The Necrons learned of the presence of an Untouchable on an Imperial planet, Nilia 9C6, and dispatched a force there to find and retrieve him for research purposes. Hidden away by the Inquisition in the ruins of a town far from the any active settlement, the Untouchable is unaware of any danger. Cannoness Valoria has been ordered to retrieve the Untouchable or prevent him from falling into their hands, alive.
A drop ship deposited the Cannoness and two of her Battle Sisters squads just South of the town.
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| Sister Caterina's squad is in the foreground, Sister Angelique is behind the wall in the back. |
To the North, two squads of Necrons accompanied by three Canoptek Scarab Swarms fanned out to search for their quarry.
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| Table before the first moves (pictured above) |
The Warriors sent the swarms ahead, their beating wings carrying them above any obstacle. In the shadow of a decrepit storage tank, one swarm found the prize.
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| The Necron Warriors with the prisoner failed their activation rule several turns in a row, as did the other squad. This allowed the Battle Sisters to stay in the fight. |
Stay tuned for Part 2!
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Background:
This week, I decided I wanted to try out FUBAR take on Warhammer 40K. They are a supplement, rather than a variant of, the FUBAR wargame rules for modern/sci-fi small unit combat. Instead of presenting the rules entirely as the variants do, such as Medieval or VSF, they cover converting the Warhammer 40K units and weapons into FUBAR units and weapons.
The recommendation for balance is to use the points from 40K (I assume the 3rd Edition in the name of the one document refers to the 40K version, but it may refer to the FUBAR version it was meant to supplement). I am very interested in 2e 40K of late, and so I used those point values and found I have around equal points of Adepta Sororitas and Necrons.
The scenario idea came from the 3rd ed. Codex : Witch Hunters (can be found online - Adepta Sororitas had their own codex as the end of second edition, and they are included in Witch Hunters in 3rd. I share this because I only just learned this recently).
The Forces:
Adepta Sororitas
Cannoness Valoria: Elite, bolt pistol (2 FP), power armor (Save on 3+)
Battle Sister Squad 1 (Veteran, power armor (Save on 3+)):
- Sister Superior Angelique:bolt pistol (2 FP)
- 4 Sisters with Bolt Rifles (3 FP each)
- 1 Sister with Melta (3 FP)
- 1 Sister with HMG (4 FP)
Battle Sister Squad 2 (Veteran, power armor (Save on 3+)):
- Sister Superior Caterina: Bolt Pistol (2FP)
- 4 Sisters with Bolt Rifles (3 FP each)
- 1 Sister with Flamer (3 FP)
- 1 Sister with Heavy Flamer (4 FP)
Necrons
Squad 1
- 5 Necron Warriors: Veteran (1 FP, Save on 3+)
Squad 2
- 5 Necron Warriors: Veteran (1 FP, Save on 3+)
Canoptek Scarab Swarms:
- 3 Canoptek Swarms : Seasoned (0 FP, CC only, Save on 5+ , capable of a leap of 16" over intervening terrain). Each swarm acts independently.
The Necrons are not covered by the FUBAR supplements. No worries!
All Necrons have the following special rules (from "W40K 2nd Ed Battle Bible 1.7.2" - available online):
Self-Repair: "Necrons cannot be removed as casualties. Instead, mark them or place them on their side." At the start of each turn, before the automatic close combat round, for each Necron on its side, roll 1d6:
- 1 - destroyed, remove as casualty
- 2-5 still trying to repair
- 6 Repaired and immediately returned to fight. "
Isolation : "A Necron warrior which repairs itself may find itself outside of normal coherency to the rest of its squad. Necrons in such a condition are said to be isolated. An isolated Necro cannot shoot, although it fights as normal in all other respects. It must move to join a unit of the same type."
Morale : "If the entire Necron force is reduced to 25% or less of its original number at the start of any Necron turn, then the whole army will mysteriously vanish; the Necrons are assumed to have been driven away. Necrons which have fallen down but not yet removed can’t be counted as part of the remaining force, so a Necron army can be defeated if enough models are knocked down even if they are not permanently destroyed."
The emphasis there is mine - I did not remember that when I was running the game and that played a part in the game's length for sure!
The Untouchable Rules
Untouchables are individuals immune to Pyskkers, or something like that. In any case, I had 3 blinds on the table one real, two dummies.
Swarms can check the blinds but cannot capture the Untouchable if found or escort him off the table.
Once revealed, the Untouchable, Green with no armor, activates once per turn. And being Green, odds are high they'll fail their activation roll.
- If he is not currently captured or rescued and he activates successfully, he moves 1d6" in a random direction (roll 1d12, read like a clock direction).
- Once captured or rescued, he becomes temporarily part of that unit and moves with them but still activates each turn in order to try and escape.
- To escape (he doesn't want to be captured and in the confusion of the moment, doesn't want to be rescued either), he must attack his guard, and the guard must fail in their attack against him. If successful, the Untouchable immediately moves 1d6" in a random direction as above.
Once captured or rescued, the unit with the Untouchable can only move a max of 6" per turn.
As for FUBAR itself, there were some house rules added on the fly to address some grey areas, but more on that next time.









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