Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hostage Rescue Mission
Intelligence reports that your enemy is holding scientists hostage in a forward fire position and is awaiting transport to take these scientists back to their fleet for interrogation. It is vital that you rescue these hostages in order to prevent their information falling into enemy hands. If you can not rescue them, ensure that they can not pass on the information, by any means necessary.
Defender deploys d3+3 hostage models in his deployment zone with the following restrictions:
- They must be deployed in coherency with a squad of troops
- No hostage model may be within 10" of any other hostage
- They must maintain unit coherency as per independent character and retinue
Deployment is along short table edges, 18" defender deployment zone, 12" attacker deployment zone on a 4' x 6' table
Defender may only deploy troop choices not in dedicated transports and an HQ is compulsory, all other choices are brought in using the reserves special rule starting in the second turn
Attacker deploys as normal, using the following deployment order: Heavy Support, Troops, Elites, HQ, Fast Attack, Infiltrators
Variable Game Length
Hostage stat line:
Hostages may not take wounds in the shooting phase, but if they come into base to base contact with an assaulting model roll a d6. On a 1-2 the hostage is the recipient of an attack, armor save applies.
For each hostage rescued by the attacker add +50 victory points
For each hostage still in the defender's control, subtract 50 victory points from the attacker
In order to rescue a hostage, normal loot counter rules apply (Must not have any enemy units within 6" of the model, and the hostage must be within 6" of the closest friendly unit otherwise the hostage counts as destroyed at the end of the game if contested).
If this is used in a campaign, the following bonuses and situations apply
For every hostage rescued, roll once on the following table for the benefit they provide:
d6 roll - effect
1-2: 2d6x10 points of free wargear
3: Intelligence received! You may choose the scenario and deployment of your next battle
4: 2d3+3 x 10 points free vehicle upgrades
5: Spy! You catch the "researcher" attempting to transmit information to the enemy and summarily execute him before the transmission is successful, you hope...
6: Saboteur! The "researcher" manages to transmit vital information to the enemy, and the enemy gets to choose the scenario and deployment of your next battle, and one vehicle of your choice is subject to the looted vehicle breakdown table *or* lose 1d3x10 points of wargear if no vehicles are available to be sabotaged. Re-roll on this table, discounting 6's.
It looks good, but there is one thing. I believe the hostages should be able to be shot. Realistically if you desprately didn't want the info getting into enemy hands then you would have your troops gun down the prisoners. However, I think that you should have rules like "If defender positions a unit/tank/HQ/etc within 1" of a hostage that hostage may not be shot, but only the unit next to it. Basically that represents the defender not allowing the attacker to shoot down his priceless information. I hope that makes sense and I was clear. Good work!
you might want to add some rule where they may accidently get shot. that is a major concern for real life hostage rescue teams. would force the rescuer to be carefull about just blazing away with flamers and heavy bolters.
<span style='font-size:14pt;line-height:100%'>Vegitarianism is willingly demoting yourself on the food chain.</span>