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Shadowcortax

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  1. The rules the group has agreed upon so far are as follows: 1. Roll 1d6 that's how many realmstone nodes are on the board. They are placed similar to objectives and terrain. 2. When a unit stops within 1" of a realmstone node the player rolls 2d6, depending on what the roll is depends on what type of realmstone that node is. 3. When the realmstone node type is determined 1d6 or 1d3(still debating that) is rolled to determine the number of stones in the node. The unit can carry 1 realmstone per 5 models or 3 wounds for heroes. 4. While on or carrying realmstone a a unit can expend 1 stone to cast a spell from the corresponding realm or gain a benefit. 5. If a unit carrying 1 or more realmstones is slain or reduced below the minimum number of wounds to carry that number of stones the stones are dropped where the unit was/ within 1" of the unit. 6. You gain 1 command point per stone or node(still determining) you control in addition to your normal command points. 7. You gain victory points for each stone in your possession at the end of the game.
  2. One player wanted and the rest of us agreed to allow loon stone to be used as a realmstone
  3. So my local group of friends and I want to play a scenario where there are realmstone nodes as objectives and I'm trying to figure out what kind of rules to give each of the 11 kinds of realmstone. I have some ideas but I would appreciate any help or assistance. Thanks.
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