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ASTRAL SPECTRES
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DESIGNED FOR 2 PLAYERS, 1 ARMY
UNIT | Defender |
HQ | 0-3 |
ELITES | 0-3 |
TROOPS | 0-6 |
FAST ATTACK | 0-3 |
HEAVY SUPPORT | 0-3 |
Defender Special Rule: confusion
Due to the confusion caused by this attack, the defender may only move D6 units per turn (roll at the beginning of each turn). These may be any units, but other units may not move, shoot or assault, though they may defend themselves in an assault.
Attacker Special Rule: possession
The attacker may only control one unit at a time. The attacker may attempt to move control to another unit at the beginning of a turn: the unit must be within 12" of a member of the current unit and is possessed if it fails a Leadership test. Possessed units are immune to any Leadership-based tests. If all members of a possessed unit are slain the player has D6 turns in which it can possess any unit (attempting one possession per turn) by Leadership test.
1 Set up scenery as normal.
2 The defender picks and deploys a unit anywhere on the board. Players take turns to pick and deploy a unit. No unit may be deployed more than 12" from another unit.
3 The attacker (Astral Spectres player) chooses a unit to start with control of. The Astral Spectre player goes first.
Those familiar with the book 'Warhammer 40,000: Rogue Trader' may remember Astral Spectres, a small and forgotten part of the 40K first edition. This mission recreates a bloody encounter with these mysterious entities. Further details can be found in that book.
A note from the designer
This scenario was designed for the occassion you find yourself with one set of miniatures and two players.
What if..?
...you play Necrons
Substitute 'semi-intelligent machine virus' instead of Astral Spectres (created by some ancient enemy perhaps).
...there are Vehicles or other models without a Leadership characteristic
Assume units without a Leadership characteristic are Ld10. Note that units that are normally fearless, etc. may still be possessed for the purposes of this scenario.