Post by mpendl on Jun 8, 2016 23:03:26 GMT -6
This is a bachelor party scenario, modified from something I wrote maybe 6 or so years ago.
This is what my custom missions look like, dosed with a party atmosphere and good beer. Cheers!
Forces have joined in an effort to thwart the wedding of Perturabo. The battle will begin with each "uninvited guest" player fielding a single small squad of infiltrators. These infiltrators will begin the game sneaking onto the board and placing a Beacon. These beacons can be used for various uses, some of them helpful, some of them quite destructive. During this Act of the game they will be sneaking around avoiding "Usher" patrols. These patrols will act like sentries, while the majority of the Chaos forces will "sleep," and pay little attention to what is going on. In Act two, the Chaos party will activate into a non-sleeping hoard of bad-assery while the Imperial and Ork forces will come on the board and try to disrupt the ceremony going on in the middle of the board. There will be wedding gift objectives and a ton of fluffy rules, most of them in there just for the fun of it.
SETUP:
The terrain.
Joe will have provided a spectacular board set-up. What I'm hoping for is a relatively oversized board that is rectangular in shape. The middle of the board should be easily reached. In the exact center of this rectangle will be a large area of open terrain, with little or no features except some sort of "altar" in the middle. Its a Chaos wedding, this could be represented as anything. There will be no other terrain features in a 12" radius from the center of this altar.
Then, terrain will be placed around the radius of this circle, first a few light trees and small buildings, progressing to thicker terrain at the edges of the table. It is from these edges of the table that the uninvited guests will come sneaking out from.
One other terrain feature is "THE ROAD." The road will run in a mostly straight line from one long edge of the board to the other long edge of the board. It should run directly through the center of the altar in its path from one side to the other. This road should be kept pretty short and direct.
What it should look like is: two roads leading to the center of a 24" terrain-less circle. At the center of the circle is an altar.
One of the roads will be lined with certain tanks. Joe knows what tanks I'm talking about, he'll deploy them, but this will henceforth be called the "tank road."
The choices of forces.
Each force will bring 2,500 points to the game, plus an "emergency 500 points" which might be required if we need to make any emergency adjustment.
Uninvited Guests:
There will be two ork players, and two Space Marine players. They will, initially, be on the same team. Each player will construct a single special unit called an "Uninvited Guest" squad. This squad will conform to the following standards: 1) It must be a unit that has the Infiltrators special rule. Ideally, these units will be made from Kommandos or Space Marine Scouts, but grots or a unit of Imperial Guard allies could also be acceptable. 2) The unit does not count as points against the player's total number of points. 3) It should not contain any special characters, nor artillery, squad upgrades are okay (Nobs and Veteran Sergeants are fine). 4) Otherwise it may be composed of as many models as a player wants.
Chaos Ushers: Chaos players will be responsible for constructing six Chaos Usher squads. These squads will be constructed from their rank-and-file marines-with-bolters. Each squad will contain d6 Ushers, and these can be drawn from either player's armies. Also, they individually will maintain their particular legion traits within their Chaos Usher Units.
Perturabo and Curze must be taken, and will cost their regular points to the players. They will be initially be kept off the board in reserve until Act Two.
DEPLOYMENT:
Chaos players will deploy any units they choose within 12" of the altar. The players must deploy enough units so that it looks like a big chaos party is going on in the middle of the table. This should be at least half of your army. These units are "sleeping," but in this scenario are partying down, firing bolters in the air and creating a big ruckus, that's why they don't notice the Uninvited Guests sneaking in.
Chaos players will then place the six Wedding Gift Objectives anywhere more than 30" away from the altar, and each not within 12" of the other. Some of these objectives might end up getting placed far away from the party circle. Each Wedding Gift Objective will also have an Usher unit placed in base contact with it after the objectives are placed. Chaos players can decide which Usher squad accompanies which objective.
Each turn in Act One, the Usher squads will move towards a Wedding Gift Objective. They will, after making base contact with an objective, roll a die- 1-3 they move in a clockwise fashion, on 4-6 they'll move in a counter clockwise fashion. This will make the six squads move somewhat randomly after they make contact with a gift. Like random patrols without scatter dice. Usher Squads may not run, charge, or fire unless an Uninvited Guest unit has been detected.
Usher Squads Detecting Uninvited Guests:
If an Usher Squad comes within 12" of an Uninvited Guest squad at ANY TIME, it may be "reassigned" to that Uninvited Guest squad as if the Guests were an objective. The Usher Squad is now in a state of "investigation," where it may be moved freely by players controlling it, and may run and assault, but not yet fire its weapons.
If an Usher Squad manages to make base contact (by assaulting) an Uninvited Guest model, the gig is up, maybe. They may sound the alarm if any of them survive the assault. If all of the Ushers die in the assault, the alarm may still be raised on a roll of a 6+.
Any Usher Squad that is fired upon will sound an alarm, but if shot at by Sniper weapons only they will sound the alarm on a 4+
If an Usher Squad happens to stumble onto a beacon, it will immediately sound the alarm.
An Usher Squad that is broken and falling back will fall back toward the altar: immediately sound the alarm upon coming into base contact with any partying unit.
(In the unlikely chance that a partying unit comes under enemy fire, even if it is not wounded or hit, it will "awaken" during act one and can be moved and played normally. However, this unit has no chance of sounding the alarm, ever.)
In Act One, each Ork and Marine player will just field their Uninvited Guest unit by moving it onto the board on turn one. All of these will move at the same time, entering wherever they wish with the following rules: each force will deploy using a short board edge, orks on one short board edge and Marines on the other.
BEACONS:
Uninvited Guest units will move on the board and each will be carrying a BEACON that they can drop AT ANY TIME THEY WISH. As long as one model is still alive, it may at any time during any turn declare that the beacon has been dropped. A beacon marker will be placed on that spot. Once a beacon has been planted, Guest units must remain within 6" of the beacon until Act Two begins. They're protecting the beacon, you see. A Guest squad who is killed before planting its beacon loses it forever (which you should, because you could have placed it at any time, duh). Beacons are stationary for the rest of the game, and should be represented by a small token or model. Beacons cannot be destroyed once placed on the board.
So why plant a beacon? Players may use their beacons in the following ways:
1) Pick-Up Zone: Any "Wedding Gift" objective within 6" of the beacon may be left unattended by any unit and still remain claimed by the player owning the beacon. In strict game terms, Beacons have a 6" Objective Secured bubble for the player who placed them.
2)Homing Beacon: Any unit that is able to deepstrike onto the battlefield may use the beacon as a homing beacon and deepstrike without error within 6" of the beacon. All other deepstrike rules apply.
3) Strategic Defense Pulse: Once per game, an Uninvited Guest player may declare that his is using the defensive pulse of the beacon in their own shooting phase. The Apocalyptic Blast template is placed with the hole centered on the beacon. This blase will affect all units in its range with a s10 ap2 Concussive Strikedown Apoc Blast. This blast will also remove any terrain it touches off the board, leaving only the beacon behind. After the Strategic Defense Pulse, the beacon loses its Pick Up Zone special rule.
ACT TWO:
There is no turn limit for Act One.
If all of the players have planted all of their beacons, Act 2 will begin at the end of the Uninvited Guests turn with the Imperials having the first turn of Act 2.
If the alarm is sounded, Act Two will begin at the end of the Usher turn with Chaos having the first turn.
Either way, remove all Usher squads from the table and insert them into squads where they should belong, if necessary.
Uninvited Guest Players have the option of removing any Guest models from the board (if they need to use them for their regular armies) or leave them on the table, acting as their normal selves from this point forward.
All units, from this point forward, are "awake," and act normally.
Perturabo and Curze will be deployed turn one as if walking on the board from reserves. They may be part of another unit, or whatever, but they'll start on a long board edge on the road. Perturabo will be on "tank road," Curze will be on the other. They'll walk toward the center of the board and meet at the altar.
They'll score 7 victory points if they meet in the center of the board, and both be in base contact with the altar when the conditions of "With This Ring" are met.
All players will enter the board using normal rules for moving on the board edges, deepstriking and whatever. Chaos reserve forces must enter using the part of the board edge that meets the road, Ork and Marines will deploy off the short board edges.
The Six Objectives
All of the six wedding gift objectives are treated like Relics like from the Relic mission that can be moved about. Each of them will be worth 1 vp at the end of the game.
The Ceremony Circle
There is absolutely no deepstrike or drop pod activity allowed within 12" of the altar, period. If you land here, mishap.
The Sanctity of Marriage: While Curze and Perturabo are within 12" of the altar, they can "look out sir" all shots directed at their unit on a 2+ to any unit that is also within 12" of the altar. These redirected shots cannot be placed upon vehicles but walkers are okay. Assault is unaffected by this rule.
For the love of Nigel-- I'm TRYING TO GET MARRIED HERE! If Perturabo is within 6" of the altar he may command once per turn any Chaos unit that is falling back to regroup immediately in their next movement phase, no questions asked.
TURN FIVE ...
Dearly Beloved: At the end of turn five, victory points will be evaluated. If Curze and/or Perturabo have been taken as casualties, the number of gifts will be counted and scored.
"We are gathered here together to celebrate this thing called life." Perturabo and Curze may, at the beginning of their movement phase, each choose one multi-wound model on the board besides themselves. This model may regain all of its lost wounds. This may be used upon a vehicle to regain all of its hull points (but not repair other damages).
"Do You Have the Ring?" Chaos forces count as automatically rolling a "six" for their warp charges for the rest of the game.
With this Ring: If Curze and Perturabo are both alive and within base contact with the altar, the "With this Ring" condition has been met. They score 7 victory points for their team.
Speak now... After turn five, all players will pick a single unit. This single unit will be able to make a move, shoot, and assault turn. Any unit it engages may defend itself normally, and if it falls back it will be destroyed.
...Or forever hold your peace. The game will continue with these single units and their opponents in assault until random length ends the game or turn 8 or we go to a bar. Whichever comes sooner.
This is what my custom missions look like, dosed with a party atmosphere and good beer. Cheers!
PERTURABO'S WEDDING CRASHERS
A 40K Melodrama in Two Acts
2016 D-Company, Milwaukee Wisconsin
Summary:
A 40K Melodrama in Two Acts
2016 D-Company, Milwaukee Wisconsin
Summary:
Forces have joined in an effort to thwart the wedding of Perturabo. The battle will begin with each "uninvited guest" player fielding a single small squad of infiltrators. These infiltrators will begin the game sneaking onto the board and placing a Beacon. These beacons can be used for various uses, some of them helpful, some of them quite destructive. During this Act of the game they will be sneaking around avoiding "Usher" patrols. These patrols will act like sentries, while the majority of the Chaos forces will "sleep," and pay little attention to what is going on. In Act two, the Chaos party will activate into a non-sleeping hoard of bad-assery while the Imperial and Ork forces will come on the board and try to disrupt the ceremony going on in the middle of the board. There will be wedding gift objectives and a ton of fluffy rules, most of them in there just for the fun of it.
SETUP:
The terrain.
Joe will have provided a spectacular board set-up. What I'm hoping for is a relatively oversized board that is rectangular in shape. The middle of the board should be easily reached. In the exact center of this rectangle will be a large area of open terrain, with little or no features except some sort of "altar" in the middle. Its a Chaos wedding, this could be represented as anything. There will be no other terrain features in a 12" radius from the center of this altar.
Then, terrain will be placed around the radius of this circle, first a few light trees and small buildings, progressing to thicker terrain at the edges of the table. It is from these edges of the table that the uninvited guests will come sneaking out from.
One other terrain feature is "THE ROAD." The road will run in a mostly straight line from one long edge of the board to the other long edge of the board. It should run directly through the center of the altar in its path from one side to the other. This road should be kept pretty short and direct.
What it should look like is: two roads leading to the center of a 24" terrain-less circle. At the center of the circle is an altar.
One of the roads will be lined with certain tanks. Joe knows what tanks I'm talking about, he'll deploy them, but this will henceforth be called the "tank road."
The choices of forces.
Each force will bring 2,500 points to the game, plus an "emergency 500 points" which might be required if we need to make any emergency adjustment.
Uninvited Guests:
There will be two ork players, and two Space Marine players. They will, initially, be on the same team. Each player will construct a single special unit called an "Uninvited Guest" squad. This squad will conform to the following standards: 1) It must be a unit that has the Infiltrators special rule. Ideally, these units will be made from Kommandos or Space Marine Scouts, but grots or a unit of Imperial Guard allies could also be acceptable. 2) The unit does not count as points against the player's total number of points. 3) It should not contain any special characters, nor artillery, squad upgrades are okay (Nobs and Veteran Sergeants are fine). 4) Otherwise it may be composed of as many models as a player wants.
Chaos Ushers: Chaos players will be responsible for constructing six Chaos Usher squads. These squads will be constructed from their rank-and-file marines-with-bolters. Each squad will contain d6 Ushers, and these can be drawn from either player's armies. Also, they individually will maintain their particular legion traits within their Chaos Usher Units.
Perturabo and Curze must be taken, and will cost their regular points to the players. They will be initially be kept off the board in reserve until Act Two.
DEPLOYMENT:
Chaos players will deploy any units they choose within 12" of the altar. The players must deploy enough units so that it looks like a big chaos party is going on in the middle of the table. This should be at least half of your army. These units are "sleeping," but in this scenario are partying down, firing bolters in the air and creating a big ruckus, that's why they don't notice the Uninvited Guests sneaking in.
Chaos players will then place the six Wedding Gift Objectives anywhere more than 30" away from the altar, and each not within 12" of the other. Some of these objectives might end up getting placed far away from the party circle. Each Wedding Gift Objective will also have an Usher unit placed in base contact with it after the objectives are placed. Chaos players can decide which Usher squad accompanies which objective.
Each turn in Act One, the Usher squads will move towards a Wedding Gift Objective. They will, after making base contact with an objective, roll a die- 1-3 they move in a clockwise fashion, on 4-6 they'll move in a counter clockwise fashion. This will make the six squads move somewhat randomly after they make contact with a gift. Like random patrols without scatter dice. Usher Squads may not run, charge, or fire unless an Uninvited Guest unit has been detected.
Usher Squads Detecting Uninvited Guests:
If an Usher Squad comes within 12" of an Uninvited Guest squad at ANY TIME, it may be "reassigned" to that Uninvited Guest squad as if the Guests were an objective. The Usher Squad is now in a state of "investigation," where it may be moved freely by players controlling it, and may run and assault, but not yet fire its weapons.
If an Usher Squad manages to make base contact (by assaulting) an Uninvited Guest model, the gig is up, maybe. They may sound the alarm if any of them survive the assault. If all of the Ushers die in the assault, the alarm may still be raised on a roll of a 6+.
Any Usher Squad that is fired upon will sound an alarm, but if shot at by Sniper weapons only they will sound the alarm on a 4+
If an Usher Squad happens to stumble onto a beacon, it will immediately sound the alarm.
An Usher Squad that is broken and falling back will fall back toward the altar: immediately sound the alarm upon coming into base contact with any partying unit.
(In the unlikely chance that a partying unit comes under enemy fire, even if it is not wounded or hit, it will "awaken" during act one and can be moved and played normally. However, this unit has no chance of sounding the alarm, ever.)
In Act One, each Ork and Marine player will just field their Uninvited Guest unit by moving it onto the board on turn one. All of these will move at the same time, entering wherever they wish with the following rules: each force will deploy using a short board edge, orks on one short board edge and Marines on the other.
BEACONS:
Uninvited Guest units will move on the board and each will be carrying a BEACON that they can drop AT ANY TIME THEY WISH. As long as one model is still alive, it may at any time during any turn declare that the beacon has been dropped. A beacon marker will be placed on that spot. Once a beacon has been planted, Guest units must remain within 6" of the beacon until Act Two begins. They're protecting the beacon, you see. A Guest squad who is killed before planting its beacon loses it forever (which you should, because you could have placed it at any time, duh). Beacons are stationary for the rest of the game, and should be represented by a small token or model. Beacons cannot be destroyed once placed on the board.
So why plant a beacon? Players may use their beacons in the following ways:
1) Pick-Up Zone: Any "Wedding Gift" objective within 6" of the beacon may be left unattended by any unit and still remain claimed by the player owning the beacon. In strict game terms, Beacons have a 6" Objective Secured bubble for the player who placed them.
2)Homing Beacon: Any unit that is able to deepstrike onto the battlefield may use the beacon as a homing beacon and deepstrike without error within 6" of the beacon. All other deepstrike rules apply.
3) Strategic Defense Pulse: Once per game, an Uninvited Guest player may declare that his is using the defensive pulse of the beacon in their own shooting phase. The Apocalyptic Blast template is placed with the hole centered on the beacon. This blase will affect all units in its range with a s10 ap2 Concussive Strikedown Apoc Blast. This blast will also remove any terrain it touches off the board, leaving only the beacon behind. After the Strategic Defense Pulse, the beacon loses its Pick Up Zone special rule.
ACT TWO:
There is no turn limit for Act One.
If all of the players have planted all of their beacons, Act 2 will begin at the end of the Uninvited Guests turn with the Imperials having the first turn of Act 2.
If the alarm is sounded, Act Two will begin at the end of the Usher turn with Chaos having the first turn.
Either way, remove all Usher squads from the table and insert them into squads where they should belong, if necessary.
Uninvited Guest Players have the option of removing any Guest models from the board (if they need to use them for their regular armies) or leave them on the table, acting as their normal selves from this point forward.
All units, from this point forward, are "awake," and act normally.
Perturabo and Curze will be deployed turn one as if walking on the board from reserves. They may be part of another unit, or whatever, but they'll start on a long board edge on the road. Perturabo will be on "tank road," Curze will be on the other. They'll walk toward the center of the board and meet at the altar.
They'll score 7 victory points if they meet in the center of the board, and both be in base contact with the altar when the conditions of "With This Ring" are met.
All players will enter the board using normal rules for moving on the board edges, deepstriking and whatever. Chaos reserve forces must enter using the part of the board edge that meets the road, Ork and Marines will deploy off the short board edges.
The Six Objectives
All of the six wedding gift objectives are treated like Relics like from the Relic mission that can be moved about. Each of them will be worth 1 vp at the end of the game.
The Ceremony Circle
There is absolutely no deepstrike or drop pod activity allowed within 12" of the altar, period. If you land here, mishap.
The Sanctity of Marriage: While Curze and Perturabo are within 12" of the altar, they can "look out sir" all shots directed at their unit on a 2+ to any unit that is also within 12" of the altar. These redirected shots cannot be placed upon vehicles but walkers are okay. Assault is unaffected by this rule.
For the love of Nigel-- I'm TRYING TO GET MARRIED HERE! If Perturabo is within 6" of the altar he may command once per turn any Chaos unit that is falling back to regroup immediately in their next movement phase, no questions asked.
TURN FIVE ...
Dearly Beloved: At the end of turn five, victory points will be evaluated. If Curze and/or Perturabo have been taken as casualties, the number of gifts will be counted and scored.
"We are gathered here together to celebrate this thing called life." Perturabo and Curze may, at the beginning of their movement phase, each choose one multi-wound model on the board besides themselves. This model may regain all of its lost wounds. This may be used upon a vehicle to regain all of its hull points (but not repair other damages).
"Do You Have the Ring?" Chaos forces count as automatically rolling a "six" for their warp charges for the rest of the game.
With this Ring: If Curze and Perturabo are both alive and within base contact with the altar, the "With this Ring" condition has been met. They score 7 victory points for their team.
Speak now... After turn five, all players will pick a single unit. This single unit will be able to make a move, shoot, and assault turn. Any unit it engages may defend itself normally, and if it falls back it will be destroyed.
...Or forever hold your peace. The game will continue with these single units and their opponents in assault until random length ends the game or turn 8 or we go to a bar. Whichever comes sooner.