Space Hulk Scenario

March 24, 2018 | Author: Matthijs Devolder | Category: Military, Warfare, Violence, Unrest
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Short Description

Warhammer 40k scenario...

Description

Space Hulk Scenario In this scenario the players reenact the boarding of one party (the attacker) onto a space hulk infested by foes (played by the defender).

The Armies Choose an army to an agreed points limit. The defending player gains 25% more points to use for army creation.

The Battlefield Place the tiles in a 5x3 configuration. The last tile may be placed by the attacking player to represent his drop zone. This tile must be placed at the attacker’s narrow board end. Defender Deployment Zone

Select one of these tiles for your Drop Zone

Place a single objective in a randomly determined tile from the encircled area.

Deployment: Roll-off for deployment normally. The Defender’s deployment zone consists of the 3 tiles that make up the narrow board edge the furthest away from the attackers drop zone. He may place any of his units in Reserve. Any units in the Defenders Reserves gain the Acute Senses and Outflank special rules. The attacker places as many models as he wishes onto his drop zone tile. All other units enter using the Reserves rule, or may deploy using the Deep Strike rule, if they have it. At the end of his Movement Phase during his first turn, the Attacking player must roll a D6 for each unit in his army that is being held in Reserve. It the roll is a 3 or more, that unit arrives on the board immediately.

First Turn The Attacker automatically has the first turn. The Defender cannot Seize the Initiative during this mission.

Game Length This game uses the Variable Game Length rule with the following modification: Players only begin rolling at the end of game turn 15.

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.

Primary Objective At the end of the Game, the objective marker is worth 3 points to the attacker if he controls it. If the attacker does not, the defender gains 3 Victory Points. Secondary Objectives Slay the Warlord, First Blood, Attrition

Mission Special Rules Reserves, Firestorm and Shrapnel, Nowhere to hide

New objectives and rules Attrition At the end of the game, the side that has destroyed the most enemy units gains a Victory Point. If both sides destroyed an equal amount of enemy units, neither side gains a Victory Point. Firestorm and Shrapnel Weapons with blast markers and templates gain the Shred special rule. If a weapon already possesses the Shred special rule, this weapons has its Strength increased by 1. Additionally, if a Scatter roll takes a Blast marker’s centre point into contact with a bulkhead wall, it detonates on contact with the wall. Resolve the weapon’s effect from this spot. The portion of the blast that crosses and lies beyond the line of the wall is lost. Nowhere to hide When fighting in a Zone Mortalis environment, the victorious side in an assault may re-roll their Sweeping Advance roll if they wish. Upon failing a Morale test, a unit’s first fall back move is directly away from the enemy, and subsequent moves are towards the nearest exit unblocked by the presence of enemy models.

Impact!

Power surge!

A chunk of space debris has struck the ‘Harbringer’.

The taint of the Warp makes the power circuitry of the ‘Harbringer’ act up unexpectedly.

Randomise a tile. That tile counts as difficult terrain for all models moving on that tile until the end of the current game turn.

Randomise a tile. All models on that tile must take a Blind test as bright lights and sparks lit up the gloomy dark of the space hulk.

Impact!

Power surge!

A chunk of space debris has struck the ‘Harbringer’.

The taint of the Warp makes the power circuitry of the ‘Harbringer’ act up unexpectedly.

Randomise a tile. That tile counts as difficult terrain for all models moving on that tile until the end of the current game turn.

Randomise a tile. All models on that tile must take a Blind test as bright lights and sparks lit up the gloomy dark of the space hulk.

Impact!

Power surge!

A chunk of space debris has struck the ‘Harbringer’.

The taint of the Warp makes the power circuitry of the ‘Harbringer’ act up unexpectedly.

Randomise a tile. That tile counts as difficult terrain for all models moving on that tile until the end of the current game turn.

Randomise a tile. All models on that tile must take a Blind test as bright lights and sparks lit up the gloomy dark of the space hulk.

Impact!

Power surge!

A chunk of space debris has struck the ‘Harbringer’.

The taint of the Warp makes the power circuitry of the ‘Harbringer’ act up unexpectedly.

Randomise a tile. That tile counts as difficult terrain for all models moving on that tile until the end of the current game turn.

Randomise a tile. All models on that tile must take a Blind test as bright lights and sparks lit up the gloomy dark of the space hulk.

Hull Breach

Warp Taint

A large chunk of space debris crashed into the ‘Harbringer’!

Its voyage through the Warp has left ‘Harbringer’ tainted beyond reproach.

Randomise a tile, then roll a d6 and consult the table below. 1-2: Tossed around: all models on the tile take a S2 AP- hit. 3-5: Breach: all models on the tile take a S4 AP- hit. 6: Catastrophic breach: all models on the tile take a S5 AP5 Rending hit.

During this game turn, at the start of each player’s Psychic Phase, the current player nominates any one model from his force. That model gains the Psyker (Mastery 3) for the duration of that Psychic phase and must attempt to manifest the Summoning psychic power. The model loses the Psyker (Mastery 3) special rule at the end of the Psychic phase.

Hull Breach

Warp Taint

A large chunk of space debris crashed into the ‘Harbringer’!

Its voyage through the Warp has left ‘Harbringer’ tainted beyond reproach.

Randomise a tile, then roll a d6 and consult the table below. 1-2: Tossed around: all models on the tile take a S2 AP- hit. 3-5: Breach: all models on the tile take a S4 AP- hit. 6: Catastrophic breach: all models on the tile take a S5 AP5 Rending hit.

During this game turn, at the start of each player’s Psychic Phase, the current player nominates any one model from his force. That model gains the Psyker (Mastery 3) for the duration of that Psychic phase and must attempt to manifest the Summoning psychic power. The model loses the Psyker (Mastery 3) special rule at the end of the Psychic phase.

Dimensional shift

Warptainted carnage.

Fell magics warp and shift the very reality.

The taint of the Warp amplifies violence and tears at the souls of mortals.

Randomise a tile. Then roll a d3. Turn the selected tile 90°, the number of times indicated by the d3.

For the duration of this player turn, each unit that declares a shooting attack or a charge gains the Rending special rule and gains a Soul Blaze marker as if it had suffered an unsaved wound from a weapon/model with the Soul Blaze special Rule.

Dimensional shift

Warptainted carnage.

Fell magics warp and shift the very reality.

The taint of the Warp amplifies violence and tears at the souls of mortals.

Randomise a tile. Then roll a d3. Turn the selected tile 90°, the number of times indicated by the d3.

For the duration of this player turn, each unit that declares a shooting attack or a charge gains the Rending special rule and gains a Soul Blaze marker as if it had suffered an unsaved wound from a weapon/model with the Soul Blaze special Rule.

Dimensional shift

Warptainted carnage.

Fell magics warp and shift the very reality.

The taint of the Warp amplifies violence and tears at the souls of mortals.

Randomise a tile. Then roll a d3. Turn the selected tile 90°, the number of times indicated by the d3.

For the duration of this player turn, each unit that declares a shooting attack or a charge gains the Rending special rule and gains a Soul Blaze marker as if it had suffered an unsaved wound from a weapon/model with the Soul Blaze special Rule.

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