mrjjourden
03-17-2014, 09:45 PM
So one thing that many of us are tired of doing is the standard set of D6 missions in the BRB. My limited imagination came up with this for a tournament finale between - you guessed it - My Novamarine's X Company (http://www.lounge.belloflostsouls.net/showthread.php?40463-1850-Novamarines-Scout-List) (surprise) and Chaos.
One thing I loved was the randomness of the objectives. Especially when I activated an EMP and my Stormtalon lost an entire round of shooting/jinking/strafing running etc. and my opponent activated reinforcements on one of his depleted Chaos SM Squads - going from 6- to the full 10-man squad!
Would love to hear your feedback. It was actually really fun to play. Objectives came in turns 1, 2, 5 and 6 and what we found was that there simply weren't enough units left to activate/control the objectives in turns 5 and 6. However, the potential that an objective scattered into your deployment zone, or near one of your scoring units to give you a much needed bonus AND a scoring punch was very exciting.
Feel free to play amongst yourselves.
Take it away!
***START***
The Novamarines battle the Chaos Rebels of the Thousand Sons on the ground of Tradax 5, while their Chapter Fleet led by the Battle Barge Honoroum’s Spear wages a desperate war in the space surrounding the doomed planet.
A thunderous roar shook the Heavens. The momentary distraction just enough for Captain Jourdanius to parry the Chaos Sorcerer’s blow and decapitate his foe with a lightning strike of his own. Before the corpse hit the ground, Captain Jourdanius stole a glance skyward and his hearts shuddered at the sight of the supernova explosion that used to be The Honourum’s Spear.
Sergeant Plautius, the X Company Communications Officer, quickly confirmed the capital ships of both the Novamarines and Thousand Sons collided in a desperate Kamikaze move by the Chaos Rebels in a last gasp effort to appease Tzeentch. The Honourum’s Spear went down with all hands on deck including the entire V Company and elements of the I, VIII and IX Companies.
The Novamarines X Company was fully deployed on Tradax 5, or they would have surely suffered the same fate as their battle brothers.
Just before the cataclysmic explosion rocked the planet to its core, several pods were jettisoned from the ill-fated vessels. What they contain…
Deployment:
Dawn of War with D3 Terrain per Board Section
Primary Objectives:
At the start of turns 1, 2, 5 and 6, objectives fall from the skies into the center of the board. Each pod (objective) is worth D3 Victory Points and rolled once the impact site is determined.
Secondary Objectives:
Slay the Warlord
First Blood
Linebreaker
Special Rules:
Falling Skies
Reserves
Deep Strike
Falling Skies:
Before the movement phase of Turns 1, 2, 5 and 6, pods and debris rain down onto the battlefield. These pods (denoted by objective markers) always scatter 4D6 creating an “impact” site. Follow the arrow if a “hit” is rolled on the scatter die. Objectives will always stay in game play remaining one inch away from the table edge.
Both armies jettisoned pods just before impact, so their contents can be a boon or disaster for either army. The pods hit the ground with the strength of a meteor. Upon the final resting place of the objective, center a large blast over the “impact” site, all models touched by the template suffer an automatic S7 hit with armor and cover saves allowed. Vehicles are auto hit on their side armor. Jink saves are allowed. Roll for armor penetration as normal.
Objectives are claimed by any unit moving within 3” of its location during the movement phase. However, for victory points, objectives can only be controlled by scoring units.
The Falling Skies mission rule bonus below is only used once per objective.
Whichever army is the first to claim the objective rolls a D6 to discover what lies within the pod:
Falling Skies Rule Bonus D6 Result
1 – Booby Trap
2 – Ammo Cache
3 – EMP
4 – Double Shot
5 – Shockwave
6 – Reinforcements
Booby Trap – A Booby Trap is triggered and all units within 6” of the objective immediately suffer D6 S4 automatic hits with armor saves allowed. No cover saves are allowed as nearby units are caught surprised rushing to the objective while focused on what is inside the pod.
Ammo Cache – The claiming unit stumbles onto an ammo cache. Hidden inside are special rounds of ammunition that wound on a 2+ regardless of toughness. This ammunition applies to all ranged weaponry – both carried by infantry and mounted on vehicles. The ammo does not affect vehicles. The ammo lasts for one round of shooting and must be used immediately in the following shooting phase. The ammo does not apply to overwatch shots fired in the subsequent assault phase.
EMP – An EMP is triggered and all vehicles within 12” of the objective lose all function for one complete game turn. No further movement or shooting is allowed. If an affected unit is assaulted, they are auto hit.
Double Shot – The claiming unit receives extra munitions and can fire all weapons twice. This includes Overwatch and grenades used in the assault phase. Double Shot must be used immediately in the following shooting phase. Double Shot lasts for one complete game turn.
Shockwave – All non-vehicle units within 6” of the objective lose all function for one complete game turn. No further movement, shooting, or assaults are allowed. If an affected unit is assaulted, they function as WS1.
Reinforcements – The claiming unit is immediately brought up to full strength identical to how it started the game; i.e. a 5-man combat squad that suffered two casualties is brought back up to the full strength 5-man squad.
If the unit has suffered no casualties, then the unit gains FNP (4+) against all shooting and melee attacks for one complete game turn.
***END***
One thing I loved was the randomness of the objectives. Especially when I activated an EMP and my Stormtalon lost an entire round of shooting/jinking/strafing running etc. and my opponent activated reinforcements on one of his depleted Chaos SM Squads - going from 6- to the full 10-man squad!
Would love to hear your feedback. It was actually really fun to play. Objectives came in turns 1, 2, 5 and 6 and what we found was that there simply weren't enough units left to activate/control the objectives in turns 5 and 6. However, the potential that an objective scattered into your deployment zone, or near one of your scoring units to give you a much needed bonus AND a scoring punch was very exciting.
Feel free to play amongst yourselves.
Take it away!
***START***
The Novamarines battle the Chaos Rebels of the Thousand Sons on the ground of Tradax 5, while their Chapter Fleet led by the Battle Barge Honoroum’s Spear wages a desperate war in the space surrounding the doomed planet.
A thunderous roar shook the Heavens. The momentary distraction just enough for Captain Jourdanius to parry the Chaos Sorcerer’s blow and decapitate his foe with a lightning strike of his own. Before the corpse hit the ground, Captain Jourdanius stole a glance skyward and his hearts shuddered at the sight of the supernova explosion that used to be The Honourum’s Spear.
Sergeant Plautius, the X Company Communications Officer, quickly confirmed the capital ships of both the Novamarines and Thousand Sons collided in a desperate Kamikaze move by the Chaos Rebels in a last gasp effort to appease Tzeentch. The Honourum’s Spear went down with all hands on deck including the entire V Company and elements of the I, VIII and IX Companies.
The Novamarines X Company was fully deployed on Tradax 5, or they would have surely suffered the same fate as their battle brothers.
Just before the cataclysmic explosion rocked the planet to its core, several pods were jettisoned from the ill-fated vessels. What they contain…
Deployment:
Dawn of War with D3 Terrain per Board Section
Primary Objectives:
At the start of turns 1, 2, 5 and 6, objectives fall from the skies into the center of the board. Each pod (objective) is worth D3 Victory Points and rolled once the impact site is determined.
Secondary Objectives:
Slay the Warlord
First Blood
Linebreaker
Special Rules:
Falling Skies
Reserves
Deep Strike
Falling Skies:
Before the movement phase of Turns 1, 2, 5 and 6, pods and debris rain down onto the battlefield. These pods (denoted by objective markers) always scatter 4D6 creating an “impact” site. Follow the arrow if a “hit” is rolled on the scatter die. Objectives will always stay in game play remaining one inch away from the table edge.
Both armies jettisoned pods just before impact, so their contents can be a boon or disaster for either army. The pods hit the ground with the strength of a meteor. Upon the final resting place of the objective, center a large blast over the “impact” site, all models touched by the template suffer an automatic S7 hit with armor and cover saves allowed. Vehicles are auto hit on their side armor. Jink saves are allowed. Roll for armor penetration as normal.
Objectives are claimed by any unit moving within 3” of its location during the movement phase. However, for victory points, objectives can only be controlled by scoring units.
The Falling Skies mission rule bonus below is only used once per objective.
Whichever army is the first to claim the objective rolls a D6 to discover what lies within the pod:
Falling Skies Rule Bonus D6 Result
1 – Booby Trap
2 – Ammo Cache
3 – EMP
4 – Double Shot
5 – Shockwave
6 – Reinforcements
Booby Trap – A Booby Trap is triggered and all units within 6” of the objective immediately suffer D6 S4 automatic hits with armor saves allowed. No cover saves are allowed as nearby units are caught surprised rushing to the objective while focused on what is inside the pod.
Ammo Cache – The claiming unit stumbles onto an ammo cache. Hidden inside are special rounds of ammunition that wound on a 2+ regardless of toughness. This ammunition applies to all ranged weaponry – both carried by infantry and mounted on vehicles. The ammo does not affect vehicles. The ammo lasts for one round of shooting and must be used immediately in the following shooting phase. The ammo does not apply to overwatch shots fired in the subsequent assault phase.
EMP – An EMP is triggered and all vehicles within 12” of the objective lose all function for one complete game turn. No further movement or shooting is allowed. If an affected unit is assaulted, they are auto hit.
Double Shot – The claiming unit receives extra munitions and can fire all weapons twice. This includes Overwatch and grenades used in the assault phase. Double Shot must be used immediately in the following shooting phase. Double Shot lasts for one complete game turn.
Shockwave – All non-vehicle units within 6” of the objective lose all function for one complete game turn. No further movement, shooting, or assaults are allowed. If an affected unit is assaulted, they function as WS1.
Reinforcements – The claiming unit is immediately brought up to full strength identical to how it started the game; i.e. a 5-man combat squad that suffered two casualties is brought back up to the full strength 5-man squad.
If the unit has suffered no casualties, then the unit gains FNP (4+) against all shooting and melee attacks for one complete game turn.
***END***