Showing posts with label 40K Campaign. Show all posts
Showing posts with label 40K Campaign. Show all posts

7 March 2011

Objective Markers

It's probably about time we got some decent objective markers together so I reckon if everyone could get two or three done up there'll be plenty for our games.
Stuff that's themed to your army would be cool too. Although I'm playing Tau now I built a couple of Guard ones last year:
  • A wounded Officer with a Medic tending to him
  • A Scout who was sneaking behind enemy lines
  • A couple of pilots from a downed Valkyrie

Make 'em complex or simple, as long as they look good, and aren't too large.

I'll post pics of mine in the Painting Section (even though they're Andy-style (unpainted)!)

3 March 2011

Building a Kill-Team

The following rules are what you all need to make your Kill-Teams. This includes everything except specialist gear but that is easy enough to add later on.

A Kill-Team is a specialised unit costing 160 points, chosen from the units in your Codex, using the following guidelines:

You may not usually break any Immutable Laws because doing so risks making the game unbalanced. If you do break an Immutable Law then the Brute player receives two extra Brute Squads per rule broken and an additional 25 points for his Boss Brute.

You may break as many Mutable Laws as you wish however the Brute player will receive an extra Brute Squad per rule broken and an additional 10 points for his Boss Brute.

Immutable Laws:
  • All choices have to be from the same Codex
  • Kill-Teams must consist of one wound, non-vehicle models
  • No 2+ saves of any kind
  • There may only be 0-1 weapon that is either Heavy or a Template
  • No psychic powers
  • Each model has a maximum limit of 40 points for upgrades
  • No bikes/jetbikes or anti-grav weapon platforms

Mutable Laws:

  • All members must be from the same unit entry
  • Kill-Teams must obey all usual unit restrictions except minimum unit size
  • The Kill-Team must number between 5 and 12 models
  • Only one model may have the option of selecting wargear (a Sergeant equivalent)
  • No weapon may be greater than Strength 7 or shoot more than 2 shots a turn

As a final note all Kill-Teams get frag grenades for free and become Fearless but may not Sweeping Advance.

Also they always get the EVERY MAN FOR HIMSELF special rule. This essentially means that you can split up the Kill-Team into as many smaller squads as you like but with a minimum unit size of 3 models.

Now go make some awesome commando teams!!

2 March 2011

Sabotage Mission

Here's the Sabotage Mission for Kill-Teams to use on map-buildings.

SABOTAGE

The Kill-Team must infiltrate the enemy position and destroy an object of strategic value.
Set-Up
The Brute player sets-up all the terrain, making it suitably dramatic; to represent his hidden manufactorum/shield generator/spaceport complex.
Objective
The objective is placed in the centre of the board. It counts as an immobile AV 14 vehicle that ignores all glancing hits but is destroyed on any penetrating hits.
Deployment
The Brute player deploys his Brute Squads within 12" of the objective, with 4" between squads. The Kill-Team player chooses which table edge his Kill-Team arrives on.
Reserves
The Kill-Team arrives from reserve on the first turn.
First Turn
The Kill-Team player has the first turn. His Kill-Team will move on from his chosen table edge.
Game Length
There is no turn limit, play until one of the players has won.
Victory Conditions
The Kill-Team player must destroy the central objective to win. The Brute player must destroy the Kill-Team to win.
Special Rules
EVERY MAN FOR HIMSELF: The Kill-Team isn't one coherent squad but rather several small units. The members of the Kill-Team may be deployed in as many units as the Kill-Team player wishes but none smaller than three models. These will all then act as different coherent squads for the entirety of the mission.
SABOTEURS: All models in the Kill-Team are equipped with meltabomb equivalents regardless of race or unit entry.

1 March 2011

Master Roster

Aloha!! So that all you 40K-types know what you're supposed to be doing here's the rules for the Master Roster. Any queries send a message by my Astropath.

MASTER ROSTER

The Master Roster is just one giant army list with all the units you have at your disposal for the campaign. Everything on your list will be deployed gradually in your territory on the map, representing multiple armies (fully explained in the Forces Set-up section). A maximum of 25,000 points is available and all the following rules apply:
  • You may take any units from your race's Codex, ignoring maximum restrictions like 0-1
  • You may take any units available to your race from Imperial Armour, Apocalypse or other GW sources
  • You must take at least one Special Character (can have more)

During the campaign units that you have used in battle will get wiped out or destroyed and this will mean that they are struck off your Master Roster. Combined with the fact that some of your units will gain Veteran upgrades and reinforcements will get added means you should keep a copy of your roster on you at all times during gaming sessions. Updates happen at the end of each turn (check The Turn section for details).

7 February 2011

Kill-Teams

Since the Kill-team mission from the Battle Missions book sucks boulders I vote on using the rules from the 4th ed. rulebook. Though after reading over them I'll probably make a few tweaks to fit with the campaign map.

The two missions of value I think are Sabotage, for temporarily disabling map markers like Shield Generators or Bastions, and Assassinate for offing each other's HQ characters, though not Special Characters.

I should probably mention at this point that I was currently considering a penalty for an army that loses its HQ, not something game-breaking, but something to make you protect your Command'n'Control. Maybe -2 leadership for the army? (Though not for 'Nids because the loss of Synapse will probably have the same effect).

There will be custom missions too (I'm writing an Ork looting mission at the moment "Who stole my Basilisk?!") but any extra ideas are welcome!!

6 February 2011

Scouts and other sneaky types

I've finalised the rules for scout units if we use armies on map. A scout unit consists of one unit (has all of it's usual wargear options, squad size) for your race that has the scouts or infiltrate rule. It can be chosen from in your codex, apoc book or imperial armour.
When they enter same hex as opponents army roll a dice:
  • On a 1-3 they only learn the army list points value (500 - 2000 pts)
  • On a 4-5 they learn the points value and the opponent has to reveal half his units rounding up (his choice of units)
  • On a 6 they have to fight a Escape mission but if they are successful they reveal the entire enemy army list

The escape mission has the unit in the centre of the board (4' by 4') which then have to escape off one of the table edges. The opponent will get to use three times the amount of points that the scout unit costs, selecting units from the army list that was spied upon. If any of the scouts get off the board then they win.

This all means you could recon someone's army in the first round then attack them in the next round (or retreat if you're screwed).

This is Tristain's idea that I stole and adapted slightly. Cool stuff, eh?

4 February 2011

1st Draft Campaign Rules

Heya Peeps.
I've got a fairly good grasp on the set-up for the campaign but there's still some bits I don't know quite what to do with yet. I'll throw them out here so you can all chew on them then spit them back at me. First up.

3 February 2011

40k Campaign

This is the section for discussion of the 40K Campaign.