Warhammer 40k Forum and Wargaming Forums banner
1 - 1 of 1 Posts

·
Registered
Joined
·
73 Posts
Discussion Starter · #1 ·
Here's my scenario. :3

There's a number of small pylons set up 12 inches from the "Attackers" side of the board. The Board being set out as below.

o = Pylon

- and | = Board edge

. = Blank area

--------------------------------------------
|...........................................................|
|...........................................................|
|...........................................................|
|...........................................................|
|...........................................................|
|...........................................................|
|...........................................................|
|o..........o..........o..........o..........o..........o|

This is the attacker's deployment zone.



Each of the pylons are a link in a shield wall (Ever see Starship Troopers 2?)

The "Defenders" are in a base and their shields have been dropped in a freak accident, maybe weather or something.

The "attackers" have taken this opportunity to over-run the enemy base and have reached the shield wall and the "defenders" want them gone, obviously.

The goals for the "attackers":

- Assassinate the leader/leaders
-or- Reach the other side of the board edge
-or- Annihilate the enemy

Pick something.

The goals for the "defenders":

- Reach the pylon with a squad that contains some sort of tech-expert and get it "up and running".
- Annihilate remaining forces within the shielded zone before the enemy succeeds in their goals.

Scenario Rules:

Pylon;

The pylon itself counts as an objective for both sides and when it becomes "Up and running" it counts as being held by the Defenders and un-contested regardless of any models that may or may not be in contact with it.

If two corresponding pylons become up and running and there is a squad between them, all units within the impassable terrain are removed from the board as casualties with no possible way of escape. Once removing all casualties, if there should be two halves of the squad on either side of the shield, the minority side also are removed as casualties, as if they tried to run to join their squad upon the shields crackling to life and were also caught within the wall. If the squad should lose casualties in this way then the squad takes a morale check, regardless of the number of models still alive. If the squad should fail the morale check, they should be fleeing from the points at which allied models were killed.



Up and Running;

A pylon becomes "Up and Running" when a "Tech-expert" successfully activates it. Once a Pylon is Up and Running, it cannot be 'switched off'.

If two shield pylons that are next to each other are up and running, count the area between them as impassable terrain.
I.E. If the shield pylons are labelled as '1', '2', '3' '4', '5' and '6' from left to right and the defenders get pylons '3' and '4' "Up and running" then count the line between the two as impassable terrain. If the defenders get pylons '3' and '5' up and running, there is no impassable terrain between them until pylon '4' gets up and running.

To get a pylon up and running, get a "Tech-expert" model within two inches of the pylon and then roll 1D6. On a roll of 1, the pylon malfunctions and the "Tech-expert" takes an automatic hit [STR 3 AP - ] hit and may re-attempt to get the pylon up and running at the start of the "Defenders" next turn. On a roll of 2, the "Tech-expert" fails and may re-attempt to get the pylon up and running at the start of the "Defenders" next turn. On a roll of 3, the "Tech-expert" will re-arm the pylon within one turn and the pylon becomes up and running at the beginning of the "Defenders" next movement phase. Any other roll results in the Pylon successfully becoming "Up and Running" and becomes active at the beginning of the assault phase.


Tech-expert

A tech expert is a specifically designated model within a squad to fix the pylon. There may only be one tech-expert per squad, however you can have as many tech-experts as desired and they can join any squad they please being treated as special characters. A tech-expert does not affect the force-organisation chart.

VIP: A Tech-expert is seen as an important character on the field and other models will jump in front of it to save it's life. Any model within 2 inches of the "line of sight" and in the same unit as the Tech-expert will move into the line of sight and will take any hits in place of the Tech-expert. Shots fired at the tech-expert will be fired last, all other models having been cleared in an attempt to kill the tech-expert.

A Tech-Expert must be represented by a model who you would expect to be a Tech-expert. For example a Tech-Marine for Space Marines.

Single minded: Tech-Experts are single-minded in their role and when they are within 2 inches of a pylon that is not "Up and running" or does not have another Tech-Expert attempting to make it up and running then they will begin attempting repairs upon the pylon. Tech-experts will not fire upon the enemy or move from the pylon until it is up and running unless they are falling back or in combat.





Take as many turns as you like, though I'm going to recommend 12 as Defenders will need to get to the pylons and get them up and running, which may take more than a turn each. Though probably not this long if you have many tech-experts.

I haven't really thought about points for this game, though I suppose that the more points, the more objectives.


Winning and such:

WIN(Lose for attackers): Get all shields up and running and eliminate all enemy forces within the shielded area.
DRAW: Defenders get all of the shields up and running but remaining forces within the shielded area succeed in their goals.
LOSE(Win for Attackers): Attackers succeed in their goals before you can gets the shields up and running.


All models outside of the shielded area are counted as casualties.

The shielded area - The Area between the Defender's starting board edge and the shields.

The shield pylons - Nothing to do with Necron Pylons, they're simply antennae or towers that emit some sort of shield between each-other.


Please give me feedback on what you think and any improvements you may want to add!!

Thanks!
 
1 - 1 of 1 Posts
Top