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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