Days | Activity |
---|---|
Monday - Tuesday 20:00 | Players send their orders via order table at the bottom of the webpage of the current turn. Orders are processed on Tuesday at 20:30 |
Wensday - Thursday | Players may challenge each other to a battle according to the chalenge rules. |
Friday - Next weeks Sunday (Friday if there is a special game) | Batles are fought. (TYRMÄ gaming night is on first Sunday so that is a preferred venue for the battöle but othe locations can also be agreed) |
Saturday | If there is a special game scheduled, it will take place at this time |
Hextype | Icon | Victory points | Efects |
---|---|---|---|
City | 10 | Cities are where people live. there is no special needs for cities but they provide 10 victory points each so it is important to controll as many as posiible | |
Factory | 5 | Factories produce everything from raw ore to lasguns. They are needed to wage war. If you can draw line of suply from current batlefield to a friendly factory you have one extra heavy support slot for your use in this batle. In adition, if you have more than twice the number of factories compared to your enemy you may take 10% more of points to the batle than your opponent. | |
Prometheum refinery | 5 | Prometheum is important part of warfare. Each refinery may be used to boost a movement of an army from 1 to 3 hexes per turn. In adition to this player who can trace a suplyline from the batlefield to a prometheum refinery may take one extra fast attack choise to his army for one batle. | |
Space port | 5 | Space ports are used to move armies and goods between planets. Every spaceport is considered to be in adjacent hex with every other space port. | |
Space stations | 10 | There are three large space station orbitting Malacus prime. Each of these space stations counts as both spaceport and factory. | |
Schola progeninum Orhum | 10 | Orhum's schola progeninum is located in the equator of that planet (hex or_c3). Main schola is located underground and only an old fortress lies on the surface. The controll of this schola is objective of special scenario at the end of turn 3. Further batles can be fought with the special terrain for that batle, as standard batle or as a zona interficio batle that takes place in underground caverns of the schola. | |
Refinery 66 | 10 | In the Izmak's raging atmosphere there are ruins of ancient refineries. Only one of them is still functional. Refinery 66 counts as both space port and a refinery. Since the refinery and space port are in a single hex it is possible to use Izmak's refinery to have any one of your armies to move 3 hexes instead of one. |
Condition | Bonus to the roll |
---|---|
Batle size of 2000+ pts. | +1 |
Batle size of 3000+ pts. | +2 |
Batle size of 4000+ pts. | +3 |
Batle size of 5000+ pts. | +4 and so on ... |
Attacker chose to sabotage instead of conquest | +3 |
City or spaceport | -1 |
prometheum refinery | +1 |
d6 Roll | Spoils of war |
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1 | "Look what I found at those shipping grates burried under the rubble!" Player gains a factory or prometheum refinery that can be placed in any empty hex controlled by the palyer or his allies. It may also be used to repair a devastated special hex owned by the player or ally. If it can't be placed immideatly it is lost again. |
2 | Their finest hour: At the next batle taht this army fights it can take on extra elite choise. |
3 | "Fast as the wind, the invasion has begun!" You may take controll of an extra hex, this hex may be taken from a player you just defeated or it may be a neutral hex. If no such hexes are available (for example your opponent only has his capital left) this result has no effect. |
4 | A map to an old fort: In next batle this army fights, that allow fortifications, you may take one free bastion (without any upgrades) to your force. |
5 | Veterans: A single unit from the army may roll from veteran abilities table. If it gains a advantage/rule that it already has you can choose the result. If you already have 1000 points of veterans in this army ignore this result. |
6 | Heroes of legend: A single independent character from the army can roll an advance from heroes of legend table. If it gains a advantage/rule that it already has you can choose the result. |
d6 Roll | Inglorious defeats |
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1 | "Damn those bastards, vengance shall be ours!" Next time this army fights against the winning player, or against an army from the same Codex a single unit chosen by the owning player gains Hatred special rule. |
2 | Inexperienced comanders: At the next batle that this army fights, your opponent can choose a single unit. that unit will suffer from stupidity special rule during that game. |
3 | Masses are rebelling: One of hexes you controll turns neutrall, the hex is chosen by your opponent. Your capital can't turn neutral this way. If there are no hexes that can become independent there is no effect. |
4 | Wounded: In next batle this army fights, opponent selects a unit, this unit suffers 2d6 strength 4 ap 5 hits before the deployment. |
5 | "they are back, run for your lives!" In the next batle that this army fights the enemy may select a single unit from his army that causes fear towards the entire aarmy. |
6 | "How do I shoot web?" You opponent chooses a unit that has at least one veteran upgrade and removes one upgrade from that unit. |
d6 Roll | Injuries |
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1 | "Just a flesh wound!" No effect. |
2 | Scarped and bruised: Character starts next batle with one lost wound. |
3 | Recuperating: The character can't take part in next batle. |
4 | Major injury: The character can't take part in next batle, in adition roll d6 for further effect: 1: -1 WS 2: -1 BS 3: -1 S 4: -1 T 5: -1 I 6: -1 Ld If stat is reduced to 0 character is dead. If this was a warlord of the army generate a new warlord traits for the new warlord of the army. |
5 | Captured: Character ends up as a prisoner of the enemy. Opponent should mae a note that he has a prisoner. The opponent may exchange the prisoner to a prisoner that you hold or maxium of 5 VP worth of hexes. Opponent may also try to execute the prisoner, if so roll a die: 1: The character makes a daring escape and slays several guards gaining valuable experience. The character returns to his army and gains a roll from heroes of legend table. 2: Traitors in ranks release the character, character returns to his army, in adition owner of the character may take a posession of single hex that is not the capital, from the former holder of the prisoner. 3: Character fakes his death at the execution and after his body is dumped he returns to his army. 4: Execution is delayed because of adminstrative error. 5: Execution is delayed while useful information is being extracted from the prisoner. The holder of the prisoner gains preferred eneny (codex of the prisoner) for one unit in his next battle. 6: Prisoner is executed in glorious display. He's dead Jim. If this was a warlord of the army generate a new warlord traits for the new warlord of the army. |
6 | "That wich does not kill us makes us stronger!" Character recovers completely and gains an advantage from the heroes of legend table. |
6 Roll | Heroes of legend | Shooty infantry | Fighty infantry | Bikes / cavalry | Vehicles |
---|---|---|---|---|---|
1 | +1 WS | +1 BS | +1 WS | +1 WS | +1 BS |
2 | +1 Ld | +1 Ld | +1 Ld | +1 Ld | +1 BS |
3 | +1 BS | Tank hunters special rule | Furious charge special rule | Skilled riders special rule | Tank hunters special rule |
4 | Crusader special rule | Infiltrate special rule | Scouts special rule | +1 BS | Tank hunters special rule |
5 | Stubborn special rule | Split fire special rule | Rage special rule | Hit and run special rule | Power of the machine spirit special rule |
6 | If the character is the warlord of the army you may adjust the warlord trait up or down by one number, or switch it to another collumn. If the character is a psyker you may generate a new set of psychic powers from those awailable (theese can be chosen multiple times). | Stealth special rule | Fleet of XXX | Strikedown special rule | Outflank special rule |