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Posting this here as a follow up to a question I asked in the Proposed Rules forum. My gaming group had just finished a 4-week long campaign, and I wanted to do something interesting for Easter, as we typically play 40k on Sundays.
I started out by announcing to everyone that while they, as generals, were relaxing in their tents or whatever, a messenger arrived with a transmission from the communications tent. I got snickered at by referring to tents, but whatever.
Imperial message:
Spoiler:
CONTACT LOST WITH ARK MECHANICUS EASTER SURPRISE. LONG RANGE SENSOR
SWEEPS OF THE SECTOR REVEAL POSSIBLE DEBRIS FIELD ON PLANET ZEBDEV 5.
YOUR UNIT WILL INVESTIGATE. DATA CORE RECOVERY IMPERATIVE. COLLECT ANY
ARTIFACTS YOU FIND. DESTROY ANY XENO RESISTANCE.
END TRANSMISSION.
Xeno version:
Spoiler:
INTELLIGENCE REPORTS INTERCEPTION OF IMPERIAL TRANSMISSION INDICATING
LOSS OF ARK MECHANICUS CLASS VESSEL EASTER SURPRISE. VESSEL IS KNOWN TO HAVE BEEN CARRYING NEW TECHNOLOGIES AS WELL AS MASSIVE AMOUNTS OF
DATA IN ITS COMPUTER CORE.
RECOVER THE CORE, AND ANY OTHER TECHNOLOGIES YOU FIND.
END TRANSMISSION.
After giving everyone a moment to read that, I handed out the actual mission:
Spoiler:
Mission: Recover the Easter Surprise's Cargo.
The Battlefield: This mission will be played on a unique style of board. Two 4'x6' tables will be connected to each other
on their long edges by a 3'x7.5' “bridge”. The Primary Objective, also known as the Easter Surprise's
data core, will be placed in the center of the “bridge”. Secondary Objectives, also known as artifacts,
will be placed randomly around the battlefield before the start of the game by the Game Organizer.
Deployment: Players will be divided into two groups: East and West. Each group will go to their respective tables
and roll off amongst themselves for deployment. Deployment zones will be determined by the number
of players. Units may be placed in reserve as normal, though there is a restriction on Deep Striking for
this mission. See below.
First Turn: The player who deployed first on each table will go first, unless the person who rolled lowest for
deployment on each table is able to Seize the Initiative. To facilitate game flow, players at the East
table will play simultaneously with players at the West table as if they were separate games. Players
may, however, target opponents on the opposite table just as they would target players on their own
table if they have Line of Sight and weapons with sufficient range.
Once all players on all tables have completed their player turns, the game will proceed to the next game
turn.
Game Length: The game lasts the standard 5 turns, with the potential for 6th and 7th turns as described in the
Rulebook. Rolls for turns 6 and 7 will be performed by the Game Organizer.
Victory Conditions:
Primary Objective: Your primary objective is to recover the Easter Surprise's data core. The data core
is worth 10 Victory Points to the player controlling it.
Secondary Objectives: The Easter Surprise carried a vast number of strange devices and technologies,
which can be found scattered throughout the debris field. Each device will automatically activate when
a scoring unit comes within 3 inches. Many of these devices will prove useful. Some, however, may
prove harmful – such is the risk of tampering with unknown technology. “Good eggs”, objectives
which provide a bonus, are worth 1 Victory Point each. “Rotten eggs”, objectives that are harmful in
some way, cost the player 1 Victory Point each. Some “eggs” can even be both!
Tertiary Objectives: Slay the Warlord: 2 Victory Points
First Blood: 1 Victory Point
Linebreaker: 1 Victory Point
Each enemy unit killed: 1 Victory Point
Mission Special Rules:
Grab the artifacts! For this mission, all non-vehicle models are scoring units. When a scoring unit
comes within 3 inches of an objective, flip the objective marker over to see what it does. Once the
objective's result has been determined and the controlling player's points are adjusted accordingly, the
objective is considered to have been secured by the controlling unit and is removed from the table.
Note: In certain circumstances, there may be exceptions to this rule. The most notable exception is the
Primary Objective, the Easter Surprise's data core. The data core is treated as a standard objective for
the purposes of controlling or denying it. Other exceptions may behave differently; there's only one
way to find out!
Repulsor Shielding: The data core itself is protected by an electromagnetic repulsor field that, despite
the crash, seems to still be functional. There are small gaps in the field at ground level, but otherwise
the field remains intact. No unit may attempt to Deep Strike or use any ability similar to Deep Strike
(ie. Necron's Veil of Darkness, Imperial Guard's Grav-Chute Insertion, etc.) within an 18” radius of the
core. Similarly, a unit that Deep Strikes outside of the shield may not scatter into the shield's interior.
Any unit that attempts to Deep Strike inside the shield, or contains a model that would be placed
within the shield perimeter due to scatter, is removed from play as a casualty with no saves of any kind
allowed.
Transports: In order to claim an objective, any unit within a transport must disembark. Should the unit
claim an artifact that provides them with either a bonus or malady, it will also apply to the transport if
the unit chooses to re-embark.
Null Space: The gap between the East and West tables where there is no “bridge” is considered to be
a canyon or chasm. Units may fire across the null space, provided they have sufficient range and Line
of Sight. Likewise, fliers, skimmers, and jump or jetpack infantry may cross the null space, provided
that they are able to end their movement phase on normal terrain. Fliers that move into null space
and cannot end their movement on normal terrain are considered “off the board” and are placed into
ongoing reserves. Any other unit type that cannot end their movement on normal terrain is removed
from play as a casualty with no saves allowed.
Objectives were split into two categories: "Good" eggs, which did something positive, and "Rotten" eggs, which did something bad. Furthermore, each of these categories was split into Level 1 and Level 2, with level 2 objectives being better or worse than level 1 objectives, respectively. Level 2 objectives were placed closer to the center of the board, while the level 1 objectives were placed on the ends of the battlefield. All objectives were placed randomly by me before the start of the game, with the exception of the Primary objective and Level 1 "Good" Egg #2 (the Precision Teleporter).
The objectives:
Spoiler:
Level 1 “Good” Eggs
1 – EM field generator – Models in this unit find that the power packs on their ranged weapons have
suddenly doubled in capacity. During the next shooting phase, these weapons have an additional 50%
range. If the unit has no ranged weaponry, or does not fire in their next shooting phase, the energy field
simply dissipates.
2 – Precision Teleporter – A unit that comes into contact with this objective may choose to immediately
move EXACTLY 3d6 inches in any direction and deploy using the rules for Deep Strike, without scattering.
Using a Precision Teleporter discharges its power cells, and it may not be used again.
3 – Explosives! A mysterious explosive device is discovered, though it does not appear to be working.
The unit that recovers this device may attempt to repair it; such a device would be incredibly useful to
have. On the other hand, meddling with an unknown device could be a bad idea… [See explosives chart]
4 – Fortune engine – This device somehow warps the fabric of reality in the area surrounding the unit.
Until the controlling player's next turn, this unit may choose to reroll any roll of a 1.
5 – Scorpion – Your unit discovers what appears to be a shoulder-fired rocket launcher with a
sophisticated targeting system. One model in the unit gains a weapon with the following profile:
Unlimited range, STR 8, AP 2, Heavy 1, Twin Linked, Skyfire, One Time Use
6 – Glass Hammer – Your unit opens a metal crate full of packing peanuts. Buried inside is a full-sized
sledgehammer made of glass. It looks like it would hurt if you hit someone with it, though probably
only once. One model in the unit gains a close combat weapon with the following profile: STR: User,
Fleshbane, One Time Use
Level 1 “Rotten” Eggs
1 – Microwave generator – Models in this unit find that the power packs on their ranged weapons are
overcharging to dangerous levels. The next time this unit fires their weapons, all ranged weaponry gains
the Gets Hot! Special rule until the end of that shooting phase. If the unit has no ranged weaponry,
consider yourself lucky and move on.
2 – Vortex generator – A sudden tornado fills the area and sweeps the unit away. Roll 3d6 and a scatter
die, and measure the distance in that direction from the center of the objective. Place the unit using
the rules for Deep Strike, without any further scatter. If any model in the unit cannot be placed, remove
that model as a casualty. If a Hit! Is rolled on the scatter die, the unit does not move but instead takes
damage from the vortex. Place the large blast marker over the objective; each model under the marker
takes a Str 6 AP – hit.
3 – Misfortune engine – A unit that activates this device must reroll all rolls of 6, except on Leadership
tests, until the start of the controlling player's next turn.
Level 2 “Good Eggs”
1 – Armor plating – The unit finds pieces of a strong, lightweight alloy in a crate. They are flexible, but
resist puncture. All models in the unit gain 1 on their armour save, to a maximum of 2+.
2 – Pretty Hate Machine – This unit is oddly overcome by an intense feeling of anger, though no one
quite knows why. Find the closest enemy unit to the controlling unit. The controlling unit gains Preferred
Enemy against that army for the remainder of the game. If two different armies are equidistant, the
player controlling this objective may choose which enemy to prefer.
3 – Medical Injector - Upon opening the crate, a spider-like robot leaps out and injects a soldier in the
neck. Startled by the sudden “attack”, the rest of the unit opens fire, destroying the robot before it can
scurry away. Instead of becoming sick, or dying, the affected soldier reports that he is actually feeling
stronger and more aware now than before the encounter. Choose the model that was closest to the
objective marker; that model gains +1 Str and +1 BS for the remainder of the game.
4- Temporal reflexor – As the artifact's crate is opened, there is a sudden flash of blinding white
light. Time appears to move more slowly for this unit, as though they were watching things happen
underwater. As a result, the next time they would be assaulted, they have ample time to draw their
weapons and aim. Models in this unit may fire all Overwatch shots at normal BS for the remainder of the
game.
Level 2 “Bad Eggs”
1 – The Dud - This artifact doesn't appear to do anything at all. Maybe it was damaged beyond repair in
the crash. While examining the artifact, the lid of the crate it's stored in suddenly slams shut, breaking
an arm. One model in the unit suffers a -1 penalty to his Attacks characteristic for the remainder of the
game.
2 – Poison grenades – Your unit finds what appear to be grenades. The moment one of them is touched,
however, it engulfs the unit in a cloud of noxious smoke. Each model in the unit suffers a Str 3, AP – hit
and suffers a -1 penalty to his Toughness characteristic for the remainder of the game.
3 – Chronometric displacement node – The unit is enveloped by a bubble of space-time and teleported
to a time before they, or the node, existed. Since the node never existed, it could not have teleported
itself back to a time before it existed. This causes a temporal paradox, though since the unit that
activated the device never existed either, no one seems to notice. Remove all models in the unit from
play as a casualty, with no saves of any kind allowed.
The explosives chart
Spoiler:
When the explosive device is found, controlling player rolls a d6.
1 – Re-arming the device fails, and the device explodes. All models within d6 inches suffer a Str 10 AP 1
hit, with no cover saves allowed. No point is awarded for finding the objective.
2 – Re-arming the device fails; it appears that the device is no longer functional. Player gains a point for
finding the objective, and nothing further happens.
3-6 – The device is armed, and may be transported with the unit. At any time during their movement
phase, the unit may choose to place the device and leave it behind, armed. The device may not be
placed within 12” of another objective. Once an explosive is placed, any unit that comes into contact
with it sets it off, triggering an explosion. All models within d6 inches suffer a Str 10 AP 1 hit with no
cover saves allowed. If a controlling unit enters into a close combat while carrying the explosive, the
presence of the enemy causes it to detonate. Successfully setting the device grants the controlling
player one point. Forcing the device to explode costs the exploded player a point. Should a player
successfully arm the device and then enter into an assault (or be assaulted), the player controlling the
explosive gains a point and loses a point for a net result of zero. The opposing player would lose a point.
Some photos, taken around turn 2/3:
Spoiler:
Blood Angels, CSM, and Ultramarines fight over objectives on the East table.
Spoiler:
The Blood Angels sent in a Drop Pod with a Dreadnought to take out some of the Ultramarines' scouts. Unfortunately for the Drop Pod, the Tyranids had picked up a Scorpion missile launcher and decided that this would be a good time to use it.
Spoiler:
Tyranids, Tau, and Orks all funnel toward the center of the bridge from their West table deployment zones.
Notable moves/tactics:
- The Ultramarines player deployed at his absolute maximum unit coherency, managing to collect 3 objectives at the beginning of the game with a single unit.
- The Ork Deffkoptas hit the Precision Teleporter objective, and used it to teleport to the next closest objective: the chronometric displacement node. He was not pleased.
- After losing the Deffkoptas, the Ork player and Tau player came to a gentleman's agreement, and the Tau player provided cover fire while the Orks made a dash for the data core.
- As the caption above stated, the Tyranid player found one of the Scorpion objectives and used it to shoot the Blood Angels' drop pod. Sadly, other armies held on to their Scorpions hoping to shoot down the Ultramarines' flier, which never came on the field as that player had to leave early.
- The CSM player picked up one of the explosive devices, successfully re-armed it, then carried around for a turn or two before intentionally assaulting a unit of Blood Angels. All the BA models died, while CSM lost 3 out of 4 (I think). Blood for the blood god!
Overall, everyone said they had a lot of fun and enjoyed the unique style of this particular game. We may do another similar game in a few months.
This sounds really awesome. The rules are really deep, and thought out. Some of the objectives seem a little OP (displacement node, penalties that last the whole game), but most of them are interesting and useful.
Who ended up winning? I would have loved to see some awesome space hulk rules happen once they got onto the "ship" part of the board. Actually, it looks like that part wasn't all ship wrecked like I thought it would be, so never mind.
Any more pictures? I would love to see more of this epicness.
1 – The Dud - This artifact doesn't appear to do anything at all. Maybe it was damaged beyond repair in
the crash. While examining the artifact, the lid of the crate it's stored in suddenly slams shut, breaking
an arm. One model in the unit suffers a -1 penalty to his Attacks characteristic for the remainder of the
game.
most of them seem ok to me, but a lvl 2 is supposed to be worse than a lvl 1 bad egg? maybe, athough the game has concluded and for next time (not sure what happened who won who lost, how the "eggs" both good/bad affected the game etc) but it could be DUD- unit finds artifact it appears to be broken, upon further inspection a cannister connected to a hidden trip wire activates a trap, the model closest to the "egg" has his arm broken and is at -1 BS and -1 Str and the rest of the unit suffer d6Str 3 AP- hits due to a jar of nails or a jar of corrosive liquid explodes causing minor injury but causes mass panic within the unit. hits causes unit to go to ground, stubborn, morale check, if they pass they may act normally, if they don't they sit in down and rock backwards and forwards in shock
Automatically Appended Next Post:
Orkimedes1000 wrote: 1 – The Dud - This artifact doesn't appear to do anything at all. Maybe it was damaged beyond repair in
the crash. While examining the artifact, the lid of the crate it's stored in suddenly slams shut, breaking
an arm. One model in the unit suffers a -1 penalty to his Attacks characteristic for the remainder of the
game.
most of them seem ok to me, but a lvl 2 is supposed to be worse than a lvl 1 bad egg? maybe, athough the game has concluded and for next time (not sure what happened who won who lost, how the "eggs" both good/bad affected the game etc) but it could be DUD- unit finds artifact it appears to be broken, upon further inspection a cannister connected to a hidden trip wire activates a trap, the model closest to the "egg" has his arm broken and is at -1 BS and -1 Str and the rest of the unit suffer d6Str 3 AP- hits due to a jar of nails or a jar of corrosive liquid explodes causing minor injury but causes mass panic within the unit. hits causes unit to go to ground, stubborn, morale check, if they pass they may act normally, if they don't they sit in down and rock backwards and forwards in shock
reason being is because people would automatically choose the a memeber within the squad with 1 attack and then he'd count as 0 attacks. if you don't normally have a - or 0 in your statline then the model is removed from play, i think the mechanic's of DUD work fine. just the negative side effect bugs me. the one i suggested is more in theme with it being "dud" until someone messes around with it and the whole unit is affected.
Note "forwards in shock " unit remains where it is stubborn, go to ground and need to pass a morale check, once they do unit operates as normal. if they don't unit may not shoot, move, cast psyker powers, if it is attacked by a ranged weapon the unit only is affected by psychology if it is a weapon which has "wounds inflicted by this weapon caus a morale test, ie flamer", it it is assaulted unit automatically counts as passing a LD test (morale) but at -1 WS and -1 I that player game turn.
This message was edited 3 times. Last update was at 2013/04/02 03:32:11
PraetorDave wrote: This sounds really awesome. The rules are really deep, and thought out. Some of the objectives seem a little OP (displacement node, penalties that last the whole game), but most of them are interesting and useful.
Who ended up winning? I would have loved to see some awesome space hulk rules happen once they got onto the "ship" part of the board. Actually, it looks like that part wasn't all ship wrecked like I thought it would be, so never mind.
Any more pictures? I would love to see more of this epicness.
The displacement node was a little harsh. There were only two of them total on the board, but I'm not sure I'd do something like that again.
Sorry, I only took the 3 photos.
The Orks, despite having gained an equal number of good eggs and bad eggs, managed to wipe out 5 squads and claim the data core for a total of 15 points.
The Ultramarines got First Blood and Slay the Warlord, as well as a couple of squad wipes and good eggs. Even though the player left early, he came in second with 11 points.
The Blood Angels managed a few kills and got Linebreaker, and captured a few good eggs for a total of 10 points.
The Tau had an equal number of good eggs and bad eggs, but their long range weaponry proved pretty handy on the large battlefield. They accumulated a total of 9 points.
CSM and Tyranids got ganged up on by the other players on their respective tables early in the game. However, both managed to accrue 6 points each.