Post by Deleted on Aug 26, 2009 10:14:57 GMT -5
Chosen Cup 40K scenarios
Round One:
Name: Vimy Ridge
Setup: Dawn of War
Scenario type: Modified Seize ground
Special Rules:
Your unit has been selected to occupy a critical piece of terrain – a ridge that overlooks everything for miles around. This ridge (Vimy) has been the focus of attacks from both sides for months but nobody has been able to control it. YOU are now commanded to take the ridge – and write your name into the history books!
The board is bisected by a ridge that runs from the middle point of one short table edge to the middle point of the other short table edge. This ridge should be represented by hill terrain if possible, but using markers or dice is also acceptable. This ridge should be more than 4” wide, less than 6” wide and centred exactly down the middle of the table. This ridge does not count as difficult terrain – it is easy to climb! This ridge completely blocks line of sight between all “foot” models – including jump infantry and bikes of all kinds. It provides cover for all vehicles/monstrous creatures and also provides cover from vehicle/monstrous creature shooting. In other words, infantry can’t see infantry, everyone can see vehicles/monstrous creatures (with cover) and vehicles/monstrous creatures can see everyone (with cover). The only exception to this is the Necron Monolith, which can see/be seen by everything without cover. It’s just that big!
This scenario has one objective – capture the ridge! Since the ridge is so big, it is likely that many units will be on it – so the following rules are in effect: to count as a scoring unit, the unit must be a troops unit and must have at least one model actually on the ridge. The side with the highest number of troops units on the ridge wins the match. Being under half strength makes no difference – one model left in a troops unit counts as scoring! Units other than troops have no impact on the actual scoring of the scenario.
Other terrain can be set up as normal.
Round Two:
Name: Flanders Fields
Setup: Spearhead
Scenario Type: Capture and Control objectives
Special Rules:
Your unit is holding the line in the Flanders sector – and there is mud everywhere! It sticks to everything, making everyone slower and tired. It also gets into important components, causing all sorts of nasty breakdowns…
This is a standard Capture and Control scenario – use the rules out of the 40 K rulebook for the number and placement of objectives. Terrain is also set up as normal, with one important difference: all foot models are slowed down due to the soupy, deep mud! All foot models (including Monstrous Creatures) count open terrain as difficult terrain. Bikes and jump infantry can get mud into important parts, so they treat all open terrain as dangerous! Consult the following table for particulars:
Movement
Open Terrain 2d6, 1d6 with slow and purposeful, 2d6 take the lowest with thousand sons without sorceror
Difficult Terrain 1d6, 2d6 take the lowest with slow and purposeful, 3d6 take the lowest with thousand sons without sorceror
Scouts and other troops that normally roll an extra die do so as usual. VEHICLES ARE UNAFFECTED BY THE MUD, including Dreadnoughts. Bikes and jump packers only ever roll one die for dangerous terrain, and are removed on a roll of one as usual. Jump packers may choose to move on foot only. In this case they move as normal infantry – and are slowed down as per normal troops. Jump packers arriving from deep strike must roll for dangerous terrain immediately upon arriving on the battlefield.
For example, if a unit of Orks were moving through a forest, they would count as being in difficult terrain and would roll 1d6 for movement. If a unit of Obliterators were moving through the same forest, they would roll 2d6 and take the lowest roll for their movement.
Terrain is to be set up as normal.
Round Three:
Name: Lawrence of Arabia
Setup: Pitched Battle
Scenario Type: Annihilation
Special Rules:
The enemy is well entrenched in the desert, but has left a flank wide open – believing that no unit can cross the scorching desert and still be able to attack. Your unit has been ordered to prove the enemy wrong. Your job is to cross the desert and crush every enemy you come across.
Of course, everyone knows that there isn’t much terrain in the desert, so get ready to battle on “Planet Bowling Ball!” This scenario should be played as a straight up Pitched Battle/Annihilation game, with one small stipulation – very little terrain. NO terrain may be set up in the ‘no man’s land’ in between the deployment zones. Furthermore, a maximum of two small to medium sized pieces of terrain may be placed in each deployment zone. There should be very little cover on this board!
Round Four:
Name: Minefields
Setup: Pitched Battle
Scenario Type: Capture and Control
Your unit is holding the line in a fairly quiet sector – except it is festooned with high tech minefields! These minefields aren’t normal though – they’re mobile and they only attack vehicles. Each mine is attracted to vehicle movement – of any type – and will attack any moving vehicle in range. Imagine a swarm of flying buzz saws with diamond hard cutting edges slicing vehicles into scrap metal and you’ve got the idea!
This is a standard Pitched Battle/Capture and Control scenario. Set up terrain as normal. The difference comes when you want to move a vehicle – before you actually move the vehicle, announce to your opponent that you are moving that vehicle. Roll a d6 for that vehicle – on the roll of a one, two or three, the vehicle can’t move and can’t shoot for that turn only – all weapons are hard at work trying to kill off flying buzz saws! All embarked troops are also stuck inside for that phase only – nobody wants to go greet the buzz saws face to face! Furthermore, troops may not embark into a vehicle that is being attacked by mines. If somehow that vehicle gets destroyed during the owning players turn (like perhaps by a deviating template) any embarked troops are considered destroyed. This effect ends at the end of the owning players turn. Please note that ANY movement counts, and will require a roll, including assaulting (for Dreadnoughts) and even pivoting on the spot. Note that turning a weapon mount or a turret does NOT count as movement for the purposes of this scenario. Pivoting a vehicle is not generally counted as movement in the rules, but the flying buzz saws aren’t concerned with rules, they just want to attack vehicles! So pivoting a whole vehicle requires a roll, pivoting a weapon mount or a turret does not. Any mandatory vehicle movement – Chaos Dreadnoughts come to mind – will also require a roll. If the vehicle is attacked, then it does not move, even though the rules state that it must. Vehicles that deep strike into play must roll immediately upon entering the battlefield for mines; if they are attacked, the vehicle is affected and may not disembark troops or shoot that turn. The Necron Monolith may not embark/disembark troops if it is attacked by mines. That means that it cannot use its recycle ability if attacked by mines and may not shoot any weapons at all.
Vehicles that do not move aren’t attacked by mines, so they are free to disembark troops and shoot as normal. Dreadnoughts ARE affected by the mines.
Round Five:
Name: Doomsday
Setup: Spearhead
Scenario Type: Annihilation
Special Rules:
Your unit has been ordered to crush the enemy dug into a war torn ruin of a city. There’s just one catch: somewhere in the ruins is a genuine doomsday device! Your superiors would love to get their hands on it, and you just might be able to figure out how to use it yourself!
Terrain setup: each player sets up a building/ruin in turn. The first building/ruin must be set up within 6” of the centre of the table. The next 4 buildings must be set up within 6” of the first building. Any other buildings set up must be set up within 6” of the first 5 buildings set up. The effect should be to have one building in the centre with rings of buildings surrounding it – the first ring would have at least 4 buildings in it and possibly more. At least 5 building/ruins MUST be set up. No more than 8 buildings may be set up. The rest of the board can have more terrain at the player’s discretion.
Upon entering a building, an infantry unit (footsloggers only – not Monstrous Creatures, Bikers or jump infantry) may search the building. Searching doesn’t take an action, and it doesn’t prevent the unit from shooting, running or assaulting. Each searching unit rolls a d6 – on a roll of six, the unit has found the doomsday device! Each unit may search only one building per turn, even if it is spread between two buildings. Each building may only be searched once. If no other buildings contain the doomsday device, then the last building searched will automatically hold the device.
The device is worth THREE victory points to the controlling player. The device will move with the controlling unit. If the controlling unit is forced to fall back for any reason, the unit drops the doomsday device. The device can then be picked up by ANY unit that comes into contact with it – vehicles, bikers, monstrous creatures – anybody!
At the beginning of each close combat phase, the unit that holds the doomsday device may choose to set it off! Before ANY attacks but AFTER all assault moves, if the device is set off, the controlling unit AND ANY UNIT IT IS IN CONTACT WITH IS OBLITERATED! There is no saving throw of any type for this effect – not invulnerable saves, cover saves, armour saves or any other kind of saves. Multiwound creatures that are immune to instant death are eradicated as well! All vehicles are likewise destroyed with no other roll necessary – don’t argue, just take it off the board! If the controlling unit charges into a multi-unit close combat and sets off the device, all units in that multi-unit close combat are destroyed! If the controlling unit charges a vehicle – skimmer or not – that is carrying a unit and sets off the device, then the controlling unit, the vehicle AND THE EMBARKED UNIT are ALL DESTROYED! So, for example, a unit of 5 Orks with the doomsday device could charge a Land Raider carrying Marneus Calgar and his terminator retinue, set off the device and kill them all! No rolls to hit the vehicle are necessary. If a vehicle ‘picks up’ the doomsday device, then it can ram/tank shock any unit it wants to (regardless of whether or not it is an actual tank) and set the device off as shown above. Do NOT resolve the ram/tank shock – the idea was just to get close enough for MAD (Mutually Assured Destruction) anyway! This also applies to trying to ram skimmers – don’t make a dodge roll for the skimmer, the ramming vehicle just has to get close before going BOOM! If a vehicle picks up the device and is subsequently immobilized, wrecked or destroyed, then they drop the device. Any unit can then pick up the device simply by moving within 2” of the immobilized vehicle/crater/wreck (coherency range).
Championship Round: Winner of Division A vs. Winner of Division B
Name: Last Man Standing
Setup: Dawn of War
Scenario Type: Modified Annihilation
Special Rules:
You have battled through mud and mines; across deserts and over ridges. You have even battled through a war torn wreck of a city to capture a genuine doomsday device. Now you have come to the final battle of this war. You and your troops understand that there can be no retreat from this battle, it is victory or death. You can expect no mercy from your opponent and you will afford him none. The victor will be the Last Man Standing.
To win this scenario, you have to completely annihilate your opponent. In short, you will continue playing turns in this game until either you or your opponent is wiped completely from the playing field. Every enemy unit must be dead or gone for the game to be over. Immobilized vehicles must be destroyed. Troops falling back must leave the table edge. Until then, the game continues. Given the set up, this game will likely run for many turns. Be prepared for a long, tough match…
Riddler
Round One:
Name: Vimy Ridge
Setup: Dawn of War
Scenario type: Modified Seize ground
Special Rules:
Your unit has been selected to occupy a critical piece of terrain – a ridge that overlooks everything for miles around. This ridge (Vimy) has been the focus of attacks from both sides for months but nobody has been able to control it. YOU are now commanded to take the ridge – and write your name into the history books!
The board is bisected by a ridge that runs from the middle point of one short table edge to the middle point of the other short table edge. This ridge should be represented by hill terrain if possible, but using markers or dice is also acceptable. This ridge should be more than 4” wide, less than 6” wide and centred exactly down the middle of the table. This ridge does not count as difficult terrain – it is easy to climb! This ridge completely blocks line of sight between all “foot” models – including jump infantry and bikes of all kinds. It provides cover for all vehicles/monstrous creatures and also provides cover from vehicle/monstrous creature shooting. In other words, infantry can’t see infantry, everyone can see vehicles/monstrous creatures (with cover) and vehicles/monstrous creatures can see everyone (with cover). The only exception to this is the Necron Monolith, which can see/be seen by everything without cover. It’s just that big!
This scenario has one objective – capture the ridge! Since the ridge is so big, it is likely that many units will be on it – so the following rules are in effect: to count as a scoring unit, the unit must be a troops unit and must have at least one model actually on the ridge. The side with the highest number of troops units on the ridge wins the match. Being under half strength makes no difference – one model left in a troops unit counts as scoring! Units other than troops have no impact on the actual scoring of the scenario.
Other terrain can be set up as normal.
Round Two:
Name: Flanders Fields
Setup: Spearhead
Scenario Type: Capture and Control objectives
Special Rules:
Your unit is holding the line in the Flanders sector – and there is mud everywhere! It sticks to everything, making everyone slower and tired. It also gets into important components, causing all sorts of nasty breakdowns…
This is a standard Capture and Control scenario – use the rules out of the 40 K rulebook for the number and placement of objectives. Terrain is also set up as normal, with one important difference: all foot models are slowed down due to the soupy, deep mud! All foot models (including Monstrous Creatures) count open terrain as difficult terrain. Bikes and jump infantry can get mud into important parts, so they treat all open terrain as dangerous! Consult the following table for particulars:
Movement
Open Terrain 2d6, 1d6 with slow and purposeful, 2d6 take the lowest with thousand sons without sorceror
Difficult Terrain 1d6, 2d6 take the lowest with slow and purposeful, 3d6 take the lowest with thousand sons without sorceror
Scouts and other troops that normally roll an extra die do so as usual. VEHICLES ARE UNAFFECTED BY THE MUD, including Dreadnoughts. Bikes and jump packers only ever roll one die for dangerous terrain, and are removed on a roll of one as usual. Jump packers may choose to move on foot only. In this case they move as normal infantry – and are slowed down as per normal troops. Jump packers arriving from deep strike must roll for dangerous terrain immediately upon arriving on the battlefield.
For example, if a unit of Orks were moving through a forest, they would count as being in difficult terrain and would roll 1d6 for movement. If a unit of Obliterators were moving through the same forest, they would roll 2d6 and take the lowest roll for their movement.
Terrain is to be set up as normal.
Round Three:
Name: Lawrence of Arabia
Setup: Pitched Battle
Scenario Type: Annihilation
Special Rules:
The enemy is well entrenched in the desert, but has left a flank wide open – believing that no unit can cross the scorching desert and still be able to attack. Your unit has been ordered to prove the enemy wrong. Your job is to cross the desert and crush every enemy you come across.
Of course, everyone knows that there isn’t much terrain in the desert, so get ready to battle on “Planet Bowling Ball!” This scenario should be played as a straight up Pitched Battle/Annihilation game, with one small stipulation – very little terrain. NO terrain may be set up in the ‘no man’s land’ in between the deployment zones. Furthermore, a maximum of two small to medium sized pieces of terrain may be placed in each deployment zone. There should be very little cover on this board!
Round Four:
Name: Minefields
Setup: Pitched Battle
Scenario Type: Capture and Control
Your unit is holding the line in a fairly quiet sector – except it is festooned with high tech minefields! These minefields aren’t normal though – they’re mobile and they only attack vehicles. Each mine is attracted to vehicle movement – of any type – and will attack any moving vehicle in range. Imagine a swarm of flying buzz saws with diamond hard cutting edges slicing vehicles into scrap metal and you’ve got the idea!
This is a standard Pitched Battle/Capture and Control scenario. Set up terrain as normal. The difference comes when you want to move a vehicle – before you actually move the vehicle, announce to your opponent that you are moving that vehicle. Roll a d6 for that vehicle – on the roll of a one, two or three, the vehicle can’t move and can’t shoot for that turn only – all weapons are hard at work trying to kill off flying buzz saws! All embarked troops are also stuck inside for that phase only – nobody wants to go greet the buzz saws face to face! Furthermore, troops may not embark into a vehicle that is being attacked by mines. If somehow that vehicle gets destroyed during the owning players turn (like perhaps by a deviating template) any embarked troops are considered destroyed. This effect ends at the end of the owning players turn. Please note that ANY movement counts, and will require a roll, including assaulting (for Dreadnoughts) and even pivoting on the spot. Note that turning a weapon mount or a turret does NOT count as movement for the purposes of this scenario. Pivoting a vehicle is not generally counted as movement in the rules, but the flying buzz saws aren’t concerned with rules, they just want to attack vehicles! So pivoting a whole vehicle requires a roll, pivoting a weapon mount or a turret does not. Any mandatory vehicle movement – Chaos Dreadnoughts come to mind – will also require a roll. If the vehicle is attacked, then it does not move, even though the rules state that it must. Vehicles that deep strike into play must roll immediately upon entering the battlefield for mines; if they are attacked, the vehicle is affected and may not disembark troops or shoot that turn. The Necron Monolith may not embark/disembark troops if it is attacked by mines. That means that it cannot use its recycle ability if attacked by mines and may not shoot any weapons at all.
Vehicles that do not move aren’t attacked by mines, so they are free to disembark troops and shoot as normal. Dreadnoughts ARE affected by the mines.
Round Five:
Name: Doomsday
Setup: Spearhead
Scenario Type: Annihilation
Special Rules:
Your unit has been ordered to crush the enemy dug into a war torn ruin of a city. There’s just one catch: somewhere in the ruins is a genuine doomsday device! Your superiors would love to get their hands on it, and you just might be able to figure out how to use it yourself!
Terrain setup: each player sets up a building/ruin in turn. The first building/ruin must be set up within 6” of the centre of the table. The next 4 buildings must be set up within 6” of the first building. Any other buildings set up must be set up within 6” of the first 5 buildings set up. The effect should be to have one building in the centre with rings of buildings surrounding it – the first ring would have at least 4 buildings in it and possibly more. At least 5 building/ruins MUST be set up. No more than 8 buildings may be set up. The rest of the board can have more terrain at the player’s discretion.
Upon entering a building, an infantry unit (footsloggers only – not Monstrous Creatures, Bikers or jump infantry) may search the building. Searching doesn’t take an action, and it doesn’t prevent the unit from shooting, running or assaulting. Each searching unit rolls a d6 – on a roll of six, the unit has found the doomsday device! Each unit may search only one building per turn, even if it is spread between two buildings. Each building may only be searched once. If no other buildings contain the doomsday device, then the last building searched will automatically hold the device.
The device is worth THREE victory points to the controlling player. The device will move with the controlling unit. If the controlling unit is forced to fall back for any reason, the unit drops the doomsday device. The device can then be picked up by ANY unit that comes into contact with it – vehicles, bikers, monstrous creatures – anybody!
At the beginning of each close combat phase, the unit that holds the doomsday device may choose to set it off! Before ANY attacks but AFTER all assault moves, if the device is set off, the controlling unit AND ANY UNIT IT IS IN CONTACT WITH IS OBLITERATED! There is no saving throw of any type for this effect – not invulnerable saves, cover saves, armour saves or any other kind of saves. Multiwound creatures that are immune to instant death are eradicated as well! All vehicles are likewise destroyed with no other roll necessary – don’t argue, just take it off the board! If the controlling unit charges into a multi-unit close combat and sets off the device, all units in that multi-unit close combat are destroyed! If the controlling unit charges a vehicle – skimmer or not – that is carrying a unit and sets off the device, then the controlling unit, the vehicle AND THE EMBARKED UNIT are ALL DESTROYED! So, for example, a unit of 5 Orks with the doomsday device could charge a Land Raider carrying Marneus Calgar and his terminator retinue, set off the device and kill them all! No rolls to hit the vehicle are necessary. If a vehicle ‘picks up’ the doomsday device, then it can ram/tank shock any unit it wants to (regardless of whether or not it is an actual tank) and set the device off as shown above. Do NOT resolve the ram/tank shock – the idea was just to get close enough for MAD (Mutually Assured Destruction) anyway! This also applies to trying to ram skimmers – don’t make a dodge roll for the skimmer, the ramming vehicle just has to get close before going BOOM! If a vehicle picks up the device and is subsequently immobilized, wrecked or destroyed, then they drop the device. Any unit can then pick up the device simply by moving within 2” of the immobilized vehicle/crater/wreck (coherency range).
Championship Round: Winner of Division A vs. Winner of Division B
Name: Last Man Standing
Setup: Dawn of War
Scenario Type: Modified Annihilation
Special Rules:
You have battled through mud and mines; across deserts and over ridges. You have even battled through a war torn wreck of a city to capture a genuine doomsday device. Now you have come to the final battle of this war. You and your troops understand that there can be no retreat from this battle, it is victory or death. You can expect no mercy from your opponent and you will afford him none. The victor will be the Last Man Standing.
To win this scenario, you have to completely annihilate your opponent. In short, you will continue playing turns in this game until either you or your opponent is wiped completely from the playing field. Every enemy unit must be dead or gone for the game to be over. Immobilized vehicles must be destroyed. Troops falling back must leave the table edge. Until then, the game continues. Given the set up, this game will likely run for many turns. Be prepared for a long, tough match…
Riddler