All parties deploy on the same table edge (no more than 2” from the table edge) at least 6” from rival party members and no more than 1” from members of their own party.
Table Setup- The table for this scenario should be set up with a necropolis theme.
The deployment side of the table should have less terrain than the opposite side. There should be a piece of terrain representing the Tomb of the Atenist Priest in the center of the opposite edge from the deployment side. The tomb should be 10” from the far table edge with the entrance facing the far table edge.
Serving suggestion for the basic table setup. This is a 3x3 foot table, ideally a 4x4 space would be used but is not necessary. The terrain density is up to the players or Game Master, this example is pretty sparse.
Horde Mummies may not be deployed within 5” of any party members. They must be deployed within 10” of the borderline and at least 3” from another Horde Mummy. Each Horde Mummy will move up to its maximum movement towards the nearest party member and attack. After the turn of their first activation, the Horde Mummies will activate at the beginning of each turn and move and attack before any party member. Each turn after the first activation, d5 Horde Mummies will be deployed and activated as above. The Horde Mummies will not go within 5” of the Tomb nor cross the Necropolis Borderline.
MV WND #ATT ATT DEF MIS ARC DISC
Mummy 4 10 1 3 3 3 5 3
Hand Weapon (DM 1) Resistance to Arrows (2 AR against arrow and javelin attacks)
Turn 5- At the start of turn 5, 6 Anubi Tomb Guards are deployed along the deployment edge in the center of that edge no more than 2” from each other. Each player places a Command Counter on each guard and whoever activates a guard first controls them for that turn. The Guards are not subject to the special rules regarding a Tomb Robber during this scenario since all the parties are invading a necropolis.
MV WND #ATT ATT DEF MIS ARC DISC
Anubi Guard 5 10 1 4 5 4 6 7
Spear (DM 1), Light Armor (AR 2)
The Tomb of the Atenist Priest- when a model moves within 5” of the tomb they must make an ARC save to avoid traps each turn they move (flying models as well) near the Tomb. If a model fails to avoid a trap it takes d10 damage with no Armor save.
To open the Tomb, a model must make an ARC save at -2 while in base contact with the entrance. If the model opens the Tomb it has gotten the Kekooee Seshket.
The bearer gains +1 to ARC and an AR 1 (AR 2 against magical attacks) as long as they have possession of the Kekooee Seshket.
Another model can take the Kekooee Seshket while in base contact by winning melee against the bearer and choosing to take the Kekooee Seshket instead of causing damage. Alternatively the model can take the Kekooee Seshket after reducing the bearer to 0 Wounds in melee.
The Twist- If a party includes an Assessor or the Battle Sage and a party member gets the Kekooee Seshket they will go after that character to attempt to take it. The Battle Sage will attempt to destroy the Kekooee Seshket because of the trauma he witnessed during the Atenist Heresy. The Assessors will attempt to exit the table from the deployment table edge to take the Kekooee Seshket for further study.
These characters will be controlled, if no Game Master is present, by the player to the right of the player whose party included the character. If there are multiple characters in the same party, the additional character will be controlled by the next player to the right so that no player controls more than one of these special characters.
Objectives- The objective for this scenario is to retrieve the Kekooee Seshket from the Tomb and get it past the Necropolis Borderline. The scenario will be complete if the model with the Kekooee Seshket has crossed the borderline and is not engaged in melee at the end of the turn.
Scenario Specific Victory Points
+4 Victory Points to the player to first possess the Kekooee Seshket
+4 Victory Points to the player who possesses the Kekooee Seshket at the end of the scenario