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Whose Scenario Should Win?
Lt. Brookman
85%
 85%  [ 12 ]
Jason Kharo
7%
 7%  [ 1 ]
WalrusM3
7%
 7%  [ 1 ]
Total Votes : 14


DarkElf27
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PostPosted: Sun Sep 06, 2009 8:51 pm


The 5th Anniversary 40k Scenario Contest


Another test of your creativity, the Scenario Contest challenges you to come up with the most fun and interesting mission to play out in 40k, be it anything from Capture the Flag to zombie survival to battles fought during a blizzard with wild Yeti on the loose. Have fun with it, and make something we'll have fun trying out!

Voting will take place between September 16th and September 23rd.

Prizes are as follows:

1st place: 7,500g
2nd place: 3,000g
3rd place: 1,500g
PostPosted: Sun Sep 06, 2009 8:51 pm


Entrants


Lt. Brookman
Zero Hour – a series of linked scenarios by Lt. Brookman a.k.a. Mac

Presented here are three linked scenarios I wrote for a long term project of mine that keeps on getting pushed back and back time and again by work, relations and other things. What we have here are two Kill-team missions that serve as the perfect prelude to a bigger scenario: the invasion of a planet or enemy sector.

Some requirements for these missions are: a fourth edition 40k rulebook for the Kill-team rules, access to the Planetstrike supplement book and suitable models to represent the persistent board used throughout all three games.

That’s right! All three games will be played out on the same board. This will also carry with it consequences that will carried on throughout the missions, as shown below.

+ + +


Kill-team mission 1 – Disable the AA emplacement.

The Kill-team is part of the vanguard of a larger invasion force and tasked with forging a path for the pending invasion. This particular team is tasked with taking out several anti-air emplacement that cover one of the major drop zones. It is imperative that the emplacements are taken out otherwise the invading forces might come under severe fire while dropping.

Play this scenario just like the Sabotage mission, only there are now two or three targets positioned across the board (number of AA emplacements of course depends on the number of objectives placed by the defender). Should the Kill-team fail to destroy the AA emplacements, just carry on and play the next mission. The consequences of whether or not the emplacements are destroyed won't take effect until the main battle.

+ + +


Kill-team mission 2 – Place the beacons.

The Kill-team is tasked with the deployment of drop zone beacons for the invasion force, ensuring that the drop will be on target and not scatter.

Play this scenario just like a Reconnoitre mission, but instead of making it within 6" of the centre of the table the following objective had to be fulfilled: The team is issued with D3+1 drop zone markers that need to be placed around the area, with a minimum distance of 18" apart from one another. Should the team fail to place some, if any of the drop zone markers, make note of this for the main battle.

Special Rule.

Last night was noisy: Should the previous mission have been a success for the Kill-team then the enemy is alerted by their presence and as such the Brute squads benefit of the All Points Bulletin kit upgrade for no extra cost.

+ + +


Warhammer 40.000 Planetstrike scenario – Invasion!

Sirens whine into life and eyes turn to the sky as comets streak from the heavens and a million lights blink and wink in the dark. This is it, the enemy is finally invading!

OBJECTIVE: The attackers must gain a foothold onto the world that they are invading. The defenders must do everything in their power to ensure that this does not happen.

SET-UP

This goes exactly as described in the Planetstrike supplement book. The mission played is mission 1 – Planetfall. In addition to the usual rules in play with Planetstrike the following special rules below are also in play.

SCENARIO SPECIAL RULES

Disabled AA: If the Kill-team has successfully disabled one or more of the AA emplacements then those will not be able to partake in the defence against the invasion.

Beacons placed: If the Kill-team has succeeded in placing one or more beacons then the deep-striking forces may home in on the signal. Units deep-striking within 12” of the beacon may reroll their scatter dice. The second roll however, for better or worse stands as final.

Note on beacons: If you played the previous Kill-team mission on a different board or simply skipped it, randomly place D3+1 markers on the board, at least 18" apart.


Jason Kharo
The Daemon World of Quarigis is a ever changing 'world' near the very centre of the Eye of Terror, it was one of the first worlds touched by Slaanesh's birthing cries, and has remained loyal to the sensual Chaos God ever since.

The World is constantly changing, its oceans of people's fluids ever moving to rush over the land, the continents smashing into each other as if they fight for control of the planet, which could never happen.

There is 3 colonies of daemons and other creatures living on the massive planet, roughly five times the size of Terra. One of the colonies is given over to bodily pleasure, torture chambers, sex clubs and many other strange and sensual things lay in the dark, yet inviting city.

The second city is by far the largest, it deals in emotions, the very life blood of the pleasure god, all the emotional things raised here, far out weighs that of nearly every other place Slaanesh's followers have been brought to, the city itself is bright, with masses of swirling colours, and things which shouldn't be possible, but made more than possible by the power of the Warp.

The third city is nothing more than a immense hole in the crust of the planet, surrounded by small towns and such. The hole measure six hundred miles across, and it reaches down into the planets very, corrupted core, making a incredibly strong power flow through from the pure warp into the heart of the world. If any attacker could destabilise the core, or the flow of Warp energy, then the planet would surely be ripped apart by the enraged daemons and primal warp energy, stuck with no where to go.

Campaign Rules: The planet's Defenders may spend up to 100 points on any unit, these points must be spent in the Slaaneshi sections of the Chaos Daemons, or the Chaos Space Marines codex.
The Attackers of the planet soon become woozy from the air, and the sights of everything around them. Each squad strikes with one less initiative, unless that squad/model is Fearless or has the ability to pass morale tests.

First Mission- Establish A Stronghold.
The attackers were about to march to war on some other planet, but a ear screeching scream hits them, and a second later, they are teleported to this strange planet.
The defenders may place the terrain any where they wish. They may also deploy 24" from their table edge.
The Attackers must deep strike, but they also have the ability that if they land in a enemy unit or terrain, they must move out of it, and be more than an inch away from it.
The defenders win by destroying the attackers, and the attackers win by destroying the defenders.

Second Mission- Capture the intelligence.
The attackers are launching an attack into one of the physical pleasure towns, not knowing what to expect, but they must find out more information.
The Defenders are stationed in a city like terrain. They may also take a squad of ten Cultists for sixty points, who have the same stat line as Imperial guard Conscripts, but are armed with two close combat weapons. If they take the Cultists, they have the ability to continue coming back when the whole squad has been killed.
The attackers must reach a centre building, and spend a turn with a model the rank of Sergeant or above in contact with the building, and they cannot do anything while in contact with it. After spending a turn in contact with it, the attackers must get the model off the board edge. The Defenders must kill the model to win.

Third Mission- Assault the Hole.
The Attackers have found the life blood of the planet is also its greatest weakness.
The terrain may be anything, but it must have the edge of the hole, represented by something like it, in the corner of the table. The attackers must get a weapon of more than Str7 to fire three times into the hole at point blank range(1 inch or less) to win, the Defenders must stop them. The attackers come on from the furthest away table edge. The defenders may come on from any table edge, excluding the table edge the attackers come on from.

Fourth mission- Defend the hole!
The Defenders now have to defend the tear, so the original defender of the planet cannot stop the projectiles flying towards the core with dark magicks. The Defenders have to be placed within 12" of the hole, but may move out of that area in their movement phase.
The attackers may take an extra 250pts for this mission.
On turn 3 you must roll a D6, on a 6+ the munitions have impacted the core, and the breach collapses on itself, on turn 4 its a 5+, turn 5 a 4+ and turn 6 a 3+. If it doesn't impact then, the projectiles have been burnt away by the heat.

Final mission- Kill as many as possible.
Just a plain annihilation mission, when each unit of the attackers dies, it may come back on the furthest away table edge. The Defenders are entrenched in some sort of terrain, and they may be deployed within 12" of their defences, which may be any where on the board.



WalrusM3
Playing dead now are we.

Background
Even though victory is in sight of breaking the enemy, time is running short, whether be a rival about to try and to steal all the glory or that the enemy is about to go off with a sacred artefact, they have to act now. As the push into the next enemy defence, they realise without checking if it’s clear and end up surrounded by things that aren’t quite dead. This might be orks spring back to life from their healing abilities, necrons getting back up or eldar just been able to play dead for quite some time.
Now surrounded however and the clock ticking, the attackers must reach their objective or all is lost to them.

Set-up
Same with standard mission, but instead the defender may place 2d6+4 markers on the field outside both players deployment field, with two inches separated from one another, these represent laid over bodies of the dead, which some aren’t actually dead or tank wreckages that were pretending to be wrecked, but the crew were just hiding and waiting.

Deployment
Before deploying, the defender must note down that is hiding in wait amongst the corpse littered battlefield in waiting to spring on their enemies, he must also note which carcass pile they are hiding amongst. These cannot be squads with more than ten models, warbikers or jet pack troopers (Too nosy after all) or vehicles that cost more than 150pts (The attacker would’ve made sure they were destroyed if they costed anymore).

Special rule

Thought I was dead didn’t you?
To make the fake deaders come out of hiding, the defender uses them just like reserves, but must declare which carcass pile he is checking to see if ambushers come out of it hiding. No modifiers can be applied to this reserve roll (Such as Astropath)
When these ambushers pop up on the defenders turn, they must be set up 2” away from the enemy, cannot use run or fleet of foot or declare a assault the turn they appear, next turn they may act as normal. They can though still fire at the enemy as normal (They have been lurking in wait)
When on the attackers turn though, any of his unit that lands or goes pass anywhere 1” of a carcass pile, the defender must roll a 4+ to see if any of the defenders daringly see if they pounce out in the midst of the attackers.
If they do succeed, the defenders hiding under that unit appear next to the attackers that step over them and are automatically in close combat and strike first if the attackers fails an initiative test (Even though the attackers are in a hurry to get to their objective they would have been keeping an eye over the lying corpses).

Hold the line for long enough
Either from the fact that the defender his holding something valuable that can't be left alone or preparing for evacuation or is attempting to hold the line, they can simply not leave their position. To represent this, the defender must place a marker inside his deployment zone, he must then chose one troop choice and one HQ choice to remain within 6" it. These two choices cannot leave the radius under any circumstances (Including when trying to assualt or moving out of the way of tank shocks) and if for any reason they must do move out of the radius, the defender can only move that unit back to the defence radius. There are no penalties to note, if both these choices are removed from the game.

Victory condition
The game length lasts just the same as a standard game. Count up how many units, characters and vehicles the attacker has at the start of the game. If more or equal that total are in the defenders deployment zone by the end of the game the attacker has managed to halt the defender’s escape and keeps locked with him long enough to subdue him. If less than that total, then the defender is victor and has successfully managed to escape or hold off the enemy and utterly embarrassed his reckless attack.

DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200

Hoxtalicious

Greedy Partner

PostPosted: Mon Sep 07, 2009 9:53 am


Maps are a must I guess? If so I'll need to make new map. And rework mission parameters. And account for wind, ammunition expenditure, speed of mouse breaking wind and how many skulls it will take to pave a road from here to victory.
PostPosted: Mon Sep 07, 2009 11:10 am


Lt. Brookman
Maps are a must I guess? If so I'll need to make new map. And rework mission parameters. And account for wind, ammunition expenditure, speed of mouse breaking wind and how many skulls it will take to pave a road from here to victory.
Maps would definitely add to it. 3nodding

DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200

Jason Kharo

5,500 Points
  • Risky Lifestyle 100
  • Forum Explorer 100
  • Signature Look 250
PostPosted: Mon Sep 07, 2009 3:21 pm


The Daemon World of Quarigis is a ever changing 'world' near the very centre of the Eye of Terror, it was one of the first worlds touched by Slaanesh's birthing cries, and has remained loyal to the sensual Chaos God ever since.

The World is constantly changing, its oceans of people's fluids ever moving to rush over the land, the continents smashing into each other as if they fight for control of the planet, which could never happen.

There is 3 colonies of daemons and other creatures living on the massive planet, roughly five times the size of Terra. One of the colonies is given over to bodily pleasure, torture chambers, sex clubs and many other strange and sensual things lay in the dark, yet inviting city.

The second city is by far the largest, it deals in emotions, the very life blood of the pleasure god, all the emotional things raised here, far out weighs that of nearly every other place Slaanesh's followers have been brought to, the city itself is bright, with masses of swirling colours, and things which shouldn't be possible, but made more than possible by the power of the Warp.

The third city is nothing more than a immense hole in the crust of the planet, surrounded by small towns and such. The hole measure six hundred miles across, and it reaches down into the planets very, corrupted core, making a incredibly strong power flow through from the pure warp into the heart of the world. If any attacker could destabilise the core, or the flow of Warp energy, then the planet would surely be ripped apart by the enraged daemons and primal warp energy, stuck with no where to go.

Campaign Rules: The planet's Defenders may spend up to 100 points on any unit, these points must be spent in the Slaaneshi sections of the Chaos Daemons, or the Chaos Space Marines codex.
The Attackers of the planet soon become woozy from the air, and the sights of everything around them. Each squad strikes with one less initiative, unless that squad/model is Fearless or has the ability to pass morale tests.

First Mission- Establish A Stronghold.
The attackers were about to march to war on some other planet, but a ear screeching scream hits them, and a second later, they are teleported to this strange planet.
The defenders may place the terrain any where they wish. They may also deploy 24" from their table edge.
The Attackers must deep strike, but they also have the ability that if they land in a enemy unit or terrain, they must move out of it, and be more than an inch away from it.
The defenders win by destroying the attackers, and the attackers win by destroying the defenders.

Second Mission- Capture the intelligence.
The attackers are launching an attack into one of the physical pleasure towns, not knowing what to expect, but they must find out more information.
The Defenders are stationed in a city like terrain. They may also take a squad of ten Cultists for sixty points, who have the same stat line as Imperial guard Conscripts, but are armed with two close combat weapons. If they take the Cultists, they have the ability to continue coming back when the whole squad has been killed.
The attackers must reach a centre building, and spend a turn with a model the rank of Sergeant or above in contact with the building, and they cannot do anything while in contact with it. After spending a turn in contact with it, the attackers must get the model off the board edge. The Defenders must kill the model to win.

Third Mission- Assault the Hole.
The Attackers have found the life blood of the planet is also its greatest weakness.
The terrain may be anything, but it must have the edge of the hole, represented by something like it, in the corner of the table. The attackers must get a weapon of more than Str7 to fire three times into the hole at point blank range(1 inch or less) to win, the Defenders must stop them. The attackers come on from the furthest away table edge. The defenders may come on from any table edge, excluding the table edge the attackers come on from.

Fourth mission- Defend the hole!
The Defenders now have to defend the tear, so the original defender of the planet cannot stop the projectiles flying towards the core with dark magicks. The Defenders have to be placed within 12" of the hole, but may move out of that area in their movement phase.
The attackers may take an extra 250pts for this mission.
On turn 3 you must roll a D6, on a 6+ the munitions have impacted the core, and the breach collapses on itself, on turn 4 its a 5+, turn 5 a 4+ and turn 6 a 3+. If it doesn't impact then, the projectiles have been burnt away by the heat.

Final mission- Kill as many as possible.
Just a plain annihilation mission, when each unit of the attackers dies, it may come back on the furthest away table edge. The Defenders are entrenched in some sort of terrain, and they may be deployed within 12" of their defences, which may be any where on the board.


Hows that? Only a little go...
PostPosted: Fri Sep 11, 2009 9:48 am


Is it possible for the time to be extended, I know this might seem like a little trouble and a lot to ask. Just that I've got some issues that's going to take some time before I enter a scenario for the contest?

Thy_obsessive_freak


Vikki Stardust

Sweet Vampire

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PostPosted: Fri Sep 11, 2009 11:53 am


No remorse! No mercy! scream
PostPosted: Fri Sep 11, 2009 2:39 pm


Look at my pitiful excuse, you can easily do better Walrus...

Jason Kharo

5,500 Points
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Thy_obsessive_freak

PostPosted: Fri Sep 11, 2009 2:54 pm


Fine, I'll keep in with the time limit, but be warned I'll have my vengeance for this stressed
PostPosted: Fri Sep 11, 2009 3:06 pm


WalrusM3
Fine, I'll keep in with the time limit, but be warned I'll have my vengeance for this stressed

No you won't. Remember, the mod hammer crushes ALL!

User Image

Caleidah

Eloquent Lunatic


Hoxtalicious

Greedy Partner

PostPosted: Sun Sep 13, 2009 3:22 am


Suddenly, the old scenario ideas paired with new stuff like Planet Strike all make sense. Expect my entry PM'ed to the donkey some time today.
PostPosted: Tue Sep 15, 2009 9:41 am


(Apologies if the scenario is a bit lousy and lame, but it was the best I could think of under such time issues, however atleast it adds to the variety of contestants)

Playing dead now are we.

Background
Even though victory is in sight of breaking the enemy, time is running short, whether be a rival about to try and to steal all the glory or that the enemy is about to go off with a sacred artefact, they have to act now. As the push into the next enemy defence, they realise without checking if it’s clear and end up surrounded by things that aren’t quite dead. This might be orks spring back to life from their healing abilities, necrons getting back up or eldar just been able to play dead for quite some time.
Now surrounded however and the clock ticking, the attackers must reach their objective or all is lost to them.

Set-up
Same with standard mission, but instead the defender may place 2d6+4 markers on the field outside both players deployment field, with two inches separated from one another, these represent laid over bodies of the dead, which some aren’t actually dead or tank wreckages that were pretending to be wrecked, but the crew were just hiding and waiting.

Deployment
Before deploying, the defender must note down that is hiding in wait amongst the corpse littered battlefield in waiting to spring on their enemies, he must also note which carcass pile they are hiding amongst. These cannot be squads with more than ten models, warbikers or jet pack troopers (Too nosy after all) or vehicles that cost more than 150pts (The attacker would’ve made sure they were destroyed if they costed anymore).

Special rule

Thought I was dead didn’t you?
To make the fake deaders come out of hiding, the defender uses them just like reserves, but must declare which carcass pile he is checking to see if ambushers come out of it hiding. No modifiers can be applied to this reserve roll (Such as Astropath)
When these ambushers pop up on the defenders turn, they must be set up 2” away from the enemy, cannot use run or fleet of foot or declare a assault the turn they appear, next turn they may act as normal. They can though still fire at the enemy as normal (They have been lurking in wait)
When on the attackers turn though, any of his unit that lands or goes pass anywhere 1” of a carcass pile, the defender must roll a 4+ to see if any of the defenders daringly see if they pounce out in the midst of the attackers.
If they do succeed, the defenders hiding under that unit appear next to the attackers that step over them and are automatically in close combat and strike first if the attackers fails an initiative test (Even though the attackers are in a hurry to get to their objective they would have been keeping an eye over the lying corpses).

Hold the line for long enough
Either from the fact that the defender his holding something valuable that can't be left alone or preparing for evacuation or is attempting to hold the line, they can simply not leave their position. To represent this, the defender must place a marker inside his deployment zone, he must then chose one troop choice and one HQ choice to remain within 6" it. These two choices cannot leave the radius under any circumstances (Including when trying to assualt or moving out of the way of tank shocks) and if for any reason they must do move out of the radius, the defender can only move that unit back to the defence radius. There are no penalties to note, if both these choices are removed from the game.

Victory condition
The game length lasts just the same as a standard game. Count up how many units, characters and vehicles the attacker has at the start of the game. If more or equal that total are in the defenders deployment zone by the end of the game the attacker has managed to halt the defender’s escape and keeps locked with him long enough to subdue him. If less than that total, then the defender is victor and has successfully managed to escape or hold off the enemy and utterly embarrassed his reckless attack.

Designers note: This scenario could just be as easily done with terrain instead of dead bodies, with the attacker being very cautious to check defenders hiding in the shrubs and stuff. But I was basically just reminded of war movie I say, where after the climatic battle between the allies and Japanese. The main characters thought it was over and decided to wait reinforcements to recover them, but some Japs had been playing dead and kept spring back from the dead and taking them down one by one in a kamikazee style, where in the end it was left one main character, overcome by the death of his friends he challenged the japanese to all come out of hiding (Which they did) and ended with him firing a heavy machine at them (Don't know if he lived though

Thy_obsessive_freak


Vikki Stardust

Sweet Vampire

14,875 Points
  • Risky Lifestyle 100
  • Object of Affection 150
  • Hellraiser 500
PostPosted: Tue Sep 15, 2009 11:52 am


I'm going give it a shot as well. I have Mac and Winnie on my side. 3nodding
PostPosted: Tue Sep 15, 2009 3:07 pm


Kaori Kapoigne
I'm going give it a shot as well. I have Mac and Winnie on my side. 3nodding
Just give proper credit this time round.

Hoxtalicious

Greedy Partner


Vikki Stardust

Sweet Vampire

14,875 Points
  • Risky Lifestyle 100
  • Object of Affection 150
  • Hellraiser 500
PostPosted: Wed Sep 16, 2009 1:27 am


Lt. Brookman
Kaori Kapoigne
I'm going give it a shot as well. I have Mac and Winnie on my side. 3nodding
Just give proper credit this time round.
But if I properly credit you now you could get disqualified for doing more than one entry so to say. sweatdrop
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