Showing posts with label Rules Clarifications and Changes. Show all posts
Showing posts with label Rules Clarifications and Changes. Show all posts

2.18.2008

Necron Rumors: Northern Lights




The glow emanating from the northern mountain range bears the telltale energy signature of the foul Necrons. They must have something cranking out an awful lot of energy.

Campaign Notes:

The Necrons have gained a special campaign asset by spending an extra CP to "search" a mountain tile that contained a hidden asset. They have gained the "power plant" asset.

The power plant asset allows the owning player to immediately build a free stronghold in the tile where it was discovered. For 1 CP the power plant can be upgraded to the "mega weapon" asset. The mega weapon is a one-shot asset which allows the owning player to penetrate the force field protecting an enemy HQ. It can also be used creatively to accomplish other tasks, pending CM approval. It does not grant any in-game perks. It can be captured by another player but be advised that meddling with alien technology can be very hazardous!

Anticipating the most frequently asked question: "I paid for a search asset and I didn't get a power plant or anything! What gives?" Some tiles have hidden "treasure" like this one. It's just luck. However, no matter what your "search" yields it moves you closer to uncovering a useful asset. There's no such thing as a "wasted" point spent on a search!

12.31.2007

Understanding your map icons

Each player's territory is color coded.

Orange: Eldar
Olive Green: Imperial Guard
Neon Green: Necrons
Grey: Tau
Red: Chaos

Each player's HQ is easy to identify. The HQ hex replaces the tile you select. For example if you decide to put your HQ in a water hex; that hex no longer counts as a water hex for objective purposes or any other purposes. It is not advisable to put your HQ in a tile that you know you need to control for a specific objective because doing so will actually void that tile!

When you control a territory you put a peg of your color on that territory. When you build a stronghold you replace the peg with tall peg. When you upgrade to a stronghold you place a small magnet on the peg. AA mounts and the tiles they protect are noted on your list of campaign assets (a page to track that will come later.)

I'm already considering some changes to the way the aerodrome and HQ are built. These rule changes will be put to a vote at kickoff.

1: The HQ can be built anywhere, not just on the map edge. It cannot be built in a mountain, special, city, or adjacent to a city tile. I think this will mix things up a little better and decrease the possibility that one player ends up way off in a corner away from other players.

2: The aerodrome CAN be built on your HQ. Logistically and realistically this makes a lot of sense. If your opponents want to take a crack at blowing it up they can use a decisive action.