Post by StillANoob on Dec 15, 2010 3:47:26 GMT -5
This scenario works best with Gaurdsmen, but if you wanted to you could change. Work out the FOC yourself. It's been a while in the making, and I'd really like to hear your guys C&C. Thanks.
A platoon of Catachan Gaurdsmen are on a routine patrol, skirting an abandoned outpost, bordering on enemy controlled territory. Suddenly, the Platoon commander falls to the ground clutching his stomach. His life blood pours in a crimson cascade between his fingers, and his sun darkened face pales as he breaks into a sweat. The rest of the platoon has gone to ground while the medic begins to work, trying to save the life of the young Leuitenant. A sniper is on the watch, and he has his scoped zeroed in on the Imperial patrol. They must move quickly to neutralize this threat, for as they squat in the fetid jungle, the sun is already begining to set. And as masters of the jungle themselves, they know that once night lays its shroud across the land, the sniper will take his opportunity and flea.
Two Player Scenario
4 Turns
Victory Conditions
-The Sniper player must survive till the end of the game. If the sniper survives, that player is the victor.
-If the Sniper is killed, then the opposing team is victorius.
Terrain
-The board must feature at least 3 large terrain peices (Buildings of 2 or more stories (or woods/jungle) with a base of at least 6x6 inches) with no more than 5. These are arranged before deployment by the Sniper player, no farther away than 12 inches from the centre of the table. This is to represent the abandoned outpost.
-All terrain gives a 5+ cover save for the Catachan player, and a 3+ for the Sniper player. No modifiers.
Deployment (4x4 table is best)
- Before any units are deployed the Catachan player must roll a D6. On a 4+ the Platoon Commander survives, his wounds being healed sufficiently by the medic. If however a 1,2 or 3 is rolled the Commander dies, bleeding out.
- The Catachan player goes first.
- The Catachan player must deploy his Platoon (Platoon Command squad and 2 Guardsman Squads ONLY) no more than 48 inches away from the centre of the table.
- The Command squad and the 2 Guardsmen Squads must start with 10inches of eachother, but after that can act independently.
- The Sniper DOES NOT place a model on the table at deployment, but makes a note on a peice of paper as to the EXACT location of the sniper (eg Terrain peice 2, top floor, left corner).
- The Sniper must be deployed in one of the central Terrain peices (ie. In the ruined outpost), with LOS to at least the Platoon Command Squad.
Sniper
- This expert marksman is the pride of the opposing army. He is death for any and all who he targets. It is rumoured that he was once of the Officio Assassinorum. His skill with a rifle is legendary, reputation saying he can shoot 3 times as fast as a normal man and twice as accurately. He is invisible, only being seen if he so wishes. He is Death.
WS BS S T W I A Ld Sv
4 8 4 4 3 6 4 10 3+/4+ Inv.
Unit Composition: 1 Sniper
Unit Type: Infantry
War Gear: 2xPower Daggers (Count as two Close Combat Weapons (grant +1A) which ignore armour saves.), Extensive augmetics (4+ Inv.), Custom Exitus rifle and home-made rounds, Camo Cloak (+1 to cover save, included in above rules), Re-inforced Carapace armour (3+ armour save)
Custom Exitus Rifle
- A weapon of extreme power, made even more deadly by the skill of the user, this particular weapon has been linked to Death by extensive augmetic links, making him and the rifle an extension of the others existence. To represent this it has the following profile:
Weapon Range Str. AP Type
Custom Exitus Rifle 48" X* 2 Assault 3, Sniper
* This weapon always wounds on a role of 3+. Additionally and rolls to wound of 5+ count as AP1.
Home-made Rounds
- Killing is his business. And business pays well. Using knowledge learned in his past life as a member of the Officio Assassinorum (as well as the skills and tools of very knowledgeable persons), Death has several special choices of rounds to use in his weapon. There are three different choices (two 'home-made' choices or the normal rounds which are represented by the Custom Exitus Rifle's profile). You must use the same type of round for all three shots (not even he can reload that fast!), and must declare which type of round you are going to use before shooting.
Incendiary
- These particular rounds combust on contact, spewing flames out in a wide circle. These flames lick at the bodies of his intended targets, the intense heat reaching them through ceramite and rockrete bunker walls. However these rounds must travel a small distance first, just to be safe.
Range Str. AP Type
12-48" 6 4 Assault 3, Sniper, Ignores Cover, Blast
High Cal.
- These High Calibre rounds are much larger than the standard. They take time and (considerable strength) to load into the breech of a weapon. However the time taken to load these rounds is more than justified by the bloody mess it will make of absolutely anything.
Range Str. AP Type
48" X* 2 Heavy 1, Sniper, Ignores Inv. Saves
* These rounds always wound on a 2+. Additionally any rolls to wound of 4+ count as AP1 and cause Instant Death regardless of any other special rules. These shells are just to big to handle.
All other Warhammer 40k Rules apply.
Cheers,
SaN
A platoon of Catachan Gaurdsmen are on a routine patrol, skirting an abandoned outpost, bordering on enemy controlled territory. Suddenly, the Platoon commander falls to the ground clutching his stomach. His life blood pours in a crimson cascade between his fingers, and his sun darkened face pales as he breaks into a sweat. The rest of the platoon has gone to ground while the medic begins to work, trying to save the life of the young Leuitenant. A sniper is on the watch, and he has his scoped zeroed in on the Imperial patrol. They must move quickly to neutralize this threat, for as they squat in the fetid jungle, the sun is already begining to set. And as masters of the jungle themselves, they know that once night lays its shroud across the land, the sniper will take his opportunity and flea.
Two Player Scenario
4 Turns
Victory Conditions
-The Sniper player must survive till the end of the game. If the sniper survives, that player is the victor.
-If the Sniper is killed, then the opposing team is victorius.
Terrain
-The board must feature at least 3 large terrain peices (Buildings of 2 or more stories (or woods/jungle) with a base of at least 6x6 inches) with no more than 5. These are arranged before deployment by the Sniper player, no farther away than 12 inches from the centre of the table. This is to represent the abandoned outpost.
-All terrain gives a 5+ cover save for the Catachan player, and a 3+ for the Sniper player. No modifiers.
Deployment (4x4 table is best)
- Before any units are deployed the Catachan player must roll a D6. On a 4+ the Platoon Commander survives, his wounds being healed sufficiently by the medic. If however a 1,2 or 3 is rolled the Commander dies, bleeding out.
- The Catachan player goes first.
- The Catachan player must deploy his Platoon (Platoon Command squad and 2 Guardsman Squads ONLY) no more than 48 inches away from the centre of the table.
- The Command squad and the 2 Guardsmen Squads must start with 10inches of eachother, but after that can act independently.
- The Sniper DOES NOT place a model on the table at deployment, but makes a note on a peice of paper as to the EXACT location of the sniper (eg Terrain peice 2, top floor, left corner).
- The Sniper must be deployed in one of the central Terrain peices (ie. In the ruined outpost), with LOS to at least the Platoon Command Squad.
Sniper
- This expert marksman is the pride of the opposing army. He is death for any and all who he targets. It is rumoured that he was once of the Officio Assassinorum. His skill with a rifle is legendary, reputation saying he can shoot 3 times as fast as a normal man and twice as accurately. He is invisible, only being seen if he so wishes. He is Death.
WS BS S T W I A Ld Sv
4 8 4 4 3 6 4 10 3+/4+ Inv.
Unit Composition: 1 Sniper
Unit Type: Infantry
War Gear: 2xPower Daggers (Count as two Close Combat Weapons (grant +1A) which ignore armour saves.), Extensive augmetics (4+ Inv.), Custom Exitus rifle and home-made rounds, Camo Cloak (+1 to cover save, included in above rules), Re-inforced Carapace armour (3+ armour save)
Custom Exitus Rifle
- A weapon of extreme power, made even more deadly by the skill of the user, this particular weapon has been linked to Death by extensive augmetic links, making him and the rifle an extension of the others existence. To represent this it has the following profile:
Weapon Range Str. AP Type
Custom Exitus Rifle 48" X* 2 Assault 3, Sniper
* This weapon always wounds on a role of 3+. Additionally and rolls to wound of 5+ count as AP1.
Home-made Rounds
- Killing is his business. And business pays well. Using knowledge learned in his past life as a member of the Officio Assassinorum (as well as the skills and tools of very knowledgeable persons), Death has several special choices of rounds to use in his weapon. There are three different choices (two 'home-made' choices or the normal rounds which are represented by the Custom Exitus Rifle's profile). You must use the same type of round for all three shots (not even he can reload that fast!), and must declare which type of round you are going to use before shooting.
Incendiary
- These particular rounds combust on contact, spewing flames out in a wide circle. These flames lick at the bodies of his intended targets, the intense heat reaching them through ceramite and rockrete bunker walls. However these rounds must travel a small distance first, just to be safe.
Range Str. AP Type
12-48" 6 4 Assault 3, Sniper, Ignores Cover, Blast
High Cal.
- These High Calibre rounds are much larger than the standard. They take time and (considerable strength) to load into the breech of a weapon. However the time taken to load these rounds is more than justified by the bloody mess it will make of absolutely anything.
Range Str. AP Type
48" X* 2 Heavy 1, Sniper, Ignores Inv. Saves
* These rounds always wound on a 2+. Additionally any rolls to wound of 4+ count as AP1 and cause Instant Death regardless of any other special rules. These shells are just to big to handle.
All other Warhammer 40k Rules apply.
Cheers,
SaN