Movie Missions - Escape from new Ork

 
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Movie Missions - Escape from new Ork

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  #1 Old 04-17-08, 11:07 PM Movie Missions - Escape from new Ork
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Default Movie Missions - Escape from new Ork

Just a quick note before we get started. I've decided to post any and all creations to a blog I will start sometime tomorrow. Just so I don't keep posting these here to gum up the works. Feel free to comment on them their once it's started. This was submitted by Red Orc and I laughed my ass off all the way during its creation; enjoy!



Escape from New Ork (Escape from New York)

Synposis – The Duke has managed to get his hands on the planets president and its launch codes for a virus bomb. The planets advisors have decided to send in an elite team to retrieve the codes and rescue the President. Unfortunately, the majority of their forces were sent to defend on oncoming Ork WAAGH, so they resorted to “enlisting” some outside help from a particularly clever prisoner. In order to keep their help in line, they have implanted a time bomb within his body, to insure he does what he’s told. Will they be able to get in and out in time?

Player Forces – Players roll a D6 to determine their forces (Ork players will automatically be Duke forces if applicable). The highest roll may determine its force; Duke or Snake.

Deployment – Both Duke forces and Snake forces may start anywhere on the table but at least 12” away from an enemy model and the board edge (Assaults may not happen until 2nd turn). Snake forces may use up to the board edge. Deployment Order – Heavy Support, Troops, Elites, Fast Attack, HQ.

Snake Force Rules – Infiltrate, Deep-strike, “Pliskin”, “Safe Zone” , “President”, “Launch Codes”

Duke Force Rules – Fortifications, “The Duke”, “Safe Zone”, “President”, “Launch Codes”

The Duke – Nominate one HQ to be the Duke. Once per game the controlling player may invoke “The Duke” rule. The Duke is renowned for his love of bloody spectator sports and cunning in capturing wayward heroes intent on entering his territory. He may roll an extra D6 to add to his charge distance one time that is not affected by terrain and in addition to any other modifiers. (Nominated units determined during setup)

Pliskin – Nominate one HQ to be Pliskin. Once per game the controlling player may invoke the “Pliskin” rule. Pliskin is known for his cunning and sheer dumb luck at times. He may require any enemy units to use the Night Fighting rules when targeting him for the remainder of the players turn (either player). (Nominated units determined during setup)

President/Launch Codes – The President is any single model which cannot be targeted but begins in control by any Duke unit. Once the unit is destroyed, Snake forces rescue the president if within 1” of him. Launch codes are also controlled by any Duke unit and considered captured if said controlling unit is destroyed. (Nominated units determined during setup)

Safe Zone – The Safe Zone is determined once one of the following has happened; The Duke dies, The President is rescued or the codes are obtained. Beginning with the players turn in which the requirement happened and switching off each turn, players must roll a scatter die at the location in which the requirement happened +3D6in. The safe zone will appear at the location specified by the scatter dice (stopping at the closest board edge if applicable) and be 6” in radius.

Objectives – Snake Forces gain 1 objective for capturing the launch codes or rescuing the president, they gain 2 objectives for getting the president in the Safe Zone or killing the Duke and 3 objectives if Pliskin ends the game alive in the Safe Zone. Duke forces gain 1 objective for maintaining control of the President or launch codes, 2 objectives if Pliskin dies before the game ends and 3 objectives if the Duke ends the game in the safe zone.
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