Post by Stretch on Dec 8, 2013 21:54:15 GMT
Just tinkering with a few things. What do people think to something like this?
SWC May Mini Meet
A few basic rules:
In all games, the army must consist of 1 HQ and 2 troops. After that army selection is governed only by a normal FOC and your imagination/deviousness/low cunning/sheer evilness
Allies will be selected at random for each game. In the case of duplication the draw will be remade.
If your alliance is distrustful, all infantry units in your army will be subject to an “Animosity Roll”. At the start of each player turn, roll a D6 for each infantry unit. On a roll of 1, that unit goes to ground to represent their stubborn refusal to fight alongside their “allies”. Note that they will respond to charges normally. The desire to stay alive overrides their childish protest. Vehicles remain stationary but may otherwise act normally. Monstrous creatures and HQ units are not affected. Monstrous creatures simply don’t care enough to protest while your HQ units’ sense of duty prevails.
Additionally, if your alliance is normally not allowed, the following rules apply:
Units from each army may not willingly end their movement within 6” of a unit from the allied contingent. If this threshold is broken, 1 model from each unit fights an out of phase combat round. Casualties are removed as normal. If it is drawn, the combatants disengage and the 2 units must spend their next movement phase reinstigating the 6” gap.
Units may not claim a cover save from shooting if the unit belongs to the other faction. It’s unthinkable that your soldiers would lay down their lives for the miscreants they’ve been forced to fight with.
Mission 1 – A light in the darkness
Long range sensors have picked up strange readings on a back water planet. Power levels far in excess of anything remotely normal have had the attackers’ military commanders puzzled, curious and concerned in equal measure. Hazy images of biological experimentation have led to accusations of necromancy, biological weapons manufacturing, unlicensed medical experimentation and more unsavoury claims. Regardless, the decision has been made to dispatch forces to investigate and if necessary exterminate those responsible
The defenders had set their plan in motion out of the prying eyes of their enemies. The next stage of evolution is close at hand and the secret lies in the 6 Cryochambers installed in the ruined castle. A secret that had remained kept since its infancy. However the best laid plans never survive first contact, and now the hounds have the scent. Your forces have sworn to defend the Cryochambers and their contents to their deaths
500 point doubles game.
6 turns
Deployment as per the board.
Before deployment roll off to decide who will be the attacker and who will be the defender. The defenders deploy first. The attacker then deploys his forces keeping units in reserve as desired. The attacker then goes first, unless the defender can steal the initiative.
Victory conditions
Victory Points for First Blood, Line Breaker and Slay the Warlord
The attacker earns 1 VP for each Cryochamber destroyed. The defender earns 1 VP for each Cryochamber that survives until the end of the game.
CryoChamber
The Mk17 Cryochamber was designed for deep space travel, protecting and providing for its occupant no matter what the duration or whatever external influences arose. Extensive engineering made it an extremely resilient construct, with in- built power systems providing redundancy for its vital systems allowing it to survive for a short time without any power source and even the vacuum of space. However its downfall was born of vanity. The large clear canopy that allows a view of the contents is also its most fragile part. One well placed blow can fracture the construct entirely. It has been known for damage to one chamber to affect the remainder in the bank, the rapid atmospheric change too much for the cogitators to cope with.
A cryochamber has an armour value of 10 on all facings. However it does not have hull points. Instead, for each scoring hit, roll a D6 and consult the table below
1. Shaken. – The canopy shakes as resonance permeates through it, but the glass holds.
2-5. Destroyed - The impact causes a crack to extend outwards to the very edges of the canopy before it collapses. Atmospheric changes and falling razor sharp sections wreaking havoc on the occupant who suffers a grizzly death, their protective cacoon now becoming their coffin.
6. Feedback - The canopy shatters, causing rapid destabilisation of the chamber. Alarms sound and lights start to flash as the cogitator engine tries desperately to contain the monumental changes. For each roll of a 6, roll another D6 for the Cryochamber immediately clockwise and apply the result. If it has already been destroyed then the chain reaction stops. It is possible for the chain reaction to extend through all Cryochambers from one impact
SWC May Mini Meet
A few basic rules:
In all games, the army must consist of 1 HQ and 2 troops. After that army selection is governed only by a normal FOC and your imagination/deviousness/low cunning/sheer evilness
Allies will be selected at random for each game. In the case of duplication the draw will be remade.
If your alliance is distrustful, all infantry units in your army will be subject to an “Animosity Roll”. At the start of each player turn, roll a D6 for each infantry unit. On a roll of 1, that unit goes to ground to represent their stubborn refusal to fight alongside their “allies”. Note that they will respond to charges normally. The desire to stay alive overrides their childish protest. Vehicles remain stationary but may otherwise act normally. Monstrous creatures and HQ units are not affected. Monstrous creatures simply don’t care enough to protest while your HQ units’ sense of duty prevails.
Additionally, if your alliance is normally not allowed, the following rules apply:
Units from each army may not willingly end their movement within 6” of a unit from the allied contingent. If this threshold is broken, 1 model from each unit fights an out of phase combat round. Casualties are removed as normal. If it is drawn, the combatants disengage and the 2 units must spend their next movement phase reinstigating the 6” gap.
Units may not claim a cover save from shooting if the unit belongs to the other faction. It’s unthinkable that your soldiers would lay down their lives for the miscreants they’ve been forced to fight with.
Mission 1 – A light in the darkness
Long range sensors have picked up strange readings on a back water planet. Power levels far in excess of anything remotely normal have had the attackers’ military commanders puzzled, curious and concerned in equal measure. Hazy images of biological experimentation have led to accusations of necromancy, biological weapons manufacturing, unlicensed medical experimentation and more unsavoury claims. Regardless, the decision has been made to dispatch forces to investigate and if necessary exterminate those responsible
The defenders had set their plan in motion out of the prying eyes of their enemies. The next stage of evolution is close at hand and the secret lies in the 6 Cryochambers installed in the ruined castle. A secret that had remained kept since its infancy. However the best laid plans never survive first contact, and now the hounds have the scent. Your forces have sworn to defend the Cryochambers and their contents to their deaths
500 point doubles game.
6 turns
Deployment as per the board.
Before deployment roll off to decide who will be the attacker and who will be the defender. The defenders deploy first. The attacker then deploys his forces keeping units in reserve as desired. The attacker then goes first, unless the defender can steal the initiative.
Victory conditions
Victory Points for First Blood, Line Breaker and Slay the Warlord
The attacker earns 1 VP for each Cryochamber destroyed. The defender earns 1 VP for each Cryochamber that survives until the end of the game.
CryoChamber
The Mk17 Cryochamber was designed for deep space travel, protecting and providing for its occupant no matter what the duration or whatever external influences arose. Extensive engineering made it an extremely resilient construct, with in- built power systems providing redundancy for its vital systems allowing it to survive for a short time without any power source and even the vacuum of space. However its downfall was born of vanity. The large clear canopy that allows a view of the contents is also its most fragile part. One well placed blow can fracture the construct entirely. It has been known for damage to one chamber to affect the remainder in the bank, the rapid atmospheric change too much for the cogitators to cope with.
A cryochamber has an armour value of 10 on all facings. However it does not have hull points. Instead, for each scoring hit, roll a D6 and consult the table below
1. Shaken. – The canopy shakes as resonance permeates through it, but the glass holds.
2-5. Destroyed - The impact causes a crack to extend outwards to the very edges of the canopy before it collapses. Atmospheric changes and falling razor sharp sections wreaking havoc on the occupant who suffers a grizzly death, their protective cacoon now becoming their coffin.
6. Feedback - The canopy shatters, causing rapid destabilisation of the chamber. Alarms sound and lights start to flash as the cogitator engine tries desperately to contain the monumental changes. For each roll of a 6, roll another D6 for the Cryochamber immediately clockwise and apply the result. If it has already been destroyed then the chain reaction stops. It is possible for the chain reaction to extend through all Cryochambers from one impact