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.
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