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.
I used to encourage people to run 'kill team' missions during actual games of 40k. Demolitions, sabotage, assassinations, what have you.
My only ironclad rule was that they had to write down their objective somewhere to prove that they carried it out. Tell the truth as to what their objective was or lie, they could say what they wanted as long as they revealed their written objective at the end.
The objectives could be anything:
Assassination: kill a HQ or other specified character.
Sabotage: destroy, move, or remove an objective marker.
Demolitions: destroy a fortification or terrain piece.
General chaos: play as an OPFOR to another kill team or just rack up kills.
My rule was 200 points max, and we played it via 7th ed rules.
'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Scenarios from my current campaign that worked well:
Negotiating a cease fire
Spoiler:
(best used with armies of the same faction)
Board is split diagonally, each player picks a side. Have a spot in the center that is obscured from all sides but breachable (u-shaped ruin with a wall or barricade to block off the entrance works fine).
Each opponent picks a negotiator from among their characters and an infantry unit as bodyguards. They must be deployed in the center of the obscuring terrain, any other units can be deployed anywhere in their players table half, but not in engagement range of other units.
One player hides an object of interest (a relic, archotech, coordinates to a scrap yard, a contagion sample) among their characters. Essentially something that will further the armies' unique crusade rules.
The other player declares a character and a unit be traitors (fallen, heretic astartes, alpha legion, inquisitorial troops, daemons of tzeench).
Both players get an agenda killing the character of interest/the traitors. One unit can perform a scan action which lasts from the end of the movement phase till the end of the turn. When the action is performed successfully, they can pick a unit within 18" of the unit performing the action and the opponent has to answer truthfully whether they are holding the object of interest or are traitors.
For the player who has traitors amongst their ranks, when one of them is shot or scanned for the first time, replace the units with the corresponding traitor units. The original units are places into strategic reserves.
You roll off who has the first turn, then the game starts with negotiation turns. These do not count as turns for any rules.
During a negotiation turn, players do not get to use any command phase abilities, do not get any CP and do nothing except performing the action "Scan" and moving models. Models can leave the deployment zone this way, but if they move, they must end that move further away than 9" from any enemy units. Unless the player decides to open fire, the turn ends after the movement phase.
At the end of the battle round, if both players have completed a negotiation turn without opening fire, and both negotiators are within 6" of each other, they randomly determine who won this round of negotiations (my players did rock-paper-scissors, but feel free to roll off or something).
Afterwards, the player who took the second turn now takes the first turn, continuing the process until either player opens fire.
At any time during a negotiation turn, a player can decide to open fire. The current turn becomes the first turn in the first battle round and both players can now act normally. You do not go back for any missed abilities that triggered during the command phase or movement phase if you chose to open fire at a later point during the turn.
Primary: You gain 10 VP for each round of negotiations you won, maximum of 45 points.
Secondary: You gain 30 VP for protecting your negotiator until the end of the game and another 20 for killing the enemy negotiator.
In my case both factions were from the imperium, so the loser was going to be under inquisitorial investigation. During their next game, they have to field an inquisitor as part of their force and they have to pay his or her PL/points.
Doomsday device
Spoiler:
Traditional dawn of war deployments, 24" no-mans land. Put a super-heavy vehicle of your choice in the center of the board. Put some sort of power source (power generator, ritual place, command relay) to the sides of the vehicle. Put a total of four "power conduits" (=objective markers), 8" from the center somewhere in between the vehicle and the power sources.
The defender is the one trying to activate the doomsday device, the attacker is trying to prevent/destroy it.
The doomsday device is not activated at the beginning of the game.
While the doomsday device has not been activated, it can be attacked (and bracketed), but will never drop below 1 wound. It cannot be affected by stratagems in any way, and players can chose to ignore it when determining the closest enemy model (smites and pile-ins become awkward otherwise). At it counts as not being equipped with any weapons and cannot move in any way, but can fight in melee using its WS, strength and attack value.
In their command phase, the defender gains 1 energy for each objective they control and an additional 1 energy if they control both of objectives "belonging" to one power source.
This energy is used to activate the doomsday device:
2 energy: activate all the ranged weapons fully on the right side or fully on the left side or a single weapon (ranged or melee).
4 energy: pick two from above
6 energy: all weapons active, model can be activated by moving.
While the model is not active, the defender can spend 1 energy to heal it for d6 wounds, and the attacker can use the drain energy action:
Drain energy: At the end of the movement phase, an INFANTRY unit or a unit with obsec can start to perform this action, it is completed in your next command phase. If successful, reduce the energy by 1. On a 4+, the unit takes d3 MW unless it represents a technician from your faction (mek, tech priest, cryptec, etc...)
If the attacker destroys the device or kills all enemy units before it gets activated, they win the game
If the defender wins, they get to add the doomsday device to their crusade roster, including the supply limit to do so. If the attacker wins, they get a crusade relic fitting with the the model destroyed.
In my case, the player trying to activate his doomsday device payed half PL for it, but YMMV.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
It's hard to separate things into "missions" as much of what I do is related to territorial control and acquisition in a campaign, roster growth, kill team integration.
In broad strokes, I like "find things" missions- a sisters/ hereticus patrol going door to door in a hab block looking for a particular unit of cultists. This is great if you've got buildings with removable roof tiles.
I like scenarios where you have to get an item off the board; sometimes it's item retrieval, sometimes it's escort duty. Items can be dropped, picked up, transferred between units.
I have two cults that recruit from amongst their defeated enemies. If a purestrain genestealer takes out a model in hand to hand, it is added to the GSC roster as a brood brother. The chaos cult includes a rogue psyker who can cast a power custom power which will add any casualties to the chaos roster; the Demagogue of the cult fights with a needle pistol that has the same effect.
There's a lot of investigation that goes on; if an Imperial army fights a cult army, they accumulate investigation points by witnessing certain actions. Investigation point totals can trigger various events- the appearance of Inquisitorial investigators or other reinforcements.
Each territory in the game is represented by a persistent Onslaught scale map. If a battle is fought at the territory that is smaller than onslaught scale, only an appropriately sized slice of the battlefield. This allows for really dynamic, contextual reserve rules which can be integrated into the missions rather than paying for reserves with CP. You can fight battles to push enemies off the slice of board you're using. If you push all of your enemies of the full territory, you can control it by leaving a detachment or a patrol from your roster to defend it.
Instead of a standard deployment, I wanted a game where the players are jumping in at the climactic part of the battle; the battle has been raging, lines are breaking or have broken.
So the defender sets up their army anywhere on the board. Then the attacker sets up anywhere on the board no closer than 6" to a defender's unit.
Considering alternating deployment as an alternative.
Scoring VP:
From the second turn onwards, players score 1VP for each objective they control at the start of their Command Phase.
Benefits:
Each objective has a benefit bonus that can be used throughout the battle. A player may gain this benefit if they have the following:
• Control the Objective
• Have an INFANTRY HQ or Elite unit within 3" of the Objective Perform An Action on the Objective during the players Command Phase.
Objectives:
Ecclesiarchy Chapel
• Benefit: controlling player army may reroll failed Ld and Attrition. Attrition reroll must be all or nothing. Additionally, opposing army suffers -1 to Ld tests.
Defence Control
• Benefit: controlling player may fire all base turrets and defensive weapons. These are resolved at BS5+
Main Fortress
• Benefit: controlling player may fire fortress weapons. These are resolved at BS5+. Additionally, whenever the opponent uses a stratagem, roll a d6. On a 5+ the controlling player gains 1CP. Only 1CP may be gain this way each turn.
Landing Pad
• Benefit: controlling player may bring reinforcements directly onto the landing pad during the reinforcement step of their movement phase. Reinforcements brought on this way may be deployed within 9" of enemy units, up to 1".
Power Generator
• Benefit: controlling player may activate or deactivate base fortification void shielding. If activated, intact Buildings gain a 5+ invulnerable save. Units on building battlements also benefit from the 5+ invulnerable save.
Detainment Facility
• Benefit: controlling player may secure or release the Detainment Facility. If released, during the reinforcements step of their movement phase, the Attacker may place one INFANTRY Troop unit that has been destroyed onto the battlefield wholly within 3" of the Detainment Facility as if disembarking from a transport.
Tactical Bunker
• Benefit: once per turn, the controlling player may lower the cost of a stratagem they use by 1CP to a minimum of 1CP.
Should provide all the detailed rules you'd need to get setup and running with it. Has mission archetypes for ambushes/breakthrough, bunker assaults, retrievals, etc.
One thing we like about this set is that there is always the "primary" objective of the mission which exclusively determines victory. Only in the case of a tie or where the margin of victory is too close to determine a clear winner does the secondary scoring kick in. Secondary scoring is universal: points for securing or breaking into deployment zones, killing the enemy warlord, and VPs for % of enemy force destroyed.
We want to add an official mechanism for randomly determining some mission "mutators" and how those would apply. Like escalating deployment, weather effects, etc that can randomly kick in or not.
This message was edited 1 time. Last update was at 2022/05/07 13:15:31
I have a mission senario for my 8x4 playing board for larger sized games.
I found out I have the right terrain to basically recreate the Alamo. Defender of the fort gets 1/3 of their force inside the walls at the beginning of the game, attacker gets 100% of their force placed outside. Defenders have the rest of their force arrive on turn 3. In order for the attackers to win they must kill all the original defenders inside the fort or force them out of it.