The Ebon Current - Mission List (more to come!)

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Trumpkin
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The Ebon Current - Mission List (more to come!)

Postby Trumpkin » Fri Oct 17, 2014 4:47 pm

BEACH HEAD:
under contruction!

TUNNELS:
A scout has discovered an underground entrance to an enemy, and you have decided to try and attack. Unfortunately, half way down, you have met with resistance!
RULES:
Both sides may only take infantry. Suitable tunnel terrain should be used, with tunnels will blocking LoS. Night Fighting rules are always in effect.
PRICE OF SUCCESS: The victorious team may Deep Strike d3 Infantry units in the next game (d3 result determined at the end of the tunnel mission).

DOG FIGHT:
A daring attack by your air forces has been attempted. If you can destroy the enemy, you will score a major advantage.
RULES:
Fliers only. FMC may be taken, but will die if grounded. Hover mode not allowed.
PRICE OF FAILURE: Any fliers the losing team takes in their next mission enters the battlefield suffers a -1 to their reserve rolls.

SKIRMISH
A platoon of scouts has discovered an enemy patrol.
RULES:
Kill team rules.
PRICE OF VICTORY: up to 50% of the remaining points of the victorious army may be present in the next mission. They must form a unit, though. We'll figure out how to make this work if we need to.

LIGHTNING RAID
A daring raid on enemy supplies!
RULES:
Fast attack choices only. Victory on the team that reduces opponent to 50% of strength first.
PRICE OF FAILURE: If the defending team loses, they suffer -1Ld throughout the next mission. This is to represent lack of supplies affecting morale. If the attacking team loses, they may not take Fast Attack choices in the next mission.

ORBITAL SUPERIORITY
A priority target has been identified. An orbital bombardment station on a nearby moon would be of great use to your army, provided you can wrestle it from the enemy!
RULES
Place a suitable building in the centre of the map. It is AV15 all around and has 6 Hull Points. An infantry model may enter it in the same way it may enter an ordinary building. Once inside, a unit may forgo its shooting that turn in an attempt to harness the Orbital Station’s weapons. It has three firing modes:
S5 AP5 Large Blast Heavy 1,
S7 AP3 Blast Heavy 1,
S9 AP2 Heavy 1
The shot is resolved using the units ballistic skill. If the firer does not have LoS to the target, the shot will always scatter the full 2d6”, even if a hit is rolled, and the firer’s BS will make no difference. If the S9 shot is used, it still scatters as if it was a blast.

If any opposing infantry units are in base contact with the building (or are inside it), then neither side may use it.

If the bunker is destroyed, then it will no longer be in use for the campaign.

PRICE OF VICTORY
The winning team may elect to fire the Orbital Station once during its next game. Any of the three firing modes may be chosen. The shots are not reduced by anyone’s BS, but will not scatter if a Hit is rolled.

LUNAR RAID
A cunning attack on a lunar supply base will help secure victory in the long term.
RULES
Normal mission rules, with following addition. Roll a D6 before the battle starts to determine which kind of moon it is.

1. Normal - Play the game with no additional rules
2. Magnetic Intererence - All Deep Strikers scatter 3d6"
3. High Grav - All infantry models are Slow and Purposeful
4. Low Grav - All infantry units are treated as Jump infantry
5. Dark - Night Fighting rules are used throughout
6. Phosphorus - All cover saves are reduced by 1

PRICE OF VICTORY
The winning team may reroll an injury table suffered during their next battle.

---------------

I have a bunch more on my iPad that I'll post when I get home, too.

If anyone has any more ideas, chuck them my way!
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Stuart
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Re: The Ebon Current - Mission List (more to come!)

Postby Stuart » Sat Oct 18, 2014 7:25 pm

Mission Idea: The Spy

A spy is being escorted back to their lines with valuable information when the enemy catches on and attacks. The defender (D) must get the spy back to safety. The attacker (A) is more interested in recovering the spy than killing them. What information about their own side would they have?

Both sides are trying to recover the spy. The spy is recovered if they are taken off the controlling players table edge or finish the game in their deployment zone with no enemy within 6”. This is a Total Victory (TV). If they finish the game in a players control but not in conditions to warrant a Total Victory then the controlling player achieves Partial Victory (PV).

Set up:
The game is played using Hammer and Anvil table edges and will have an extra turn (ie roll for end one turn later than normal). D will get the first turn.
The spy is placed in the middle of the table. D places a troop unit or a unit with Infiltrate (Scouts, Kommandos etc) within coherency. No Independent character may be with this squad. D must split the rest of their army into 3 segments comprising 50%, 25% and 25% of their force. All must start in reserve. The 50% will enter from reserves in turn 2, one of the 25% in turn 3 (decide randomly), the remaining 25% in turn 4.
A deploys as normal.

The Spy:
The spy is not an awesome assassin and uses a low profile (e.g. guardsman). They are under “control” when they are in base contact with an infantry model. If they are in no contact they will go to ground. They have no weapons and take no part in assaults. As both sides want the spy never takes any wounds from shooting, they are instead ignored and wounds allocated to the squad they are in instead. If the Spy is killed by accident (eg scattering barrage) they are left in place and may not be moved. Any player with an infantry model in base contact at the end of the battle with a killed spy gains that side a PV.
The Spy can be moved into a transport (provided there’s room) though the transport can be shot at.

Ramifications:
The spy has some valuable information on plans for both sides. If a side gains a PV then they may decide in the following game whether to deploy last AND to go first.
If a side gains a TV then the losing side must give the army list they will use for the following battle to the winning side in advance of the next battle in addition to PV ramifications.

These are just ideas of course, players should feel free to change
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Trumpkin
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Re: The Ebon Current - Mission List (more to come!)

Postby Trumpkin » Sun Oct 19, 2014 1:47 pm

More LUNAR RAID alternatives
Impenetrable fog - No searchlights, no smoke launchers, nothing like that. +1 to cover save.
Flammable atmosphere - All flame weapons, frag grenades, frag missiles have their S increased by 1, but gain the Gets Hot! rule.
Inert atmospheric pressure - All template weapons and blast weapons are -1S.
Thick Gravity - Reduce the range of all non-template weapons by 3"
Maliciously hidden terrain - All Dangerous Terrain tests fail on a 1 or a 2.
Psychic Deadzone - All Psykers have their Ld reduced by -1.
Players may, if they wish, decide to combine any of the above scenarios with any other mission. Foe example, they may wish to attempt a PRISONER RESCUE and roll on the above table.

PRISONER RESCUE
A valuable ally has been captured by the enemy. A daring rescue is called for!
RULES
Place a building on the table in the centre to act as the prison. It may not have any emplacements or firing points, not can it be destroyed. It has a capacity of 12. Defenders may deploy anywhere within 12" of it, and attackers may deploy anywhere else. At the beginning of any turn in which the Attacking team controls the prison, roll a D6.
+1 for each turn the building has been controlled by the defender.
-1 for any models within the building.
-1 if defending models in the building outnumber attacking models
If they roll a 5+, they will win the mission, provided the unit that controls the building can survive until the end of the defenders turn. 'Controlling' just means a unit is inside the building and is alive.
A '6' is not an automatic pass.
The game uses variable game length, but if an Attacking unit is inside the building, or within 3" of it, then the game will not end until that unit is removed. This could mean the games goes on beyond 7 turns. Players from either team may not place templates so that any part of it covers any part of the building. The risk of killing the prisoner is too high! If any templates scatter on to the building, treat it as an AV12 building with 3 HP. Should the building be destroyed, the side that destroyed it immediately loses.
PRICE OF VICTORY:
The victorious team may re-roll their results on the Glory table if they win the next game. If they lose the next game, the bonus is lost!

GO IN QUIETLY
Sometimes, the value of moving undetected far outweighs the lack of heavy firepower such manoeuvres entail.
RULES
Only infantry may be taken, with no vehicles of any kind allowed. No MCs, no Bikes, Jetbikes etc. Play on a smaller board, perhaps 4'x4'. Otherwise, normal rules/mission.
PRICE OF VICTORY
The victorious player may outflank d3 infantry units next game. The d3 is determined at the end of 'GO IN QUIETLY'.

OVERRUN
An attempt to overwhelm an entrenched position has begun. Man the defences!
RULES
The attacking player may take 50% more points than the defender. (eg, Attacker - 1500 points, Defender 1000 points) Only the defender may take Fortifications.
Divide the table into 3rds, playing lengthways. 2/3rds belong to defenders, 1/3 belong to attackers. The defenders will be protecting 3 Objectives, to be placed anywhere they choose in their side of the table, following normal objective placement rules. The attackers must hold at least 2 of these at the end of one of their opponents turns to win. ALTERNATIVE: Every time an attacker captures an objective, it is removed. Once all 3 objectives have been removed, the attackers win. Variable game length.
PRICE OF VICTORY
The winning team may elect to re-roll the dice for Seize the Initiative, selecting Board edges or for going first in their next game. They may reroll each of the above once. Remember a dice can never be rerolled more than once.
D - A
500 - 750
1000 - 1500
1250 - 1875
1500 - 2250
1750 - 2625
2000 - 3000
2500 - 3750
3000 - 4500
Image
MOST THRUDLIKE - THRUDBOWL 2016
Third Place at Exebowl II & Rookie Wonder at Exebowl II
Stunty Chamption at ACT3
Anything But A One! Podcast - Updated Weekly

Has a thing for Nurgle... No one knows why.
Stuart
Posts: 304
Joined: Mon Apr 28, 2014 8:17 pm
Flag: Great Britain

Re: The Ebon Current - Mission List (more to come!)

Postby Stuart » Thu Oct 23, 2014 8:04 pm

Another mission idea: Crowded asteroid aka deep strike derby

A relic/macguffin is buried underneath the surface of an asteroid/ other remote location. Other than the macguffin location there is no place to land to disembark troops and no way to arrive by land.

Rules: Players can only use units that can deep strike. All units start in reserve, arriving on turn 1 on a 3+ then as per standard reserve roles.
Terrain should be a bit more sparse than normal. Play on a 4x4. There are no deployment areas - units can deep strike anywhere!
Macguffin is in the centre of the board and whoever possess it at the end of the battle wins. It cannot be moved.

This might suit a doubles game due to the unit restrictions.

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