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Here are a few new missions I came up with to try with my usual group. Would Appreciate any feedback.
Mission #1 Volcanic fun time
Put the board into 2’ zones and number them 1-6
Set 3 objective Buildings on the Board- They are worth 3 VP each, Armor 11 (have to be in building to claim it) (no contesting of building)(Each building has an Icarus Lascannon on top and no fire ports but has 2 TL Heavy bolters on each side. Unit that has enough models to use all weapons may do so and each side may fire at a different target.)
There is a Volcano at dead center of the field
Entire board is considered difficult terrain; Area within 6” of volcano is considered Dangerous Terrain
River of lava coming off of volcano is Lethal terrain
At the start of each turn both players roll a D6, then in the center of that zone roll scatter at 3d6
Set a large blast with the small blast in center(line up holes) All within blast take a Str8 Ap1 hit All within large blast but outside of blast take a Str6 Ap4 hit (may hit even units in CC) No cover saves allowed. Look out sir allowed under the large blast only not the blast and must come from a unit outside of the blast area. This hits the units underneath the blast templates only, wounds cannot be allocated elsewhere.
No night fighting. Volcano is so bright it always seems like day but the haze always gives a +1 cover over 12”
No fortifications
At game turn 5 double number of volcanic fallout
Secondary
Line Breaker, First Blood, Slay the warlord and evasion (not being hit by volcanic damage)
Mission #2 Unending darkness
Place d3 +3 objectives, when objectives are identified roll a d3 that is how many points it is worth.
All units start in reserve and arrive by deep strike (if a model is unable to deep strike it rolls 3d6 instead)
At the start of the game both players alternate deep striking 1 unit at a time and may choose to leave any in reserve that they wish. Any Unit that requires it to start the game in reserve cannot come in until turn 2 regardless of other rules granted to the unit and must roll as normal.
Night fighting lasts until turn 5
Any Unit with stealth cannot be fired at more than 18” away
Due to the darkness all terrain (that isn’t pre-designated) is considered difficult terrain for all movement purposes for infantry but isn’t dangerous.
Night stalker- Any non-vehicle unit that doesn’t move more than 3 inches will be hit with d3+2 attacks at the end of the Game turn. This includes unit locked in CC.
Secondary
Line Breaker, First Blood, Slay the warlord and on the move (not being hit by night stalker)
Mission #3 Slay the Warlord
Killing warlord is worth 5VP
Warlord can only shoot or assault if attached to another unit.
Warlord gets 1 extra wound for every unit containing 10 models or more under player control. It also has Eternal warrior.
All units have the Hit and Run Special rule.
Secondary
Line Breaker, First Blood, unit killed
Mission #4 Take the base
One player will start under control of a large fortification; there will be 3 objectives under control of that player. 1 objective will control the defensive weapons (disable fortification weapons), 1 will control defensive armor of the fortifications (will lower Armor of Fortification by 1 each turn until end of game), and 1 will control power control (lower leadership of all units inside by 2 and will disable fire ports)
Fortification will consist of 2 bunkers with a (TL Assault cannon, 3 2 man fire ports on each side) and a main building with (3 TL Heavy bolters and 1 Icarus Lascannon and 4 2 man fire ports on the front)
Base Player
Must start with- half of his army in reserve and no vehicles on the field
Reserves come in on 5+
Place fortifications in your starting area after terrain has been placed
Place 3 objectives no closer than 12” from any other objective or fortification
Assaulting player
May use reserves but if so then only 1 unit comes in every turn no roll
Units with the infiltrate special rule may attempt to sneak into fortifications if in base contact with it. Roll an initiative test with the unit inside. If passed then on the shooting phase the unit fires into the fortification (if more than one unit is in the fortification then roll to see which unit suffers the wounds) and must assault on the assault phase. (If they cannot assault then they may not attempt to sneak into the fortification) While the fortification is being “infiltrated” more than one unit may be included in the assault but they cannot use fire ports or defense weapons.
Secondary objectives
First Blood, Slay the Warlord
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