Switch Theme:

New Missions, New Deployments, New Scenario Special Rules  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Huge Hierodule






Outflanking

So back near the end of 5th ed, I was getting bored of playing the same old missions.

So I wrote new ones.

Then I wrote some more.

Now, there are over... well... I am to lazy to count the potential scenarios, and am far from play testing all of them.. So, I am asking Dakka for their thoughts on the missions, as well as for new ideas.

How the Scenarios work: Roll a d20 for mission, a d10 for deployment, and a d12 for miscellaneous special rules. Add the results together where appropriate.

Missions

1) Annihilation- see main Warhammer 40k rulebook (p91).

2) Underdog- Uses kill points as “annihilation”. However, the player who has the most potential kill points in their army may select a number of enemy units equal to the difference in kill points between the two players. These units are worth an extra kill point each. In the unlikely case that this is not enough, repeat the process until both armies have an equal number of potential kill points.

3) Smash- Before the game begins; players designate one of their units to be worth 5 kill points, two units to be worth 3 kill points, and five units to be worth 1 kill point. All other units are worth 0 kill points. The player with the most kill points at the end of the game wins.

4) Meat Grinder- Use victory points to determine the winner, as in the Warhammer 40k rulebook (p 108).

5) Slaughter- As “Meat Grinder”; however, before the game begins, roll a d6. Both players may secretly note a number of target units equal to the result. If these target units are fully destroyed, the player gains an additional 100 victory points. A single unit may only be targeted once.

6) Escort- Each player adds a special “VIP” model to their army. This model is an independent character with the following profile: WS3 BS3 S3 T4 I3 A1 W2 Ld9 Sv4++, armed with a Laspistol. This model may not be picked out from the unit is has joined, either in close combat, or by attacks which specifically target a model. When allocating wounds to the unit, this model may take one wound less than any other model in the unit. Any unit joined by this model is stubborn. The game ends automatically when this model is killed. Whoever kills this model wins the game.

7) Seize Ground- see main Warhammer 40k rulebook (p91).

8) Capture and Control- see main Warhammer 40k rulebook (p91).

9) Vital Ground-. Before deployment (But after choosing sides), players roll off, and the winner places the vital objective anywhere on the board that is over 12” away from a table edge. The loser of the roll-off then places 3 objectives anywhere on the board at least 12” from a table edge or another objective. Controlling the primary objective counts as controlling 3 objectives for victory purposes. Objectives are controlled in the same manner as in the “Capture and Control” Scenario.

10) Real Estate Shopping- Before deployment, each player writes a number between 0 and 3 on 4 pieces of paper. The sum of the numbers on the players’ pieces of paper may not exceed 3. Each player then places their markers on any terrain piece (do not reveal the value of the markers). Neither player may look at the markers from this point on. Each piece of terrain with marker(s) on it is treated as an objective worth a number of points equal to the sum of the numbers on any markers on it, that may only be controlled or contested by units inside it (if area terrain) or in contact within 3” of it (if non-area terrain). Whichever player controls the most point’s worth of objectives at the end of the game is the winner.

11) Supply Drop- There are 5 objectives in this game. These are placed in reserves. Both players may roll to see if the objectives arrive, during their turn. When the objectives arrive, players place them as if the objectives where arriving via deep strike. Objectives may not attempt to deep strike within 12” of another objective, or within 6” of a table edge. They may still scatter within these distances, however. Objectives do not suffer a mishap due to models. If an objective scatters into impassable terrain or off the table, it is removed from the game. Once the objectives arrive from deep strike, they are treated as normal objective. At the end of the game, the player who controls the most objectives wins primary objective.

12) Take and Hold- Place one objective in the center of each table quarter and a fifth objective in the center of the board. Starting turn 2, at the end of each game turn, players receive one point for each objective under their control. You control an objective if, at the end of the game turn, you have a scoring unit within 3”, and your opponent has no unit within 3” of the objective. Whoever has the most points at the end of the game wins.

13) Wounded Soldiers- Before the game begins, each player places 2 “Wounded Soldiers” (Spare Infantry models will do). These may be placed anywhere on the board at least 12” from another wounded soldier or a board edge. During the movement phase of both players turns, the wounded soldiers move d6” in a random direction (if a hit is rolled, the marker does not move), if it is not controlled by a player. If the wounded soldiers move off the board, remove them from the game. The wounded soldiers are otherwise treated as objectives, and the player who controls the most wounded soldiers at the end of the game wins.

14) King of the Hill- Place a single objective in the centre of the table (or as close to the center as you can, depending on the terrain); this objective is controlled in the same manner as in the “Capture and Control” Scenario. Whoever controls the objective at the end of the game wins.

15) False Target- Place 3 objectives on the midline of the table and 18” from any other objective. At the end of turn 3, roll a d6. On a result of 1-2, remove the leftmost objective from the board. On a result of 3-4, remove the centre objective from the board. On a result of 5-6, remove the rightmost objective from the board (determined from the player who is rolling board edge). At the end of the game, whoever controls the most objectives is the winner.

16) Claim Stake- At the end of any non-vehicle units’ movement, if the unit is in base contact with any terrain feature, it may claim this terrain feature, as long as there are no enemy units also in contact with the terrain feature. Terrain features remain controlled until an enemy unit claims them, or moves into contact with the feature when there are no friendly models in contact. A unit may only claim one terrain feature per turn, and units embarked on transports may not claim terrain features. At the end of the game, the player who controls the most terrain features ins the game.

17) Land Claim- Divide the table into four quarters. At the end of the game, the player who controls the most table quarters is the winner. A player controls a table quarter if he has a non-vehicle unit or walker in the table quarter, and his opponent has no non-fleeing models in that quarter. A unit may only control one table quarter, regardless of how many table quarters it is in.

18) Breakthrough- Each player places three objectives in their opponent’s deployment zone. These objectives must be more than 18” from any other objective or table edge. At the end of the game, a player wins if they control more objectives in their opponent’s deployment zone than their opponent controls in their deployment zone.

19) Sabotage- both players place a single objective in their deployment zone. At the end of the game, a player wins if they have destroyed their opponent’s objective without their own being destroyed. To destroy an objective, a player must end their turn with a more non-vehicle or walker unit in base contact with the objective. For each model in base contact with the objective, the objective suffers a single point of damage. If the model in contact with the objective is a monstrous creature or non-immobilized walker, the objective suffers two points of damage. If an objective suffers six points of damage, it is destroyed.

20) Strategic Objective- This mission uses victory points, like “Meat Grinder”. In addition, roll again on this table. This objective is worth additional victory points. If there is only one additional objective (eg King of the Hill, Escort), this objective is worth an additional 500 Victory points. If there are three objectives or less, these objectives are worth 300 victory points each. If there are four or more objectives, they are worth 100 victory points.

Deployment

1) Pitched battle- As Warhammer 40k rulebook.

2) Spearhead- As Warhammer 40k rulebook.

3) Dawn of War- As Warhammer 40k rulebook.

4) Hasty Engagement- Set up as for pitched battle, however, when players deploy, they must deploy one unit at a time. Roll a d6 for this unit. On a result of 1, the unit arrives on their left flank, and must be placed in their deployment zone no more than 12” from their left short table edge. On a result of 2, the unit arrives on their right flank, and must be placed in their deployment zone no more than 12” from their right short table edge. On a result of 3-5, the unit arrives in the centre, and must be placed in their deployment zone at least 12” from any short table edge. On a result of 6, the unit arrives where intended and may be placed anywhere in the deployment zone. Infiltrators are unaffected by this rule.

5) Running War- Set up as for “Pitched Battle”, however, player take turns placing their units while deploying. First, players roll a d6. The player who rolled highest sets up a single unit, including any attached characters, and then the second player deploys a unit. This continues until one player has no more units left to deploy. The remaining player than deploys all of their remaining units. Players then roll-off, and the player who rolled the highest may choose to take their turn first or second. The player who finished deploying first gets a +1 bonus on this roll. Players may not try to steal the initiative.

6) Planned Engagement-Set up as for “Running War”, however, before deploying, but after determining who deploys first, each player writes a strict order of battle. This takes the form of a list of the order that units shall be deployed, and a list of what units will be held in reserves. Players must show each other the list. Players then alternate deploying their army in the order listed (as for “Running War”. Any unit deployed must be deployed closer to one of the two short table edges than a unit placed before it.
Reserves function differently than normal. The players list the order that their reserves will arrive on the battlefield, then place the list face-down next to the battlefield (do not show your opponent). Starting turn 2, players receive one-half their reserves, rounding up. Players reveal to their opponent that these are the units at the top of the reserves list. Any bonuses to reserve rolls are changed to an equal increase in the number of units that are brought in each turn (for example, a +1 bonus results in an additional unit arriving each round). If a player wishes to change the order that units arrive from reserves, they must roll a d6 for each unit that they are allowed to bring in. For each 6 rolled, a player may bring on one unit from lower down on their reserves list.

7) Chokepoint- The table is divided widthwise into two halves by drawing a line through the middle of the long table edges. Players must deploy at least 6” away from this line, and outflanking units arrive from the long table edges, but otherwise the game is fought as normal.

8) Battle Lines- The player who wins the roll to go first divides the table into two halves by drawing a line between two opposite corners. Players must then deploy at least 6” away from this line.

9) Front Lines- Roll a scatter die in the middle of the table. Drawing a line along the arrow, place a marker at the point where this line contacts the board edge. Then draw a line from this point to the corner furthest from it. Players must deploy at least 12” away from this line.

10) Fog of War- There are no deployment zones. Instead, players roll a d6. The player who rolls highest deploys a unit anywhere on the board. His opponent then places a unit at least 18” away from this unit. Players alternate placing units in this manner until all units have been placed. Reserves enter from the board edge that is closest to one of the players models. Note that this may result in both players deploying from the same board edge.

Miscellaneous

1) Twilight- Starting round two, at the beginning of their shooting phase (before shots are fired), the player whose turn it is rolls a d6. If the result is less than the turn number, the rest of the game is fought using the night fighting rules.

2) Breaking Dawn- This game is fought with the night fighting rule. Starting round two, at the beginning of their shooting phase (before shots are fired), the player whose turn it is rolls a d6. If the result is less than the turn number, the night fighting rule ceases to apply for the remainder of the game.

3) Ground-pound- Units in transports are not scoring.

4) At all costs- All non-vehicle units are scoring.

5) Rat Trap- Units may attempt to rally even if they are below half-strength or within 6” of an enemy unit.

6) Air strike- During deployment, both players select 3 models in their army to be spotters. These spotters have the ability to call in the air strike. The Air Strike may not be used on the first turn. On the
second turn, and any turn thereafter, roll for the air strike as if it were in reserves. Once the Air strike arrives from reserves, one of the spotters may call it in. The spotter may not move this turn (but may
assault), must not be locked in combat at the beginning of the turn, and may not fire a weapon. Treat the Air strike as an ordinance Barrage that may be placed anywhere on the field during the shooting phase, as long as the spatter has line of sight to the target. Resolve the Barrage with the following profile: S9 AP3 Ordinance Barrage 3. For each spotter after the first that does not move or shoot, you may re-roll one of the scatter dice during the air strike.

7) Storm Gale- During the shooting phase, before a model shoots, but after it chooses a target, roll a d6. On a 1, reduce the weapons range by 6”.

8) Shell Game- If this is an objectives game, when deploying objectives, each player deploys an additional objective, and secretly notes one of the objectives they deploy to be fake. When appropriate, reveal this objective. It does not count towards winning the game.

9) Goal Scoring- If this is an objective game, before the game begins roll a d6. On a 1-2, this rule affects elites. On a 3-4, this rule affects Fast Attack. On a 5-6 this rule affects heavy support. Affected non-vehicle units are scoring.

10) Total Commitment- The reserves rule is not used during this game (excluding for units which always begin the game in reserves).

11-12) No additional rules are used.


Sorry for the wall of Text. Also, yes, many of these missions are borrowed from various 40k and Fantasy rulebooks, amongst other sources.

This message was edited 1 time. Last update was at 2012/07/02 21:18:13


Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in ca
Bane Lord Tartar Sauce




After a quick glance over, they mostly look good. The only one I have a real concern with is Escort. I don't like how it is game over as soon as the escort dies, which could happen rather quickly considering the amount of ranged firepower some armies bring (my Tau list could just concentrate it's fire on T1 against whatever unit was holding the escort and end the game then and there). It also gets a little finicky, with the ability to not be targeted and the weird wound allocation. What about this instead:

Escort - Each player adds a special VIP model to their army with the following profile: WS3 BS3 S3 T4 I3 A1 W2 Ld9 Sv4++, armed with a Laspistol. The VIP is an infantry model that is also an independent character. Any unit joined by the VIP is Stubborn. At the end of the game, if one player manages to protect their VIP while destroying the other, that player wins. If both VIPs survived, or if both VIP's died, instead the winner is determined using the rules found in the Annihilation/Meat Grinder/whatever mission.

Some possible additional rules. These are rules I could not decide on whether or not to include in my modified version, or which version of them to include

The VIP must start the game attached to a unit
The VIP must start the game on the board. Additionally, any units which would normally have to start the game in reserve may choose to be deployed normally. (as not to screw over Daemons, this also keeps players from simply keeping the VIP off the board as long as possible. It also makes some sense, as to why would the target SHOW UP to the battlefield).
If the VIP starts the game in reserves, it and any unit it would start the game attached to automatically arrives on turn 2 (to prevent the same shenanigans)
Whenever a player's VIP dies, each non-vehicle unit they control takes a moral check. If they fail, they fall back. If they are in combat and fall back, the enemy may immediately attempt to make a sweeping advance.

Just some ideas for some changes.
   
Made in au
Psychic Prisoner aboard a Black Ship





Australia

with the kill points i would assign kill point values according to unit type, HQ 2 Elite 2 Troops 1 etc etc
   
 
Forum Index » 40K Proposed Rules
Go to: