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Warmaster
By Jervis Johnson

Guide of Reference

Sequence of Game

Imperial reinforcements phase: The Imperial player can teleport onto the spaceship the four groups of innitial units.
Imperial movement phase: The Imperial player can move any or all of the Imperial units that are in the spaceship.
Imperial battle phase: Any combat is resolved that has been brought about by the movement of the Imperial troops into enemy held areas.
Traitor reinforcements phase: The traitor player rolls a dice to see how many reinforcement units are obtained during that turn, extracts such number of units from the cup and afterwards teleports them onto the ship.
Traitor movement phase: The traitor player can move anyone of the units that are in the spaceship which are face up.
Phase battle traitor: Any combat is solved that has been brought about by the movement of the traitor player.

Teleportation Table

D66

Result

Death!

11-12: A horrific accident during teleportation destroys the units.

Failure!

13: The teleportation is delayed. The units can try to teleport themselves during the following phase of teleportation.

Success!

14-56: The units are teleported to a random zone of the ship. Each square of the ship is numbered. It places the units in the square with the same number that the result obtained with the dice roll.

Perfectly!

66: You can choose the area to which you wish to teleport the units. The units can be placed in any place of the ship except in the square of reactors.

 

Table of Results of Combate

D6

1-3
or less

1-2

1-1

2-1

3-1
or more

1

AA

AA

AR

AR

BB

2

AA

AR

AR

BB

BB

3

AR

AR

BB

BB

DR

4

AR

BB

BB

DR

DR

5

BB

BB

DR

DR

DA

6

BB

DR

DR

DA

DA

 

AA Annihilated attacker: all the attacking units are eliminated.

AR Attacker routed: an attacking unit is destroyed; the rest must retreat.

BB Blood bath: an attacking unit and a defender are destroyed. Another turn battle between the survivors will have to be carried out. The ambushes do not count for the second turn nor the following, but it will have to be thrown to determine again if the Camera of Armament or the Engine room suffers accidental damages. The repetitions of distances of dice by personages can be used again in the following turns battle.

DR Defender routed: a defending unit is destroyed; the rest must retire.

DA defender annihilated: all the defending units are eliminated.

 

Imperial Special units

The Emperor

The group of units that are with the Emperor must be first that teleport to the spaceship of Horus. It is not necessary that you throw a dice for the teleportation table, since they are always teleported perfectly (as if they had obtained a result of 66 in the Teleportation table). Neither the Emperor nor any of the units grouped whith him are affected by Horror cards. He removes from the game these cards so soon are revealed if the Emperor is in the same area.

If the Emperor participates in a battle (either attacker or defender), the Imperial player can carry out a re-roll if it does not like the result obtained in the Table of Results battle. He will have to accept the result of this new distance of dice.

Exception: if Horus participates in the same battle, the Emperor loses his ability to carry out a re-roll and must accept the first result obtained in the Table of Results battle.

Sanguinius

If Sanguinius participates in a battle like attacker or defender, the Imperial player, the Imperial player can carry out a re-roll if it does not like the result obtained in the Table of Results of Combate. He will have to accept the second obtained result.

Rogal Dorn

If Rogal Dorn participates in a battle like attacker or defender, the Imperial player can carry out a re-roll if it does not like the result obtained in the Table of results battle. The result of this re-roll will have to be accepted.

Exception: If the Horuses, Angrón or Magnus the Red one participate in the same battle, Rogal Dorn loses its ability to carry out a re-roll and must accept the first result obtained in the Table of Results battle.

General Kane

Neither General Kane nor any unit piled up with him will see themselves affected by Trap cards. These cards will be removed from play as soon as they are revealed if Kane is in the same area.

Traitor Special units

Warmaster Horus

Horus begins the game face down, hidden in the Traitor ship. In spite of this, unlike the other Treasonous units, the Treasonous player can can he wishes if it to reveal to Horus at the beginning of anyone of his turns, turning him face up. Horus remains face upabove during the rest of the game once he is shown. Additionally, if it is revealed by an Imperial unit that finalizes its movement in the same area that Horus occupies, the player can allow Horus to retreat an area before the combat is resolved, avoiding therefore the confrontation. The same rules for a retreat do apply, except that the Traitor player may control what area Horus retreats to if there is a choice. This ability may only be used when Horus is revealed, and only that one time.

Angrón

If Angrón participates in a battle as attacker or defender, the Treasonous player can carry out a re-roll of dice if it does not like the result obtained in the Table of Results battle. The result of this re-roll will have to be accepted.

Exception: If the Emperor, Sanguinius or Rogal Dorn participate in the same battle, Angrón loses its ability to carry out a re-roll and must accept the first result obtained in the Table of Results battle.

Magnus the Red one

If Magnus the Red one participates in a battle as attacker or defender, the Treasonous player can carry out a re-roll if it does not like the result obtained in the Table of Results battle. The result of this re-roll will have to be accepted.

Exception: If the Emperor, Sanguinius or Rogal Dorn participate in the same battle, Magnus the Red one loses his ability to carry out a re-roll and must accept the first result obtained in the Table of Results battle.

Doombreed and Kraxnar

The attack or defense stats of Doombreed and Kraxnar are not always the same; they vary according to the enigmatic aims of the Chaos Gods. When they participate in a battle in the attacking side or defending, a dice will have to be thrown and to add 4 to the result. The total will be the attack or defense stat of the Great Demon for that combat. A roll for each combat in which one of the Great Demons participates, including for the subsequent turns will have to be thrown battle if a result of Blood bath in the Table of Results is obtained battle.

 

Demonic hordes

The attack and defense stats of the Demonic Hordes are not always the same; they vary according to the enigmatic aims of the Chaos Gods. When they participate in a battle in the attacking side or defending, a dice will have to be thrown and to add 4 to the result. The total will be the attack or defense stat of the Demonic Horde for that combat. A dice roll for each combat in which one of the Demonic Hordes participates, including for the subsequent turns will have to be thrown battle if a result of Blood bath in the Table of Results is obtained battle.

Trap Card

When a trap card reveals itself , the Traitor player will have to throw 1D6: with a result from 1 to 3, there is no effect; with a result from 4 to 6, an Imperial unit present in the area of the trap is destroyed. The Imperial player can choose the unit that is destroyed if there is more than a unit in that area. The Trap card is removed from play when it is revealed.

Horror Card

1D6 must be thrown if there is an Imperial unit in the same area that this card. If a result of 5 or 6 is obtained, the members of the unit drive crazy completely due to the horrors with which they have been in the ship, and the unit is immediately destroyed (the troops of the imperial Guard will drive crazy and be eliminated if a result of 3 is obtained, 4, 5 or 6). Remove horror from play once you have determined its effects.

Crew

The crew cards are considered like normal units with a defense value of 3 (no attack value). They remain once in game revealed, but they cannot move and they are eliminated if they are forced to retreat.

Crew Ambush!

The Crew Ambush card are used exactly as the crew units, unless at the moment that are open pies, their factor battle and the one of any other card that are with her consider of the double of the factor printed in the card. This is only valid in the first turn battle in which they are revealed. It is not applied in the following combats, although a result of Blood bath in the Table of Results is obtained battle.

Special areas of the ship

Some areas of the ship own certain special rules that must be applied they. These areas are of shining blue color and take to writing the name in yellow in the map of the game.

The Bridge

As he has described himself in the main rules, the player who controls the Bridge can move to his units up to three areas, whereas its opponent only can move them of one in one. The bridge is controlled initially by the Treasonous player (after all, it is the ship of Horus). Later, it will be controlled by the last player who has a unit mouth arrives in the area. If the bridge is destroyed, no player will be able to control it, and both they will only be able to move an area in turn.

The Engine Room

Any Imperial unit can destroy the Engine room instead of to carry out an attack. The unit must be in the area of the Engine room and it must not have any treasonous card in the area. Also an accidental risk exists from which the engine room is destroyed if there is a combat in her. Roll 1D6 before deciding outcome of a battle in this area; with a result of 1, a direct hit brings about an explosion that destroys the area.

If the engine room is destroyed, any unit that is in her, it will be also destroyed by the explosion, (including the unit has caused that it), and a card of destroyed area will be placed in her. In addition, since the reactors are unsuitable, the orbit of the ship will begin to decay and the ship will begin to burn itself when penetrating in the Earth atmosphere. At the beginning of the turn of each player, an area of the ship will catch fire and be destroyed. The first area will be the 56, followed of 55, 54 and so on, counting down. If an area already is destroyed, this area will be skipped and the next destroyed area will be the following one in sequence.

The Reactors

No unit can penetrate voluntarily in the reactors of the ship. Any unit that teleports to this area will be destroyed in a matter of nanoseconds when materializing itself inside the plasma reactor of the ship.

 

The Weapons store

Any Imperial unit can destroy an weaposn store instead of to carrying out an attack. The unit must be in the area of the weaposn store and it must not have any traitor units in the area. There is also a risk of accidental destruction of the area if there is combat in the weapon store. Roll 1D6 before deciding outcome of a battle in this area or when trying to destroy it; with a result of 1, a direct hit brings about an explosion that destroys the area. 

If an weapons store is destroyed, any unit that is in the area is destroyed by the explosion, (including the unit that has brought about the destruction of the area), and a card of destroyed area will be placed in her. Additionally, a 1D6 roll for each adjacent area to the weapons store will have to be thrown. With a result of 1 or 2, the adjacent area also is destroyed along with the units that are in her.

Shields

If the Imperial player has some unit in the control room of the Shields at the beginning of his turn, will be able to mount a special attack with the Defense lasers against the ship of Horus. This attack is carried out in the phase of Imperial Reinforcements, before the reinforcements are teleported to the ship. The player rolls on the teleportation table to see where they hit the defense lasers. Any unit that is in the area rolled is destroyed and a card of destroyed will be placed in that area.

Destroyed areas

No unit can move voluntarily to a destroyed area. Any unit that teleports to a destroyed area will be annihilated instantly when tehy try to materialize inside solid mater.

 

 

 

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