“The Geas” Warhammer 40K Scenario

A geas can be compared with a curse or, paradoxically, a gift.  If someone under a geas violates the associated taboo, the infractor will suffer dishonor or even death.  On the other hand, the observing of one’s geas is believed to bring power.  Often it is women who place geasa upon men. In some cases the woman turns out to be a goddess or other sovereignty figure.

—  From “Geas” on Wikipedia

This scenario is a modified version of the Eternal War scenario ‘The Emperor’s Will’ from the 7th edition Warhammer 40K rule book.  As a Sovereign Lady of Chaos and Sanguine Narrator, the idea of placing geasa upon men appeals to me greatly!

Objectives:  Each player places an objective as per the ‘The Emperor’s Will’ mission.

  • Each player’s objective must be entirely within his own table half.
  • The objectives should should be large.  A 12″ by 12″ base  or scatter terrain enclosing a 12″ x 12″ area is ideal, though it can be larger or smaller so long as each player’s objective is about the same size.
  • Treat the objectives as a Twisted Copse so far as granting models a cover save within the boundary or on the base of the objective.  (If you are playing 7th edition 40K, remember the rules for vehicles and cover on p. 77 of the BRB.)
  • The area within the objective is normal terrain so far as movement is concerned, though the players may agree to make it difficult or even dangerous terrain if they wish.
Grey Knights and Iron Hands vs Orks Feb 2015 Boss standing over dead Draigo

Victorious Warboss Hungry hit Lord Draigo so hard his base fell off!

Geas Special Rule:  Each player’s warlord is under a psychic compulsion or geas.  The general idea is that each warlord is compelled to kill the enemy warlord in close combat.  The following applies to each player’s warlord:

  • The warlord has the Objective Secured special rule, even if he normally cannot.  Any vehicle, retinue or other unit bought with or for your warlord does not have the OS rule unless it normally would.  The warlord does not confer OS to any unit he is part of or vehicle he is embarked on.
  • Must start the game on the table or enter play during turn one.
  • Must, if possible, end each player turn closer to the enemy warlord than he was at the beginning of the player turn.
  • If a warlord is in a close combat containing the enemy warlord, both leaders must issue a challenge to or accept a challenge from the enemy warlord, if possible.

Optionally, if both players desire a more narrative gaming experience, they can collaborate during the list building phase by discussing their choice of warlords.  The idea is to insure that the two leaders have a decent chance against each other so the fight isn’t one-sided.  The objective of this scenario is to encourage the leaders to seek each other out for a fight to the finish!

If using the narrative method, players may agree to allow characters as warlords, who normally couldn’t be nominated as such.  Obviously, it is up to both players to not try to game this for an undue advantage.

Imperial Guard logo filler

Victory Conditions:   A player receives 3 VP’s if his warlord kills the enemy warlord in a challenge.  If the warlords simultaneously kill each other, both players receive 1 VP.  Victory points are not awarded if a warlord dies in any other manner.

At the end of the game, each player receives 1 VP for each of his units with at least one model within 3″ of an objective, even if they don’t control it.  Units embarked in a vehicle count as one unit.

Additionally, a player receives 2 VP for each objective he controls.  In the case of there being multiple units with the Objective Secured special rule within 3″ of an objective, the side with the most contesting OS units is considered as controlling the objective.  OS units embarked in OS vehicles count as one OS unit for this tally.

There are no secondary objectives for this mission.

Nurgle image 125 wide

Optional and Alternative Rules

  • You Want Me to do What?  No, For the Greater Good!:  One or both players may elect that his warlord’s geas is fulfilled when he personally kills the enemy warlord with a shooting attack and/or witchfire power instead of in close combat.  This option must be announced as part of declaring which model is your warlord.
  • I Just Want Him Dead!:  The geas is fulfilled if a warlord kills his counterpart with any kind of attack at his disposal.
  • Not Expendable Under Any Circumstances:  A player receives 1 VP at the end of the game if his warlord survives.
  • King of the Hill:  Each player receives 1 VP at the end of his player turn for each objective he controls.  This is in addition to the victory point tally at the end of the game.
  • Hamburger Hill:  There is only one objective in the game and it is centered in the middle of the board.
  • Geas of the Sanguine Sorceress Supreme:  If your warlord is killed by anyone other than your opponent’s warlord and his warlord is still on the table, your character who is closest to your opponent’s warlord is now your new warlord.  Note that the new warlord does not receive a warlord trait nor does he have the Objective Secured special rule unless he already has it.

Warp Rift: Invasion Scenario

‘As a daemonic invasion gathers pace the presence of the daemonic creatures and the slaughter and anguish they cause can cause further Warp rifts to appear across the planet. ‘

Warhammer 40K Battle Missions, p. 20

This scenario is a modified version of the Chaos Daemon mission ‘Invasion’ from GW’s Battle Mission book.

Players: Ideally one player should play a daemon army or at least have daemon allies, but this is not required.  One player will be the ‘daemon player,’ even if she isn’t playing daemons.  The other player will be the ‘enemy player.’  If both sides are playing daemons, still use the rules for one side being the daemon player and the other the enemy player.

Board and Objectives:  There is a warp rift in the center of the board ideally about 12″ in diameter.  The rift should be a hefty piece of LOS blocking terrain.  Place four objectives halfway between each table edge and the warp rift, centered on each table edge.  The board will look something like this.

Warp Rift Invasion Scenario Board.png

‘We are at war with forces too terrible to comprehend.’

Warp Rift:  The rift is impassable terrain.  If a model from a unit deep strikes into the rift, the unit must roll on the deep strike mishap table. If a model otherwise somehow ends up with part of its base in the rift then it automatically dies with no saves or any other way it might have of staying alive such as Feels No Pain, etc.  This includes models normally able to be placed in impassable terrain such as jet pack units or zooming flyers, though such models can jump or fly over the rift so long as they do not end their move in it.

Neither player may purposefully place models in the rift, such as might otherwise happen with a “misplaced” result from deep striking.  The daemon player’s forces do not automatically die when deploying from the rift on turn one.

Deployment:  The enemy player deploys first anywhere on the table more than 12 inches from the warp rift.  He may put units in reserve in the usual ways and when they come in they can use their special rules or enter from any table edge.

The daemon player’s entire force starts in reserve.  Half of her units (rounded up or down as the daemon player wishes) enter play on turn one.  As many units as possible must be daemons.

On turn one, these models enter play.  Units compromised completely of daemons, though not including vehicles (unless the vehicle has the Daemon special rule) may either deep strike or enter play through the warp rift treating the edge of the rift as a table edge.

If the daemon player has any remaining units required to enter play on turn one, then she must pick a single board edge from which to enter play.  It can be any table edge, other than the warp rift, but all of her units must enter on turn one from that same table edge.

Further forces from either army entering play after turn one can enter from any table edge or by using their special rules.  No model can enter play from the warp rift after turn one. No special rules of any kind will allow more than half (rounded up or down) of the daemon player’s units to enter the game on turn one.

First Turn:  The daemon player takes the first turn.  There is no Seize the Initiative rule in this scenario.

Falling Back:  All forces fall back toward the nearest table edge.  In the unusual event that any daemons from either side fall back, they do so toward the warp rift.

Victory Conditions:  Each objective is worth one point.  Whoever has the most points at the end of the game wins.  If the daemon player controls all of the objectives at the end of the game, she has achieved a total victory as daemons spill forth and drowns the region in hate and death!  If the non-daemon player ends controlling all of the objectives, likewise, he wins a total victory by crushing the nefarious attempts of the Ruinous Power’s powerful servants and bringing peace to the sector for a millennia.

Other Special Rules: Mysterious Objectives (optional), Night Fighting, Slay the Warlord.


Optional and Alternative Rules

  • Chaos Extremely Divided:  This rule might be fun for games where both players are running daemons.  Associate each of the four objectives with a different Chaos God: 1 for Khorne, 2 for Nurgle, and so on.  Units containing at least one model, who is a daemon or has a mark of that particular god count as having Objective Secured for that objective.  For the oppositely aligned objective the unit cannot have Objective Secured, even if it otherwise would.  So a daemon prince of Khorne would have Objective Secured for the Khorne objective but could never have OS for the Slaanesh objective.  Plague Bearers, which are Nurgle troops, would not have OS for the Tzeentch objective.  (See Chaos Daemons, p. 26 for daemonic alignment.)
  • Lightning from the Sky: If a player controls all of the objectives at the end of his player turn he can invoke this rule at the end of his turn.  Roll a D6 for every unit on the table.  On a 1 the unit is hit by evil energy.  Non-vehicle units take 1D6 Str 5, AP — hits.  (See BRB, p. 35.)  Vehicles take a single hit with the Haywire special rule.  Hits ignore cover and use random wound allocation where necessary (see BRB, p. 35).
  • No Daemons Here, Sir!: Neither player is playing daemons.  Change deployment as follows.  Use one of the deployment zones from the core rules (see BRB, p. 131).  Roll off and the winner activates one of his units and moves it onto the board from his table edge as if it were coming into the game from reserves, or he can declare the unit is going into regular reserves, is infiltrating, outflanking, etc.  The second player then activates one of his units and does the same.  Alternate units until there are no units left to be activated.  Roll off again to see who takes the first turn.  The other player may attempt to Seize the Initiative.
  • Rift Drift:  If a unit attempts to deep strike within 6″ of the warp rift, the unit rolls 1D3 right before the first model is placed to determine how many D6’s are rolled for scatter. The result applies to all affected units until the end of that player turn. This distance may be modified by special rules or war gear, but never below 1D6, even if the unit has special rules saying it does not scatter.
    • Fluctuating Rift:  Roll a D12 (or 2D6 if you don’t have a D12) at the start of each game turn.  The result is the number of inches from the rift where the Rift Drift rule will affect deep strikers.
  • ‘Sorcerer Supreme’ Victory Conditions: These victory conditions replace the normal scenario victory conditions.  Each player receives a victory point at the end of his player turn for each objective he controls.  The side with the most points at the end of the game wins.
    • A further optional rule is to subtract a victory point from a side if it controls no objectives at all at the end of their player turn.
  • Superior Reconnaissance:  The daemon player’s board edge for purposes of moving reserves onto the battlefield must be the same as the board edge she picked for deployment on turn one.  This is to help balance the scenario, since assault armies seem to be advantaged over shooting armies, all other things being equal.  If further balancing is needed, the daemon player must declare her board edge before the enemy player deploys.
  • Swallow the Sun: If a player controls all four objectives at the end of his player turn, he can decide to invoke Night Fighting, which will last until the end of the next player turn.
  • Tactics and Mystics:  You can use the tactical cards with this scenario, with either the normal or the Sorcerer Supreme victory conditions.  The objectives are numbered 1-4 and the rift is objective 5.  Allow the enemy player to set up a sixth objective right before he deploys.  Follow the usual rules for objective placement.
    • The Emperor’s Tarot:  This is used with the Tactics and Mystics optional rule to help balance the scenario, if needed.  The enemy player deploys and draws his tactical objective cards before the daemon player deploys.  The enemy player may then decide to roll off to see who takes the first turn if he likes the look of his cards, or if both players agree the enemy player can take the first turn without a roll.  Note there is no Seize the Initiative rule in this scenario.
  • Warp Gate: Any Chaos unit of either army, where each model has the Daemon special rule, coming into the game from reserve may enter play via the warp rift from turn two onward.  This rule does not replace the normal turn one deployment rules.  (Suggested by Commissar Alex.)

Our Warp Rift: Invasion Games

IG vs. Khorne Daemonkin (1850 Points, March 2017): A tough battle with impossibly brave zealot psykers and synchronized bloodletter summoning.  It probably isn’t a good sign that the Imperial commander’s secret report ended that the ‘last transmissions [from the planet] degenerated into gunfire and maddening screams.’


“They Came Out of the Storm” Scenario

Our first game was piratical marines using a blizzard to launch a surprise attack on IG in a ruined village.

This is a narrative scenario where one side attempts to achieve surprise by attacking an entrenched opponent in the aftermath of a storm.  Players should cooperate with terrain or have a third party set up the board.  The defender’s table half should contain a village, industrial works, supply depot, trench works, or some other such theme.  The attack’s side should probably contain less terrain, though this depends upon how the list match up.  Perhaps they are attacking out of sand dunes or from the edge of a jungle.

Of course one can vary terrain density depending upon the army and list match-ups to make for a fair game.  For example, a terminator force lining up against defenders who are light on AP 2 weapons may not require any cover at all, whereas a force of light infantry against say a typical Tau list probably should not be forced to walk across a bare board.

Use “Dawn of War” deployment where each player sets up within 12″ of his long table edge. The attacking player automatically sets up and takes the first turn, though the defender may attempt to seize the initiative. Night Fighting takes place automatically on turn one without a die roll. Secondary objective changes are noted below in the victory conditions. The game ends as per the normal rules.

Six objectives are placed in the defending player’s half of the table.  We found it best to set up the objectives collaboratively. This resulted in a more thematic placement and also because it can be difficult to legally set up six objectives on one side of the board if both players aren’t cooperating.

The storm could just as easily involve sand rather than snow.

Infiltration and Scout Moves work as normal but there is no deep striking allowed by either side in this scenario, unless both players agree to it. Thus units such as drop pods, which are required to enter play via deep strike, may be limited in number or even completely disallowed.

The attacker’s outflanking units must be positioned so the entire unit, including transports, are entirely within the owning player’s deployment zone on the turn the unit arrives. (This also applies to units with unusual special rules such as ork kommandos with Snikrot.)  The defender may not outflank units. Other reserves for both players are allowed but they enter play from each player’s long table edge.

Victory Conditions

Players score 3 victory points for each objective they control at the end of the game.  Secondary objectives are as normal except Line Breaker.  If the attacking player has more units completely within the defender’s deployment zone than the defender at game’s end, then the attacker receives one point for Line Breaker.  If the defender has more units then he receives 1 VP.  If a tie then neither player gets a point.  The defender cannot receive points by ending the game in the attacker’s deployment zone.

Alternately, you could play this scenario using the Maelstrom of War missions with the tactical cards, but if you do then I would remove the prohibition against deep striking, and also ignore the scenario restrictions for outflanking.  Otherwise the attacking player may find himself not able to score any cards until turn three at best!  If I did want to play a maelstrom scenario without deep striking, I’d probably use “Tactical Escalation” where the cards each player receives and can hold increases with each passing turn.

Our “They Came Out of the Storm” Games

 Space Wolves vs. IG (1500 Points, August 2015): A bloody game with the marines walking out of a blizzard in order to attack IG positions in a shattered village.  The defenders successfully held until turn five, but Legion VI-XIII was able to turn the battle around with a healthy dose of luck and several well-timed curses laid by a random shield maiden who wandered by to watch our game.

“Break Their Will” Scenario

Aerial view of trench bombardment.

I first saw this scenario at Mythic Games in Santa Cruz, California.  It was their 40K “Scenario of the Week” at the time.  I liked it because while fairly simple, it promoted a style of play that was a little different than the classic Eternal War or Maelstrom missions.

Set up is as per a standard game of 40K.  There are no secondary objectives, nor are any objective markers placed on the board. Night Fighting wasn’t listed either, though I suppose if both sides agreed you could include that rule. The game ends as per the normal rules.

Players achieve victory points by meeting the following conditions:

  • One victory point for each enemy unit reduced to half strength or below.
  • Two victory points for each enemy independent character killed.
  • One victory point for each challenge won.
  • One victory point for each of your units over half strength in the enemy deployment zone at the end of the game.

Our “Break Their Will” Battles

Khorne Daemonkin, Orks, and Necrons vs. Orks (1000 points, August 2015).  A hard fought battle on both sides with many failed charges by the orks on both sides with the end game turning into a bit of a swirling battle of annihilation in the center of the board.  The mixed forces won a solid but by no means overwhelming victory.

  Ultramarines vs. Space Wolves (1250 points, Spring 2015).  A tough “war game” battle between two chapters honing their tactics.  The Space Wolves were aggressive, especially their chaplain, but what these men of the Fang had going for them in ferocity they lacked in experience.  The war games were close but in the end the Ultramarines, led by a highly experienced Captain Reuben, taught the new comers some valuable lessons they won’t forget when they battle the enemies of Mankind.

Orks vs. Orks in the Necron Tomb Scenario

The mighty Ethereal Mark, and the Thursday Night 40K gang.

Mark was kind enough to try out the Necron Tomb Portal Scenario in a 1000 point Ork versus Ork game.  Since were playing this scenario we agreed that using this terrain piece was mandatory.  A pity we couldn’t find the cord to plug it in!

He ran a varied list headed up by a weirdboy, a goodly number of boyz on foot and on wheels, as well as his usually tricky stuff like kommandos, deffkoptas, buggies and so on.  (I think Mark leans more toward the spirit of Mork than Gork!)  I opposed his machinations with my “Warboss Command Platoon,” which was Warboss Hungry, his personal physician (painboy), and his chief engineer/bottle washer (big mek with a force field), and a bunch of nobz.  Of course they were all crammed into his Mobile Command Vehicle/battle wagon.  Everything else was to protect and support this.

The game was quite bloody as was expected and when we called it due to time Hungry’s forces were ahead by only a single point.  I’ve played the basic scenario a few times now with various people so I thought I’d share a few observations about it here.

  • We’ve found that the Necrons aren’t a big threat in the beginning, but they grow in power as the game wears on because of the players grinding each other down while the Necrons march inexorably to war, albeit in smallish numbers.  On turn two a unit of five warriors isn’t that big a deal, but it certainly can be by turn five.
  • In a way the Necrons end up being true “allies of convenience.”  Sure, they will help your side, but you have to be careful because you don’t have full control of their actions because your opponent probably controls some too.  If you both aren’t careful they can end up winning the game though this isn’t very likely.  What is more likely is one player will use the Necrons as a spoiler to win the game for himself.
  • I think Necron warriors are a good choice for the NPC faction because while they aren’t particularly powerful, nothing in the game is completely immune to them and can simply ignore them.
  • Blocking off specific portal entrances to try and funnel the Necrons closer to your opponent in order to manage their aggro turns out to be a viable strategy, though a double-edged one because in doing this one’s own forces have to put themselves close to the portal.
  • Another interesting mid-game tactic is to maneuver one’s forces off the objectives, etc. in order to temporarily force a situation where your opponent is leading by four points, insuring any new Necrons aggro onto her.  I say “her” advisedly because one of my IG opponents was able to do this to me!
  • The amount of Necron forces as constituted seems to work well for games in the 1000 – 1500 point range.  If I was playing lower than 1000 points I might use three warriors per squad instead of five, or maybe make it a random number such as D2+1.
  • The general consensus is that if the players are able to block off all four portal exits, then the Necrons should not be able to come onto the board at all rather than deep striking.  I agree and I will edit the basic scenario accordingly.

Necron Tomb Portal Scenario

 Two factions battle in an area which unbeknownst to them contains a portal to a Necron tomb.  Perhaps this is an awakening tomb world, or maybe an isolated pocket … a last surviving remnant of a mighty complex laid low by the pitiless march of eons.  Whatever the case, the sound and fury of war has awoken the Necron defenders.  

Objectives:  Take turns placing six objectives using normal rules for doing so.  The side controlling an objective at the end of the game (including the Necrons) receives 2 victory points.

Place a square piece of terrain in the center of the table to represent a portal into a Necron tomb.  There should be four access points on the portal, one on each side.

Deployment Zones:  Set up in a table quarter no more than 12″ away from a table edge with each player’s deployment zones on opposite diagonals.  Use the long table edges for falling back and reserves.

Secondary Objectives: First Blood, Linebreaker, Slay the Warlord. Note that the Necrons can also achieve these.  It is possible for them to score the last two twice — once against each player. Players cannot achieve secondary objectives against the Necrons.

Tactical Objective Rule (TOR): At the beginning of player turn one, before rolling for reserves, roll a D6.  If the player controls the objective corresponding to the die roll at the end of his turn, he immediately receives one victory point.  On subsequent turns, if a player has not achieved the objective on the die, he may elect to roll or continue attempting to achieve the objective number rolled on a previous turn.  Note that if the rolled objective is achieved, that player must roll the next turn. Tactical warlord traits do not apply to this rule in any way, nor does the TOR apply to the Necrons.

Otherwise the mission plays as a standard “Eternal War” mission, including rules for Mysterious Objectives, Night Fighting and so on.

Necron Defenders:  Although a non-player force, the Necrons can act as a spoiler and even win the game.  They could be controlled by a GM or third player. They have some special rules governing their behavior.

  • On turn one, after both player turns, deploy one unit of five warriors from each portal entrance, exactly like disembarking from a vehicle.  Allocate aggro for each unit based on whichever side has a unit closest to that portal access point so that two warriors units are aggroed against each player. Necron units are controlled by the enemy player they are not aggroed against.  Necron units will never change their aggro status unless one player is eliminated from the game.  If the game continues all Necrons will aggro against the remaining player.
  • Each Necron unit must perform at least one of the two following actions each turn.
    • Perform a full move so that at least one model is able to shoot at a unit from the faction they are aggroed against.  Then they must either shoot or attempt an assault.  If the Necrons are too far away to do either, they must run in order to decrease the range from the closest unit they are aggroed against.  If no units from the aggroed player’s faction are on the table, the Necrons can fulfill this condition by moving and then running closer to that player’s deployment zone.
    • Move within three inches of an objective.
  • From turn two on, deploy one unit of five warriors (or three scarabs) from a random portal at the beginning of the Necron turn. It will aggro against whichever player has a unit closest to the access point they disembarked from.
  • If the Necrons cannot enter play from a portal access point, they will enter play from another random access point. If all of the portal access points are blocked, no new Necrons may enter play that turn.
  • The Necron turn always happens after both players have had their turn.  The game turn ends after the Necrons have concluded their turn.
  • If no warrior miniatures are available on a given turn, deploy a unit of three scarabs in their place.  The limit to the number of Necrons that can be on the table is the players’ available warriors and scarabs in their collections.
  • Necrons fall back toward the portal.  If in falling back a model touches the portal, the unit is destroyed.
  • All Necron warriors have the Objective Secured rule.
  • The Necron portal otherwise counts as neutral terrain.
  • If either player is leading against his human opponent by 4 or more victory points at the beginning of the Necron turn two or higher, the unit that materializes on that turn will automatically aggro against the player currently leading the game.  Include potential end-of-game victory points for controlling objectives and Linebreaker to determine how much a player is leading by.

Optional Rules

  • Quantum Shielding: The Necron portal counts as enemy terrain and can be temporarily “disrupted” through shooting or assault on turn two or higher.  If a player scores two glancing or penetrating hits against AV 13 in a single player turn, no warriors or scarabs will materialize on the subsequent Necron player turn.
  • Quantum Facing: One glancing or penetrating hit against AV 13 in the shooting phase will deactivate the portal facing the shot until the beginning of the shooting player’s next turn.  Barrage weapons affect a random facing.  Necrons can materialize from the other unaffected facings.  (Thanks to Ethereal Mark for this one.)
  • Tactical Imperatives: Use the tactical objective cards, either in addition to or instead of scoring victory points for objectives at the end of the game.  The scenario Tactical Objective Rule in no way interacts with the cards or Tactical warlord traits.
  • Other Defenders:  I chose warriors and scarabs based on the miniatures I own in my collection.  Also, I usually play smaller games so more powerful Necron units would have a greater effect than in larger games.  Feel free to vary the types of Necrons you use based on your collection and preferences.  For example, I think a Canoptek-themed Necron defense force might be fun.

Our Tomb Battles

  Orks vs. Orks (1000 points, June, 2015).  A close battle (7-6 when we called it due to time) with the Necrons really putting the hurt on both of us.  I’d assault the warriors with my trukk boyz and if I didn’t wipe them out on the initial charge they would become very hard to shift.  They certainly gave new meaning to “It will not die!”  As for my opponent, the less said about his poor, maligned battle wagon the better.

Warhammer 40K Mission: Archeotech Hunt

This scenario is from White Dwarf #68, published in May 2015 to help introduce the Adeptus Mechanicus.  We did make some changes.  The idea is our battlefield is a site littered with lost high technology or perhaps some sort of forgotten base.  One side is attempting to explore and uncover the technology while the defenders try to prevent them from doing so.

Objectives: Take turns placing six objectives using normal rules for doing so.  Each objective is worth 3 points at the end of the game.

Deployment: Vanguard Strike.  Note that an easy way to do this is to measure from one corner approximately 35.5″ along the short edge and 50.25″ along the long edge.  Place a marker at each of these locations.  Now connect those points with a line of markers forming a triangle.  You may deploy your forces within that triangle.

Stubborn:  Units from both sides have the Stubborn special rule when within 3″ of an objective.  This was a slight departure from the rules as presented.

We played the rest of the scenario as a standard mission, i.e. normal secondary objectives and so on.  The scenario as presented in the magazine gave the exploring player some advantages, which we chose not to use or ameliorated.

The meat of this scenario is instead of Mysterious Objectives the players roll on a special archeotech chart.  I don’t want to list the rules verbatim because of copyright considerations.  I think it will be fun to make up one’s own lost technology devices as well in order to keep this mission interesting.  In any case the choices presented were:

  • Icarus lascannon array.
  • Ammo Cache that makes your shooting attacks stronger.
  • Teleportation device.  We ran it so it worked on any unit, including vehicles!
  • Night fighting.
  • Field that makes enemy shooting attacks weaker without stopping them outright.

There was also the usual “Nothing of Note” but we decided this was no fun, so I made up my own option instead — a void shield generator that doesn’t always work as intended.  Perhaps it was cobbled together by orks?  It had to be since you roll on a chart.  For anyone reading this who isn’t in the know, a “void shield” is essential a force field.

Malfunctioning Void Shield Generator.  The controlling unit can activate the generator at the end of its movement phase.  It remains active until start of the activating player’s turn, after which the shield goes down and the generator can be activated again.  When activated roll on this table:

  • 1. D6 strength 4, AP — hits against the activating unit.  Owning player allocates wounds and no cover saves may be taken.  Vehicles are hit on their side armor.
  • 2-5: AV 10 Shield, which goes away after it takes one glancing or penetrating hit.
  • 6: AV 12 Shield, which goes away after it takes one glancing or penetrating hit.

I’ve played this scenario twice now and found it quite entertaining.  I’ll put some links here when I write some battle reports about this mission.  In the meantime:

Our Archeotech Hunt Battles

Play Testers (thank you!): Commissar Alex, Ethereal Mark.

    Khorne Daemonkin, Orks and Necrons versus Imperial Guard.  For this game we replaced the lascannon array possibility with a “time distortion field” that gives the unit controlling the objective initiative ten.  A close game won by the imperial forces with the game ending by die roll on turn five..

  Orks versus Imperial Guard (1000 points, June 2015):  No additional house rules this time.  Simply a big mek and imperial forces clashing over lost technology.  As it turned out three of the six objectives were the Night Fighting one!  The orks managed a resounding victory.

  Orks versus Orks (1000 points, May 2015):  The story we used were two rival big meks in the same Waaagh.  Both wanted access to this valuable site and ended up battling over it behind their mutual warboss’s back.  We introduced some further house rules for our battle of the greenskins.  Not surprisingly the orks won!

  1. The warlord must be a big mek.
  2. A warboss cannot be fielded by either army.
  3. Big Meks and meks have the Objective Secured rule themselves, but they do not confer OS onto other members of their unit.