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OVERVIEW The Ultramarines have discovered the lair of the sleeping C’tan known as the Nightbringer on the world of Pavonis. Led by Captain Uriel Ventris and Inquisitor Ario Barzano, they must defeat the enemy forces arrayed against them to prevent the awakening of this monstrous Star God.The architect of this scheme to awaken the C’tan, Kasimir de Valtos and his ally, Archon Kesharq desire the star-killing vessel of the alien and will fight to the death to see the C’tan arise. Kesharq’s retinue of deadly Incubi and the animation of dozens of Necron warriors will make the Ultramarine’s task a true struggle against the odds. SCENARIO SPECIAL RULES Time is running out… Because the exact time of the Nightbringer’s awakening is uncertain, you must roll at the beginning of every turn after turn 4 to see whether it awakes or not.Use the rules for Random Game Length, and if the roll would indicate that the game would end, instead treat this as though the Nightbringer has just risen from his tomb. The turn the Nightbringer arises from its tomb, it is very weak and thus it cannot move, shoot or assault, counts as having Toughness 6 and does not benefit from its 4+ Invulnerable save. In following turns, all the Nightbringer’s rules as printed in Codex: Necrons apply as normal. Once the Nightbringer awakens, remove the model representing the tomb as its substance forms part of the Nightbringer’s form. All or Nothing Due to the huge stakes of this battle all units or characters forced to take a Morale test (for any reason) do so on their unmodified Leadership value. De Valtos is exempt from this rule and is considered to be Fearless. Necron Reserves The Necron warriors enter the game from reserves. Kasimir de Valtos Kasimir de Valtos may not be moved out of base contact with the sarcophagus, as he is busy fitting the recovered pieces of the Necron ship into place. He can be moved around the sarcophagus, but may not leave it. In addition, he may not be targeted by shooting attacks and can only be killed in an assault. GAME LENGTH The game lasts until the Nightbringer kills all the Space Marines then leaves with its mighty starship or the Ultra- marines are able to prevent it arising and kill all their enemies. LINE OF RETREAT Defenders: If the C’tan has not awoken yet, Eldar who are forced to fall back will do so towards its sarcophagus. If it has, then they will fall back towards the entrance to the cavern, i.e. the Space Marine board edge. Necrons forced to fall back will always do so towards the tomb or the Nightbringer. Attackers: The Space Marines will fall back towards their board edge. SET-UP This game is played on a 4’x4’ board with the C’tan’s tomb placed as shown on the accompanying map. The defender must place the Wych Succubus, Kesharq, the Incubi and the Pariahs anywhere within 8” of the tomb. De Valtos must be placed in base contact with the sarcophagus. The Space Marines are placed on the board edge opposite the C’tan’s tomb as shown. The Necron warriors enter from Reserves and when they become available may enter from any table edge. MISSION OBJECTIVE To prevent the C’tan from waking, either Uriel or Barzano must fight their way to the sarcophagus, kill Kasimir de Valtos and remove the final piece of the metal from the lid of the sarcophagus. Once de Valtos is dead, removing the metal requires either character to spend a full turn in contact with the sarcophagus and not shoot or fight in an assault.At the end of the turn, roll a D6 and on a 4+ the metal has been prised free from the tomb, preventing the Nightbringer from arising from its dormancy. If they fail to remove the metal the first time, they may try again on subsequent turns. Ultramarines Deployment zone 8" THE NIGHTBRINGER AWAKENS X 18" 24"

Night Bringer Warhammer 40k Mission

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A special scenario made by GW about the Necron C'Tan Night Bringer being brought back. For use with Warhammer 40,000

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Page 1: Night Bringer Warhammer 40k Mission

OVERVIEWThe Ultramarines have discovered the lair of the sleeping C’tan known as the Nightbringer on the world of Pavonis.Led by Captain Uriel Ventris and Inquisitor Ario Barzano, they must defeat the enemy forces arrayed against themto prevent the awakening of this monstrous Star God.The architect of this scheme to awaken the C’tan, Kasimirde Valtos and his ally, Archon Kesharq desire the star-killing vessel of the alien and will fight to the death to seethe C’tan arise. Kesharq’s retinue of deadly Incubi and the animation of dozens of Necron warriors will make theUltramarine’s task a true struggle against the odds.

SCENARIO SPECIAL RULESTime is running out… Because the exact time of the Nightbringer’s awakening is uncertain, you must roll at thebeginning of every turn after turn 4 to see whether it awakes or not.Use the rules for Random Game Length, andif the roll would indicate that the game would end, instead treat this as though the Nightbringer has just risen fromhis tomb. The turn the Nightbringer arises from its tomb, it is very weak and thus it cannot move, shoot or assault,counts as having Toughness 6 and does not benefit from its 4+ Invulnerable save. In following turns, all theNightbringer’s rules as printed in Codex: Necrons apply as normal. Once the Nightbringer awakens, remove themodel representing the tomb as its substance forms part of the Nightbringer’s form.

All or Nothing Due to the huge stakes of this battle all units or characters forced to take a Morale test (for anyreason) do so on their unmodified Leadership value. De Valtos is exempt from this rule and is considered to beFearless.

Necron Reserves The Necron warriors enter the game from reserves.

Kasimir de Valtos Kasimir de Valtos may not be moved out of base contact with the sarcophagus, as he is busyfitting the recovered pieces of the Necron ship into place. He can be moved around the sarcophagus, but may notleave it. In addition, he may not be targeted by shooting attacks and can only be killed in an assault.

GAME LENGTHThe game lasts until theNightbringer kills all the SpaceM a rines then leaves with itsmighty starship or the Ultra -marines are able to prevent itarising and kill all their enemies.

LINE OF RETREATDefenders: If the C’tan has notawo ken yet, Eldar who areforced to fall back will do sotowards its sarcophagus. If ith a s, then they will fall backt owards the entrance to thecavern, i.e. the Space Marineboard edge. Necrons forced tofall back will always do sot owards the tomb or theNightbringer.

Attackers: The Space Marineswill fall back towards their boardedge.

SET-UPThis game is played on a 4’x4’board with the C’tan’s tomb placedas shown on the accompany i n gmap. The defender must place theWych Succubu s, Kesharq, theIncubi and the Pariahs anywherewithin 8” of the tomb. De Valtosmust be placed in base contact withthe sarcophagus. The SpaceMarines are placed on the boardedge opposite the C’tan’s tomb asshown. The Necron warriors enterfrom Reserves and when theybecome available may enter fromany table edge.

MISSION OBJECTIVETo prevent the C’tan from waking, either Uriel or Barzano must fight their wayto the sarcophagus, kill Kasimir de Valtos and remove the final piece of themetal from the lid of the sarcophagus. Once de Valtos is dead, removing themetal requires either character to spend a full turn in contact with thesarcophagus and not shoot or fight in an assault.At the end of the turn, rolla D6 and on a 4+ the metal has been prised free from the tomb, preventingthe Nightbringer from arising from its dormancy. If they fail to remove themetal the first time, they may try again on subsequent turns.

Ultramarines Deployment zone 8"

THE NIGHTBRINGER AWAKENS

X

18"24"

Page 2: Night Bringer Warhammer 40k Mission

Total points – 760

FORCES OF THE IMPERIUM

CAPTAIN URIEL VENTRIS – 82pts

Equipment: Bolt pistol and close combat weapon, iron halo. (If Ario Barzano diesthen Uriel may take his power weapon by moving into base contact with him.)

VETERAN SERGEANT PASANIUS – 62pts

Equipment: Bolt pistol and close combat weapon, heavy flamer

ORDO XENOS INQUISITOR ARIO BARZANO – 90pts

Equipment: Master-crafted power weapon, plasma pistol, conversion field (4+Invulnerable save)

SQUAD PASANIUS – 150pts, led by Sergeant Pasanius

Equipment: Boltguns. (May be split into two 5 man battle squads)

SQUAD VENASUS – 190pts, led by Sergeant Venasus

Equipment: Boltguns. Sergeant Venasus has a close combat weapon and a powerfist. (May be split into two 5 man battle squads)

SQUAD DARDINO – 180pts, led by Sergeant Dardino

Equipment: Boltguns. Sergeant Dardino has a close combat weapon and a powerweapon. (May be split into two 5 man battle squads)

WS BS S T W I A Ld SaveUriel Ventris 5 5 4 4 3 5 3 10 3+/4+

WS BS S T W I A Ld SavePasanius 4 4 4 4 2 4 2 9 3+

WS BS S T W I A Ld SaveArio Barzano 5 5 3 3 2 4 3 10 4+

WS BS S T W I A Ld Save9 Space Marines 4 4 4 4 1 4 1 8 3+

WS BS S T W I A Ld Save9 Space Marines 4 4 4 4 1 4 1 8 3+Venasus 4 4 4 4 1 4 2 9 3+

WS BS S T W I A Ld Save9 Space Marines 4 4 4 4 1 4 1 8 3+Dardino 4 4 4 4 1 4 2 9 3+

Page 3: Night Bringer Warhammer 40k Mission

Total points – 835 (Not including the Nightbringer)

THE NIGHTBRINGER – 360pts (see Codex: Necrons)

FORCES OF KASIMIR DE VALTOS

KASIMIR DE VALTOS – 10pts

Equipment: Laspistol

WYCH SUCCUBUS – 18pts

Equipment: Wych weapons (always count as having a higher WS), combat drugs.Note: In close combat, a Wych’s save is Invulnerable.

INCUBI RETINUE – 189pts

Equipment: Punishers and Tormentor Helms. The Incubi Master is armed with ablaster and a power weapon

NECRON WARRIORS – 360pts

Equipment: Gauss flayers

PARIAHS – 144pts

Equipment: Warscythe with built in gauss blaster

ARCHON KESHARQ OF THE SUNDERED BLADE – 118pts

Equipment: Dread Punisher (+2 Strength power weapon), Tormentor Helm (Thiscounts as a Tormentor Helm as normal until Kesharq suffers a wound, whereupon it isdestroyed and Kesharq counts as having a Hellmask.This represents the exposure ofKesharq’s horrific, skinless face after taking a hit.)

WS BS S T W I A Ld SaveKasimir de Valtos 3 3 3 3 1 3 1 10 6+

WS BS S T W I A Ld SaveSuccubus 4 4 3 3 1 6 2 8 4+

WS BS S T W I A Ld Save2x10 Necrons 4 4 4 4 1 4 1 8 3+

WS BS S T W I A Ld Save5 Incubi 5 4 3 3 1 5 1 8 3+Incubi Master 5 4 3 3 1 6 2 9 3+

WS BS S T W I A Ld Save4 Pariahs 4 4 4 4 1 4 1 8 3+

WS BS S T W I A Ld SaveNightbringer 6 4 10 6(8) 5 4 5 10 4+

WS BS S T W I A Ld SaveKesharq 6 6 3 3 3 7 3 9 4+