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  1. LA FORJA MOBILE SHIPYARD: Operation Deck Orbital shipyards are space-borne infrastructures for maintenance and logistics. They have been designed to repair and build ships, stations, and other infrastructures that are impossible to produce in a gravity well. Mobile shipyards such as La Forja, smaller and lighter but with a capacity for propulsion, are limited to maintenance and repair tasks. These kind of shipyards were originally designed for deployment in temporary or troubled locations, because of an extreme tra c density or a changing environment, such as the unstable areas around asteroids. One of the distinguishing features of these shipyards is their lack of closed and pressured hangars, since they are specialized in maintenance tasks rather than construction. This allows them to have smaller facilities in terms of weight and volume, thus increasing their mobility. The continuous traffic around a Jump Gate requires the presence of an orbital shipyard in the surrounding area. The Cosmica Corporation, based on Corregidor, is aware of this fact and thus established a mobile version, which could be adapted to the redeployments and relocations required by the Paradiso Coordinated Command to cover the security parameters of the complex. In order to avoid La Forja becoming just corporate facilities, the Corregidorian Government established some administrative offices in the shipyard, as well as a docking berth for the ships of the Nomad Military Force. This way, La Forja became an element of the Nomads’ war escorts in the area and is considered part of the Nomads’ sovereign territory. Habitation and operation areas in La Forja are very stark, though completely functional, along the lines of any Corregidorian facility. The most relevant areas on this mobile station are the Operations Control deck, which manages all shipyard work, and the military quay, where the ships from the Nomad military dock for maintenance. Mission: HUNTING PARTY MAIN OBJECTIVES 1-CONNECT THE ANTENNAS (1 OBJECTIVE POINT FOR EACH CONNECTED ANTENNA). 2-HUNT DOWN MORE ENEMY SPECIALIST TROOPS THAN THE ADVERSARY (2 OBJECTIVE POINTS). 3-HUNT DOWN AS MANY ENEMY LIEUTENANTS AS THE ADVERSARY (3 OBJECTIVE POINTS). 4-HUNT DOWN MORE ENEMY LIEUTENANTS THAN THE ADVERSARY (4 OBJECTIVE POINTS). CLASSIFIED Each player has 2 Classified Objectives (1 Objective Point each one). DEPLOYMENT Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep. SCENARIO SPECIAL RULES RESTRICTED RANGE The structure of the zone of operations restricts the range of rearms. In this scenario, any BS Attack where the range to the target is 32 inches or more is considered an automatic failure with no need to roll the die. ANTENNAS There are 2 Antennas on the central line of the game table, placed 8 inches from the edges of the table. Each Antenna must be represented by a Transmission Antenna Marker CONNECT ANTENNA (SHORT SKILL) -Attack REQUIREMENTS ONLY SPECIALIST TROOPS CAN DECLARE THIS SKILL. THE SPECIALIST TROOP MUST BE IN BASE CONTACT WITH AN ANTENNA. IF THE ROLL IS FAILED, THIS CAN BE REPEATED AS MANY TIMES AS NECESSARY. A CONNECTED ANTENNA CAN BE CONNECTED AGAIN BY THE OTHER PLAYER, APPLYING THE SAME PROCEDURE. IN SUCH A SITUATION, THE ANTENNA IS NO LONGER CONSIDE- RED TO BE CONNECTED BY THE ADVERSARY. HUNT DOWN OBJECTIVES A Lieutenant and a Specialist Troop are considered Hunted Down when they are in Isolated or Immobilized (IMM-1 or IMM-2) state at the end of the game. All those Lieutenants and Specialist Troops that have not been deployed on the game table at the end of the game will be considered to be Hunted Down by the adversary. HUNTING MISSION In this scenario all the troopers possessing a Pistol have available also a Stun Pistol with no additional Cost. Moreover, all those troopers possessing the Veteran Troop, Elite Troop or Headquarters Troop Troop Characteristic have available also an Adhesive Launcher with no additional Cost. MULTI BS Weapons can use Stun Mode to shoot Stun Special Ammunition. In this scenario, Stun Special Ammunition causes the Immobilized-1 state instead of the Stunned state. In this mission, the identity of the Lieutenant is always Public Information. The player must indicate which Marker is the Lieutenant if it is in a Marker state (Camouflaged, TO Camouflaged...) or which Markers are the Lieutenant in the case of a Holoprojector.
  2. We are playing 200 points of limited insertion madness. Jay would a 300 point game! Doors open at 3 PM. The Setting: INDRA-3 MOBASE Mobile bases, or Mobases, have capacity for limited impulsion. Apart from the maneuvering engines, common in an orbital station and necessary to correct orbits, Mobases have impulse engines that allow them to move at a slow but constant speed. Due to their features, mobile bases such as Indra-3 are usually small or medium sized and much more expensive to build than a standard orbital, as they combine the qualities of a station and a space ship. Mobases are especially appropriate for areas in which changes in position are necessary, like around Jump Gates, where they must adapt to the approach vectors of ships, which vary depending on the astronomic ephemeris. The Indra-3 Mobase is the permanent headquarters of the O-12 at the Wotan Gate and carries out administrative tasks for Bureaus Hermes and Ganesha. In addition, communication and security control tasks are also carried out on this orbital. For this purpose, the small staff of the O-12 has the support of ALEPH staff and an Ariadnan military team. The Mission: The Armoury! MAIN OBJECTIVES: DOMINATE THE ARMORY AT THE END OF THE GAME ROUND (1 OBJECTIVE POINT). DOMINATE THE ARMORY AT THE END OF THE GAME (4 OBJECTIVE POINTS). ACQUIRE MORE WEAPONS OR ITEMS FROM THE PANOPLIES THAN THE ADVERSARY AT THE END OF THE GAME (2 OBJECTIVE POINTS). Each player has 1 Classified Objective (1 Objective Point). Exclusion Zone. Troopers may not use Airborne Deployment, Forward Deployment, Mechanized Deployment, and lnfiltration Special Skills or the deployment rule of the Impersonation Special Skill to deploy inside of an 8 inch area on either side of the central line of the game table. The Exclusion Zone is not applied to troopers that suffer Dispersion. Special Rule: CLOSE QUARTERS The zone of operations is very constricted. In this scenario, Template Weapons apply a MOD of +1 to Damage against any target inside the Armory (ZO).
  3. Okay Gents, Wotan is here. Sign up at Beasts of War! We are still playing 200 points and limited insertion. For the First Mission, we are playing is here: SHǍNQIĀNG (闪枪, LIGHTNING SPEAR) LIGHT FRIGATE The light frigate Shǎnqiāng (Lightning Spear) belongs to Yào class (鹞, sparrowhawk), a specialized-role frigate model that sacri ces shield and re capacity for speed and maneuverability. In the beginning, this type of frigate was created as a fast escort for convoys and worked as an immediate support and advanced recognition element. Their technical characteristics allow them to move and relocate quickly on the line of battle to protect other ships easier than bigger and better armed—but slower—ships can. The Shǎnqiāng frigate, like the rest of its type, stood out for its tactical role during the NeoColonial Wars, especially in confrontations with Haqqislamite pirate ships and many skirmishes in the outer area of the Human Edge. Since the Combined Army arrived at Paradiso, this light frigate has functioned as a persecution and hunting element in the Intermediate Blockade and as a fast patrol in the Wotan Blockade. In this kind of ship, the Combat Information Center (CIC) is a vital element for coordinating naval battle-strategy and tactics. Computers on this deck are full of high value information to any boarding group. However, the task of CIC tactical officers would become useless without naval officers piloting the frigate from the navigation deck. The Mission is a Transmission Matrix that scores like this: Dominate the same number of transmission areas at the end of the game round as your opponent. 1 Point. Dominate more of transmission areas at the end of the game round than your opponent. 2 Points. Each player has 2 Classified Objectives (2 Objective Points each). Special Rule: ARTIFICIAL GRAVITY FAILURE The ZOs (the 5 transmission areas) are considered Zero-G Terrain Zones. In this area Movement restrictions are not applied, however, all troopers possessing Zero-G Terrain or Multi-terrain get a +1 inch Bonus to their first MOV value. This Bonus will be applied only during a Move Common Skill declared or performed in the ZOs. TRANSMISSION AREAS (ZO) The transmission areas act as repeaters, but only have a 4 inch area of effect. The Transmission Antennas are Repeaters for the Hackers of both players. The Transmission Antennas don’t apply the Firewall MODs. DOMINATE ZO A Zone of Operations (ZO) is considered Dominated by a player if he has more Army Points than the adversary inside the area. Troops in a Null state do not count. See you all at 3 PM.
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