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New Scenario 4: Weapons test

 Post subject: New Scenario 4: Weapons test
PostPosted: Wed Jul 24, 2013 9:07 am 
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Master of Arms
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Last one for now. This scenario started life as one of the random objective cards from the massive multiplayer battles we used to play (upto 7 players, over 4 interconnected boards, those were the days...), which I've shoehorned into a Loot and Pillage variant. In the original I wrote the prototypes were weird and wonder ful weapons, like the farsight that could shoot through walls, or the acid cannon (a really nasty upgrade of the flamer0, but I've toned it down so it doesn't use so many longwinded special rules and stats.

New Scenario Weapon Test

Overview- A gang has been commissioned to field test a Prototype Weapon by an Uphive arms manufacturer. They will gain credits for using it on a rival gang. In essence a “Loot & Pillage” variant, but loot is replaced by inflicting casualties. Outlanders cannot pick this scenario

Terrain- Each player takes it in turn to place a piece of terrain, either a building structure, connecting walkway or other piece of scenery. It is suggested you use a playing area of approx. 4’x 4’

Gangs- The defender sets up first, deploying D3+3 of his gang as guards, anywhere on the table, but at least 8” from any table edge.
The attacker then sets up his gang within 4” of a randomly determined table edge

The Prototype- The experimental weapon may be issued to any member of the attacking gang. Roll a D6 to see what’ve you’ve been given

1 Needle rifle with Infra red sight
2 Grenade Launcher with Mono sight
3 Plasma Gun with Infra red sight
4 Heavy Stubber with Mono sight
5 Autocannon
6 Pick any one of the above

Whichever weapon you get is subject to the following rules:
Compact- A fighter can move and shoot with the prototype (rules for moving and gunsights still apply) and is not encumbered in Hand to Hand.
Reload- If the prototype fails an Ammo roll, it requires a turn to recharge, reload or cool down and can then be used again
Counter- If the fighter carrying the prototype goes down or Out of Action, place a counter representing it next to them. Any friendly fighter can pick it up and use it (not hired guns)
Special- the prototype counts as a special weapon for the purposes of shooting skills

Starting the Game- Each player rolls a D6. The player with the highest score takes the first turn

Reinforcements- At the start of the game the defender divides any fighters not deployed as guards into groups of 1-6 models. Atr the start of each of his turns (including the first) they may nominate any one group to try and bring into play. Roll a D6. If the roll equals or beats the number of fighters in the group they may enter play from a random edge.
1 The edge to the attacker’s left
2-5 The edge opposite the attackers
6 The edge to the attacker’s right

Ending the Game- The game ends when one player or the other Bottles out. The defender is protecting his home turf, so makes bottle tests at 50% instead of 25%

Experience- +D6 Survives
+5 Per Wounding Hit
+5 Bonus for wounding hits made with the prototype
+10 Defending Gang Leader if he wins

Special- If the attackers end the game with the prototype in their possession they earn 5 credits for each shot fired with it that hit, and a further 5 credits if it wounded (multiple hits from templates, sustained fire etc. count as 1).
If the attackers bottle leaving the prototype counter on the table, they earn no credits for it, and the defenders may sell it for D6x10 credits. Neither gang may keep it

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 Post subject: Re: New Scenario 4: Weapons test
PostPosted: Tue Oct 01, 2013 2:33 am 
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The Threadomancer

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I quite like this, but if a defending gang manages to get the prototype weapon, then they should get to keep it. Some big shooty weapons of mass destruction unleashed into the underhive with an irresponsible gang weilding them would be fun. :chaingun :D

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 Post subject: Re: New Scenario 4: Weapons test
PostPosted: Tue Oct 15, 2013 5:47 am 
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Master of Arms
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I wouldn't have the first idea how to cost any of those weapons for GR purposes :p A mobile Autocannon that never runs out of ammo and doesn't have to be issued to a heavy? Yikes!

By the way: I once had a OIAM needle rifle. They're not as dangerous as all that, just inflated my GR and took up a heavy/specialist slot.

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 Post subject: Re: New Scenario 4: Weapons test
PostPosted: Wed Feb 24, 2016 4:11 pm 
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Master Gunner
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I like the idea, I am not sure I would use this in a league. However it is a good idea. Still I would love to play it as a one off and see how the game flows.


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