Necron Scenario - Tomb World Revisited!


This is not a balanced scenario; this is designed to be difficult for the invader fighting against endless waves of Necrons.

This scenario was first drafted up back in April 2009 after reading one too many Planetstrike rumours, posted in 2010 and now re-written with the new Necron Codex release.

+++++++++++++++++Inquisitorial Report++++++++++++++++++++++++++++++
+++++++++++++++++For Attn of Inquisitor Jachem++++++++++++++++++++++
+++++++++++++++++His Eyes Only++++++++++++++++++++++++++++++++++

My Lord Inquisitor, the Galactic south western area of the cluster has fallen. It appears a Necron Dynasty has risen up from worlds both inhabited and not.

The first planet to fall was that of Derago. It received a Transmission from a Necron Phaeron requesting they remove their presence from the world within thirty planetary rotations. The Imperial Govenor of Derago ignored the warning, but did call in for additional support. The support did not arrive in time. Derago ((see attached data file for a full history on Derago) was a Hive World, there was no way it could be fully evacuated in that timescale. I do not use the world was lightly for all 5 of the major hive complexes have been destroyed, razed to the ground. It appears that not a single human being survived the Necron attack.
The Support that was requested arrived in the form of a Blood Angels Battle Barge, they managed to get one Thunderhawk and a handful of Drop Pods to the Surface before coming under attack in the Space around Derago by Necron vessels. On the ground the Blood Angels had barely landed before being assailed from all sides. The Thunderhawk managed to extract some Blood Angel survivors, and their Captains report is also attached.
To summarise the report My Lord, the Necrons have converted the Hives into raw resource for them to use as part of their world. The Blood Angel scans indicated extensive remodelling of the planet and Hives had already been completed, except around the Capitol.
In the Centre of what was once the Capitol Hive there is an unusually powerful signal. It appears to be a power source of some kind. I believe this may be one of the C’tan Monoliths the Sons of the Lion have previously encountered. It could very well be co-ordinating the entire Necron warmachine in that area. At the very least we believe it is the central hub of activity on Derago.
I respectfully submit to you that this is the ideal time to strike in force, with the revised explosives I mentioned in my interim report. They should be able to deal with the C’tan Monolith or whatever is actually down there. A Successful strike could stall their advance in local Star Systems buying us valuable time.
I do not ask this lightly as I appreciate the multitude of threats facing the Varcan Cluster itself, and I can only hope that you feel assistance is warranted here.
Yours Faithfully, in the name of the Emperor.
+++++++++++++++++++++++++Message Ends+++++++++++++++++++++++++++
+++++++++++++++++++++++Thought of the Day+++++++++++++++++++++++++
+++++++++++++++++Trust not the Unknown for the Emperor++++++++++++++ ++++++++++++++++++has revealed all we need trust+++++++++++++++++++++

As the invasion force moves in on the location, swarms of Necrons emerge to defend their world. Unbeknown to the invasion force this is only the beginning.


Battlefield is setup as a ruined Cityscape. In the very Centre of the Battlefield there is a C’tan Monolith, make sure that this is in the very centre of the board as it forms the focal point for the game and the terrain layout.
The revised rules for the C'tan Monolith can be found here.
The invading force may setup anywhere on the table that is more that 24” from the C’tan Monolith.

Explore Additional Pictoral methods for this section.

The invading army deploys first following these deployment rules. The Invader may deploy their army anywhere on the tabletop as long as they start the game at least 24” from the Inactive C’tan Monolith. They also must start at least 18” from each Necron Portal (this prevents Portals from being destroyed on Turn 1, unless the Demolition Charges are on faster choices).
The Necrons do not deploy anything on the table at the start of the game. Any Monoliths they have are brought in from Strategic Reserve by deep strike on Turn 2.

Each side may nominate to keep up to 50% of the Kill points in reserve, these units arrive from turn 2 as normal.

Necron units arriving on the table may arrive from either Monolith Portals, Dolomen Gates.

First Turn

In this scenario the Necrons always go first.


Each of the Necron Dolomen Gates is an Objective this is whether they are alive or dead

The C’tan Monolith is an objective as well, however should it die, then Mark that spot on the battlefield with a Crater and this will count as an objective (the Centre Point should be used for measuring if you

This does mean that the while the C’tan Monolith is alive the Necrons will always have one Objective, as the enemy cannot contest it.

Scenario Rules for the NecronsDolomen Gate:
Toughness: 8
Wounds: 4
Invulnerable Save: 5+ (this represent shots going through the portal rather than hitting the structure)

Undying Legions: Such is the power of a Necron World that when the Necrons phase out due to damage they are repaired nearly instantly by the numerous Tomb Spyders and Scarabs that exist beneath the ground.

All Necron units that have the Reanimation Protocol Special rule are recycled back into the battle. This means that any Necrons that do not succeed their Reanimation Protocol rule are placed to one side. At the beginning of each turn if there are enough dead Necrons of one type to form a legal unit then they may re-enter play through either a Portal or a Necron Monolith. If you have enough models to form a legal unit they MUST be brought onto the board, you may not withhold them for a turn. For Clarification the Minimum and maximum Unit sizes are displayed below:

                                         Minimum SizeMaximum Size
Warriors                                520
Destroyers                            15
Immortals                             510
Flayed Ones510
Lychguard                            510
Triarchs                                 510
Deathmarks                         45

When a unit comes back they return to the battle WISYWIG.

(e.g. in one turn the Necron player loses 32 Necron Warriors, 2 Wraiths and 4 Heavy Destroyers, in the following turn they will be able to bring back the following Units:
20 Necron Warriors
12 Necron Warriors
2 Wraiths
3 Destroyers
The rest of the dead Necrons are left until there are enough models to make a legal unit)

It Came from Below: As the invaders move into the Necropolis they inadvertently awaken the ancient Guardians. The first defenders of the city were hidden around the city and now come out of their slumber to destroy the invaders.

To represent this on the Necrons first turn the any units that are deployed may Deep Strike with the following four changes.

1. If they scatter into an enemy unit they count as having charged and fight in the Assault Phase
2. They are able to Move, Shoot and Assault as normal; they have just risen from the ground, and are out to get you!
3. If they have to roll of the Deep Strike Mishap table, discount any results which destroy the unit. They simply count it as misplaced and the Invader gets to place them.
4. They do not have to roll for Dangerous terrain if appearing within a building.

Scenario Rules for the Invaders

Demolition Charges: The invaders have bought along some high grade explosives to destroy the power source they detected. Three of the invading units may be given the Demolition Charges, make sure to note this on your army list before the game begins to avoid confusion. They are assumed to have enough Charges to last the entire game, so may use the charge several times if they get the chance.

To use the Demolition Charge the Unit must be in base to base contact with either a Monolith, Pylon or the C’tan Monolith. In the turn they wish to use the Demolition charges they are unable to move in the Shooting or Assault phase, however the unit may shoot at another target after using the Demolition charge. When they use it D6, on a roll of a 1, the charge fails due to a malfunction or incorrect positioning and kills D3 squad members. No Armour Saves are allowed and it counts as a Strength 10 hit so will be instant death to most multi wound models. Invulnerable saves may be taken.

On a roll of a 2+ the Demolition Charge goes off as planned. It inflicts D3 + 1 Penetrating hits against whatever target it is used against.

Planetary Invasion: Due to the nature of the invasion, the invading army counts all of the Troop Choices to have the unending assault special rule. This means that when the unit is destroyed the following turn they are able to re-enter play using the rules for Flank March.

Flank March: When a unit enters the game from Reserve they may enter from any table edge.


The white text on a green background is very bad on the eyes.
Kraggi said…
A very good point. Hit the wrong options when formatting it. Fixed!
ant1clock said…
I'd play this, I like the idea of having shed loads of newcrons on the table in a cityscape. Maybe an all day Saturday setup, hint, hint.
Kraggi said…
Hadnt actually thought of that. Hmmm good idea, will speak to KoA.