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40K Scenarios

This document provides the scenarios for a Warhammer 40k tournament called ICFOOTB 2011. It describes 5 scenarios with customized rules modifications and secondary objectives. Scenario 1 involves psychic interference in the warp and killing enemy psykers. Scenario 2 tasks armies with obtaining data from a rogue drone on the table. Scenario 3 rewards units that can shoot charging enemies. Scenario 4 focuses on vehicle combat and objectives. Scenario 5 places armies near titan battles that can impact the game.

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0% found this document useful (0 votes)
272 views10 pages

40K Scenarios

This document provides the scenarios for a Warhammer 40k tournament called ICFOOTB 2011. It describes 5 scenarios with customized rules modifications and secondary objectives. Scenario 1 involves psychic interference in the warp and killing enemy psykers. Scenario 2 tasks armies with obtaining data from a rogue drone on the table. Scenario 3 rewards units that can shoot charging enemies. Scenario 4 focuses on vehicle combat and objectives. Scenario 5 places armies near titan battles that can impact the game.

Uploaded by

download40k
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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ICFOOTB 2011 40k Scenarios

Welcome once again to ICFOOTB! What follows are the 2011 Warhammer 40k scenarios. These scenarios are designed for tournament play. If you have a complaint with any of these scenarios, please try to resolve it with your opponent in a sportsmanlike manner. If it is something you cannot resolve at the table or with the 4+ rule, don't hesitate to call one of the tourney organizers over! Just be aware, the organizer's ruling is final!

These scenarios take the Warhammer 40k main rulebook scenarios and modify them. Read the scenarios carefully! Some of the scenarios modify the core rules of the game, or have twists that are integral to the functioning of the scenario. If you have any questions about them, please ask!

The secondary objectives in these scenarios are not simply for battlepoints. Yes, you will get a bonus for completing the objective added on to to your battlepoints. It doesn't end there! During saturday's games, for each secondary objective you capture you will receive a 40k trivia question. Whoever gets the most of these correct will win our first ever Fluff Hunter prize, to be awarded at our pub quiz!

We hope you enjoy your 2011 experience!

Scenario 1: The Coming Storms


Description: Rumblings in the warp precede the titanic clashing of armies. However, they also interfere with psykers! This engagement is a meeting engagement, massive hordes of warriors follow in each armies wake. Thrusts must be made into the enemies staging area! Deployment: Exactly as per spearhead in the main 40k rulebook.

Primary Mission: Exactly as per capture and control in the 40k rulebook. Secondary Mission: You must kill all the enemy HQ psykers! If there is not an HQ psyker randomly determine an HQ choice to count as a psyker for this objective. The core rulebook is modified as follows! -At the beginning of each players turn, the opponent rolls a d3. This is the number of psychic dispel attempts they may make in a turn. Each psychic power may only be attempted to be dispelled once. -After any psychic test has been passed, nominate that you will be making a dispel attempt. -To dispel the psychic power, roll 2d6. You must tie or beat the casting psykers Ld value. -The roll is modified as this: +1 for any HQ level psyker. +2 for any psychic hoods in your army. +2 for any runes of warding in the army. +2 for Shadow in the warp rule.

-Any successful dispel attempt will cause a perils of the warp attack! Note: All of the psychic hood/runes of warding/shadow of the warp rules no longer apply. The rules above replace them. (Yes, Njals rules are superseded as well.)

Scenario 2: Rogue UAV!


Description: A spydrone/servoskull/or other suitable gribbly with valuable information has gone rogue! Both armies must fight download/consume/invoke the correct spell to obtain its valuable data!

Deployment: Exactly as per Dawn of War in the 40k rulebook.

Primary Mission: As Follows: - At the beginning of the game, before either players turn, place the UAV in the direct center of the table. After the roll has been made to seize the initiative, the UAV will move 2d6 in a direction determined by the scatter dice. If a hit is rolled, either move it as indicated by the arrow on the hit marker, or if unclear, reroll the scatter dice until an arrow is rolled. The UAV will move in this fashion at the beginning of every game turn, not player turn. Terrain does not affect or impede the UAVs movement. The UAV does not block movement or line of sight for other units. - To score points for the objective, the closest non vehicle, not falling back and unengaged from close combat unit (not embarked in a tank either) within 6 inches of the UAV will score a number of points equal to the number of rounds the player has controlled the objective. For example, if player A has a unit closest to the UAV for turns 2, 3 and 4, they would score a total of 6 points (1 point for turn 2, 2 points for turn 3, 3 points for turn 4). If player B had the closest unit for turns 1 and 6, they would score 3 points (1 point for turn 1 and 2 points for turn 6). Player A would win this game by 3 points. Secondary Mission: For every turn your opponent does not control the objective, you score one point towards the secondary objective. Whichever player has the most denial points gains the secondary objective.

Scenario 3: War of Attrition


Deployment: Exactly as per Pitched Battle in the 40k rulebook.

Primary Mission: Exactly as per Annihilation in the 40k rulebook. Secondary Mission: Any unit wiped out by a stand and shoot reaction gives you a point towards the secondary objective. Whichever player has more secondary objective points gets the secondary objective. The core rulebook is modified as follows! A unit that remained stationary, is not falling back, pinned or gone to ground in its previous turn may shoot at one unit that has charged them! In other words the unit must be free and able to shoot as if it were the owning players turn. -For example, if a unit of dire avengers remained stationary in their previous turn, they may shoot at the mandrakes that have charged them. Move the charging unit as normal, moving all models into contact exactly as per the normal assault rules. Then nominate which unit your assaulted troops will fire at, if there is a multiple combat. Rapid fire weapons and assault weapons are free to shoot as normal. Up to half of the heavy weapons in a unit may shoot, rounding any fractions down, to a minimum of zero. All weapons are counted as within range.

-For example, a unit of tactical marines shoots at unit of charging orks. They may fire all of their bolters, the flamer in the squad, but not the missle launcher (1/2=0.5, rounded down to 0). A heavy weapons squad in a guard army would be able to fire one of its autocannons (3/2=1.5 rounded down to 1). No morale checks are taken due to these casualties, the unit is too motivated by the assault to take stock of these losses. Template weapons will inflict d6 wounds on a charging unit, no need to place the template. Small blasts will inflict d3 wounds, no need to place the template. Large blast will inflict d6 wounds, no need to place the template. Tanks having not moved may only fire pintle mounted weapons at chargers. Rules as above apply to the pintle weapons. Walkers that have not moved are free to fire at charging enemies, provided they are charging within the arc of the weapon being used to shoot the chargers. Rules as above apply to walkers (half the heavy weapons are able to fire, even if the unit is relentless). Be aware the unit is free to fire with no bonuses. No bladestorming, no psychic buffs, no orders etc. The unit may simply use the weapons in their hands.

Scenario 4: Fast and the furious!


Deployment: Exactly as per Dawn of war

Primary Mission: Roll to pick sides and first turn as per usual. Roll a d6. This is the number of objectives for this game. Take turns placing objectives starting with whoever is going first. Objectives are captured as per normal, however one randomly determined objective is only capturable by a vehicle! This objective is worth 2 points instead of the normal one. Secondary Mission: For every vehicle (anything with an armour value) you destroy, you gain one point. Whoever has more secondary objective points wins the secondary objective.

Scenario 5: At the Feet of the God Engines!


Deployment: Chevrons. Players roll off to determine who deploys first. The winner of this roll can choose either the large triangle in the middle, or the two smaller triangles on the side. The player who deploys first goes first, unless the other player seizes the initiative.

Primary Mission: D3+2 Objectives. Secondary Mission: Bring it down! Instead of firing at an enemy unit, you may instead nominate one unit that will shoot at a titan instead. To shoot at a titan, you will need a weapon of strength 6 or higher. The unit (and strength 6 or higher weapon) must normally be free to shoot, otherwise there are no range restrictions. Every time you perform this action, you gain a point. Whoever has the most secondary points, claims this objective. Roll on this chart at the beginning of each players turn to see what effects the battle raging overhead has on the game: 1-2: Nothing 3. Footfalls. Randomly determine a piece of terrain by rolling a dice. From the centre of this randomly determined piece of terrain, roll 4d6 and a scatter dice. Place the large template at the final point of scatter. Any model hit by this suffers a strength 10 ap- hit, and the unit must test for pinning. Any vehicle or walker hit by this is immediately immobilized as it is pushed into the muddy battlefield! 4: Void shield flickers. Roll a scatter dice in the centre of the table. Roll until a direction has been determined (ie. no hit result). A line running in this direction cuts the table in half. Shooting across this

line grants any unit on the opposite side a 3+ cover save. In addition moving through this line is difficult and dangerous terrain. 5: Stray round! A titan-sized piece of ordnance strays off target and lands in the midst of your troops! Randomly determine a piece of terrain by rolling a dice. From the centre of this randomly determined piece of terrain, roll 4d6 and a scatter dice. Place the large template at the final point of scatter. Any unit his by this suffers a strength 8 ap 1 hit. 6: Catastrophe! Something cataclysmic has happened to a titan (possibly fallen over, or a plasma reactor has gone to critical mass!)! Roll a d3 on this chart: 1: Blinding flash of void shields going out. All units on the table must roll for pinning as they are temporarily blinded. 2: Plasma reactor overload. Randomly determine a piece of terrain by rolling a dice. From the centre of this randomly determined piece of terrain, roll 4d6 and a scatter dice. Place 3 large templates as per the multiple barrage rules at the final point of scatter. Any unit hit by this suffers a strength 10 ap1 hit. 3: Fusion reactor meltdown. Randomly determine a piece of terrain by rolling a dice. From the centre of this randomly determined piece of terrain, roll 4d6 and a scatter dice. Place 5 large templates as per the multiple barrage rules at the final point of scatter. Any unit hit by this suffers a strength 10 ap1 hit. The entire battlefield becomes difficult terrain due to the nuclear fallout!

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