforum/posts/list/531644.page credit goes to Chaplaincliff)
FOC choices. ONLY units capable of moving 12inches in the movement phase are allowed (infantry units are allowed, as long as they are mounted in a transport capable of traveling 12 inches in the movement phase)

Mission special rules.
Rolling road.
this scenario uses a system called rolling road, which involves the terrain moving rather than the models. This represents the distance covered and the speed at which the chase is happening far better than moving models over static terrain.
In their movement phase each racing unit (vehicles/cavalry/beasts/bikes/jump units) is able to move up to 1D6 in any direction, using the normal movement rules.
Fast vehicles and jetbikes moves the highest of 2D6 while eldar jetbikes moves the highest of 3D6.
A unit is capable of moving the same speed when running/turbo boosting/moving flat out as they are in their movement phase.
If a unit chooses to move backwards within 45 degrees of the models towards the starting table edge, then their movement is doubled, as they hit their brakes.
Bikes/jetbikes/cavalry/beasts and jump units are able to assault 1D6 in the assault phase. Eldar jetbikes are able to move 1D6 in the assault phase even if they dont assault.
Infantry units counts as immobile.

At the end of each players turn, move each piece of terrain/infatry squad/ wrecked/ immobilised and stunned vehicle12" directly towards the starting short table edge. ( units "hit" by these counts as ramming, taking a str 6 hit themselves, and moving back with the terrain piece if they didnt crash through it, see below)

At the start of each player turn randomly generate some more terrain, which are placed at the opposite short table end, up to 12" from the short edge. (use the rules for generating the terrain as in IA 8, or get a third person to do it)

Terrain pieces can be destroyed by shooting or by collision, or even in closecombat. each piece has between 9 and 12 in AV. ( smaller pieces might have less, while larger pieces might have several sections with their own AV) If a terrain piece takes a penetrating hit but isnt removed by collision, then the vehicle may drive through it anyways.

Tank shock and ramming. all vehicles counts as moving 18" (str6) when calculating damage.

High speed boarding actions. Each unit aboard a transport vehicle may attack other vehicles in the assault phase. Nominate a single model to make his closecombat attacks against the enemy vehicle. (the model does not get a charge bonus) before he rolls his to-hit dices. Roll a D6 on the roll of a 1 the model must pass an initiative test or be removed from play, as he falls of. If the vehicle he is attacking from, isnt opentopped, he must make the initiative test on a roll of 1-3.
If the vehicle attacked is an opentopped transport, the defenders gets to fire overwatch as normal against their attackers (attacking unit has a 5+ cover save) work out CC as normal. Attacking force counts as charging through dangerous terrain. (Both forces are fearless, but combat is automatically over if anyone of the vehicles moves away from the other). If the attacked vehicle isnt opentopped the defending player may choose to meet the attackers as if it were, or choose to let the attacker attack the vehicle as normal.

optional rules. Allow every army access to Ork vehicle upgrades from codex: Orks
Allow the tyranid player access to a harpy (movement speed as a jetbike)
Allow armies like tyranids (or other armies that are at a disadvantage in this special scenario) the ability to buy normal infantry units, but with the wave attack special rule ( BRB 367) coming in from the opposite table edge (and moving like terrain pieces as normal for this mission)( representing a small force trying to escape tyranid infested lands)
Play with objective markers, the first unit to come in base contact with it claims it. Roll randomly to see where they spawn from the opposite table edge. New objectives are spawned each round.







This message was edited 1 time. Last update was at 2013/06/18 19:54:14


 
   
Made in gb
Been Around the Block




surround the mountain basically a game where their are two battles make a line half way down the board splitting it in two from your deployment zone to your opponent (which is the mountain (obviously a mountain is bigger than a line but its pointless to field it in this sanario)
you and your opponent splits your army evenly and names each list a and b with out telling your opponent what is in each list
the idea is two battles are playing around the mountain out flank cannot come from the mountain
in the middle of the mountain line is a cave system that has a small maze only infantry can pass though it when you go though the maze role for dangerous terrain as described in the 40k rule book then role a dice for each unit entering on a 1-3 the unit is put into ongoing reserves (got lost in the maze) and returns from that spot on the other game board the next turn, on a 4+ the unit leaves the other side as if disembarking from a building the

their is a relic on each side when joined casts a creature from the depths of the mountain controlled by the person with the two relics and destroys the enemy's army which in turn wins the game
this game is best played on the hammer and anvil deployment
to win the game you must have one unit with both the relics follow the rest of the rules for the relic game

no turn count

what do you think i think this might add some tactical work to the game


Automatically Appended Next Post:
o and list a battles your opponents list a and the same goes for list b

This message was edited 1 time. Last update was at 2013/06/18 20:14:28


 
   
Made in nz
Disguised Speculo





Get the Bastard!

~Objective: There's the Bastard! Get him! A neutral model called "The Bastard" is placed on the board. The player who kills The Bastard gets 2 VP. The Bastard will then drop The Loot, ie a Relic. If you are holding the Loot or have a scoring unit within 4" of the Loot at the end of the game, recieve 3 VP. If you take it off the board, recieve 5 VP.

~Deployment: Players choose points, deployment, etc as per usual.

~The Bastard: Before deployment however, place a token in the center of the board and scatter it 2d6 (even on a HIT). This is where The Bastard appears.

The Bastard is a neutral unit, and each turn, if there is an non-flier unit from either side within 24" he will move towards, shoot, and assault it ~ choosing the closest unit that he can damage as a target if there are more than one. Otherwise he moves 6" in a random direction and then fires at the closest unit of any type.
The Bastard has the following stats;

WS 5 BS 5 S 4 T 4 W 4 I 4 A 4 Ld (fearless) Sv 4++

Special Rules:
~When firing at the Bastard, use the rules for Night fighting, but count the distance as double and apply the result to his invulnerable armour save.
~The Bastard causes Fear, and has the Skyfire, Interceptor (he never intercepts), Eternal Warrior, It Will Not Die and Feel No Pain special rules.
~The Bastard can never be removed from the game due to special effects such as JOTWW. He can only be killed via normal means. Likewise his invulnerable save can never be bypassed.
~At the start of each of The Bastard's turns, randomize which melee and which ranged weapon he will be using until the start of his next turn;

Melee
1-2: Power Fist
3-4: Power Sword
5-6: CCW. The Bastard trebles his attacks this turn.

Ranged
1: Tachyon Arrow [see Codex: Necrons, ignore the 'one shot' rule]
2: Assault 2 Lascannon
3: Assault 3 Plasma Cannon
4: Assault 10 Storm Bolter
5: Assault 20 Bolter
6: Assault 40 Lasgun
   
 
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