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61-62
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Warp Rift |
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63-64
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Unstable Reality |
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65
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Daemon Gate |
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66
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Time Disruption |
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1-2
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Speed Up |
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3-4
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Slow Down |
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5
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Mixed Time |
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6
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Time Slip |
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61-62: Warp Rift
A visible rift in reality occasionally manifests on unstable
worlds like those near the Eye of Terror. Movement and all
firing through the rift are completely unpredictable. The
rift runs along the centre of the table, thus separating the
two forces.
Roll a D6 whenever a squad or model wishes to fire across
the rift along the centre of the table. On the roll of a 1,
the target becomes so hard to track through the rift that
any firing would be useless. The squad or model that rolled
the 1 may not fire this turn.
When the majority (more than half) of a squad or model moves
across the rift, halt its movement and roll 2D6 along with
the Scatter die. Move the squad or model in the direction
and distance in inches indicated by the dice. For squads,
place all models within 3" of this new location. Once
the squad or model has been relocated, it may continue with
whatever movement it had left.
If a "hit" is rolled on the Scatter die, then
the squad or model may continue with its movement as normal
and ignore the effects of the warp rift.
If a double comes up on the 2D6 roll and a "hit"
is rolled, the squad disappears from the battlefield never
to be seen again!
63-64: Unstable Reality
The very fabric of reality is in a constant state of flux
due to rare circumstances beyond comprehension. Shots pass
right through targets and tanks blink in an out of existence.
All models on the table may take a 5+ invulnerable save. Vehicles
may roll a special save when they receive a Glancing or Penetrating
Hit – on the D6 roll of a 5+ ignore the shot completely.
65: Daemon Gate
Violent warp storms can saturate a planet with malignant energy
and provide the powers of Chaos with an opportunity to enter
the universe. The very atmosphere crackles with barely restrained
power as the stuff of nightmare drops into reality from nowhere.
At the start of each player's turn, roll a D6. On the roll
of a 6, a group of Daemons manifests on the battlefield. Place
D6 Daemons (chosen by the player whose turn it is) in the
centre of the table. This player controls the newly formed
Daemon unit, effectively making it part of his army!
66: Time Flow Disruption
Sometimes the Warp completely disrupts the flow of time, speeding
things up to a blur or jumping to events that took place minutes
ago. In a battle this can be beneficial or detrimental –
such is the fickle nature of the Warp.
- 1-2: Speed up
All models may add +2 to their movement actions. This means
that most troops now move 8" and assault 8". Vehicles
may move up to 8" and still fire one weapon, while fast
vehicles can move up to 14" and still fire one weapon.
In assaults, all models gain +1 Attack on top of any other
modifiers like charging or having additional weapons.
- 3-4: Slow down
All models may subtract -2 from their movement actions. This
means that most troops now move 4" and assault 4".
Vehicles may move up to 4" and still fire one weapon,
while fast vehicles can move up to 10" and still fire
one weapon.
In assaults, models do not gain +1 Attack for charging.
- 5: Mixed Time
Mix the Speed up and Slow down rules into one game. At the
start of each game turn, roll a D6 to see which effect takes
place. 1-3 means Speed up, and 4-6 means Slow down.
- 6: Time Slip
When time loses meaning, destroyed troops return to fight
again and commanders can't plan effectively since they have
no idea where their troops will be in 5 minutes!
When a squad is wiped out or a model removed from play,
place a numbered counter to mark the spot where they were
destroyed. Write down the counter number and the squad it
corresponds to on a scrap piece of paper. At the start of
each player's turn, he may roll a D6 for each counter he owns.
Each roll of 6 will bring the squad or model the counter represents
back into play!
Also, at the start of each player's turn, the opponent chooses
one squad or model currently on the battlefield and rolls
a D6. If a 5+ is rolled, the squad or model blinks out of
reality for the remainder of the turn. Place a counter to
remind you where the squad or model used to be. It will return
to play at the start of the owning player's next turn.
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About the Author
Since
"20 hours of Space Hulk a week" and
"excellent modeling and painting skills"
don't count as previous experience on most job
applications, Ty Finocchiaro figured he'd better
get a job with GW or end up panhandling the mean
streets in a tinfoil suit. So here he is, producing
great articles for Black Gobbo.
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