Fragged!
Archive for category Warhammer 40.000
Special Rules
Posted by Simon Larsen in Warhammer 40.000 Missions on September 23, 2009
Special Rules (Custom)
The following rules are used in various missions to add flavor. Since these can’t be found in the rulebook, it might be wise to print them out along with any of the missions.
Rigging: ANY unit with a WS stat-line can “rig” an objective, by standing next to the objective, and sacrificing it’s shooting phase. If the unit for some reason is not allowed to shoot, it cannot rig either. It is possible to rig even with enemy models in base contact with the objective.
Split Forces: Both players must split their army into 2 forces. The main force is everything but the “Reinforcement Force”, and deploys as usual. The reinforcement force must have a value between 600 and 700 points (min. 600, max 700). This force enters play from reserves.
Tunnels: This special rule should only be used in team tournaments, where players from the same teams are playing at the same time. On tables with tunnels (represented by a suitable terrain feature or counter), both players are able to send a unit down into the tunnel. The unit in question will enter reserve, and exit from a tunnel on a co-players table (tunnel chosen by the recieving player). The unit counts as if it had always been in reserve, hence the recieving player must still make a reserves roll to deploy the unit. The tunnels must be placed in neither players deployment zone, and are deployed before players choose sides. After placement, they scatter 2D6*2 (range is halved if a “Hit” is rolled, follow the small arrow). When they scatter, they can end up in either players deployment zone, but they will never scatter off the table.
Attacker Priority: This is used to determine who is attacker/defender. When this is used, “Sieze The Initiative!” is not used!
Special Rules (Official)
All these rules can be found in the Warhammer 40.000 rulebook. You will have to look them up there.
Deep Strike: Units with this ability are able to start in reserve and enter play as per the rules on page 95.
Infiltrate: Units with this ability may deploy last. See page 75.
Night Fighting: 2D6*3 visibility range. See page 95.
Outflank: Units with either “Scout” or “Infiltrate” may attempt to outflank. See page 94.
Ending The Game / Random Game Length: Roll at the end of Turn 5: 3+ for another game turn. Turn 6: 4+, Turn 7: Game ends. See page 90.
Seize The Initiative!: See page 92.
The Riggers
Posted by Simon Larsen in Warhammer 40.000 Missions on September 23, 2009
Attacker’s Overview: Your mission is “rig” either the main objective or all three minor objectives.
Defender’s Overview: Your mission is to prevent the attacker from rigging either the main objective or all three minor objectives by any means, including rinning them yourself.
Special Rules: Reserves, Deep Strike, Infiltrate, Scouts, Seize the Initiative!, Random Game Length, 4 Objective Markers, Rigging.
Deployment: Place one objective in the center of each quarter, before deployment, but after the player going first has chosen his deployment quarter.
Deployment as in Spearhead – Table Quarters, the player going first is the Attacker.

Spearhead - Table Quarters
Line of Retreat: The players own table edge.
Objectives: The Attacker must “rig” either the main objective or all three minor objectives, to win the game.
If the Attacker manages to rig either the main objective or all three minor objectives he has won 20/0.
If the Attacker only manages to rig two of the minor objectives, the game is a draw – 10/10.
If the Attacker only manages to rig one of the minor objectives, he has lost the game 0/20.
Author: Iron Vault @ PowerFist - read the thread here.
Domination (incomplete)
Posted by Simon Larsen in Warhammer 40.000 Missions on September 23, 2009
Overview: Both Sides are attempting to sweep the area clean of opposing troops, and gain control of the surrounding area. Roving forces must be on the lookout to seek and destroy any enemies they encounter.
Special Rules: Reserves, Deep strike, Infiltrate, Scouts, Seize the Initiative, Night Fight, Ending the game, Wipe out, 3 Objectives (appendix), All non-vehicle units are scoring (appendix)
Deployment: Deployment as in Pitched battle – long table edges.
There is Night Fight in the first Game turn.
Line of Retreat: The players own table edge.
Objective: The game board consists of 4 belts, each belt is 12” wide, and are going from one short table edge to the other.
Victory Points are given for each belt the player controls, without his enemy doing the same.
A unit can only control one table belt, if the unit is spread over more than one belt, roll randomly to see which belt it controls.
For each belt that a player controls, the controlling player gains 5 Victory Points.
Author: Iron Vault @ PowerFists - read the thread here.
Best of Three (incomplete)
Posted by Simon Larsen in Warhammer 40.000 Missions on September 23, 2009
Overview: Your force and the enemy are attempting to capture and hold 3 important strategic locations.
Scenario Special Rules: Reserves, Deep strike, Infiltrate, Scouts, Outflank, Seize the Initiative, Night Fight, Ending the game, Wipe out, 3 Objectives (appendix), Non-vehicle scoring unit (appendix)
Deployment: Place three objectives on the centerline of the table at equal distances from each other and the table edges. Then deploy as in Pitched battle – long table edges. (p. 92).
There is Night Fight in the first Game turn.
Line of Retreat: The players own table side.
Mission Objective: Both players are trying to control the three objectives.
To control an objective you must have the only scoring unit within 6” of the objective at the end of the game.
If both players have a scoring unit within 6” if the objective, the objective counts as contested.
Each controlled objective gives the controlling player 7 Victory Points.
Each contested objective gives each player 4 Victory Points.
If a player controls all 3 objectives he wins the game, the player gains 20 Victory Points. The other player gains 0 Victory Points.
If both players controls an equal number of objectives the game is a draw, and each player gains 10 Victory Points.
Author: Iron Vault @ PowerFists - read the thread here.
Plant The Flag (incomplete)
Posted by Simon Larsen in Warhammer 40.000 Missions on September 23, 2009
Overview: Your force and the enemy are attempting to plant flags on 4 important strategic objectives.
Scenario Special Rules: Reserves, Deep strike, Infiltrate, Scouts, Outflank, Seize the Initiative, Night Fight, Ending the game, Wipe out, 4 Objectives (appendix), Plant the flag (appendix).
Deployment: Place one objective in the center of each quarter, and then scatter each objective (as if they just has arrived from deep strike). A “hit”-roll on the scatter die, half the distance the objective scatters.
Then deploy as in Spearhead – Table Quarters.
There is Night Fight in the first Game turn.
Line of Retreat: The players own table side.
Objective: Both players are trying to plant flags (see Appendix) on the 4 important strategic objectives.
For each objective with a players flag on it, gives the controlling player 5 Victory Points.
Author: Iron Vault @ PowerFists - read the thread here.
Foothold (incomplete)
Posted by Simon Larsen in Warhammer 40.000 Missions on September 23, 2009
Overview: Your force and the enemy are attempting to gain control of two important strategic locations.
Special Rules: Reserves, Deep strike, Infiltrate, Scouts, Outflank, Seize the Initiative, Ending the game, Wipe out, Non-vehicle scoring unit (appendix), 2 Objectives (appendix).
Deployment: Deployment as in Spearhead – Table Quarters.
Place one objective in the center of each neutral quarter, before deployment, but after the player going first has chosen his deployment quarter.
Line of Retreat: The players own table edge.
Objectives: Both players are trying to get a foothold near two important strategic locations, represented by the objectives markers.
To control an objective you must have the only non-vehicle scoring unit within 6” of the objective, at the end of the game. If both players have a non-vehicle scoring unit within 6” of the objective, the objective counts as contested.
Each controlled objective gives the controlling player 10 Victory Points.
Each contested objective gives each player 5 Victory Points.
If both objectives are contested the game is a draw, and each player gains 10 Victory Points.
Author: Iron Vault @ PowerFists – read the thread here.
The Dyson Sphere (BHK II-8+) (incomplete)
Posted by Simon Larsen in Warhammer 40.000 Missions on September 23, 2009
Formål: Udforske selve spheren og den gamle necron teknlogi som har været brugt.
Type: Attacker / Defender
Opsætning: Begge spillere starter med at trække 3 skjulte objektives uden at kende værdierne (1,1,2), herefter placere de på skift objektiverne med bunden op så ingen kender værdien. Objektiverne må ikke placeres indenfor 12” af hinanden eller 12” fra bordkanten.
Når alle objekter er placerede slår man en d6, for hvordan deployment zonen skal være.
1-2 3-4 5-6
Når man har fundet deployment zoner vælger defender side, hvorefter attacker sætter hele hæren op i modsatte deployment zone.
Start: Attacker starter
Objektiv: Man tager et objekt ved at rigge det, når man rigger et objekt må man se hvilken værdi objektet har. Når spillet slutter vinderen spilleren med flest point i objektiver.
Længde: 5+
Speciel: Før spillet begynder slår man en d6, for at se hvilket fænomen som raserer det område i spheren man befinder sig:
1-2: - Electric strom: Man placerer en counter midt på bordet, i starten af hver tur slå man en scatter, og flytter counteren 3d6 i den retning. Hvis en enhed kommer indenfor 5” af counteren bliver de ramt af den elektriske storm hvilket gør at vehicle tager et glancing hit og alle andres enheder først skal slå 4+ for at skyde.
- Alle enheder som bevæger sig over 6” i movement fasen tæller som deficult terrain.
3-4: - Toxic gas: Fungerer ligesom electric storm, effekten er bare anderledes. Vehicle bliver ikke påvirket medmindre de er open topped, hvis dette er tilfældet tager de et glancing hit. Alle ikke vehicle enheder skal tage en toughness test eller tage et wound.
5-6: Smoke: Slå i starten af hver runde, på 4+ er der nightfight i denne runde.
Bonus: Hvis man vinder et område, har man kæmpet om et fund – hvilket resulterer i en genstand som fremover kan bruges i ens hær, hvis man skaffer alle 3 genstande har man opfyldt en del af sit mål.
De 3 forskellige artfacts der skal indsamles.
1: Necron gauss cannon: Kan erstatte et andet heavy weapon i hæren, har S9, ap 1, heavy 1 range 48
2: Necron living metal shield: Kan bruges på et vehicle, giver denne reglen living metal.
3: Power orb: Wargear som gives til en charecter, en enhed indenfor 6” får FNP.
Planetary Gun Control Centre (BHK II-7) (incomplete)
Posted by Simon Larsen in Warhammer 40.000 Missions on September 23, 2009
Formål: Formålet er at tage kontrol over meteoren og det bombartment relay som er opstillet på denne
Type: Attacker / Defender
Opsætning: Defender vælger side, attacker sætter først op i modsatte deployment zone
Start: Attacker starter
Objektiv: Den spiller som holder flest planetery guns når spillet slutter, vinder missionen
Længde: 5+
Speciel: Ved at rigge 2+ bombartment relayet i sin tur, kan man affyre skud mod andre borde, højst en hver tur. (large blast, str 10 ap 1 scatter 2d6 x 2 inches – half if ”hit” is rolled)
Bonus: Vinderen af missionen får en lance strike til fordeling i næste mission
Airport (BHK II-6) (incomplete)
Posted by Simon Larsen in Warhammer 40.000 Missions on September 23, 2009
Formål: Kontroller lufthavnen
Type: Attacker / Defender
Opsætning: Defender sætter først hele sin hær op i en af de to deployment zoner. Derefter sætter attacker hele sin hær op i modsatte.
Start: Defender starter missionen
Objektiv: Landingsbanen er delt op i 5 lige store dele på 12” x 12”. Man kontroller en af disse dele ved at have en scoring enhed inde på området. Den spiller som kontrollerer flest af de 5 områder vinder missionen. En enhed kan kun kontrollere en zone af gangen, hvilket er den hvor størstedelen af enheden er på.
Længde: 5 + ture
Bonus: Vinderen får et fly som kommer ind fra reserve som normalt. Flyet vil svare til en figther bomba, og kun være der en tur hvorefter den flyver videre.
Factory (BHK II-5) (incomplete)
Posted by Simon Larsen in Warhammer 40.000 Missions on September 23, 2009
Formål: Kontroller fabriksområdet
Type: Attacker / Defender
Opsætning: Attacker sætter først hele sin hær op i det område overfor fabrikken, herefter sætte defender hele hæren op i den deployment zone med fabrikken.
Start: Attacker starter missionen
Objektiv: Attacker vinder ved at kontrollere enten de tre counters eller fabrikken når spillet slutter. Både counters og fabrikken tages ved at rigge dem. Defender vinder ved at holde fabrikken og en anden counter.
Længde: 5+ ture
Speciel: Defender må lægge et minefelt ud inden spillerne sætter op, minefeltet må ikke lægge ovenpå et objektiv, eller i modstanderens deployment zone
Bonus: Spilleren som vinder missionen får 1 forstærkninger counter til at fordele i næste runde