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Tarvarus V Rules continuedcontinued | ||||||||||
• When fighting over the Chaos relic or Imperial outpost, section restrictions do not apply (although the points limit is still 750pts), as these are critical locations and commanders are prepared to commit extra resources and better troops to capture or defend these location.
Chaos Relic: An ancient chaos structure left over from the Great War against chaos in the Valeus system, although it was leveled a millennia ago, the base still stays; an almost indestructible rune encrusted foundation that oozes dark power! A player that controls the Chaos Relic may try and use its power to further help them, if you choose to harness its power roll a dice each time you wish to use it (applies to any of the players battles that campaign turn) : 1-2: Your main commander gains +1 strength and gains the doom bolt chaos psychic power 2-3: All your troops gain +1 leadership and +1 initiative 5-6: The dark power turns against you: all troops at -1 leadership, -1 initiative and your main leader looses a wound, in the next campaign turn. Imperial Outpost: Tarvarus V is mainly deserted except for St. Madavas and Caleus’ post: the main centre of operations for imperial communication and logistics on Tarvarus V. It is in Caleus post where the (pitiful) defence militia are coordinated. Caleus was Tarvarus V’s most famous colonel in resent years, the wasteland north of the imperial outpost, was named after Caleus as it was he ordered the systematic (and guard like) bombing of the area after a nid infestation was found. A player in control of the Imperial outpost section can choose to do one of the following in the next campaign turn, he must delcare in which section he is using the outposts abilities after everyone has moved but before battles have taken place, he does not however have to declare which ability he is using till the start of the batttle; assuming he is still in control of the outpost: 1. In each of his next battles he may choose one opposing unit to start the game in reserve 2. In each of his next battles he may choose two of his units to deep strike (anything but tanks) 3. In each of his next battles he may use preliminary bombardment, roll a D6, on a 1 the enemy gets the preliminary bombardment instead, as something has gone wrong at he outpost. -You must have an army list designed for each section: written before moves are made and you can only use this list in the following campaign turn. Army lists can be change every turn. - NEW- points system for capturing section: ok so each section is worth points: Small area = 1 point Half of St. Madavas = +1 points Medium area = 2 points All of the Bavader Plains (the 3 large sections) = +3 points Large area = 3 points 2/3rds of the Plains = +1 point Chaos Relic = 5 points Imperial Outpost = 5 points All of St. Madavas = +3 points There are a total of 112 points on the map. To gain any bonuses from this points system you must capture 25%/50%/75% of the points on the map: To gain 25% of the map is 28 points To gain 50% of the map is 56points To gain 75% of the map is 84points At the beginning of each campaign turn evryone counts up their points. (e.g. if you have 2 large areas and medium area you have 8 points) If you have 25%/50%/75% of the map you get a points boost in your next campaign turn's battles: 25% - an extra 150pts 50% - an extra 200pts 75% - an extra 250pts -The extra points can only be used in two of your next turns battles. -If you lose a battle whilst using the extra points, in the following campign turn all your troops will be at -1 leadership when fighting the opponent that caused your defeat; however if your oponent is also using the same or more extra points this does not apply. -The extra points you get cannot be used to change your set army list they can only be used as an add on (a different detachment if u will) and so can only be sent on new units (within organisation chart of the force its being added to) |
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