|
Hey Dakka, recently my friends and I have become bored with the same scenarios that are given in the 40k rulebook. Here is a custom scenario that I wrote up with a friend. I would like to use it in the upcoming week, but I would like to make it a fair and balanced scenario for both players. Any C&C would be greatly appreciated. Thanks. ---------------------------------------------- Alternate Scenario: Capture the Psyker Both forces have been alerted to the existence of a Rogue Psyker roaming the wastes of this battered world. It is just a matter of time before armies collide trying to capture the Psyker to further their own vital objectives. Setup/Deployment: Setup/Deployment follows the standard rules as found on page 92 of the mini Rulebook. Victory Conditions: After deciding deployment zones but before deploying any units, find the exact center point of the table. Place a "Rogue Psyker" model on the tables center point. No forces may be deployed within 12" of the Psyker. The Player controlling the Psyker model at the end of the game wins. Psyker - The Psyker is an independent character with the following stat profile and Special Abilities/Psychic Powers (See Below). WS: 2, BS: 2, S: 3, T: 4, W: 3, I: 2, A: 0, LD: 10, Sv: 3+ Special Abilities - INVULNERABLE, the Psyker is actively using his powers to protect himself from any and all incoming damage. The Psyker's Armor save is invulnerable. COWARD, the Psyker runs and hides whenever possible. When faced with enemy forces, he will slink away into the shadows and avoid any aggression. The Psyker may not be directly targeted by shooting and close combat attacks. Psychic Power - The Psyker is latently imbued with psychic energies, because of this he does not need to roll for psychic tests. They are automatic and permanent. The Psyker bestows the FEARLESS and SLOW AND PURPOSEFUL Universal Special Rules on any unit he joins. The psyker also has the CONCEAL warlock power found on page 28 of CODEX: ELDAR. CONCEAL gives the unit joined by the Psyker a 5+ cover save. For purposes of assault, the unit does not count as occupying terrain. Uncaptured movement phases - Every movement phase where the Psyker is not joined (captured) to a unit, the opposing player rolls 1d6 and the direction die. The Psyker moves that many inches in that direction. "Capturing" the Psyker - Any time during the movement phase, any capable unit that is within two inches of the Psyker may "capture" him. (Capable unit - The Psyker can only be "captured" by an Infantry Unit from the TROOP slot of the Force Organization Chart) The Psyker, and the unit he joins MAY NOT enter any vehicles. If the capturing unit falls back, the Psyker stops moving with his captors and leaves the unit. The Psyker immediately stops where he is, and the unit he was accompanying falls back. Close Combat - During close combat the Psyker cowers and hides as best as he possibly can. If the Psyker is joined to a unit that assaults or is assaulted, he immediately moves away from the fighting. The psyker cannot be targeted in close combat. The unit that wins the close combat, gains control of the Psyker. If the close combat is a draw, the psyker is considered to stay with the original capturing unit he was joined to. In case of multiple unit combats, the winning side randomly determines the new "capturing" unit. (EXAMPLE: "PLAYER-A" has 2 units that assault 3 units controlled by "PLAYER-B" [1 of PLAYER-B's units currently is in control of the Psyker]. PLAYER-A kills 4 models in total of PLAYER-B's. PLAYER-B kills 3 models in total of PLAYER-A's. PLAYER-A wins the combat and one of PLAYER-A's units randomly gains control of the psyker.) Ending the Game: The game ends the same as noted on page 90 of the mini-rulebook. If the game ends and the Psyker is not captured, then the game ends in a draw. The Psyker slips away during the hectic and violent battle.
|