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EPIC Campaign Ideas?

 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Thu Aug 04, 2011 1:40 pm 
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Cool. I wasn't sure whether I understood you :D

I have updated them now, but was wondering which ones you felt were the strongest / weakest?

Thanks for the help guys


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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.

------------------------------------------

Sewer Rats: D3+1 Sewer tokens may be placed anywhere on the map, further
than 15cm from any objective and near suitable terrain. 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
2-3 the formation remains in the sewers for this turn, on a 4-6 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 form 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 4+ hit with Ignore Cover to all units under it.

-------------------------------------------

Fuel Dump: Any formation containing AV or LV that starts a move in
contact with this marker may add 10cm to the move of all AV or LV in
that formation for that move. This marker counts as a 3DC, 4+ Reinforced
Fearless WE. Any critical hits cause a 4+ hit to 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.

--------------------------------------------

Tactical Command Centre: The controlling player may use this as a Supreme
Commander re-roll for any formation within 15cm of the marker. Should the
re-roll fail, then this strategem stops working for the remainder of the
game. 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 4+ hit on any unit within 15cm and the marker
is removed

--------------------------------------------

Infiltrators: 2 formations which only contain infantry may be nominated
as Infiltrators. They count as having the special rule 'Teleport' with all
the usual effects.

Camoflauge: 2 formations may be nominated to recieve a -1 to hit modifier
in any turn in which they have not moved. This modifier is cumulative with
any other cover modifiers.

-----------------------------------------------

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. Any criticals
cause a 4+ hit on all parked aircraft.

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.

------------------------------------------------

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. Any units within the box count as having a LoS
of 15cm, and LoS cannot be drawn through or into the box. At the end of the
turn, roll a D6. On a roll of 1-5 the smoke dissapates, on the roll of a
6 the smoke stays on the battlefield but scatters 4D6cm.

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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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Fri Aug 19, 2011 9:46 am 
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Hi, i'm developing the same idea in this way http://www.tacticalwargames.net/taccmd/viewtopic.php?f=95&t=20786

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