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Made in ca
Frightening Flamer of Tzeentch





I'm not familiar with this section of dakka, but seeing as I've had this for a while, I figured I'd share it here. It's a custom game scenario in which 1k sons are being woken from slumber by a power-hungry sorcerer and his following of cultists, and their enemies trying to stop them for various reasons. Imperials stoping heresy, orks looking for a fight, rival chaos trying to take the suits for themselves, whatever. The sorcerer has conjoured a maelstrom of Chaos energy and has tasked his cultists with defending him and opening the crypts containing the cursed suits of power armour, summoned by the powerful beacon of Chaos before them.

...Sorry if that fluff was butchering things a bit, but this is the mode I came up with. The table size is open for interpretation, but I imagine 4x4 is ideal. Deployment zones are; defenders in a 18" circle from the centre of the table, attackers 12" from a random table edge. Other than the required tombs, the same amount of terrain for a normal game (25% of the table) should be used, keeping in mind the 12" zone for the crypts, although it could be interesting to have a ruined wall between two tombs, for example. Definately avoid placing terrain closer than 6" from the centre of the table. There is no set number of turns, the game is to the last man!

The Forces;

Defenders (CSM)
DV Cultists (2x 10 man squads, one choppy w/flamer, one shooty w/heavy stubber & shotgun)
Aspiring Sorcerer from the Thousand Sons entry, and him alone.

Attackers
May take units from any one codex
May build their list up to 300 pts, with the following restrictions; infantry only, with no jump/jet unit sub-types, or 2+ saves of any kind. Note that cover saves may be brought up to 2+, wargear and rules permitting.
Models with the Infiltrate rule replace it with the Outflank rule.
In cases where a squad may downgrade from jump/jet infantry for a transport, as is the case for C:SM Assault Marines, simply rebate the cost of the transport instead.
The attacker's FOC is as follows;
0 HQ
0-3 Troops
0-2 FA
0-2 Elites
0-2 Heavy Support

Victory Conditions;
Attackers;
Kill the Sorcerer (While Rites of Awakening is active) - 3 VPs
Kill the Sorcerer (After Rites of Awakening has been active) - 1 VP
Kill a Cultist Squad - 1 VP
Units left at the end of the game - 1 VP each

Defenders;
Open all the crypts before Rites of Awakening ends - 4 VPs
Open all the crypts after Rites of Awakening ends - 2 VPs
1 VP for each; every 6 members of any Cultist squad alive and/or the Sorcerer alive at the end of the game

Mission Special Rules;
Crypts of the Sons of Magnus; this mission requires the deployment of 8 tombs, ideally no smaller than, but not much larger than, 1 1/2"-2" wide square base, and no taller than 4" tall, with one side designated as an "entrance". The crypts count as ruins in all regards, as well as being subject to the Crypt Unsealing special rule. The tombs should be deployed after the rest of the terrain, arranged in a 12" radius semi-circle in the centre of the board, opening toward the attacker's deployment zone.

Crypt Unsealing; each tomb begins the game with an integrity token. Any time a model from a defender's cultist squad is in base contact with a tomb, that model may attempt to open 4he crypt and let out the freshly awoken Thousand Sons within. On the defender's turn, that model may elect to forgo shooting to attempt to open the crypt if it has an integrity token. Roll a D6 - on a 3+, the crypt has successfully been opened. Remove the integrity token and place D3 Thousand Sons within 3" of the crypt's entrance as a squad.
The Aspiring Sorcerer may also do this, however with some modifications; he successfully opens the crypt on a 2+, but only spawns D3 -1 Thousand Sons, due to the power of the warp fading from the Aspiring Sorcerer's interuption of his rituals. These Thousand Sons are not subject to the Finalizing the Rites special rule, however.

Rites of Awakening; the Aspiring Sorcerer begins the game in the centre of the table. He may not take any any voluntary actions until either all of the tombs no longer have inegrity tokens, or both of the cultist squads have been destroyed; he's too busy channeling a maelstrom of warp energy to awaken his fell brethren to focus on anything else. In addition, while he Aspiring Sorcerer is in this state, models targeting the Aspiring Sorcerer may only make snap shots, as the maelstrom makes a clear shot very difficult to make, and the swirling mass absorbs flame and scatters explosives beyond reason. Units assaulting the Aspiring Sorcerer count as assaulting through difficult terrain, with no benefits from assault grenades or similar wargear (ie Ironclad Launchers) allowed. Models within 3" of the Aspiring Sorcerer count as being in Dangerous Terrain, and must take the test every game turn, regardless whether the models moved or not or any special rules that would otherwise negate this test. While in this state, theAspiring Sorcerer recieves +1 to his inv save, for a total 3++ save.
If the Aspiring Sorcerer is killed whilst Rites of Awakening is in effect, any integrity tokens on tombs are discarded; the rites have been cut off, so the remaining Thousand Sons shall remain in their slumber.

Finalizing the Rites; any Thousand Sons entering play as a result of the Crypt Unsealing rule are subject to Finalize the Rites. Once Generated, these Thousand Sons must use their full move to attempt to reach the Aspiring Sorcerer, and may not assault. However, they will respond to being assaulted as normal and may shoot normally. These models are immune to the Dangerous Terrain bubble imposed by the Rites of Awakening rule, as they are kin with the swirling madness. Once every model in the squad is no further than 2" from the Aspiring Sorcerer, the squad may then move normally for the rest of the game.

... That took a while to hammer out of my tablet. Any thoughts/suggestions? I was thinking of giving the cultists MoT so they always have at least that meagre save, which would almost always be negated by anyone shooting them without cover, and perhaps tweaking the attacker's points limit. If anyone tries this, I'd be interested to hear how it went!
   
Made in dk
Hollerin' Herda with Squighound Pack



Denmark

Its very flavourful The 2 teams seems ok balanced, but I guess its hard to see unless one tries to play the scenario.
Maybe you should add that one squad can only try to open a single tomb at a time? because of the close proximity of those tombs a single cultist squad could potentially try to open like 3 tombs at the same time.
I suppose I would add the chaos mark to those cultists as well, it hardly ever gets used on mere cultists, here is your chance

Hmm dunno if there are any armies that could do some teleporting shenanigans? those should be banned as well
   
Made in ca
Frightening Flamer of Tzeentch





I had intended to have only one tomb per squad, forgot to make that distinction
The MoT on the cultists was an afterthought while typing this out. I figured they should at least get that 6++ save, as anything but lasguns essentially bypass a 6+ anyway.
The one army I can think of that can deep strike an infantry squad without a vehicle would be CD, perhaps... those and DE mandrakes, unless I'm mistaken about them. Unless they can shoot, I don't see an issue with such units dropping in, as they can't assault the turn they arrive. This will probably have to be tested, though.
Thank you for the response!
   
 
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