Following are some special missions that myself and some friends have designed for a map based campaign we are running.
Campaign thread:
http://www.40konline.com/index.php?topic=219418.msg2666963#newThe missions were designed to be a little more interesting and have a little more fluff than the standard missions and use some of the specific terrain that we own.
We will know which mission we'll be playing before list building so can tailor to some degree, we've tried to keep all the missions balanced and playable with all armies.
There can't be drawn games in the campaign so any draws then go to victory points to decide the winner.
Let me know what you think and any idea's you have to improve any of them.
Above and BelowBelow the plains of Savius lie great caverns that could be used for shelter or as a base of operations, depending on your priorities. DeploymentThe players roll off with the winner choosing to either take the first turn and have the choice of deployment zones or have your opponent do so.
The short table edges are the players table edges in the scenario and deployment zones are anywhere within 18” of those short table edges.
This game uses a second table that measures 46”x22” (strangely coffee table sized).
A large transport tube terrain piece (or yogurt pot on top of a wire reel) should be placed 15” in from both the short and long table edges in each corner of the board, a transport arrival disc (or coaster) should be placed in each corner of the smaller board.
A building should be placed in the very centre of the large board.
The large board should have very little terrain other than the five buildings whilst the smaller board should be reasonably dense.
ObjectivesThe central building on the large board counts as a special objective that can be scored by any unit.
Three objectives should be placed on the small board, one in the centre of the table and one in the centre of each short table edge.
ReservesBoth sides may place any number of units in reserve.
First TurnThe player going second may seize the initiative as normal.
Game LengthThe usual rules for ending the game apply.
Victory ConditionsAt the end of the game the player that has the most scenario points wins the game.
Controlling a standard objective = 2pts
Controlling the special objective = 3pts
Special RulesUnits can utilize the advanced transport tubes to move between the two boards using the following rules.
Any Infantry/Jump Infantry/Beast/Cavalry/Bike/Monstrous Creature/Walker that is touching the edge of the transport tube or arrival disc may use 3” of its movement to travel to the corresponding point on the other board.
Models may not move if there is nowhere for them to be placed, units may stay in coherency across the two boards as long as they have a model in contact with the transport tube and its corresponding arrival disc. If such a unit is engaged in close combat then the other half of the unit makes pile-in moves across the two boards.
No unit may fire weapons, draw line of sight, measure distance or use any other powers from one board across to the other.
Infiltrators may not set up on the small board.
The plains of Savius are flat and blown clear of debris making it easy for vehicles to traverse. To represent this all non-walker vehicles on the large board can add 3” to their move in the movement phase but do not incur penalties or benefits for this extra distance. For example a vehicle could move 15” but still only counts as moving 12” (think red paint job).
The cavern is only dimly lit other than near the arrival discs and a central light source. To represent this when shooting at any unit on the small board follow the rules for night fighting unless the target unit is within 3” of an arrival disc or the central objective.
Area ControlAll generals know that controlling areas of the battlefield is one of the keys to victory, the problem is holding onto them once you have them.DeploymentRandomly determine a deployment type from the main rule book.
ObjectivesStarting with the player who has the first turn each player places a single objective anywhere in their deployment zone that is not within 12” of the centre of the table or another objective.
ReservesBoth sides may place any number of units in reserve.
First TurnThe player going second may seize the initiative as normal.
Game LengthThe usual rules for ending the game apply.
Victory ConditionsAt the end of the game the player that controls the most table quarters wins the game.
Control of each table quarter is decided by which player has the highest total of victory points in the quarter at the end of the game.
Units count as being in the quarter that the largest proportion of their unit are in. If this cannot be agreed upon then decide randomly which quarter they count as being in.
Troop units always provide their full amount of victory points towards this total even if they are below half strength.
If both players control the same number of table quarters then the game is decided on objectives.
Special RulesDue to careful planning units arrive onto the battlefield with great precision allowing all outflanking units to re-roll the dice to decide which table edge they move on from.
Castle AssaultThe mysterious Castle of Pendaven has been a bastion against invaders for millennia, its basalt walls resolute at holding off opposing armies and the treasures held in its vaults invaluable. Any force wishing to take over Faaris would see it as a jewel in the crown. DeploymentA castle consisting of four towers and five wall sections is set up along one of the long table edges, with the centre wall section having a gate.
It should measure 16” in from the table edge and be placed centrally measuring 53” in length. Towers should be placed at the two corners with walls running to the table edge and walls running to two more towers that have the gated wall section between them.
A small amount of other terrain should then be placed.
The players roll off with the winner choosing to either take the first turn and have the choice of deployment zones or have their opponent do so.
The short table edges are the players table edges in the scenario and deployment zones are measured diagonally from 24” in along the table edge opposite to the castle to the corner on the same table edge as the castle. No model maybe deployed within 12” of the castle.
ObjectivesEach of the castle towers counts as an objective that can only be held or contested by a unit inside of them. If they are destroyed then an objective is placed in the rubble that is treated as a standard objective.
ReservesBoth sides may place any number of units in reserve, out flankers roll to see which long table edge they arrive from instead of which short table edge, although they cannot arrive behind the castle walls.
First TurnThe player going second may seize the initiative as normal.
Game LengthThe usual rules for ending the game apply.
Victory ConditionsAt the end of the game the player that controls the most objectives wins.
Special RulesThis mission uses castle towers and walls of solid if antiquated construction that use the following rules.
Towers and Walls are treated as AV:14 buildings that reduce the effects of all rolls on the damage chart by 1.
Towers may be accessed via a door at the rear of their base, doors on the sides at the height of the walls or a hatch on their roof.
Each tower can hold a single unit or infantry or jump infantry of any size unless there is an assault taking place (see below) and has a single firepoint in each facing.
Units inside a tower may be assaulted by any enemy unit moving into the building in their assault phase, the assaulting unit is considered to be assaulting through difficult terrain and doesn't gain the usual +1 attack for assaulting.
Until one of the units is either destroyed or falls back both units are considered to be locked in combat inside the tower. During these assaults only one unit from either side is allowed inside the building and any independent characters attached to those units are treated as standard members of the units during the combat as it is too cramped and confusing to pick them out.
Walls can be climbed as normal terrain but require 5” of movement to move up or down a level at the front and the standard 3” when moving up of down a level at the back. It takes 4” of movement to move between the top of a wall and the top of a tower.
The central wall has a door in its centre, this is treated as a separate structure with AV:12 that can be opened during the movement phase by any model within 2” and on the inside of the castle. The door is destroyed if the surrounding wall is destroyed.
Infiltrators may not start the game behind the castle walls.
Each tower starts the game occupied by 5 Native Warriors with the following stats and equipment.
They never move from the tower and will shoot at the closest unit at the start of each game turn.
Stats as a Tau FIre Warrior
Fearless
Native Rifle = Range:30”, S:5, AP:5, Rapid Fire.
Clash Of The TitansTwo of the mightiest hero’s from each army lead a raid to seize an area that could prove key to victory, if they were to fall it could turn the tide of battle against their forces.DeploymentRandomly determine a deployment type from the main rule book.
ObjectivesBefore deciding deployment zones the players roll off, the winner places one objective and then the loser places another objective.
Objectives can not be placed within 12” of a table edge or 18” of another objective.
ReservesBoth sides may place any number of units in reserve.
First TurnThe player going second may seize the initiative as normal.
Game LengthThe usual rules for ending the game apply.
Victory ConditionsAt the end of the game the player that controls the most objectives wins the game.
If at the end of the game both players control the same number of objectives then the game is decided on kill points.
Special RulesEach side has to choose an his most expensive HQ independent character or monstrous creature model to be their general.
If this general dies then the opposition count as scoring an additional objective and an additional killpoint.
When he is killed leave your general's model on the table where he died, it now counts as an additional objective that only you may score, your opponent may still contest this objective.
Confined SpaceFaaris’s smaller satellite Tho has been heavily mined and is riddled with tunnels and underground complexes, it was the first place to fall to the might of hive fleet Charybdis.
Its key strategic point is its small command centre that is used to monitor and control the whole moon, whomever controls the command centre controls Tho.DeploymentThis scenario doesn’t use a traditional board or layout. Use the space crusade board sections (or something similar) to construct a suitable space station style board.
After the objectives are placed the players roll off, the winner can choose to take the first turn or place the first entry point.
The player who gets to place the first entry point does so anywhere on the edge of the board, then the other player places his anywhere that is at least 18” away and on the edge of the board.
ObjectivesPlace 4 objectives evenly spread out evenly over the board sections.
ReservesBoth sides place their entire army into reserve.
At the start of each of their movement phases players may chose which units arrive from reserve and have them enter play via their entry point.
Units the are described as deepstriking via teleport, arriving from the warp or something similar may still do so but no other forms of deepstriking are allowed.
First TurnThe player going second may not seize the initiative as normal.
Game LengthThe game ends when one of the victory conditions is met.
Victory ConditionsA player may win the game in one of two ways.
Firstly a player wins if he has wiped out his opponents army.
Secondly a player wins if at the start of his turn he controls three or more of the objectives.
Special RulesA conventional army would be unsuitable to fight in the cramped confines of a space station, commanders are usually accompanied by their most elite troops for such missions.
Use the following FOC and restrictions when choosing an army to play this scenario.
Points limit: 400
FOC: HQ=1-2, Elite=1-3, Troop=0-4, FA=0-2, HS=0-1
You may not select any vehicles, monstrous creatures, artillery or bike units as part of your army.
The following additional rules apply.
Jump infantry moving more than 6” in their movement phase must check for dangerous terrain.
The Scout and Infiltrate rules have no affect.
Doors open automatically when a model moves through them, they are closed at all other times.
Doors have AV:9 and are destroyed by any glancing or penetrating hit, they may be targeted individually or shot through to get to a unit on the other side.
When firing at a unit on the other side of a door you must first destroy the door. The unit firing may choose and fire individual models at the door until it is destroyed then the rest of the unit fires at the target as normal.
Controlling objectives.
Objectives start the game uncontrolled.
You may gain control of an objective if at the end of your opponents turn you have an unengaged model in base to base contact with the objective and your opponent does not have any models in base to base contact with the objective.
Once you have gained control of an objective it remains under your control until your opponent gains control of it.
Fetch and CarryOften during a conflict valuable supplies are to be found in ruins and bomb sites, these must be secured and retrieved before the enemy can get hold of them.DeploymentUse the pitched battle deployment.
ObjectivesPlace 5 objectives in a line down the centre of the table at the following distances.
6” - 21” - 36” - 51” - 66”.
ReservesBoth sides may place any number of units in reserve.
First TurnThe player going second may seize the initiative as normal.
Game LengthThe usual rules for ending the game apply.
Victory ConditionsAt the end of the game the player with the most scenario points wins the game. You score scenario points for the following.
3 points for each objective that has left play via your table edge.
2 points for each objective carried by one of your troop choices.
1 point for each objective carried by one of your non-troop choices.
Special RulesIn this scenario the objectives may be picked up and moved using the following rules.
Any Infantry, Jump Infantry, Beast, Cavalry, Monstrous Creature, Bike, Jet bike, Artillery or walker unit may carry an objective.
Before an objective can be carried for the first time it must be prepared for transport, this means that the first unit to pick up and carry each objective in a game can only do so at the end of their movement phase in which they did not move.
Units may only ever carry a single objective at a time.
Units may choose to pick up and carry any objective that is within 2” at the end of their movement in the movement phase or after completing a consolidate or run move.
Unit may not pick up objectives whilst falling back.
Objectives may not be picked up if already being carried by another unit.
Whilst carrying an objective, units may not board transport vehicles, go into reserve, teleport or use any other form of movement other than the standard 6” move in the movement phase or a run move in the shooting phase. Units may be tank shocked as normal and the objective will move out of the way with the unit.
Units must drop any carried objectives when they launch an assault, are assaulted, fail a morale check, are immobilised and obviously when they die. Other than these conditions units may choose to drop an objective only at the start of their movement phase.
Any objective within 1” of a long table edge is removed from play and will be scored by the player who's table edge it is.
Field Of GlorySometimes in war the objectives are secondary to killing the enemy, some battlefields draw the best of the best just so they can pit their skills against their opposite numbers. Whoever comes out on top usually decides the outcome of the battle.DeploymentUse the spearhead deployment.
ObjectivesPlace an objective in the centre of the table and one in the centre of each table quarter not used for deployment.
ReservesBoth sides may place any number of units in reserve.
First TurnThe player going second may seize the initiative as normal.
Game LengthThe usual rules for ending the game apply.
Victory ConditionsAt the end of the game if a player has scored 3 or more scenario points more than his opponent he wins.
If no player wins on scenario points then the game is decided on objectives.
Special RulesEnemy units that are destroyed or falling back at the end of the game are worth different amounts of scenario points depending on which part of the FOC they are choosen from.
Troop = 2pts
HQ = 3pts
Fast Attack = 3pts
Heavy Support = 3pts
Elite = 4pts
Dedicated transports = Same as their units slot -1.
This battle attracts the best of the best thus all elite units count as scoring and may re-roll all to hit rolls of 1 and failed moral tests.