This is a fun little scenario i thought i'd share. It's inspired by/ripped off from the fan made scenario "Pesky Portals" for Mordheim. I've just adapted it for 40k 8th ed and added some token flavours.
This was mostly written for a narrative campaign at a local club which never ended up happening.
I don't know how this would go in a large scale game of 2000pts, but I have tried it in small 500pt games with great success.
Reggia Occulta
Locked away in the dark libraries of the Ordos Malleus- that secretive order of the Emperor's Holy Inquisition, lays a forbidden lore little known even to the most ambitious of inquisitors daring enough to delve into those madenning tomes.
In the vastness of the galaxy, there are places where the veil between reality and the nightmare warp is worn thin. These can be natural occurences- freak conglomerations of chance and circumstance. More often, these are created by more insidious means. Emotional tumult of war and disease; death and dispear echoing tthroughout the warp; babblings of occult rituals.
This place has become a hub of Reggia Occulta.
Hidden Way.
Reggia Occulta is a bridge between spaces through the warp. These bridges can span entire sectors of space or merely cover a hab block.
The recent turmoil and devestation wrought here, the rumours of heretical sects within the Imperial structure, has created the ideal environment in both the material universe and the immaterium for Reggia Occulta to form.
These hidden ways are not a blessing to be exploited. They are a curse.
MISSION:
Reggia Occulta are too dangerous and unpredictable for anyone to allow to exist. The nexus of the hub must be destroyed in order for any faction to keep using Kryner as an asset for their cause.
Scouting parties have discovered in the dizzying labyrinth of the hidden way a particular nexus. Your half maddened scouts describe a young girl of apparent psychic ability warped into the nexus. Her terrors and emotions making the nexus quiver. It is apparent she is somehow the anchor for this archaic force.
The witchgirl cannot be killed (as your scouts have already tried; the warp energies around her neutering any attack), so she must be recovered. From there your superiors will decide what is to be done with her.
SETUP:
Before determining deployment zones, each player takes turns placing 2 Reggia Occulta openings on the table each. These may be coins or agreed upon clearly identifiable scenery pieces. These openings must be at least 12" apart and at least 12" from any table edge. Assign each opening a number of 2, 3, 4 and 5.
Once this is done, players set up in diagonally opposite corners within 18" of the board corner point.
ENTERING OPENINGS:
Any unit may enter an opening at the start of their turn if they began that turn within 3" of the opening. To enter, roll a D6 and consult the table below:
1: Something bad has happened. Roll on the D3 table below.
2: The unit emerges at opening 2.
3: The unit emerges at opening 3.
4: The unit emerges at opening 4.
5: The unit emerges at opening 5.
6: The unit emerges at the Nexus.
Units exit openings as if disembarking from a transport, however may not move more than 3". If a model is covering an opening , the unit still exits the opening as the unreal nature of the opening warps around blockages.
1: Emperic Feedback. Psychic feed back from the Empyrean lashes out from the opening. All units with 3" of the opening immediately suffer 1 Mortal Wound.
2: DAEMON! Place a model in base contact with the unit that tried to enter the opening. This is a Daemon with the following profile.
WS3; BS0; S3; T3; W2; A2; Ld7; Sv5++
It's attacks are AP- but are AP-3 on any 6s to wound. The Daemon counts as charging the unit. If it manages to slay the unit, it will move towards and assault the nearest unit but cannot move beyond 6" of the opening as its form can ony exist in close proximity to the opening.
3: WHAT IS THAT THING?! A warp spawn emerges from the opening. Place a model in base contact with the unit that attempted to enter the opening. The Warp Spawn uses its profile in Codex: Chaos Space Marines. It follows the same behaviour as the Daemon listed above.
The Nexus:
The nexus room is a 6x6 room located off the table. In the middle is a model to represent the witchgirl. A unit controls the girl when they come in base contact with her. She is frail and exhausted and offers no resistance. Units carry her around without any restriction to movement or fighting. If the unit carrying her is destroyed, she is dropped within 1" of where the destroyed unit was.
In order to leave the nexus, proceed as normal for entering an opening.
Ending the game:
Game ends at end of 7 turns.
Game ends when an army escorts the witchgirl off the table edge of their deployment zone. This victory condition awards 1 additional EXP to the winning teams units.
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