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 Scenario: The Raid

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Soulstorm
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Join date : 2012-11-13
Location : Doncaster, United Kingdom

PostSubject: Scenario: The Raid   Sun Nov 18 2012, 00:44

I recently started playing Warhammer 40,000 and haven't looked back since! I find playing the scenarios found in the universal rule book really fun, and after playing all of them I wanted to create my own.

So here goes...

SCENARIO : THE RAID

In this scenario the defending player's goal is to prevent the mission objectives reaching the attacking player's board edge. The attacking player's goal is to capture the mission objectives from within the defending player's deployment zone and return them to the attacker's board edge.

Roll a D6 to determine who will be the attacker and who will be the defender. The defending player chooses which of the short board edges he wants to deploy from, and may deploy within 24" of that edge. The attacking player deploys within 12" of the opposite board edge.

The objectives could be anything from hostages or potential slaves, to relics or plunder.
After rolling for deployment the attacking player must roll a D6 to determine the number of objectives. Place the objectives anywhere within the defenders deployment zone at least 6" from the board edges.

Objectives can only be moved by attacking infantry units that are within base to base contact with the objective marker. A unit that has taken an objective may still embark transport vehicles as per normal.

The attacking player may not hold any units in reserves, however you may take up-to 2 troops choices and up-to 2 additional dedicated transports at no extra cost.

The defending player must deploy at least 1 hq choice and 2 troops choices on the board, however they may take the remainder of their army as reserves. They may also take up-to 2 additional heavy support choices and up-to 2 additional troops choices. Additional units do not take up a place on the force organization chart.

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SCENARIO SPECIAL RULES

I Think I See Them!
A defending unit, without the Superior Senses rule, must roll a D6 to determine whether or not it can see an attacking unit that is within weapon range, and is not in cover that confers a cover save greater than 3+. On a 5+ the defending unit may choose to Sound The Alarm! or engage the attacking unit as normal.

If an attacking unit that is within line of sight, not in cover but out of weapon range of a defending unit fire their weapons, the defending unit see the muzzle flashes in the distance and must roll a D6 to determine whether or not it can see the attacking unit. On a 6+ the defending unit may choose to Sound The Alarm!.

If the defending unit successfully detects the attacking unit they gain the Preferred Enemy universal special rule for the remainder of the game.

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I Think I Hear Them!

Most war machines are large, imposing and well armoured hulks, unfortunately they are also noisy.
A defending unit can automatically Sound The Alarm! any attacking vehicle or walker within range that has a side armour of 12 or higher, even if it is behind cover.

If an attacking unit that is within 12" of a defending unit fire their weapons, the defending unit hears the shots in the distance and must roll a D6 to determine whether or not it can see the attacking unit. On a 6+ the defending unit may choose to Sound The Alarm!.

If the defending unit successfully detects the attacking unit they gain the Preferred Enemy universal special rule for the remainder of the game.

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Superior Senses
A unit must have a universal special rule that improves sight,improves range, revokes enemy cover saves, detects hidden enemy units, allows the player to split fire to different targets, allows re-rolls to hit or improves ballistic skill. If a defending unit has Superior Senses they can engage an attacking unit as per normal.

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Sound The Alarm!
During the movement phase, if a defending unit has detected an attacking unit, they alert friendly units of the enemy's presence. The defending player can choose to Deep Strike any of his reserve units to within 6" of the alerting unit during the assault phase. If Sound The Alarm was triggered during the attacking player's movement phase, resolve the Deep Strike during the defending player's next turn. The defending player still doesn't have to roll for reserves.

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Defensive Emplacements
The defending player can choose to fortify his deployment zone with weapons turrets and additional cover.
At the beginning of the game if the defending player won the role to take first turn they must immediately role a D6;

On a 1 or 2;
You may place up-to 2 weapons turrets within your deployment zone.
Weapons turret have one of the following profiles;

Range 36" / Strength 5 / AP 4 / Type: Heavy 4, Twin linked

Range 48" / Strength 9 / AP 2 / Type: Heavy 2, Twin linked

On a 3 or 4;
You may place up-to 3 weapons turrets and a piece of area or difficult terrain within your deployment zone.

On a 5 or 6;
You may place up-to 4 weapons turrets, a piece of area or difficult terrain and a piece of dangerous or impassable terrain within your deployment zone.

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We'll Be In And Out Before They Know It!

If any model from an attacking infantry unit is in base to base contact with the objective, the attacking player must immediately roll a D6.

On a roll of a six the attacking unit falls victim to a booby trap. These can range from rigged frag grenades to a heat-triggered percussive wave anti-personnel charge, which unleashes a single high intensity sonic wave that vibrates the softer tissue of the attackers body to nothing more than soup.
Booby traps have the following profile;

Range - / Strength 8 / AP 3 / Type: Heavy 1, Blast

If no booby trap was triggered the attacking unit may take the objective back to the attacking board edge as normal.

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Here They Come - Get Down!

A defending unit, that doesn't have the Superior Senses rule, can not detect an attacking unit that has not moved, shot or assaulted in the previous turn.

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This One's Mine!

If an attacking infantry unit manages to get within 2" of a defending unit without being detected it may make a single stealth attack. The attacking model must pass a leadership test. If passed, without breaking unit coherency, move the infantry model into base to base contact with the defending model.
The attack is resolved with the following profile before the end of the defender's movement phase or at any time during the attacker's turn;

Range 2" / Strength 10 / AP 1 / Type: Assault 1

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So what do you think? Would you alter this scenario in anyway - if so let me know!

_________________
"We own this night, just as we own the fear that runs in your veins. Mark my words, you will not ever see a dawn again!"
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