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Made in us
Lead-Footed Trukkboy Driver







Special Missions: Designed to be played with dedicated lists after deciding on mission and
role(attacker or defender). Roll off to decide who is the attacker or defender.

Mission 1: Strongpoint attack!
Attacker uses 1500pts.
defender uses 1000 points.
Defender goes first.

Deployment: defender deploys up to 24 inches from the center of defender's board edge and up 24" out.(top aligned box 24inches by 24 inches) Attacker deploys within 6 inches of opposite long board edge and 6 inches from either short board edge.

Victory conditions:
Victory is decided on how long it takes the attacker to
wipe out the defender.

Turn 1 = Crushing victory for the attacker
Turn 2 = Solid victory
Turn 3 = Minor Victory
Turn 4 = Minor Loss
Turn 5 = Major Loss
Turn 6+ = Crushing victory for the defender!


Mission 2: Death by Moonlight
Attacker uses 1850pts
Defender uses 1500pts
Special Rule: nightfight whole game
Deployment: defender deploys within 6" of the lengthwise center-line of the board.
Attacker goes first and moves on first turn from 1 long board edge.

Special Rules:
Teleport jammers: prevent deep strike into enemy territory( deployment zone and beyond).
They may deepstrike into the area just outside enemy territory, however. Scattering into enemy territory will cause a deepstrike mishap.
Sensor arrays: Infiltrators start on the board within 6 inches of the attackers board edge.
They may perform a scout move instead of infiltrating normally.

Victory conditions: Attacker's mission is to get as many scoring units past the enemy's deployment zone as possible.
0-1 = Crushing victory for the defender
2 = Solid victory
3 = Minor Victory
4 = Minor Loss
5 = Major Loss
6+ = Crushing victory for the attacker!

Note: attacker has more points, but many of these will need to be troops to secure victory.
They will also need to run/ride for most of the game to get so far into the backfield.

Mission 3: Two Camps:
Equal points: 1500 points each
Players roll off for deployment zones and deploys/goes first. Seize the initiative rule is in play.
Deployment: each player deploys in a 12" inch circle centered 18 inches from their selected short board edge.
Units that do not fit go in reserve.


Victory conditions: (Old school victory points) i.e whatever points you paid for a unit is scored by the enemy apon complete destruction/broken at end of the game.
Half points for wounded characters/monstrous creatures, immobilized vehicles and units at less than 50% starting strength.


Mission 4: Strategic Option 2000 points per side
Deployment:Table quarters( like 5th ed). 12" Radius no mans land
Players roll off for deployment zones and deploys/goes first. Seize the initiative rule is in play.

Victory Conditions: d3+2 Strategic Objectives
each objective that has a scoring unit within 3 "inches is worth 1 point first turn;
2 points second turn, and so on. Points are cumulative throughout the game
First objective is placed in the middle and is a Relic(and can be moved using the same rules).

Mission 5: Cut the Head off the Snake!

Deployment: defender deploys within 18 inches of the center of the board. The attacker moves on during the first turn from
the board edge of his choice (Short or Long). Reserves from both sides come on from a random board edge.

Roll on this chart to determine what side reserves come from:
1 -Front side (from attackers chosen board edge)
2. - Back side (farthest from attackers chosen board edge)
3. - Left side (board edge to the left of the attackers chosen board edge)
4. - Right side (board edge to the left of the attackers chosen board edge)
5-6. - Board edge chosen by owning player

Victory Conditions: Each side must eliminate the highest point HQ on the other side.
If both/neither is destroyed, then calculate kill points.
Salvage Bonus: +1 victory point for each scoring unit within 3" of a Wrecked(not destroyed) vehicle at the end of the game.


Mission 6: Breakout!

Deployment: Defender deploys his forces within 12 inches of the width-wise center of the board. The attacker deploys half his
starting units within 12 inches of one short board edge and the other half within 12 inches of the other short board edge.
The Relic starts in the center of the board.
Players roll off for deployment zones and deploys/goes first. Seize the initiative rule is in play.

Victory Conditions: Kill points with +1 Vp for each scoring unit in the enemy's deployment zone(s).
Bonus VPs:
Slay the Warlord: +1 point
Salvage: + 1 for each scoring unit within 3" of a wrecked vehicle.
The Relic: +1 point

Mission 7: Last Stand
The defender uses 1850 and bunkers, fortifications and obstacles
The attacker uses 2000 points.

Note that "Paid for" Bunkers are AV 14, while "free" bunkers are AV 12 and have nonfunctional weapons.

Deployment:The defender deploys anywhere on the board.
The attacker moves on to the board first turn from any board edge of his choice.

Non deep-striking reserves roll on this chart:
Roll on this chart to determine what side reserves come from:
1 -Front side (from attackers chosen board edge)
2. - Back side (farthest from attackers chosen board edge)
3. - Left side (board edge to the left of the attackers chosen board edge)
4. - Right side (board edge to the left of the attackers chosen board edge)
5-6. - Board edge chosen by owning player

Infiltrators may re-roll the dice on deciding which board edge to come in on.

Victory Conditions: Modified Kill points
Each HQ unit is worth 3 KP
Each Elite, FA and HS unit is worth 2 KP
Each Troop unit is worth 1 KP.












This message was edited 7 times. Last update was at 2013/08/23 19:33:16


 
   
Made in de
Grey Knight Psionic Stormraven Pilot





Mission 5:

Imagine somebody taking Celestine for that one. ^^
   
Made in us
Lead-Footed Trukkboy Driver







DrunkPhilisoph wrote:
Mission 5:

Imagine somebody taking Celestine for that one. ^^


If someone plays Sisters of Battle, they deserve the win wherever they can get it!
   
 
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