www.slogaming.net

San Louis Obispo "Area" Gaming Forums
It is currently Tue Sep 07, 2010 1:35 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 2 posts ] 
Author Message
 Post subject: Planetary Empires - optional missions details -add comments
PostPosted: Sun Nov 22, 2009 7:29 am 
Offline
User avatar

Joined: Tue Nov 04, 2008 3:37 pm
Posts: 291
Location: Santa Maria, CA
Optional Battle Missions. The aggressor (the group which selects the opponent) has the choice of mission and both groups agree on the game system. 40K is the default choice.

Disable Power Station: If successful the aggressor disables a power station and the defender loses that many points of his/her total power station points and this may change the strategic rolls in the mandatory battle. Whatever casualties that the attacker takes can’t be replaced before the mandatory battle.

Disable Shield Generator: If successful the aggressor disables a Shield Generator makes it easier to capture the asteroid that the Shield Generator (or an adjacent asteroid) is on. Whatever casualties that the attacker takes can’t be replaced before the mandatory battle.

Disable Manufactorum: If successful the aggressor disables a manufactorum and the defender loses that many points of his/her total manufactorum points and this may change the battle bonus in the mandatory battle. Whatever casualties that the attacker takes can’t be replaced before the mandatory battle.

Disable Command Bastion: If successful the aggressor disables a Command Bastion and the defender loses that many points of his/her total Command Bastion points and this may change the universal special rolls in the mandatory battle. Whatever casualties that the attacker takes can’t be replaced before the mandatory battle.

Interdict Reinforcements: If successful, the aggressor prevents a defender’s unit from participating in the mandatory battle. Whatever casualties that the attacker takes can’t be replaced before the mandatory battle.

Capture supplies: At stake are 10 unit re-rolls to hit in the mandatory game. (a unit rolls to hit, you reroll misses) The aggressor attempts to capture 10 stockpiles of ammunition that are controlled by the defender and are stored in an underground complex (or 10 transports if playing BFG).

Battlefield Interdiction: An AI scenario where fighters contend for air superiority. Victors place enemy units in the reserve at the beginning of the mandatory battle and/or modify the die roll for reserves.

Major offensive: On a neighboring planet (or sector of space), armies are battling which have an effect on the asteroid field’s situation. Both sides have 4 objectives on their sides of the boards (or transports). These represent the equipment and technological support that are scheduled for shipment to the asteroid fields for your power stations, shield genertors, manufactoriums and command bastions. The loss of these are the equivalent of a disabled mission.

Games: If 40K is selected
In Disable Power Station, Disable Shield Generator, Disable Manufactorum, or Disable Command Bastion there are 3 objectives setup by the defender. Each player rolls a D3 and places that many other pieces of terrain. The aggressor is entering from any board edge and determines how many points he/she will commit to the battle. The defender receives up to double that amount of points and can only choose troop choices and an HQ. Units may be kept in the reserve. The aggressor must write down which of the 3 objectives is his target. Before set up, the defender rolls a die. On a 4 or 5 the aggressor must reveal one of the objectives that he did not choose. On a 6 he must reveal the actual objective. If a 1-3 is rolled, the defender may attempt to seize the initiative after the aggressor reveals which board edge his forces will be entering on. The defender sets up. Attacker announces which board edge he/she will enter on. Defender may roll to seize the initiative. Play as normal. The aggressor must have a commander (HQ or a unit’s leader) in base to base contact with the objective and it spends the melee and shooting phases attaching the explosives. A token must be left to mark the spot. The explosives can be triggered on any turn after they are attached and produce and S5 explosion effecting models 2D6 from all sides of the objective. The defender can attempt to disarm the explosives by moving a commander (HQ or unit leader) into base contact with the explosives token and spending its melee and shooting phase disarming the bomb. The defender rolls a die. On a 6 it is successfully disarmed. On a 1 it explodes. Oops. 2-5 nothing happens. If the planned objective is destroyed than the defender loses the use of one power station (shield generator for the planet being assaulted or next to the planet being assaulted, Manufactorum or Command Bastion) and the total points/ability granted by that asset is lost for 1 turn. The attacker must play with the units that were committed to the raid in the mandatory game and they will be short any casualties suffered in this mission

Interdict Reinforcements: The aggressor is attacking the transport site for one of the units which the defender will bring to the mandatory battle. The defender sets up the board with 3 objectives representing the transport ships for one unit which he/she would use in the mandatory game. The aggressor chooses the amount of points which he/she wants to commit to the mission. The defender receives up to double the amount of points, troop choices and an HQ are placed on the board. The unit whose transport is is being attacked is placed in the reserve and its points count towards the total used by the defender. Each player rolls a D3 and places that many other pieces of terrain. The defender sets up anywhere on the board. The attacker chooses from which side his/her forces will enter. The defender may attempt to seize the initiative. Transport ships have 13 armor on all sides and must be wrecked or destroyed in order to count for victory conditions. They may be destroyed as normal or as per the explosives rule in the Disable Power Station mission. For each transport that is destroyed the defender can’t field 1/3 of this unit in the mandatory battle. Any casualties which the aggressor sustains can't be replaced before the mandatory battle.

Capture supplies: The defender has stashed ammunition in an underground complex. There are three entrances to the underground complex. The defender plans out the complex using 15 interconnecting map sections. A small version of this map is on a board and tokens are used to mark the 10 caches of weapons. No more than 1 weapons cache may be placed in a map section. These can not be moved and must be revealed when an aggressor’s unit enters a map section where one is located. The aggressor chooses the amount of points that he/she wants to commit to the mission. No vehicles are allowed. The defender receives up to double the amount of points but they must be troops and 1 HQ. No vehicles are allowed. They are marked on the side board. The defender may not seize the initiative. The aggressor sets up his/her units on the table and may create 1 entrance for each HQ and units or use the existing ones. The defender reveals the map sections which are under the entrances and places his/her models on the map section. The entrance is placed anywhere on the map section which is free of defender’s models. If no such place exists or the aggressor wishes to not enter the map section on this turn, then the defender shoots and the aggressor shoots and that ends the turn for those units in that map section. If the defender has units in that map section he/she gets one shooting phase before the aggressor gets to move into the map section. The attacker gets a 4+ cover save. Casualties are removed. The aggressor’s models are placed in the map section by placing the first model at the entrance and then moved up to 6”. The next model is placed and moved until the map section is filled or he/she runs out of models. Shooting and melee as normal. On the defender’s turn, he/she moves the tokens representing units on the small map. Units can move from one section to an adjacent section each turn. If they enter a map section containing any of the aggressor’s units, they must be revealed. The map section from where they are advancing is revealed and their movement phase ends at the edge next to the section where the aggressor’s units are. They may shoot into the aggressor’s units that are in LOS and they may charge any units in reach. Movement on the map sections is normal as per 40K rules. The aggressor captures ammunition tokens by moving adjacent to the token. An HQ or unit leader model must forfeit its combat action (shooting or melee) to attach a homing beacon onto the token. The token is then “teleported on board” the aggressor’s ship and removed from play. The game ends after 6 turns. For each ammunition token which is teleported away, the aggressor gets one whole unit re-roll to hit for one shooting or melee phase during the mandatory game. For each token not teleported away, the defender get one re-roll to hit for one whole unit for one shooting or melee phase during the mandatory game.

Major offensive: Both sides have 4 objectives on their sides of the boards. These represent the equipment and technological support that are scheduled for shipment to the asteroid fields for your power stations, shield generators, manufactoriums and command bastions. These must be placed at least 12” from any table edge and at least 12” away from each other. Other terrain may be arranged in any way that is acceptable to both players or roll a D6 for each player and alternate placing terrain starting with the player with the highest roll. Play as normal. Armies set up for pitched battles and the defender may seize the initiative. Objectives may be destroyed as explained in the disable power station mission. Any objectives destroyed will remove that asset from the player’s totals for that turn and/or the shield generator will not protect the tile that it is on or is adjacent to it as explained in the disable power station mission. The game ends as normal.

Games if Battlefleet Gothic is chosen:
If the mission is disable Power Station, disable Shield Generator, disable Manufactorum or disable Command Bastion play Scenario 7 Planetary assault. The aggressor will go first. Victory conditions are: as soon as the attacker scores 6 assault points, both players roll a die. The defender adds +2 to his/her die roll. If the aggressor rolls higher than the mission is accomplished, if the defender’s roll is higher than the game continues. Roll again at the end of every turn. As soon as the aggressor scores 7 assault points, both players roll a die. The defender adds +1 to his/her die roll. If the aggressor rolls higher than the mission is accomplished, if the defender’s roll is higher than the game continues. As soon as the aggressor scores 8 assault points, both players roll a die. If the aggressor rolls higher than the mission is accomplished, if the defender’s roll is higher than the game continues. As soon as the aggressor scores 9 assault points, both players roll a die. The aggressor adds +1 to his/her die roll. If the aggressor rolls higher than the mission is accomplished, if the defender’s roll is higher than the game continues. As soon as the aggressor scores 9 assault points, both players roll a die. The aggressor adds +2 to his/her die roll. If the aggressor rolls higher than the mission is accomplished, if the defender’s roll is higher than the game continues. As soon as the aggressor scores 10 assault points the mission is accomplished. If the mission is accomplished than the defender loses the use of one power station (shield generator for the planet being assaulted or next to the planet being assaulted, Manufactorum or Command Bastion) and the total points/ability granted by that asset is lost for 1 turn. If the mission is not accomplished than the aggressor has lost so many naval units that one of his/her units (chosen by the defender but not an HQ) must stay on base to protect the support units and can’t participate in this battle.

Interdict Reinforcements play scenario 3: The raiders. Play the game as normal. Whichever side wins the game gets to choose one of the losers units (but not an HQ) to forfeit playing in the mandatory game.

Capture supplies play Scenario 6: Convoy. The convoy has 10 transports. Play the game as outlined in the rules. For each transport captured (any escort ship or capital ship which moves within 10cm to a transport and forfeits firing one weapon system) or disabled (any transports destroyed become drifting hulks instead) and controls the battlefield at the end of the battle receives one re-roll to hit for one unit for one shooting or melee phase during the mandatory game. Transports which successfully cross the board and move off of the opposite short edge counts as one re-roll to hit for one unit for one shooting or melee phase during the mandatory game on the defender’s side.

Major offensive play scenario 10: Fleet engagement. Each side has 4 objectives which are placed onboard 4 different ships. Each objective is recorded on the ship record sheet as is only revealed when the ship is disabled or destroyed. If the ship which is carrying an objective is captured then the capturing player gains the use of an extra power station, shield generator, Manufactorum, or command bastion for that turn.

If Epic: Armaggedon is played for the major offensive game. Play 6.1 Epic tournament game. Four objectives are set up by each player. These objectives represent the supplies and equipment necessary for the proper use of a power station, shield generator, maunfactorum, and command bastion. Which goals achieved for victory condition will effect the mandatory game in the following ways: Blitzkrieg – the objective captured is disabled for the loser and enables an extra objective of that type for the next turn for the winner; Break Their Spirit – one unit of the winner’s choice is unavailable for the loser in the mandatory battle; Defend the flag – all of your objectives will work this turn; Take and Hold - – two objectives are captured and disabled for the loser and enables an extra objective of that type for the next turn for the winner; They shall not pass – the winner gets an extra 100 points for the mandatory battle.

If Apocalypse is chosen for the major offensive game. Four objectives are set up by each player. These objectives represent the supplies and equipment necessary for the proper use of a power station, shield generator, maunfactorum, and command bastion. The game is played as normal. At the end of the game, when an objective is captured it is disabled for the loser and enables an extra objective of that type for the next turn for the winner.

If Aeronautica Imperialis is chosen:
If the mission is disable Power Station, disable Shield Generator, disable Manufactorum or disable Command Bastion play Bomber Mission, ‘Arc Light.” One building is designated as the Power Station, Shield Generator, ,Manufactorum or Command Bastion and has 10 hits. It must be destroyed for a successful mission. If the mission is accomplished than the defender loses the use of one power station (shield generator for the planet being assaulted or next to the planet being assaulted, Manufactorum or Command Bastion) and the total points/ability granted by that asset is lost for 1 turn. If the mission is not accomplished than the aggressor has lost so many air units that ground replacements and supplies must be diverted from the mandatory battle’s units. The aggressor loses 10 points of troops (his/her choice) for every lost fighter and 20 points of troops for every lost bomber.

Battlefield Interdiction play Ground Attack, Plains of Azoth. Play the game as normal. For every ground vehicle destroyed, one of that side’s units is placed in the reserves in the mandatory game. If the scenario is Dawn of war then a -1 minus modifier is assigned to a unit (opponent’s choice) for every reserve roll for each destroyed ground vehicle.

Capture supplies play Convoy Intercept, Kasr Gehr. Play the game as outlined in the rules. For each transport that lands in the landing zone, the defender receives one unit reroll to hit in the mandatory game. For each transport shot down the aggressor receives one unit reroll to hit in the mandatory game.


I still haven't figured out how Space Hulk can fit into the optional missions, perhaps a capture supplies on a large transport vs. underground caverns.

Please submit your comments.

_________________
Andy Newbre
If it's Andy it must be orky


Top
 Profile  
 
 Post subject: Re: Planetary Empires - optional missions details -add comments
PostPosted: Mon Dec 07, 2009 9:00 am 
Offline

Joined: Tue Jul 28, 2009 7:45 pm
Posts: 69
I will admit that I didn't read all these rules, but I did get the flavor for tying in BFG to the campaign and I love the idea. Time to dust off my old Imperial ships!


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 2 posts ] 

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group