Brikwars: Plantery Assault Expansion
Posted: Sun Jul 19, 2009 9:43 am
Since Games Workshop has just released a new 40K expansion called Planetstrike, I thought I might as well try my hand at writing a Plantery Assault scenario for BrikWars.
First off, here are some useful stats.
Planteries: Planteries are an evolved species of shrubbery. They count as Creations with independent Minds, and can be any Size.
Base stats:
Move 6" (12" for planteries of 3" size or less)
Armor: (Size/3)D10 (round up, can't be less than 1D10). Planteries get -1D10 AV against chainsaws, flamethrowers, and weed killer; they get an additional -1D10 AV if they are attacked by a Plantery Assualt Trooper. Planteries get +1D10 AV against non explosive projectile weapons like heavy guns, rifles, and pistols.
Skill: 1D6
Because of the large number of branches, roots, etc. which Planteries have, they can CC attack as many targets as they want per turn. The total number of Damage D6s which the Plantery may roll in a turn (not counting Critical Success bonus dice) is equal to twice the Plantery's Size. For instance, a 5" Plantery may make 4 attacks which do 1D6 damage each and two attacks which do 3D6 damage each. The Use rating of a Plantery's attack is the number of Damage dice being rolled in that attack plus one.
Plantery Assault Troopers (6cp)
Move 6"
Armor 6 (or TL+3 in 2001)
Skill 1D6+2
Special ability: Drop -- Plantery Assault Troopers are trained in the use of drop pods and grav chutes. On the first turn, Plantery Assault Troopers may use Drop Pods to land at any point on the battlefield; they may also jump out of aircraft, or off of the tops of tall Planteries, without being injured.
Weed killer grenades (3cp each)
Plantery Assault troopers use Weed killer grenades to eliminate planteries. These grenades, when thrown, spray weed killer onto the ground in a circle of 2" radius; any plant or plantery in that area takes 3D10 damage. The weed killer stays in place for 1D6 turns, and does damage every turn. Only Plantery Assault troopers may wield Weed killer grenades.
Scenario rules: The Attackers and Defenders have equal sized armies, but the Defenders may have as many Planteries as they want without paying CP for them (although they do need to pay CP for planteries with special abilities). The Attacker's objective is to destroy all Planteries, while the Defender's is to protect the planteries. The field will ideally contain several planteries and several ordinary, benign plants; the attacker does not know which is which at the start of the game. If a Plantery Assault Trooper attacks what turns out to be a regular plant, his Plantery Assault Trooper license will be revoked and he will become a normal trooper. The attacker takes his turn first.
On the first turn, the attacker may deploy up to 5 drop pods, with up to 5 Plantery Assault troops each, onto any point on the field. (If the battle is especially large, use the general guideline that the number of planteries and plantery assault troops should be roughly equal). Drop pods cannot carry vehicles of any kind (except Dreadnuts), and the attacker may not deploy vehicles on turn 1. However, the attacker may replace up to 4 of the drop pods with Mk.III bombs which explode on impact.
Starting on turn 2, the attacker may bring in air or ground vehicles as well as additional troops (including non-Plantery-Assault Troopers). Air vehicles may come in at any point on the map, while ground vehicles and troops on foot may only appear in areas where there are no enemies within 12". The battle continues until all planteries are killed or the attacking force is routed.
First off, here are some useful stats.
Planteries: Planteries are an evolved species of shrubbery. They count as Creations with independent Minds, and can be any Size.
Base stats:
Move 6" (12" for planteries of 3" size or less)
Armor: (Size/3)D10 (round up, can't be less than 1D10). Planteries get -1D10 AV against chainsaws, flamethrowers, and weed killer; they get an additional -1D10 AV if they are attacked by a Plantery Assualt Trooper. Planteries get +1D10 AV against non explosive projectile weapons like heavy guns, rifles, and pistols.
Skill: 1D6
Because of the large number of branches, roots, etc. which Planteries have, they can CC attack as many targets as they want per turn. The total number of Damage D6s which the Plantery may roll in a turn (not counting Critical Success bonus dice) is equal to twice the Plantery's Size. For instance, a 5" Plantery may make 4 attacks which do 1D6 damage each and two attacks which do 3D6 damage each. The Use rating of a Plantery's attack is the number of Damage dice being rolled in that attack plus one.
Plantery Assault Troopers (6cp)
Move 6"
Armor 6 (or TL+3 in 2001)
Skill 1D6+2
Special ability: Drop -- Plantery Assault Troopers are trained in the use of drop pods and grav chutes. On the first turn, Plantery Assault Troopers may use Drop Pods to land at any point on the battlefield; they may also jump out of aircraft, or off of the tops of tall Planteries, without being injured.
Weed killer grenades (3cp each)
Plantery Assault troopers use Weed killer grenades to eliminate planteries. These grenades, when thrown, spray weed killer onto the ground in a circle of 2" radius; any plant or plantery in that area takes 3D10 damage. The weed killer stays in place for 1D6 turns, and does damage every turn. Only Plantery Assault troopers may wield Weed killer grenades.
Scenario rules: The Attackers and Defenders have equal sized armies, but the Defenders may have as many Planteries as they want without paying CP for them (although they do need to pay CP for planteries with special abilities). The Attacker's objective is to destroy all Planteries, while the Defender's is to protect the planteries. The field will ideally contain several planteries and several ordinary, benign plants; the attacker does not know which is which at the start of the game. If a Plantery Assault Trooper attacks what turns out to be a regular plant, his Plantery Assault Trooper license will be revoked and he will become a normal trooper. The attacker takes his turn first.
On the first turn, the attacker may deploy up to 5 drop pods, with up to 5 Plantery Assault troops each, onto any point on the field. (If the battle is especially large, use the general guideline that the number of planteries and plantery assault troops should be roughly equal). Drop pods cannot carry vehicles of any kind (except Dreadnuts), and the attacker may not deploy vehicles on turn 1. However, the attacker may replace up to 4 of the drop pods with Mk.III bombs which explode on impact.
Starting on turn 2, the attacker may bring in air or ground vehicles as well as additional troops (including non-Plantery-Assault Troopers). Air vehicles may come in at any point on the map, while ground vehicles and troops on foot may only appear in areas where there are no enemies within 12". The battle continues until all planteries are killed or the attacking force is routed.