http://www.youtube.com/watch?v=T4B7CfzLhgQ Just note, this is more of a just for fun scenario and not probably not all that competitive
POW Rescue Objectives: Defenders hold a prisoner that the attacking force wants to try and rescue. Until the attacking player "activates" his "
HQ POW" it can't be attacked". Activation happens when a friendly unit comes within cohesion of the POW (attacker can opt not to activate the character). Defending player chooses one
HQ unit from attakers codec with bare bones wargear and reduces it to one wound (if it has multiple), This cost the attackers nothing. Alternetly attackers can opt to pay their own points for a their choice of a
HQ unit to be a prisoner. Complete with wargear and full health. The goal is for the attackers to get this
HQ out of the outpost building by the end of turn 7, and hopefully into a waiting transport.
In the batrep, the eldar player chose Karandras to be the captured HQ. We also played it that if things seemed bleak, the attacking player could just activate the HQ and attempt the breakout himself. Even Karandras would have had a hard time doing that if Straken and his command squad were still surrounding him though. Deployment: Defender sets up the base however they see fit, setting up their forces in it anywhere more than 12" from a table edge. Attacking player is not limited by "
FOC" and can now alter their list if it was written before hand. Attackers can place units anywhere within 12" of any table edge.
*We also used a 5' x 6' board, so 6" deployment for attackers might be more suitable
Reserves: Attackers don't get reserves
First Turn: Attackers get first turn. Defenders can attempt to seize the initiative on a

.
In the batrep we didn't do this but I think if we did it in the future I would include it as it would add risk reward aspect for the attacking force. Game Length: Game lasts 7 turns
We didn't really play with a turn limit, but ending up finishing at turn 6. So in theory 7 turns is enough. Feel free to go longer or shorter.
Victory Conditions: Attacker needs to get the POW
HQ out of the building and idealy into a transport. Though just getting out of building should be enough as not every
HQ is transportable. Like I said before this is a for fun scenario. Play around with victory conditions how ever you feel fit, so that it fits your fluff.
Special Rules: Universal Fearless: All units are fearless. Nobody's running from this battle.
Special (optional) building rules: We had it so the buildings floor was marked into 1" squares. Instead of measuing you just count out the spaces. Diagonal movement counts as 1" alternating one cost 2" (D&D rules). Blasts still deviated as normal. Interior doors count as open if a model is adjecent to the door. Other wise it's closed (Star Trek Doors?). exterior doors became open (and stay open)the fist time a unit passes through it (I assume the attacking force has melta charges and defending players have the pass code to enter the door).
If you have any questions feel free to ask. Hopefully I didn't forget any of the special rules we came up with for the scenario.
Defenders Imperial Guard HQ: Commisar Yarrick
CCS w/ straken, carapace, medi-pack, regimental standard, 2x bodyguards
Elite: 5 man Storm trooper squad
marbo
Troops: 2x veterens w/ 3x plasma, grenediers doctrine, power weapon
Veteren with w/3x flamer, power weapon
Penal legion (coming in from reserve from a building of my choice other than the main building)
PCS w/2x flamer, power weapon
5x infatry squads w/ 4xplasma, flamer, 2x laz cannon, missle launcher, heavy bolter, 3x chimera
Fast: Valkyrie
Vendetta
Devil Dog
Heavy: Hydra Flak tank
Lemun Russ Battle Tank
Attackers Tau and Eldar(Im not as familior with this group so there's probably gaps)
HQ: Karandras
Ethereal w/ honor guard, Devil Fish
Elite: 8x Striking Scorpians
9x harlequins
3x crisis suits w/ twin linked missle pods and flamers
5x stealth suits
troops: Storm Guardians W warlock
Guardians
Heavy: 3x war walker
Falcon
2x hammerhead Gunship
Skyray missle Gunship