Showing posts with label Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

The New Warhammer 40,000 Rulebook

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40K fans rejoice because GW has decided that it is that time again for WH40K to get a rulebook update again. By the looks of it they are going all out this time too to get fans to buy. With 452 full-color pages, it's jam packed with rich backgrounds, jaw-dropping artwork, and contains all the rules for fighting pulse-pounding tabletop battles. It also includes exciting features such as allies, dynamic close-combat, flyers, psychic devastation and interactive scenery.


This product launches on the 30th of June and you have 2 options for purchase. You can get the book straight up for $74.25 or the special gamers' edition. This will include an Officer's Signal Satchel. Which is a magnificent leatherette bag in which the Rulebook itself is already stored. It is sealed with a toggle, it comes with a thick, reinforced canvas strap, and 12 Munitorum Dice. These are special edition dice that come in a lasgun power pack tin, and which come in an exclusive red color for the Gamers' Edition. It also looks like a few servo skulls are included as well. Now this entire package is available for $123.75.

Of course with the release of a new rulebook comes the release of brand new templates as well as psychic cards (in its own pouch too). The templates pack will run you $19.75 and the Psychic cards will run $13.25. These items also release on the same day. For all you die hard Warhammer 40,000 fans you may want to pre order the special gamers' edition. Make sure to check out the website as well.

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Looking for a different kind of role playing game? Try Disparity .

Assault on Flab Quarv 7

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I have created a scenario for Warhammer 40K and have taken the name from a GWAR song called the Obliteration of Flab Quarv 7 off of their album entitled This Toilet Earth. Here it is enjoy!

Assault on Flab Quarv 7

Overview
Both sides are attempting to sweep the area clean of opposing troops. Roving forces must be on the lookout to seek and destroy any enemies they may encounter.

Scenario Special Rules
The assault on Flab Quarv 7 mission uses the Deep Strike, Infiltrators, and Victory points special rules.

Mission Objective
Both players must attempt to eliminate the enemy without losing too much of their own strength. The player with the highest victory points at the end of the game wins.

Reserves
None.

Game Length
The game lasts for six turns.

Line of Retreat
Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal fall back rules.

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White Dwarfs: Spearhead Mission

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June's issue of White Dwarf is absolutely bursting with hobby. No matter what game system you play, this issue will blow your dice-rolling socks off. Warhammer 40,000 players will find full rules (and some cracking pictures) for the new Eldar Night Spinner and accompanying Apocalypse data sheets. Mat Ward treats The Lord of the Rings players to rules for the latest releases including the Dwimmerlaik and Duinhir; and there's even a sneak peek at the new Warhammer!

Warhammer 40,000: Spearhead
Also inside June's issue of White Dwarf are the full rules for Spearhead, a brand-new Warhammer 40,000 Expansion. Spearhead allows you to fight huge tank battles using whole squadrons of tanks and thunderous amounts of artillery support. In games of Spearhead you'll be able to field elite tank formations and waves of armored vehicles. Each Spearhead formation has its own set of special rules making it even more deadly. This, combined with the new missions (also included in White Dwarf), allows for a whole range of new tactical possibilities and challenges for you to master. Spearhead is a completely new Expansion for Warhammer 40,000 and is completely free with June's issue of White Dwarf.

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Mordheim Scenario: Necrotrap

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Necrotrap: by Brian Fortney

Our heroes have just returned from slaying their enemies and are eager to cash in their wyrdstone. The market is eriely quiet. All the tables and booths are empty. Where is everyone? A low moan from down an alley heralds the shambling hoard of newly risen dead that stalk towards the pocket of heroes. Somehow, the Necromancer knew they would be there and sent the brave warriors a small army to finally dispatch them. At a time like this, all a man can really do is run...

Terrain: The table should have the town square/monument dead center of the table. All other buildings should make rings around the edge of the table so that there is a no=man's land between the square and the rest of the terrain.

The players: This scenario requires at least one "hero" player and at least one "arbitrator" player. The hero player(s) basically pick their favorite warband and use ONLY the heroes. This is to simulate the heroes from the warbands going to the trading post after a game. The hero players do not use hired swords a you can not send a hired sword to the rare trade post. Heroes which must miss a fight due to injuries (i.e. a smashed leg) will obviously not appear in this battle. NO henchmen will be in this battle (for obvious reasons) unless they are "lads got talent". The warbands do not have to be friendly towards one another (i.e. players can use Skaven, Sisters or Sigmar, Possessed Cultists, and Witch Hunters without any problems). Hero players cannot be undead as they would have been helping set up the ambush against their living rivals. Just because all these different warband heroes are in the same predicament doesn't necessarily mean they can't kill each other. Smart hero players will use the other players as zombie chow rather than get swarmed while trying to kill other heroes.

The arbitrator player(s) will be using zombies and unexperienced ghouls. There will be three zombies for every hero on the table and also two ghouls for every warband leader on the table. This means in a one-on-one battle, where the hero player has a Middenheim captain and two youngbloods, the arbitrator player will be using nine zombies and two ghouls. The undead models will be split up as evenly as possible between all arbitrator players.

Deployment: The Hero players must deploy their models no more than 8" from the square. The arbitrators must set up the undead models 8" from the table edges, having at least one model per table edge. The undead are coming from all sides in the ambush.

The objective: The arbitrators must prevent the heroes from exiting any of the table edges. The heroes must exit the board by pushing through/weaving around the undead and moving past the table edge. Please note that exiting the table requires a declared charge and the undead within 2" of this path must intercept the fleeing hero. First hero to exit the table receives a wyrdstone shard for his/her warband.

Routing: NO one routes in this battle. The heroes want to get out of harms way and can't rout. The purpose of this scenario actually is trying to escape combat. The undead are compelled by forces much stronger than what's left of their deadened wills.

Ending the game
: The game ends when either A. all the heroes get off the table, B. when all the heroes die, or C. when all the undead are slain!

Experience: +2 for surviving, +1 per enemy out of action, and +1 for the warband leader if all his warband's heroes exit the table. The arbitrators have no need for experience points.

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Mordheim Scenario: The Inferno

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Inferno: by Brian Fortney

Setup: The warbands have been searching a particularly dry dusty section of the city. All the warbands have heard about the wealth of wyrdstone in the district. All of a sudden, there is a crackling in the air, a waft of hot smoke, and the city is a blaze!

Players: Ideally written for one-on-one games, this scenario will work for group games (3 or more). However, the city will burn to the ground much faster so make sure there are plenty of buildings.

Note: You will also need White Dwarf Issue number 240 for Random encounters. Many of the rules for this scenario are detailed there in.

Terrain: Stone ruins and monuments are good but will never ignite. The buildings in the scenario should be numbered (with counters) and placed in a group in the center. There is no exact science to how these buildings should be placed except that it obviously is supposed to look like a ruined city.

Special Rules: Before deployment, place 2d6 wyrdstone counters in the center. After deployment, roll to see which building catches on fire first. Place a fire marker on it if you have one. Although for this scenario it really is a good idea to make your own counters or perhaps the ones from either Epic or Battlefleet Gothic will work too. Buildings with fire markers now count as burning buildings as described in WD #240. Before each movement phase, roll to see which building catches on fire next. If a building is all ready on fire, place a second fire marker on it and proceed. Should a building have three fire markers on it, it collapses (just like collapsing building results in WD #240). If a building with wyrdstone in it collapses (and is removed accordance to the rules), that shard is lost in the rubble and can not be recovered even at the end of the battle.

Ending the Game
: The game ends when the last warband routs. If you have people running inside of flaming houses, you will definetly have to rout often!

Experience: +2 for surviving, +1 for holding wyrdstone at the end, +1 per enemy out of action, and +1 for the leader whose warband collected the most shards.

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