Exploring/capturing uncharted realms
On entering a realm roll a
D6
1-4 Nothing discoverd
5-6 You've found something. Roll a further
D6 and consult table below.
1.
You disturb a Chaos shrine and unleash a Chaos Damons force upon the world.
You must fight a pre determined Chaos Daemons force. If you defeat the daemons you destroy the shrine and capture the realm.
If you lose, or only manage a draw the daemons are free to rome the realms claiming them for themselves.
At the end of each week the daemons will move into an adjacent realm(chosen randomly) and claim it as theres.
Should you attack a realm under daemonic ownership then you must fight and defeat the daemons to claim that realm.
As soon as the daemons lose a game, they are immediately sent back to the warp and all realms that were under their control are free to move into in subsequent turns.
However, you make no roll on the Exploring table for realms previously owned.
2.
As soon as you enter this realm your army is struck by a mysterious illness.
1 unit from your 1500pt list (chosen at random) is unavailble for the next 2 battles. Regardless of realm.
3.
The realm you have entered is prone to freak blizzards.
Everytime a battle is fought in this realm roll a
D6 after deployment. On a 4+ the entire game is fought using the night fight rules.
4.
You stumble across an ancient form of missile silo which is still operational, but only just.
When one of the adjacent realms is attacked, (providing its under your control) roll a
D6 on a 4+ you get a Preliminary Bombardment at the start of game.
However, on a roll of a 1 the silo's power fails and can no longer be used.
If you lose this realm and the silo is still functioning you destroy it as you retreat.
5.
You find, what you believe is a long lost artifact that belonged to your ancestors.
This bestow's courage on your force.
When defending this realm you whole army ignores ALL negative leadership modifiers.
If you are driven out of this realm, the artefact is destroyed and is no longer any use to anyone.
6.
You discover a friendly society living within this realm.
You strike up an alliance with the people who promise to aid you in defending this their realm.
You may chose an extra unit(on top of your 1500pt list) up to the value of 150pts from your armies codex that you may use when defending this realm.
In effect it gives you a 1650 point force in defence of this realm only.
Alternatively, you may chose a unit of upto 150 points from a different codex, providing that you can ally with them.
Again if the realm is lost, the friendly society is considered to have been wiped out by the invading force and are lost for good.
See below for list of allies:
Chaos Marines : Daemons,Dark Eldar,Imperial Guard, Orks
Daemons : Chaos Marines
Space Marines : Imperial Guard,Daemonhunters, Witchhunters,other
SM Chapters
Imperial Guard : Space Marines, Daemonhunters, Witchhunters, Tau
Tau : Imperial Guard, Eldar
Eldar : Imperial Guard, Tau
Dark Eldar : Chaos Marines, Harlequins
Orks : Chaos Marines, Dark eldar
Tyranids : Imperial Guard, Orks
Necrons : None(cos there cheesy enough already).
Thoughts?