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Made in pl
Longtime Dakkanaut




(ofc specific narrative is up to you, once you decide on your factions)

This is a scenario that my group is going to play soon and I will of course post some thought and pictures after we have played it. Here are the rules, should you want to try it out yourselves. If you do, share your thoughts - maybe there are some improvements to be made.

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Kill Team 2vs2 scenario
Unless specified differently, this scenario uses Approved Ops rules (for example set up steps).


SIDES
Both sides in this scenario comprise two allied Kill Teams controlled by their respective players.

Sides are treated as one team for any sequence of play purposes. So, for example a side (not a team) activates an operative, then the other side activates an operative. A side can Counteract only if its both teams do not have Ready operatives and the opposing side still has activations etc.
A side rolls one dice for Initiative. This dice can be affected by special rules of any individual team.

Sides are treated individually for the purposes of their special rules. So, for example, each team has its own Command Point pool and can only use CP from that pool.



MAP
The boards should be placed side by side as follows:



(note that it isn’t necessarily the exact ITD map that has to be used)

The map consists of one Open and one ITD board. The former is an area in front of an entrance of a bunker, the latter is the interior of that bunker. The border they share is impassable, blocks Visibility and LOS (you could place walls there) and can’t have any ranges measured through it.
All this is apart from the bunker entrance. Models may freely move between both boards using this entrance and draw Visibility, LOS or measure distances through it.



DEPLOYMENT VARIANTS
1.One team from a side deploys in one Drop Zone, its allied team in the other DZ on the same side of the table (so one player on the Open board, the other on the ITD board). Enemy side deploys opposite.
2. The entire side deploys in both DZs on the same side of the table freely (operatives from both allied teams may start the game in DZs of both boards ).
3. The unconventional one. Like version 1 but allied teams deploy in opposing DZs of their chosen boards. It means your allied player will play from the other side of the table. (In this case Teleportariums should be placed on the centre lines of their respective boards)



CRIT OPS and TAC OPS
The objectives on the Open board are scored as per the Coordinates Crit Op.
The objectives on the ITD board are scored as per Secure Crit Op.
Both Crit Ops can be scored from TP1.

Tac Ops are not used (optional?)
(this is to compensate for not using Tac Ops and also to allow players to use scenario special rules –see below -more often than just two times per game)

A Kill Grade against each team is counted separately and added to that scored on their ally. Then the side which scored more in this category gets the bonus Kill Op point.



SPECIAL RULES
SENTRY GUN
A Sentry Gun model should be set up in the centre of the Open board with good Visibility and LOS (doesn’t have to be totally unobstructed) to all 3 objectives there. It is treated as Light Terrain.

At the end of each Turning Point, when players score points from the Secure mission, the side which controls the objective on the centre line of the ITD board that Turning Point can activate the Sentry Gun and immediately make a shoot action with it as if it was an operative. Pivot the barrels so that they point at the target and draw Visibility and LOS from the sensor array and ranges from its base. The attack has the following profile:

Quad Autocannons
A:6 HIT: 5+ DMG : 3/3
Relentless, Devastating 2, Sensors (Seek and Ignore Obscuring against targets within 10” of the gun), Automated (the action isn’t affected by any special rules of the side that activates the gun)


DOOR CONTROLS
In the Determine Initiative step of every Turning Point after the first, after Initiative is determined, the side which has more Objective Points on the objective on the centre line of the Open board can immediately open or close one Hatch on the ITD board.
In case of a tie, the side without the Initiative receives this bonus, but only if it has any Objective Points on the objective on the centre line of the Open board.

TELEPORTARIUM
The map shows approximate positions of two Teleportariums. They consist of a platform (a flat area large enough to fit the biggest base of participating operatives) and a control panel. Depending on how it is modeled, the entire Teleportarium may be Insignificant or its panel may be Light Terrain.

Operatives may perform the following action
Energize! 0AP
• Operatives with bases wholly on any Teleportarium platform are removed from the board and placed with their bases wholly on the other Teleportarium platform.
• Operatives with bases partially on any Teleportarium platform are immediately reduced to 0 Wounds and Incapacitated.
• An operative cannot perform this action while within control range of an enemy operative or if it doesn’t have a Teleportarium control panel in its control range.



WINNING THE GAME
!Remember that both Crit Ops are scored in the first Turning Point too!

At the end of the fourth Turning Point both sides sum up points from:
-the Secure Crit Op on the ITD board (max 8pts)
-the Coordinates Crit Op on the Open board (max 7pts)
-the Kill Op score on each of the enemy teams (max 2x5 =10 pts)
-the bonus Kill Op point for a bigger total Kill Op score (max 1 pt)
   
 
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