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.