Week 3 Scenario - Beneath Steel - Armoury
The Necrons arrived in overwhelming numbers and overran the Bastion. The Infernal Device is on the verge of collaspe and the Sorcerer discards it just moments before it explodes. As the smoke clears, multple entrances into the underground passages can be found, revealing a hidden underbelly of steel and concrete. Lord Dreagher enters, and his men follow, escaping the wrath of the still disoriented Necrons.
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The Armies
Both players get 1000 points + Warlord Retinue for this scenario. One player will be denoted as the Explorator, while the other is the Enemy. The following restrictions apply:
- Form an army with 1 CAD (Combined Arms Detachment)
- You may not include Fortifications, Lords of War or Formations
- You may not include any Vehicles besides Walkers or models with bases larger than 60mm round.
- Jump, bike, beast units follow the rules for Hazardous Movement.
- Units may not be placed in reserve to arrive by Deep Strike other than Summoning, in which case it will count as a Hazardous Ingress.
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The Under-complex
The underground is a special battlefield that has special rules and notes that players must realise in order to maximize their gaming experience when fighting in such tight locations. The following rules apply to the various models in use underground:Narrow Corridors
Shooting at incoming chargers are much easier in such tight corners as a flurry of shots into a small corridor will most likely hit something... All Overwatch fire in the underground have a +1 to hit bonus. If a Template weapon fires in Overwatch it always causes 3 hits. Some Corridors may be too narrow for models with large base sizes. In this case, the model cannot access those areas. Please bear in mind of this restriction when planning your armies.
Access Doors
Some rooms are connected with doors that are in a Opened or Closed state. A unit within 2" of a door may change its state from Opened to Closed and vice versa at anytime during the movement phase, but the door state may only be changed once per turn. When a door is Closed, you cannot draw line of sight across it or move past it. Closed Doors can be destroyed. It counts as a Vehicle with AV11 and HP 2. Doors cannot be opened by Beasts, Swarms, Monstrous Creatures or Walkers. They must be destroyed if they want to gain access to an area sealed off by a Closed door.
Hazardous Ingress
If a unit comes in via Summoning and scatter, place the first model and place models around him as per the Deep Strike rules. If a model ends overlapping the walls, the unit is not destroyed by Mishap. Instead, the models are removed from play as their bodies merge with the Complex's structure. The rest of the unit is automatically pinned (even fearless) as they attempt to collect their wits.
If the first model scatters into the wall, then the unit suffers a Mishap result.
If the first model scatters into the wall, then the unit suffers a Mishap result.
Hazardous Movement
Models moving more than 6" in a single phase must take a difficult or dangerous terrain test if they are unable to see the spot where they are going to stop in. If the terrain is already difficult or dangerous, then the model will fail its test on a 1 and 2, instead of a 1 as usually the case.
Models that are able to phase through walls may measure and move in a straight line, otherwise all distances (including homing weapons) are measured as though it is navigating the corridors.
Blast Weapons
Blast weapons that scatter will shorten their scatter distance where it meets the walls. Shooting attacks that uses the Blast/Large Blast and/or Template/Torrent special rules also have the Pinning special rule. You may not use Indirect Weapons.
Reserves
Reserves enter play from access points allocated along the map.
Falling back
Models falling back will fall back towards the nearest access point via the shortest distance, ignoring any penalties for having to backtrack its movement. A unit is destroyed only if it cannot make its way due to enemies surrounding it.
Models falling back will fall back towards the nearest access point via the shortest distance, ignoring any penalties for having to backtrack its movement. A unit is destroyed only if it cannot make its way due to enemies surrounding it.
Any other additional options as a result of narrative will be explained to you by the GM.
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The Battlefield
The terrain of this mission is unique as it represents a network of tunnels underground. The GM will brief you on how to deploy your armies on the day of the game.
Deployment
The Explorator deploys first, followed by the Enemy. The Explorator may deploy any models within 12" of a table edge of his choosing. The opposing player will deploy in the opposite table edge.
First Turn
The Explorator player has the first turn unless the enemy player can seize the initiative.
Game Length
The mission uses Variable Game Length.
Victory Conditions
At the end of the game, the player that scored the most Victory Points wins the game. If the players have the same number of Victory Points, the game is a draw.
Primary Objective
At the end of the game, each Objective Marker is worth 1 Victory points to the player that controls it.
Secondary Objective
First Blood, Slay the Warlord
Mission Special Rules
Reserves, Deep Strike (Summoning only)
Protect the Objective
Units that are within 3" of the Objective Marker have the Stubborn special rule.
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Armoury Stores
At the end of the game, the Amoury Stores are ransacked and the loot
distributed out amongst the units in the army.
Upgrades you find in this scenario are one use only can be kept to be
used in future scenarios. At the start of the battle, choose a unit to be
givenss the upgrade. If the unit is destroyed, the upgrades are lost for
that battle, and do not return even if the model is eligible to be return
through any special rules such as the Sustained Attack special
rule.
If a unit can split up or combine at the start of the game, all the
models in the new units will have the upgrade.
The objectives are as follows:
1. Grenade Cache
A unit with this upgrade has all the grenades listed in the main
rulebook.
2. Ammo Cache
Models in a unit that has this upgrade may replace one of their weapons
each for a Boltgun with Special Ammunition. A unit with this upgrade may
choose to fire from one of the following weapon profiles when it shoots.
All models with this upgrade must use the same profile when firing.
- Boltgun 24" St4 Ap5
Rapid Fire
- Dragonfire bolts 24"
Str4 Ap5 Rapid Fire, Ignore Cover
- Hellfire round 24" Str1
Ap5 Rapid Fire,Poison (2+)
- Kraken bolts 30" Str4
Ap4 Rapid Fire
- Vengeance Rounds 18"
Str4 Ap3 Rapid Fire, Gets Hot
3. Skyfire Nexus
A unit with this upgrade gains the Interceptor and choose to
apply Skyfire Special rule each time they fire in the Shooting Phase.
4. Forcefield projector
A unit with this upgrade has a 4+ invulnerable save.
5. Suspensors
A unit with this upgrade has the Relentless Special Rule.
6. Relic Weapon
Choose 1 Relic Weapon from their respective Codices for free.
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