Post by WestRider on Mar 15, 2010 23:21:51 GMT -5
A Scenario I submitted for a contest over on Ordo Fanaticus:
Two spaceships battled in orbit around a newly found planet, and both were destroyed. Now the Survival Pods are beginning to land, and the survivors continue the battle...
Setup: Place an Objective in the center of the Table, and scatter it as though it were Deploying by Deep Strike. Each Player Rolls a die, the winner may choose whether to go First or Second.
Deployment: All Units on both sides are held in Reserves, and will Deploy by Deep Strike. Roll for Reserves as though it were one Turn later than it actually is, so Units will come in on 4+ on Turn 1, 3+ on Turn 2, etc. No modifiers of any kind apply to these Rolls, since Units are not Deploying as such, but merely fleeing their dying spacecraft as best they can, so an Astropath's powers, an Autarch's insight, or Lictor's Pheremone Trail are all irrelevant.
Units that already have the Deep Strike Ability may re-roll the Dice when determining their Scatter.
Units with Scout/Infiltrate: These may have been sent down to the Planet beforehand as an Advance Force. They may be held in Reserve to Outflank instead of coming in by Deep Strike, but when determining which Board Edge they move on from, on a Roll of 5-6 they may move on from ANY Board Edge.
When Vehicles that do not normally have the Deep Strike ability land, roll 1d6. On a 1, the Vehicle is Immobilized, on a 2-3 it is Shaken, on a 4+ it suffers no ill effects from the drop.
In addition to their Units, each Player will also have two Objectives in their Reserves list. When these come in, place them as though they were a Unit of one Model Deep Striking. If the Objective lands on Impassable Terrain, it suffers a Mishap, but treat Rolls of 1-3 as 3-4, and 4-6 as 5-6. If it scatters onto Models (from either side), place the small Blast Marker on that point and resolve any Hits with the following profile: S6, AP3, Blast, Barrage. Then move any remaining Models to the nearest safe position and place the Objective on the spot.
Primary Objective: Survival. After the battle has wound down, the survivors will still be trapped on an unknown Planet. The Objectives represent pods of Supplies or useful bits of wreckage. Whichever Player Controls more Objectives (As per Seize Ground) wins the Primary Objective.
Secondary Objective: Revenge! The Landing Troops seek retribution against their foes for the destruction of their Space Craft. Kill Points are earned as per the Annihilation Mission in the 40K Rulebook. Whichever Player has more at the end of the Game Wins the Secondary Objective.
Tertiary Objective: Headhunting. If one Player has earned the Kill Point for the other's most expensive HQ Choice that takes up a slot on the FOC, and his own is still alive and on the Board, that Player wins the Tertiary Objective.
Note that all three Objectives may end up as a Draw.
Bonus Points
Controlling both of the Objectives that came in with your Reserves: +1
Controlling the Center Objective: +1
Having more Fast Attack Units left on the Table at the end of the Game than your Opponent: +1
Two spaceships battled in orbit around a newly found planet, and both were destroyed. Now the Survival Pods are beginning to land, and the survivors continue the battle...
Setup: Place an Objective in the center of the Table, and scatter it as though it were Deploying by Deep Strike. Each Player Rolls a die, the winner may choose whether to go First or Second.
Deployment: All Units on both sides are held in Reserves, and will Deploy by Deep Strike. Roll for Reserves as though it were one Turn later than it actually is, so Units will come in on 4+ on Turn 1, 3+ on Turn 2, etc. No modifiers of any kind apply to these Rolls, since Units are not Deploying as such, but merely fleeing their dying spacecraft as best they can, so an Astropath's powers, an Autarch's insight, or Lictor's Pheremone Trail are all irrelevant.
Units that already have the Deep Strike Ability may re-roll the Dice when determining their Scatter.
Units with Scout/Infiltrate: These may have been sent down to the Planet beforehand as an Advance Force. They may be held in Reserve to Outflank instead of coming in by Deep Strike, but when determining which Board Edge they move on from, on a Roll of 5-6 they may move on from ANY Board Edge.
When Vehicles that do not normally have the Deep Strike ability land, roll 1d6. On a 1, the Vehicle is Immobilized, on a 2-3 it is Shaken, on a 4+ it suffers no ill effects from the drop.
In addition to their Units, each Player will also have two Objectives in their Reserves list. When these come in, place them as though they were a Unit of one Model Deep Striking. If the Objective lands on Impassable Terrain, it suffers a Mishap, but treat Rolls of 1-3 as 3-4, and 4-6 as 5-6. If it scatters onto Models (from either side), place the small Blast Marker on that point and resolve any Hits with the following profile: S6, AP3, Blast, Barrage. Then move any remaining Models to the nearest safe position and place the Objective on the spot.
Primary Objective: Survival. After the battle has wound down, the survivors will still be trapped on an unknown Planet. The Objectives represent pods of Supplies or useful bits of wreckage. Whichever Player Controls more Objectives (As per Seize Ground) wins the Primary Objective.
Secondary Objective: Revenge! The Landing Troops seek retribution against their foes for the destruction of their Space Craft. Kill Points are earned as per the Annihilation Mission in the 40K Rulebook. Whichever Player has more at the end of the Game Wins the Secondary Objective.
Tertiary Objective: Headhunting. If one Player has earned the Kill Point for the other's most expensive HQ Choice that takes up a slot on the FOC, and his own is still alive and on the Board, that Player wins the Tertiary Objective.
Note that all three Objectives may end up as a Draw.
Bonus Points
Controlling both of the Objectives that came in with your Reserves: +1
Controlling the Center Objective: +1
Having more Fast Attack Units left on the Table at the end of the Game than your Opponent: +1