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These are all included in the rulebook that Lanrak, Dast, and I are making. I've started a thread for it though to get specific feedback.
At the start of the game, one player is determined to be the Attacker and one the Defender. Each player then secretly rolls for one of the missions below.
Some translations for those who haven't read the rulebook yet:
-A Yellow counter allows a unit to Run or Charge.
-Command Value (CV) lets a unit act faster, or fire at multiple targets.
-Last Chance (#+) is just like a feel no pain save but can be taken against anything.
Attacker:
1 - Rescue
-Must reveal this objective to your opponent.
-The Attacker will place a single neutral model at least 12" outside of the Attacker's deployment zone and 6" away from the board edge.
-A scoring unit may escort the model at any time by moving within coherency.
-The model must be escorted to a friendly board edge.
-The Defender may capture the model, but must be in base contact with a scoring unit.
-Victory points
---1 point for the model being in coherency of an Attacker's scoring unit.
---2 points for the model being in the Attacker's deployment zone.
---5 points for the model reaching the Attacker's board edge.
---2 points to the Defender if the model is in base contact of a Defender's scoring unit.
2 - Kill points
-Victory points
---1 for every enemy unit killed or routed when the game ends.
---1 to the Defender for every Attacker scoring unit killed or routed when the game ends.
3 - Sieze Ground
-Capture table quarters by having an Attacker's scoring unit within the quarter and no Defender scoring units within the quarter. If a unit spans multiple quarters, the owner may choose which they have captured.
-Victory points
---1 to the Attacker for every table quarter that started with 50% or more of the Attacker's deployment zone.
---2 to the Attacker for every table quarter that started with some amount of the Attacker's deployment zone.
---3 to the Attacker for every table quarter that started with none of the Attacker's deployment zone.
---1 to the Defender for every table quarter.
4 - Highway to Victory
-The Attacker must clear a 12" wide corridor from any two corners diagonal of each other (chosen by the Attacker when the game ends)
-Victory points
---2 to the Attacker for every 18" long section with no enemy units.
---1 to the Defender for every unit in the 12" corridor.
5 - All out attack
-The Attacker must get as many scoring units into the Defender's deployment zone as possible.
-Victory points
---2 to the Attacker for every scoring unit that ends the game in the Defender's deployment zone.
---1 to the Attacker for every non-scoring unit that ends the game in the Defender's deployment zone.
6 - Assassination
-The sole goal of the Attacker is to kill the enemy HQ.
-Victory points
---4 to the Attacker for every Defender HQ model slain or routed when the game ends.
---1 to the Defender for every Defender HQ model with full health when the game ends.
Defender:
1 - Gun Battery:
-Must reveal this objective to your opponent.
-The Defender will place a single Quad gun 6" outside of the Defender's deployment zone and 6" from the board edge.
-A scoring unit must spend an entire turn with at least one model in base contact to activate the Gun Battery.
-Once activated, the Defender has access to a Quad gun.
-The Attacker may destroy the Quad gun at any time, or activate it themselves (even if already activated by the Defender).
-Victory points:
---1 point for activation
---3 points if the Quad gun survives the game
---1 point for every unit killed by the Quad gun
---1 point to the Attacker if the Quad gun is destroyed
---3 points to the Attacker if the Quad gun is captured
2 - Communications network
-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-A scoring unit must spend an entire turn with at least one model in base contact to activate the objective.
-If activated, all units within 3" of an activated objective may use the Command Value of any friendly model within 3" of an activated objective.
-The Attacker may destroy the objective by moving a model into base contact with the objective.
-Victory points
---1 to the Defender for every activated objective
---1 to the Defender every activated objective that survives the game
---1 to the Attacker for every destroyed objective
3 - Supply cache
-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-A scoring unit must retrieve the objective, and return it to within 6" of the center of their deployment zone. A scoring unit may pick up the objective by having a model in base contact with it. The unit may not pass of the objective to any other unit, but the whole unit is considered by possess the objective if any model is in base contact with the objective.
-For every supply dropped off, the Defender may force a reroll of any single die every turn.
-The Attacker may destroy the objective by moving a model into base contact with the objective.
-Victory points
---1 to the Defender for every objective returned to the center of the deployment zone
---1 to the Defender for every objective returned to the center of the deployment zone that survives the game.
---2 to the Attacker for every objective destroyed
4 - Defense grid
-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-A scoring unit must spend an entire turn with at least one model in base contact to activate the objective.
-Once activated, a force field is created between the objectives. Any shot passing through the force field allows the target a Last Chance (6+) save. Additionally, movement through the force field cannot be done with a Yellow counter.
-The Attacker may destroy the objective by moving a model into base contact with the objective.
-Victory points
---1 to the Defender for every objective successfully activated
---1 to the Defender for every objective successfully activated that survives the game.
---2 to the Attacker for every objective destroyed
5 - Sacred Relic
-Must reveal this objective to your opponent.
-The Defender will place a single Relic 6" outside of the defender's deployment zone and 6" from the board edge.
-The Defender must defend the Relic at all costs. All Defender units within 12" of the Relic are Fearless.
-All Attacker units within 12" of the Relic are Cowardly.
-Victory points:
---6 to the Defender points if the Relic survives the game
---2 points to the Attacker if the Relic is destroyed
6 - Kill points
-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-These objectives are sabotaged. Any unit that comes into base contact with the objective suffers D6 Strength 5 AP 5 hits.
-Victory points
---1 to the Defender for every Attacker unit killed or routed when the game ends.
---1 to the Attacker for every Defender scoring unit killed or routed when the game ends.
What do you guys think?
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