tourny missions
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pick any you would like
tourny missions
Blizzard: Blizzards create a large number of problems on the battlefield. Poor visibility and driving winds are just plain difficult to deal with when a combat action is taking place. The blizzard will move 12" onto a randomly determined short table edge at the start of Turn 1. This area is affected by the conditions outlined below. At the start of Turn 2 and each following turn, the blizzard expands a further 12" onto the table until the table is completely within the storm's grasp. All movement within the blizzard is considered to be in difficult terrain. vechiles may only move a maximum of 10". In addition to this, the vechile must take a difficult terrain test as if it were a normal vehicle in difficult terrain. This does not affect how many weapons a skimmer can fire, only it's movement. Accurate firing is reduced to 12". For targets beyond 12", 6's are needed to hit regardless of the shooter's BS.
Slime Build-up: The battlefield is covered in a thin layer of mucous-like slime. This goo may be from a recent Tyranid occupation or just a natural product of the planet's fauna. However it came to be, the layer of slime has made movement very tricky. Treat all clear areas of the battlefield as normal – the slime has no effect here. However, in any areas of the table normally considered difficult terrain, the slime is a problem. Models moving through difficult terrain roll only 1D6 for movement to account for the slime. If a 1 is rolled, then roll a D6 again. If a further 1 is rolled, the squad has become tripped up or trapped by the slime. Any other result on the second D6 roll has no effect. During the next turn, the trapped squad may not move or shoot - they're stuck! However, the enemy may still assault the slimed squad, in which case the enemy gets +2 Attacks for charging instead of the standard +1! Vehicles traversing difficult terrain in these conditions have a rough time keeping control and become immobilized on the D6 roll of a 1 OR 2.
Vicious Fauna: All forms of cover on the tabletop are infested with deadly fauna. These could be strangle-vines, Venus mantraps, ash clams, spine cactus, weeping ferns, chokers, killer kudzu, poison moss, or a thousand other types of horrid plantlife. Foot troops are affected by these conditions and operate under the rules below, while vehicles are immune. When a squad enters cover or starts its turn in cover, roll 2D6. A roll of 7 or doubles indicates something has gone wrong. Roll a further D6. A result of 1 or 2 indicates a casualty amongst the squad. Remove one model. A result of 3-6 indicates a model of the owning player's choice is struggling with the fauna and may still come out of the ordeal alive if the model passes an armor save. If the model fails, then remove it from play.
Warp Rift: A visible rift in reality occasionally manifests on unstable worlds like those near the Eye of Terror. Movement and all firing through the rift are completely unpredictable. The rift runs along the center of the table, thus separating the two forces. Roll a D6 whenever a squad or model wishes to fire across the rift along the center of the table. On the roll of a 1, the target becomes so hard to track through the rift that any firing would be useless. The squad or model that rolled the 1 may not fire this turn. When the majority (more than half) of a squad or model moves across the rift, halt its movement and roll 2D6 along with the Scatter die. Move the squad or model in the direction and distance in inches indicated by the dice. For squads, place all models within 3" of this new location. Once the squad or model has been relocated, it may continue with whatever movement it had left. If a "hit" is rolled on the Scatter die, then the squad or model may continue with its movement as normal and ignore the effects of the warp rift. If a double comes up on the 2D6 roll and a "hit" is rolled, the squad disappears from the battlefield never to be seen again!
Time Flow Disruption: Sometimes the Warp completely disrupts the flow of time, speeding things up to a blur or jumping to events that took place minutes ago. In a battle this can be beneficial or detrimental – such is the fickle nature of the Warp.
At the start of each game turn, roll a D6 to see which effect takes place. 1-3 means Speed up, and 4-6 means Slow down. Speed up:All models may add +2 to their movement actions. This means that most troops now move 8" and assault 8". Vehicles may move up to 8" and still fire one weapon, while fast vehicles can move up to 14" and still fire one weapon. In assaults, all models gain +1 Attack on top of any other modifiers like charging or having additional weapons. Slow down:
All models may subtract -2 from their movement actions. This means that most troops now move 4" and assault 4". Vehicles may move up to 4" and still fire one weapon, while fast vehicles can move up to 10" and still fire one weapon. In assaults, models do not gain +1 Attack for charging.
Slime Build-up: The battlefield is covered in a thin layer of mucous-like slime. This goo may be from a recent Tyranid occupation or just a natural product of the planet's fauna. However it came to be, the layer of slime has made movement very tricky. Treat all clear areas of the battlefield as normal – the slime has no effect here. However, in any areas of the table normally considered difficult terrain, the slime is a problem. Models moving through difficult terrain roll only 1D6 for movement to account for the slime. If a 1 is rolled, then roll a D6 again. If a further 1 is rolled, the squad has become tripped up or trapped by the slime. Any other result on the second D6 roll has no effect. During the next turn, the trapped squad may not move or shoot - they're stuck! However, the enemy may still assault the slimed squad, in which case the enemy gets +2 Attacks for charging instead of the standard +1! Vehicles traversing difficult terrain in these conditions have a rough time keeping control and become immobilized on the D6 roll of a 1 OR 2.
Vicious Fauna: All forms of cover on the tabletop are infested with deadly fauna. These could be strangle-vines, Venus mantraps, ash clams, spine cactus, weeping ferns, chokers, killer kudzu, poison moss, or a thousand other types of horrid plantlife. Foot troops are affected by these conditions and operate under the rules below, while vehicles are immune. When a squad enters cover or starts its turn in cover, roll 2D6. A roll of 7 or doubles indicates something has gone wrong. Roll a further D6. A result of 1 or 2 indicates a casualty amongst the squad. Remove one model. A result of 3-6 indicates a model of the owning player's choice is struggling with the fauna and may still come out of the ordeal alive if the model passes an armor save. If the model fails, then remove it from play.
Warp Rift: A visible rift in reality occasionally manifests on unstable worlds like those near the Eye of Terror. Movement and all firing through the rift are completely unpredictable. The rift runs along the center of the table, thus separating the two forces. Roll a D6 whenever a squad or model wishes to fire across the rift along the center of the table. On the roll of a 1, the target becomes so hard to track through the rift that any firing would be useless. The squad or model that rolled the 1 may not fire this turn. When the majority (more than half) of a squad or model moves across the rift, halt its movement and roll 2D6 along with the Scatter die. Move the squad or model in the direction and distance in inches indicated by the dice. For squads, place all models within 3" of this new location. Once the squad or model has been relocated, it may continue with whatever movement it had left. If a "hit" is rolled on the Scatter die, then the squad or model may continue with its movement as normal and ignore the effects of the warp rift. If a double comes up on the 2D6 roll and a "hit" is rolled, the squad disappears from the battlefield never to be seen again!
Time Flow Disruption: Sometimes the Warp completely disrupts the flow of time, speeding things up to a blur or jumping to events that took place minutes ago. In a battle this can be beneficial or detrimental – such is the fickle nature of the Warp.
At the start of each game turn, roll a D6 to see which effect takes place. 1-3 means Speed up, and 4-6 means Slow down. Speed up:All models may add +2 to their movement actions. This means that most troops now move 8" and assault 8". Vehicles may move up to 8" and still fire one weapon, while fast vehicles can move up to 14" and still fire one weapon. In assaults, all models gain +1 Attack on top of any other modifiers like charging or having additional weapons. Slow down:
All models may subtract -2 from their movement actions. This means that most troops now move 4" and assault 4". Vehicles may move up to 4" and still fire one weapon, while fast vehicles can move up to 10" and still fire one weapon. In assaults, models do not gain +1 Attack for charging.
Last edited by hivefleet psychodelic on Tue Sep 07, 2010 7:51 am; edited 1 time in total
Re: tourny missions
These mission types will not be for tournament this Saturday 9/11. John it is too late for changing things this week. Please change the name of the post to not confuse people.
jspyd3rx- Chaos God
- Number of posts : 1190
Registration date : 2009-10-10
Re: tourny missions
sorry
i put the topic up so people would know it was the post i w2as talking about. boom changed
i put the topic up so people would know it was the post i w2as talking about. boom changed
Re: tourny missions
Can't wait to get back to this... It's been WAY too long >
Srgt. Master- Traitor Marine
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Number of posts : 166
Age : 31
Location : Doral, Florida
Armies : Adeptus Mechanichus/ Guard
Registration date : 2010-01-13
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