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9th Anniversary Scenario Contest

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Best scenario?
The Telling Truth
20%
 20%  [ 1 ]
Lt. Brookman
80%
 80%  [ 4 ]
Total Votes : 5


DarkElf27
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PostPosted: Fri Aug 23, 2013 7:05 am
9th Anniversary Scenario Contest


Frustrated with repetitive or lopsided scenario missions from the base rulebook? Make your own scenario entry, and submit it to win gold prizes! As with all contest entries, a submitted entry in any category will earn you one ticket for the Anniversary Raffle.

What are the requirements?

Design your scenario like an official one: list primary and secondary objectives, number of turns, deployment, and the like. The below is required, but feel free to add to it. Go crazy!

Required
-Scenario Name
-(At least) 1 Primary Objective
-(At least) 1 Secondary Objective
-Deployment Type (custom is encouraged!)
-Number of turns/Game end criteria

Optional
-Anything else you can think of!

How do I enter?

Send your entry by PM to Commissar Victoria with the subject "Scenario Contest".

What are the prizes?

First Place: 50,000 gold
Second Place: 30,000 gold
Third Place: 20,000 gold
Poll Winner: 20,000 gold

When do you stop taking entries?

The cutoff for entries is midnight on the night of Friday, 13 September. The poll will run from Saturday, 14 September through midnight on the night of Monday, 16 September. Results from both the judged entries and poll entry will be posted on Tuesday, 17 September.

Best of luck to all of you!  
PostPosted: Fri Aug 23, 2013 7:06 am
Entrants


The Telling Truth
The Hammer of War!

Plot:
The Hammer of War has emerged from the Warp a Space Hulk, still carrying the secrets of the Black Templars.


Suggested number of players:
Two (2) - Six (6)


Supplies:
Two (2) Warhammer 40,000 Armies (Space Marine and Chaos Space Marines suggested. Point values should be agreed upon by participating parties pre-game.)
Two (2) Battlefleet Gothic fleets (Space Marine fleet and Chaos fleet suggested. Point values should be agreed upon by participating parties pre-game.)
Two (2) gaming boards (one (1) Space Hulk or similar gaming board and one (1) star map/space field)
Standard Warhammer 40,000 and Battlefleet Gothic paraphernalia


Player Goal:
Secure the relics, gene-seed and wargear from the Hammer of War.


Game Overview:
The game will be broken into three (3) parts: Spearhead, Landing and Acquisition.


Level Overview:

Spearhead:
The spearhead of the landing will consist of forces of Chaos attempting to land upon the Hammer of War as Space Marine forces attempt to fend them off. Uses Battlefleet Gothic. Three (3) Chaos fleets will attempt to land against three (3) Space Marine fleets.

Landing:
The forces of Chaos and the Space Marines have landed on the Hammer of War and are now making their way towards the vaults buried deep within.

Acquisition:
The vaults have opened and the Chapter's relics, wargear and gene-seed are now ripe for the taking.


Turns:
Players roll during each of the three phases to decide turn order.


Player forces:

Spearhead:
Three (3) Battlefleet Gothic fleets

Landing:
Compulsory:
One (1) HQ
Two (2) Troops
Three (3) Elites

Acquisition:
Compulsory:
One (1) HQ
Two (2) Troops
Three (3) Elites


Deployment:

Spearhead:
Both Players deploy on standard Battlefleet Gothic gaming tables under Battlefleet Gothic standard deployment rules.

Landing:
Player(s) deploys on long ends of Space Hulk or similar style gaming table.

Conquest:
Chaos player(s) deploy inside of the Vault.

Imperium player(s) deploy at long end of Space Hulk or similar style gaming table.


Level keys to victory

Spearhead:
As the forces of Chaos, you are tasked with landing, at least, fifty percent (50%) of a single fleet. Fleets do not combine and, if more then fifty percent (50%) of each fleet is destroyed, the war is lost. Ships which come into contact with the Hammer of War are considered "have landed".

As the forces of the Imperium, you are tasked with stopping the forces of Chaos from landing upon the Hammer of War. Fleets do not combine.

Landing:
As the forces of Chaos, you are tasked with moving your troops though the corridors of the Space Hulk and towards the Vault.

As the forces of the Imperium, you are tasked with stopping the forces of Chaos from reaching the Vault.

Acquisition:
As the forces of Chaos, you are tasked with keeping the Imperiums forces at bay for four (4) turns. If all units are killed before four (4) turns is up, the war is lost. Once four (4) turns have expired, you are tasked with taking the acquired relics, wargear and gene-seed back to your starting position.

As the forces of the Imperium, you are tasked with killing all the forces of Chaos.


Lt. Brookman
Death In the Skies

A quick to play no-nonsense scenario involving flyers and the Scribes of Tzeentch (or some other place holder model).

What you need: One or more flyers. Not monstrous creatures, not jump infantry, just FLYERS, a table with some tall terrain on it to block line of sight and a suitable model to represent the objective of the game.

Teams: The assembled players should be split into two, evenly numbered teams. Preferably Imperials versus everybody else, but mixed teams work just as well. Teams that are one player short may find a player using two flyers instead.

The objective.
The team that scores the most points wins. How do you score points?
- Shooting down the Scribes will net you five points
- Shooting down an enemy flyer grants you one point

Scenario rules
The scenario is quite simple: Hunt the Scribes and hunt the enemy aircraft! The side with the most points wins and the individual player with the most kills to his name gets to be the "Ace of Aces" for the day.

Unlike regular games of 40k, there are some gamey extra rules involved to keep things fun and going for everyone:

- When it is your turn you all move your aircraft first, afterwards you all shoot one at a time at your designated targets.

- The Scribes have their own sub-phase at the start of each turn (Before both sides do their own moving) where they move 2D6" in a random direction. Should the Scribes reach a table edge simply have them appear at the opposite side of the table instead. Tzeentch works in mysterious ways after all.

- Upon being blown out of the sky you will return the next turn with full hullpoints and a full reload of all limited shot weapons.

- When you fly off a table edge you will return into the game from the table edge you left.

- Instead of lasting a set amount of turns, the game will instead last a fixed amount of time, depending on the amount of players present.

THE SCRIBES OF TZEENTCH

WS 1
BS 3
S 3
T 7
W D3*
I 4
A 1
Ld 10
Sv 4++


Type: Flying monstrous creature **

* Every time the Scribes respawn you roll to see how many wounds it has

** Despite being a flying monstrous creature, it will never perform Vector Strikes or any other attacks other than those detailed below


Special rules
Fight or Flight!: When fired upon work out damage and whatnot as normal, afterwards, if the Scribes survived the shooting attack, roll a D6 for the Scribes.
1-4: Run away! The Scribes move 2D6” in a direction dictated by the scatter die, if you roll a hit use the small arrow on the facing.
5-6: FZORGLE! The Scribes fire D3 magical beams at your flyer. These beams are S10 AP1

Death is not the end: Upon losing its final wound the Scribes are removed from play and returned to the middle of the table at the start of the next turn with D3 wounds and will immediately move 2D6" in a random direction

Flyers suitable for the event:
- Stormraven Gunship
- Heldrake
- Dark Talon
- Nephilim Jetfighter
- Razorwing Jetfighter
- Crimson Hunter
- Vendetta Gunship
- Night Scythe
- Doom Scythe
- Dakkajet
- Stormtalon Gunship
- Razorshark Strike Fighter
 

DarkElf27
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Lady Blodwynn

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PostPosted: Tue Sep 17, 2013 1:22 am
The winner is Lt. Brookman, with the Telling Truth coming in second! Lt. Brookman is the poll winner, congratulations to you both!  
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