Monday, April 2, 2012

Missions For Warhammer 40K

Week1:
Git dat dirty git!

Mission:
Score as many kill points as you can and try to kill the traitor.

Objective:
This mission uses Annihilation with one modification. Each player will give his opponent 1 troop model form your army list to represent the traitor. The traitor is worth 5 kill points. The traitor can join any troop unit in your army. He can ride in a transport as long as his squad meets the unit size for the vehicles capacity. He loses all of his equipment/special rules and gains the Independent Character special rule with the following profile: WS 4 BS 4 S 4 T 4 I 5 W 2 A 2 LD 10 S 4+/5+.

Deployment:
Use Pitched Battle as per page 92 of the main rulebook.

Length of game:
Use random game length as per page 90 of the main rulebook. Or until time is called, so that each player completes the same number of turns.

Special Rules:
Infiltrate, Deep Strike, Outflank, Reserves, Night Fight (Turn 1 only), Seize the Initiative

Battle point modifiers:
+1 If you kill your traitor. (You only score this point if you kill the model you gave to your opponent)
+1 If you kill an enemy HQ
+1 If you control more pieces of terrain than your opponent. (To control you need a scoring unit within 3” of a piece of terrain)
+3 If you get the traitor you are controlling into your opponents deployment zone.

Week2:
Whoz got da Motz!

Mission:
Control as many objective counter as possible.

Objective:
This scenario uses a modified Seize ground (page 91) missions. Please note that there are always 5 objectives, DO NOT ROLL. Before determining who goes first an objective marker is placed in the center of all four table quarters. The fifth and final objective is placed in the direct center of the table. The objective in each Deployment table quarter is worth 1 point. The objectives in the empty table quarters are worth 2 points and the objective in the center of the board is worth 4 points.

Deployment:
Spearhead as seen on page 93 of the main rulebook

Length of Game:
This game last 6 turns, or until time is called, so that each player completes the same number of turns.

Special Rules:
Reserves, Deep Strike, Night Fight (Turn 6 Only), Seize the Initiative

Battle point modifiers:
+1 If you control all the objectives at the end of the game.
+1 If your opponent has no units in your deployment zone.
+1 if all your hq choices are alive at the end of the game.
+1 if you kill all of your opponents Heavy Support choices. (If your opponent doesn’t have any heavy supports then you automatically get this point.)

Week 3:Head of Da Snake!

Mission:
Destroy the Enemy HQ while keeping yours alive.

Objective:
This scenario uses victory points. See page 300 of the rulebook for victory points rules. Each player must nominate a single HQ choice to be your army general. This choice is worth double victory points for this mission.

Deployment:
Dawn of War [table halves]

Length of Game:
Use random game length as per page 90 of the main rulebook. Or until time is called, so that each player completes the same number of turns.

Special Rules:
Deep Strike, Outflank, Reserves, Seize the Initiative,

Battle point modifiers:
+100 Victory Points if you killed all of your opponents troop choices
+100 Victory Points if your General is alive at the end of the game.
+100 Victory Points if you kill all of your opponents Fast Attack choices. (If your opponent doesn’t have any fast attack choices you score this point)