The Attackers have pushed back the Imperial defenders into their capital city and they are holding on by a thread. Will they hold out or will the Attackers crush them?
Map:
Army Construction:
All armies on both sides must be Battle Forged. You cannot have an army of all Marneus Calgars.
Deployment:
The Attackers must deploy all of their units in either of the two red triangular 5' X 18" deployment zones.
NOTE: If the Attackers won the Void Shield Generator scenario on Friday than they may use the Tactical Reserves rules for deployment.
The Defenders must deploy all of their units in the central blue 5' by 8' deployment zone.
NOTE: If the Defenders won the Teleportarium scenario on Friday than they may use the Tactical Reserves rules for deployment.
Table layout:
The green rectangles between the Defender's and the Attacker's Deployment zones are areas filled with craters, tank traps, razor wire and small ruins.
The yellow strips are trenchworks.
The squares with the B's in them are bunkers and the squares with F's in them are the Fortresses. The rules for these units are in the main rules book. Each fortress comes equipped with 4 heavy bolters.
The square with the R in it is the Capital building and central objective of the scenario.
The light brown 5' by 4' rectangle is the city center. This area contains mostly intact buildings which can be destroyed.
First Turn:
If the Attackers win 2 or less games on Friday then the Defenders go first.
If the Attackers win 3 games on Friday they can Seize the Initiative on a 6+
If the Attackers win 4 games on Friday they can Seize the Initiative on a 5+
--------------------------------------------------------------------------
Special Rules:
- Emplaced Weapons (The numbers of these may change slightly)
The defenders will have multiple emplaced weapons throughout their deployment zone. These weapons can be fired if the defender has a unit with a model within 1" of them. The model can still fire its own weapons at different units.
6 Earthshaker Emplacements.
6 Lascannon Emplacements
6 Heavy Bolter Emplacements
2 Icarus Lascannon Emplacements
2 Quad Icarus Lascannon Emplacements
4 Dual Earthshaker / Icarus Lascannon Emplacements
Limited Ammo: If the Attackers won the Munitorum Scenario from Friday than before each of the Defender's turns they must roll a die and add the turn number to the die roll. If a 5 is rolled after adding the turn number to the die roll than all of the weapons have run out of ammo and cannot fire for the rest of the game.
- Tank Traps and Razor Wire rules are used from the main rule book.
- The Defenders can not bring any Fortifications.
- Flame Weapons always ignore Cover modifiers.
- Only units with legs and without the TITANIC Keyword can claim or contest objectives.
- Trenches confer +3 to saves and Ruins confer +2 to saves.
- Destructible Buildings in the City Center
In the light brown zone there will be a number of intact or mostly intact buildings.
Each "tall building" will consist of segments that can be destroyed. The Toughness of these sections are 9 and they have 30 wounds each.
Each building that is not one of the "tall buildings" will simply be Toughness 9 with 30 wounds.
Use the rules for Bunkers in the main rulebook for how these would operate.
- Medicae, Mechanicus Facility and Support Vehicles
Any infantry unit within the Medicae Facility at the top of each of the controlling player's turns regains one wound.
Any Vehicle inside the Mechanicus Facility (2 can be in it at a time, TITANIC units cannot use this facility) regains d3 wounds at the top of each of its controlling player's turns.
Support Vehicles
M WS BS S T W A Sv
18" 6+ 6+ 4 5 6 1 5+
Cannot claim or contest objectives.
KEYWORDS: VEHICLE
FACTION KEYWORD: IMPERIUM
There are 2 Ambulances which are Support Vehicles. Any IMPERIUM Infantry unit within 6" of the vehicle gets a 5+ save to ignore each lost wound.
There are 2 Recovery Vehicles which are Support Vehicles . Any IMPERIUM vehicle within 6" of the Recovery Vehicle not including TITANIC units repairs D3 wounds at the top of the controlling player's turn.
--------------------------------------------------------------------------
Modified City Fight BattleZone Rules
City Ruins
Unless they can Fly, Vehicles, Monsters and Bikes can only end their move on the ground floor of ruins.
Infantry are assumed to be able to scale walls and traverse through windows, doors and portals readily. These models can therefore move through the floors and walls of a ruin without further impediment unless the particular ruin has specific rules governing its accessibility.
If a model is obscured by 50% or more by ruins then the model receives the +2 to cover.
Height Advantage
A model gains a height advantage whilst occupying the upper levels of a city ruin or building and shooting at a unit that is either at street level or within a lower level of city ruins. To gain a height advantage every model in the target unit must be on levels that are 3” or more below that of the firing model. If a model shoots with a height advantage, the target does not receive any of the benefits of cover.
Streets and Roads
You can move a model an extra 2” if it spends its entire Movement phase on a street or road (move a model and extra 4” if it advances.) This has no effect on units that can Fly.
Fire in the Hole
Re-roll all failed wound rolls made when a model throws a Grenade at a unit on or in ruins. Furthermore, if a Grenade makes a random number of attacks, that Grenade always makes the maximum number of attacks instead.
When a unit fires a Flamer and other flame-type weapons (usually weapons that auto-hit d6 times, are 8” range and are considered flame or chemical-type weapons in the background) at another unit in cover the unit being fired upon receives no benefit for being in cover.
City Fight Strategems
2 CP - Sewer Rats: This stratagem is used just before you set up an Infantry unit during deployment. Instead of setting that unit up on the battlefield, they are infiltrating the city’s sewer system. At the end of any of your Movement phases, you can set up the unit anywhere on the battlefield at street level that is more than 9” from any enemy model and not in a city ruin. NOTE: This Strategem can only be used if your side is able to use Tactical reserves because you won the respective scenario from Friday.
1 CP – Booby Traps: This stratagem is used after both sides have deployed but before the first battle round begins. Secretly nominate a single city ruin to house the Booby traps and write this down – this cannot be a city ruin that is currently occupied by any models. The first time any model, moves into the city ruin, they trigger the Booby Traps and suffer D3 mortal wounds (D6 if they were advancing). NOTE: This Strategem can only be used by the Defenders.
1 CP – Death in the Streets: This stratagem can be used when a unit with a height advantage shoots an enemy unit that is entirely at street level and not in cover. You can re-roll all failed hit and wound rolls when resolving shots at that enemy unit.
--------------------------------------------------------------------------
Victory Conditions:
The Capital Building is worth 5 Victory Points at the end of the game.
There will be one objective behind each Fortress worth 2 Victory Points at the end of the game.
There will be 4 objectives in the city each worth 1 Victory Point.
If the Attackers have more models in the trenches or closer to the Capital Building than they do in No Man's Land or their Deployment Zones at the end of the game then the Attackers get 2 victory points otherwise the Defenders get 2 Victory Points.
The game will end at 6pm, whatever turn you are on or whatever phase it is doesn't matter. Dice are down at 6pm and a winner is declared. Whichever side has the most Victory Points at 6pm is the winner.
Showing posts with label Special Scenario Rules. Show all posts
Showing posts with label Special Scenario Rules. Show all posts
Thursday, January 24, 2019
Wednesday, October 31, 2018
Last Stand on Doric-Ar1: A D-Con 2019 Big Game
So in February my gaming group is organizing their first ever Con-style Big Game. Its still mostly an invite-only event but various members of the group are running various games on the Friday and Saturday of the Con.
I have decided to run a 40k big game with my buddy Greg. We have titled it: The Last Stand on Doric-Ar1.
This event will span Friday and Saturday. It is supposed to harken back to big games of old. It will include elements of games we have played in and games we have always wanted to play in.
The idea is that the Imperials and their allies have been pushed back to one city on Doric-Ar1 and that Chaos and their allies are attempting to crush the final remnants of resistance.
In different sectors of the city proper and in outskirts of the city the Chaos-led forces are trying to take resources from the defenders and then push into the center of the city and take the capital building.
On Friday there will be 4 games of one-on-one or possibly two-on-one. These games are at the different sectors of the city. Each game has a specific objective that if the Attackers get will hamper the Defenders on Saturday. Some objectives may be deemed more valuable by one side or the other and so tat side must allocate their resources to defending or taking the objective(s) on Friday.
Each team will have a certain number of Power Level Points total that they can draw from for the Friday games and the Saturday game. Once points are taken from the pool they are gone for the rest of the weekend. The games on Friday have a minimum of 75 PL per side in the game to force people to play the Friday games.
The Attackers will have more PL points than the Defenders but that will be balanced out by the table layout and extra units and rules for the Defenders on Saturday and the outcomes of the games on Friday.
Now with the basics out of the way, I am going to post the Friday Missions here.
I have decided to run a 40k big game with my buddy Greg. We have titled it: The Last Stand on Doric-Ar1.
This event will span Friday and Saturday. It is supposed to harken back to big games of old. It will include elements of games we have played in and games we have always wanted to play in.
The idea is that the Imperials and their allies have been pushed back to one city on Doric-Ar1 and that Chaos and their allies are attempting to crush the final remnants of resistance.
In different sectors of the city proper and in outskirts of the city the Chaos-led forces are trying to take resources from the defenders and then push into the center of the city and take the capital building.
On Friday there will be 4 games of one-on-one or possibly two-on-one. These games are at the different sectors of the city. Each game has a specific objective that if the Attackers get will hamper the Defenders on Saturday. Some objectives may be deemed more valuable by one side or the other and so tat side must allocate their resources to defending or taking the objective(s) on Friday.
Each team will have a certain number of Power Level Points total that they can draw from for the Friday games and the Saturday game. Once points are taken from the pool they are gone for the rest of the weekend. The games on Friday have a minimum of 75 PL per side in the game to force people to play the Friday games.
The Attackers will have more PL points than the Defenders but that will be balanced out by the table layout and extra units and rules for the Defenders on Saturday and the outcomes of the games on Friday.
Now with the basics out of the way, I am going to post the Friday Missions here.
Titan table rules
Deployment
The Defenders deploy first, alternate deploying one unit at a time per usual.
Roll off for first turn; winner chooses to go first or second.
Whoever goes second can then attempt to seize the initiative to go first instead.
Terrain and table setup
The Warhound Titan is in the center of the table inside an industrial zone. It is being assembled during the battle and it is covered in scaffolding.
Space crates, shipping containers and crates and barrels provide cover within the Defenders deployment zone.
The table is covered in a tan felt and is a desert-esque environment.
Dead trees litter the table.
Tan hills are spread around.
Game Length
After turn 3 roll a die and consult the following table:
After turn 3 roll a d6 on a 3+ the game continues
After turn 4 roll a d6 on a 4+ the game continues
After turn 5 roll a d6 on a 5+ the game continues
The game ends at the end of turn 6.
Win condition
Whomever has the most scoring models at the end of the game within 3” of either foot of the Warhound Titan is the winner.
Special Rules:
- Units hit with flamer-type weapons do not get cover save bonuses.
- Only units without the TITAN keyword and have legs can score.
Rewards for success:
If the attacker wins the defender is denied the use of a Warhound Titan in Saturday’s game.
If the defender wins then they get a free Warhound Titan armed with a Vulcan Mega Bolter and Turbo Laser Destructor.
The rules for the Warhound Titan can be found in the Forgeworld book; Index: Forces of the Astra Militarum
Void Shield Generator table rules
Deployment
The Defenders deploy first, alternate deploying one unit at a time per usual.
Roll off for first turn; winner chooses to go first or second.
Whoever goes second can then attempt to seize the initiative to go first instead.
Terrain and table setup
The Shield Generator is a non-destructible building.
The table will be covered in green felt and it has forests which use the standard rules for Woods as listed in the main rulebook on page 248.
There is a line of light fortifications which use the rules for barricades as listed in the main rulebook on page 249.
A river runs through the battlefield from the lower left corner to the upper right corner on the map. The river rules are as follows:
- Units moving into, out of, or through the river must half their movement no matter what type of movement it is.
- Shooting at units who are wholly or partially in the river grants the firer a +1 to hit the unit in or partially in the river.
Game Length
The game has no turn limit.
Win condition
The game ends immediately if the Attacker has assaulted and subsequently held the building for one full game turn.
Special Rules:
- Units hit with flamer-type weapons do not get cover save bonuses.
- Only units without the TITAN keyword and have legs can score.
- Units that traditionally could traverse water features without negative impact on them may do so in this mission.
Rewards for success:
If the attacker wins then their side gets to use the Tactical Reserves rule listed on page 215 of the main rule book in the game on Saturday.
If the defender wins then the attacker may not use the Tactical Reserves rule on Saturday and their entire army MUST be deployed on the battlefield at the beginning of the game.
Teleportarium table rules
Deployment
The defender deploys 1 unit in the circle in the center of the board first
The attacker then deploys 1 unit in their Zone second.
The remainder of both armies then start in Tactical Reserve as per the main rulebook on page 215.
Then the players roll off for first turn, whomever rolled highest picks to go first or second, the player going second may attempt the seize the initiative.
The players use Staggered Reserves to handle their Tactical Reserves (see Special Rules below).
Terrain and table setup
The table is made up of light city / ruined city terrain.
The Teleportarium itself is an indestructible building.
The Attackers zone is lighter city terrain; it’s the edge of the city.
Game Length
The Game ends at the end of turn 6.
Win condition
At the end of turn 6 whomever has the most scoring models within 3” of the teleportarium wins.
Special Rules:
- Units hit with flamer-type weapons do not get cover save bonuses.
- Only units without the TITAN keyword and have legs can score.
- Staggered Reserves.
Staggered Reserves: Unless a unit has a special rule that describes how it can arrive from Tactical Reserves, the rest of each side’s unit arrives as follows (Note that units will not be destroyed if left in Tactical Reserves beyond turn 3 unlike what the main rulebook says.):
The unit may move onto the board from a board edge that is touching their Zone.
Staggered Reserves arrive from Tactical Reserves as follows:
Turn 1: Each side may bring on 1 unit from Tactical Reserves.
Turn 2: Each side may bring on up to ¼ (round down) of their starting number of units on the board.
Turn 3: Each side may bring on up to ½ (round down) of their starting number of units on the board.
Turn 4: Each side brings on the rest of their army.
Rewards for success:
If the attackers win this mission then the defenders may not use Tactical Reserves (p.215 main rule book) on Saturday.
If the defenders win this mission then the defenders may use Tactical Reserves on Saturday.
Munitorum table rules
Deployment
The defender deploys first, inside of any of the three 1’ squares. The defender can place any amount of units in Tactical Reserves. When the unit arrives from Tactical reserves it can either deploy as per the rules on the unit’s datasheet or it can move onto the table from any deployment zone edge.
The attacker then deploys after the defender is done deploying and can deploy up to ¼ of infantry units 18” away from and defender’s model.
The rest of the attacker’s army can deploy in their deployment zone and can use the Tactical Reserves rule as normal. (see page 215 main rule book.)
Roll off for first turn. The high roll goes first and the side that goes second may attempt to seize the initiative.
Terrain and table setup
The table is an industrial / city / ruins table.
Game Length and Win Condition
The game ends immediately if the attacker gets the bomb into one of the three 3” zones within one of the defender’s deployment zones. Random Game Length: after turn 3 on a 6+ the game is over, after turn 4 on a 5+ the game is over, after turn 5 on a 4+ the game is over. Turn 6 is the final turn. If the game finishes and the attacker hasn’t gotten the bomb into one of the three 3” zones then the defenders win.
Special Rules:
- Units hit with flamer-type weapons do not get cover save bonuses.
- Night Fight for 1st turn (-1 to hit enemy units; 6+ to hit being the worst)
- Only units without the TITAN keyword and have legs can score.
- The Bomb. See below.
One of the attacker’s infantry units has a bomb and only infantry units may carry the bomb. (The Bomb will be represented by a model but will not be on the table initially.) The attacker must note on his or her army list which unit has the bomb before the game begins.
If the unit carrying the bomb is completely destroyed then the bomb is dropped and represented by a bomb model. The bomb model needs to be placed within 1” of where the last model from the unit which was carrying it was destroyed.
A unit carrying the bomb may embark on a transport but may not begin the game mounted in a transport. The transport may not have the Flyer keyword.
If a unit has the bomb and wishes to give it to another infantry units, the attacker must declare which unit has the bomb and which unit they wish to give the bomb to. This can happen at any point during the attackers turn. The two units exchanging the bomb must have at least one model within 1” of each other.
The attacker cannot voluntarily drop the bomb and can only exchange the bomb or drop it if the unit carrying it was completely destroyed. If the bomb is on the table because the unit carrying it was destroyed and another attacker’s unit wishes to pick it up it needs to get within 1” of the bomb at any point during its turn.
Rewards for success:
If the attackers win this mission then the defenders have limited ammo for their weapon emplacements on Saturday.
If the defenders win this mission then the defenders have unlimited ammo for their weapon emplacements on Saturday.
I will post more rules in the future.
Labels: Introduction
big game,
D-Con 2019,
DORIC-ar1 Campaign,
Special Scenario Rules
Subscribe to:
Posts (Atom)



