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Recon Scenario List

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Recon Scenario List Empty Recon Scenario List

Post  System Commander Wed May 20, 2009 5:41 pm

Warhammer 40K X-Cam Recon Scenarios

General: At the start of each game, you must select one model from your HQ choices to be your General. If you have no HQ choices, this model can be selected from any unit in your army.

Deployment Types:
Spearhead : From rulebook
Pitched Battle : From rulebook
Dawn of War : From Rulebook

Chance Encounter:

Recon Scenario List Chanceencounter

Scouting patrol:

Recon Scenario List Scoutingpatrol

2 Boom Goes the Dynamite
3 Boom Goes the Dynamite
4 First Contact
5 Cleanse
6 Recon
7 Scouting Engagement
8 Angry Planet
9 Twilight
10 Scorched Earth
11 Radiated Objectives
12 Radiated Objectives



2 - 3 – Boom Goes the Dynamite
Special Rules: Reserves, Deep Strike
Deployment: Pitched Battle
Primary Victory Conditions: Same as Capture and Control except you always play with 5 objectives, and they’re booby trapped! At the end of the movement phase, if there is a unit with a model within 3” of an objective, roll a d6. On a 4-6 you disable the booby trap and nothing happens. On a 1-3 the booby trap goes off. Place the large blast template over the closest model to the objective (your choice if more than one is the same distance). Roll a scatter dice and a d6. Any model hit by the template takes a STR 6 hit with armor saves as normal. As well, the objective is now removed from the table.
Secondary Mission Objectives: You get 1 point for every booby trap you have disabled on or before turn 3. If you have more points, you achieve this objective.

4 – First Contact
Special Rules: Reserves, Deep Strike, Night Fight (all game)
Deployment: Pitched Battle
Primary Victory Conditions: Same as Capture and Control with the following changes. If you are player two, you may attempt to Seize the Initiative on a roll of a 5-6.
Secondary Mission Objectives: Secretly right down one of the objectives after all units and objectives have been deployed. That objective counts as two.

5 – Cleanse
Special Rules: Reserves, Deep Strike, Night Fight (all game)
Deployment: Chance Encounter
Primary Victory Conditions: Table quarters will count as objectives, but one Troops choice can only choose one table quarter if they are straddling two. Your starting quarter is the equivalent of 0 objectives, your opponent’s is worth 2 and the each adjacent quarter is worth 1 objective each. Whoever holds the most objectives wins this condition.
Secondary Mission Objectives: Secretly mark down an opponent’s unit at the beginning of the game. If at the end of the game you have destroyed, broken or wiped out that unit, you achieve your secondary objective.

6 – Recon
Special Rules: Deep Strike, Reserves
Deployment: Pitched Battle
Primary Victory Conditions: You gain 1 objective point for each troops unit you have FULLY in your opponent’s deployment zone at the end of the game. For each non scoring unit you have in your opponent’s deployment, you take one objective point away from your opponent. Whoever has the most objective points at the end of the game wins this condition.
Secondary Mission Objectives: Secretly mark down one of your own units at the beginning of the game. If that unit makes it FULLY into your opponent’s deployment zone at the end of the game, you achieve your secondary objective.

7 – Scouting Engagement
Special Rules: Reserves, Deep Strike
Deployment: Scouting Patrol
Primary Victory Conditions: Same as Capture and Control with the following changes. You can give one unit of your choice the Scouting rule at the beginning of the game. As well, all Reserves roll get +1.
Secondary Mission Objectives: If the unit you chose to give the Scouting rule to is still alive and not fleeing at the end of the game, you achieve your secondary objective.

8 – Angry Planet
Special Rules: Reserves, Deep Strike
Deployment: Chance Encounter
Primary Victory Conditions: Same as Seize and Secure with the following changes. Seismic activity is plaguing the planet. At the beginning of each turn, roll a D6.
1-2 – Nothing Happens
3-4 – The seismic activity throws up giant dust clouds. Night Fight rules are in effect for the duration of the turn.
5-6 – An earthquake shudders throughout the battleground, tossing up stones and shifting the ground. Each unit must take a Preliminary Bombardment roll.
Secondary Mission Objectives. One of your soldiers has some important information about the plant that must make it back to commander. After deployment, secretly choose on MODEL (any model) in your army to carry the message. You must record the cartrier and they must be easily identified (Space Marine with the bolter in air and 2 purity seals on left leg in tactical squad number 2). If your messenger is alive and not fleeing at the end of the game, you win this objective.

9 – Twilight
Special Rules: Reserves, Deep Strike, Night Fight (partial game)
Deployment: Chance Encounter
Primary Victory Conditions: As Annihilation with the following changes. At the start of the 2nd turn, roll a D6; on a 5+, night has fallen. If not, roll again at the start of the 3rd turn; on a 4+, night has fallen. Keep rolling until night falls of the game ends. After night has fallen, players must use the Night Fight rules from the main rulebook until the end of the game.
Secondary Mission Objectives: You are trying to search each piece of terrain. The first time a unit ends its move in a piece of terrain, it may be searched. Roll a D6; if you roll a 6 then the transmitter is locate din that terrain. Each piece of terrain can only be searched once. The transmitter will automatically be found in the last piece of terrain to be searched. Place a suitable marker in the terrain piece after it has been found. The marker can not be moved or destroyed. The marker now counts in all aspects as an objective in terms of claiming/contesting. If you control the marker, you win the secondary objective.

10 – Scorched Earth
Special Rules: Reserves, Deep Strike
Deployment: Spearhead
Primary Victory Conditions: Same as Seize Ground.
Secondary Mission Objectives: You will score one point for each enemy HQ choice or General eliminated. Models that do not take up a HQ choice but are in the HQ section do not count. (i.e. Priest in the Witchhunters army). If you have more points, you win this objective.

11-12 – Radiated Objectives
Special Rules: Reserves, Deep Strike
Deployment: Pitched Battle
Primary Victory Conditions: Same as Capture and Control with the following changes. Place 3 objectives on the table at the beginning of the game. One should be placed in the exact middle of the table and then each player places one using the regular for objectives. At the end of each game turn, if there is a unit with a model within 6” of an objective, that unit takes a d3 wounds with armor saves as normal. If it is within 3”, it instead takes d6 wounds. Vehicles are immune, unless it is an open-topped vehicle and then only embarked passengers will take wounds.
Secondary Mission Objectives: You will score one point for each enemy HQ choice or General eliminated. Models that do not take up a HQ choice but are in the HQ section do not count. (i.e. Priest in the Witchhunters army). If you have more points, you win this objective.


Last edited by System Commander on Wed Jun 10, 2009 11:22 am; edited 4 times in total
System Commander
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Post  Lord_Commander_Stash Thu May 21, 2009 5:06 pm

For Boom goes the dynamite I assume that it is supposed to be the seize ground scenario. Also if all objectives go boom it is automatically a tie. Also should it be only non vehicles can dissable the dynamite?
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Post  System Commander Thu May 21, 2009 5:38 pm

Ive done a bit of editing on the scenarios, Ill try to get them posted tonight. For the Boom, I changed it so you always have to use 5 objectives, and yes, only non-vehicle units can attempt to disarm it. If all ojectives are destroyed, you bet.. a tie.
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