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Basic Rules MRU - Manpower-resource-unit Every player gets 20 MRUs delviered to them from space as long as they h old

their capital. A Manufactorum creates 8 MRUs A City creates 5 MRUs A Town creates 3 MRUs Army An army costs 10 to create and 10 MRUs per turn. Once created, it is deployed near the player's capital It can either be strategically reserved or deployed If deployed, it can move 2000 miles If reserved, it can move 1000 miles, but is ready for combat.and is weak er, but costs only 5 MRUs to make and 5 per turn to maintain A reserved army may be ordered to deploy at a cost of 5 MRUs An army is a 4000 point roster from which units may be chosen to go into bang inttle. The roster does not need to be organised in any fashion, but the u nits chosen must fit the force organisation chart. If two thirds or more of the roster have a transport or are a vehicle, t he army is considered mechanised, and may move an extra 500 miles if staying nea r a road. All tyranid armies are considered mechanised, even though they have no t ransports, because they never get tired or stop to refuel. Battle An army cannot move into another player's army without engaging it in co mbat. When an army moves over a Manufactorum, City or Town, it becomes propert y of the army's owner. When an army chooses to attack, the defender may (assuming there is spac e behind him) withdraw. If so, he leaves a minimum of 500 points as a rearguard action, while the rest go unharmed. If the fight is in a city, the defender may choose to fight it as a city fight battle. If the defender fights, he must provide up to 2000 points worth of model s, abiding with the Force org chart. The loser of the battle must move directly away from the enemy army at l east 500 miles. If it cannot do that without running into a geographical barrier or another army, then the army is destroyed. The winner may move 1000 miles in any direction. They may not engage a s econd army with this move. They may choose to pursue the fleeing army, in which case the fleeing army must move up to 1500 miles to stay 500 miles away from the winner. As above, if they are not able, they are cut down. Having an extra army lets a player choose 500 extra points. He may choos e to bring units from both rosters, as long as both have at least one hq and one troop choice and one fulfills the force org chart, as described in the allies r ules in the rulebook. If on one of the sides all the armies in the engagement are reserved and on the other at least one is deployed, the reserved side incurs a 500 point pen alty, deployes first and goes second (unless initiative is stolen). The winner of a battle may nominate a unit per 1500 points on the field to become a veteran and gain a special ability.(so in a normal 2000 point on 200 0 point battle the winner would get 2 veterans, but in a 2500 on 2000 battle he would get 3) If an army cannot get a legal force organisation together (Not enough HQ /Troops) They lose 250 points for each troop not present and 500 points if they have no HQ. Ports and the sea An army may get in a fleet if it is near a port. Once on a fleet, the ar

my moves 5000 miles a turn. It may not engage other fleets. It may land on any beach that it can reach, but if defenders occupy it, they get to place 250 points worth of defenses on the map after the terrain is d one setting up and table sides decided but before troops are deployed. Allies If two or more players decide to ally together, their armies will not at tack each other and may move through each other as well as not conquering each o ther's facilities. If liberating land owned by an ally, a player may choose to k eep it for himself or return to the historical owners.An alliance can be broken by any party at any time. Repairing A player may choose to use some of his MRUs to repair an army. An army m ay be repaired up to 1000 points per turn. each 100 points costs a MRU. The army being repaired may not move that turn and count as reserved if attacked. Becoming a vassal state If a player's capital is conquered, he's not out of the game yet! The co nqueror may choose to take any of the player's land or property, and chooses whe ther the new puppet gets his supplies from space. He may also choose how much MR U's out of their total to dedicate to the vassal. The two players count as allie s, but one of them is clearly dominant as he controls the other's resources. If the puppet player's new status displeases him, he may declare a rebel lion against his owner. He gets a free turn during which his armies do not requi re funding. He will not get supplies from space until he liberates his capital. Capitals Capitals provide 500 points of fortification for the defender if he is t he original owner of the capital. Others get 250 free fortifications if defendin g it. Capitals provide 20 MRU's to their original owner if they are in his pos sesion. OPTIONAL RULES Fortifications Cost 5 MRUs to make and can be placed anywhere within the creating playe r's borders. A defending army on these fortifications get 100 points worth of de fenses to set up after table edges are decided. The fortifications do not stack but may be improved. The cost of improvi ng a fortification is 5 points more than the total cost so far. each successive level brings 100 more points. A 200 point fort costs 10(5+5) MRUs, a 300 point one 20(5+10+5), a 400 p oint fort costs 40 (5+10+20+5) When an attacker overruns a fort, he may choose to destroy or keep it. Air bases Having an air base in the area allows for an extra flier to help out in all nearby battles. Simply capturing the airbase isn't enough, it costs 4 MRUs per turn to m aintain it in working order. The flier must cost 300 points or less, and may be bought from the codex or apocalypse rulebook or forgeworld. If the flier is a transport, it may have units as long is does not go ab ove the 300 point limit. These units are never scoring and do not remain with the army after the battle.

Kill teams Kill teams are much cheaper than an army and can perform a range of acti vities. They cost 6 MRUs to create and 2 per turn to supply/train. They are a 200 point elite force. When planning an op, the owning player must guess how far into enemy ter ritory they are going. for every 500 miles, he must spend an extra MRU.If he spe nds short, the mission is not carried out. Here are the missions soften up the defenses - target is a fortifiation if successful, the defender loses 500 points of fortification Harass an army - target is an army the kill team chooses which 200 points of an enemy roster they w ant to fight(this cannot include HQ units) Cut off the head - target is an army the kill team must fight the HQ unit along with 200 points of hi s bodyguard Cut supply lines - target is a manufactorum if successful, the target player loses 10 MRU's for the next two turns Terrorise the populace - target is a city if successful, enemy armies lose 2 Ld for the next turn Sabotage - targets the Capital or an air field. if successful, target player may not deploy deep strike armies f rom his capital or use that airbase for a turn. Deep strike armies These armies cost 20 MRUs to create and are not deployed from your capit al like normal armies. Instead, they sit in reserve, costing 10 MRU's per turn u ntil called upon. Deploying them costs 15 MRUs. They can be placed anywhere on the map. If a defender is present, he may not run and the attacker may choose to play the battle as a planetstrike battle . After deployment, these armies can either be left on the field, in which case they become normal armies, or packed up and back into the strategic reserv e for an extra 15 MRUs. Vortex missle sites At these sites are stored weapons of immense power. They have long been in disrepair, and need serious investment to make op erational again. It costs 25 MRUs to arm a missle, then 5 per turn to keep it operational . An operational missle may enter any combat within 5000 miles. For every missle, a die is rolled every turn, with every successive turn adding a +1 to the die. if the die achieves six, the missle lands somewhere on the table Roll the scatter dice. If it is a miss it scatters 3d6 inches, if a hit 2d6 The resulting area is covered with a 10" pie plate Everything inside (except flyers, but including terrain) is immideiately destroyed.

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