Thursday, 30 July 2015

Week 6 - Deceiver

Campaign Game Week 6 - Deceiver


Nemesor Demekor, realizing the success of the C'Tan shard, is now prepared to unleash yet another to move his plans one step closer to fruition. The Dominus he encountered left him one last bit of information before his destruction: the existence of a secret underground facility that contained a dormant Deceiver C'Tan Shard. With the warp tainting the worldscape, Demekor was certain not to let the world's doomed fate be his own, and is determined to secure the Deceiver as an energy source to ensure his fleet has the strength to leave the system.


Nemesor Simutekh, victorious in his actions to raise the Necron War Engines, too crave for a strong energy source to power his new engines of destructions. Through reading the memory cores from the awakened Obelisk he learns of the Deceiver C'tan hidden away in a secluded underground shelter. Simutekh wastes no time as his forces gather to seize its prize...



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The Armies

Both Necron Players get 1500 points + Warlord & Retinue.  All armies must be Battle-Forged.
  • Form an army with 1 CAD (Combined Arms Detachment)
  • You may not include Fortifications, Lords of War
  • 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 Teleporting or Summoning, in which case it will count as a Hazardous Ingress.
  • Necron models that phase through objects when moving may move in a straight line through the walls, but must roll a D6.  On a roll of 1, it will suffer a single wound with no saves, Feel No Pain or Reanimation Protocol rolls as the underground shelter has been cunningly shielded by the Dominus...


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The Battlefield

The terrain of this mission is unique as it represents a network of tunnels underground. The terrain will be set-up ahead of time.

Place Objectives

The C'tan's Containment Vault is deployed at the centre of the table. It counts as a Vehicle that is an Enemy to both players and has a AV of 11 and 4 Hull Points. 

Deployment

Players roll-off, the winner can choose to deploy first or second. Any number of  units can be placed in reserve, however the Warlord + Retinue must be deployed normally. The player that deploys first may pick any of the 4 table edges to deploy in.  That will also be the edge he will fall back towards.  The opposing player will deploy along the opposite edge.  Players may deploy models up to 12" of the table edge.

The GM will brief you on your deployment zones on the day of the game.

First Turn

The player who deployed first gets the first turn unless his opponent can Seize The Initiative.

Game Length

The Game uses the Variable Game Length rules from the rulebook.

Victory Conditions

The winner is the player that earns the most VP in the game.

Primary Objective

Players earn 1 VP for each unit they completely destroy. Any Retinue or Warlord unit you destroy earns you 3 VP.

The player that secures the Containment Vault or incapacitated C'tan at the end of the game earns 5 Victory Points (VP).

Secondary Objective

First Blood.

XP Rewards

The winner of the game earns 5 XP. Other players earn 1 XP.

Mission Special Rules

Reserves, Deep Strike


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Narrative Special Rules

Wrath of the C'tan

If the Containment Vault is destroyed, replace the vault with the Deceiver immediately. 

The Deceiver counts as an Enemy model to both players. 

At the start of a new Game Turn, the Deceiver will come under the control of the GM as the third player, and will always attempt to attack the closest target with Powers of the C'tan and attempt to assault, if possible. The C'tan goes first before either player.

Should the model be reduced to 0 wounds, leave the model where it is, it counts as an Incapacitated C'tan for the purposes of the mission and an objective for the players to secure. 

While the C'tan is not incapacitated it cannot be captured as an objective!


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The Complex

The complex 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:

Narrow Corridors
Due to the tight confines, it will be easier for models to take cover.  All models will get the Stealth special rule.

Shooting at incoming chargers is also 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 Complex have a +1 to hit bonus. If a Template weapon fires in Overwatch it always causes 3 hits instead of D3. 

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 Teleport or 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.



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 is the case.  If a model has the Move Through Cover Special rule, it will re-roll the dice, instead of ignoring  the roll completely

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 Twin-Linked and 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 own 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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