Friday, January 7, 2011

Game?

So i thought I'd get a 40K mission out there for people to try. If anyone runs this let me know how it plays.

  
AIR DROP
 
Any military offensive needs to be well supplied to have any chance of success. Nothing stops an army advance like the cutting of supply lines or the lack of vital resources.
 
During this campaign both forces have been stretched thin and a crucial supply shipment is en route. It is your job to secure these supplies for the success of the campaign. Be aware that the enemy force knows of this air drop and will stop at nothing to secure these resources for themselves.
 
 
MISSION: capture and control (only troops can control and no enemy within 3”) with 3 objectives
 
GAME LENGTH: 6 turns
     
MISSION RULES: deep strike, reserve, infiltrate, NO IMPASSABLE TERRAIN, air drop*
 
SET-UP: place one objective in center of board
              roll D6 for table sides and 1st turn
              the lowest roller chooses their table side and choice of 1st turn
  
DEPLOYMENT: both players then deploy simultaneously, long table edges up to 12” from board edge
                      scout / infiltrate moves if there are any, once deployment is done
                      seize initiative roll for player going 2nd and away you go! Good hunting!
 
Air Drop: At the start of turn two, before rolling for reserves, the current player rolls for the second objective to be placed on the board. Roll a D6 and consult the map below. If numbers 1-4 are rolled the objective will be dropped in that table quarter. If a 5 or 6 is rolled it will be dropped in that table half.
 
Pick a location and roll the scatter dice and 2D6+6. This is the number of inches the objective scatters. If a hit is rolled use the small arrow to show which direction it scatters. Nothing can reduce or re-roll the scatter dice or distance.
 
At the beginning of the second player’s turn two before rolling for reserves, repeat this for that player and consult the map for possible landing locations.

Player  With 1st Turn



5
1
2

2
3
6
6
3
4

4
1
5




Player With 2nd Turn

                                                                                   
If it scatters off the board re-roll for the objective at the start of, but before rolling for reserves, turn three.
Continue this each player turn until all objectives are on the board.
 
VICTORY CONDITIONS: The player with the most objectives under their control wins 
                                     In case of a tie, use kill points to determine the winner 
                                     If this also results in a tie, then use victory points to 
                                     determine the winner


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