Friday, February 24, 2017

Turn 3 - The storm returns

Here is your turn 3 post. Please remember to post reports on the Turn 3 thread. Warp Storm The warp storm that was concealing this sector for so long has reared its ugly head and sent the crusade into disarray. Long range communications are impossible and even short range coms are hit or miss. Alliances are merely a suggestion this turn. The lack of communications has caused mishaps with battles within the alliances. This means that all games will count this turn regardless of alliance. That also means there is no dominance this turn. One other side effect is the following rule during play.
At the start of the game roll a d6 to determine if the warp storm is raging in this area. On a roll of 5+ the battle will be affected. If the battle is affected roll at the start of each game turn and on a 6 that turn is played using the Night Fight special rules.
Turn Information
Category Information
Turn 3
Points 1250
Max Strategic Objectives 8
Dominance None
Defiance None
Special Rules Warp Storm

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