Switch Theme:


Options
Add a New Article

Recent Changes
Your Watchlist
All Articles

View a Random Article
Upload a File

Images Tutorial
Editing Tutorial
Articles Tutorial


Opening A Tomb World (40k Scenario Rules)

The ground you stand on is dead. Life isn't just sparse... the planet is devoid of life. Then the ground moves. You've just landed on a Tomb World; can you kill the Necron leader and escape before getting overrun?

Army Selection and Force Organization Chart

In this scenario, one player is the attacker and the other is the defender. The attacker can play any non-Necron army, and uses the standard Force Organization Chart. The defender is the Necron player. The defender uses the standard Force Organization Chart, with the exception that they may only have one HQ (Anrakyr the Traveler for fluffy bunny credit). The defender receives one quarter again as many points as the attacker. If the attacker has 1000 points, the defender has 1250. On his Army List, the defender assigns a number to each one of his units and creates a corresponding marker for that unit. Writing the number on one side of a poker chip works well. These markers show where defender units might be buried in a dormant state, and can not move once deployed.

Table Set-Up

Opening A Tomb World should be played with a lot of terrain. Much of the terrain should be impassable, so to create bottle-necks for the defender to defend and the attacker to breach. Zone Mortalis style tables are also appropriate for this mission.

Deployment

The Defender deploys his HQ within 12" of a short table-edge. In addition, he deploys the unit markers at least 24" from the opposite, short table edge and 12" from any other marker or the defender HQ. The number on the markers should be hidden from the attacking player. For an additional challenge, blank unit markers can be deployed in the same manner.

The attacker then deploys within 12" on his short table edge.

First Turn

The attacker ALWAYS takes the first turn.

Game Length

The game always lasts 6 turns.

Victory Conditions

If the defender's HQ is destroyed by the end of turn 6, the attacker wins. If not, the defender wins.

Special Rules

This mission uses the Reserves and Deep Strike Rules. In addition, the following special rules must be followed.

No Outflank The attacker may not Outflank.

Activation At the beginning of the defender's movement phase, any marker within 12" of an attacker unit or defender HQ activates. Replace the marker with the unit it represents from the defender's Army List. These units run and shoot as normal in the shooting phase, but may not assault.

Discussion

Got Comments? Discuss This Page in the Forums. Click Here.

Share

Share on Facebook