Post by Adam on Nov 11, 2009 10:03:26 GMT -5
EDIT: We now have a proper ruleset. Go me! www.mediafire.com/?zwxwezyn5nj.
Got some basic ideas for the five RF games:
1) Each player chooses one unit in their army as the opponent's target. To win, you have to have a unit within 6" of your opponent's target at the end of the game. If the target is killed, leave the last model lying in place as an objective marker. If at the end of the game, both players have completed their objective but one target is alive and the other isn't, the player whose target is alive wins. From turn 3 onwards, the target may not move more than 12" in a turn and must end each move fully within 12" of the centrepoint of the board. If by some event the latter is impossible, the target is immediately teleported to the centre of the board (deep strike it there, scattering; if you mishap, re-roll the scatter) and may not do anything for the rest of the turn.
2) There is a relic in the middle of the board. Whoever possesses it at the end wins. The relic cannot be picked up until Turn 3 and cannot be carried further than 12" from the centre of the board (violations result in the relic - but not the unit - teleporting back to the middle and the unit suffering 2D6 S3 AP2 hits). Units can pick up the relic by moving into base contact with it; vehicles, bikes, and monstrous creatures cannot pick the relic up. While carrying the relic, a unit cannot move further than 6" in any move, as it's heavy. A unit drops the relic if wiped out or if it fails a Morale test; its opposing player places the relic anywhere within 3" of a member in the unit. A unit that takes more than 50% casualties in a single turn (compared to its numbers at the beginning of the turn) drops the relic on a D6 roll of 4+; roll again each time it suffers casualties (from a single enemy unit) until the end of the turn. Place it as above when dropped.
3) One objective, in the middle. To win, you must have more models within 6" of it than your opponent does. The twist: the objective is a monster, using the rules for a Hive Tyrant. The Tyrant moves towards and attacks the closest unit to it (the biggest, on a tie, counting MCs as 10 models) at the end of each player turn; it moves 6" each time, treating this as an assault move if it makes it into melee, and will otherwise be able to fire if it happens to have ranged weapons. The Tyrant can be killed, in which case it (obviously) stops moving and attacking and remains on the table as the objective, but if it's your side that deals the final blow, you count as having two fewer models near it at the end of the game.
4) Three objectives, arranged near the centre of the table, which will randomly teleport units near them to the other objectives. At the end of each game turn, roll a D6 for each unit near an objective. If the roll is a 5+, that unit's teleported to one of the other objectives (randomise) and deviates D6+1" from it, deploying as per deep strike. On a mishap, re-roll the scatter. On a hit, use the little arrow.
5) The team game. Four players, each with an objective secretly given to them. You are forbidden from asking or revealing (in any kind of way) what objective you/the others are going for; that takes all the fun out of it! I need a suitable set of objectives for this one, that can be played while maintaining the mystery...
Each game also has a D6-table of random things that can change it, and there's a global table of random nastinesses that is also rolled on each mission (duplicates are re-rolled... maybe).
This should be rather fun ;D
Got some basic ideas for the five RF games:
1) Each player chooses one unit in their army as the opponent's target. To win, you have to have a unit within 6" of your opponent's target at the end of the game. If the target is killed, leave the last model lying in place as an objective marker. If at the end of the game, both players have completed their objective but one target is alive and the other isn't, the player whose target is alive wins. From turn 3 onwards, the target may not move more than 12" in a turn and must end each move fully within 12" of the centrepoint of the board. If by some event the latter is impossible, the target is immediately teleported to the centre of the board (deep strike it there, scattering; if you mishap, re-roll the scatter) and may not do anything for the rest of the turn.
2) There is a relic in the middle of the board. Whoever possesses it at the end wins. The relic cannot be picked up until Turn 3 and cannot be carried further than 12" from the centre of the board (violations result in the relic - but not the unit - teleporting back to the middle and the unit suffering 2D6 S3 AP2 hits). Units can pick up the relic by moving into base contact with it; vehicles, bikes, and monstrous creatures cannot pick the relic up. While carrying the relic, a unit cannot move further than 6" in any move, as it's heavy. A unit drops the relic if wiped out or if it fails a Morale test; its opposing player places the relic anywhere within 3" of a member in the unit. A unit that takes more than 50% casualties in a single turn (compared to its numbers at the beginning of the turn) drops the relic on a D6 roll of 4+; roll again each time it suffers casualties (from a single enemy unit) until the end of the turn. Place it as above when dropped.
3) One objective, in the middle. To win, you must have more models within 6" of it than your opponent does. The twist: the objective is a monster, using the rules for a Hive Tyrant. The Tyrant moves towards and attacks the closest unit to it (the biggest, on a tie, counting MCs as 10 models) at the end of each player turn; it moves 6" each time, treating this as an assault move if it makes it into melee, and will otherwise be able to fire if it happens to have ranged weapons. The Tyrant can be killed, in which case it (obviously) stops moving and attacking and remains on the table as the objective, but if it's your side that deals the final blow, you count as having two fewer models near it at the end of the game.
4) Three objectives, arranged near the centre of the table, which will randomly teleport units near them to the other objectives. At the end of each game turn, roll a D6 for each unit near an objective. If the roll is a 5+, that unit's teleported to one of the other objectives (randomise) and deviates D6+1" from it, deploying as per deep strike. On a mishap, re-roll the scatter. On a hit, use the little arrow.
5) The team game. Four players, each with an objective secretly given to them. You are forbidden from asking or revealing (in any kind of way) what objective you/the others are going for; that takes all the fun out of it! I need a suitable set of objectives for this one, that can be played while maintaining the mystery...
Each game also has a D6-table of random things that can change it, and there's a global table of random nastinesses that is also rolled on each mission (duplicates are re-rolled... maybe).
This should be rather fun ;D