See, I love the missions in the 6th edition book. I like that some are standard, while others make some changes (like Fast Attack being able to claim objectives; The Relic). However, there are only 6 of them- I want more. I was inspired by some of the ideas form Crusade of Fire to come up with my own ideas, hence I began drawing up a Campaign. However, what about smaller games or pick-up games, and you both don't want to use the standard 6?
So, I really wanted to come up with new Battle Scenarios (Battle Missions, whatever you'd like to call them). For inspiration. I went back to some old White Dwarfs that had new missions (I WISH the new WD would do that again). Some of these were really interesting, fun, cool, or just plain crazy. However, they had clearly been written with the older rule sets in mind. So, I set about either tweaking them or just borrowing a few of their ideas, and combining them with my own ideas, ideas on the internet and, naturally, the 6th edition rules.
I have made a few so far. I do not promise that they will be perfect, or even if they really work. I just wanted to have fun coming up with new scenarios. I hope that you like them. Use them wholesale, tweak them, or just let them inspire you to do your own. I do admit that I tried to be nerdy/clever in some of the titles. So here they are:
Bethor’s Bolter is… Empty?
Overview:
This battle has gone on for far longer than anticipated by command. As a
result, your forces are quickly running out of ammunition. The situation has
grown ever more desperate. You must hold your ground until reinforcements
arrive, with or without ammo.
Set
Up: Forces are deployed as seen below:
Army
1 12”
|
X
Objective (Center of
table)
|
Army
2 12”
|
Primary
Objective: The objective at the center of the table counts as 2 points.
Secondary
Objectives: Slay the Warlord, Linebreaker, Ammo Hoarder
Special
Rules:
Out
of Ammo!: To represent the rapidly diminishing amount of ammo, each non-vehicle
unit starts with 2 ammo counters. If the unit chooses to fire, they must expend
1 ammo counter (including overwatch). If the unit runs out of counters, they
cannot fire. Vehicles have the amount of ammo counters equal to their BS. Each
weapon system fired counts as 1 ammo counter being used (thus, if a Land Raider
fires the Lascannons and the Heavy Bolters, this is 2 ammo counters expended).
Ammo
Hoarder: At the start of the game, record how many ammo counters you have. When
the game ends, count how many you have remaining. The player who spent proportionally less ammo gains a victory
point.
Game
Length: The game ends at the end of turn 5.
Let The Blood Flow!
Overview:
Well thought out, tactically sound battle plans have devolved into pure anarchy
on the battlefield. The two forces are simply “having at each other”- both
sides are now frantically spilling blood, with no consideration for strategy or
even the chain of command. In the heat of battle, the axiom “kill or be killed”
has full reign, and it may be that no one will be left standing.
Set
Up: Randomly choose any of the deployments from the 40K rulebook.
Primary
Objective: Kill as many of the enemy units as possible. Each unit destroyed is
worth a victory point.
Secondary
Objectives: Slay the Warlord, First Blood
Special
Rules:
The
Heat of Battle: The armies are engaged in mindless, ruthless slaughter. To
reflect this, each unit (except vehicles) must pass a 3D6 leadership test (take
the 2 highest). If they pass, the unit acts as normal. If they fail, they MUST
move towards (and charge, if possible) the NEAREST enemy.
Kill
or be Killed: When rolling for charge distance, all units roll 3D6 and take the
2 highest.
Game
Length: Random Turn Length
Warrior Needs Food!
Overview:
The two forces have been engaged in a titanic struggle on a world that has been
all but ruined in the fierce fighting. Transport off world is impossible, and
both sides are running out of supplies. In fact, no food sources remain except
for… the opposing armies themselves! Crazed by hunger, the armies have turned
to cannibalism in order to survive!
Set
Up:
Army 1 18”
|
|
Army 2 18”
|
Primary
Objective: The player with the most “food counters” wins!
Secondary
Objectives: None
Special
Rules:
Cannibalism:
At the end of each combat, the winner of the combat adds up the number
enemies slain. The unit gets that number of food tokens. If a unit carrying
food counters is destroyed, their food counters are dropped to the ground and
may be taken by any non-vehicle model that touches the token.
Hungry…So
Hungry: to represent their weakened and starved conditions, all non-vehicle
units are at -1 BS and WS.
Game
Length: The game lasts until the end of turn 6.
Dawn of the Dead
Overview:
Your forces have been engaged for weeks against the forces of Chaos in this
sector. You have fought cultists, mutants, war engines, and of course the foul
traitor marines. However, a new menace threatens your lines: a virulent plague
has broken loose as a result of the carnage. This virus is clearly the work of
the Chaos god Nurgle, for the dead have risen, and they hunger for flesh! Can
you hold out against this latest abomination?
Set
Up: One Opponent must be Chaos and take Typhus and at least 2 squads of Plague
Zombies. Deploy as seen below, with no opposing models within 6" of their lines:
Chaos
Forces
|
Chaos
Forces
|
Chaos
Forces
|
Opponent
|
Primary
Objective: You need boots on the ground, otherwise your forces will be
overwhelmed by the zombie threat. If you have any troop choices left standing,
(not falling back), you win. If the Chaos player wipes out all your troop
choices, Chaos wins.
Secondary
Objectives: None
Special
Rules:
Final
Stand: Your troops MUST hold the line against the enemy. As a result of the
crucial situation, no troop choices may be held in reserve.
The
Safest Place: The non-Chaos player nominates any one building/structure
on the board before deployment. This place has been secured and barricaded. For
the zombies to enter this area, they must roll a D6. On a 5-6, the zombies can
go through. On a 1-4, the zombies cannot break through the barricades. This
applies to each SQUAD going through, and the barricades remain throughout the
game, unless the structure is destroyed.
Dawn
of the Dead: To represent the grave and unpredictable threat posed by the
Plague Zombies, the Chaos player rolls a D6 after both sides have deployed and
consults the chart below. The result applies to ALL zombie squads:
D6
Roll
|
Effect
|
1-
They Must Be Destroyed On Sight!!!
|
The
forces of the living have a steely confidence in confronting the zombie
menace. All opponent Troop choices may re-roll all failed Overwatch rolls
when firing at zombies. (Troop choices only)
|
2-
They’re All Messed Up
|
The
zombies are very weak and slow. They roll to move as if in difficult terrain
(though they do NOT count as being in difficult terrain for charge purposes
because of this).
|
3-
What Are They? They are us…
|
The
zombies have vague remembrances of their former life. Thus, they have +1 WS
|
4-
Don’t let them bite you!
|
The
zombie plague is extremely virulent. The zombies count as having poisoned
(+4) weapons.
|
5-
The Dead Will Walk The Earth
|
The
zombies are hungry- and they are coming for you! Zombies have +1A.
|
6-
Night of the Living Dead
|
It
is the darkest night of horror the galaxy has ever known. All zombies have
+1A and +4 Feel No Pain.
|
Game
Length: The game lasts 6 turns.
When There Is No More Room
In Hell…
Overview:
You have been fighting your opponent in this sector for several weeks. The
stench of death is overpowering, and decayed bodies are everywhere. The Chaos
god Nurgle has been drawn by the death and decomposition, and he has decided to
get in on the fun! The dead rise up to attack the living, and spread the joys
of Nurgle. Can you defeat your enemy AND hold out against the Plague Zombies?
Set
Up: You need a 3rd player to control the Plague Zombies. Choose one of the random deployments
from the 40K rulebook.
Primary
Objective: You must gain control of the battlefield, kill your enemy, and hold
out against the zombies. There are 2+D3 Objectives. These are mysterious
objectives.
Secondary
Objectives: Slay The Warlord, First Blood, Linebreaker
Special
Rules:
The
Living Dead: At the start of each turn, the 3rd player rolls 3D6.
This is the number of zombies that rise up this turn (they are a unit). The
squad then deep strikes in, with 1 D6 scatter (to represent the zombies
crawling out of the rubble, etc). The zombie squad may move and attack immediately.
For subsequent turns, each 3D6 roll creates a separate Zombie unit, and follows
the same rules for deep strike as listed above. If you run out of zombie
models, don’t roll to generate new zombies.
Join
Us… Join Us… : The zombie plague is transmitted by bites. After combat with a
zombie squad, count up all the deaths caused in that combat (by both sides).
Roll a D6 for each death caused- on a +4-6, a zombie appears in that squad. (If
5 deaths happen, 5 D6 are rolled. If 3 are 4-6, 3 zombies appear). If the
zombie squad was wiped out, this do not roll for this effect.
Game
Length: Random Game Length
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