Mission 1 (1k game)
Hostage: The defender has captured a hostage. This hostage has important information, mystical powers, your warlord has a vendetta against etc. In any case the hostage is being kept alive until he/she can be interrogated further by the warlord.
Set-up:
The defender’s deployment zone is a box 18” from his board edge, 12” from either side edge, and 24” from the attacker’s table edge. The defender’s forces hold a small settlement where the hostage is being held. The defender should place 4 objective markers within his deployment zone. He should then write down which of these holds the hostage.
The attacker deploys his forces within 6” of his board edge. The board should contain a few buildings within the defender’s deployment zone, and any other terrain the players can agree upon.
Deployment: Roll to see who chooses to deploy first, the winner of the roll decides to be the attacker or the defender, then alternate as usual with the following exception; The defender’s warlord has just arrived on the battlefield, and must be deployed LAST. He/she must be deployed 12” from the defenders board edge and no closer than 12” to the hostage. The defender may choose ONE unit to accompany the warlord, but they do not have to. If they do so this unit fills the roll of the Warlord’s retinue in regards to the hostage.
Special rules:
The hostage:
The defender’s goal is to escape with the hostage. The hostage can ONLY be moved by the defender’s warlord AND/OR the unit he has chosen as the warlord’s retinue. This is accomplished by moving the warlord or retinue within 3” of the hostage. The hostage then becomes a part of the unit. Once the hostage is part of the unit, shooting at the unit has risks. Any shots fired at the unit including the hostage that roll a 1 to hit have a chance to hit the hostage. Re-roll any 1’s. If another 1 is rolled the hostage has been hit and killed.
Dawn assault: The rescue operation has of course been planned for dawn (because no one would suspect that…) The attacker gets the first turn, but all to hit rolls with shooting attacks suffer a -1 to the roll.
Victory points:
Defender:
The Hostage is moved off of the defender’s board edge: 1d6 VP’s
Each enemy unit destroyed: 1 VP
Slay the Warlord: 1 VP
More units in the defender’s deployment zone at the end of the battleround: 1 VP
Attacker:
Save the hostage: 1d3 VP’s
Each enemy unit destroyed:1 VP
Slay the warlord 1 VP
More units in the defender’s deployment zone at the end of the battleround: 1 VP
Each objective searched for the hostage: 1 VP (Note, once the hostage has been located no more VP’s can be gained by this. The defender moving the hostage does not count as the hostage being revealed (assume he/she is hidden in the unit moving). An attacker unit going into CC with the unit moving the Hostage reveals he/she.
Mission 2 (1k or 2k)
Vendetta!
Despite its Grimdark massiveness, the 40k universe is still made up of individuals. Two of those individuals have some reason to hate each other, and now a chance to solve their issue…with the death of the other. In some unexplained way, these two have managed to meet on the field of battle between opposing forces under a flag of truce. A Duel if you will.
Except…the 40k universe is not one of honor. One side has broken the truce.
Set-up:
Players first roll a d6, the winner chooses to be an honorable warrior or a backstabbing scum. The player who is backstabbing scum deploys first AND goes first.
Each player chooses a single model from their army to be the participant in the blood duel. This participant does not need to be a character, but must be an infantry model (note, if both players agree to use suitably evenly matched models, anything could be used). These two models must be set up within 3” of the center of the table.
The rest of each side’s models set up within 12” of their table edge.
Special rule:
Backstabbing Scum and first turn.
Not everyone is prepared to be scum. Some units will react slowly or chose not to react for various reasons (maybe they ALSO hate the person in the duel). At the beginning of their turn roll a d6 for each unit. On a 3+ the unit activates normally on that turn. On a 1-2 they do not. Please note that his includes the Scum’s duelist, who may after all be an honorable man and allow his opponent the first attack.
Honorable Warriors
For each of your units that takes an unsaved wound on the Backstabbing Scum’s FIRST turn, you may nominate one of your units on your first turn to receive +1 to hit rolls in the shooting or CC phase.
Victory Points:
Backstabbing Scum
First blood: 2 VP’s
Each enemy unit destroyed by turn 2: 1 VP
Win the duel between duelists only: 2 VP
The enemy duelist killed: 1 VP
Each of your units that escapes off your table edge AFTER turn 4: 1 VP
Honorable Warrior:
Win the duel between duelists only: 2 VP (no other help or wounds caused by any model but your duelist)
Killing the enemy Duelist: 1 VP
Each Backstabbing Scum unit hunted down and made to pay for their dishonor: 1 VP
Slaying the Backstabbing Scum who is the warlord of this band of losers: 1 VP
Each of your units that ends the game trampling on the enemy dead in their deployment zone: 1 VP
Hostage: The defender has captured a hostage. This hostage has important information, mystical powers, your warlord has a vendetta against etc. In any case the hostage is being kept alive until he/she can be interrogated further by the warlord.
Set-up:
The defender’s deployment zone is a box 18” from his board edge, 12” from either side edge, and 24” from the attacker’s table edge. The defender’s forces hold a small settlement where the hostage is being held. The defender should place 4 objective markers within his deployment zone. He should then write down which of these holds the hostage.
The attacker deploys his forces within 6” of his board edge. The board should contain a few buildings within the defender’s deployment zone, and any other terrain the players can agree upon.
Deployment: Roll to see who chooses to deploy first, the winner of the roll decides to be the attacker or the defender, then alternate as usual with the following exception; The defender’s warlord has just arrived on the battlefield, and must be deployed LAST. He/she must be deployed 12” from the defenders board edge and no closer than 12” to the hostage. The defender may choose ONE unit to accompany the warlord, but they do not have to. If they do so this unit fills the roll of the Warlord’s retinue in regards to the hostage.
Special rules:
The hostage:
The defender’s goal is to escape with the hostage. The hostage can ONLY be moved by the defender’s warlord AND/OR the unit he has chosen as the warlord’s retinue. This is accomplished by moving the warlord or retinue within 3” of the hostage. The hostage then becomes a part of the unit. Once the hostage is part of the unit, shooting at the unit has risks. Any shots fired at the unit including the hostage that roll a 1 to hit have a chance to hit the hostage. Re-roll any 1’s. If another 1 is rolled the hostage has been hit and killed.
Dawn assault: The rescue operation has of course been planned for dawn (because no one would suspect that…) The attacker gets the first turn, but all to hit rolls with shooting attacks suffer a -1 to the roll.
Victory points:
Defender:
The Hostage is moved off of the defender’s board edge: 1d6 VP’s
Each enemy unit destroyed: 1 VP
Slay the Warlord: 1 VP
More units in the defender’s deployment zone at the end of the battleround: 1 VP
Attacker:
Save the hostage: 1d3 VP’s
Each enemy unit destroyed:1 VP
Slay the warlord 1 VP
More units in the defender’s deployment zone at the end of the battleround: 1 VP
Each objective searched for the hostage: 1 VP (Note, once the hostage has been located no more VP’s can be gained by this. The defender moving the hostage does not count as the hostage being revealed (assume he/she is hidden in the unit moving). An attacker unit going into CC with the unit moving the Hostage reveals he/she.
Mission 2 (1k or 2k)
Vendetta!
Despite its Grimdark massiveness, the 40k universe is still made up of individuals. Two of those individuals have some reason to hate each other, and now a chance to solve their issue…with the death of the other. In some unexplained way, these two have managed to meet on the field of battle between opposing forces under a flag of truce. A Duel if you will.
Except…the 40k universe is not one of honor. One side has broken the truce.
Set-up:
Players first roll a d6, the winner chooses to be an honorable warrior or a backstabbing scum. The player who is backstabbing scum deploys first AND goes first.
Each player chooses a single model from their army to be the participant in the blood duel. This participant does not need to be a character, but must be an infantry model (note, if both players agree to use suitably evenly matched models, anything could be used). These two models must be set up within 3” of the center of the table.
The rest of each side’s models set up within 12” of their table edge.
Special rule:
Backstabbing Scum and first turn.
Not everyone is prepared to be scum. Some units will react slowly or chose not to react for various reasons (maybe they ALSO hate the person in the duel). At the beginning of their turn roll a d6 for each unit. On a 3+ the unit activates normally on that turn. On a 1-2 they do not. Please note that his includes the Scum’s duelist, who may after all be an honorable man and allow his opponent the first attack.
Honorable Warriors
For each of your units that takes an unsaved wound on the Backstabbing Scum’s FIRST turn, you may nominate one of your units on your first turn to receive +1 to hit rolls in the shooting or CC phase.
Victory Points:
Backstabbing Scum
First blood: 2 VP’s
Each enemy unit destroyed by turn 2: 1 VP
Win the duel between duelists only: 2 VP
The enemy duelist killed: 1 VP
Each of your units that escapes off your table edge AFTER turn 4: 1 VP
Honorable Warrior:
Win the duel between duelists only: 2 VP (no other help or wounds caused by any model but your duelist)
Killing the enemy Duelist: 1 VP
Each Backstabbing Scum unit hunted down and made to pay for their dishonor: 1 VP
Slaying the Backstabbing Scum who is the warlord of this band of losers: 1 VP
Each of your units that ends the game trampling on the enemy dead in their deployment zone: 1 VP