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Defiance of the wolf The grand Spacewolves cruiser Jagged Maw is traveling back to Fennris from a gruelling campaign

on Visas 5, an agri world in the Cytax cluster. The campaign had been long and drawn out, turning out not just to be a Chaos cultist uprising, but a full on invasion from the demonic beings of the warp. Towards the end it transpired that the archenemies of the Fang, the Thousand Sons had been behind the incursion. The Wolves had won but now battered and worn make their way back to resupply and take on fresh supplies. Passing though the Signum cluster, the cruiser drops out of warp near the world of xvargas 3, astropaths aboard the Maw have bought to the attention of the captain that they have received a faint, but urgent sounding distress call from the planets surface. The captain brings this to the attention of none other the Njal the Stormcaller. The wolves never to turn their back on those who need aid, start arranging to make planet fall and to find what the distress call is about. A forward attachment of Wolves land near the lone PDF fortress, there to find the bastions and defences undamaged but also unmanned. The Wolves scout the area but are unable to find any signs of life, only heaps of ash. Njal himself had landed with scouting attachment, aboard the Maw he had a feeling that all did not seem right with the planet below, now on the surface that feeling grew. Njal being a pysker of incredible power could normally feel the minds of any sentient beings, but here there was nothing. More worrying there seemed a hollow feeling as if there was something out there, intelligence but one that lacked a soul. His answer came soon enough, unbeknown to the Wolves the Necrons had arrived on this planet to claim something stolen from there. Below the very foundations of PDF fortress the mecanicus had built a secret facility. Centuries before a mecanicus fleet had found the entrance to a destroyed Necron tomb, all of its defensive guardians had been damaged or had become inactive, allowing the tech priest to examine and exploit this vast resource of ancient xeno tech. Having built there secret facility, they built the Fortress above to protect and hide the secret below. The Necron Imotekh knew of this and has lead his forces to claim back what he believes is rightfully his. Having already reduced the defenders of fortress from afar using a powerful weapon that reduces organic matter to ashes, he now leads his forces to resurrect the slumbering necrons buried deep beneath. On the horizon the Wolves scouts see a shimmering silver haze coming towards them. The Necrons have arrived. The Wolves prepare their defences. The Necrons are now advancing on what they now believe to be an undefended garrison; they will not take kindly to find it defended by the warriors of an inferior race. Who will destroy or be destroyed, can the Spacewolves defend their position long enough for reinforcements from there cruiser to be deployed? Or will Imotekh sweep aside this fragile defence and claim another tomb world to expand on his already growing empire?

The rules for this scenario are simple. The Spacewolves must stand and defend the garrison at all cost; the Necrons must destroy the defenders completely. For the wolves to claim victory at least one squad of the original defenders must still be standing by end of the game. For the Necrons to claim victory they must destroy all the original starting units of Spacewolves before the games end. This game will last 5 turns but unlike a normal game the last turn will change to a unit by unit activation. At the start of the turn each player will roll on their chart, they will then roll off to see which of the actions go first. Once both actions have been carried out the players will roll off. Whoever wins will get to activate one of their units first. The activated unit may move as normal, shoot and assault. Once that unit has finished then the other player may choose a unit and may move as normal, shoot and assault. Once all units have activated and the dust has settled it is time to see who the victor is. Because this is a dynamic game that can and will change as the game progresses there are few different rules to follow. The defenders rules. The Spacewolves starts with a 2000 points army, they may select any combination they choose, rather than follow the standard FOC. The only provisions being that the player may choose two HQ choices but one of which must be Njal the Storm Caller as well as one group of Terminators; these will not be deployed on the table at the start of the game but are counted as part of the armies starting unit count and cost. The Spacewolves player gets to setup at the start of the game his defences which will include two bastions with the Icurus las cannon as well as two Ageis defence lines with two quad cannons. The player can setup anywhere on the board as long as all of defensive structures are joined. All other terrain will be randomly placed upon the board. At the start of the game the defending players must place all his army not including his terminators (the terminators must stay in reserve), within the walls of the garrison. At the start of each of the defenders turn the player must roll off the on the defenders chart and then may apply those effects that player turn. They must be used that turn and do roll over to be used in the next players turn. On turn three the terminators held in reverse may now arrive, to reflect that they are coming into aid there battle brothers they may use these rules when arriving. They may deep strike onto the board where the defending player chooses, they do not scatter and may also assault the turn they arrive. Spacewolves do not normally deepstrike but this is a desperate situation and they will not abandon their battle brothers. On turn 4 the support has arrived in the form of a Land Raider . The defending player will now have access to a Land Raider which may deploy using the standard deployment rules from reserve or may

choose too deepstrike following the normal deepstriking rules or to out-flank. To represent the fact that the Land Raider has pushed its engines when it arrives it may move up to 12 with no penalties.

The attacker rules. The attacker will always have first turn unless the defending player rolls a 6, this represents the defenders being on high alert. The attacking army will be 2000 points and may choose any units he wishes ignoring the standard FOC. The only provision being that the player may only choose two HQ choices. To represent being the assaulting army, the attacking player must start in revere and roll of on each unit to see what may enter play that players turn. On turn 1 to 4 each roll of 3+ will enable that unit to enter play from any table edge so long as it is not within 12 of the defending army or its defences. On turn 5 all units that are in reserve may enter play on the attackers turn as well as all under strength units automatically been replenished to full strength. As the attacking players outnumber the defending army any unit that is completely destroyed may enter reserve and be rolled for again to enter play. If a flier is destroyed it may still enter reserves but will need to roll a 5+ to re-enter play. At the start of each of the attacking players turn the player must roll off the on the attackers chart and then may apply those effects that player turn. They must be used that turn and do roll over to be used in the next players turn.

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