The Reinforcements Have
Arrived!
Overview:
The battle rages on over several sectors. Your units have come upon an
untouched, quiet portion of the battlefield. They immediately begin to recon
the area. They discover an enemy detachment of similar size to their own
approaching. They call for aid, but cannot wait long, lest the enemy capture
the area.
Set
Up: Use a random deployment from the 40K rulebook. Deployment is done using the
special rules for this mission, as described below.
Primary
Objective: Place 1+D3 “mysterious”
objectives randomly on the battlefield. Each objective is worth 1 VP.
Secondary
Objectives: First Blood, Linebreaker
Special
Rules:
Recon:
To represent that this is an area untouched by any forces currently, forces are
slow to deploy to this position without proper intel. Your forces are the
earliest recon teams to the territory. To represent this, both players can only
deploy 1 Troop choice and 1 Heavy Support choice at the start of the game.
Where
Are those Damn Reinforcements?! : Set all other units into reserve. At the
start of your second turn, roll for each reserve to enter. Instead of rolling
as normal, roll a D6 for each unit and consult the chart below:
Type
|
Turn
2
|
3
|
4
|
5
|
Troops
|
+3
|
+3
|
+2
|
+2
|
Elites
and HQ
|
+4
|
+4
|
+3
|
+2
|
Fast
Attack
|
+2
|
+2
|
+2
|
+3
|
Heavy
|
+5
|
+4
|
+3
|
+2
|
*If
the unit doesn’t get in by turn 5, they do not enter.
Get
Into This Fight: When these units come from Reserve, they come in from the
player’s table edge (unless they can deep strike/outflank).
Game
Length: The game lasts 6 turns.
Hellish Bombardment
Overview:
Both forces have been in a horrible stalemate for months, with neither side
managing a breakthrough. In an attempt to end the war of attrition, command has
ordered a harsh bombardment of the field in order to destroy the enemy utterly.
That some of their own men are there is of no consequence- this may be the only
way to remove the enemy.
Set
Up: Choose randomly from the deployment options in the Main Rulebook.
Primary
Objective:
Survival:
The forces already on the ground want to win the battle, but also want to avoid
the bombardment and survive. Add up how many units each side has. Each is worth
one victory point- record this amount at the start of the game. You lose one VP
each time a unit is lost. At the end of the battle, add up how many VPs you
have left. Whichever player has proportionally
more VPs left wins.
Secondary
Objectives: Linebreaker, Slay The Warlord, First Blood
Special
Rules:
Hellish
Bombardment: Battleships orbiting above the planet begin to fire down on the
planet. At the END of each shooting phase, the ships fire on the planet. Find
the center of each table quarter and
roll scatter with 3D6 inches. The final location is hit with the following shot
Orbital
Weapon St
8 AP
2 Large
Blast
Shell
Shock: To reflect the anarchy of the battlefield and constant threat of the
bombardment, no unit is allowed to fire overwatch.
“I’m
Not Going Out There!” All forces are trying to find cover from the bombardment,
and they are understandably unwilling or unable to break cover. If a unit
starts in cover, it must pass a leadership test in order to take any action that turn. The unit only has
to roll once per turn (If you pass for movement, you need not roll again to
shoot or charge, for example).
Game
Length: Random Turn Length
Special Forces Operation
(Pick this mission before making army lists)
Overview:
A vital objective has been uncovered in this theater of operations, and command
wants to secure it at all costs. However, given the nature of this objective,
secrecy and speed is essential to success. To that end, command has assigned
its elite units to the field, and they have been ordered to obtain the
objective.
Set
Up:
12”
|
X Objective in the center
|
12”
|
Primary
Objective: The top-secret objective is the primary consideration. It is worth 3
victory points. Whichever army possesses it at the end of the game is the
winner.
Secondary
Objectives: None
Special
Rules:
Special
Forces: In this battle, the Elites represent the main attack force. To
represent this, only Elites and HQ may possess and move with the objective. Further,
only 1 troop choice is allowed to be chosen, and they are not a scoring unit.
The Force Organization Chart otherwise still applies (2 HQ, 3 Elites, 3 Fast
Attack, 3 Heavy Support)
Top
Secret Objective: The object in the center operates with the same rules as
found in the Main Rulebook mission The Relic. However, only Elites and HQs can
capture it and move with it. All the other rules still apply.
Game
Length: The game lasts six turns
The Doomsday Machine
Overview:
An ancient Xenos weapon of unimaginable power has been located in this sector.
If found, the doomsday machine could very well change the outcome of the entire
war. Your orders are to find the device and use it on your enemies, who are
also closing in to find the weapon.
Set
Up:
12”
|
X Doomsday Machine in the
center X
|
12”
|
Primary
Objective: Whichever side is in possession of the doomsday machine gains 3
Victory Points. See doomsday machine rules below.
Secondary
Objectives: First Blood, Linebreaker, Slay The Warlord
Special
Rules:
Doomsday
Machine: The archaic device is capable of vaporizing enemies in an instant. In
order to fire the doomsday machine, your unit must be in base contact with the
device and NOT in combat (therefore an enemy may be close to it, but you may
still fire it). The doomsday machine fires 1 shot (without a ballistic skill
test) and scatters 2D6 with the following profile:
Doomsday
Blast St
9 AP2 Apoc
Blast
(Yes,
the Blast can hit your own forces, so be careful)
“We
have only one shot at this” : In
the final, desperate turn, if you don’t have possession of the weapon, you may
choose to fire 1 (yes only 1) weapon at the doomsday machine itself. The
doomsday machine counts as having armor value of 14. After rolling successfully to hit and to penetrate, you
must roll 1 D6 (no matter what the weapon, and without any re-rolls or
modifiers), on the roll of a +6 the doomsday machine is destroyed, and thus it
is denied to the enemy, and no victory points for it are awarded.
Game
Length: The game ends at turn 6
So, there you have it. Once again, I hope that you enjoy this missions. Whether you use them or they simply inspire you in your own gaming, that would be great! That's what this hobby is all about.
Until next time...
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