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Star Mogul - Mega Miniatures

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3) Now each player rolls a dice, and the player with the highest score gets to choose who goes first to deploy his/her salvage crew on the playing area. Then the second highest, and so on. A player must now decide where toplace the Drop Zone Marker. This marker, and everything within 6” around it is that players’ drop zone (or DZ).The marker may not be placed within 15” of either a salvage counter, or another players’ drop zone marker.Otherwise it may be placed in any unobstructed location anywhere on the board.Once all players have placed their drop zone markers, they then take the same player order to deploy all theirforces entirely within their own drop zones. If a player cannot fit all their forces within their drop zone initially, thenthey must move some of their force out of the drop zone on their first available phase, allowing the placement ofthe remainder of their force to take place on their second phase. Anything not deployed after the end of thatplayers second phase (i.e: the end of the first turn) cannot be deployed for that game as the drop ship will have totake off and remain out of harms way until called down again when the game ends.Flying vehicles may be deployed anywhere within 10” of the drop zone marker, due to their high speed. No morethan two flying vehicles may be deployed by any player in any one phase.4) The players then roll the dice to randomly determine who goes first. The game then starts, as normal, withplayers attempting to gather as much salvage as they can and bringing it back to their drop zone. Any player canend the game at any time during one of their phases (not the melee phase) by calling their drop ship down toimmediately pick up all equipment (including salvage loaded onto cargo vehicles), crew and all recovered salvagewithin 6” their drop zone marker. Any healthy or wounded crew left outside of the 6” radius will be left behindwhich will mean a –1 drop in loyalty score permanently.All crew models left behind (along with all models removed from play as casualties) will be considered as ‘lost ordead’ and must make a recovery roll in order to return safely to your company for your next game. If they fail, theyare lost forever. Ending the game in this fashion is not something to be taken lightly, just because you have asalvage counter in your drop zone. The following conditions apply at the end of the game:Condition 1If you have OVER 50% of all the available salvage counters in your drop zone (6” radius) as the game ends, thenyou have gained the salvage rights and can cash in the salvage you’ve collected for its full value.Your opponent(s), in this case, will only get half of the value of any salvage they have in their drop zone, as theFrontier Union will not recognize their salvage rights and they will need to sell any salvage they have gained onthe black market. Unclaimed salvage is not captured by the last player on the field.Condition 2If you have 50% or under of all the available salvage counters in your drop zone as you call your drop ship down(usually because things are going really badly for you) then you have ‘quit the field’, leaving behind anything youown that remains outside of a 6” radius from your drop zone marker, which will mean recovery rolls for anyinfantry you have left behind. You have forfeited the salvage rights, and the game may continue without you ifthere are more than two players playing, or if there are only two players then the game ends. Quitting the fielddoes not mean you have lost the game.The Frontier Union will not recognize your salvage rights and will consider your company as opportunistic pirates,acting like vultures on more legitimate companies’ claims. You will have to sell any salvage you have gained onthe black market at a measly half of its value, as will every other player who quits the field with 50% or less of theavailable salvage.If nobody has managed to claim the salvage rights by the end of the game, then all players will have to sell theirill-gotten gains on the black market for 50% of its full value.The last player will not need to abandon any of his/her crew left outside of the DZ as the game ends, as he/shewill have time to pick them up. Unlike the other player(s) who quit the field beforehand, possibly leaving behindcrewmembers/ equipment if there are any left outside the 6” radius from the drop zone when the drop ship arrives.The last player does not need to roll recovery rolls for infantry left outside of the 6” radius from the dropzone marker. Though they must still roll recovery rolls for killed and wounded/damaged infantry models.46

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