Sunday, November 30, 2008

Expanded Mission Set

*feel free to suggest or comment with regards to this trial mission set.... thanks!!!

Expanded Mission Set

Expanded Mission Set gives Warhammer 40k™ 5th edition additional mission and deployment options in the existing 40k’ mission set. This will add extra flavor, twist, and more fun for 40k players that will expand their tactical knowledge about the game. Try this one out and enjoy playing Warhammer 40k!

Modified mission set

Roll a d6 and consult the chart below for the mission:

D6

Mission

1

Seize ground

2

Capture and Control

3

Annihilation

4

Take and Hold

5

Breakthrough

6

Cleanse, purge, and kill!


Take and Hold:

Victory conditions:

Before deciding deployment zones, divide the table into 4 equal quadrants. Each objective marker should be placed in the middle of each quadrant. After positioning the objectives, deployment of the forces begins as described in the type of deployment being used. There should be at least one scoring unit and no enemy unit within 3” of the objective marker to take control of it. At the end of the game, the player with the most number of controlled markers win.

Special Rules:

One unit that is not deployed may enter the battle through any controlled and uncontested critical point per turn. Moreover, units within the quadrant of the controlled critical point may use the leadership of their HQ for morale, regrouping, and pinning check purposes only.

Breakthrough

Victory Conditions:

At the end of the game, for every unit within your opponent’s ‘deployment zone’ which is not in close combat, fleeing, pinned, or immobilized scores 1 pt; HQ units are 2 points each. The player which has the number of points wins.

Cleanse, Purge, and Kill!

Victory Conditions:

Set-up d3+2 counters before deciding deployment zones. Set-up the counters same as 'Seize Ground' mission. To claim objectives, scoring units must be within 3" of the counter and no mobile vehicle or non-pinned/fleeing unit within it. Each claimed counter is worth 2pts each; every enemy unit fleeing or destroyed cost 1pt. At the end of the game, the player with the most number of points win.


Modified deployment set

Roll a d6 and consult the chart below for the deployment type:

D6

Deployment

1

Pitch battle

2

Spearhead

3

Dawn of war

4

Recon

5

Kill Zone

6

Winter assault


Recon

Both players roll of a d6, the player that scores the highest may choose first or second. The player that goes first chooses a corner and deploys his/her army as illustrated in fig.1, wherein ‘Y”’ is half the measurement of the short edge while ‘X”’ is for the long edge. Then, the other player will deploy his/her army on the opposite corner.

Deploy any infiltrators and make any scout move.

After both players deployed their army, the player that deployed first starts the first players turn.

Special Rules:

The battle starts with night fight rules. At the end of each turn, on a roll of 4+, night fight ends.


Kill Zone (fig.2)

Both players roll of a d6, the player that scores the highest may choose first or second. Both players divides their army into 2 groups (it'll be up to the players how they divide their own army) and their opponent gets to choose which unit shall be held in reserve. Armies with special rules in deployment (i.e. 40k deamons) are exempted to this rule. Your opponent then deploys his army on the opposite side.

Make any scout move.

After both players deployed their army, the player that deployed first starts the first players’ turn. Reserves may enter at the start of second turn through any deployment edge (short deployment edge included).

Special Rules:

No ‘infiltrators’ special rule (units with infiltrate may still outflank).


Winter Assault (fig.3)

Both players roll of a d6, the player that scores the highest may choose first or second. The player that goes first chooses a long table edge and may deploy his/her forces. Then the other player deploys his/her forces on the opposite side.

Deploy any infiltrators and make any scout move.

After both players deployed their army, the player that deployed first starts the first players’ turn.

Special Rules:

At the start of every turn, on a roll of 4+, Hail storm special rule is in effect; similar with night fight rule. Moreover, clear area counts as difficult terrain; while difficult terrain counts as dangerous terrain while Hail storm rule is in effect. Units with ‘Slow and purposeful’ USR rolls less one die for movement.








fig.1









fig.2















fig.3

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