- Having both defectors in your possession for at least one game turn: 2 points
- Killing both defectors, either through execution or shooting: 1 point
- Having at least 5 more objective points than your opponent: 1 point
Deployment: Dawn of War
Set up: Capture and Control (2
objectives)
Conditions: Pick 1 non-vehicle model from anywhere
in your army; that model has now defected to the enemy side. After deployment choose which of your own non-vehicle models
from any unit is defecting to the enemy side in the order of deployment (note
that units may be below their minimum squad size but that is acceptable). That model is now taken from where he was
deployed and placed in the enemy deployment zone by the opposing player as if
deploying an independent character.
This character can join any unit he wishes. As the game continues roll a die each turn
for the defector to relay what he knows to his new side's base. For turn one it requires a 6+, turn 2 5+, 3
is 4+, 4 is 3+, 5 is 2+, 6 and 7 information is automatically given. For every turn information is relayed you
count as holding one more objective.
Every turn that an objective is held counts as an additional objective
being held. Count how many objectives
are held at the end of every player turn for each player and keep track of
that number, adding to it each turn based on holding objectives and gaining
information from the defector. When the
defector is on an objective add 1 to the die roll. If the enemy captures your informant from
you he counts as gaining 3 objectives that turn and he has the option to take
the defector off the board after being captured, as if he was executed. Killing your opponent's informant gives you
1 extra objective on the turn he is killed.
You have the option of killing your own informant (if for instance it
seems like the enemy will capture him on his turn) and no one gains any points
then (note you cannot gain any more objective points once he is dead no matter
how he dies). Once the enemy's
informant is captured if he is not executed he does not give you extra
objective points and he may be recaptured (he counts as joined in the unit
that killed his comrades if done in close combat, have to move a model within
2 inches if he is alone before he is captured) and thus begin giving
information again.
Extra Points (these were for a sort of battle points system I designed. I know some people don't like that method, but get over it, if you want to complain go to some forum like dakka dakka to whine):
The defector has
the following stats, wargear, and rules:
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
3
|
3
|
3
|
4
|
2
|
3
|
2
|
9
|
4+
|
Equipment:
Carapace armor (4+
Armour Save)
Refractor field (5+
Invulnerable Save)
Shotgun (12"
S3 AP-- Assault 2)
Camo-cloak (stealth
and gives stealth to the unit attached to as according to FAQ)
Special Rules:
Independent
Character
There he is! - any
enemy unit that shoots at the Defector or his unit gains +1 BS when they are
within 18" of his model (note it is the specific model and not any model
in the unit)
Stubborn -
Entrusted by the commander to deliver this individual with invaluable
information his unit will risk their lives to ensure his safety
Look Out - Arghh! -
as the Imperial Guard Bodyguard, whilst any model in the unit the Defector is
attached to is alive, each time the up to 2 wounds allocated to the Defector
are allocated to other models in the unit instead (following normal wound
distribution minus taking wounds away from the defector)
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