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Author Topic: Scerario variations  (Read 507 times)

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Offline Mort

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Scerario variations
« on: February 2, 2004, 09:15:54 AM »
A buddy and I recently played a very cool variation of the rescue mission (I think rescue, the one with the six counters).

What we did was place several counters (doesnt have to be six) numbered 1-3.

The batle was a fight over as many counters as a players could get and the one with the most points in counters was the winner. It made for a really exiting game.

Anyone else got some cool mission variations?
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Offline Grand Master Lomandalis

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Re: Scerario variations
« Reply #1 on: February 2, 2004, 02:05:42 PM »
was made by a buddy of mine

sands of vega 5.
its rescue, but different...EVERYTH ING deepstrikes, tanks, infantry, walkers everything!

on a roll of 1 at the start of the first players turn (so at the start of turn 2 or 3) the sands kick up and everything is now nightfight and difficult terrain.

the markers are radioactive so on a roll of 1 when u pick them up they explode and do so every time u move them, if they are dropped (by the guy carrying it dying) then they blow up.
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Offline Mort

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Re: Scerario variations
« Reply #2 on: February 6, 2004, 01:35:48 AM »
Sounds like fun! Ill give that one a go. ;D
“and so by his divine wisdom the god emperor brought unto the light of the universe his most terrible weapon. he molded them from the steel of the mind and the fires of the warp. he gave them the tools of destruction and bid them to bring his swift vengeance.”

 


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