Saturday, 12 September 2015

Four Way Battle Rules

4 player game,
1500 points each
4 tables (larger area);
Each player to have a 2 VP base to defend (can be scored each turn)
A single central scoring area to contest (can be scored each turn, 2 VP if being contested, 4 VP if being controlled).
Slay the Warlord, Highlander also to apply, but no First Blood or Linebreaker.
Deployment to be as normal, but each turn player order to be randomised until turn 4.
Optional Rule:
Players may choose to spend VPs to replace lost units or models, at the cost of 2 VP per unit. Each VP can be used to purchase 50 points worth of unit. This may only be done once per game. Only destroyed units or models may be replaced. Units within formations can be replaced (e.g. 1 Predator within a 3 Predator unit), but multi-unit formations may not be replaced in toto – only one specific unit within it. (In other words, one destroyed Devastator Squad or one  destroyed Tactical Squad within a Demi-Battle Company could be replaced, but not a Devastator Squad and a Tactical Squad)
Provisional Psychic Rules.
Psychic powers should work as follows:
The d6 Psychic Points roll will be made for each player turn, thereby allowing Deny the Witch for each Psychic Phase.
Players with Psychic Points will be allowed to access these in each player turn.
Deny the Witch rolls can be made against any hostile power cast at a player, unless the Psychic Points pool available to a player has already been exhausted.
Attempts to Deny the Witch against powers cast to buff units within the Pysker’s Army can only be made if a player has a unit within 24” of the casting player, and only if the Psychic Points pool available to the Denying player has not already been exhausted.
Players may not attempt to deny powers being cast against a third party player.
Only one attempt may be made to Deny any power per player turn. The player who wishes to spend the largest number of points Denying will make the roll.


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