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![[Post New]](/s/i/i.gif) 2011/08/01 17:53:02
Subject: Stargate Mission : Alternate Mission Type (Lots-o-Progress)
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Frenzied Juggernaut
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GO TO BOTTOM OF POST FOR CURRENT WORK!!! ITS GETTING THERE!!!!
Hey, I was thinking about doing this....I wanted to make a stargate scenario. I plan to make a stargate piece of scenery and wish to incoporate it into warhammer 40k. Please offer some KIND comments and suggestions on what needs to be changed. Remember this is a first draft and its NOWHERE near perfect...
Heres what I was thinking...
1st - This game type is reserved for 2 people.
2nd - One player must be designated the "explorer" team and the other player is the "inhabitants/ Defender' (Usually forces of chaos are the second team/ bad guys)
3rd - At the beginning of the game, once sides have been declared, roll a D6 for the mission type - Mission types roll on the following table.
4th - Be creative in setting up the terrain and scenery to fit the mission type. The Stargate must be placed in a randomized corner of the board, between 6-12" from any board edge.
5th - Deploy. Vehicles can deploy through the stargate as long as they would be able to fit within a 6" diameter. (IE: Bikers, Jetbikes, Koptas small tanks such as the Leman Russ and Chimera can be deployed, along with any other tanks that would fit within 6", a Monolith could not fit, so it could not come through. Drop pods cannot be used unless in mission #6)
6th - Place Objectives if mission requires the use of them.
7th - Do not roll for random game end. All games automatically end on turn 6. If the mission has not been achieved by turn 6, the Defender Team wins, unless mission states otherwise.
_______________________________________________MISSION TABLE____________________________________________
1 - Ambush! Your team disembarks from the gate and is pinned at the gate. You must deploy 12" around the front of the gate, any models that can not fit within the 12" must be held in reserve and when they become available they must deploy through the gate. You cannot take first turn, and cannot steal initiative. The first round of firing by the enemy counts as pinning for all shots being fired at the Explorers team, no assaults can be made the first turn by either side. The Inhabitants Team cannot deploy within 12" of any Explorers Team units. This scenario is a kill points game type, as the Explorers Team is fighting for their survival.
2 - Enemy Stronghold - You disembark on an enemy planet and know its an enemy stronghold. There are patrols that regularly travel the area and will protect their "God" at any cost. The deployment for this game type is set up as follows. The Explorers may deploy within 18" of the gate and the enemy may deploy 2 units within 6" of the Explorers Team, representing the patrols coming through the area, the rest must be deployed at least 12" away from an Explorers unit. Terrain for this game type requires minimal cover around the gate, plants should do fine. As well, this game type requires the enemy to set up a "stronghold" at least 24" away from the gate. This is an objective game, with 3 objectives, one being the stargate itself, second being within the enemy stronghold, and the third being a randomly set up somewhere on the board. Vehicles count as scoring units for this game type. Roll to see who sets up the third objective, it cannot be set up within 12" of the gate or another objective.
3 - Hostage Extraction - The Explorers Team must rescue one of their captured allies/units that has been taken hostage. The deployment is as follows, the Explorers Team deploys within 18" of the gate, and the Inhabitants/ Defenders Team must deploy at least 24" away from the gate. The player acting as the Explorers team must select one unit that must be counted as the "hostage" unit. This unit must be placed at least 36" away from the gate and cannot move, shoot or assault until rescued by the an Explorers unit. To rescue the unit, the Explorers unit must be within 6" of the "hostage" unit to free them. The enemy may deploy anywhere as long as it is at least 24" away from the gate. At least two enemy units must be within 6" of the "hostage" unit, as to ensure they are kept prisoners. The objective of this game scenario is to free the hostage unit and return to the stargate.
4 - Exploration - This mission type is similar to an objective game, where the explorers must find a rare artifact or piece of technology to bring back for further study. The Explorers Team deploys within 18" of the stargate and the enemy must deploy more than 18" away from the Explorers units. The Explorers team takes first turn, roll to steal initiative as normal. For this mission type 3 objectives are used. The first being the stargate, and two are pieces of "alien" technology. The two technology objectives are placed at least 24" away from the gate and are placed by the Inhabitants team, preferable within some defend-able area. Victory is achieved by bringing at least one of the pieces of technology back to within 6" of the stargate. Objectives may be captured by a unit (does not have to be scoring units, but cannot be a vehicle), and may be "carried" back with them. To do so, simply move the objective with the unit that captured it during its phases, as if it were another model within the unit.
5 - Surgical Strike - The Explorers Team has gained intel on an enemy facility that can be overtaken and its technology and contents claimed. They know the terrain, the layout and every section of the facility for this mission. For this mission type, the Explorers Team will always take first turn, all units may deploy within 24" of the gate and all units, including vehicles, have the scout universal rule. As well, for the first turn of shooting for the Explorers team, all units shooting counts as pinning, as the Inhabitants are taken surprised and confused. Nightfire rules apply to this mission type. When setting up, place a section of terrain, preferably bunkers, thick plant cover, or any defend-able formation at least 36" away from the gate. All units of the Inhabitants Team must deploy within this defend-able area, so a spacious deployment works to your advantage. This is a semi objective game type, place one objective within the stronghold to represent the center of the defending area. If this objective is captured or contested by any 2 units from the Explorers Team, the defence point has been captured and victory goes to the Explorers. For this mission type vehicles can contest/ claim the objective.
6 - Planetary Incursion - For this mission, the explorers are freeing a planets inhabitants from their evil opressors. Terrain must be set up as such, the normal rules for stargate placement apply, the enemy must take the center of the board and place terrain features to make a defendable position, the rest of the scenery may be used outside the area to be defended. To deploy, the Explorers set up within 24" of the gate and the Inhabitants deploy within their defence lines. The units of the Explorers Team gain the scout, move through cover and outflank universal rules. The Inhabitants defence post is strong and sturdy, giving +1 cover to and saves taken from within their strongpoint. This is a kill points match, as the Explorers are attempting to wipe out the hostile defenders. If the defending team has less than 35% of their points value left at the end of the game, victory goes to the Explorers Team.
_______________________________________________________________________________________________________________
Alright, that took a long time, please offer some KIND comments and suggestions on what needs to be changed. Remember this is a first draft and its NOWHERE near perfect... yet.
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This message was edited 4 times. Last update was at 2011/08/20 17:29:30
37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/01 23:16:10
Subject: Re:Stargate Mission
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Hardened Veteran Guardsman
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This looks so cool. I can't wait to try this.
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![[Post New]](/s/i/i.gif) 2011/08/02 04:28:24
Subject: Stargate Mission
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Frenzied Juggernaut
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Really thanks =] Any suggestions on what might need to be changed?
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/02 22:58:29
Subject: Stargate Mission : Alternate Mission Type
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Gore-Soaked Lunatic Witchhunter
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I might actually declare this a variant on the Kill Team rules, it would fit better with the Stargate concept to have a single squad of elite soldiers coming through the gate and have to deal with assorted bands of enemy mooks. Fluff-wise you could declare that someone came across a small section of the Webway that is currently abandoned.
In this case Enemy Stronghold, Surgical Strike, and Planetary Incursion would probably be infeasible, but you could replace them with some sort of Assassination mission, a mission to destroy a valuable target with meltabombs, and possibly a mission to kill as many Brute squads as possible.
For those that don't have a copy of the 4th edition rulebook close at hand, Kill Team was a variant game that pitted a single Kill Team (a squad of up to 160 points, with various restrictions) against between 5 and 10 (depending on faction) Brute squads of 3 basic troopers, one of which got a squad leader upgrade. The Kill Team generally had to sneak through the Brutes to accomplish some sort of objective, assassinating a target, blowing something up, simply escaping, that sort of thing, and they had as many turns as it took to accomplish their objective.
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![[Post New]](/s/i/i.gif) 2011/08/03 03:19:21
Subject: Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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Meh. The Staragate concept was designed for planetary warfare, smaller missions could be feasable bit id rather say off GW copies.
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/03 04:32:07
Subject: Stargate Mission : Alternate Mission Type
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Smokin' Skorcha Driver
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Where are the kull warriors.
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![[Post New]](/s/i/i.gif) 2011/08/03 16:38:48
Subject: Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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Say wha? Kull? Ya might be thinking of the wrong show
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/03 20:03:41
Subject: Stargate Mission : Alternate Mission Type
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Smokin' Skorcha Driver
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xSoulgrinderx wrote:Say wha? Kull? Ya might be thinking of the wrong show
Oh snap you just owned yourself
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![[Post New]](/s/i/i.gif) 2011/08/03 21:10:50
Subject: Stargate Mission : Alternate Mission Type
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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terranarc wrote:xSoulgrinderx wrote:Say wha? Kull? Ya might be thinking of the wrong show
Oh snap you just owned yourself
No joke.
The "Kull" were Anubis' supersoldiers. The goons wearing all black that could walk through detonations of C4 at pointblank and keep going.
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![[Post New]](/s/i/i.gif) 2011/08/04 01:04:38
Subject: Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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OH RIGHT! Wow, you're totally right. That would be intense. They're be the C'tans in the 40k world. ahahha Automatically Appended Next Post: Ironically I just watched these episodes on my third round through the 10 seasons. I totally get the refernce now. Ha
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This message was edited 1 time. Last update was at 2011/08/04 05:12:59
37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/14 05:05:49
Subject: Stargate Mission : Alternate Mission Type
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Gore-Soaked Lunatic Witchhunter
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Stargate usually featured one or two four-man surgical strike teams traveling through the gate and dealing with a few dozen random mooks plus a boss on the other side, seems more like a Kill Team scenario than a normal 50-60-men-per-side-plus-tanks 40k game.
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![[Post New]](/s/i/i.gif) 2011/08/16 01:54:25
Subject: Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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Hmm, well maybe ill make a model limit
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/18 09:56:34
Subject: Stargate Mission : Alternate Mission Type
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Perfect Shot Dark Angels Predator Pilot
Over the hills and far away.
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As a massive fan of the stargate universe i cannot +1 this enough. I think the missions are fairly inline with the average SG1 episode and so will definately be wanting to try these rules out at some point. But is for sure more along the lines of killteam rather then regular games. Automatically Appended Next Post: Oh i just remembered the last time i watched all the Stargates i knocked up stat list for SG1 for use in the IG codex. Il see if i can find it.
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This message was edited 1 time. Last update was at 2011/08/18 10:13:44
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![[Post New]](/s/i/i.gif) 2011/08/19 00:33:13
Subject: Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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THAT WOULD BE AWESOME! Yea I just need to find some way to change it up so its not so kill teamy
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/19 03:36:03
Subject: Stargate Mission : Alternate Mission Type
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Gore-Soaked Lunatic Witchhunter
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What's wrong with kill-teaminess?
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![[Post New]](/s/i/i.gif) 2011/08/19 03:57:59
Subject: Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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Dunno, I think its fine but somepeople think it should be just a little different. Im just looking for advice
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/19 06:44:37
Subject: Stargate Mission : Alternate Mission Type
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Perfect Shot Dark Angels Predator Pilot
Over the hills and far away.
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Ok i found the SG1 rules. Do you mind if i hijack your thread for a post or 2 so i can show you?
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This message was edited 1 time. Last update was at 2011/08/19 07:11:56
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![[Post New]](/s/i/i.gif) 2011/08/19 07:54:10
Subject: Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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By all means. =]
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/19 08:08:42
Subject: Re:Stargate Mission : Alternate Mission Type
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Perfect Shot Dark Angels Predator Pilot
Over the hills and far away.
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Excellent. Statline for SG1 coming right up. Automatically Appended Next Post: SG1 Col. Jack O'Neill......WS4 BS4 S3 T3 W2 I4 A2 Ld10 Sv4+ Lt. Sam Carter........WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+ Daniel Jackson.........WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+ Teal'c.....................WS5 BS4 S4 T6 W3 I4 A2 Ld10 Sv4+ WARGEAR P90- Range: 36" S:3 Ap:6 Assault 3 (Col. O'Neill, Lt. Carter, Daniel Jackson) Staff- Range: 36" S:4 Ap:5 Rapid Fire, also counts as an additional ccw. (Teal'c) Combat knives, Autopistols, Frag/Krak grenades, Carapace armour, C4 (Demolition Packs) SPECIAL RULES Move through cover Stealth Stubborn We are SG1: SG team 1 are always the first team into an unknown situation. To represent this SG1 ALWAYS deploy, first using the Infiltrate rules, before any other unit is deployed. They also have the Scouts special rule and will make their move before any other scouts. Forward Recon: Before the game the player can set up D6 traps to represent SG1 having been in the area a while already. Once placed the traps scatter 1d6. When a trap is triggered the receiving unit takes D3 S:3 Ap:6 hits. Traps cannot be set up in deployment zones, and cannot scatter into deployment zones. Archeological Expert (Daniel only): Any objective captured by SG1 counts as an extra captured objective. So what do people think? I've tried to be true to the TV shows depiction of SG1 but I'm not sure if i've made Teal'c to beastly or not.
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This message was edited 2 times. Last update was at 2011/08/19 08:34:39
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![[Post New]](/s/i/i.gif) 2011/08/19 17:36:22
Subject: Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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Awesome. LOL. But youre right teal'c is a beast and needs to be represented as so. Also all of the characters look the same. Heres what I would change
SG1
Col. Jack O'Neill......WS4 BS5 S3 T3 W3 I4 A2 Ld10 Sv4+
Lt. Sam Carter........WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Daniel Jackson...........WS3 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Teal'c..............WS5 BS4 S4 T6 W3 I4 A2 Ld10 Sv4+/5+IV
WARGEAR
P90- Range: 36" S:3 Ap:5 Assault 5 (Col. O'Neill, Lt. Carter, Daniel Jackson)
Staff Weapon- Range: 36" S:4 Ap:4 Rapid Fire, also counts as an additional ccw. (Teal'c)
Combat knives, Autopistols, Frag/Krak grenades, Carapace armour, C4 (Demolition Packs)
I change the profiels a little bit. Oniell has a better BS as and one more wound, hes tough as nails and has been beaten, broken, tourtured, killed, infested.... and so on, he gets an extra wound
Sam, should get some kind of special rule, like gives preferred enemy or tank hunter, or maybe something to represent her sexy intelegence. She deserves to stand out.
Daniel... SUCKS at CC. So I dropped his WS. BUT! heres the kicker. I was thinking of giving him the St Celestine rule to represent his ascension. If daniel loses his last wound, simply put the model on its side. Then at the beggining of your next player turn, roll a D6. On a 3+ he stands back up with 1 wound and can move/shoot as normal.
Teal'c- looks great. Tough ass mofo. I gave him a 5+ IV save to represent his symbote (even though he loses it in later seasons) and he should get feel no pain. Hes just that awesome.
I changed up the weapon profiles a bit to seem a bit better. The P90 fire at 800 rounds a min, so i added a few more shots and they're usually AP rounds, so I dropped the AP by 1. The staff Also melts though armour like butter so I dropped its AP.
Everything else looks great. Also I would make a special rule for the Demo charge... it can be placed somewhere and then detonated up to 18" away. Stead of the 6" shot that it normally is in 40k.
Now we should make a profile for some kind of standard SG team 2-14. They can just be somthing like this.
SG Team 1-14
SG Leader...........;..WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
Each unit is 75 pts or something? They all have P90s, or can upgrade to having one M60 or Missle Launcher (krak missile)
Weapon Profiles
M60 - 36" Range S5 Heavy 3 AP 2 (its .50 cal)
Rocket Launcher - 48" Range S8 AP 2 (extra D6 for pen)
MP5 - 24" Range S3 Rapid fire AP 6
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This message was edited 1 time. Last update was at 2011/08/19 17:38:48
37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/19 18:11:17
Subject: Stargate Mission : Alternate Mission Type
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Plummeting Black Templar Thunderhawk Pilot
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xSoulgrinderx wrote:
Weapon Profiles
M60 - 36" Range S5 Heavy 3 AP 2 (its .50 cal)
Rocket Launcher - 48" Range S8 AP 2 (extra D6 for pen)
MP5 - 24" Range S3 Rapid fire AP 6
The M60 shoots a 7.62 mm round, not a 50cal.
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![[Post New]](/s/i/i.gif) 2011/08/19 18:32:19
Subject: Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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K
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/19 19:02:20
Subject: Stargate Mission : Alternate Mission Type
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Sinewy Scourge
Grand ol US of A
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First off I can't hit that +1 fast enough. Now what about the Gou'ld? Rules for death gliders and such? The missions themselves at first seemed unabalanced but as I kept reading the other missions balance them out so it all looks really good...maybe give the patrol thats in mission 2 the patrol rules from kill team. The guys up close may now that the SG teams are there as they can hear/see the gate activating, but the others may not know. I'm also not so sure about Teal'c's weapon being rapid fire as then nobody could assault if he fired. Why not just make it assault as well?
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This message was edited 2 times. Last update was at 2011/08/19 19:03:37
d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.
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![[Post New]](/s/i/i.gif) 2011/08/19 19:22:07
Subject: Stargate Mission : Alternate Mission Type
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Wicked Canoptek Wraith
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I'm in love with you right now. I would love to try this out with my buds and comeback with a decent bat-rep. Also how about some stats for:
Regular Jaffa
Kull Warrior
Go'auld Lord
Replicator(Bug and Human Form)
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2500
5000
12,500
4000
5000
2500
3500
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![[Post New]](/s/i/i.gif) 2011/08/20 02:23:02
Subject: Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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Akroma06 wrote:I'm also not so sure about Teal'c's weapon being rapid fire as then nobody could assault if he fired. Why not just make it assault as well?
Agreed. Lets just make it assault. Fits his profile anyways. Ya so just change it to assault.
Also Ive never played kill team, other than on the xbox hahaha that game way sweet. So I dont know the patrol rules or anything.
I'm in love with you right now. I would love to try this out with my buds and comeback with a decent bat-rep. Also how about some stats for:
Regular Jaffa
Kull Warrior
Go'auld Lord
Replicator(Bug and Human Form)
Alrighty, this is gonna take some time before we get all those profiles but none the less, It will happen. I cant wait to make replicator profiles. They're going to a pain to kill, but totally awesome.
First Jaffa, arent that great of shooters, so they'll probably get WS and BS 3. They're just foot soilders so probably one wound a pop, but they have better armour than the SG soilders so they'll get 4's. However They should get Zat'nik'tel (zat gun) options that will have similar rules to the thunderhammer, dropping their Initative 1, as they are shocked and stunned.
Jaffa Soilder..........WS3 BS3 S3 T3 W1 I4 A2 SV 4+
Kull Warrior...........WS4 BS4 S4 T5 W2 I2 A2 SV 2+/5+ IV
Go'auld God..........WS4 BS5 S4 T4 W4 I4 A3 SV 3+/4+ IV
Replicator.............WS4 BS0 S5 T5 W2 I4 A3 SV 2+
Replicator Human Form....WS5 BS0 S6 T5 W3 I4 SV 2+/4+ IV
The weapons will be interesting to make, like I said the Zat will work like a thunder hammer.
Staff Weapon- Range: 36" S:4 Ap:4 assault 2, also counts as an additional ccw
Zat'nik'tel - Range 12" S:3 AP: 5 Pistol, Any model that is hit by a Zat strikes at Initative 1 next turn
Hand Device - Range 12" S:7 AP- Assault 1, Any unit hit by the hand device is flung D6" back and any model that is thrown suffers a S2 hit as they smack into the ground. Normal saves apply
Replicator Mind Probe "Hand in the Head" - This works just like the Boon of Mutation in the Chaos Daemon Codex. This weapon can be used within 6" of an enemy model and in close combat. If a a model is successfully hit, it must immediatly take a toughness test. If it fails, it is immediatley removed as a casualty.
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/20 06:22:39
Subject: Re:Stargate Mission : Alternate Mission Type
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Perfect Shot Dark Angels Predator Pilot
Over the hills and far away.
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Forces of the JAFFA God............WS:6 BS:6 S:6 T:6 W:4 I:4 A:3 Ld:10 Sv:4/3+ First Prime....WS:5 BS:4 S:4 T:5 W:2 I:4 A:2 Ld:10 Sv:4+ Guard..........WS:4 BS:3 S:3 T:5 W:2 I:3 A:1 Ld:9 Sv:4+ Jaffa..........WS:3 BS:3 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:5+ Kull Warrior...WS:5 BS:5 S:4 T:6 W:4 I:4 A:3 Ld:10 Sv:2/5+ WEAPONS Staff Weapon....Range:36" S:4 Ap:5 Rapid fire Staff Cannon....Range:60" S:6 Ap:4 Heavy 1 Zat Gun.........Range:12" S:3 Ap:- Pistol, Rending Kull Blaster....Range:24" S:4 Ap:4 Heavy 3 Ribbon Device...Range:6" S:3 Ap:- Pistol, Counts as Power weapon in cc WARGEAR Jaffa armour.......5+ Sv. Basic plate armour of the Jaffa foot soldiers. Guard armour.......4+ SV. Plate armour decked out with an ornate head dresses. Kull armour........2+/5++ Sv. Highly advanced armour providing excellent protection and incorperating a protective field. Stun grenades......Offensive grenades. Personal shield....3++ SV Healing device.....Grants Feel No Pain Ancient artifact...Once per match at the start of any Players turn the artifact can be revealed. Roll a D6 to determine what it is. All results last until the end of the turn. 1- Weapon. Template S:6 Ap: 4 Assault. 2- 1+ to all stats except Ld and Sv. 3- 1+ to all Reserve, Deep Strike, Outflank, etc. 4- Can reroll any owning player dice result. 5- Personal shield that grants 1++ Sv. 6- Its a bomb. The God is instantly killed. No saves allowed. SQUADS HQ God Unique Independant Character. Unit composition: 1 Wargear: Guard armour, Ribbon Device, Personal Shield. Wargear Options: Healing device + 15pts, Ancient artifact + 50pts. Speical Rules: Fearless, Your God is watching, Protect your God. First Prime Unique Infantry. Unit composition: 1 First Prime, 1-3 Guard. Wargear: Guard armour, Staff Weapons, Stun grenades. ELITE Guard squad Infantry Unit composition: 5-10 Guard. Wargear: Guard armour, Staff Weapins, Stun grenades. Kull Warrior Drones. Unique Infantry Unit composition: 1-3 Drones. Wargear: Kull Armour, Kull Blaster Special Rules: Fearless, Feel no Pain, Rage, Relentless. TROOPS Jaffa squad. Infantry Unit composition: 1 squad leader, 4-15 Jaffa. Wargear: Jaffa armour, Staff weapon (squad leader has Zat gun) Wargear Options: 1 Jaffa may upgrade his Staff Weapon for a Staff cannon. HEAVY SUPPPORT Jaffa support squad Infantry Unit composition: 1 squad leader, 4 Jaffa. Wargear: Jaffa armour, Staff weapons (squad leader has zat gun), 2 Staff cannons. SPECIAL RULES Your God is watching: All squads within 12" of the God are Stubborn. Protect your God: Any unit joined by the God will protect him at all costs and will jump in front of any blow or shot to protect him. Any hit against the God may be allocated against a member of the squad. They also have the Counter-Attack rule. Any Questions/changes just ask me. I havent thought up a points value for them yet so maybe y'all can gimme a hand with that. Ive also almost finished a the forces of the SGC rules, and ive got a Wraith rule set coming. Stay tuned.
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This message was edited 2 times. Last update was at 2011/08/20 06:28:55
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![[Post New]](/s/i/i.gif) 2011/08/20 06:43:23
Subject: Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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Awesome. That did most of the work. lol
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/20 07:02:04
Subject: Stargate Mission : Alternate Mission Type
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Perfect Shot Dark Angels Predator Pilot
Over the hills and far away.
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My SG1 list was just for normal games, if you want me to i'd be more then happy to knock up a proper Kill teamy list replete with all manner of special rules and wargear options which would be more befitting the true SG1 i can do that too. I also think you were bang on with the C4 distance upgrade.
I gave Teal'c a high toughness in lieu of his symbiote. I was gonna give him the power to regenerate or something but that would have clashed with my Jaffa list and my ideas for the wraith. Automatically Appended Next Post: You know what i might just turn these army lists of mine into a thread of my own. Other wise you may end up with a serious case of Threadjack. I will be keeping an eye on this thread though.
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This message was edited 1 time. Last update was at 2011/08/20 08:53:36
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![[Post New]](/s/i/i.gif) 2011/08/20 17:12:14
Subject: Re:Stargate Mission : Alternate Mission Type
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Frenzied Juggernaut
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Exalt it. I would prefer to not have a new thread posted, unless by OP. As well, I was thinking we could nail out the kinks in this thread, discuss ideas and figure it out here. THEN we (due credit applied) post another thread to show off the final product.
That way this will be a collaborative effort, we can share the credit, and not thread jack/ over post the same thing =]. So lets compile all the stuff, and see what we have.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Star Gate Command~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SG1
Col. Jack O'Neill......WS4 BS5 S3 T3 W3 I4 A2 Ld10 Sv4+
Lt. Sam Carter........WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Daniel Jackson...........WS3 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Teal'c..............WS5 BS4 S4 T6 W3 I4 A2 Ld10 Sv4+/5+IV
WARGEAR
P90- Range: 36" S:3 Ap:5 Assault 5 (Col. O'Neill, Lt. Carter, Daniel Jackson)
Staff Weapon- Range: 36" S:4 Ap:4 Rapid Fire, also counts as an additional ccw. (Teal'c)
Combat knives, Autopistols, Frag/Krak grenades, Carapace armour, C4 (Demolition Packs)
SPECIAL RULES
Move through cover
Stealth
Stubborn
We are SG1: SG team 1 are always the first team into an unknown situation. To represent this SG1 ALWAYS deploy, first using the Infiltrate rules, before any other unit is deployed. They also have the Scouts special rule and will make their move before any other scouts.
Forward Recon: Before the game the player can set up D6 traps to represent SG1 having been in the area a while already. Once placed the traps scatter 1d6. When a trap is triggered the receiving unit takes D3 S:3 Ap:6 hits. Traps cannot be set up in deployment zones, and cannot scatter into deployment zones.
Archeological Expert (Daniel only): Any objective captured by SG1 counts as an extra captured objective.
SG Team 1-14
SG Leader..............WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
Weapon Profiles
Autopistol - 12" Range S3 AP 6 Pistol
M60 - 36" Range S5 Heavy 3 AP 2 (its .50 cal)
Rocket Launcher - 48" Range S8 AP 2 (extra D6 for pen)
MP5 - 24" Range S3 Rapid fire AP 5
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Forces of the JAFFA~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
God............WS:6 BS:6 S:6 T:6 W:4 I:4 A:3 Ld:10 Sv:4/3+
First Prime....WS:5 BS:4 S:4 T:5 W:2 I:4 A:2 Ld:10 Sv:4+
Guard..........WS:4 BS:3 S:3 T:5 W:2 I:3 A:1 Ld:9 Sv:4+
Jaffa..........WS:3 BS:3 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:5+
Kull Warrior...WS:5 BS:5 S:4 T:6 W:4 I:4 A:3 Ld:10 Sv:2/5+
Replicator.............WS4 BS0 S5 T5 W2 I4 A3 SV 2+
Replicator Human Form....WS5 BS0 S6 T5 W3 I4 SV 2+/4+ IV
WEAPONS
Staff Cannon....Range:60" S:6 Ap:4 Heavy 1
Staff Weapon- Range: 36" S:4 Ap:4 assault 2, also counts as an additional ccw
Zat'nik'tel - Range 12" S:3 AP: 5 Pistol, Any model that is hit by a Zat strikes at Initative 1 next turn
Kull Blaster....Range:24" S:4 Ap:4 Heavy 3
Ribbion Device - Range 12" S:7 AP- Assault 1, Any unit hit by the hand device is flung D6" back and any model that is thrown suffers a S2 hit as they smack into the ground. Normal saves apply
Replicator Mind Probe "Hand in the Head" - This works just like the Boon of Mutation in the Chaos Daemon Codex. This weapon can be used within 6" of an enemy model and can be used in close combat. If a a model is successfully hit, it must immediatly take a toughness test. If it fails, it is immediatley removed as a casualty. Can only be used by Human Form Replicators
WARGEAR
Jaffa armour.......5+ Sv. Basic plate armour of the Jaffa foot soldiers.
Guard armour.......4+ SV. Plate armour decked out with an ornate head dresses.
Kull armour........2+/5++ Sv. Highly advanced armour providing excellent protection and incorperating a protective field.
Stun grenades......Offensive grenades.
Personal shield....3++ SV
Healing device.....Grants Feel No Pain
Ancient artifact...Once per match at the start of any Players turn the artifact can be revealed. Roll a D6 to determine what it is. All results last until the end of the turn.
1- Weapon. Template S:6 Ap: 4 Assault.
2- 1+ to all stats except Ld and Sv.
3- 1+ to all Reserve, Deep Strike, Outflank, etc.
4- Can reroll any owning player dice result.
5- Personal shield that grants 1++ Sv.
6- Its a bomb. The God is instantly killed. No saves allowed.
SQUADS
HQ
God
Unique Independant Character.
Unit composition: 1
Wargear: Guard armour, Ribbon Device, Personal Shield.
Wargear Options: Healing device + 15pts, Ancient artifact + 50pts.
Speical Rules: Fearless, Your God is watching, Protect your God.
First Prime
Unique Infantry.
Unit composition: 1 First Prime, 1-3 Guard.
Wargear: Guard armour, Staff Weapons, Stun grenades.
ELITE
Guard squad
Infantry
Unit composition: 5-10 Guard.
Wargear: Guard armour, Staff Weapins, Stun grenades.
Kull Warrior Drones.
Unique Infantry
Unit composition: 1-3 Drones.
Wargear: Kull Armour, Kull Blaster
Special Rules: Fearless, Feel no Pain, Rage, Relentless.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Units~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TROOPS
Jaffa squad.
Infantry
Unit composition: 1 squad leader, 4-15 Jaffa.
Wargear: Jaffa armour, Staff weapon (squad leader has Zat gun)
Wargear Options: 1 Jaffa may upgrade his Staff Weapon for a Staff cannon.
HEAVY SUPPPORT
Jaffa support squad
Infantry
Unit composition: 1 squad leader, 4 Jaffa.
Wargear: Jaffa armour, Staff weapons (squad leader has zat gun), 2 Staff cannons.
SPECIAL RULES
Your God is watching: All squads within 12" of the God are Stubborn.
Protect your God: Any unit joined by the God will protect him at all costs and will jump in front of any blow or shot to protect him. Any hit against the God may be allocated against a member of the squad. They also have the Counter-Attack rule.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Mission Type~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st - This game type is reserved for 2 people.
2nd - One player must be designated the "explorer" team and the other player is the "inhabitants/ Defender' (Usually forces of chaos are the second team/ bad guys)
3rd - At the beginning of the game, once sides have been declared, roll a D6 for the mission type - Mission types roll on the following table.
4th - Be creative in setting up the terrain and scenery to fit the mission type. The Stargate must be placed in a randomized corner of the board, between 6-12" from any board edge.
5th - Deploy. Vehicles can deploy through the stargate as long as they would be able to fit within a 6" diameter. (IE: Bikers, Jetbikes, Koptas small tanks such as the Leman Russ and Chimera can be deployed, along with any other tanks that would fit within 6", a Monolith could not fit, so it could not come through. Drop pods cannot be used unless in mission #6)
6th - Place Objectives if mission requires the use of them.
7th - Do not roll for random game end. All games automatically end on turn 6. If the mission has not been achieved by turn 6, the Defender Team wins, unless mission states otherwise.
_________________________________________________________________MISSION TABLE_________________________________________________________________
1 - Ambush! Your team disembarks from the gate and is pinned at the gate. You must deploy 12" around the front of the gate, any models that can not fit within the 12" must be held in reserve and when they become available they must deploy through the gate. You cannot take first turn, and cannot steal initiative. The first round of firing by the enemy counts as pinning for all shots being fired at the Explorers team, no assaults can be made the first turn by either side. The Inhabitants Team cannot deploy within 12" of any Explorers Team units. This scenario is a kill points game type, as the Explorers Team is fighting for their survival.
2 - Enemy Stronghold - You disembark on an enemy planet and know its an enemy stronghold. There are patrols that regularly travel the area and will protect their "God" at any cost. The deployment for this game type is set up as follows. The Explorers may deploy within 18" of the gate and the enemy may deploy 2 units within 6" of the Explorers Team, representing the patrols coming through the area, the rest must be deployed at least 12" away from an Explorers unit. Terrain for this game type requires minimal cover around the gate, plants should do fine. As well, this game type requires the enemy to set up a "stronghold" at least 24" away from the gate. This is an objective game, with 3 objectives, one being the stargate itself, second being within the enemy stronghold, and the third being a randomly set up somewhere on the board. Vehicles count as scoring units for this game type. Roll to see who sets up the third objective, it cannot be set up within 12" of the gate or another objective.
3 - Hostage Extraction - The Explorers Team must rescue one of their captured allies/units that has been taken hostage. The deployment is as follows, the Explorers Team deploys within 18" of the gate, and the Inhabitants/ Defenders Team must deploy at least 24" away from the gate. The player acting as the Explorers team must select one unit that must be counted as the "hostage" unit. This unit must be placed at least 36" away from the gate and cannot move, shoot or assault until rescued by the an Explorers unit. To rescue the unit, the Explorers unit must be within 6" of the "hostage" unit to free them. The enemy may deploy anywhere as long as it is at least 24" away from the gate. At least two enemy units must be within 6" of the "hostage" unit, as to ensure they are kept prisoners. The objective of this game scenario is to free the hostage unit and return to the stargate.
4 - Exploration - This mission type is similar to an objective game, where the explorers must find a rare artifact or piece of technology to bring back for further study. The Explorers Team deploys within 18" of the stargate and the enemy must deploy more than 18" away from the Explorers units. The Explorers team takes first turn, roll to steal initiative as normal. For this mission type 3 objectives are used. The first being the stargate, and two are pieces of "alien" technology. The two technology objectives are placed at least 24" away from the gate and are placed by the Inhabitants team, preferable within some defend-able area. Victory is achieved by bringing at least one of the pieces of technology back to within 6" of the stargate. Objectives may be captured by a unit (does not have to be scoring units, but cannot be a vehicle), and may be "carried" back with them. To do so, simply move the objective with the unit that captured it during its phases, as if it were another model within the unit.
5 - Surgical Strike - The Explorers Team has gained intel on an enemy facility that can be overtaken and its technology and contents claimed. They know the terrain, the layout and every section of the facility for this mission. For this mission type, the Explorers Team will always take first turn, all units may deploy within 24" of the gate and all units, including vehicles, have the scout universal rule. As well, for the first turn of shooting for the Explorers team, all units shooting counts as pinning, as the Inhabitants are taken surprised and confused. Nightfire rules apply to this mission type. When setting up, place a section of terrain, preferably bunkers, thick plant cover, or any defend-able formation at least 36" away from the gate. All units of the Inhabitants Team must deploy within this defend-able area, so a spacious deployment works to your advantage. This is a semi objective game type, place one objective within the stronghold to represent the center of the defending area. If this objective is captured or contested by any 2 units from the Explorers Team, the defence point has been captured and victory goes to the Explorers. For this mission type vehicles can contest/ claim the objective.
6 - Planetary Incursion - For this mission, the explorers are freeing a planets inhabitants from their evil opressors. Terrain must be set up as such, the normal rules for stargate placement apply, the enemy must take the center of the board and place terrain features to make a defendable position, the rest of the scenery may be used outside the area to be defended. To deploy, the Explorers set up within 24" of the gate and the Inhabitants deploy within their defence lines. The units of the Explorers Team gain the scout, move through cover and outflank universal rules. The Inhabitants defence post is strong and sturdy, giving +1 cover to and saves taken from within their strongpoint. This is a kill points match, as the Explorers are attempting to wipe out the hostile defenders. If the defending team has less than 35% of their points value left at the end of the game, victory goes to the Explorers Team.
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This message was edited 1 time. Last update was at 2011/08/20 17:15:57
37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2011/08/21 06:26:08
Subject: Stargate Mission : Alternate Mission Type (Lots-o-Progress)
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Perfect Shot Dark Angels Predator Pilot
Over the hills and far away.
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At the moment im in the middle of writing up stat lines and special rules and what not for various races. By the end of it i hope to have Playable rules for The SGC, Goa'uld, Wraith, Replicators, Ori and maybe a Genii/Lucian Alliance composite list. I'd also like to have a few Hero units as well such as SG-1, Apophis, and Michael the Wraith. So as it stands ive got the SGC and Goa'uld part of the 'dex done and im about to start on the Wraith. I havent quite worked out points for everything yet but i suspect that will come eventually. Il update as i finish a list and hopefully at some point will have a playable fandex. I realise that at the moment things may seem a bit sparse in the way of wargear and squads but im trying to keep it as close to the show as i possibly can which unfortunately doesnt allow for a whole lot. Any and all C&C is more then welcome. If you have any ideas you would like to contribute or if you think ive got something wrong please let me know as im more then happy to consider all thats thrown my way. Well here goes, rules for the SGC. *please note this is not a final draft, still needs points and revisions and such* ********************** Star Gate Command. General (Field CO)...WS:3 BS:4 S:3 T:3 W:2 I:3 A:1 Ld:10 Sv:4 Advisors.................WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:5 SG Trooper............WS:3 BS:4 S:3 T:3 W:1 I:3 A:1 Ld:8 Sv:4 Marine...................WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:7 Sv:5 Rebal Jaffa.............WS:3 BS:3 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:5 Tok'ra...................WS:3 BS:3 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:5 WEAPONS M16................Range:24" S:3 Ap:- Rapid fire P90................Range:36" S:4 Ap:6 Assault 3 M60................Range:48" S:5 Ap:4 Heavy 4 M9..................Range:12" S:3 Ap:- Pistol Sniper rifle........Range:60" S:X Ap:6 Heavy 1, Sniper RPG.................Range:48" S:8 Ap:3 Heavy 1 Staff Weapon...Range:36" S:5 Ap:5 Rapid fire Zat gun...........Range:12" S:3 Ap:- Pistol, Rending WARGEAR Flak Jacket...........................5+ Sv. Basic Flak armour worn by the Marines of SGC. Ablative Plating.....................4+ Sv. Thermo resistant armour used by the SG teams. Jaffa Armour........................5+ Sv. Basic plate armour of the Jaffa foot soldiers. C4......................................Demo charges with a range of 18" MALP..................................Forces opponant to deploy all squads before the SGC deploys. Special issue shield disrupter...Negates all Invulnerable saves. Representing one of the many special issue devices available to the SGC able to negate the many "energy shield" varients. These include the Kull disrupter, "TER", Prior distrupter, and the Anti Replicator gun. Although the SISD is purchased by the General he assigns it to a squad before the game. SQUADS HQ Field Command Unique Infantry Unit composition: General (CO), 4 Marines. Wargear: General- Ablative Plating, M9. Marines - Flack Jackets, M16, combat blades. Wargear Options: C4 +10pts, upgrade marines to ablative plating +40pts, SISD +30pts, MALP +50pts. Special Rules: Defend the Gate. ELITES SG Team Infantry Unit composition: 4 SG Troopers. Wargear: Ablative armour, P90, combat blade. Wargear Options: C4 +20pts, 1 trooper may upgrade his P90 to a - Staff Weapon... +10pts - M60 ........... +10pts - RPG............ +15pts - Sniper Rifle... +10pts TROOPS Marine Unit Infantry Unit composition: 3 squads of 5 marines. Wargear: Flak Jackets, M16, combat blades. Wargear Options: 1 Marine per squad can upgrade his M16 to a M60 +5pts, RPG +10pts. Rebal Jaffa Infantry Unit composition: 6-12 Rebal Jaffa. Wargear: Jaffa armour, Staff weapons. Special Rules: Shol'va. HEAVY SUPPORT Gate Defence Squad Infanty Unit composition: 4 Marines. Wargear: Flak Jackets, M16, combat blades. Wargear Options: C4 +20pts, 3 Marines can upgrade their M16s for M60s +15pts each, 1 Marine can upgrade his M16 for a RPG +20pts. SPECIAL RULES Shol'va: Traitors are despised among the Jaffa ranks. Any enemy Jaffa that come with 10" of a rebal Jaffa squad gain the Prefered enemy rule against that squad. Defend the Gate: The Stargate is under attack. The General issues an order of strategic fallback. Issued at the start of the players movement phase, all units within 24" of the general immediately move D6 towards the controling players deployment zone. While doing so all squads falling back may fire half of their allowed shots. They may still fire in the shooting phase. This order must be issed before any friendly unit moves and units already in the deployment zone are unaffected by this rule. ******************* As stated before all C&C welcome. More to come.
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This message was edited 1 time. Last update was at 2011/08/21 06:41:59
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