Rules for allies:
USING CURSED FOUNDING SPACE MARINES AS ALLIES
The Cursed Founding Chapters rarely fight within the conventional military structure of the Imperium, as many of them are far too mutated for other forces to accept as anything akin to human. They will on occasion however, choose to fight alongside their former brothers, relieving beleaguered garrisons, aiding an encircled force and generally appearing where and when they are least expected. On these occasions, a commander may have no knowledge as to who the mysterious Space Marines were, as they will often disappear as inexplicably as they arrived.
Force Selection: Cursed Founding Space Marines may be chosen as allies for other Space Marines Chapters. Simply choose a Detachment from the Cursed Founding force selection box and apply a Cursed Founding Chapter Trait to it (all Cursed Founding allies must share the same Chapter Trait). Cursed Knights and Abominations Detachments are not available as allies. No more than 1/3 of the army value can be spent on Cursed Founding allies.
Unseen Allies: When taken as allies, all Cursed Founding Detachments start the game in reserve, even in games where the Reserves special rule is not in use. In games where Reserves are not used, the allies will enter play from the player's table edge in the turn they become available, or from a randomly determined table edge if the army does not have a table edge. The exception to this is Cursed Founding Space Marines with the Apparitions special rule, who always Teleport in when held in reserve. Roll a D6 at the beginning of each turn for each Cursed Founding Detachment to see if it enters the battlefield. Turn 1: 5+, Turn 2: 4+, Turn 3: 3+, Turn 4+: 2+ Cursed Founding Detachments enter play on the controlling playesr table edge. If a Detachment is transported in a Thunderhawk or Landing Craft , Roll only once for the transporting flyer and all its transported detachments.
Just as Cursed Founding allies may join an army unexpectedly, they have on occasion been known to vanish in the same fashion. In the case of the Legion of the Damned, the legionnaires have been observed to literally fade away to nothing, and in the cases of other chapters the mysterious allies have simply disengaged for no obvious reason. At the beginning of the Space Marines turn, before any units are moved, roll a D6 for each Cursed Founding squad and vehicle in play. On a roll of '1' the unit must move 4D6cm towards the nearest table edge, and will be removed from play if any models in the Detachment leave the table. Note that this is not a withdrawal move, so the Detachment is not in danger if it ends this move within 15cm of enemy units, and a rally test is not required the end phase. The Detachment is not considered to have spent its action and may take an action later in the turn.
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