
Groomie
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5th Edition Mission Generator, Alpha VersionSomething I worked on. I'd like feedback from players that play the missions.
5th Edition Mission Generator:
Roll for deployment and first turn as normal, including rolls for seizing the initiative. This generator has missions that are objective based and missions are based solely on inflicting casualties. I appreciate any feedback.
Terms and Definitions:
Dawn: The first turn of the game is fought with the Nightfighting rules. The first player makes a Reserves roll for Daylight. Once Daylight arrives, the game is fought with Daylight rules.
Daylight: No Nightfighting rules.
Dusk: The first two turns of the game are fought with Daylight rules. The first player makes a Reserves roll for Night. Once Night arrives, the game is fought with Nightfighting rules.
Long Table Edges: This refers to the deployment type “Pitched Battles” on page 92 of the WH40K rulebook.
Night: Nightfighting rules are in effect for the entire game.
Unit: The following are Units: A Vehicle or Vehicle Squadron. A Squad. An Independent Character. A Retinue or Squad purchased for an Independent Character. A Monstrous Creature.
Within “X” inches: A Vehicle or model counts as “Within” as long as any portion of the Vehicle’s hull or any part of a model’s base is within the distance described. The entire model/vehicle/unit does not have to be within the distance.
Roll 1d6 and consult the chart below, or simply choose a mission.
1: Take and Hold. Both Armies have decided to that the center of this map grid is vital to their offensive. The armies clash, neither willing to give up the forward position.
Place one objective marker in the center of the table and roll 1d6.
On a 1-3 the Deployment is Table Quarters.
On a 4-6 Deployment is Long Table Edges.
Special Rules: Deep Strike, Reserves.
Lighting conditions:
Roll 1d6 to determine lighting conditions.
1: The mission takes place at Dawn.
2-3: The mission takes place during Daylight.
4: The mission takes place at Dusk.
5-6: The mission takes place at Night.
Win Condition:
The game is won by the player with the most units within 6” of the objective. Units of Troops count as two Units for purposes of scoring. Units which are fleeing do not count towards this total. Immobilized vehicles do not count towards this total. Units with 12” of the objective may only consolidate after winning a Close Combat. No unit may make a Sweeping Advance for any reason.
2. Hold The Line! The Armies collide as both seek to take ground from the other.
Place three objective markers on the board in the following manner:
Place one objective in the center of the board. Place one marker equidistant from the center to the short board edge to the right, and one equidistant to the short board edge from the left. This creates the “Line”.
Roll 1d6 for Deployment:
On a 1-3 the Deployment is Table Quarters.
On a 4-6 the Deployment is Long Table Edges.
Special Rules: Deep Strike, Reserves.
Lighting conditions:
Roll 1d6 to determine lighting conditions.
1-4: The mission takes place during Daylight.
5-6: The mission takes place at Dusk.
Win Condition:
The game is won by the player that controls the most objectives. Immobilized vehicles cannot contest objectives. Units of Troops count as two Units for purposes of scoring. Units which are fleeing do not count towards this total.
3. Carnage! The Armies clash, the only purpose is to inflict as many casualties as possible while protecting as many of your own forces.
Deployment: Table Halves.
Special Rules: Deep Strike, Reserves.
Roll 1d6 to determine lighting conditions.
On a 1-3: The mission takes place at Dawn.
On a 4-6: The mission takes place at Dusk.
Win Condition:
Each player is awarded 1 point for each enemy unit destroyed, and one point for each of their own surviving units. The highest score wins. Surviving units of Troops count as two Units for purposes of scoring. Units which are fleeing do not count towards this total. Immobilized Vehicles do not count towards this total.
4. Dawn Raid. The Armies converge on a vital area in an attempt to wrest it from the opponent and gain the upper hand.
Roll 1d6 to determine the number of objectives placed.
On a 1-2 place one objective.
On a 3-4 place three objectives.
On a 5-6 place five objectives.
Once the number of objectives is determined, place them in following order:
1 objective: place in the center of the table.
3 objectives: place one in center, and one equidistant between the center of the table and the top right corner of the table and one equidistant between the center and the lower left corner of the table.
5 objectives: place on in the center and one equidistant between the center and the four corners of the table.
Special Rules: Deep Strike, Reserves (for Deep Strike Units Only). Rules which allow for Reserves without Deep Strike are suspended for this mission.
Lighting conditions: This game is played at Dawn.
Deployment: Divide the table in half, from the top right corner through the bottom left corner. Players roll to determine which side they will deploy on. Follow the Dawn Raid deployment chart below.
For each unit, roll 1d6.
1-2 move onto the board from your long table edge.
3-4 move onto the board from your short table edge.
5-6 move onto the board from either of your table edges.
Win Condition:
The game is won by the player that controls the most objectives. The objective located within each deployment zone counts as two objectives for an opponent. Objectives controlled by units of Troops count as two objectives. Units which are fleeing and immobilized vehicles cannot contest or hold an objective.
5. Midnight Patrol. Patrols dispatched by each Army clash. The conflict expands as reinforcements arrive.
Roll 1d6 to determine Deployment.
On a 1-2 the deployment is Table Quarters.
On a 3-4 the deployment is Long Table Edges.
On a 5-6 the deployment is Table Halves.
Special Rules: Reserves
Lighting conditions: This game is played at night.
Special condition: Reserves rolls add 1 to their rolls for this mission.
Win Condition:
The game is won by the player that has the most units left at the end of the game. Units of Troops count as two Units for purposes of scoring. Units which are fleeing do not count towards this total. Immobilized Vehicles do not count towards this total.
6. Assassination! In an attempt to sow confusion amongst their enemies, each Army targets the leaders of their enemies Army.
Roll 1d6 to determine Deployment.
On a 1-2 the deployment is Table Quarters.
On a 3-4 the deployment is Long Table Edges.
On a 5-6 the deployment is Table Halves.
Special Rules: Reserves, Deep Strike
Lighting conditions:
Roll 1d6 to determine lighting conditions.
1: The mission takes place at Dawn.
2-3: The mission takes place during Daylight.
4: The mission takes place at Dusk.
5-6: The mission takes place at Night.
Win Condition:
The game is won by the player that has killed the most HQ models, scoring one point for each model. This includes Retinues and any squads purchased from the HQ entry of the relevant Codex. Each player also scores points for each unit they have left at the end of the game. Units of Troops count as two Units for purposes of scoring. Units which are fleeing do not count towards this total. Immobilized Vehicles do not count towards this total.
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Pete
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Great ideas Steve!
Lets give some of these a try and see how they work out. I like that you stuck with the basics for the most part, that'll make these pretty straightforward to play.
-Peter
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wrekka
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I like it! I like the different times to fight too... Dusk seems fun!
I'm willing to play a game w/ this rules to see how it goes.
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Groomie
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Pete and I played the "Carnage" mission, which he won. We decided to add a scoring system to encourage you to attack. Now, you score a point for each destroyed enemy unit (which includes fleeing units) and you score points for your own surviving units. Surviving Troops units count double (however, you don't score 2 points for destroying enemy Troops).
I'd like to try each mission at least once, and if anyone was planning on playing any, I'd love feedback.
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