Custom rules for Lt. Varras
Varras starts out inside a bunker. The bunker cannot be destroyed. The bunker is placed 1" outside the center of the enemy deployment zone. The Rescue player can choose for Lt. Varras to leave the bunker in any movement phase. Lt. Varras must leave the bunker on turn 4. Lt. Varras counts as having been disembarked from a vehicle on the turn he leaves the bunker. Once he leaves the bunker he cannot re-enter the bunker. Lt. Varras must be in the Rescuer's deployment zone when the game ends to count as having been saved. If the enemy army successfully kills Varras, the mission is over and the rescue has failed.
You can modify the winning conditions for a campaign by including Major and Minor victories. Major victory can be scored for the "enemy" player by capturing Varras instead of killing him. You can apprehend Varras by moving any a minimum of 3 infantry models within 1" of Varras. Less than 3 infantry models can only attack varras in close combat. While Varras is apprehended, he moves under the control of the "enemy" player. Varras is captured if he ends the game within the enemy deployment zone.
If you have this old model laying around, fix it up and play a game with it! Hope you enjoy.
You can modify the winning conditions for a campaign by including Major and Minor victories. Major victory can be scored for the "enemy" player by capturing Varras instead of killing him. You can apprehend Varras by moving any a minimum of 3 infantry models within 1" of Varras. Less than 3 infantry models can only attack varras in close combat. While Varras is apprehended, he moves under the control of the "enemy" player. Varras is captured if he ends the game within the enemy deployment zone.
If you have this old model laying around, fix it up and play a game with it! Hope you enjoy.
No comments:
Post a Comment