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Wednesday, 1 October 2008

Scenario: Orbital strike rules

Hi guys I have something a little special this time as I'm opening a new item and it's scenarios!
So here's the first:

Background: The great Terran Hands are about to launch one of the greatest attacks that has ever been known upon the great Ork city Stegrabon Lead by the great leader Traquil Dawn.

The Orks of Stegrabon are getting ready to leave their planet when they find their being attacked by some flying red bullets "Or are they tose transporty things called Dop Pd's" never the less the great warboss Tarargrin Tanshnak cried his great war shout" Give me blood ........ Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaagh!!!"

And so it began.

Orbital Strike.
These rules are supposed to replicate a Space Marine attack on an Ork city, although you could use Deathwing and any other race with lots of deep striking, Orks could be any xeno.
Part one.
Marines: In this game the Space Marine player may take: tactical squads with drop pods, assault squads deep striking a leader in a drop pod, deverstators in drop pods and basically any other man in a drop pod or deep striking. They may take up to 1500 points. Must include a master and at least 5 terminators.
The Marines also get a special attack for no points that happens once the Ork player sets up, the Marine player may place up two 8 strength 10 ap1 large blast markers anywhere on the Orks, this is to represent the orbital attack and is supposed two be leathal. As well as this the marine player may roll a D6 on a 4+ he may roll another D6 and then drop that many templates on their opponent( if the result on the D6 is 5 or 6 then it is treated as a 4), these attacks are at S10 AP 1.
Orks: The Orks may choose up two 2000 points worth of models chosen from codex: Orks, this must include a warboss in mega armour and a retinue of at least 5 mega armoured nobz.
The Orks also have the advantage of heavy weapons, they may place up two three weapons chosen from the following list.
Scrap cannon: S8 AP3 ordnance2 large blast. Static. 64 inch range
Mega shooter barrel: S5 AP4 Heavy 6. static. 48 inch range
Mech's massive slingshot: S10 AP1 Ordnance1 large blast. Static. 72 inch range only one shot per 2 turns.
Terrain and board: This battle should be played on a 5ft by 6ft table, their should be an open topped fort wall at 18 inches up on one side of the board with either a breach or a broken down gate in it that should be at least 8 inches wide. Other terrain can be trees and barricades set up outside the courtyard/fort.
Deployment: The Ork forces set up first. they can be set up anywhere on the board, the big machinery they have chosen may only be set up within the fort. The warboss and nobz must be inside the fort.
the Marines arrive in drop pods or by deep striking. ( use 5th ed codex )
Objectives: The Marines get 2 points if they have more troops choices over the breach than their opponent, they also get 2 points for killing the enemy warboss, they get 1 point for each big piece of machinery that they kill and they get 1 extra point for each full ork unit destroyed.
The Orks get 2 points for holding the breach, 2 points for killing the master and 1 point for each marine unit they kill.
The player with the most points wins. (I know the point system seems like it will always be the marines that win but think of all those drop pods to kill).
Thanks for reading this, questions and comments are welcome.

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