Assault on the Guidance Grid
Deployment:
The red dots represent sentries.
The Defender has 1250pts to spend, and may not buy fortifications or fliers (we’re indoors!). The defender then deploys up to half their units (rounding up) in the guard rooms on the right hand side – these may not be vehicles. The rest of the defenders units are in reserve.
The Attackers get 100pts for each unit they evacuated in the previous game, ‘assault on the sky lift’. These are spent separately to the 1000pt army they will be attacking with, and are spent on a small force to lead the assault. The attacker cannot buy fortifications or fliers.
The attackers units bought with the bonus points are set up around the top of the Skylift. The attackers 1000pt army is kept in reserve. The attacker may not use infiltrators or outflank, however deepstrikers are allowed.
The attacker gets the first turn.
Objectives: the attacker is attempting to destroy the guidance grid (blue box), which is AV11, has 5 hull points and has a -1 to the damage roll (meaning AP1/2 is needed to explode it). The defender is attempting to stop them.
Special rules:
Sentries:
Until the alarm is raised, the defenders will not move, shoot, assault or roll for reserves.
The sentries have a 45 degree arc of sight, and will turn to face in the direction rolled by the scatter dice at the start of every phase. A roll of a hit means no change in facing.
If a unit of infantry or jump infantry is within 24” of a sentry and in its arc of sight at the end of a turn, the alarm will be raised on a
D6 roll of 5+. If a unit of bikers, jetbikes or beasts is in range & arc of sight, the alarm is raised on a 3+. If a monstrous creature, walker or vehicle is in arc of sight, the alarm is automatically raised.
The alarm will be raised if anything other than sniper weapons is fired, if a sentry survives being shot at, if the sentry is charged by a unit it can see (it would scream, most likely) and on a 4+ if a sentry is charged by a unit it could not. Sentries charged from the side/behind are removed as a casualty (snap!).
The alarm will also be raised as soon as any model enters the room containing the objective.
As soon as the alarm is raised, the sentries are removed.
Warp-turbulence: the guidance grid emits a resonance that makes all forms of appearance impossible;
No units can deepstrike into the room with the guidance grid in it.
Unstable!:
The Guidance grid is what maintains the stability of the ship. Once it starts getting damaged, things will get rough:
Depending on how many hullpoints the grid has left at the start of each player turn:
4+ - no change
3 – All movement becomes difficult terrain
2 – All movement becomes difficult & dangerous
1 – All movement becomes difficult and dangerous, all movement distances are halved (including charges, jump pack moves etc.), all shots count as if the model had moved, even if it didn’t.
These effects last the whole player turn. After this has been determined (but before the movement phase) the grid gains D3-1 hull points, to a maximum of 5.
If the grid is destroyed, the attackers win. If the grid survives, the defenders win.
Reserves: the attacker will roll for reserves as normal, reserves will deploy from the Skylift when available. Any units which will not fit off the Skylift will be delayed, as per the deepstrike mishap table, and so will arrive next turn.
The Defender rolls for reserves the turn after the alarm is raised. The defenders reserves will arrive through the large door between the guard rooms (board edge).
Special Rules: random game length.
so this is the sequel to the 'Assault on the sky lift' scenario i posted earlier, and the prequal to 'warp jump' that I'm yet to post. looking for C&C on it's viability.