My favorite scenario isn't really a wholly created scenario just a modification to the 6th edition scenarios, works best with 'The Scouring' though "Sammael recognized that one of the Fallen lay in stasis and his Ravenwing would never be able to wrench the traitor from Kranon's hands, in a desperate attempt he charged up Corvex's plasma cannon and led meltagun wielding bikers towards the objective, through there salvo of fire the Fallen that had rested in an armored capsule was destroyed denying Kranon his victory" in short, destructible objectives/relics, relics have AV13 F,R,S 3HP, all penetrating hits done to the relic count as -2HP. There must always be one relic on the field. when targeting with template weapons you must specify that the relic is included in the targeting. The side that destroys the relic loses half of the relic's points from their own victory point total. (ex. Eldar are forced to destroy the 4 point relic in "The Scouring" thus they lose two victory points) destroying a relic will always have a -1 victory point cost fluff wise da boss aint like hiz shinyz bein blowed up/The eldar sent many of the soulstones screaming to slaanesh/THAT WAS THE EMPEROR'S RELIC DAMNIT/whatever it is necrons wanted/tyranid hive mind food(?)
Hehe, I like this relic idea, certainly more fun than dragging it around painfully slow. I see a new good target for haywire wyches...
oh and cover saves for the relic are based on house rules whether it's infantry rules, vehicle rules, or no cover saves for relics
We came up with a Night of the Plague Zombie game. Basically each player controls 1 model of his or her choice, and the DM controlls up to 20 zombies who move slowly and are relatively weak. But every turn, he rolls a d6, and that number brings in more zombies from whatever board edge he desires. The objective for the players is to grab whatever objective they can - ammo pile, relic, armaments, whatever, and escape to a board edge safe zone. They can shoot 3 times per turn - on rolls of 1, 2 or 3, the zombie is stunned and cant move for the next turn. Higher then that and its a head shot, and the zombie dies. If a player dies, they die and are out for the remainder of the game - OR - they can help the DM and bring in more zombies themselves. Players move 6 inches, zombies move 4, close combat attacks are typical or a characters profile. It's usually pretty fun, and the games don't tend to drag on for more then an hour or so. We do this while watching a zombie movie or something
zombie survival horror using Imperial Guard equipped with various supplies from the Imperial Guard codex & having to move from one side of a 6x4 to another, dodging & killing plague zombies, dangerous & deadly terrain, plague bearers, a few plague marines, a Daemon Prince of Nurgle & eventually a Greater Daemon of Nurgle. Knowing when to run & when to stay and fight, and when to shoot your best friend in the knee and leaving him behind was all part of the game rules =P
You know, every night I come home from a 40k match I look at my howling banshees I look deep into their hearts and I whisper "I'm sorry... you were nerfed to hard and...you aren't competitive anymore" so while I sought my 40k model addiction pills I asked myself something... How can dakka dakka be nerfed? well how about ammunition limits? swords certainly don't need reloading but guns consume ammo. and then I wrote down some rules and tested them in the crucible of fire (playing many 40k matches), though it is not perfect it gives CQC models quite a significant buff. Part One, Ammunition and You Each infantry unit comes with enough ammo to rapid fire 3 turns, each time the squad fires ammo is consumed. ex: Guardians with shuriken catapults come with 6 ammo Spehss Mahrine with heavy bolter comes with 9 ammo Guardsmen with Lasgun comes with 6 ammo regular fire- one ammo rapid fire- two ammo assault/heavy x- x ammo however this isn't some poorly played nerf with excess ammo you can... twin link - X ammo +1/2x (ex: guardsmen fire rapid fire and want to twin link their shots so 2 ammo consumed by rapid fire + 1 for twin linking is 3 ammo consumed. a Shuriken cannon would fire 3+ 1.5 ammo, you need to round up for a total of 5 ammo consumed) If in the assault phase your unit has 0 ammo you cannot fire overwatch Vehicles can fire all their weapons for 5 turns without needing to restock ammunition but they can NOT twin link their weapons manually. I guess I had better work in the "you" part of the title... uhh.... you are a good person and people say nice things about you. Part Deux (two), Restocking Ammo -Each objective marker placed on the field is an ammo depot, this area allows you to restock ammunition for INFANTRY, restocking ammo is a voluntary action that you need to declare, there are two forms of restocking either of which take place at the beginning of the movement phase. LOAD UP MEN!- this restocking restores the unit to full ammo but this unit can't move or fire during the shooting phase that turn, they can fire non rapid fire (one shot for rapid fire weapons) overwatch if they are charged during the assault phase that turn. AMMO RUNNERS FRONT AND CENTER!- elect 10% (rounding up) of you squad to replenish ammo equal to their maximum fire rate (excluding twin link ammo) and the squad can't move. This allows 90% of your men to fire their weapons during he shooting phase. UNLEASH YOUR FURY!- standard shooting, no one picks up ammo -Transport vehicles can elect to, instead of hauling troops, haul double their troop capacity in ammo for infantry, infantry can elect to unload ammo like it was an ammo depot, infantry can not have moved before taking ammo. -HQ depot, this 4X8 inch structure is the only area that can restock vehicle ammo and load ammo on to transports, vehicles need to declare that they are docking to restock or load ammo and can not fire during that shooting phase, when a vehicle is restocked it can resume play as normal. The HQ depot must be placed on a table edge you control HQ depots have AV 15 FSR and a 3++ save with 5 HP, immune to explosion result can be armed with quad gun or icarus lascannon and twin linked lascannon or twin linked hurricane bolter Part Tres (three), How to make big badda boom having trouble swarming that objective? is your enemy just too dug in on that hill? have no fear! when a blast, large blast, or flamer template weapon strikes the objective marker, on a to wound roll of 6 it takes a wound, do that one more time and it goes KABOOOOM center the large blast template over the marker and it does 2d6 strength AP D6 wounds to everybody under the template. Objective marker, always wounded on a 6 when hit by a blast weapon (roll separate from unit being attacked). Objectives always have 2 wounds. afraid your enemy is going to overrun a post really close to your HQ depot? do you need to burn a bridge ad take that jerk you call an enemy with you? you can elect detonate an objective marker if there is, in your eyes, no other choice if your unit is not engaged in close combat roll a d6, on a 3+ the depot is destroyed, center the large blast marker over the objective marker and everyone is hit by a S 2D6 AP D6 explosion if your unit is engaged in close combat you can elect any model that is not in base contact to try and blow the depot up, however you need to roll a 6+ because setting explosives and a fuse is really tough when you have assault marines in breathing down your back. Enjoy -The Admiral