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Thanks to Callum Bainbridge for this
Overview: A shower of meteors was shot out into space several million years ago and has now landed on planets. The meteors have been examined and it has since been discovered that they have amazing properties and capabilities. Due to this, armies have traced the meteors back to a planet called Deville Gata. The planet has a gate to the warp, where an infinite power source lies in wait...
Special rules: Deep strike, infiltrators, obstacles, dawn assault.
Dawn assault counts for the first three turns, night fight is in effect thereafter.
1) Each player rolls a D6. The highest roll chooses which edge to start off at. They must be within 36" of the starting edge
2) Each player rolls a D6 the highest roll chooses who goes first
The scenery should contain lava streams and must contain some sort of warp gate.
The boiling lava streams automatically deal one wound (Per unit) to ground troops without jet or jump packs when walking over them. Saving throws apply as normal.
One or more crystal-like objects should be on each table quarter, these count as keys (See below)
Game length: The game lasts until the objectives are met:
Objectives:
1) A team needs to obtain two keys by making a unit go over it. If the unit is defeated in combat or it retreats they drop the held keys.
2) A team need to deposit two keys to open the door.
3) The unit that last deposited the keys comes out at the players next turn, then the unit must get back to their original starting point
Notes: A unit can only carry one key at a time, if a unit that entered the warp is killed then the keys are returned to their original places and that team must deposit yet another two keys.
If a team opens the warp it doesn't mean the other team may enter it along with the openers.
Line of retreat: In fear of the immense powers of the warp, you may not retreat.
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| Comment made by stickbob101 on 15:16:08, 23 June 2008 |
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| Well if you do not want to get hurt by the terrain then just go around? Good mission but what if the unit that goes in their dies is there something they are retrieving or do you have to send another unit in. Also what happens if you do manage to get it out. Do you win the no matter what or does it give you some victory points. Also would this mission last the specified 6 turns or does it have random game length because 6 turns might not be enough. Or would it go on continuously until someone managed to get the unit off. Also what would happen if both sides got their unit off on the same turn? Also the lava should just be qualified as dangerous and difficult terrain and you can't end your turn in it. This looks like a pretty good scenario but it is a little rough. |
| Comment made by stickbob101 on 15:14:14, 23 June 2008 |
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| Well if you do not want to get hurt by the terrain then just go around? Good mission but what if the unit that goes in their dies is there something they are retrieving or do you have to send another unit in. Also what happens if you do manage to get it out. Do you win the no matter what or does it give you some victory points. Also would this mission last the specified 6 turns or does it have random game length because 6 turns might not be enough. Also the lava should just be qualified as dangerous and difficult terrain and you can't end your turn in it. This looks like a pretty good scenario but it is a little rough. |
| Comment made by trooperpaul on 07:41:05, 23 June 2008 |
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| nobody wants to get pwned by terrain |
| Comment made by trooperpaul on 07:39:57, 23 June 2008 |
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| . . . |
| Comment made by Didimau1 on 09:11:45, 5 November 2007 |
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| I\'m not sure about this, it looks fairly interesting, but I think that lava isn\'t good, noone wants to play where you get owned by scenery =\\ I can see 3-4 Marines from a 10 man squad dead before they reach a \'key\', and that\'s not pretty, travelling back and forth from the \'warp gate\' would also end up with a few more dead, I can see the biggest enemy in this game being the lava, maybe rethink it, or try making it only effect them on a 4 (giving them a chance to jump over it, find away across it using some object etc) and that might be a bit less painful. Overall good though, I like how you need keys to open the gate and the person to open it wins, but you should have a fiddle about with the key rules etc and make sure it\'s perfect. |
| Comment made by Metalstorm on 21:11:15, 10 February 2007 |
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| (Make note: Tau fire warrior armour is risistant to fire. thus the name) yes it is heat resistant but fire warriors are named because they come from the fire caste |
| Comment made by Inq_Razeil on 09:47:51, 10 December 2006 |
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| Make note: Tau fire warrior armour is risistant to fire. thus the name |
| Comment made by Cpman27 on 19:19:22, 21 November 2006 |
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| Im definetly gonna play it. |
