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Rules & Scenario Development House rules - whose rules? Make your own rules, or read up some experiments others have made.

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Old 03-14-2008   #1 (permalink)
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Default Scenario - Capture the .... Bomb?

Comments and critisicism are a NESSECITY. It's a W.I.P scenario (Having thought of the idea a couple of days ago and only just posting it.. )
Don't expect it to be perfect, and please, post and help me out!

__________________________________________________ _______________
Deployment:
Terrain is placed at random, and each player deploys within 12" of the opposite table edges, with a single piece of terrain or building in each zone. These are the "Targets" for each team. The "Bomb" (Best model to use is a spore mine ) is then deployed with its base touching a piece of terrain that is at least 12" from both deployment zones (Preferably close to the center)

Special Rules:
Run For it!:
This rule allows the squad on either side that carries the bomb to run an extra D6 forward towards the enemy target.

Take 'em down boys!:
Any enemy squad within 12" of the squad carrying the bomb MUST shoot at that squad, regardless of any other priority targets.

On foot we go!:
As soon as a squad picks up the bomb, they are not allowed to mount vehicles. Also, vehicles are not allowed to carry the bomb themselves. This is mainly an infantry based scenario.

Objective
The "Bomb" must be carried by either side to the building/terrain that is within the enemy's deployment zone. The bomb must then be placed in base to base contact with the building and held for 1 full turn.
If the objective is not complete, then the game ends as a draw in 7 turns

Restrictions
Black Hawk Down
No Deep Striking whatsoever, to stop people Deep Striking the bomb. Also, no infiltration.

Careful, it might blow!
If a Pyschic power, frag grenade, krak grenade or missile launcher are used on the squad carrying the bomb, the bomb is in danger of becoming a target. The Bomb is hit on a 5+ if any model within 2" of it is also hit. If the bomb is destroyed, then it classes as a draw.

Bomb Characteristics:
T Sv
2 6+

Thanks, And good day! :P
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Quote:
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Dangit, you guys from Leicester have the largest presence of any geographical part of the world. Face it, the Leicester boys OWN. (Put that in your sig!)

Last edited by TheKiller333; 03-15-2008 at 03:38 AM.
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Old 03-14-2008   #2 (permalink)
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Default Re: Scenario - Capture the .... Bomb?

The senario is "KILLER" LMAO I crackz myself ups!!!!

No really it sounds really cool and I like the special rules!!!
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Old 03-14-2008   #3 (permalink)
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Default Re: Scenario - Capture the .... Bomb?

great job

just a few thoughts I had

Quote:
Originally Posted by TheKiller333 View Post
Comments and critisicism are a NESSECITY. It's a W.I.P scenario (Having thought of the idea a couple of days ago and only just posting it.. )
Don't expect it to be perfect, and please, post and help me out!

__________________________________________________ _______________
Deployment:
Terrain is placed at random, and each player deploys within 12" of the opposite table edges, with a single piece of terrain or building in each zone. These are the "Targets" for each team. The "Bomb" (Best model to use is a spore mine ) is then deployed with its base touching a piece of terrain that is at least 12" from both deployment zones (Preferably close to the center)

the above could say the bomb is in the measured center of the board


Special Rules:
Run For it!:
This rule allows the squad on either side that carries the bomb to run an extra D6 forward towards the enemy target.

Take 'em down boys!:
Any enemy squad within 12" of the squad carrying the bomb MUST shoot at that squad, regardless of any other priority targets.


I love the elimination of target priorety very fitting for this senerio as if I was shooting at something and saw some dude running at my house with a bomb I think he would gt my attention

On foot we go!:
As soon as a squad picks up the bomb, they are not allowed to mount vehicles. Also, vehicles are not allowed to carry the bomb themselves. This is mainly an infantry based scenario.
good rule I love it


Objective
The "Bomb" must be carried by either side to the objective point (The Terrain mentioned earlier) that is within the enemy's deployment zone. [This may get hectic I know.. so.. hm.. willing to change the objectives slightly]. As soon as the squad reaches the terrain with the bomb, and holds for 1 more turn, then the terrain is classed as destroyed, and that team wins the game.
If the objective is not complete, then the game ends in 7 turns (Large I know but.. it could most likely involve alot of running forth and backwards after the bomb)
this could be simplified a little buy saying "victory is reached by the player who puts the bomb in base to base contact with the building in the opponets deployment zone and holds for one FULL TURN. if this is not done in 7 tuens the game ends in a draw

also consiter victory points as a alternitive to victory

Restrictions
No Deep Striking within 15" of the bomb, as with infiltration. [Willing to change to no DS at all]
based on the senerio I would not allow DS or infeltrate at all
If a Pyschic power, frag grenade, krak grenade or missile launcher are used on the squad carrying the bomb, the bomb is in danger of becoming a target. If the bomb is destroyed, then it classes as a draw.
I would add the bomb is hit on a 5+ to this if any model within 2" of it is hit
Bomb Characteristics:
T Sv
2 6+

Thanks, And good day! :P
thats just a oppinion but I am definatly goingt o play it out
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if at all possible try get them in the rear.

can the inquisition tell why kids love cinniman toast crunch?

vote http://www.40kterra.com/forums/f195/...eath-7471.html
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Old 03-14-2008   #4 (permalink)
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Default Re: Scenario - Capture the .... Bomb?

alsio run for it is also a fleet movment you could just say carring a bomb causes suck anxiaty that the squad who carries is granted a fleet movment (unless they can fire and run as then it is not fleet
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Quote:
Originally Posted by DeAd_cOmMaNdO View Post
if at all possible try get them in the rear.

can the inquisition tell why kids love cinniman toast crunch?

vote http://www.40kterra.com/forums/f195/...eath-7471.html
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Old 03-15-2008   #5 (permalink)
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Default Re: Scenario - Capture the .... Bomb?

Thanks for the help, I've edited to fit the tips in =]
Quote:
the above could say the bomb is in the measured center of the board
Well, the only reason I haven't changed this is because board sizes may vary and it could make games more interesting with the bomb placed not directly center, but to the left or right of the center. Then again, I understand your point.

Quote:
who carries is granted a fleet movment (unless they can fire and run as then it is not fleet
In the nature of the scenario, I think it suits more that they can fire aswell, as in reality, if you've got a bomb and being chased, your gonna shoot back over your shoulder to try and ward them off. I could edit it to be that if they wish to fire aswell, -1 to Hitting rolls to represent that they're running full speed but still attempting to fire?
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Do you all Know what I am? I AM a member of the Old Guard! Speak up Terrans, which of ye are still here?

Quote:
Originally Posted by masterofweirdness View Post
Sadly, Killer is all powerful, and actually *gasps* has a life.
Quote:
Originally Posted by Rhaalidor
Dangit, you guys from Leicester have the largest presence of any geographical part of the world. Face it, the Leicester boys OWN. (Put that in your sig!)

Last edited by TheKiller333; 03-15-2008 at 03:33 AM.
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Old 03-15-2008   #6 (permalink)
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Default Re: Scenario - Capture the .... Bomb?

I like it...

it somehow reminds me of Counter-Strike...
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Old 03-15-2008   #7 (permalink)
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Default Re: Scenario - Capture the .... Bomb?

Quote:
Originally Posted by masterofweirdness View Post
I like it...

it somehow reminds me of Counter-Strike...
It reminds me of Assault on Halo. Course everyonr plays every game as if it were slayer......
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Old 03-15-2008   #8 (permalink)
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Default Re: Scenario - Capture the .... Bomb?

Quote:
Originally Posted by kenshin620 View Post
It reminds me of Assault on Halo. Course everyonr plays every game as if it were slayer......
Not EXACTLY true Kenshin... they treat it like TEAM slayer..
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Do you all Know what I am? I AM a member of the Old Guard! Speak up Terrans, which of ye are still here?

Quote:
Originally Posted by masterofweirdness View Post
Sadly, Killer is all powerful, and actually *gasps* has a life.
Quote:
Originally Posted by Rhaalidor
Dangit, you guys from Leicester have the largest presence of any geographical part of the world. Face it, the Leicester boys OWN. (Put that in your sig!)
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Old 03-15-2008   #9 (permalink)
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Default Re: Scenario - Capture the .... Bomb?

Here are a few Ideas for you...

Quote:
Originally Posted by TheKiller333 View Post
Comments and critisicism are a NESSECITY. It's a W.I.P scenario (Having thought of the idea a couple of days ago and only just posting it.. )
Don't expect it to be perfect, and please, post and help me out!

__________________________________________________ _______________
Deployment:
Terrain is placed at random, and each player deploys within 12" of the opposite table edges, with a single piece of terrain or building in each zone. These are the "Targets" for each team. The "Bomb" (Best model to use is a spore mine ) is then deployed with its base touching a piece of terrain that is at least 12" from both deployment zones (Preferably close to the center)

I say place two bombs along the center line no closer than 18" from each other, that way it will be more difficult to swoop in and grab both bombs leaving your opponent playing catch up.

Special Rules:
Run For it!:
This rule allows the squad on either side that carries the bomb to run an extra D6 forward towards the enemy target.

hmm you might want to reword this as the unit carrying the bomb gets the Fleet special rule as long as their armour save is 3+ or worse. Don't want those Terrmies running around like a chicken with its head cut off. However if something already has the Fleet rule with a 2+ save then bully for them. Also on a side note you might want to stipulate that only infantry can benfit from this rule and only if on foot.

Take 'em down boys!:
Any enemy squad within 12" of the squad carrying the bomb MUST shoot at that squad, regardless of any other priority targets.

I like it.

On foot we go!:
As soon as a squad picks up the bomb, they are not allowed to mount vehicles. Also, vehicles are not allowed to carry the bomb themselves. This is mainly an infantry based scenario.

That will teach me for not fully reading through senario before posting.

Objective
The "Bomb" must be carried by either side to the building/terrain that is within the enemy's deployment zone. The bomb must then be placed in base to base contact with the building and held for 1 full turn.
If the objective is not complete, then the game ends as a draw in 7 turns

Ok, you will have to specify what "held" is constituted as. Do I just have to have a scoring unit with in 6" for a full turn, can the enemy contest the held factor with its own scoring unit, so on and so forth.

Here is how I would reword it... :Objective
The Bomb is to be carried by an infantry unit from the point at witch they pick it up from and carried to the enemies chosen Target area. Once the Bomb has been placed in base to base contact with the target area it needs to be armed this requires a scoring unit from your army to remain with in 6" of the Bomb for one full turn, if this is accomplished then you win the game. If no detonation occurs within 6 turns the game ends in a draw.


Restrictions
Black Hawk Down
No Deep Striking whatsoever, to stop people Deep Striking the bomb. Also, no infiltration.

I totally agree with the no deep striking thing, but no infiltraters? Any general worth his salt should have good lines of fire on both bombs therefore limiting where they can infiltrate any way and if you mess up and leave an opening then you should be punished for it.

Careful, it might blow!
If a Pyschic power, frag grenade, krak grenade or missile launcher are used on the squad carrying the bomb, the bomb is in danger of becoming a target. The Bomb is hit on a 5+ if any model within 2" of it is also hit. If the bomb is destroyed, then it classes as a draw.

Sorry don't like how this rule works. I totally agree that you should be able to kill the bomb, but I would redo it something like this:

If a template weapon inflicts a casualty to a unit carring a bomb then there is a slight chance the bomb will blow up. For each shooting phase that the unit takes at least one casualty from the above list roll a d6 on a 6 the bomb explodes.

The game only ends in a draw if both bombs are destroyed, this allows for you to kill the enemy unit carrying their bomb and stealing for your self. I think this will add more nail biting tention to the games.


Bomb Characteristics:
T Sv
2 6+

I don't think the bomb needs characteristics

Thanks, And good day! :P
Great Start to what could become a very bloody and vicious senario. I like it. On top of everything it requires people to actually move forward and eventually get to the enemies deployment zone.

My two cents,
Servo
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