Wednesday, September 30, 2009

Shot down - AGAIN! - a WH40K scenario

Lt. Varracks has been shot down yet again, and has ended up in the middle of the frontlines. Due to the built up area, and the signal jamming going on, it is impossible to locate him with any precision, and ground units are going to have to move in, find him and extract him.

Forces
1500 points selected normally.

Battlefield and deployment
6'x4' or larger, heavily built up. Perhaps some suitable equipment representing the jamming devices?

Forces deploy normally, up to 12" on from their table edge.

Game length is as normal, with the random additional turns if rolled.

Special Rules

Blips
Both sides are having trouble tracking Lt. Varracks. There are six 'blips', any of which may be our plucky pilot. After both sides have deployed, each player places three counters any where on the table that is more than 6" from any other unit.

Blip movement.
Due to the interference, the signals indicate that the target is moving. At the start of each movement phase, for each blip both player's roll a die. The highest roll may move the counter the number of inches he rolled.

Identifying Blips.
A blip can be 'checked' by any model on the battlefield, as soon as the model and the blip are less than 3" apart. The player whose model it is rolls a D6. On a roll of a 6, the blip is Lt. Varrcks - replace the blip with the correct model. Lt. Varracks is then counted as a normal game objective, and no longer moves.
If only one blip is left on the table when it is 'checked' then it will, of course, be Lt. Varracks. Note that until it is checked it will continue to move!

Objectives
The 'revealed' Lt. Varracks location is an objective as per normal rules for controlling and contesting. Whomever controls the objective at the end of the game wins.

Battle for Dourke's Rift - A WH40K scenario

Battle for Dourke's Rift

Imperial Guard forces
1000 points, with the following restrictions.
1 HQ Command Squad
up to 6 infantry platoons
up to 1 Veteran squad
No heavy support
No vehicles
No Fast Attack choices

All guard deploy in the farm, within 12" of the centre of the table.
If using Praetorian Guard models, an additional 200 points can be used just because they are cool.

Xenos forces
6 units from the Troops section with no upgrades, at the maximum permitted unit size.
These units may deploy within 6" of any corner.

Objectives
The Imperial Guard player wins if he has at least one model still alive at the end of turn six.
Any other result is a Xenos victory.

Special Rules

"Orcs! Farsands of 'em!"
Xenos units wiped out can re-enter from any board edge on the following turn. Units can be removed, as with the "Send in the next wave" rule.

"First Rank, Fire! Second Rank, Fire!"

If this order is given, the squad is assumed to pass their leadership test as though they rolled a natural 2. The officer may give a second order, as per the normal rules.

"Shoulder to shoulder we stand"
If an infantry unit has all models in base to base contact as a single, continuous group, then they may fire one additional shot with their lasgun. This is in addition to any extra shot afforded by "First Rank Fire! Second Rank Fire!"