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Thread: Collateral Damage 40k: Mission cards!

  1. #1

    Collateral Damage 40k: Mission cards!

    DISCLAIMER: First I want to credit Str10_Hurts for his amazing idea of bringing back some 2nd edition rules, nothing of this can be possible without his previous work. Also I want to explain some stuff. I've been playing GW games for a long time, and GW still having a lot of fun, but I feel as I need more!

    To the point, how to make 40k more interesting and friendly and less power gaming?

    One of the many possibilities would be bringing back the old 2ed style missions. For those of you that haven't played in the second edition of WH40K, the missions are randomly picked from a pile of cards, and will be secretly played until the end of the game. Then, you must play your own mission, trying to prevent the other player of accomplishing(sp?) his own mission.

    This rules are intended to be fun, but necessarily complicate the game a bit. Also incomming wall of text!

    There are lots of ideas that can be implemented here, I taked some from other games (GW Space Crusade Events, FoW from Ambush Alley, Planetstrike, Spearhead -both from GW, some details from Flames of War).

    After three days of nightmares, I've managed to finish the initial set of cards. I haved some troubles with the card sizes and the pdf's, so sorry, but no pdf yet.

    Anyways, I uploaded the whole set of cards that you can download here.

    There are 8 mission cards, 12 order cards, 15 event cards (there are very few, I need to make more of them) and 20 assets cards. Each set with his own "back card".

    INSTRUCTIONS

    -How to...
    -Special rules
    -Optional rules
    -Starting the battle

    HOW TO...

    ·Play: Initialy you have 4 decks of cards, as stated above. You must shuffle the cards of the same type, and then face them down.

    ·Use the Order cards: You can only play one Order card each turn. Once a card is played, is discarded except if the card specify the contrary. The card explain in what phase of the turn you can use it and what benefits grants to your unit/s.

    Also, one unit only can recieve one order per turn. And yes, I'm looking to you Guard players!

    ·Use the Strategic Assets cards: The Strategic Assets cards are played in the same way that the Order cards, except the fact that some of them can be played before the game. Just read the card and follow the instructions!

    ·Use the Event cards: Many factors can vary the flow of war. Temporary tactical advantages, weather conditions, unexpected reinforcements, bobby traps, secondary objectives...

    All of those things (and some others!) will be represented in the Event cards.

    At the start of every player turn, the current player must roll a dice before any other action, like reserve rolls, scout moves, and so on. If a "1" is rolled, then draw a Event card from the event pile. Alternatively, if you want to see more Events in your games just draw a Event card from the pile at the beginning of each your turns

    This card is showed to you opponen and applied to the game immediately.

    SPECIAL RULES

    Here are some extra special rules, most of them are in the cards.

    ·Burning: If a piece of terrain is burning immediately becomes dangerous & difficult terrain. If there are models in the burning area, must take a dangerous terrain test every turn until the models abandon the burning area. The fire also causes pinning tests if there are any model casualties. A pinned unit must leave the burning area moving D6" immediately.

    ·Air support gun run: If the card allow an Air support gun run, you can pick an enemy unit in LOS with the unit that called the Air support and apply the roll results.

    ·Obstacles: There are three types of obstacles in the Strategic Assets cards:

    -Barbed wire: Is considered dangerous & difficult terrain for all models but the vehicles. The vehicles can go through barbed wire obstacles without penalties.


    -Barricades: Are considered difficult terrain for the infantry and the non skimmer vehicles. If any non skimmer vehicles go thorugh a barricade is removed of the table. Barricades can be made of sandbags, debris and whatnot. The barricades also grant a 4+ cover save.

    -Tank traps: Are impassable terrain to all non skimmer vehicles. This does not affect the movement of any non vehicle unit, and provide to those non vehicle units a 5+ cover save.

    ·POW (Prisoner of War) & POI (Person of Interest): Some missions and events allow to you to capture POW. This can be made by defeating the POI in close combat. Once is defeated, is not removed from play, as is now a new objective marker. Sometimes you can (or must) escort a POW. A unit escorting a POW only can move up to 6" and is not allowed to run or assault. Some POWs can be escorted into a vehicle using the normal rules for embarking vehicles (ie, no POW terminators in rhinos or chimeras and so on).

    ·Reinforcements: Sometimes you can get reiforcements from events or assets. You must pick a unit of your army that is already completely destroyed. That unit is now at full strenght and enter the game following the normal reserve rules. If there are no destroyed unit, you can keep the card and use it later. If there are only one destroyed unit you must take that unit as reinforcements immediately.

    ·Smoke bombardment: Smoke bombardment is only allowed to Ordnance weapons. If you want to issue that order, that would be did before any other normal shoot.

    The smoke is fired like any other blast shoot and is required place the blast in an enemy unit. All smoke blasts are Large Blasts regardless of the weapons profile. The smoke have the following profile:

    S- AP- Large Blast. Weapon special rules like Twin-Linked still.

    Any smoke shot scatters as normal and the Blast markers remains in game until your next game turn. The smoke block LOS and any unit inside a smoke marker gains a 5+ cover save (if that unit is currently in cover, that bonus does not stack). Also, the units inside a smoke marker must use the Night Fight rules (but with the distance halved) if they want fire.

    ·Sharing the deployment zome: Is possible to share part of the deployment zone due the deployment rules of the Mission Cards but not the table edge. If two players share a table edge, the player who goes first try the table edge, then the other player must take the opposite. If two deployment zones overlaping but not using the same table edge, the player who goes first deploy normally, the other player must deploy his units at least at 12" of the enemy units. This can result in a very awfull deployment for the second player, but war is not fair!

    OPTIONAL RULES

    ·Terrain set up: Instead of placing the terrain as normal, you can try this, but consider yourself warned: This can be a hard way to play.

    First of all, divide the table into 6 sectors of 48" per side, like in the picture:

    http://4.bp.blogspot.com/_6pOxubAPbS...ain_set_up.jpg

    Then, per turns, roll 1D6 per each square, on a roll of 2+ the square have a rocky hill (at least 12" across). Then roll another dice for each square and consult the table below:

    1- Ridge. A high hill (at least 12" across). Remove the rocky hill if present. The edged of the ridge are impassable terrain but one side what is difficult terrain and one that is difficult & dangerous terrain.

    2- Local flora: Scatter two to eight patches of jungle, woods, giant mushrooms and whatnot.

    3- Nothing at all. Remove the rocky hill. This area is entirely flat.

    4- Crater. Two to four craters each 6"-12" across. Craters are difficult terrain and grants a 5+ cover save.

    5- Artificial features, remove the rocky hill if present. Roll again:
    • 1- Bunker. One bunker, as per normal rules and 2 to 4 obstales (barbed wire, barricades or tank traps).
      2 to 3- Buildings, Airfield or Supply Dump. Scatter 3 to 5 buildings, destroyed skimmers, or stack of boxes and and fuel cans. Or 4 to 8 road section of 6" across the table.
      4 to 5- Wreckage. Scatter 3 to 6 burned out tanks, walkers or vehicles of any type (If you want a super-heavy wreck, place only one).

      6- That damn weather... Roll again:
      • 1- Meteorite storm. Hell yeah. The sky is alight with streaking meteorites from some celestial disturbance. The havoc these random hunks of fused space rock cancause on the battlefield is tremendous. Randomly etermine the placement of D6 meteorites at the start of each game turn using the terrain squares. Place one Large Blast in the centre of the square and then scatter it 2D6". Any model under the small circle takes an S10 AP 1 hit. Other models suffer an S6 AP 3 hit. If you can, try representing each meteor hit with an impact crater on the tabletop.

        2- Windstorm. Can be a sandstorm, dust, ash... Whatever you like! High winds and dust fluctuating wind speeds and driving rain make navigating the sky nearly impossible… and dangerous! All skimmers and jump pack troops may only move a maximum of 10". In addition to this, scatter the model D6 inches in a random direction after moving (use the Scatter die). This wayward movement does not affect how many weapons a skimmer can fire, only its movement. Jump pack troops may elect to not use their packs if they want to play it safe and just walk. Keep in mind the difficult/impassible terrain effects when scattering skimmers and jump pack troops. Apply the Night Fight rules.

        3- Mud: All roads count as open terrain, the open terrain count as difficult terrain and the difficult terrain count as difficult & dangerous terrain.

        4- Intense heat: When fighting in such an environment, all vehicle, biker, skimmer, jump pack, and walker movement is halved (rounding down). If you decide to move further, roll a D6 after the extended movement is complete. A roll of 5+ indicates the vehicle overheats and stalls. This means death for skimmers. However, all other vehicles cannot move (or use their jump pack) next turn and may only fire one weapon despite their stationary situation. Models do not gain an extra Attack during assaults because the heat is just too draining. All laser and Melta weapons now suffer from the Gets Hot special rule.

        5- Frigid Cold: Troops do not fight effectively, crevasses appear, and skimmers freeze up. Charging models do not gain an extra Attack during assaults because the cold is just too debilitating. Intake valves tend to freeze up on skimmers in these conditions. Roll a D6 before moving a skimmer. If a 1 is rolled, the valve clogs and the skimmer drops from the sky. Consider it destroyed.

        6-Tremors!: Due to irregular ground movements, tracking targets is difficult. All firing from troops within vehicles, vehicles themselves, and non-vehicle Heavy Weapons (footslogger troopers, platforms, and batteries) suffer -1 to hit in addition to any other modifiers present. Skimmers may ignore these penalties.


    ·That damn weather... How to use it. Roll 1D6 at the start of the battle. On a roll of 1 the 'damn weather' begins. On any other roll, nothing happens, but you must roll a dice at the start of each player turn, after the Events are rolled but before any reserve roll. On a 1, it starts. That turn and those following are played under the 'That damn weather' rules stated above. Players continue to roll at the start of their turn, again after the events rolls but before the reserve roll. On a 5+ the 'damn weather' stops as quickly as it started and the rest of the game uses the normal rules.

    Only one type of weather is allowed per battle, if there are more 'damn weather' results ignore ir and re-roll on the terrain chart.

    ·Defensive fire: Who can? When a unit is assaulted (that includes multi-assault rules) the target unit/s can open fire to the assaulter unit/s. When a unit is making defensive fire, count as if they not moved in the movement phase for pourposes of shooting. Pinned units can't make deffensive fire.

    STARTING THE BATTLE
    -You must make an army list before you take a Mission Card and show it to your opponent.

    -Set up the terrain as normal or try the hardcore mode explained in the Optional rules.

    -Pick a random Mission Card from the face down card pile and keep this mission for yourself, your opponent does the same.

    -Roll 1D6 both you and your opponent to see who goes first. The player who go first must select a table edge, following the instructions of the Mission Card.

    -Divide the table in two halves. Each player deploy 2 objective markers in their table half. The objectives are placed following the normal rules as per WH40K rulebook.

    -Before deploying the forces each player can pick Order cards. Each player can pick one Order card for every 500 points in his army (starting with the player who goes first) and one Strategic Asset card for every 1000 points in his army (also starting with the player who goes first). Use any Strategic Assets card you have that may be used before the game starts.

    -Deploy the armies as stated in the Mission Card, starting with the player who goes first. Start playing ;-)

    Alternatively you can pick the missions of the rulebook, or other official/fanmade supplements and then use the rules presented here that you like!

    Bear in mind that english is notmy first language, and can be some typos & erratas. Have fun!

    ~Aiwass.

    You can download the instructions plus all the cards here! and check some of the sample cards attached.

    Any feedback. ideas, criticism or suggestion are very welcome. Cheers.

    Direct link
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    Last edited by Aiwass; 11-12-2010 at 11:56.
    There is no kill like overkill.
    5th ed W/D/L Imperial Guard 2/0/0 | Blood Angels 1/0/0 | World Eaters 4/4/5

  2. #2

    Re: Collateral Damage 40k: Mission cards!

    no feedback at all for this amount of work?
    There is no kill like overkill.
    5th ed W/D/L Imperial Guard 2/0/0 | Blood Angels 1/0/0 | World Eaters 4/4/5

  3. #3
    Chapter Master Hellebore's Avatar
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    Re: Collateral Damage 40k: Mission cards!

    Looks impressive. I'll have to read through the instructions to get a better understanding.

    I can't see where on that link the cards are available for download though.

    Hellebore
    "Humanity's Insignificance pales in comparison to its Ego." (Sir Rumplestiltskin)

    "The capacity to think does not assign importance to your thoughts, it merely indicates you can." (Sir Rumplestiltskin)

  4. #4

    Re: Collateral Damage 40k: Mission cards!

    Thanks for comment, added a direct link to the RAR archive in the bottom of the first post, also here.

    I hope you enjoy it and kindly give me some feedback to improve this project.

    Cheers,

    Aiwass.
    There is no kill like overkill.
    5th ed W/D/L Imperial Guard 2/0/0 | Blood Angels 1/0/0 | World Eaters 4/4/5

  5. #5
    Chapter Master Hellebore's Avatar
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    Re: Collateral Damage 40k: Mission cards!

    Looks pretty good. Are the assets randomly chosen like the mission? The rule says 'pick an asset card' so I wasn't sure if you meant randomly from the deck or if people could look at them and choose.

    Also, if there is only one deck with one of each asset in it, that would mean only one side could get any one asset.

    Some of them seem a little unbalanced against the others. The ability to get a 5+ invulnerable save against enemy shooting is far more useful than rerolling difficult terrain tests for example.

    I think the whole thing works pretty well together, just needs a bit of tweaking.

    Hellebore
    "Humanity's Insignificance pales in comparison to its Ego." (Sir Rumplestiltskin)

    "The capacity to think does not assign importance to your thoughts, it merely indicates you can." (Sir Rumplestiltskin)

  6. #6

    Re: Collateral Damage 40k: Mission cards!

    Assets and Events are both intended to be chosed randomly like missions. Is my bad mostly because my lack of english, so thank you for pointing that, I'm going to fix it to avoid 'abuse' of the rules.

    Just must be one deck of assets, you're right. The main reason to do this is prevent (for example) both sides with 3 bunkers each, trying to 'oblige' for a more dynamic game. Said that, no one deck is near to be complete and like you have noticed some events/assets are repeated to make both sides being able to take advantage of it -the 'minor' ones I mean.

    The one asset that you're refering (sp?) have a little mistake/misled. That bonus was intended just for the first enemy shooting phase -something that I forgot to add apparently seen. So thanks again for show me that! All of those little issues will be fixed in the next update with other flaws as soon as possible.


    If you have some ideas or changes to add, that would be also nice.

    Regards,

    Aiwass.
    Last edited by Aiwass; 12-12-2010 at 00:18.
    There is no kill like overkill.
    5th ed W/D/L Imperial Guard 2/0/0 | Blood Angels 1/0/0 | World Eaters 4/4/5

  7. #7
    Chapter Master
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    Re: Collateral Damage 40k: Mission cards!

    I really like this idea Would make games fun but not overpowered for either side unless one gets lucky. I'd simplify the system though to make it more accessible to a greater number of people.

    IMHO it adds a lot of depth and realism to battles. Air support? Hell yes there would be. Not enough to have a thunderhawk in every 1000p skirmish but enough so that once a game you get a strafing run. Only other thing I would consider adding is something like "Ammo stash found" (or something similar and suitably futuristic.) The player who draws it may add 25pts worth of upgrades to his army before the game starts, they need not be modelled but it must be clear to your opponent.
    And "Confusion rains" - A blocker for any card your opponent may use.

    Battlefield support, sorta like magic in 40k

  8. #8

    Re: Collateral Damage 40k: Mission cards!

    Rules are not that complicated, is my lack of english what prevents for a better phrasing

    Nice one that "ammo stash", I happily include that bit in a next update (I hope at some point within x-mass & the start of the next year). That also goes to the "confusion" ones.

    Thank you and feel free to brainstorm whatever ideas you have
    There is no kill like overkill.
    5th ed W/D/L Imperial Guard 2/0/0 | Blood Angels 1/0/0 | World Eaters 4/4/5

  9. #9
    Commander keatsmeister's Avatar
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    Re: Collateral Damage 40k: Mission cards!

    Overall, quite good, clearly a lot of effort gone into this I haven't had time to go through all of the stuff just yet, but here is my feedback so far. I'll add more when I get back from work this evening

    AssetsWhere you assign BS to an attack, eg Air Support, perhaps BS2 might be better, especially if the attacks are going to be each turn.

    For camouflage, is that meant to be an invulnerable save, or a cover save, as it is very generous. Personally, I'd change this to a cover save which is lost once the unit moves.

    Fearless is perhaps a little too much to add to the Command Bunker card, but otherwise I really like that one

    What are your intended rules for Strike and Fade? Those are the same rules for From The Shadows

    Events
    What does Burning actually do? Is the terrain now Dangerous Terrain? Is it now Impassable?

    Jammed Guns is perhaps a little harsh, although I know a few players who I'd love to use that on to see their faces lol. Personally, I'd change that to a single enemy unit, as it'd be extremely odd for the entire enemy heavy arsenal to jam at once

    Land Mine is a cool card, perhaps either Str3 or using a smaller template would be an idea.

    Suggested extra Events would be

    Tank Trap - as Land Mine, but applies only to enemy vehicles, which take a Strength 8 hit
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  10. #10

    Re: Collateral Damage 40k: Mission cards!

    Greeting Keatsmeister, first of all, thanks for the feedback.

    About the Air Support asset: you must roll each time you use the card, it's a simple autocannon free shot. Not sure about give that asset BS 2 but I like to consider it.

    ·Burning: If a piece of terrain is burning immediately becomes dangerous & difficult terrain. If there are models in the burning area, must take a dangerous terrain test every turn until the models abandon the burning area. The fire also causes pinning tests if there are any model casualties. A pinned unit must leave the burning area moving D6" immediately.
    Yes, burning terrain is now difficult and dangerous terrain, plus you must take a test every turn until you leave the fire.

    Camouflage needs to be re-done. Good thought about that, but can be very rough with tau gunline. Howw about cover save until the unit moves or shoot (revealing his position)?

    Fearless is a double edged sword in the Command bunker, my first intention was stubborn but that is more powerful than fearless imho. Thoughts?

    Agreed about jammed guns, maybe just one enemy unit is fine.

    Strike and Fade and The Shadows are just the same, need to re-do that card, thanks for pointing.

    For Minefield I was using the Frag Missile profile (the imperial one) in a larger area, maybe a bit hard, but land mines tends to kill lot of people. Would be better no use template and force that enemy unit take a hit for every model in the unit? Or place a minefield around that unit (I mean, the piece of terrain) then force the unit to take a test for every model?

    Tank trap is a cool idea, consider it done.

    Summary with new cards so far:

    Ammo stash: up to 25 extra points for upgrades in the army. My thoughts: Once in the battle one of your units count as having twin-linked weapons. After used, discard that asset.

    Camouflage (remake): every unit increase their cover save in +1, units in the open gains a 5+ cover save. If one unit benefited by this card move or shoot immediately lost the bonus and can't regain it. Alternatively, Camo cloacks for everyone.

    Covert ops (aka confusion rains): You can pick randomly one of your opponents Assets and discard it.

    Tank trap!: Choose one enemy vehicle or Monstruous Creature, that unit take a S8 AP1 hit (against vehicles, use the lower AV). My thoughts: I'm more to make the hit S10 AP1 because land mines should be able to take a land raider.

    Time to read your thoughts.

    Cheers!
    There is no kill like overkill.
    5th ed W/D/L Imperial Guard 2/0/0 | Blood Angels 1/0/0 | World Eaters 4/4/5

  11. #11
    Chaplain NightAngel's Avatar
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    Re: Collateral Damage 40k: Mission cards!

    Can't open the file, help me please.
    Every time you click or type, think of the Omnissiah and be thankful.

  12. #12

    Re: Collateral Damage 40k: Mission cards!

    Is just a winRAR file. Also uploaded a ZIP version here: http://world-eaters.blogspot.com/p/downloads.html

    Cheers!
    There is no kill like overkill.
    5th ed W/D/L Imperial Guard 2/0/0 | Blood Angels 1/0/0 | World Eaters 4/4/5

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