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RULES/FAQ and TERRITORIES; fra "Codex Poseidon Prime"
Topic Started: 20th January 2008 - 09:17 PM (548 Views)
Shas'O Reinås
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Jeg poster reglene og territoriene fra Codexen i denne tråden, slik at den er lett tilgjengelig for deltagerne i kampanjen på forumet. Denne tråden blir også pinnet og låst, og alle kommentarer henvises til andre tråder.

Jeg har fjernet all fluff om planeten og fraksjonene her, det kan dere lese i selve codexen om dere vil. Denne tråden blir kun inneholdende reglene for kampanjen.

Eventuelle oppdateringer og forandringer på reglene som kan komme underveis vil postes her, jeg vil også legge til en slags FAQ om det blir nødvendig.



OPPDATERINGER
- avsnittet om assets "Gaining and using Assets" er oppdatert for å besvare noen av de spørsmålene, og betraktningene rundt assets som har kommet.

- I territoriet #6 " Pax Aquilla" er det så klart BS hos PDF-soldatene som senkes til 1, og ikke WS, ellers forsvinner jo hele vitsen med fluffet (kan ikke tro at jeg har oversett denne feilen så lenge :angry: , og innser nå at det var det du hintet til på fredag Torbjørn).

- (28/1), Reglene for "Moving and attacking with your Army" (se post 2 i denne tråden) er blitt litt mer utbroderte og (forhåpentligvis) lett forståelige. I tillegg er det lagt til et svar på hva som skjer ved et "draw" resultat.

- (17/2), "Reglene for Polluted/Toxic terrain" (post 3 i denne tråden), er endret slik at de blir like "Hallucinogenic Fumes" eventen. Dette betyr at units som er Fearless, eller imune mot pinning nå regnes som å ha minimum Ld 8 for disse testene.

- Oppklaring rundt endel spørsmål om måten forskjellige units beveger seg på i Swamp og Jungle/Forest terrain er lagt til (se post 8 i denne tråden)
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Just a hellish rock'n roll freak
You call your metal black
It's just plastic lame and weak
- Darkthrone, Too Old, Too Cold -

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Shas'O Reinås
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THE POSEIDON PRIME CAMPAIGN


Moving and attacking with your Army

1. A player is allowed one move and only one at the beginning of the campaign round.
Moving into neutral territories or attacking a territory held by an enemy player both counts as a move. Each area is marked by a border and territories held by an enemy is in addition marked by the enemies color. You may also use you move to move your army freely within your own territories, as long as they are not separated by enemy-held territories.

2. You may only attack an area that is adjacent to the territory where your army currently resides.
This means you will have to plan ahead as you can't attack from any area you control.

3. Attack and defense.
If you choose to move your army into an area that is not held by another player, that area automatically falls under your control and is marked by your color. If two or more player move their army into the same area, a combat patrol match is fought over the area and the player who won is in control of the area. The winner may move his army into the area if he wishes or move it into any area adjacent to it or the one he attacked from and is currently under his control after the battle is over. The loser can move his army into any area adjacent to the one he attacked from or simply keep his forces in the area he attacked from.

If a player decides to attack an area already held by an an enemy, a battle is fought over with the players main armies. If the attacker wins he may move his army into the area fought over or into any adjacent to it or the area he attacked from. If the defender is successful in repelling the attacker, he may move his army into the area he successfully defended or remain where it was at the beginning of the turn.
If the defender loses, he can move his army into one area adjacent to the one he just lost or simply let it remain where it was prior to the defense.

You may defend against attacks in any area you control. Not just the one your army occupies.
It is possible to defend oneself from more than one attack each round, but for the purpose of deciding where an army ends up after all attacks and defenses are fought, use the last battle each player fought in that round.

In case of a draw, the defender remains in control of the territory fought over, and is free to move his army to the territory in question, or any adjacent to it that he controls.

4. Divided areas.
Sometimes it's possible to have territories you control on the island map separated by an enemy attack. In such instances parts of your army will find itself without crucial leadership and command.
If you are attacked in territory that is currently without contact with the territory your army is in, you may defend yourself in that area, but you must do so without your most expensive HQ unit. This may leave you without a HQ for that battle.
Furthermore, you may not move your army to that territory or adjacent to it at the end of the round unless you somehow have managed to reestablish contact with it (f.i. by re-conquering territories you have recently lost to other players).

If you lose a battle and you control no adjacent territories to move your army into, but have other non-adjacent territories on the map, your most expensive HQ-unit will have to wait out one campaign round. Any remaining battles fought in the current round of the campaign, and in the subsequent round is fought without that HQ unit. Your army moves to any area you control, chosen by you. After the end of the next campaign round, your HQ rejoins your army, and can be used normally again.


Playing battles in the Poseidon Prime campaign

Every round of the campaign each participant may play one or more battles. He will either be attacking other players seeking to conquer their territories, be defending his own territories or dispatching Combat Patrols to claim uncontrolled territories.

When a player attacks or defends a controlled territory, or two combat patrols meet in uncontrolled territory, the following setup and preparations apply:

- Each player bring their armies and army-lists, the list should be written in a way that does not confuse your opponent. Both players should also bring their own codex, rulebook, templates and dice.
- Each player brings along any Strategic or Tactical Asset-cards that he wishes to play before the battle. These should be shown to the opponent before terrain are placed on the table. Any models or terrain required for using the asset should be brought by the player who wishes to use it, and identified to the opposing player. Rules for Assets can be found on pg 17 of this codex.
- Both players should read the Territory description, and any special rules for the territory in which the battle takes place, this also dictates how terrain should be placed on the table according to the campaign terrain rules (pg 18 ). Make sure any special rules are read and understood by both players before starting the battle, and «dice-of» if any arguments should arise.
- After all terrain is placed on the table the players should roll on the Random Events table, to see if any minor or major events will occur during the battle.
- Both players then deploy their forces according to the scenario rules (pg 40K Rulebook).
- Play the game.
-After the game Victory points should be calculated, and the result (draw, solid, crushing or victorious slaughter) should be recorded and sent to the campaign staff.
Rules for calculating victory results can be found in the Warhammer 40K rulebook (pg 86)


Expanding your army and gaining build points (bp's)

Your army will grow as it fights for Poseidon IV. The reasons for this may be many and varied. A Tyranid army might increase its biomass from fallen enemies, chaos warlords may attract more followers as tales of their exploits reaches like-minded warriors etc.

At the end of every campaign round each player gains a number of build points (bp's) that he can use to expand his army list. The number of bp's are calculated by adding up the number of CP's he has amassed from controlling territories, and then adding the points from the Campaign Progress table below


Best result this campaign round-------Number of bp's
Loss (or no battles played this round)-------25
Draw--------------------------------------------30
Solid Victory------------------------------------35
Crushing Victory--------------------------------40
Victorious Slaughter----------------------------45

Note that each player only gains the build points for his best result, and not for multiple results, so a player that have had two crushing victories and one victorious slaughter this round only gains the build points for the best of those 3 results.


Using your Build Points

Now the time has come to spend the points you have earned on increasing the size of your army to better vanquish your foes in the name of the Emperor, the gods of Chaos, the C'tan etc.

You do not have to spend your points all at once and you may save them as long as you wish in order to afford more expensive upgrades and units.

Points earned may be spent in the following ways:

- Purchase new units from your codex to your army.

- Purchase new or change equipment for your units, independent characters and vehicles.

- Increase unit sizes.

- Upgrade unit leaders.

If you decide to purchase new units for your army, simply cross of the cost of the new unit from the total of your points earned.

If you decide to purchase or change equipment for your existing units however, it's not always that simple. If you decide to add new equipment(grenades, heavy weapons, etc) do as above.
If you decide to change the equipment on a unit(swap a plasmagun for a meltagun for example) there is a penalty of 20p plus the difference in cost between the new and old weapon. If you decide to swap for a cheaper equipment than what the unit previously had, the penalty is till 20p and you don't get points back for swapping equipment.
These rules also apply to weapons and equipment on vehicles.

Changing units sizes to bigger works just like purchasing new units. Just cross of the points.
Changing units sizes to smaller cost 20 points, but you'll get back the the leftover points. Just 17remember that if the new unit size forces you to change equipment for the unit, there's a penalty for every change you force upon the unit.

If you decide to upgrade leaders to veteran sgts, exarchs, aspiring champions etc. just cross of the points. You may not remove these later however. Once they're bought, they're a part of the unit and may not be switched like equipment.

Independent characters are not subject to all the restrictions of normal units. You may switch wargear and equipment on them without having to pay the 20p penalty, but remember that the model will have to be wysiwyg.

If you decide to remove a unit in favor of another, there's a penalty of 50p. You may not remove HQ units once they're bought.

You are still restricted by the Force Organization Chart, found in the most current codex for your army.

Examples:
Player A decides it's time to make some changes to his 5 man tactical squad. It currently is made up of 5 tactical marines with bolters. He decides to buy frag and krak grenades for them. He crosses of the points and the unit now has the equipment he has bought. Later he decides to buy a plasmagun for the unit and crosses of the point.

After a few games he decides to change the plasmagun for a flamer. Since the unit can only have one special weapon he must pay a penalty of 20 points for the change. The flamers is a cheaper weapon than the plasmagun, but the doesn't get any points back for the change. If he had decided to buy a more expensive weapon than the plasmagun, he would have to pay 20 points+the difference in cost.

Player A decides that he wants to remove both frag and krak grenades, the plasma gun and reduce the squad size to 5 men and add a missile launcher. A quick calculation shows that this adds up to an 80p penalty(frag20, krak 20, plasma20 and reduced unit size20).
He decides it's much cheaper to just remove the whole unit(50p penalty) and buy a new unit.



Gaining and using Assets

Every campaign round each player can choose one asset from the list found in this codex (pg 44), if he chooses to move his army this round he may chose a Tactical Asset, and if he chooses not to make a move with his army he may choose among the Strategical Assets. The assets may then be used as detailed in the “Playing battles in the Poseidon Prime campaign” section above.

The same tactical asset may not be chosen in two consecutive campaign-rounds. This means that if you chose a tactical asset in one round, you will not be able to choose that same tactical asset in the next campaign round. In any further campaign-round you may however choose it again.

The same strategical assets may be chosen several rounds in a row, but each territory you control may only benefit from each strategical asset once. That means that you could as an example have one Medical Facility asset, and one Bunker asset in the same territory, but not two Bunker assets, or two Medical Facility assets.

Tactical assets may be used in any one battle you fight in the campaign round, if not used they are lost, when a new tactical asset is choose for the next round.
Strategical Assets may be placed in any territory you control, not only in the territory containing your army.
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It's just plastic lame and weak
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Campaign Terrain Rules

All territories on Poseidon Prime will have one of the following 5 General terrain-types mentioned under “General Terrain Types” below.

Each territory may also have one or more Minor Terrain Features, and the rules for that will then be used in conjunction with the General Terrain rules. Any Minor Terrain Features associated with the territory will be marked in brackets, like so: Terrain: Urban (shore). In this example this means that the General Terrain Type is “Urban”, and the Minor Terrain Feature is “shore”.

Before each battle the players should consult this list, and set up terrain on the table accordingly. If it not possible to set up terrain after the guide found here (due to lack of certain types of terrain pieces aso), the players should try to get the table as close to the guidelines as possible.

Each territory also has it's own Campaign Point (CP) value, showing the strategic significance of the territory. A area of low strategic value (like a swamp or barren desert) will usually have a low CP value, while strategically important locations like large cities or institutional areas will have a higher CP rating. These points have two significant uses:

One is that they help determine how many build-points you will receive each round of the campaign,
the other is that they decide who will be the victor at the end of the campaign for Poseidon!


General Terrain Types:

Urban
Terrain is placed on the table using the guidelines found in «Cities of Death» pg 14 - 16.

Rural:
Approximately 25% of the table should be covered with terrain, each player may place one (1) building/city ruin of size 1 or 2. All other terrain on the table bust be woods/jungle, hills, water-features or other «natural»-terrain. Look in the Warhammer 40K rulebook (pg 78) for guidelines as of how to deploy terrain pieces.

Swamp Terrain:
Approximately 25% of the table should be covered with terrain, no buildings or city ruins may be placed. At least 4 terrain pieces classified as water terrain (swamp, lakes, rivers etc.) must be placed on the table, the rest of the terrain may be natural features such as hills, woods etc.
All water terrain features counts as both difficult and dangerous terrain for movement. In addition to this all non terrain space on the table is subject to the following rule:
All movement for infantry type units are reduced to the same number of inches as their armor save (f.i. a Space Marine can move 3» while a Imperial Guardsman can move 5»). This is to reflect the stress and inherent danger of moving through a swamp in heavy armor. A player can choose to have it's units move their full movement in any movement phase, but must then roll a dangerous terrain test for that unit.
19A unit without a armor save will move it's normal 6», also note that his rule is only valid for armor saves, other saves (such as invulnerable saves) does not affect a units movement.

Inhabited Area:
Approximately 25% of the table should be covered with terrain. About half of that terrain can be buildings/city ruins, the other half wilderness features (woods, hills, water, etc.). Look in the Warhammer 40K rulebook (pg 78) for guidelines as of how to deploy terrain pieces.

Jungle / Forrest:
Approximately 25% of the table should be covered with terrain. This can be any type of terrain, but only one size 3 building/city ruin may be placed by each player. No Woods or Jungle terrain pieces may be placed. After all terrain is placed on the table, any part of the table not covered by terrain counts as woods, or jungle and are subject to the rules for area type of terrain found in the Warhammer 40K rulebook on (pg 21). The following exceptions however apply:
- Vehicles never have to make dangerous terrain tests for moving through the woods/jungle.
- Jump Infantry does not have to make dangerous terrain tests for landing in woods/jungle.
- Vehicles are able to shoot 12», because of their elevated position, advanced sensors or the like.


Minor Terrain Features:

Dangerous: Because of terrain features (steep, rocky terrain, dangerous wildlife, boiling geysers, explosive gas aso) All terrain-pieces on the table are considered to be Dangerous terrain in addition to their normal terrain-type.

Shore: One of the shortest edges of the gaming table (decide by rolling a dice) is a shore side, riverside or likewise impossible terrain. Units will never fall back toward this side, and will instead fall back toward the nearest edge except this «shore» edge.

Polluted/Toxic: The area is saturated with pollution, spores, fumes or other toxic materials.
All units in each players army must take a pinning test or count as pinned in the first round.
This also includes units that are fearless or otherwise immune to pinning, these units counts as having a leadership of 8 (if lower) for the purpose of this pinning test.
Units inside non-open topped vehicles does not need to take this test.

Fortified: the area is heavily fortified, any defending player may place one bunker in his own deployment zone. The bunker is placed after all other terrain pieces are placed on the table. Units may be deployed inside the bunker. All other rules for bunkers can be found on pg 193 or the 40K rulebook. The defender is responsible for bringing of the bunker-terrain piece himself.
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It's just plastic lame and weak
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Major Cities, Villages and Settlements of Poseidon Prime

1: Vallis Gaudiorum
CP's: 4
Terrain: Urban (shore)
Special Rules: NA

2: Dornstadt
CP's: 3
Terrain: Urban (shore)
Special Rules: NA

3: Arx Savonum
CP's: 3
Terrain: Urban
Special Rules: NA

4: Narbo Martius
CP's: 3
Terrain: Urban
Special Rules: NA

5: Russville
CP's: 4
Terrain: Urban (fortified)
Special Rules: Any imperial army controlling Russville can add +1 to their leadership when defending this city.
Faction Rules: Space Marines
Charged with the speed, and close combat prowess of the primarch who's city they fight for, any Space Marine player may add 1d3 inches to any charges performed while attacking or defending Russville.


6: Pax Aquila
CP's: 1
Terrain: Inhabited
Special Rules: A Imperial player controlling Pax Aquilla one or more turns of the campaign may choose to include one unit of Poseidon Planetary Defense Force soldiers in his army, these are not payed for, are not counted into the players total points, and does not take up a place in his Force Organization Charts. Opponents does not gain any victory points from destroying a PDF Troop. If this unit is fielded, and ends the battle as a non-scoring unit, they are considered killed, and may not be fielded in any subsequent battles.

Poseidon Defense Force Soldier stats:

-----------------WS--BS-S--T--W--I--A--Ld--Sv
PDF Officer--2-----3---2--3---1--2--1---7---5+
PDF Soldier-2-----2---2---3--1--2---1--6---5+

Type: Infantry (barely)
Number/ Squad: 1 PDF Officer and 9 PDF Soldiers
Weapons: All PDF Soldiers and the Officer are armed with M 20 Autoguns, all have Krak and Frag Grenades
Options: Up to two PDF Soldiers may be armed with a Heavy Bolter or Plasma Gun, Up to two PDF Soldiers may be armed with a Heavy Stubber or Melta Gun.
Their training with these weapons are totally inadequate however, as a result of this their BS is lowered to 1 when using them.
Ranged Weapon Range Strength AP Type
M20 Autogun------- 24"--------3--------6----Rapid Fire

7: The temple of saint Angevina
CP's: 2
Terrain: Urban
Special Rules: Any inquisition player defending this area may add 1d3 Faith Points to his total before the battle.

8: Holds Court

CP's: 3
Terrain: Urban
Special Rules: NA

9: Carthage IV
CP's: 3
Terrain: Urban (shore)
Special Rules: NA

10: Leptis Magna
CP's: 3
Terrain: Urban
Special Rules: NA

11: Avalon
CP's: 3
Terrain: Urban(shore)
Special Rules: NA

12: Urborg
CP's: 1
Terrain: Urban
Special Rules: NA

13: Crystal Harbor
CP's: 3
Terrain: Urban
Special Rules: Because of the History of Crystal harbor the inhabitants defending this area is always watching for attackers, The attacking force may not use the infiltrators special rule, Deep strike and other teleports are allowed.

14: Archa-Biotica
CP's: 2
Terrain: Urban (polluted/toxic)
Special Rules: NA
Faction Rules: Chaos
Any chaos player defending Archa Biotica may choose one unit of Infantry, or Jump Infantry that gains the «Feel No Pain» for this battle as they are pumped full of experimental combat drugs. The unit gaining «Feel No Pain» must be announced to the opponent when they are deployed.

15: New Tahmnai
CP's: 3
Terrain: Urban
Special Rules: NA
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It's just plastic lame and weak
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The Rural Territories of Poseidon Prime

16: Corvine Hill
CP's: 1
Terrain: Rural
Special Rules: NA

17: Riverside
CP's: 1
Terrain: Rural (shore)
Special Rules: NA

18: St.Celestine Beach
CP's: 1
Terrain: Rural (shore)
Special Rules: NA
Faction Rule: Sisters of Battle
This area is worth 4 CP's to a Sisters of Battle player.

19: Immigrants Fall
CP's: 2
Terrain: Rural
Special Rules: NA

20: Emperors Summit
CP's: 1
Terrain: Rural (dangerous)
Special Rules: NA

21: Mons Exhorresco (Mount Dread)
CP's: 1
Terrain: Rural (polluted /toxic)
Special Rules: NA

22: Frigus Brevis (Cold Shore)
CP's: 2
Terrain: Rural (shore)
Special Rules: NA
Faction Rules: Necrons
Any Necron players army will phase out at 10% instead of the normal 25%.

23: Shadow Falls
CP's: 2
Terrain: Rural
Special Rules: NA

24: Exus Dale
CP's: 1
Terrain: Inhabited
Special Rules: NA

25: Whirling spire
CP's: 1
Terrain: Rural (dangerous)
Special Rules: NA

26: Spark vale
CP's: 1
Terrain: Rural
Special Rules: NA
.
27: Opterium
CP's: 2
Terrain: Inhabited
Special Rules: NA

28: Reginus Beach
CP's: 2
Terrain: Inhabited
Special Rules: NA

29: Ork Fall
CP's: 1
Terrain: Inhabited
Special Rules: NA.
Faction Rules: Orks
Any Ork units defending this territory may regroup even if under 50% of their initial unit strength.

30: Caves of the Emperor's Shadow.
CP's: 1
Terrain: Rural (polluted /toxic)
Special Rules: NA

31: Macharius' Landing.
CP's: 2
Terrain: Swamp
Special Rules: NA

32: Octinus Valley
CP's: 3
Terrain: Inhabited
Special Rules: A player defending Octinus Valley is able to keep his troops especially well fed and cared for. Any defender here gains +1 Ld for his troops up to a maximum of 10.

33: Mournfell
CP's: 2
Terrain: Inhabited
Special Rules: One infantry unit in an army defending Mournfell gains the infiltrate special rule. This unit must be designated, and announced to your opponent before deployment begins.

34: Ocatvina plateau
CP's: 1
Terrain: Rural
Special Rules: NA

35: Rhyl's hill
CP's: 1
Terrain: Inhabited
Special Rules: NA
Faction Rules: Imperial Guard
Any Imperial Guard player defending Rhyl's Hill may re-roll a scatter-die roll (either one or both dice) each battle.

36: Planetfall
CP's: 3
Terrain: Inhabited
Special Rules: NA

37: Xenox Pit
CP's: 2 (5 for Eldar/Dark Eldar)
Terrain: Rural (polluted /toxic)
Special Rules: For Eldar / Dark Eldar armies this area does not count as polluted/toxic terrain.
Faction Rules: Eldar
Any Eldar units attacking, or defending this territory has the “Fearless” universal special rule.

38: Lake Ambrosius
CP's: 1
Terrain: Inhabited (shore)
Special Rules: NA

39: Hangman's Glade
CP's: 2
Terrain: Jungle/Forrest
Special Rules: NA

40: the Bligh
CP's: 1 (Chaos – var; see special rules)
Terrain: Rural
Special Rules: The fate suffered by the astopaths killed here has opened a rift into the warp, any round that the area is controlled by a chaos player the CP's for this area is increased by 1 up until a limit of 6, starting at 1 CP..
If any other faction controls this are the following may occur.
-Imperials, Eldar, Necrons: Decrease the «Chaos» CP value by 1 for each round of control, the area is worth a number of CP's to any of these factions equal to: 6 – the Chaos CP value.
-Tau, Orks, Tyranids: The area is worth 1 CP to any of these factions, the Chaos CP value is unchanged.
If the Chaos CP value ever reaches 5 or 6 the area is considered «demonic» and all terrain counts as dangerous for non-chaos armies.

41: Crimean Hills
CP's: 2
Terrain: Inhabited (shore)
Special Rules: If you control this area for 1 round of the campaign you may recruit Crimean warriors. The Crimean Warriors will stay with your army until the end of the campaign when they will try to go home for fishing season.

-------------------------WS--BS--S--T--W--I--A--Ld--Sv
Crimean Shaman--3-----4----2--3---1--3--2---7---6+
Crimean Warrior----3----4----2--3----1-3---1--6----6+
Type: Infantry
Number/ Squad: 1 Crimean Shaman and 9 Crimean warriors
Weapons: All Crimean warriors and the Shaman are armed with Harpoon Guns, all have Nets, which count as frag grenades
Options: Any number of Crimean warriors (including the shaman) may exchange their Simple Harpoon with 2 Close-combat weapons
Ranged Weapon---Range---Strength--AP--Type
Harpoon Gun-----------18"----------3---------6----assault
Special Rules: Crimean warriors may move through impassable or difficult terrain resembling a swamp, stream or river with no penalty in this terrain they gain 4+ cover save Crimeans never take dangerous terrain tests for moving trough swamps, rivers, the sea or other water-based terrain.

42: Forrest of Woe
CP's: 1 (3 for Tyranid Players)
Terrain: Forrest (polluted/toxic)
Special Rules: For Tyranid armies this area does not count as polluted/toxic terrain

43: Mount Tartarus
CP's: 1
Terrain: Rural
Special Rules: Night fighting rules (pg 84 Warhammer 40K Rulebook) always apply in this area

44: the Erosian Plains
CP's: 2
Terrain: Inhabited
Special Rules: Place 2 Servitors, or servitor markers on the board 18" apart, these move randomly (scatter die + D6) a vehicle within 12" of a servitor may re-roll failed dangerous terrain rolls or any other immobilized effect, if a servitor strays within 12" of an immobilized vehicle it will attempt to repair it. Move the servitor adjacent to the vehicle and roll a die, on a 4+ the vehicle is repaired. Only immobilized results may be fixed by these ancient servitors. servitors always have the 3rd turn (like a third player, for movement and repairing)

45: Chronos Lake
CP's: 2
Terrain: Inhabited (shore, toxic/polluted)
Special Rules: NA

46: Akhmer Plateau
CP's: 5
Terrain: Rural
Special Rules: A player controlling Akhmer Plateau always deploys his forces first and may never get first round of the battle.
A player controlling Akhmer Plateau may at the end of any campaign round air-lift (move) his army to any area he controls.

47: Nezumi Swamps37
CP's: 2
Terrain: Swamp (dangerous)
Special Rules: NA

48: Gorgonfall
CP's: 2
Terrain: Inhabited
Special Rules: NA
Faction Rules: the Tau
The Tau are determined to show the populace of Poseidon Prime that anyone who sides with them will be protected and taken care of. Any Tau player controlling Gorgonfall may re-roll failed Ld test, the second results stands even if it's worse. Ld tests involving close combat may not be re-rolled, but tests to regroup may.

49: Calcion Pools
CP's: 1
Terrain: Swamp
Special Rules: Once each battle both players may nominate one of the opponents models to be attacked by a poisonous creature brooding in the swamp. This must be declared at the beginning of any of the opposing players movement turns, but before he has moved any models. The target of the attack is wounded on a roll of 4+ and any armor-saves are ignored, invulnerable-saves may be taken as normal.

50: Lotui Forests
CP's: 2
Terrain: Forrest
Special Rules:NA

51: The Gravecoast
CP's: 2
Terrain: Inhabited (shore)
Special Rules: NA

52: Skullsnatcher Beach
CP's: 2
Terrain: Inhabited (shore)
Special Rules: NA

53: Playa Del Muerte
CP's: 2
Terrain:Rural (shore)
Special Rules: NA.

54: Traitors Landing
CP's: 2
Terrain: Inhabited
Special Rules: NA

55: Dakmor Coast
CP's: 2
Terrain: Inhabited (shore, dangerous)
Special Rules: NA

56: Dnortraw River Delta
CP's: 3
Terrain: Inhabited (shore)
Special Rules: NA

57: Powder cliffs
CP's: 2
Terrain: Inhabited (shore)
Special Rules: NA

58: Tentacle reef
CP's: 1
Terrain: Rural (shore)
Special Rules: NA
Faction Rules: Tyranids
Any Tyranid player attacking, or defending Tentacle Reef may increase his synapse range by 2”.

59: Illumina Sanguinius
CP's: 3
Terrain: Inhabited
Special Rules: NA

60: Valley of the thousand martyrs
CP's: 2
Terrain: Inhabited
Special Rules: Any Witchhunter army attacking or defending this territory ads 1 Faith-point to their total

61: Sahnendale
CP's: 3
Terrain: Inhabited
Special Rules: NA

62: Ber'nan Forest
CP's: 2
Terrain: Jungle/Forrest
Special Rules: NA

63: Rellflor
CP's: 4
Terrain: Inhabited
Special Rules: NA

64: Yahnamm Isles
CP's: 2
Terrain: Inhabited
Special Rules: Yahnamm flowers.
The Yahnamm flowers hardens armor notably. Locally used for carapace armor, but will work on most armor types. The player who controls the Yahnamn isles may once every game, re-roll failed armor saves for one of their units.
Nothing to prove
Just a hellish rock'n roll freak
You call your metal black
It's just plastic lame and weak
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Random Events.

Events are divided into Minor and Major events, and both have an equal amount of "positive" as well as "negative" effects and affect both armies.
After terrain has been placed on the gaming table, and both armies have set up using the normal rules for deployment, but before the first turn is rolled for, one player (chosen between the players themselves) roll 2D6 on the Minor Event table once and only once, and both players apply any result to each of their armies.
In the case of a "double result" on the 2D6, for example 4 and 4, the player that rolled, will instead roll 1D6 on the Major Event table and apply any result rolled to both armies just as you would a Minor Event result.
Note that if a double is rolled, only the Major Event result is applied. The Minor Event Result is ignored.

Minor Events: 2D6

2-3: Hallucinogenic Fumes.
The Prometheum fumes beneath the earth crust has
leaked onto the surface where the battling armies are gathered. All units
in each players army must take a pinning test or count as pinned in the
first round. This also includes units that are fearless or otherwise immune
to pinning, although units that are immune to pinning or fearless will count
their leadership as 8 for the purpose of this test unless it would normally be
higher.

4: The Long Night sets in.
Roll a single D6. The resultant roll
represents the coming of the long night over the field of battle from that
turn of play and lasting for the rest of the battle. From that turn on the
rules for Night Fighting are in effect.

5: Lost!
Each player specifies a single unit in the opposing players army
already on the table. The chosen unit (or vehicle) has either
misunderstood orders or, maybe had difficulties getting to their
designated position. The unit takes a leadership test (vehicles are counted
as having leadership 10 for this roll). If the test is failed, the unit must be
placed in reserve and will arrive from the owning players table edge when
it becomes available.

6-8: Nothing happens.

9: Calming in the Warp.
For the duration of the battle all psychic tests are
taken on 3D6, and the controlling player may discard the highest die result.

10:
Concealing Storm. Fierce winds are kicking up sand and leafs, and heavy
rain makes picking out targets more difficult from a distance. All infantry
receive a 6+ cover save, which is modified as usual, while in the open.

11-12: Perfect day for a drive.
The conditions are excellent for driving. All vehicles,
bikes/jetbikes may re-roll dangerous terrain tests, accepting any re-rolled result as final.


Major Events: 1D6

1: Prometheum Blowout!
An underlaying prometheum storage is igniting with
explosive consequences to the surface. Roll a die for each member in each unit
in each players army. On a 1 that model suffers a wound with no save of any
kind. Vehicles suffer a glancing hit on a 1 instead.

2: Horrible Visions.
The troops in each players army are filled with visions of their
imminent doom and suffer a –1 penalty to their leadership for the remainder of
the battle.

3: Off target Orbital Bombardment.
A vessel high in the planets orbit have put in
disastrously wrong coordinates for its payload and began bombing both
armies! Resolve this as a Preliminary Bombardment as described on p. 194 of
the Warhammer 40,000 rulebook.

4: Blocked Fallback route.
By some freak accident or careful planning by the
enemy, both armies fallback routes have been ruined. Both armies know that
retreat will be impossible and as such may always attempt to regroup, unless
enemy units are within 6 inches, as they must win the day, or die to the man.

5: Crucial objective.
High command have decided the enemy commander is to
dangerous to be allowed to live, and great honor would befall the army if this
could be accomplished, as well as dealing a terrible blow to the enemy army. If
you manage to kill the opposing armies general, you will earn an extra 250
victory points. In case the enemy has two HQ choices, he must nominate one as
the general before the battle starts.

6: Rejoice in Battle!
A squad in your army has well and truly lost it. Through witch
ever reason sounds best to you, the squad takes to the field as if oblivious to
pain or believing themselves to be invulnerable. One infantry choice in your army
gains the Feel no Pain special rule for the remainder of the battle, and will also
count as Fearless.
Nothing to prove
Just a hellish rock'n roll freak
You call your metal black
It's just plastic lame and weak
- Darkthrone, Too Old, Too Cold -

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TACTICAL AND STRATEGIC ASSETS



STRATEGIC ASSETS:

Name:
Ammunition Storage (S)
Description:
Creates full of ammunition or energy cells are stored in this building, ready to be distributed to troops who can put out a withering hail of firepower.
Rules:
The asset can be placed on a building or city ruin of size 2 or 3, on the table, the building must be marked with a token of sorts.
No other assets may be placed in that same terrain piece by the same player
The asset it placed after the players have chosen their deployment zones, but before any models are placed on the table.
A unit inside the building (at least 50% of the unit must be inside the terrain piece) can re-roll any failed to-hit rolls.
The asset can only be used in the shooting phase of the player who played it.
If the opposing player is able to get a unit into the terrain containing this asset it is destroyed and may not be used in subsequent battles

Name:
Commando Center (S)
Description:
A command center has hastily been put up in the ruins, and provide targeting data and information on enemy movement to the troops.
Rules:
The asset can be placed on a building or city ruin of size 2 or 3, on the table, the building must be marked with a token of sorts.
No other assets may be placed in that same terrain piece by the same player.
The asset it placed after the players have chosen their deployment zones, but before any models are put on the table.
The player may each round choose to have one of his units benefit of one of the following effects:
- A unit within 12» of the terrain gains the «Counter-Attack» special rule.
- A unit within 12» of the terrain can automatically pass a Target Priority test.
If the opposing player is able to get a unit into the terrain containing this asset it is destroyed and may not be used in subsequent battles

Name:
Fuel / Generator Placement (S)
Description:
A supply of fuel, energy cells or powerful generators are placed in a building or ruin.
Rules:
The asset can be placed on a building or city ruin of size 2 or 3, on the table, the building must be marked with a token of sorts.
No other assets may be placed in that same terrain piece by the same player.
The asset it placed after the players have chosen their deployment zones, but before any models are put on the table.
The player may each round choose to have one of his units benefit of one of the following effects:
- A unit within 6» of the terrain adds +1 to the strength of their template weapons.
- A unit inside the building (at least 50% of the unit must be inside the terrain piece) can re-roll any 45failed to-wound rolls.
If the opposing player is able to get a unit into the terrain containing this asset it is destroyed and may not be used in subsequent battles

Name:
Medical Facility (S)
Description:
A medical facility are placed in the ruins, it contains medications and technology that may help the troops keep fighting longer.
Rules:
The asset can be placed on a building or city ruin of size 2 or 3, on the table, the building must be marked with a token of sorts.
No other assets may be placed in that same terrain piece by the same player.
The asset it placed after the players have chosen their deployment zones, but before any models are put on the table.
The player may each round choose to have one of his units benefit from the following effect:
- One unit inside the ruin/building gains the «Feel No Pain» special rule. At least 50% of the unit must be inside the terrain to benefit from this asset.
If the opposing player is able to get a unit into the terrain containing this asset it is destroyed and may not be used in subsequent battles

Name:
Observation Point (S)
Description:
The army has forward observers, technology, psychic power or the like giving them a enhanced view of the battlefield.
Rules:
The asset can be placed on a building or city ruin of size 2 or 3, on the table, the building must be marked with a token of sorts.
No other assets may be placed in that same terrain piece by the same player.
The asset it placed after the players have chosen their deployment zones, but before any models are put on the table.
The player may each round choose to have one of his units benefit from the following effect:
- One unit within 12» of the ruin/building gains the «Night Vision/Acute Senses» special rule.
If the opposing player is able to get a unit into the terrain containing this asset it is destroyed and may not be used in subsequent battles

Name:
Tank Traps / Razor-wire / Barricades (S)
Description:
Sappers and combat-engineers have created obstacles across the battlefield
Rules:
Up to 3 Tank Traps, pieces of razor-wire and/or barricades may be placed by the player before he starts deploying his units. These may be placed anywhere but the opponents deployment zone. Rules for obstacles can be found in the Warhammer 40k rulebook (pg 193).

Name:
Defense Bunker (S)
Description:
Combat engineers have worked to construct a defensive bunker.
Rules:
The player can place the bunker terrain piece in his own deployment zone after all other terrain are placed on the table. Rules for using a bunker can be found in the Warhammer 40K rulebook (pg 193). The player wishing to use this asset must supply the bunker terrain piece himself.

Name:
Minefield (S)
Description:
Combat engineers and sappers have received a shipment of mines, and have created minefields across the battlefield.
Rules:
-One minefield is deployed after all other terrain is placed on the table, it can not be placed in the opponents deployment zone. The minefield counts as clear terrain for movement.
-A unit moving into, out of or trough the minefield will trigger a mine on 4+, and is subsequently takes a Str6 Ap- hit. Vehicles are hit in against their rear-armor. The unit must also check for pinning.
-Skimmers, Jetbikes and Jump Infantry are no exception to this as the mines are high tech and can sense units flying low over the battlefield.
-The players own units are not affected by his minefields.
-The player must supply a terrain piece to represent the minefield himself, the size of the field can be up to 8»x6», but can be created smaller if the player chooses.

Name:
Defile / raise Holy relic (S)
Description:
A holy statue, a cathedral, a summoning circle etc.
Rules:
- The Players Troop choices gains +1 Ld
- The Hole Relic should be represented by a piece of terrain (size1), Players are encouraged to create their own terrain for this use. The Holy Relic is placed on the battlefield after the players have chosen their deployment zones, but before any units are deployed. The Holy Relic may not be placed in any players deployment-zone.
- Any of your units within 6” of the Holy Relic counts as ”Stubborn".
- If your opponent controls the Holy Relic (has scoring units closer than you) your troop choices gains – 1 Ld instead.
- A enemy unit in base contact with this Asset may attempt to destroy or defile it in the assult phase, roll a D6 pr unit in base contact, a result of 4+ means that the Relic is destroyed, and the owners units receives -1 Ld for the rest of the battle.

Name:
Know your territory (S)
Description:
One of your units has scouted your territory so well that they know it like the back of their own hand.
Rules:
One of your units gain the move through cover skill when you are defending this area. If the unit already possesses this skill, infiltrate or the scout skill they ignore difficult terrain in this area altogether.
47Example:
A unit of Chaos Space Marines would gain the move through cover skill. A unit of Chosen would ignore difficult terrain since they already posses infiltrate.


TACTICAL ASSETS:

Name:
Demolitions / Sapper Team (T)
Description:
The defender has dispatched a team of sappers who have cleared firing lanes on the battlefield
Rules:
Before units are deployed the player using this asset may remove one “wood” or building/terrain-piece from the table. Size 1 and 2 buildings/terrain-pieces may be removed using this asset, Size 3 buildings and terrain-pieces may not be removed.

Name:
Forward Scouting (T)
Description:
A scouting party has surveyed the battlefield, and found routs toward the enemy lines, or good defensive positions.
Rules:
Two units of the infantry unit type can make a scout move before the first round of the battle. Dedicated transports does not gain the move, and must be left behind.

Name:
Vehicle Sabotage (T)
Description:
A kill-team has infiltrated the enemy base, sabotaging one of his vehicles
Rules:
Before the first turn starts the player using this asset nominates one of the opposing vehicles as “sabotaged”. Every round the vehicle moves or shoots, the player rolls a D6, on a result of 6 the vehicle takes a glancing hit. The roll is made after any movement or shooting is finished. The roll is made once pr turn (either for shooting or moving, but not for both).

Name:
Equipment Sabotage (T)
Description:
A kill team has infiltrated the enemies base, sabotaging his equipment and gear
Rules:
Once per battle when your opponent uses a particular ability gained from wargear/equipment you may force him to roll a die, on a 4+ the piece of equipment fail to function this time (though it may be used later in the battle if applicable). Gear that grant armor or invulnerable saves are not affected by this asset.
Example: A Tau Hammerhead is hit by a glancing hit, resulting in a immobilized result, and the Tau player states that he will use the vehicles Decoy Launchers to force the opponent to re-roll on the glancing hit table. The opponent on his hand has played this asset, and declares that he wishes to use it. He rolls a die; on a 4+ the Hammerheads Decoy Launchers are sabotaged and may not be used this time.

Name:
Air Superiority /Teleport Jammers/Psycic null-field
Description:
You have the aid of a allied air force or other technology or psychics, making it impossible for your opponent to deepstrike his units onto the battlefield.
Rules:
Your opponent can not deepstrike his units during this battle. All his reinforcements must come from the opponents table edge.

Name:
Forward Observers (T)
Description:
A unit has made it's way across the battlefield and now holds a advanced position
Rules:
Choose one unit from your army list that gains infiltrate for this battle only, the unit must be of the type; Infantry or Jump Infantry.

Name:
Toxic fumes (T)
Description:
Before the battle is joined you have contaminated the air your enemy breathes, this can be a gas-attack, a extremely disabling disease or toxin that makes the enemy halt.
Rules:
Before his first movement phase the enemy rolls a die for all of his units, except non-open topped vehicles or units inside non-open topped transports. If a 1 is rolled on the die for any unit they are overwhelmed by gas and can not move this turn. They do count as having moved though and so can not fire heavy weapons, rapidfire weapons up to full range aso.

Name:
Flank March/Vanguard (T)
Description:
A unit of your troops have during the night moved up the enemies flank and hidden/camouflaged themselves there.
Rules:
Works like deepstrike, but unit has to enter from a flank, and no scatter is rolled. This asset may be still be used if your opponent has played the «Air Superiority /Teleport Jammers/Psycic null-field»-asset.

Name:
Combat Engineers (T)
Description:
One of the units in your army are equipped with special gear to handle explosives, mines, razorwire, or other obstacles found on the battlefield.
Rules:
- Choose one unit of infantry from your list and inform your opponent that this unit is equiped as «combat engineers». The unit should be easily recognizable to your opponent (use common sense, some player may want to convert a few figures to represent such gear, others may just place a token next to the unit).
- The unit can cut it's way through razorwire, or clear barricades on a 4+, remove the terrain piece representing the barricade/razorwire from play. The unit must be in, or come in contact with the terrain piece during its movement phase to attempt to remove it.
- Smoke grenades (or clouds of spores or the like for Orks or Tyranids) can be triggered in the shooting phase instead of shooting. Triggered smoke-grenades give this unit a 5+ cover save until the start of your next movement phase. In addition this unit blocks line of fire for other units on the table while the smoke lingers. This ability can only be used once each game.
- Jammers, technical gear and training makes this unit trigger Booby-traps and Minefields on a roll of 6+ instead on what is described by the said asset.
- This unit is equipped with gas-masks, similar technology, or has developed a immunity to toxins, they can ignore the «Toxic Fumes»-asset, they also ignore the «polluted/toxic» minor terrain feature, and the Hallucinogenic Fumes minor event.

Name:
Booby Traps (T)
Description:
A group of scouts have infiltrated the building and ruins on the battlefield, placing booby-traps there.
Rules:
- Three «booby-trap» markers are placed on the table, they must be placed on area terrain, and can not be placed in the opponents deployment zone. They must be placed before deployment.
- The player may choose to trigger one of the booby-traps when a enemy unit move into, trough or out of area terrain containing a trap. Roll a die, on a 3+ the trap is triggered, and the unit takes a Str8 Ap2 hit, then the marker is removed If the trap is not triggered it is a dud and the marker is removed.
- Vehicles takes the hit against their Front Armor.

Name:
Reliable Aircavs/tunnels
Description:
Your forces have managed to secure safe lines of transportations, even though your forces may be scattered.
Rules:
You may use you general even when attacked in an area not connected to the area your army currently resides in for TWO campaign turns. You may not choose another tactical asset while this is in effect. After this asset have been used you will have to wait on campaign turn before you can use it again as normal.

Name:
Reliable Aircavalery / Tunnels (T)
Description:
Through stealth, strategic redeployment, good communications and/or superior tactics, your general appears where needed the most.
Rules:
You may use your general when defending any area you control on the map, and can do so for two consecutive campaign rounds (the current one and the next). During this time you do not get to choose any other Tactical Assets (but may choose to buy one for CP's), this means that using this asset replaces your "free" tactical asset for two campaign rounds. After this asset has been used you will have to wait one campaign turn before you can choose it again, as normal.

Name:
Preliminary bombardment
Description:
As you prepare for the coming battle, your artillery/fleet bombard the enemy lines with ordnance.
Rules:
After deployment, but before determining who gets the first turn, you may use the rules for preliminary bombardment as described in the main rulebook.

Name:
Rapid fallback
Description:
Your forces are geared towards hit and run tactics
Rules:
After fighting a battle, you forces may immediately move to any area of the map you control that was in contact with the area your army occupied before the battle.
Nothing to prove
Just a hellish rock'n roll freak
You call your metal black
It's just plastic lame and weak
- Darkthrone, Too Old, Too Cold -

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Wood/Jungle and Swamp terrain types clarifications
(rules found on pg 18-19 in Codex:Poseidon)

Jungle / Forrest

General:
- Fleet works as normal on a table set up with the jungle/forest terrain type (1D6" in the shooting phase).
- Fall Back, Consolidation and other moves are unhindered by terrain works as normal.

Infantery:
- Moves and Assaults as when moving through terrain (roll a standard difficult terrain test) on a table set up with the jungle/forest terrain type.

Jetbikes:
- Use their normal moment as they can fly over the treetops, they do however have to make dangerous terrain test when assaulting in woods/jungles as they must dive into the forest to get to the enemy.

Jump Infantry:
- Move normally when using their Jump-jets on a table set up with the wood/jungle terrain type .
- Does not have to make a dangerous terrain test to land in woods on a table set up with the jungle/forest rules. Test as normal when landing in other terrain.
- Assault as moving through difficult terrain.

Bikes:
- Bikes move as normal on a table set up with the jungle/forest terrain type, but will have to roll a dangerous terrain test if turbo-boosting (it's just not healthy to move that fast trough the woods on a motorbike).
- Assault as moving through difficult terrain.

Vehicles:
- Never have to make a dangerous terrain test to move into or trough woods on a table set up with the jungle/forest terrain type. Test as normal when entering/moving through other terrain.

Beasts and Cavalry
Move normally through woods, such creatures more dextrious and agile, and thus they are unrestricted by such terrain. They still have to roll for assault distance but can double the result (as detailed on pg 57 in the rulebook).

Monstrous Creatures:
Moves and Assaults normally, these creatures are so large and strong that forest terrain is of little importance for them.

Artillery:
Moves as infantry. All other rules from the Warhammer 40K rulebook apply (such as the "artillery can not assault" rule pg 56)

Swamp

General:
- All units Assault-movement also become the same as their armor save except where noted below.
- Fall Back, Consolidation and other moves that are unhindered by terrain works as normal.
- Fleet works as normal on a table set up with the swamp terrain type (1D6" in the shooting phase).

Infantry:
Movement and Assault moves are reduced to the same number of inches as their armor save (move = armor save), so Space Marine can move and assault 3" while a standard Imperial Guardsman can move and assault 5". Infantry units may choose to move or assault their normal movement (6") by rolling a dangerous terrain test.

Jetbikes:
Does not have to roll dangerous terrain test to move their full moment as they can fly over the swamp. Can also assault as normal.

Jump Infantry:
When using their full movement (up to 12") they have to roll dangerous terrain test to represent the inherent danger of landing in the swamp. They can choose to move as infantry (movement = armor save), and does not have to roll the test as they move on foot and not by using their jets.

Vehicles:
Moves normally on a table set up with the swamp terrain type. Otherwise test as normal when entering/moving through other terrain

Bikes:
Are restricted to moving as infantry (movement = armor save), but can choose to utilize their normal movement (12") by rolling a dangerous terrain test. Bikes can not turbo-boost on a table set up with the swamp terrain type.

Beasts and Cavalry
Move normally through swamps, such creatures more dextrious and agile, and thus they are unrestricted by such terrain. They still have to roll for assault distance but can double the result (as detailed on pg 57 in the rulebook).

Monstrous Creatures:
Moves and Assaults normally, these creatures are so large and strong that a few swamp holes has little importance for them.

Artillery:
Moves as infantry. All other rules from the Warhammer 40K rulebook aply (such as the "artillery can not assault" rule pg 56)

Nothing to prove
Just a hellish rock'n roll freak
You call your metal black
It's just plastic lame and weak
- Darkthrone, Too Old, Too Cold -

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