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Post by Aeon on Sept 2, 2009 7:37:18 GMT -5
This scenario is one I just thought up. It is a very simple addition to the Spearhead deployment or Pitched battle deployment, with Capture & Hold as the game's objective.
In the center of the board is a very large, very powerful, Virus bomb. Undetonated, but, as you might have guessed, still very much alive. It will detonate soon, and both armies want to stop it from detonating so that they can take it back to their side and use it (or whatever - tyranids don't need bombs, but they probably want it for SOME reason or another).
The Bomb: The bomb is ticking, but it's not going to blow up on that timer, because it is damaged. Every turn after the 3rd turn, once both players have moved, shot, and assaulted, roll a d6. On a 6+ the bomb explodes. Everyone on the board is killed instantly. No cover saves, no armour saves, and no invulnerable saves.
The game is a draw. Neither team win.
Disarming: To disarm the bomb, one unit (a full squad or an independant character) must be within 1" of it, and focus all their efforts to disarming it. That unit cannot shoot or assault, and must remain next to the bomb to disarm it. For each turn they're next to the bomb, roll a d6. On a 4+, the bomb is disarmed, and that side wins.
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Post by metcalfedan on Sept 2, 2009 8:26:35 GMT -5
Seems all very good and all, but virus bombs are supposed to be survived by air tight containers, E.G. Dreadnoughts, vehicles. But (remembering in the HH series) a dreadnought, with a crack in it is still susceptible to the virus. Therefor I reckon that all vehicles and walkers survive on a 4+ and you continue the game with these vehicles only. Oh and i reckon any units still in reserve can still be used. Just my 50p (2 cents)
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Post by ssgtdude (M.I.A) on Sept 2, 2009 19:38:29 GMT -5
Units in bunkers should also get the 4+ to survive. This would represent the unlucky guy who came in with the virus, or that the bunker wasn't sealed properly.
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Post by druchi on Sept 3, 2009 6:25:02 GMT -5
But even after the objective goes off you have lost.
No objective to take back home/disarm/rearm = Mission Failed even if you did live.
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Post by Happyorange on Sept 3, 2009 11:26:53 GMT -5
Good idea but I think there should be an option to purposefully set off the bomb. For example the last man standing attempting to keep the bomb from the enemy.
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Post by Aeon on Sept 7, 2009 10:40:50 GMT -5
Fine! Capture the Nuke! Stop arguing with me! lol
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Post by Adam Selene on Mar 9, 2010 4:12:41 GMT -5
Disarming: To disarm the bomb, one unit (a full squad or an independant character) must be within 1" of it, and focus all their efforts to disarming it. That unit cannot shoot or assault, and must remain next to the bomb to disarm it. For each turn they're next to the bomb, roll a d6. On a 4+, the bomb is disarmed, and that side wins. sugestion for every point the models LD is above 8 they get +1 for every point the models LD is below 6 they get -1
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