I have a couple more missions that I have worked on. Once again, I have borrowed from lots of sources (White Dwarfs, older books, etc.), but I have made lots of tweaks in order to fit them into 6th edition. With these three, one of the players MUST be Chaos Space Marines. So, let's take a look:
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1) Chaos: Terminate
The Daemonvessel!
Overview:
The forces of Chaos are planning on summoning a foul Greater Daemon to aid them
in their bloody work. One of their own number will be host to the Greater Daemon-
willing to be consumed by the entity for the greater glory of their god!
However, the enemies of Chaos have learned of the plot, (The Inquisition
learned of it by torturing a heretic; the Hive mind sensed a change in the
warp) and are now rushing with all haste to kill the daemonvessel before the
Greater Daemon can enter this reality!
Set
Up- After placing terrain, the table is divided short edge down the middle.
Chaos forces may deploy 12” from their short edge. The enemy must deploy within
18” of theirs. With this done, the players roll off for deployment as normal. After
deployment, the Chaos player decides which character
is the Daemonvessel. This is marked down in secret. The opposing player must
try to figure out which is the vessel and destroy him.
-------------à
12” Chaosà
------------à
|
à
18” Opponent
à
|
Primary
Objective: The Deamonvessel
Secondary
Objectives: Slay The Warlord, First Blood, Linebreaker
Special
Rules: The forces of Chaos want to complete the ritual and summon the Greater
Daemon, while their opponents want to prevent it. This is a race against time,
and the victory points work out accordingly:
Force
|
> End
of Turn 2
|
End of Turn 3
|
End of Turn 4
|
Chaos
|
Lives- 1 VP
|
Lives- +1 VP
|
Vessel becomes Greater Daemon: +1VP
|
Opponent
|
Kills it now- 3 VP
|
Kills it now- 2 VP
|
Kills it now- 2 VP
|
Note:
If the vessel becomes the Greater Daemon, the opponent gets 1 VP if he slays it
by the end of turn 5. If it lives, Chaos gets an additional VP.
Game
Length: Game ends on at the end of turn 5.
2) Chaos: Total Devastation
Overview:
The heretical forces of Chaos seek to destroy every single thing, in honor of
their vile gods. They wish to slaughter every living thing, destroy every
structure, and defile all that is good and natural.
Set
Up: The table is divided in quarters. In the center of each quarter a
building/structure is placed. After this is done, players roll off for
deployment- they select diagonally opposite table quarters. They may deploy
anywhere in their quarter, as long as it is 12” away from the center.
X
|
Opponent’s
Deployment
X
|
X
Chaos Deployment
|
X
|
Primary
Objective: The forces of Chaos want to destroy everything, and these buildings
are their targets (Civillians? Leaders? Factorums? Shrines? It doesn’t matter-
they just want to ruin all). The defenders want to slow down Chaos as much as
possible, and protecting these structures will do just that. Each building is
worth 1 victory point. At the end the game, each building left standing is a VP
to the defender. Each building destroyed is a VP to Chaos.
Secondary
Objectives: First Blood (only)
Special
Rules:
Targeted
Buildings: These structures are all considered to be armor value 13 (no matter
their appearance), and they have 4 Hull Points. They have no guns or other
defenses. They may be shot or assaulted as if they were vehicles. All other
buildings are treated as normal.
Game
Length: Random
3) Chaos: Black Crusade
Overview:
The forces of Chaos are on the march, and they have grown bolder, and more
repugnant- each murder that they commit only drives them on to further acts of
violence and depravity. At this point, the ranks of Chaos swell, and the
blessings of their gods are upon them. With their full strength gathered, the
Great Enemy now launches a genocidal campaign against their enemies, taking
their lives as well as their souls. They will leave none alive!
Setup:
The table is divided down the middle. The players roll to chose table halves.
Then, the defender MUST deploy first, 12” from their board edge. Then, Chaos
deploys, 18” away from their table edge. Once deployed, roll a D6. On a roll of
2-6, Chaos goes first. On a 1, the defender goes first.
Chaos 18”
|
Opponent 12”
|
Primary
Objective: Utter Destruction, folks; it is kill or be killed in this game. Each
enemy unit that is destroyed is worth 1 victory point.
Secondary
Objectives: Slay the Warlord, Linebreaker
Special
Rules:
All
Hope Lost!- With the forces of Chaos in the ascendant, their power grows ever
greater, and warp energies build around them. To represent this, all opponents
are at -2 leadership if they are within 12” of the forces of Chaos (this
includes for psychic tests).
Meat
Grinder- to represent the idea that the commanders are throwing everything they
have into this battle, any non-vehicle units that are destroyed are then
replenished and put into reserve, arriving from their table edge. However, if
they are destroyed again, the opponent gains another victory point, etc.
Game
Length: The game ends at the end of turn 6
Well, that's it for now. Once again, I hope these missions will be entertaining, or will inspire you to make your own. Until next time...
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