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"We're hit, I repeat: we're hit! We're going down" - "0-1 going down. We've got a Valkyrie down, I repeat: Valkyrie down!"...
An Imperial Valkyrie with important freight is shot in airspace above enemy territory. The Adeptus Astartes must move in quickly to secure the lost cargo lest the enemy capture it.
The scenario's background was created with a Space Marine (or other elite Imperial) force battling any one opponent in mind. Yet the scenario's rules are globally applicable. If you intend to use it with other armies, adapt the background or invent your own, and enjoy the game.
The players put a 40mm round base representing the mission objective in the very center of the battlefield, preferaly into some crater and/or wreckage representing the crash site. They then set up terrain on the remains of the battlefield exactly like they would for any standard mission, in any way they deem appropriate and convenient.
The players then determine who deploys first exactly like they would in any standard mission. The one deploying first then chooses one of the short board edges as his own and deploys his army within 18" of it. The opposing player then deploys his army within 18" of the opposing short board edge.. Then infiltrators are deployed and scout moves conducted exactly like in any standard mission. The player who deployed second may then choose to seize the iniative. If he attempts to do so and succeeds, he immediately begins the game with his first turn. If not, the player who has deployed first begins the game with his first turn.
The scenario uses kill points as per the annihilation standard mission. Any force that manages to recover the mission objective scores additional kill points: 2 additional kill points if one of the army's units is carrying the mission objective at the end of the game, 4 additional kill points if the mission objective has been secured by the player's army at some point throughout the course of the game.
Picking up the mission objective: Any unit that is not a vehicle (with the exception of walkers) and has a model in base-to-base contact with the mission objective at the end of its movement phase may pick it up. Remove the 40mm round base and put a marker next to the carrying unit. A unit that has picked up the mission objective counts as carrying the mission objective and is subject to all the rules outlined under "carrying the mission objective" until the mission objective is dropped or secured.
Carrying the mission objective: A unit carrying the mission objective and any unit it is embarked on always move as if they were moving through difficult terrain, forcing either difficult or dangerous terrain tests as per the rules of the respective unit types. If a unit carrying the objective or any unit it is embarked on additionally move through actual difficult terrain terrain (or count as doing so for any reason other than carrying the mission objective), they roll one D6 less on their difficult terrain test (to a minimum of 1D6), or conduct a second dangerous terrain test, depending on how the type of unit concerned treats difficult terrain.
While carrying the mission objective, a unit may not be subjected to any process throughout which the models are removed from the gaming table and redeployed somewhere else. This specifically includes any means of teleportation and equivalents of such special movement (Space Marine psychic power Gate of Infinity, Necron wargear Veil of Darkness, Necron monolith Power Matrix teleportation, Eldar Swooping Hawks Exarch power Skyleap, Tyranid Mawloc Reburrow special rule, etc).
A unit carrying the mission objective may neither shoot weapons nor run in the shooting phase.
Dropping the mission objective: If a unit carrying the mission objective becomes part of a combat or is eliminated, it automatically drops the mission objective. The mission objective can also be dropped voluntarily at any time. If the mission objective is dropped, put the 40mm round base into base-to-base contact with any model of the unit dropping the mission objective. (In case of dropping the mission objective due to being eliminated, conduct the dropping of the mission objective before removing the last models of the unit as casualties.) Once a unit drops the mission objective, it no longer counts as carrying it and the marker placed next to the unit is removed.
Securing the mission objective: If a unit carrying the mission objective makes contact with the owning player's table edge it may secure the mission objective. The unit is considered having dropped the mission objective, though the 40mm round base is not put back into play. Instead, simply remove the marker put next to the unit having secured the mission objective. A player whose unit secures the objective scores additional kill points as mentioned above.
Deep-Strike, Reserves, Extended Game Length, Adjusted Outflanking
Extended Game Length: Valkyrie Down lasts for a random number of game turns - between six and eight. At the end of turn six, a player must roll a dice. On a 1-2 the game ends immediately, on a 3+ turn seven is played. If this is the case, a player will roll another dice at the end of turn seven, and this time on a 4+ the game continues and turn eight is played. At the end of turn eight, the game ends automatically.
Adjusted Outflanking: Units choosing to remain in reserve and outflank will arrive from the long board edges instead of the short ones. Thus when an outflanking unit arrives, the owning player rolls a dice: on a 1-2 the unit arrives from the long board edge to the player's left, on a 3-4 it arrives from the long board edge to the player's right, on a 5-6 the player can choose left or right.
This is a mission I have created for my gaming group and my campaign. Before playing it, I would like you to look over it for balance and loopholes. I am rather confident that the concept is viable and that most loopholes and special interactions have been covered, and yet nobody is perfect.
Please: comment and criticize. Thanks!
- The one additional turn of game length has been included to account for the greater distance the armies are required to cover.
- The rules on the transportation of the objective should prevent it from being secured too quickly: means of special movement have been outlawed, chain-transportation (by picking up the objective, carrying it to another unit, dropping it, picking it up with the other unit and carrying it to yet another, dropping it, etc) has been outlawed as well, bikes and jetbikes carrying the objective can not turbo-boost (as they count as moving through terrain, which outlaws turbo-boosting), all the units not slowed by terrain carry the objective only at great peril, especially when initially picking it up from the terrain piece in the center, where they must make a dangerous terrain test when entering the terrain to pick up the objective, and then two when leaving with the objective in their next turn. [Fast skimmer transports with infantry can still quickly and safely end the game, but the opponent should have the means of taking down a fragile fast skimmer before it can leave, and he should be wise enough to focus his firepower to accomplish that aim.]
- Strange interactions (like Thousand Sons carrying the objective without an Aspiring Sorcerer leading them, or a unit carrying the objective while having been hit by a tremor shell of a thunderfire cannon, which would all be unable to move at all when they would lose another dice of their difficult terrain test, for example, or outflanking) have been accounted for, as far as I can see.
- Loopholes (like dropping the mission objective after movement, shooting in the shooting phase, then picking up the mission objective again) have been taken care of as well, I hope.
My two niggles are:
The removal of the objective: add a 2nd objective, but leave the crashed valk as scenery. It's only a minor niggle, and based solely on a fluff based perspective.
And beasts / bikes/ in fact any units that have it are reduced to move 6. if they're cav, the cargo slows them down.
It just stops bikes, hormuagants, rough riders.. er spawn.. forget that last one... fast things from making off with it unfairly quickly.
rep for the effort, i like and may well use it.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
Thanks for your feedback, stayscrunchyinmilk!
Just to clarify: the crash site is of course scenery and will remain where it is. The valkyria wreck or whatever you choose to use will never be removed.
Adding more objectives are legitimate variants.
My suggestions for it would be the following: The player who controls the crash site at the end of the game (friendly troops choice but no enemy unit within 3") scores an additional kill point, and/or a second objective is placed within the crash site to be carried away and secured (while a single unit can only ever carry a single objective at any given time).
As far as movement goes, I personally would not recommend any changes but instead to use the rules I have provided. They are fair enough.
Beasts and cavalry do not move further than 6" anyway (and must make a difficult terrain test to see how far they get because of the carrying rules). They can assault very far, but a unit assaulting an enemy unit drops the objective anyway. And running is prohibited while carrying the objective because running can only be done instead of shooting - but units carrying an objective must not shoot, thus must not run either. Bikes and jump infantry and transports can move faster, but that's only natural - why should they not. But they do so at great risk, because they are forced to make dangerous terrain tests - and in some cases multiple ones. Turbo-boosting with bikes is also not legal while carrying the objective because the carrying rules say you move as though you were moving in terrain, and turbo-boosting may not be done in terrain.
Enjoy the scenario! Hope it makes for a good game.
This is a really interesting scenario and you have really thought it through to stop certain units being way too overpowered, although as you said fast skimmer tanks could be a problem, and mechdar lists can have alot of them.
But still this makes me want to start making a crashed valkerie scenery piece.
*stupid internet making me double post grumble*
Last edited by winginson; February 21st, 2010 at 14:09. Reason: Double post
As for Eldar transports: remember that the infantry unit is still required to disembark and take up the objective, remain there for an entire opponent's turn, then re-embark and head off the other way. The one turn should provide plenty of opportunity to kill either the unit or its transport (or at least disable it) before they can make their getaway. And if you fail you can still try to stop the transport further back with deep-strikers or long-range fire, etc. So it's no automatic loss.
But still: slow armies are at a disadvantage in this scenario, and anything slower than a standard mechanized list is probably bound to lose. Decent lists should well be able to do the trick, though, and I think the scenario is fair enough for most armies to engage in competitive play.