Warhammer 40k Tournament Jan 15th - 16th 2011

I'm going to be posting potential tournament missions here. Please playtest and comment on them.

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Final Standings
I finally got around to formatting the scoring spreadsheet. Here are the final standings. Everyone's army list, the tournament packet pdf, and the final standings are all in the files section as well.

Thanks everyone for a great tournament!


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Mission #9 Vortex Grenade!
Vortex Grenade

Both armies are trying to capture objectives and have secretly armed one of thier units with a vortex grenade.

Game Length: 6 Turns.

Deployment: Dawn of War

Terrain: Fixed, Play with terrain as is on table.

Objective: Place 5 objectives on the board before deployment. One should be placed in the center of the board. The remaining four should be placed in the corner of the board, 12" from each board edge.

Victory: Most Victory Points
1 VP - Each objective controlled at the end of the battle.
1 VP - Each enemy unit destroyed by a vortex grenade. (It doesn't matter if it was your grenade.)
1 VP - Using your vortex grenade.
1 VP - If the enemy general is dead.

Wipeout: A player that completely wipes out their opponents army by the end of the game wins regardless of Victory Points.


Special Rules

Vortex Grenade: At the start of the battle pick a single model that is carrying your vortex grenade. The model chosen may be a vehicle. You must tell your opponent who has the grenade. If the unit carrying the grenade is destroyed/killed, the grenade immediately triggers where the unit was killed.

The vortex grenade has a range of 6" and uses the small blast template. Roll for scatter as normal when fired. Any unit touched by the vortex grenade is destroyed as is any terrain. The vortex does not go away when used. Use the small blast template to mark the position of the vortex. The Vortex moves every turn. If there are two vortexes then they both move. At the start of the turn, roll 2d6 + scatter die to see where the grenade moves. If doubles are rolled on the 2d6 the vortex disappears.



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Mission #8 Bunker Busters!
Bunker Busters!

Each army controls one bunker,the other army must capture or destroy the enemy bunker.

Game Length:6 Turns

Deployment: Spearhead,Bunker are placed before deployment. The player going first places his bunker anywhere in their deployment zone then the second player places their bunker.

Terrain: Fixed, Play with terrain as is on table.

Objective: Destroy or Capture the Enemy's bunker. The bunkers follow the rules for bunkers in the 40k rulebook. Bunkers are AV 14 and have 4 fire points per side of the bunker.

***SPEACIAL RULE***
A unit may attempt to capture a bunker. In order to capture a bunker the unit must assault the bunker door. An assault is fought with the unit inside the bunker and all models are considered to be in base to base. The unit occupying the bunker always goes first regardless of initiative, grenades, etc.

Flamer template weapons are bunker busters. A flamer template weapon shot at a bunker scores one glancing hit on the bunker and d6 hits on the unit inside.



Victory: Most Victory Points

Wipeout: A player that completely wipes out their opponents army by the end of the game wins regardless of Victory Points.

To control a bunker, one of your units must be inside it and no enemy units can be inside. An assault going in inside a bunker means that neither side holds the bunker.

Victory Points:
1 VP -Destroying the enemy bunker.
2 VP - Controlling the enemy bunker at the end of the game.
1 VP - Your bunker is not destroyed.
1 VP - You control your own bunker at the end of the game.
1 VP - Your opponents army general is dead or off of he board. (Falling back does not count as killed.)
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Mission #7 Loot!
Loot!
The battlefield is strew with valuable loot. Both armies are attempting to gather as much as possible.

Her's some suggested loot to help you visualize.

Chaos - Warpstone
Dark Eldar - Slaves
Eldar - Souls of thier ancestors.
Imperial Armies - Archeotech devices.
Necrons - No one knows but them. (or possibly the souls of Eldar)
Orks - Some junk no one else wants.
Tau - Orphaned children
Tyranids - Particularly tasty biomass
Kroot - Also particularly tasty biomass


Game Length:6 Turns

Deployment: Pitched Battle

Terrain: Fixed, Play with terrain as is on table.

Objective: Gather the most loot. At the beginning of the game, place 5 loot counters. One should be placed in the center of the board. The remaining four should be placed in the corner of the board, 12" from each board edge.


Victory: Most Victory Points

Wipeout: A player that completely wipes out their opponents army by the end of the game wins regardless of Victory Points.


Victory Points:
1 VP - At the end of each of your opponents turns you score 1 vp for each loot counter that has one of your scoring units touching it. A unit is not counted if they are engaged in assault or falling back. It is perfectly acceptable to park a vehicle over a loot counter. If the vehicle becomes wrecked then the wreck becomes the loot counter.

Note that you score the loot counters for your side at the end of your opponents turn.

1 VP - Enemy General is dead.
1 VP - Each scoring unit completely wiped out. A unit that falls back off the table is considered wiped out. If the scoring unit has a dedicated transport it does not need to be destroyed to score the VP and the transport itself is not worth a VP.

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Mission #6 It's gonna blow!
It's Gonna Blow!
Enemy armies attempt to control the area around an active volcano.

Game Length: Six Turns

Deployment: Spearhead

Terrain: Fixed, Play with terrain as is on table.

Objective: Control table quarters. A table quarter counts as controlled by the player who has the most units in that table quarter. Transport vehicles count as a separate unit. You must have more units than your opponent otherwise it is contested.

Victory: Most Victory Points

Wipeout: A player that completely wipes out their opponents army by the end of the game wins regardless of Victory Points.


Victory Points:
1 VP - Each table quarter controlled.
1 VP - Enemy General is dead.


Special Rules

There it goes!: Each round after the second players turn, roll a D6, on a 4+ the volcano has spewed out a giant fireball. Center a large blast template over the volcano and roll 5d6 and a scatter die to scatter the template. (Note that even the "hit" side of the scatter die has an arrow on it telling you which way to scatter.) Any model caught under the template suffers a Str 10 AP 2 hit.
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