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Mortalis: A Four Player Mission

Submitted By: Benis Date: February 11, 2013, 09:01:19 PM Views: 2749
Summary: A four player mission making use of the Realm of Battle gamebord. Recommended army size: 750 - 1500 pts

Mortalis
A four-player mission making use of the Realm of Battle board

The idea behind this mission is to make a thrilling game between four friends where the seizing of the middle ground is the central objective while making use of the modular nature of the Realm of Battle. Additional rules has been added to ease up the interaction between multiple players as well as for the unorthodox gaming board.

The Tabletop
Set up the Realm of Battle board with a central flat square (which will be known as the Killing Ground) and each of the four hill squares adjoining it with the hills' broadest edge set furthest away from the central square. Then set a suitably impressive objective exactly in the middle of the Killing Ground. Each player then rolls 2D6; the player that scored the highest is first when it comes to setting up terrain, the one that scored next highest is next in line and so on, in the case of a tie, the tied players roll and additional dice until the tie is decided. The first player then gets to set up some suitable impassable terrain in each of the corners of the Killing Ground, these may straddle their two neighbouring squares. Then the first player gets to roll a d3-1 for the Killing Ground to determine how many terrain pieces it will feature and a d3 for one of the hill squares, the other players then roll a d3 each for each remaining hill square. The first player then sets up a piece of terrain, continuing with the second player setting a piece and so on until all the terrain requirements have been fulfilled or the tabletop looks suitable for a battle. Then randomise a hill square for each player.

Deployment
Each player marks down what units (if any) are in his reserve. The player who was first to set up terrain sets up his first unit, then the player to his left sets up one and so on until all units not put in reserves are deployed. The deployment zone reaches 18" into a player's hill square.



The First Turn
Each player rolls a die, the person that scores the highest can choose to go first, if he chooses not to go first the option falls on the player who rolled second highest and so on until the option comes to the player who rolled the lowest who will have to go first, in the case of a tie in any of these cases roll off between the tied players until a resolution is reached. When someone has claimed the first player turn any player who rolled lower than him can declare that they will try and seize the initiative, following all the normal rules. The option for this goes first to the player who rolled the closest to the one who claimed the first player turn, should he refuse the option then passes on to the one who rolled closest to him and so on. Note that if you have declined to go first you may not try to seize the initiative and once someone has tried to seize the initiative and succeeded no one else may try. Once it is finally decided who will go first the order of the turn will move clockwise from his hill square.

The Central Objective
A unit holds the central objective just like an ordinary objective with the exception that any unit selected from the Elites and HQ section (including vehicles) counts as scoring and can deny as well as any unit that would normally count as scoring (troops, units with special rules making them scoring etc.).

The Countdown
Each player starts with 10 countdown points. Different events during the game will remove countdown points, an army that gets to zero countdown points cannot enter the Killing Ground and any friendly unit in the Killing Ground has to fall back (even fearless units) or be destroyed, units may however regroup following the normal rules when the whole unit is completely within the player's hill square.

Countdown points are removed during Countdown Adjustment, the first Countdown Adjustment happens after the fourth player has finished his turn, before the start of the first player's second turn, however, each following Countdown Adjustments happen after three player turns have taken place (meaning the second adjustment will happen when the third player has finished his second player turn and so on). Events that trigger the removal of points during Countdown Adjustment are the following:
  • A single player holds the central objective; all other players remove three countdown points.
  • Two or three players contest the central objective; the contesting players remove one countdown point while everyone else removes two countdown points.
  • All players remove one countdown point unless they have a unit that is not falling back or immobilised in the Killing Ground.
  • A player removes one countdown point if they lose their Warlord.
  • A player removes one countdown point if they have lost one or more units since the last Countdown Adjustment without having caused another player to loose one or more units in the game so far.
  • A player removes one countdown point if other players have one or more units within 12" of their hill square's furthest edge.
  • A player loses all his countdown points if he has no units on the tabletop or all his units are falling back at the end of a game turn.

Ending the Game
The game follows the random game length special rule. At the end the player with the most remaining countdown points is the winner. Should all players except for one lose all their countdown points the remaining player is immediately declared the winner. If no player has any points left when the last players drop to zero it is a draw and everyone should be ashamed.

Other Rules

Forced Reserves: If playing at a larger level than 750 pts, only up to half the units in your army may be deployed during deployment, the rest are left in reserves.

Table edge: Units arriving from reserves moves unto the board from the player's hill square's table edge furthest away from the Killing Ground. Units fall back towards the player's hill square's edge furthest away from the Killing Ground. Treat all edges of the hill squares as imaginary walls that makes it impossible for models to see, move or fire through, this includes barrage weapons; in fact no effect of any kind can draw a line across the space between hill squares. Flyers passing over a board edge count as leaving combat airspace just like they normally would.

Close combat: A close combat is only played out during a player turn's assault phase if one or more units of the player whose turn it is is involved. A player can elect to fire at a close combat where none of his models are involved. It follows the normal rules but each successful hit must be randomised between the sides of the close combat, roll a dice for each successful hit, dividing up the numbers equally on the dice between the players involved in the close combat and then randomise which models are hit. All models in a close combat has a 5+ cover save to show the difficulty of acquiring targets.

Fast Attack: Units selected from Fast Attack can, when deployed from reserves, select to enter from the closest edges of the two neighbouring hill squares (see diagram).

Outflank: Units that have chosen to outflank roll a d6 when they become available, if a 1 is rolled they must deploy in the player to the left's square, if a 2 is rolled they must deploy in the player opposite square, if a 3 is rolled they must deploy in the player to the right's square. If 4 or more is rolled you may select which hill square to deploy in. When deploying the unit it moves into the square from one of the edges adjacent to the Killing Ground.

Infiltrate: Infiltrators are deployed after all other units are deployed and may deploy anywhere in the player's hill square.

Deep strike: Deep strikers may re-roll the scatter when deep striking in the Killing Ground.

Best of luck and good game!


The start of an exciting game!

Rating: ***** by 1 members.

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