Campaign Game Week 4 - Knight Convergence
The Imperials and Chaos forces make their way out of the underground datacore archives and armoury, their forces spent. On the surface, they find a battlefield littered with the bodies of Imperial Knights. As reinforcements arrive, the Commanders redouble their efforts, keen to seize the opportunity for more spoils of war...
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The Armies
This will be a 3 way fight between Necrons, Chaos and Imperials.
Necrons gets 2000 points + 2 Warlord Retinues
Necrons gets 2000 points + 2 Warlord Retinues
Imperials get 1500 points + 2 Warlord Retinues + Tech Priest & 5 Servitors + Fallen Knights
Chaos get 1750 points + 2 Warlord Retinues + Sorcerer + Warpsmith
Chaos get 1750 points + 2 Warlord Retinues + Sorcerer + Warpsmith
The following restrictions apply:
- You may not include Fortifications
Any other additional options as a result of narrative will be explained to you by the GM.
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The Battlefield
The battlefield will be split into 3 sections in a T-Shape, with a No-Man's land in the centre. The battlefield will be divided in half where 2 armies will deploy, with a long deployment edge along the top with 1 army deploying there.
The centre of the 12" No-Man's Land will be 4" away from the centre, towards the long deployment section.
Within the No-Man's Land will have 3 objectives equidistant from each other, representing 3 Knight Chassis that need to be destroyed, captured or saved.
The centre of the 12" No-Man's Land will be 4" away from the centre, towards the long deployment section.
Within the No-Man's Land will have 3 objectives equidistant from each other, representing 3 Knight Chassis that need to be destroyed, captured or saved.
Deployment
All forces will deploy up to half the number of units in their army, rounding up, not counting units that must be placed in Reserve. The rest of their forces will come in from Reserve.
All units may deploy 12" away from the centre of the table and no closer than 12" to any opponents' units.
All 3 forces will roll off to determine who deploys first, second or third, starting from the player with the highest roll. If there is a tie, the 2 forces will roll off again to determine who deploys first.
Both Necron players will roll off. The winner will decide who to deploy first within either Necron deployment zone.
All 3 forces will roll off to determine who deploys first, second or third, starting from the player with the highest roll. If there is a tie, the 2 forces will roll off again to determine who deploys first.
Both Necron players will roll off. The winner will decide who to deploy first within either Necron deployment zone.
First Turn
All 3 forces will roll off to determine who starts first, second or third, starting from the player with the highest roll. If there is a tie, the 2 forces will roll off again to determine who deploys first.
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 enemy unit killed is worth 1 Victory Point. Each objective captured is worth 3 Victory Points.
Secondary Objective
First Blood, Slay the Warlord
Mission Special Rules
Reserves. Outflanking units will come in from any of the opponents' deployment zones.
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Alien Distrust
The Necrons, realising that the Imperials and Chaos both pose a major threat to them and call a truce. Regardless, Nemesor Simutekh is very wary of Nemesor Demekor due to the latter's wanton interest with Imperial technology.
Both Necrons are Allies of Convenience for the purposes of this battle.
Fire at Will!
Unlike normal battles, you may shoot indiscriminately into a combat as long as the combat does not involve units from your own forces. Only forces that are participating in that combat will activate in their own combat phases.
If a Warsmith is able to get into base to base with the Damaged Knight, instead of firing his weapons, he may attempt to corrupt the Knight. Roll a D6. On a 5+, the Knight is corrupted and will be controlled by the Chaos player until the end of the game. He may attempt to further repair the Knight's hull or weapons as though it is a normal unit but it still may not move.
If a Tech Priest is able to get within 3" of the Damaged Knight's Objective marker, as long as the Knight is in Imperial control, instead of firing his weapons, he may attempt to repair the Knight. Roll a D6. On a 3+, any of the Knight's hull points or weapons is repaired as though it is a normal unit but it still may not move.
If the Tech Priest is in base to base with the Baron, he may also attempt to repair any of the Baron's weapons or hull points on a roll of 3+. Each servitor with a servo will modify the roll of the dice +1. A 1 on the D6 is always a fail.
Despite Knights being able to be controlled by certain sides, once they are destroyed, their Objective Markers are considered neutral.
Fallen Knights
As per the previous battles, of the 3 Imperial Knights, 1 has been destroyed, one damaged, and 1 in full working order. In a bid to protect their brethren, the Knights will not leave each other's side. Knights will be controlled by the Imperial Player by default. Despite Knights being able to be controlled by certain sides, once they are destroyed, their Objective Markers are considered neutral.The Knight Baron
The Knight Baron is fully functional knight and may move around, but may not voluntarily move more than 6" away from the other knights (in any phase). It may not charge in its own turn but may be charged. If the Baron is destroyed, after resolving any catastrophic damages, place an Objective Marker indicating the spot where the Knight's wrecked chassis lies.The Damaged Knight
The Damaged Knight is considered to damaged and only has 3 hull points left. It may not move and counts as an immobilized vehicle, and may only fire it's weapons straight ahead following any arc of fire as stated in the Warhammer 40k rulebook. At the start of the game, roll a scatter dice to determine the direction it is facing. Roll a D6 for each of its weapons. On a 1-3, the weapon is damaged and may not fire. On a 4+ that weapon is still functional. If the Knight is destroyed and scatters, place an Objective Marker indicating the spot where the Knight's wrecked chassis lies.The Downed Knight
The down knight, for all intents and purposes has been wrecked beyond repair and must be salvaged. The other knights must stay around to protect it. Place an Objective Marker indicating the spot where the Knight's wrecked chassis lies.Corrupted Knights
Due to the information garnered from the Datacores, the Warsmith is able to clean information on how the Knights function.If a Warsmith is able to get into base to base with the Damaged Knight, instead of firing his weapons, he may attempt to corrupt the Knight. Roll a D6. On a 5+, the Knight is corrupted and will be controlled by the Chaos player until the end of the game. He may attempt to further repair the Knight's hull or weapons as though it is a normal unit but it still may not move.
Blessings of the Omnissiah
Thanks to the information gleaned from the Datacores, the Tech Priest is able to repair the damaged Knights more efficiently.If a Tech Priest is able to get within 3" of the Damaged Knight's Objective marker, as long as the Knight is in Imperial control, instead of firing his weapons, he may attempt to repair the Knight. Roll a D6. On a 3+, any of the Knight's hull points or weapons is repaired as though it is a normal unit but it still may not move.
If the Tech Priest is in base to base with the Baron, he may also attempt to repair any of the Baron's weapons or hull points on a roll of 3+. Each servitor with a servo will modify the roll of the dice +1. A 1 on the D6 is always a fail.
Despite Knights being able to be controlled by certain sides, once they are destroyed, their Objective Markers are considered neutral.
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