Wednesday, 22 July 2015

Week 5 - Unholy Rendezvous

A couple of months have passed and the Champion of the Night has been missing.  A weak distress call summons the Stygian Claws and the Boon Lord of Excess to respond.  The world is in disorder and Lord Augustus' forces have been running hot, their armies pushed to the limits.  Rather than forming small patrol units, Imperial forces have been running at near full strength, taking turns to patrol the city outskirts...

The Armies

This is a 1v2 Imperial vs Chaos Scenario.

The Imperials will bring 2000 points + Warlord and Retinue.
Chaos will bring 1500 + 2 x Warlords and Retinues.

All armies by each player must be Battle-Forged. No fortifications are allowed.

The Battlefield

The table will be split into 3 sections along the long edge.  On one end are the Imperial forces, while the other are the Chaos forces.  Right in the centre will be Lord Garrowbraid.


Deployment

Both players will then roll off.  The winner will choose to deploy first or second. Once both players have deployed, but before any Infiltrators are deployed, deployed Lord Garrowbraid within 6" of the centre of the table. 


First Turn

The player that deployed first will have the first turn unless the opposing player can seize the initiative from him.

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

Lord Garrowbraid must survive. If he survives, the Chaos player will get 3 Victory Points.  If not, the Imperials get 3 Victory points.  All units killed will give the opponent 1 Victory Point.

Secondary Objective

First Blood, Slay the Warlord, Line Breaker


Mission Special Rules

Reserves

Lord Garrowbraid

Lord Garrowbraid has found himself dumped in the middle of Imperial lines, disoriented.  Stygian Claws and the Tormentors (of Marc) respond to his distress calls and are on the way to retrieve him.

Garrowbraid will begin on the table, within 6" of the centre (preferably hidden behind cover of course).  At the start of each turn he is alone and while he is not in combat, he must roll a leadership test.  If he passes he can move freely.  If he fails, he will move up to 2d6" towards the closest piece of cover.  Once in cover,  he will go-to-ground for that turn.

While he is alone, Garrowbraid will have the Shrouded Special rule.

Once he is able to join a Stygian Claw unit by being within 2", he will revert back to normal.

Unity Depicts Victory

The Chaos Leaders are attempting to meet up and consolidate their forces.

If, at the end of the game, both Warlords belonging to the Chaos side are still on the table, the players of that side receive and additional 2 XP each.  If the Imperials are able to kill both Chaos Warlords, they will get the 2 XP instead.

Beginnings of a Warp Worldscape

Warp storms from the galaxy are converging towards Ichron III, creating an unstable atmosphere of fire and ash.  The battlefields of Ichron III are slowly becoming twisted, representing the corruption caused by untenable forces of the Warp. 
Refer to the Ichron III Warp World Scape rules.

Saturday, 18 July 2015

Week 3 Epilogue - Beneath Steel - Datacores

"We are not prepared for this.  We are totally out of our environment.  Where are our tanks?  We will die here!  All this is for naught!" chimed the vox incessantly before the respective Commissars put a stop to it.

Augustus understood the unease felt by his men.  They were out of their environment.  The open plains in their armour steeds, those were where their action was meant to be, not in this dark, damp underground facility.

The Exorcist Techmarine was the only Space Marine in their midst, resplendent in his artificer armour.  Compared to him, even the well equipped carapace armour of their Veterans felt naked.  His men moved cautiously, careful of any sign of the enemy.

From the flanks, the chaos came charging at them, cultists and marines clad in purple and pink.  Unlike the usual stoic stance of the Imperial Astartes, these Chaos Marines ran with wild abandon towards them, screaming and howling, one with the depraved cultists.

Lasgun fire filled the room and bodies feel.  The power armour of the Chaos Marines took the brunt of the hits, the marines inside invigorated from the sensations of battle.  They charged into the Veteran Guardsmen.  The Veteran's carapace armour would have been proof against the cultists, but were inconsequential against the heavy blows of the marines.  Chainswords ripped through the armour like it was paper, the teeth carving a bloody swathe of blood and guts.

Sentinel plasma blasts filled the room, boiling the blood of the cultists, marines and guardsmen alike.  Try as the pilot might, confusion reigned in the tight confines of the facility, and picking out the enemy was difficult despite their numbers.  Not that it mattered much as the marines didn't take long to reduce the guardsmen to chunks of meat, their sights on the Sentinel.  The Sentinel was built for range and all it had was its armour to protect itself from the marines.  As the battle of the right flank moved towards a linking corridor to the main chamber, all the pilot could think of were the words prophesizing their demise just moments before, before krak blast blew a hole through the floor of the Sentinel cockpit.  If it wasn't the shock wave that killed the pilot, the shrapnel finished the job.

Cultists ran down the opposite flank, eager to prove themselves to their chaos masters.  There wasn't much cover along that stretch and lasgun shots burned through their bodies.  They returned fire with their antiquated stubbers, the simple shells causing much damage.  Where las shots would just hit and end at the wall, probably searing a hole in it, solid shells could ricochet.   The cultist barely bothered to aim and sprayed slugs everywhere, many ricocheting into the guardsmen and cultist alike. While carapace armour held true as the solid slugs bounced off, many got through via the weaker less protected joints and injuries slowly mounted up.   The guardsmen fell back, seeking cover in the junction.  On a count of 3, the the Veteran guardsmen redoubled their efforts forward as cultists were reloading in the open corridor, their lasguns mowing them down like scythes to wheat.  Still, more and more cultists filled the corridor.  Continuous plasma blasts from a nearby servitor burned holes in their ranks until the gun could take it no more and overheated, liquifying the servitor in a heatwave.  But that was just enough as the number of cultists trickled down to a stop.  The remaining cultists broke and ran, as precisely placed las shots made sure few, if any made it out alive.

The most heated battle was in the central room.  It was the largest room where the bulk of the Astra Militarum forces met with the Chaos forces head on.  Chaos bikers roared down the narrow corridors, expertly weaving through the narrow cluttered passage ways.

Were they truly fearless, or just uncaring? These thoughts flowed through Augustus' mind as he commanded his forces to stand firm.  The Chaos lord, a clearly mutated, or gifted creature of chaos.  He exuded an aura of danger and for a moment, Augustus feared his men might falter, but his fears were misplaced.  The Bullgryns uttered a loud roar and received the charging bikes.  Their over-sized mass halted even the most enthusiastic of chaos biker charges and both sides were locked in melee combat.

Augustus turned pale when he saw a large form fill up the space behind the biker bullgryn combat.  A chaos dreadnought, a Helbrute filled the space.  Calling it out, his Veterans responded with melta blasts microwaving the innerts of the Helbrute.  The small space made it easy for the Veterans to score a critical hit and the Helbrute blew up.  The cultists and marines clamouring behind in were caught up in the explosion and met their end early, allowing the Veterans and their accompanying Techmarine to face down the central horde of bikers.

The Chaos Lord was death incarnate and killed many Bullgryns.  A Veteran guardsman tried to face him but was cut down.  His retinue wasn't so lucky and were bludgeoned to death by the heavy blows of the abhuman giants.  Towering even over the enhanced Astartes bulk, the heavy blows continued to rain down until only the Lord stood alone.  He bellowed a challenge and the Techmarine answered. his own personal pride not allowing him to back down against the chaos forces, and furthermore, he was the only one left best equipped to deal with the Chaos Lord.  His Servo arms were deadly, his axe gleaming, his armour a bulwark against most attacks, but not against the Chaos Lord.  Here was a Chaos Champion, granted many boons in his history of warfare and he was enhanced beyond any normal marine.  His reflexes, even on a bike, surpassed the speed of the custom artificed power armour that the Techmarine wore.  His lightning claws struck, and powerfist blows crushed the armour with impudence and the Techmarine fell, both his hearts reduced to pulpy remains under the Lords powerfist power fields.

Gloating and relishing his kill as the Chaos Gods took favour on him again, Demanex failed to see the Bullgryns raising their arms to deliver the blow that would end his winning streak.  The rest of the men contributed their attacks, finally taking down the Chaos Lord.

Cautiously Augustus' Command Squad moved forward, expecting most of the battle over, and he was nearly proven right as the Chaos Marine squad surged from the right flank after taking out the Sentiel. His vox chimed and he learnt from his men around that this was probably the last form of resistence his men would face.  Invirgoruated, his Command Squad, a nearby still function Sentinel and a Veteran squad poured fire and plasma into the Chaos unit.  One by one power armour failed until only the Icon bearer was left standing.  He screamed his death throes in esctacy as even his armour failed from the volume of fire aimed at destroying his unit.

With the Chaos forces routed, the Imperial forces went about gathering whatever information they could glean from the datacores.  To their dismay, they found that the Chaos forces had made away with 2 of the datacores.  Their Tech Priests and Engineseers were however gleeful with that they had found.  Battle plans and protocols were wonderful to have, but nothing more so than a way to easily access the systems of an Imperial Knight. 

Augustus was weary but glad, with the only unsettling thought being him wondering what the Chaos forces made off with...


Friday, 17 July 2015

Week 4 - The Narrow Escape

Week 4 Scenario - The Narrow Escape


The Night Lords are attempted to make their way out of the Underground complex, with the Shadow Lords in pursuit.  Little do they know that the hunting game will take a turn for the worse... or perhaps not...

***


The Armies

Both players get 1000 points + Warlord Retinue for this scenario. The following restrictions apply:
  • 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.

***


The Under-complex

This mission uses the rules of the The Under-complex of the previous week.  Please refer to the mission for the rules.

Any other additional options as a result of narrative will be explained to you by the GM.



***

The Battlefield

The terrain of this mission is unique as it represents a network of tunnels underground.  The complex is under Imperial control and the Shadow Lords have access to its defenses and lock down protocols.  

Before the deployment, the Shadow Lord player will be given 7 doors to lock down and 3 sentry guns to place as he wishes.

On the map there will be 3 terminals that the Night Lords can use to hack the system, to help gain access to the doors.

The 2 players will roll off.  Starting with the player that rolls the highest, pick an entry point to belong to the winner, then the opposing player will pick the another entry point and alternate picking entry points until all the points are used up. Players must clearly indicate their choices with markers as they will act as points that their units will come in from Reserve and/or fall back towards.

The GM will brief you on how to deploy your armies on the day of the game.


Deployment

The Night Lords will deploy first within 12" from the starting edge of the table. The Night Lords must deploy at least half of the number of his units (rounding up), including Garrowbraid and his Retinue.  The rest of the Night Lords will come in from Reserve from their entry points. 

First Turn

The Night Lords will start first.


Game Length

The mission has unlimited number of turns.  The game ends when the Garrowbraid makes it to the exit.

Victory Conditions

If Garrowbraid successfully makes it to the exit alive, the Night Lords win.  If not the Shadow Lords win.

Primary Objective

Garrowbraid must make it to the exit point at the end the map alive.

Secondary Objective

If Garrowbraid can exit the map in less than 9 turns, he will gain and 2 additional experience points.  

Mission Special Rules

Reserves




***

In Pursuit of Vengeance

The Shadow Lords Captain Gauis is pursuing Garrowbraid. 

On the Shadow Lords' first turn, Gaius and his retinue and D3 units will automatically enter from the entry at the starting point.

The rest of the Shadow Lords will come in via Reserve, from any of the Shadow Lords entry points.

 If Gaius is able to best Garrowbraid in combat, he will gain 2 experience points instead of 1. 

 

Lock Down

The Imperials have secured full access to the various parts of the complex and have put the complex on lock down.

The Shadow Lords player will be given a number of doors to lock.  If there are any Night Lords within 3" of a Terminal, all the doors can be opened by the Night Lords as per normal, otherwise the doors are on lock down and will not open.  Thus to cross them, the Night Lords must destroy them.  

Flee Into the Shadows

All Night Lords have Fearless and the Hit and Run special rules for the purposes of this mission.  For this mission, Garrowbraid may choose not to use his Champion of Chaos special rule.

For the Glory of Chaos, For Garrowbraid!

Garrobraid may not voluntarily leave his retinue for the duration of this mission.  His men will automatically pass any Look Out Sir rolls that he needs to make.  If Garrowbraid is incapacitated, any of the Night Lords may carry on and bring his body along with themGarrowbraid's model will then be a marker that can be brought around and will move with the unit.  The unit may not move more than 6" per turn.

Furthermore, at any point in the movement phase, as long the retinue numbers 4 or more ,  D3 members in that unit may break away from the retinue to form an Attack Squad to cover Garrowbraid's retreat.  Roll a Leadership test.  If it passes, they may break away, otherwise they stay together.  If the unit is locked in combat in the movement phase and is able to break away, roll the D3.  That number of men will stay in locked combat, while the rest will consolidate 2D6" away.  Every time the unit attempts this, there will be a penalty of -1 experience point to the outcome of the mission, to a minimum of 1.
 

Sentry Guns

Littered in the complex are defensive sentry guns, usually located near the outlying entrances and exits.
All sentry guns have a fire arc of 90 degrees and will always fire at the closest target.  They use the following profile:

Immobile BS2  Armour 10, 10, 10,  2 HP  Treat all penetrating hits as glancing hits.





Wednesday, 15 July 2015

Week 4 - Knight Convergence

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...


Week 3- Necron Revolt Epilogue

Kill.

Nemesor Simutekh would kill.  Kill all who opposed him.

Kill the Imperials.

Kill.

Kill the Necrons

Kill.

Kill all that are not his.

Kill.

Simutekh shook his head, waking him from his reverie.  Where did that come from?  Ever since he woke, he had felt powerful, more powerful than he had ever been, even more so than in the past.  And yet, there was this nagging feeling, this voice that gnawed at the back of his thoughts.

But now he needed to put that aside.  Before him were the disarrayed warriors of his own dynasty, taken control by some Infernal Device concocted by the Chaos Sorcerer.  Fortunately for them, such a crude device could not control his Necrons forever.  It had overloaded and exploded, taking out a large chunk of real estate in the Imperial compound that both the Imperial and Chaos forces fled into.  He would deal with them both later, once he regroups his warriors.

His Necrons were in disarray, attacking all who got close to them unable to really identify friend from foe.  There was some rudimentary survival protocol active.  What could have made them this way, he did not know, but his Crypteks would find out.

His brought his attention back to Demekor.  It was this this very Necron who woke him.  He wasn't sure if it was by design or by accident, though he very much suspected the latter.  Nemesor Demekor has always been eyeing his forces.  He knew Demekor's own was in shambles due to battles privy not to him.  He suspected that Demekor wanted to replenish his own forces using Simutekh's own.

And he was right.

Presented with a force of readily available Necrons that were unaligned to anyone, Nemesor Demekor has shed all pretenses and forayed into the masses.  He would grab as many rogue Necrons as possible.  From the crest of the hill, 3 giant mechanical forms appeared, lead by a single lone figure.  Similar, but crudely different from the advanced technologies of the Necrons, the Imperial Knights strode towards Simutekh's forces, the Knight's weapons trained on them, either as a threat or a warning to Simutekh.  Demekor's forces moved to meet up with these newly arrived Imperials.

They were working together.

Simutekh would stop him.

Kill

Simutekh stared at Demekor in the distance.  Both Overlords, both Nemesors of different Dynasties, but Simutekh could not fathom the mindset of a Necron that he would have once called his peer.  Has being awake for so long corrupted his thinking?  The universe belongs to the Necrons and all other life is worthless.  All life must be eradicated.  No one should be left alive.

Both Necron forces surged towards the rogue Necrons.  Eyes filled with aimless wonder suddenly flared to life as the rogue Necrons responded to the approaching forces.  The Triarch Stalker, once in command of the rogue Necrons forces, fired a melta cannon, overloading the shields of Simutekh's Ghost Ark.  A unit of Praetorians charged Simutekh and his retinue.  Ferocity took the place of calm calculated blows and a number of Simutekh's retinue fell and phased out.  Simutekh's forces replied in clean controlled blows, hacking down the rogue Praetorians.

Slowly but sure, Simutekh moved on, asserting command protocols on the rogue Necrons, bringing them back into his fold.  A unit of Wraiths, the Stalker, Warriors, one by one they rejoined their former master.

Nemesor Demekor wasn't so lucky.  His attempts to assert control over the Necrons failed and his Knights got charged by many of the number.  Tied down by Praetorians, Wraiths, Scarabs and Warriors, a Knight Paladin and  Knight Gallant were denied the ability to fire on the advancing forces lead by Nemesor Simutekh.

Simutekh sent his a newly reacquired Wraiths towards the Tech Priest Dominus, surmising that it was him that were controlling the Knights.  A unit of Praetorians phased in to assist.  Despite being surrounded, the archaic armour protecting the mostly mechanic human held his own.  Forcing his will on the the Knight Gallant, who had freed himself from the prior combat, moved into to save the Dominus but was too late.

Free of the shackles of the Dominus' control, the Knights reared to their fullest and engaged all the Necrons on the field.  Assessing that the now massive force of Necrons moving towards them were the major threat, they let loose their weapons.  The Gallant rushed forwards to crush the Necrons in combat, and while he did take down a number, the Gallant was felled by the well place Melta blasts from the Stalker.

The Paladin and the Crusader were more cautious that their hot-headed fellow Knight.  They picked their targets wisely, taking out a Doomsday Ark from range with their rapid-fire Battle Cannons.

The skies were littered with Night Scythes, but the Necrons failed to do any major damage to the 2 standing Knights.  Wary to venture to closely lest they get shot down, the Night Scythes gave the Knights a wide berth, while the Knights returned fire with short bursts of anti-air fire.  Most of their attention however, were focused on the ground forces.

The focus of the Paladin's attention was Simutekh and his retinue.  Its chainsword whirred, cutting a swath through the Necron bodyguard.  The Praetorians tried in vain to cut through the Knight's thick amour but to no avail.  Only Simutekh could threaten the Knight with his War Scythe.  The Knight used its bulk to press the attack, stomping over the bodies of the Necrons.  Without even bothering to check if the Necrons were totally destroyed the Paladin moved on to attack the rest of the Necrons.

Realising that the Knights were more than they could realistic handle at the moment, Simutekh called for a relocate, drawing his remaining forces together while waiting for reinforcements.  The Knights regrouped, and moved together, covering the fallen body of the Gallant.

Demekor stood in the shadows, careful not to play too big a part in the battles lest he draw the attention of his now foes...







  

Tuesday, 14 July 2015

Week 3 Epilogue - Chaos vs Imperials - The Inquisitor Part 2

Pursuing his prey was no easy task.  Imperial reinforcement was heavy.  Garrowbraid’s scouts had reported in that other than the Shadow Lords, they had spotted Silver giants adorned with the inquisition symbol.  Garrowbraid’s brow furrowed as he remembered the rumours of an elite branch of Astartes, whose presence usually corresponded to daemon incursions.  What was Dreagher really planning?  What was the artifact's real importance?

Reports came in that the Inquisitor and his men were holing up in the central chambers of the underground facility.  Such foolishness would be repaid in the enlightenment of their demise. 
Garrowbraid’s forces surrounded the central chamber.  He could sense the occupant’s fear.  The Shadow Lords didn’t fare very well in their last battle.  It seemed that the Captain he had faced was back on his feet, his pride more injured than his physical disabilities.  Garrowbraid would love to face him down again.

Screams of the death of the scouts permeated the chamber, and his forces surged forward.  2 of his squads, a Raptor unit led by one of Garrowbraid’s most trusted men, and a chaos marine squad, covered both flanks, while he took the centre with his retinue and a Helbrute.  The chaos engine bounded forward in anticipation, the pilot within, crazed for blood.  Garrowbraid was wary of it, but it was an asset that may prove useful in the confined quarters of the facility.

The Imperial’s fell back from the advance, crossing a choke point that the Night Lords would soon need to cross.  A large from blocked the corridor.  One of the surviving Shadow Lord’s Venerable Dreadnought stood as a bulwark against the Night Lords.  Seeing its Imperial counterpart, the Helbrute bellowed in rage and let loose a flurry of Plasma Cannon shots.  Garrowbraid ducked as balls of plasma burned through the ceramite and adamantium armour of the Night Lords in the way.  The Helbrute was far too unstable an element and his men paid for it.  Garrowbraid spat his curses, regretting bringing it along.

The hairs on Garrowbraid’s neck tingled as psychic energy filled the room.  He sensed that the Inquisitor was attempting to cast some powers to support his side.  But he had not counted on Garrowbraid.  In a retaliatory gesture, Garrowbraid flexed his own psychic might, usually hidden deep down.  Minds met minds and the Inquisitor was found wanting.  A hidden wail from the far corner of the corridor was heard as the Inquisitor fell to the floor, blood spilling out of his eyes and ears. 
Behind the Venerable Dreadnought, gouts of flame filled the corridor.  The smell of burnt flesh of the Inquisitor’s human retinue filled the room.  Garrowbraid’s champion had engaged the right flank, his unit’s flamers wreaking havoc in the close quarters of the facility.  Grey Knight silver armour turned brown while Shadow Lords burnt as the flames melted their power armour seals.
In the confusion, some well placed krak grenades from Garrowbraid’s squad detonated on the Venerable Dreadnought’s chassis, cracking the sarcophagus that held the Astartes hero.  Amniotic fluids leaked out through the cracks that formed across its armoured shell.  Garrowbraid plunged his lightning claw through the cracks, offering the pilot no further chances at life.

His unit engaged their jump packs, dangerous in the cramp corners just in time as the Helbrute charged the now dead chassis of the Shadow Lord Walker. The crazed walker was attempting to attack anything in its way and it found a tactical squad set squarely in its sights.   Garrowbraid’s champion had charged the remnants of the burnt Shadow Lord tactical squad and was now fighting close quarter combat with the Grey Knights.

Leaving his champion to his devices, Garrowbraid him found the marine he was looking for.  The Shadow Lord Captain, Aerius Gaius stood in the centre of the corridor, staring at him defiantly.  He was clearly still injured from the previous battle, but he had recovered enough to slaughter the flanking Raptors responsible for the conflagration of the corridor.  The Night Lord blood splattered on his raven black armour was testament to that. 

Garrowbraid charged but Gaius was prepared.  Crouched in cover, he swung up against the charging Night Lord, his lance slicing through Garrowbraid’s armour easily.  As Garrowbraid fell, he watched the Gaius and his men engaged his own men. The Night Lords put up a fight but worn and battered power armour finally caved.  In their distraction, Garrowbraid leapt into the shadows, clutching his cauterized wound.  Still wounded, Gaius was too fatigued to chase the Night Lord Commander.

From his hidden perch, Gallowbraid watched his champion fall as a Dreadnought close combat weapon crushed his spine from behind.

Following cautiously behind, a Chaos warrior squad made their way into the carnage of the corridor, careful to stay clear of the line of sight of the Helbrute. 

The second Astartes Dreadnought pondered into view and they fired their plasma guns at it.  The black armour of the dreadnought hid the burn marks but a careful look would show that the Dreadnought did suffer some damage from the super heated blast.  It fired at the Helbrute with its Assault Cannon.  The high rate of fire of high caliber shells tore through the organic components of the corrupted Dreadnought just as the Helbrute finished off the tactical squad.  ‘Better them than me, Helbrute’, seethed Gallowbraid from the shadows.

The Chaos marines continued to spray bolt shells and plasma at the second dreadnought, pushing it back. Just as they thought they had the situation in control, Grey Knight Terminators turned around the corner.

Garrowbraid watched Grey Knight psychic powers and force weapons cut through the remaining Night Lords.  In his hand the Grey Knight commander held a spheroid object.  Garrowbraid could feel the object calling, and it took all his concentration just to stay hidden, to keep his mind shielded from the probing influence of the Grey Knights.   

It was successful.  As one, the Grey Knights turned and left, together with the remnants of the Inquisitor’s retinue and Shadow Lords.  Waiting for what felt like a long time, but was only moments, Garrowbraid eased himself down.  He made his way to the slain body of the Inquisitor.

And he felt something.  It was very faint, very well hidden and very familiar.  He let his sense spread out and found a broken shard, a section of the artifact that had broken off in the battle, probably when the Inquisitor fell.  Garrowbraid picked it up.  Such a small part of the artifact held so much power.  The whole item could have easily clouded anyone’s mind, including the Grey Knights.  It probably masked the shard’s presence.  In his mind he knew that the item would not activate without being whole, and he now held the key to it.


Saturday, 11 July 2015

Week 3 Necron Revolt

Campaign Game Week 3 - Underground Fighting


While the Imperials and Chaos forces retreat underground, the Necrons on the surface are in disarry.  Nemesor Demekor has awoken Nemesor Simutekh and they are trying to bring the Necrons back in line.  Assisting them are some Knights under the control of the Dominus...
***

The Armies

The 'Star Necrons' will get Warlord Retinue (Demekor) + Dominus + Knight Formation (Tripartite Lance).

The 'Sleeping Necrons' will get Warlord Retinue (Simutekh)  + 1250pts.

The following restrictions apply:
  • Form an army with 1 CAD (Combined Arms Detachment)
  • You may not include Fortifications  


Any other additional options as a result of narrative will be explained to you by the GM.

The Battlefield

The table will be split into 3 sections along the long edge.  On one end are the Star Necrons, while the other are the Sleeping Necrons.  In the centre are rogue Necrons.


Deployment

The rogue Necrons will deploy first.  Each rogue Necron unit will  deploy the models as if deploying using the Deep Strike rules (i.e. flower pattern), with the centre model of each unit no closer than 6" from another unit.

When all the rogue Necrons have deployed, the 2 Necron players will roll off.  The winner will decide to deploy first or second.  One Necron player will deploy any of his units within 18" from one table short table edge on one end.  The opposing player will deploy on the other end.  No model can be deployed within 12" of a rogue Necron.

First Turn

The rogue Necrons have the first turn.  The player that deployed will have the second turn unless the opposing player can seize the initiative from him.

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 Rogue Necron captured is worth that number of Warp Charges required to capture them.

Secondary Objective

First Blood, Slay the Warlord


Mission Special Rules

Reserves


Unwilling Allies


The Knights' systems have been taken over by the Dominus.  At the start of every turn, for each Knight, roll a D6.  On a 1, they may not do anything for that turn.


Rogue Necrons

The rogue Necrons will roam around, wandering aimlessly, until they get into range of an enemy unit.  The rogue Necrons are Fearless.

During the Necron's turn, for each unit that is not locked in combat, roll a D6.  On a 1, the unit does nothing, on a 2-4, the unit will shoot at the closest enemy unit.  On a 5-6, the unit will charge the closest enemy unit.  If there is a tie between the closest unit, the rogue Necrons will randomly choose a unit.  Between an enemy Necron unit and non-Necron unit, the rogue Necrons will automatically attack the non-Necron unit.  If if the rogue Necron is unable to perform its action, count the result as a 1 instead.  If a rogue charges, resolve all attacks and combats before moving to the next unit.

The rogue Necrons will consist of the following units:

2x 10 Necron Warriors
1x Spider
2x 3 Wraiths
2x 3 Scarabs
2x 5 Praetorians
1x Stalker (HQ)

Capturing Rogue Necrons

If a Necron Overlord and/or Dominus is within  range of a rogue Necron unit during the Psychic Phase, he may attempt to assert command protocols on it.

Treat the Overlord/Dominus as a 'psyker' with Mastery Level of 2 and follow all the rules for generating and manfisting psychic powers.  Count 'Deny the witch' as 'feedback'.  A perils result will count as 'major feedback' and must test for Blind immediately.  No further attempts to capture that turn may be made.

If the Overlord/Dominus is within 12" of the rogue Necron unit,  he may attempt to capture it.  A captured unit will become part of his army at the start of the next phase (shooting phase).  If the Overlord is within 6", he may re-roll 1 dice.  If he is in base to base with the Necron unit, he may re-roll all dice.

The more elite the unit, the harder it is to capture.
- Troops require 1 successful warp charge to capture.
- Elites and Fast Attack require 2 successful warp charge to capture.
- HQ and Heavy require 3 successful warp charges to capture.

The Imperials Must Die

The Sleeping Necrons have an intensive dislike of non-Necrons.  If the Sleeping Necrons are able to kill the Dominus, they will get 3 Victory Points.  If not, the Star Necrons will get 3 Victory Points.  Every Knight killed by by the Sleeping Necrons will award them 3 Victory Points each.