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Post by dg1 on Mar 15, 2013 13:49:08 GMT -6
The following are still be tested. Feedback is welcome. The formatting of these might not be quite right since they are being copied and pasted out of a MS Word document.
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Post by dg1 on Mar 15, 2013 13:49:26 GMT -6
Alien Possession (think K-PAX)An alien has transported into one of your models from afar to learn about your primitive and brutal society. He is ruthless and wants to test himself in your war. A unit champion was chosen as the most fit to possess (characters are too hard to control). Another alien possessed a champion in your opponent’s army. Your goal is to kill/capture the enemy’s possessed model and keep yours alive. DeploymentUse the Battleline rules on page 144. You must choose one (unnamed) champion core or special model in your army to be the Possessed character. After deployment before beginning play write down but do not reveal which unit champion was possessed. The Possessed is initially deployed in its unit but may subsequently leave its unit as a character. If you do not have any unit champions, then remove sufficient rank and file models from a core unit equal to or exceeding the cost of a unit champion in that unit and identify one of the remaining rank and file models in the unit as the Possessed. Special RulesThe Possessed is a character that retains the characteristics, rules, and equipment of the champion model but gains +1 wound, +2 weapon skill, +1 ballistic skill, leadership of 9, and passes all panic, fear, characteristic, and terror tests (still takes break, unstable and daemonic instability tests). The Possessed also has a 4+ ward save and if alone has the Feigned Flight ability (p68). The entire unit the Possessed occupies is immune to panic, fear and terror. If the unit flees from a charge, the Possessed may choose to flee with the unit (in which case it cannot leave the unit until it rallies) or to remain in place while the unit flees. The Possessed is proud and thus killed if it or its unit breaks from combat (i.e. just like a Standard Bearer) Victory conditions and Objective PointsUse victory points to determine the winner as described in the rule book except that remaining units that began the battle with models in excess of 10 wounds (ignoring characters) award half victory points if it they fall below (not at) 50% of their their starting wounds
Killing the enemy Possessed is worth 50 victory points.
Victory point difference Winner BP Loser BP Major win 500+ points 16 4 Moderate win 300-499 points 14 6 Minor win 100-299 points 12 8 Draw 0-99 points 10 10
2 objective points if your Possessed is alive and not fleeing. 1 objective point if the enemy Possessed is either dead or fleeing at the end of the battle 1 objective point, if additionally, you capture the enemy’s Possessed by killing in combat or catching it fleeing from combat or during the movement phase 1 objective point if your unit or character that captured the enemy Possessed remains alive and is not fleeing at the end of the battle
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Post by dg1 on Mar 15, 2013 13:50:04 GMT -6
ET Go HomeEach army is given an ET that you seek to both protect from the enemy trying to capture him and to enable your ET to go home. You are equally intent on capturing the enemy’s ET before he escapes. DeploymentUse the deployment map from Dawn Attack (page 145) except use the Alternating Units rules for alternating deploying units and rolling to go first on page 142. You must deploy as closely as possible an equal number of units in each of the 3 deployment zones, based on the number of units in your army (not points). As your characters are deployed, deploy your ET (marker) in a non-ethereal, non-flying, and non-character unit with at least 5 non-character wounds. Special Rules1. ET’s limited power provides a ward save to the smaller units it joins. This is either +1 to the current ward save or a 5+ ward save to the friendly unit controlling ET, but only if the unit currently has 20 or fewer total wounds. This ward save benefit even applies to spells and effects that would ordinarily not allow for a ward save. This cannot result in better than a 4+ ward save for any model. (Note this means that a unit initially too large for the effect, after it takes sufficient wounds will eventually gain the ward save if ET remains with the unit.) 2. The controlling unit carries ET using its movement characteristic. Alternatively, you may move your ET up to 4” in your remaining moves phase to leave or change friendly units or if not in a unit. 3. A fleeing unit controlling ET will stop 1” from impassible terrain or the table edge and must take a dangerous terrain test instead of continuing to flee. A fleeing unit with ET will continue to “attempt” to flee away from the nearest opposing unit if it has not rallied (flee along board edge or terrain edge if stopped by board edge or impassible terrain). 4. ET may be captured by any non-fleeing, non-ethereal, non-flying unit with at least 4 remaining wounds (excluding characters). A unit may capture ET by moving over an uncontrolled ET or by destroying ET’s unit (caught fleeing or destroyed in a movement or combat phase). If ET’s controlling unit is destroyed and ET is not captured, then place ET where the center front rank model was located in the destroyed unit. Victory Conditions and Objective Points Standard per the rules for victory points. Controlling the enemy ET at the end is worth 100 victory points.
Victory point difference Winner BP Loser BP Major win 500+ points 16 4 Moderate win 300-499 points 14 6 Minor win 100-299 points 12 8 Draw 0-99 points 10 10
1 objective point if you retained control of your ET until the end of turn 3 1 additional objective point if you retain control of your ET at the end of the battle 1 objective point if you captured the opposing army’s ET during the battle (even if later lost) 1 additional objective point if you control the opposing army’s ET at the end of the battle 1 additional objective point if your unit carries ET into the opposing deployment zone
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Post by dg1 on Mar 15, 2013 13:51:03 GMT -6
Gifts From AboveAliens have accidently sent knowledge in a series of messages that each army has partially decoded. Each of you chooses three gifts. No gift may be chosen twice. Roll to see which player chooses the first gift. Then the other player chooses the second and third gifts. The first player chooses the fourth gift. The second player chooses the fifth gift. Finally, the first player chooses the sixth and last gift. DeploymentUse the Blood and Glory rules on page 148. After deployment, you must give your gifts (marked by tokens) to non-flying, non-ethereal, and non-character units in you army before rolling to see which player goes first. Each unit may receive only one gift. Special Rules The following gifts provide an augment to non-character models in a unit if 30 or fewer wounds of rank and files models (A unit may start above 30 wounds but realizes no augment until at or below 30 wounds.): 1. Gift of Stoutness: +1 Toughness to a maximum of 4 2. Gift of Might: +1 Strength to a maximum of 5 3. Gift of Skill: Either +1 Weapons skill (max of 6) or +1 Ballistic skill (max of 4) 4. Gift of Courage: Immune to panic, fear and terror; may still flee (if otherwise able) from a declared charge (courageous does not mean stupid!) 5. Gift of Alloys: +1 Armor save to a maximum of 4+ Armor save 6. Gift of Wisdom: +1 leadership to a maximum of 9 (benefit is like a standard of discipline) 7. Gift of Evasiveness: 5+ cover save (separate from ward and regen save) to all attacks that hit the unit in the shooting phase; for each model hit (including cannons, flame templates and stone thrower-type weapons) roll at D6 and skip the wound roll and ignore any wounds caused on a 5+ (roll to wound if you roll a 1 to 4) 8. Gift of Shielding: MR2 (max ward save of 4+) to all magical attacks and damage to models in a unit from all spells in the magic phase (including dwellers, final transmutation, and vortexes) Gifts count as additional standards for fortitude purposes. Like standards, a gift can be captured from an enemy unit by an opposing unit (destroyed unit or breaks from combat) in the combat phase or if you catch and destroy a unit fleeing in the movement phase. A unit (any unit or character) that captures a gift, however, does not receive its benefit. An army may recapture a lost gift in the same manner. Victory Conditions and Objective PointsAn army breaks when its fortitude equals 4 or less (general=2, BSB=1, gift=1, standard=1). If no one breaks, use standard victory points. VP difference Winner BP Loser BP Major win Army breaks 16 4 Moderate win 300+ 14 6 Minor win 100-299 points 12 8 Draw 0-99 points 10 10
Objective Points1 objective point for each gift your non-fleeing units control at the end of the battle
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Post by CapAmr05 on Mar 20, 2013 8:52:59 GMT -6
This....
Contradicts this....
Not that it matters, but I'm in favor of the second quoted rule.
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Post by dg1 on Mar 20, 2013 11:11:43 GMT -6
Yeah. We caught that and it is fixed, can't believe I posted the old version. We had the same confusing language in the ET scenario and fixed it. We deleted the first sentence a while ago. The corrected version is posted above now.
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Post by dg1 on Mar 21, 2013 14:37:57 GMT -6
Alien Crash SiteA strange meteor appears and then falls from the sky at night. Your troops rush to investigate. A confusing melee ensues as your armies fight to discover the secrets of the revealed alien ship. DeploymentPlace the crash site marker in the exact middle of the table. Use the Meeting Engagement (page 145 of the rulebook) deployment map, but use the Alternating Units rules for alternating deploying units and rolling to go first on page 142 of the rule book. Special Rules Final Detonation: The crash critically damaged the ship’s propulsion system. Beginning with turn two, at the start of each player’s turn roll a D6 and add the current turn number, if the result is 8 or greater the explosion occurs. When the explosion occurs, all units within 2D6 + the current turn number inches are hit. Each unit hit is struck by lightning and suffers D6 Strength 6 hits with no regeneration saves. The ship explodes only once. Disruption from Flank and Rear Charges: Given the confusion, units are more easily disrupted. A non-random move unit charging the flank or rear of an opposing unit receives the always strikes first special rule. A unit charged in the flank or rear by a non-random move unit(s) with sufficient force to suffer 5 or more unsaved wounds in the combat phase from the opposing unit(s) charging its flank(s) or rear will lose both its rank bonus and steadfast in that combat phase if the charging unit(s) is(are) not entirely destroyed in combat.
The First Turn is Night: At the beginning of turn 3, the first player rolls a D6, if 4+ then night ends. There is no night after turn 3. While it is night there is no line of sight past 30” and nothing can be hit or affected by magic beyond 30”, also: • Units beyond 15” receive soft cover to all BS shooting. • Anything that scatters, like a stone thrower, must use indirect fire rules for targets/points beyond 15” and cannot target beyond 30”. • All cannon shots (including warp-lightning cannons) that target a point more than 15” away must roll a D6. The shot will miss completely unless you roll a 3+. Nothing beyond 30” is hit. • A non-random move unit successfully charging the flank or rear of an enemy unit receives both the always strikes first (as above) and devastating charge (+1 attack) special rules in the first round of combat due to the surprise. Additionally, the charging unit is unbreakable in the first combat phase after charging. Victory conditionsUse victory points to determine the winner as described on page 143.
VP difference Winner BP Loser BP Major win 500+ points 16 4 Moderate win 300-499 points 14 6 Minor win 100-299 points 12 8 Draw 0-99 points 10 10
Objective Points 2 objective points if you control the crash site at the end of the battle 1 objective point if you contest but do not control the crash site at the end of the battle 1 objective point if your army was the first to control the crash site at the end of any combat phase after turn 1 and before the ship exploded 1 objective point if you controlled the crash site after turn 1 in any combat phase before the ship exploded
Design Notes: We like the meeting engagement deployment map as a change of pace, but were concerned about the ability of certain armies to bunker in a corner and fire away with magic or shooting at long ranges. This scenario is intended to limit the ability of a bunkered gun line army to hit targets for at least two turns, while still providing some range for spells and shooting. The idea is that the battle begins in the middle of the night with daylight known to be coming either in turn 3 or 4. Additionally, the scenario rewards not bunkering in the back corner by creating a center objective but one that initially carries quite a bit of risk and, thus, will likely result in some force diversion (avoid clustering to the center until the detonation occurs). A small MSU unit to grab and hold the objective early might be an interesting option with the risk of a detonation beginning in turn 2 and increasing with each turn. Finally, the flank and rear charge rules reward movement tactics more like in 7th edition and provide for the ability to break ranks and steadfast.
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Post by dg1 on Mar 26, 2013 14:49:26 GMT -6
Independence Day Two hostile alien scout ships suddenly arrive over the battlefield. If they leave earth the aliens will return to destroy all sentient beings on earth. Your wizards have divined a weakness and a special, if primitive, weapon. The ships are designed to fight in space and must fly slowly and land frequently to regenerate their anti-gravity system while on earth. You desire the glory of destroying the alien ships to save your world; deny the enemy of the honor! Deployment Use the Battle Line scenario in the rule book on page 144 of the rule book. Two of your unit champions may be designated Suicide Specialists. Each suicide specialist has a single use special suicide weapon attack that may be used instead of regular attacks in close combat. In place of the champion’s normal combat attacks, you may roll a D6 for the suicide attack targeting one model (or an alien ship) and consult the table.
1 It explodes prematurely while arming it, killing the specialist and causing D6 wounds (with no saves) to the specialist’s unit. 2 It fails to explode. No glory. 3-5 It causes D6+1 S6 AP hits and the specialist dies in glory. 6 Treat this as a successful heroic killing blow attack with no saves; the specialist dies in glory Special Rules At the beginning of turn two, two Alien Ships (3” round template) appear equal distance from both deployment zones. Place one ship 12” to one side of the center and the other 12” to the other side of the center and then scatter each 2D6”. A roll of a hit on the scatter dice means that the ship does not move. An alien ship is a war machine that will fly over impassible terrain and units (continue flying until it can land and roll a scatter dice to change direction to avoid flying off the table if necessary). The alien ship has the following characteristics: Move WS BS S T Attacks Wounds I LD 2D6” 5 5 6 4 D6+1 11 8 10 The ship ignores shooting, magic spells and weapons, dangerous terrain, characteristic tests, fear, terror, killing blow, poison, impact, stomp, and breath weapon attacks. The ship has a 4+ armour save. In each shooting phase: If not in base contact with a unit, a ship flies 2D6” in the direction of the nearest unit but stops 1” before contact. The ship shoots D6+1 S6 shots at the closest unit (even if the unit it targets is in combat) with range 12”, with no move or multi-shot penalties. In combat: The ship’s D6+1 attacks are randomly allocated to the assaulting models only. After resolving hits and wounds, the alien ship flies D6” inches plus the number of unsaved wounds it suffered in combat in inches directly away from the unit that caused the most wounds. The assaulting unit(s) remains but may reform. Victory and Objective Points Use victory points to determine the winner as described on page 143. You receive 100 victory points for causing the last wound to an alien ship (200 points total).
VP difference Winner BP Loser BP Major win 500+ points 16 4 Moderate win 300-499 points 14 6 Minor win 100-299 points 12 8 Draw 0-99 points 10 10 Objective Points 1 objective point for each alien ship you caused at least one wound to (total of 2 points possible). 1 objective point for each alien ship you caused the most wounds to (total of 2 points possible).
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Post by dg1 on Mar 26, 2013 14:51:09 GMT -6
All draft scenarios are posted. Any issues or concerns or comments are welcome. You can e-mail me or PM directly. Thanks guys.
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