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Dialogus
02-24-2011, 02:44 AM
This is a setup for a goofy little infiltration mission (only 1 page of rules on MS Word!). You can read the text below or download the rules with my two other special games as a PDF. You can find the PDF at the following URL:

http://www.mediafire.com/?fjwm92s6dm47xcz

I am also posting my two other special games, updates for the 4th edition missions, and an Ork special mission, so if you like this please check those out!


Now, what you came for:

Spies and Sentries

This is a goofy little game I designed as part of a campaign a while back. One team plays as spies attempting to infiltrate into or escape from an enemy base, while the other plays as a team of sentries on patrol for enemies. This is fun for something to do if you have some extra time after playing a regular game or as a break from normal play in a campaign.

Suggested Players: 2v2, 2v1 or 1v1.

Suggested Area: 4’x6’

The Spy players (Attackers) are given a total of 80 points with which they may take up to four infantry models from any squads. These models do not have to be from the same force org choice.

The Sentry players (Defenders) are given a total of 160 points with which they may take up to ten infantry models. Up to 60 points may be spent on models from any infantry choice in the army, but the remaining 100 points must be spent on models that come from no more than two different infantry choices.

The following restrictions apply to both sides:
No model may have a 2+ save (of any kind), more than 2 wounds, a toughness above 4, jump packs (Tau jetpacks are allowed), a bike or a jetbike.

The Night-fight rule is in play, and each model is counted as an individual unit, though larger units may be created by models ending their movement phase within 2” of each other.

Both sides roll off, and the winner chooses either to select a short table edge or to go first, and the loser takes the other option. Once this is done, the Sentries leave the room, and the Spies pick exact spots on the table for their models to be located without actually placing their models on the table. The Sentries then return and deploy their models. Whenever it is the Spies’ turn, the Sentries leave and the Spies take their turn, moving the location where their model is supposed to be, still not placing the model on the table.

If on any of the Sentry turns, a Sentry model comes within 6” of the location of a Spy model, the Spy model is revealed and placed on the table at the end of that phase (be honest!). Spy models may be shot or assaulted on the turn they are revealed if subsequent phases allow. If a Spy model comes within 6” of a Sentry model on a Spy turn, the Spy model will be revealed at the end of the Spy turn unless all of the Sentry models that were within 6” are killed on that same turn. Any Spy models that are revealed may not be hidden again. If a hidden Spy fires a gun, the Spies must show the Sentries a line from the nearest living Sentry model to the table edge beyond the Spy model which fired the gun (indicating the direction of the gun sound). If any Spy models (hidden or revealed) are able to exit the table on the Sentries’ table edge, the Spies have snuck past the Sentries and win the Mission. If all Spies are killed, the Sentries win.