Hi guys,
I am organising a big epic game for a few months time (probably about 40k in total) and wanted to spice things up a bit from the GT scenario by co-opting some strategems like those found in Apoc. I have thought of a few and wonders of you guys would look them over to check they are not completely out of whack. Each side gets a random one of each of the pairs.
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STRATEGEMS:
To use an objective the controlling side must have a formation within 30cm
and nearer than the closest enemy formation. Strategems cannot be captured only detroyed. Unless stated any critical hits cause an extra DC of damage.
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Sewer Rats: D3+1 Sewer tokens may be placed anywhere on the map.
Any all-infantry formation moving into contact with them is instantly
transported elsewhere. Roll a D6, on a 1 the opposing player gets to
choose a sewer token, on a 5-6 the controlling player chooses. The
formation must be placed in contact with the sewer token and counts as
having marched.
Demo Charges: D3+1 Demo locations are secretly recorded prior to
deployment. These must be some from of building or other location. The
controlling player can choose to activate them at any point, but must
have at least one formation within 30cm. Roll a D6, on a 1 the charge
token is removed with no effect. On a 5-6 use the small blast template
to apply a MW 4+ hit to all units under it.
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Fuel Dump: Any formation containing AV or LV that starts its move in
contact with this marker may add 10cm to the move of all Av or LV in
that formation. This marker counts as a 3DC, 4+ Reinforced Fearless WE.
Includes a Hydra Air-Defence Platform. Any critical hits cause a MW4+ hit
on any unit within 15cm, and the marker is removed.
Long Range Vox: The controlling player may use this as a Supreme
Commander re-roll on any Spacecraft or planetfalling formations in their
army. This cannot be used with the Supreme Commander re-roll on the same
formation. This marker counts as a 3DC, 4+ Reinforced Fearless WE.
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Tactical Command Centre: The controlling player may use this as a Supreme
Commander re-roll for any formation within 15cm of the marker. This
cannot be used with the Supreme Commander re-roll on the same formation.
This marker counts as a 3DC, 4+ Reinforced Fearless WE.
Ammunition Dump: Any formation containing one-shot weapons in contact with
this marker is reloaded. Any formation containing slow-firing weapons
counts as not having fired in the previous turn. Any formation not
containing either one-shot or slow-firing weapons gains a +1 to any
rolls to hit made when sustaining. These abilities may only be used once
per game each. This marker counts as a 3DC, 4+ Reinforced Fearless WE.
Any critical hits cause a MW4+ hit on any unit within 15cm and the marker
is removed
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Infiltrators: D3+1 formations which only contain infantry may be nominated
as Infiltrators. They count as having the special rule 'Teleport' with all
the usual effects.
Camoflauge: D3+1 formations may be nominated to recieve +1 to any cover
save they recieve in any turn in which they have not moved. This modifier
is cumulative with any other cover save.
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Airfield: The controlling player may choose to have any aircraft return
to this marker at the disengagement phase instead of leaving the board.
Any aircraft that do so recieve +1 to activate in the following turn.
This marker counts as a 3DC, 4+ Reinforced Fearless WE.
Jamming Station: Any formations that teleport within 30cm of this marker
recieve a blast marker on the D6 roll of a 1 or a 2, rather than just on
a 1. Any formation within 30cm attempting to use the 'Commander' special
ability recieves a -1 modifier to the activation roll. This marker counts
as a 3DC, 4+ Reinforced Fearless WE.
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Smoke Barrage: This strategem counts as a one-shot, 2+ activation. If
successful then the controlling player may place a smoke box (10cm x 30cm)
anywhere on the battlefield. This box scatters 2D6cm. Any units within
the box counts as having a LoS of 15cm, and LoS cannot be drawn through
or into the box.
Gas Barrage: This strategem counts as a one-shot, 2+ activation. If
successful the controlling player may place the large template anywhere
on the battlefield. Any units under the template must roll a D6. On a
roll of a 1 or a 2, their formation recieves a blast marker.


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