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Subject: custom campaign missions rss

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Josh small
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I'm currently working on a custom campaign and have the first 3 missions done, but i need some help play testing, my game group is still playing the core missions. I'm just posting the missions for now, when the full campaign is done it will have back story and all that. If you do test these please post you results to this thread.

Ive solo tested this first mission twice, when i solo test i just don't look at the blips when i draw them, both times the marines lost pretty solidly, being the first mission this needs to be fairly balanced, I'm hoping i just suck.

Mission 1: Defrost

Marines: Sergeant with Power sword and Storm Bolter, Marine with assault cannon and power fist, 3 marines with storm bolter and power fist

Genestealers: Start with 2 blips, 1 blip reinforcements per turn

Marine victory: Marines win if they get to the room and wake up the 2 cryo-frozen civilians on the spaces marked with a O. It costs 2 ap to wake up a civilian and the marine can do nothing for the rest of that turn, if they are attacked they are interrupted and must try again next turn.

Genestealer victory: Genestealers win if if there are no marines left on the board before both the civilians have been woken up.



Mission 2 hasn't been tested at all yet, I'm planning to solo test it tonight, will post results tomorrow

Mission 2: Escort

Marines: Sergeant with Power sword and Storm bolter, Marine with assault cannon and power fist, 3 marines with storm bolter and power fist. 2 marines are also carrying barely awake civilians, treat these as objects.

Genestealers: Start with 2 blips, 1 blip reinforcements per turn.

Marine victory: Marines win if they bring both the civilians off the map through the corridor marked with an X.

Genestealer victory: The genestealers win if there are no marines left in play and both civilians have not been brought off the map through the corridor marked with an X.



Mission 3 hasn't been tested at all yet, it should it be tested over the weekend, will post results Monday.

Mission 3: Born in a Barn

Marines: Sergeant with thunder hammer and storm shield, marine with heavy flamer and power fist, marine with storm bolter and chain fist, 2 marines with storm bolters and power fists.

Genestealers: Start with 2 blips, 2 blip reinforcements per turn.

Special rules: The doors marked with X at the genestealer entry points are sealable doors. Any marine can seal one of these doors, it cost 2 ap and the marine must be in the square marked with an X, that marine can do nothing for the rest of the turn he seals a door. Remove the Entry arrow once a door is sealed, that entry point is no longer usable, any genestealers or blips lurking when the door is sealed are lost.

Marine victory: Marines win if they seal all 6 doors marked on the map. If they only seal 4-5 doors it is a draw.

Genestealer victory: Genestealers win if there are no marines left in play before 4 doors have been sealed. If there are no marines left in play and 4-5 door sealed it is a draw.


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Gabriel Nilsson
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Re: help playtest custom missions
Splurk wrote:
It costs 2 ap to wake up a civilian and the marine can do nothing else that turn


Why put a cost on the action if it takes the whole turn?
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Josh small
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Re: help playtest custom missions
Quote:
Why put a cost on the action if it takes the whole turn


good point, ill have to change that

EDIT: fixed, now they can do stuff before waking the civilians, but once they do it they cant do anything else.
 
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Rob Bradley
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Re: custom missions
These look really cool, please post them to the Custom Mission Geeklist when they are finished. http://www.geekdo.com/geeklist/46401
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Gergely Orsó
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Re: custom missions
In mission three, the door is sealed at the end of the SM player's turn? Otherwise the GS would just place a blip there, reveal it instantly, and massacre the helpless marine trying to close the door.
 
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Oliver Graf
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Re: custom missions
Nice campaign idea!

Could you change the thread subject to sort of a campaign title? Makes it easier to remember which is which on the thread index...
 
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Gabriel Nilsson
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Re: custom missions
Lord Vetinari wrote:
In mission three, the door is sealed at the end of the SM player's turn? Otherwise the GS would just place a blip there, reveal it instantly, and massacre the helpless marine trying to close the door.


I assume the usual rules apply. That is, you can't enter if there's a Marine within 6 squares.
 
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Josh small
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Re: custom missions
Quote:
In mission three, the door is sealed at the end of the SM player's turn? Otherwise the GS would just place a blip there, reveal it instantly, and massacre the helpless marine trying to close the door.


the door just closes like a normal door right when the marine does the action, he then spends he rest of this turn cranking down a big wheel or welding or some other scifi-ish way of sealing a door permanently
 
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Josh small
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Quote:
Nice campaign idea!

Could you change the thread subject to sort of a campaign title? Makes it easier to remember which is which on the thread index...


thanks! and changed! Ill put the campaign title up there as soon as I think of it shake
 
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nice and good work !!

did you find a title for your campaign ? and is it possible to create a PDF file ?

many thanks Josh !
 
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Noway Jose
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?

 
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