Type: Principal
Xenos Inquisitor Lara Croft is searching for information against the Necron Menace in the vestige of an archaeology site in Khesd,
Choose an army with the following restriction.
Use the Standard Army
You must also add an Inquisitorial Detachment which only contain Xenos Inquisiteur Lara Croft as an HQ.
Use the Standard Army
Set up terrain as described in Preparing for Battle. Then, use the Deployment Map included with this mission or, if both players agree, use Random Deployment Zones to determine which Deployment Map will be used for this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half.
To represent one of Mansoura III Southern Pillar, place in the "Enemy Deployment Zone" as much building as possible.
The rest of the zone must be field with small debris, trashes area terrain and "Egyptian" building.
Six markers will be placed on the battlefield to indicate potential locations where the archeotech may be hidden. To inspect a marker, a model must end its turn in contact with the marker. In the
Shooting Phase, instead of shooting, the model along with its unit may inspect the marker.
Roll a D6.
On a result of 5-6, you have found the objective;
on a 2-4, you have found nothing of consequence (remove the marker);
on a 1, you have set off a booby trap! Center the large blast template on the model inspecting the objective. All models completely under the template suffer a S3, AP- hit; those partially under the template suffer a hit on a 4+.
A unit may inspect only one objective marker per turn. Once the objective has been found, remove all other markers. The objective may not be moved by any means. If all the objective markers have been inspected, and none of them is the objective, you are both on a "Wild Zoat Chase" (now don’t you both feel silly), and there is no objective.
Players must deploy using the Standard Deployment Method.
The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.
Each player generates 3 Tactical Objectives at the start of his first turn.
The mission uses Variable Game Length.
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.
Achieve as many Tactical Objectives as possible. If, at the start of a player’s turn, he has fewer than 3 Active Tactical Objectives, he must generate a number of new Tactical Objectives unti he has 3.
Secondaries Objectives are worth 1 Victory Points if completed, 0 if not completed.
First Blood: If you are the first player to destroy an opposing unit, you achieve this Secondary.
The Last Laugh: If you are the last player to destroy an opposing unit, you achieve this Secondary.
Moment of Bloodshed: If during a single player turn you destroy three or more opposing units, you achieve this Secondary.
Linebreaker: If, at the end of the game, you have at least one model from one or more scoring units completely within 12" of the enemy’s table edge, you achieve this Secondary.
Heart of the Matter: If your Warlord ends the game in base contact with the centerpoint of the table, you achieve this Secondary.
Leave None Behind: If none of your surviving units are within your deployment zone at the end of the game, you achieve this Secondary.
Slay the Warlord: If you destroy the enemy Warlord, you achieve this Secondary.
Strike the Rank and File: If you destroy every enemy Troop unit (not counting Dedicated Transports), you achieve this Secondary.
Marked for Death: Immediately following revelation of Primary and Secondary Goal selections, clearly mark one Scoring or Denial unit on your opponent’s Army List for death. If you destroy this unit during the course of the game, you achieve this Secondary.
Night Fighting, Reserves, Mysterious Objectives, Tactical Objectives
For each Victory, your team wins a sabotage token.