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Made in us
Humming Great Unclean One of Nurgle





In My Lab

Special Rules For Missions
Spoiler:
Unlimited Reinforcements
Whenever a Battleline unit is destroyed, place that unit in Strategic Reserves.
Whenever a unit that is neither a Character nor Battleline is destroyed, roll 1d6. On a 4+, place that unit in Strategic Reserves. If the roll is failed, you may roll again at the end of each of your turns, though never more than once per turn.
Note that attached Characters do not stop a unit from returning, but Characters themselves cannot return.

At the end of your Movement Phase, after any Reserves have come on the table, you may choose any number of units you control that are below Half Strength. Remove them from the table, treating them as being destroyed.

Hit And Run
At the end of your Command Phase, you may remove any number of units you control that are in your Deployment Zone. They are not treated as destroyed and may not be interacted with anymore, as they have accomplished what they needed to and have left the battlefield.


Relic Recovery
Spoiler:
Attacker's Goal: Secure a relic or other inanimate object of great importance.
Defender's Rule: Unlimited Reinforcements

To prepare for the mission, the Defender places a single Objective Marker within their Deployment Zone, but still within 3" of No Man's Land. This represents the Relic.

The Relic can be moved-any Attacking unit within normal control range of the Relic can perform an Action in their Shooting Phase to Secure it. The action completes at the end of your turn.

While a unit has Secured the Relic, the Relic moves with them and no other unit can interact with it. If the unit that Secured the Relic is destroyed while more than 1" from any other unit, replace the marker within 1" of where the last model in the unit died. If it is destroyed while within 1" of another friendly unit, that unit may make a Leadership Test to immediately Secure the Relic. If multiple units are in range, only one can be selected to make the Leadership test.

A unit carrying the Relic worsens their WS and BS characteristics by 1, and cannot use any Hazardous weapons. In addition, if targeted by a Precision Weapon, then if the attacking unit chooses to not target a Character model within the unit, the Relic carriers must make a Leadership test. On a failure, the Relic is dropped somewhere within 1" of the unit.

Major Victory: The Relic is Secured by a unit you control and in your Deployment Zone.
Minor Victory: The Relic is either Secured by a unit you control or in your Deployment Zone.
Defeat: The Relic is neither Secured by a unit you control nor in your Deployment Zone.


Assassination
Spoiler:
Attacker's Goal: Kill a secretly selected unit
Attacker's Rule: Hit And Run
Defender's Rule: Unlimited Reinforcements

To prepare for the mission the Attacker randomly determines a Character unit in the Defender's list to be the target.
This should be written down, but does not need to be revealed in advance.

Perfect Victory: The selected Character is dead and you lost no units
Major Victory: The selected Character is dead and you lost no more than half your units.
Minor Victory: The selected Character is dead but you lost more than half of your units.
Defeat: The selected Character survived the battle.


Still working on more, but the general idea is that your opponent can play a normal mission while you have a different objective.
Ideally, once I get more than two in here, you could also randomly determine your missions from among these (and potentially standard 40k missions) and not tell your opponent anything more than absolutely needed for your mission.

Depreciated Rule
Spoiler:
Recovery
When a model is destroyed, if it is neither a Vehicle nor a Monster, you can roll a d6 for that model. If the roll is equal to or less than their maximum Wound characteristic, place that model on their side instead of removing them. They are treated as destroyed for most normal game purposes, but still move with their unit (if any of that unit still survives). If their entire unit is destroyed, leave the models on their side in place.

Friendly units can perform an Action in the Shooting Phase, ending at the end of your turn, to move models on their side to any other spot within 1" of the unit that performed the Action.

When an entire unit is on their side or dead, you may still target them. When doing so, the attacker may reroll any hit rolls (representing their inability to defend themselves) and all attacks are treated as having the Precision rule (since any attached Characters cannot defend themselves either). Treat all models on their side as having only one Wound.

This message was edited 5 times. Last update was at 2026/03/05 15:32:08


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





Nice! Solid work so far. Would definitely be willing to play these.

Possible areas of improvement:
* Relic Recovery: As written, the Defender could potentially put the objective against their back board edge and then just pile up speed bumps to prevent a lot of armies from touching the relic for most of the game. At which point, the attacker isn't able to pick up the relic until their own turn comes around because they need to be able to perform the action to pick it up. In other words, there might just not be enough time in the game to realistically grab the objective if your opponent is playing in a cut-throat fashion.

To address this, maybe have the relic be automatically be picked up if the attacker ends a phase within 3" of the relic? Maybe don't let the defender pick the relic up at all (so that progress can't be lost.) Maybe require the relic be deployed within X" of No Man's Land. Some combination of changes along those lines should hopefully make it more realistic for the Attacker to actually reach the relic in the first place and then begin the arduous task of pulling it back to their own deployment zone while under fire from an enemy force that's still at ~100% power.

* To clarify, does Unlimited Reinforcements allow bodyguard units that were attached to characters to respawn? I assume the intention is that characters don't respawn but the squads they were joined to do?

* I'm not quite clear on how Recovery works. Is the idea that you're able to heal up fallen squad members? Or that you're transferring casualties into other units? Maybe I'm just failing at reading, but it may be good to streamline this a bit.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in es
Longtime Dakkanaut





Somewhere in Canada

I like these a lot.

As a Crusader, these are similar to some of the rules in our missions- the moving objective, for example, is used in more than one Crusade mission... But your version is cooler; the Crusade equivalents I've seen didn't have the "Other units within 1" can roll leadership to pick it up automatically" rule... Which I personally think is hella cool.

I might try some of these out next time I play. That's a ways off, but if happens, I'll let you know how it turns out.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Relic: Changed to make it within 3" of No Man's Land, and only the Attacker can pick it up.

Reinforcements: Yeah, they do. Edited for clarity.

Recovery: The idea was this is that a tabletop kill is NOT always the same as a true kill. So for Assassination Missions, you could shoot the Character, but they might not actually be dead-just too injured to fight.
Looking over it... Yeah, probably not needed. It felt cool though.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Fully-charged Electropriest






One issue I noticed with Unlimited Reinforcements is that it only activates if a unit is destroyed meaning that, with some skill and luck, you can render it moot.
For example if I am playing against the guard and my opponent has a unit Shock Troops and I am able to whittle it down to only a couple models it has lost 90% of it's combat effectiveness but can't be replaced.
Maybe a way of forcibly destroying an under half strength unit could work.
   
Made in us
Ork Boy Hangin' off a Trukk





I'm not up on the rules of 10th, so I dont think I would be the best to write these rules. But I had some ideas that might contribute and/or insipre further ideas.

Sabotage - spend an action to rig the objective with an explosive. This could be a power conduit, defense controls, etc.

Delaying action - Defender has to Keep attacker's units out of their deployment zone or leaving their board edge. This is to evacuate civilians, VIPs, relics etc or allow allied forces to prepare better defensive positions further back (off board).

Prisoner snatch - need to defeat an enemy character or warlord while within x". This is to provide vital intel to wider operations
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

KingGarland wrote:One issue I noticed with Unlimited Reinforcements is that it only activates if a unit is destroyed meaning that, with some skill and luck, you can render it moot.
For example if I am playing against the guard and my opponent has a unit Shock Troops and I am able to whittle it down to only a couple models it has lost 90% of it's combat effectiveness but can't be replaced.
Maybe a way of forcibly destroying an under half strength unit could work.
Added a kill clause for units you control under Half Strength.

Ork-en Man wrote:I'm not up on the rules of 10th, so I dont think I would be the best to write these rules. But I had some ideas that might contribute and/or insipre further ideas.

Sabotage - spend an action to rig the objective with an explosive. This could be a power conduit, defense controls, etc.

Delaying action - Defender has to Keep attacker's units out of their deployment zone or leaving their board edge. This is to evacuate civilians, VIPs, relics etc or allow allied forces to prepare better defensive positions further back (off board).

Prisoner snatch - need to defeat an enemy character or warlord while within x". This is to provide vital intel to wider operations
Thank you. Will look at adding these.

PenitentJake wrote:I like these a lot.

As a Crusader, these are similar to some of the rules in our missions- the moving objective, for example, is used in more than one Crusade mission... But your version is cooler; the Crusade equivalents I've seen didn't have the "Other units within 1" can roll leadership to pick it up automatically" rule... Which I personally think is hella cool.

I might try some of these out next time I play. That's a ways off, but if happens, I'll let you know how it turns out.
Thank you! Glad you find 'em cool.

Clocks for the clockmaker! Cogs for the cog throne! 
   
 
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