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The Actual CRONE 5 PART 2 Rules

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0% found this document useful (0 votes)
15 views3 pages

The Actual CRONE 5 PART 2 Rules

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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CRONE 5 PART 2 rules:

This campaign is going to be based of the Dawn of war games/Risk. Players will be
fighting over the planets in the Crone System, they player with the most territory
at the end of the campaign wins.
Each player will have an army token that they will move from territory to
territory.
Turns:
Each turn will have two phase movement and conflict.
· Movement: players will move their army one territory, claiming unclaimed
territories or trying to claim another person’s land.
·Conflict: If you move on to a territory that has an enemy army on it or a territory
that shares a border with an enemy army you must fight for that territory
·Territory defense: Each turn you will be able to add one defensive item to one
territory. Each territory ca be upgraded three times.
·Home base: your starting territory will always have your warlord and his core
unit stationed for the purpose of territory defense.
·Undefended territories: if one of your territories is attacked while you army is
not occupying it, it is considered undefended. You may rally a local force
equivalent to the total points of that turn. This local militia will suffer a penalty of
not being able to use relics our bonus that have been acquired through out the
campaign, nor will your warlord and his core detachment be able to take part in
this battle.
·Unclaimed territories: First come First serve rules will apply
Webway: there is a webway system active allowing rapid movement to different
locations in the system, if your army is on a webway territory it can move to any
other webway territory in the system.
Relics and Upgrades: At the beginning of the turn a relic or free wargear upgrade
will be found in a random territory determined by raffle. This is to help prevent
territory Camping.
The Raffle also happens at the end of the turn so if your lucky you and move on
that territory during the movement phase. Good on you the god emperor or
tzeentch has smiled on you.

Home base: your starting territory will always have your warlord and his core unit
stationed for the purpose of territory defense.

Army building:
Your army will have a core detachment with a point value of 350pts.
Your warlord is not a part of this point value. This Core unit will be eligible for
bonus from territories and the raffle.

Army point increases:


Your Army will start with a point value of 750pts.
Each turn that point will increase by 250pts as the campaign this may increase as
the campaign progresses.

Defensive structures:
May be pulled from the Fortifications section of battle Scribe and follow the rules
found there.
Example: you choose a tarantula battery as one of your defensive upgrades you
would then use the rules found on battlescribe or WAhapedia.com.
The only difference is instead of having a points value it uses one of your
defensive upgrades.

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