Which one, which one ? |
Here the scenario that we generally use with the club, in order to change sempiternal “Kill them all”.
The scenario is played with six objectives, numbered from 1 to 6, that you place on the table with the number not being visible. It is preferable not to place the objectives in the deployment zones, in order to support moving, instead of "stand by" armies.
Movement phase
Each objective is equipped with a movement detector, with a 2 inches range. Vehicles and walkers do not start it… the rest does ! Once the detector activated, an infernal countdown starts. If the objective is not defused in time, a plasma load will destroy it (great explosion, S7 AP2).
From this moment, the unit wants at all costs defuse the bomb in order to save the objective.
NB: if a unit begins the game, depth-strikes or disembarks in a distance less than two steps of an objective, then the rules above apply immediately.
Shooting Phase
If it's not already done, the player MUST place a figurine of this unit in contact with the objective. The rest of the unit profits from a free 2 inches movement to remain in cohesion with the figurine in question. The unit can NOT fire. It's too occupied protecting the bomb disposal expert.
NB: any unit can, and must, try to defuse the objective, from the moment it is not a vehicle nor a walker.
One reveals the number of the objective and one passes to the phase of draining.
One launches a dice and, according to the number of the objective:
- Draining always successful
- Draining successful on 2+
- Draining successful on 3+
- Draining successful on 4+
- Draining successful on 5+
- Draining successful on 6+
b/ Draining failed. The plasma load explodes. Great explosion, S7 AP2.
Obviously, the objective is destroyed and withdrawn from the table.
During the movement phase, the player's unit that started the detector can place more than one figurine in contact. Thus, during the draining, the player can launch one dice for each mini in contact with the objective.
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