Tomb Raid
Tomb Raid is a new Raid scenario in which the attackers are attempting to steal a valuable artefact from the heart of a Necron catacomb. Forces are chosen using the Raid Scenario Force Organisation chart. If you don't have any terrain appropriate to the dark interior of a Necron structure you can use normal terrain and assume that the main body of the tomb is just below the surface.
Attacker's Overview
You have launched a daring raid into an area surrounding a mysterious ancient edifice in search of its fabled secrets. As your force nears its objective, previously unknown guardians awake!
Defender's Overview
The Necrontyr have lain dormant within their stasis chambers for longer than most races have existed. Now one of those races seeks to invade their tomb, and its Necron guardians rise once more.
Scenario Special Rules
Tomb Raid uses the Victory Points, Reserves, Random Game Length and Night Fighting special rules.
Set-Up
- Place a suitable terrain piece in the table centre. This is the attacker's objective.
- The attacker chooses either short table edge as his deployment zone, and sets up his entire force up to 12" onto the board. Infantry which are not in transports, without jetpacks, or are not riding bikes or jetbikes can be set up 18" onto the board.
- The defender's force is held in reserve. When reserve units become available, roll a dice to determine which board edge they move on from, as indicated on the set-up map.
- The attacker gets the first turn.
Diagram: Set-up map — a rectangular table. The attacker's deployment zone is the bottom short table edge, with a 12" band along each side (left and right) edge running perpendicular to it. The objective marker sits in the table centre. Board edges are numbered for reserve die rolls: edge "1" (left long edge), "2-3" (top short edge), "4" (right long edge), "5-6" (bottom edge / attacker's deployment zone).
Mission Objective
The attacker is attempting to capture an artefact from the heart of the Necron tomb. This might be a C'tan phase sword, a stasis control device, or anything else you can imagine a raider force attempting to steal.
The attackers must steal the objective by getting as many units as possible into base contact with it, and then getting those units off the table. For each unit that spends a whole game turn in contact with the objective and not shooting or fighting in an assault, roll a dice. If any of the results is a 5 or 6 then a unit has secured the objective and the whole army may make their escape off their own short board edge.
Keep track of which model is carrying the objective. It may be handed to another model by moving into base contact with it. This may only be performed once per turn. If the model carrying the objective is killed or falls back then it is dropped and remains on the board. Any model that moves into contact with it may pick it up.
The attacker earns +300 Victory points for getting the objective off his own table edge. +150 Victory points are earned if the objective does not make it off the table but remains in possession of the attacker at the end of the game.
Reserves
When the defender's reserves become available they will move on from a random board edge indicated on the set-up map. Roll for each unit separately.
Game Length
The game lasts for a variable number of turns.
Line of Retreat
Attackers that are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.
Defenders forced to fall back will do so towards the nearest board edge.