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Made in us
Regular Dakkanaut




Ok, so i felt like i needed some more variety from the basic subset of the three default missions ( loot, HQs and KPs)

So here are some more i came up with. My inspirational sources should be shamefully apparent to some =)


  • Plant the bomb

  • Simple Fluff: for some reason, perhaps a thick atmosphere, ecm jamming, or some other general reason (perhaps accuracy is paramount?), an orbital strike cannot easily be called into the field. So the Attacking player will need to plant an explosive right on top of the intended target.

    ** Overall Objective: Attacker must plant the bomb and the bomb must not be defused before exploding.

    **Setup: terrain is setup as usual, then roll a die to determine who gets to choose to deploy first as normal, but in addition, they get to choose whether to be the Attacker or the Defender. The Defender gets to place two objectives in the Defenders Deployment Zone, no more then 6" inches from the Defender's table edge, and they must be more than 24" apart. After troops are deployed, the Attacker then declares which of his Troop units is carrying the bomb. He doesn't need to specify a model, its assumed that the remaining members will pick it up off their fallen comrade.


    **To plant the bomb: The troop unit carrying the bomb must be within 3" of an objective during the movement phase, and declare they are planting the beacon.
    **To defuse the bomb: Any troop unit within 3" of the beacon may declare they are defusing the beacon. Only one troop may attempt a defuse at a time.

    Some rules about planting and defusing:
    *** A troop that is planting or defusing may not assault or shoot or run/fleet, doing so will cancel the attempt to plant/defuse
    *** A troop may not plant/defuse from inside a transport.
    *** A troop that is assaulted or tank shocked automatically fails its plant/defuse attempt
    *** A troop does NOT benefit from Area terrain while defusing or planting (i'm meh on this rule, it might get too confusing)
    *** A troop that goes to ground, is pinned or fails a morale check fails its plant attempt
    *** Every time a troop is fired upon while planting, they must make a morale check or fail their defuse attempt
    *** If something forces the unit to move (Lash, pavane, a monolith dropping on top of the unit, etc) they fail their defuse attempt

    **Dropping the Bomb: If the troop with the bomb is annihilated, or begins to fall back, they drop the bomb. It can only be picked up by attacker troops. It may not be defused unless planted.

    **Successfully defusing/planting: it is considered a success at the start of the units next movement phase. If the unit failed, they may try again.

    **The Bomb explodes two full turns after its planted, in the same player turn it was planted. ( so Attacker declares plant on turn 2, on attackers turn 3 bomb is planted, on turn 5, during the Attackers turn the bomb explodes. For the bomb explosion, place a large blast template, and just remove all figures touching it, they are all dead regardless of wounds, eternal warrior, etc.

    **The Attacker loses when:
    ***The Attacker loses all their troops before planting the bomb
    ***The Attacker fails to plant the bomb within 6 turns
    ***The Defender defuses the bomb

    **The Attacker wins when:
    ***The bomb goes off
    ***The Atttacker tables the defender before the end of turn 6.
    ***The bomb is planted, and the defender has no remaining troops.


    Note that the game doesn't end on turn 6 if the bomb is planted, so you could theoretically play til turn 8 if the Attacker just barely manages to plant it on turn 6.
    To get an idea of the degree of victory, go by the turn it was planted, and the remaining number of troops per side.
       
    Made in us
    Regular Dakkanaut




  • Convoy


  • *Simple Fluff: The defending player needs to prevent his convoy from getting destroyed as it moves across the board. Perhaps they are carrying vital supplies, weapons or just civilians someone wants to snack on. If its a tyranid convoy, perhaps its carrying biomass, or infected civvies.

    **Overall Objective: Attacker must destroy as much of the convoy as possible before they leave the board or the game ends.

    ** Setup: Terrain is setup as usual, and the person who wins a simple dice gets to choose to be the attacker or defender. The defender sets up first, choosing a corner and deploys using spearhead rules. Mark a 12 inch by 12 inch endzone along the opposing table quarter's corner, that is where the Convoy's destination is, and where the supply vehicles can exit the map from.

    The Defending player gets six free supply vehicles with the following stats: FA: 11 SA: 11 RA: 10 Basically a rhino, but NOT a tank, so no tank shocking and no weapons, these stats are the same for all races, but you can use a more race specific model, just assume that its so heavily laden with its supplies that its not considered a skimmer or able to move fast or consider that they may be looted/stolen vehicles repurposed for this particular mission. Even if painted red, they do not get to move faster by ork players. The size/shape of the vehicles doesn't matter all that much, experiment and see what works for you. Use those old Limos you custom made from the genestealer codex or some kroot carnivore supply herds.


    The Defender simply must attempt to move his supply vehicles off the board through the endzone, if any part of a supply vehicle's move causes it to touch the end of the board, it is removed from play. Keep track of which supply vehicles are removed in this manner.

    The game ends either the standard way ( Turn 5, roll a die, etc) or when all the supply vehicles have left the board (via destruction or escaping to safety. Or the attacker is tabled, in which case all remaining supply vehicles that aren't immobilized are worth 5 points for the defender.

    The defender gets 5 points for each supply vehicle that makes it off board.
    The defender gets 2 points for each supply vehicle remaining at the end of the game.
    The attacker gets 4 points for each supply vehicle destroyed.

    I'm still not sure on the points, needs more playtesting, but i'm fairly positive the defender needs a points advantage on this one.
       
     
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