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Revised Teleport Procedure.

Teleporting onto the battlefield is done at the end of the players turn and uses the following procedure: 1) Select a unit to teleport onto the battlefield. 2) Place a Teleport Target Point (TTP) for the unit. This can be within a solid structure but not underground. 3) Roll a D10 to see how successful the teleport attempt has been. 1-9 all goes well proceed to step 4. 0 somethings gone wrong roll on the Teleport Malfunction Table immediately. 4) Roll for scatter; the TTP scatters on the D6 roll of a 2+ by D20 5) Place the teleporting unit so that all members are within 2 of the TTP Teleport Fail-Safes. All teleport devices have fail-safes built into them to prevent the subject being rematerialized inside solid objects, underground etc. where this would happen the subjects are placed so that they are still within 2 of the TTP but around any solid objects. If it is not possible for all subjects to be placed then any remaining will rematerialize in the teleport chamber and have to teleport down next turn. Note in the event of a teleport malfunction (see below) the fail-safe rules are ignored and the result of the malfunction takes precedence.

Teleport Malfunction Table. 2D6 Roll 2 3 4 5 ~ ~ ~ ~ Result Lost in the Warp - The unit and all its equipment are destroyed Too High!.- Roll for scatter as normal, the unit materializes D6x5 above the TTP. Roll for falling damage. Bio Circuit Scrambled - Roll for scatter as normal, the unit is subject to permanent confusion from now on. Emergency Corrections - The unit doesnt rematerialize. Retain the same target point and roll again on this table next turn. Targeting Error - The unit automatically scatters by double the normal distance. Delay - Lights flash and power conduits hum but nothing happens. Remove the TTP and start the teleport procedure again next turn. Beam Concentration Failure Roll for scatter from the TTP for each individual model being teleported. Subject Signal Failure Pouches are emptied, helmets are on backwards, underwear is on the outside etc. The unit cant move in its next turn while it sorts itself out. Energy Circuit Fault - Whole squad is hit by effects of a haywire grenade Too Low! Roll for scatter as normal but the unit materialises underground. The resultant explosion destroys the unit. Centre the large template over the TTP any models covered take D3 S6 hits with a -2 save modifier. Lost in the Warp - The unit and all its equipment are destroyed

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