Wednesday 17 January 2018

A Time of Legends - A new 40K Mission

A TIME OF LEGENDS
A Maelstrom of War mission for 8th edition Warhammer 40,000.

Night is falling across the Imperium. Mankind's enemies are circling, licking their blades and preparing to cut our throats. Demi-gods and monsters stride across the battlefields of the 42nd millennium like the titans of ancient legend. These are the wars that will save or destroy mankind.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit. It is recommended that each player choose a unique named character to be their warlord if possible for narrative reasons.

THE BATTLEFIELD
Create the battlefield and set up terrain. The players roll off and the winner randomly determines which of the standard deployment maps is used in the battle (see the Warhammer 40,000 rule book) and picks one of the deployment zones for their army. Their opponent uses the other deployment zone. The player who determined the deployment map takes objective markers 1, 2 and 3. Their opponent takes objective markers 4, 5 and 6. Starting with the player who did not pick their deployment zone, players alternate placing objectives. The players each place 1 objective marker in their opponents deployment zone. They then place 1 objective marker in their own deployment zone and then place 1 objective marker anywhere that is not a deployment zone. All objective markers must be at least 6 inches from a table edge and 12 inches from another objective marker.

DEPLOYMENT
The players alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The players roll off, and the player who finished setting up their army first adds 1 to their result. The winner can choose to take the first or second turn. If they take the first turn, their opponent can roll a D6; on a 6, they manage to seize the initiative, and they get the first turn instead!

TACTICAL OBJECTIVES
This mission uses Tactical Objectives. If, at the start of a player’s turn, they have fewer than 3 active Tactical Objectives, they must generate Tactical Objectives until they have 3.

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. In addition to achieving Tactical Objectives, victory points are achieved for the following:

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

SPECIAL RULES:

Night Fighting: Night Fighting is in effect on the first turn of the game. When rolling to hit in the Shooting phase, apply the following penalties to your models depending on their distance from
the target. If the target unit is exactly 12", 24", or 36" away, use the lesser penalty from the table.

0'' - 12'' No penalty.
12'' - 24'' -1 to hit.
24'' - 36'' -2 to hit.
36'' or more: -3 to hit.

Deepstrike Mishap: If a unit arrives on the battlefield after the battle has begun (e.g. as the result of an ability on its datasheet or the Reserves rules), roll a dice the first time it does so. On a 1, it suffers a mishap. The opposing player may either keep it in reserve or may place it anywhere on the battlefield that the unit could legally be placed and is at least 9'' away from an enemy unit.

Mysterious Objectives: Any unit that moves within 3" of an objective marker, or is within 3" of an objective marker at the start of the first turn, must identify it. To do so, roll a dice and consult the following table. Each objective marker is only identified once.

1. Sabotaged Objective. The unit that identified this objective takes D3 mortal wounds.
2. Tactical Objective. This has no additional affect.
3. Pile of Rubble. If you control this objective marker, any unit attempting to charge a friendly unit within 3" of this objective subtracts 2 from its charge move.
4. Ammo Dump. If you control this objective marker, friendly units within 3" of this objective re-roll hit rolls of 1 when shooting.
5. Fortified Objective. If you control this objective marker, friendly units within 3" of this objective re-roll saving throw rolls of 1.
6. Forward Observation Point. If you control this objective marker, roll a dice at the end of your Shooting phase. On a roll of 5+, choose an enemy unit within 36". That unit suffers D3 mortal wounds.

Heroes of Legend: Warlords and any friendly units within 8" of them do not have to take Morale tests.

Minefield: Once per game, the first time an enemy unit enters your deployment zone you may spend 1 command point to trigger the minefield. That unit takes D3 mortal wounds or D6 if they advanced.

Tides of Battle: At the end of your turn you may spend 1 command point to discard up to 3 of your active Tactical Objectives.



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