With the imminent Harliquin release, my gaming group fancies using them to fight an escalation campaign, with the Inquisition and Thousand Sons trying to break in to The Black Library, some of these fights should take place in the Webway, so, I've thrown up some quick rules to represent that.
Looking for some feedback on them and thought I'd share them if anyone was interest!
Fighting in the Webway
Portals
In the Webway, time and space are mutable, one step can take you to a place many metres away, some of these spaces are stable and almost fixed in entrance and exit, , gateways built around them to stabilise them further, but other times the eddies of the Webway, where the warp brushes against it, can cause people to shift around quickly but seemingly at random.
To represent this, first, when you’re setting up terrain, you can set up D3 pairs of Portal markers, the Harlequin player gets to place the first pair or markers, then the opponent.
Each portal marker is treated as adjacent to its paired marker, so you can move up to one and finish your movement from the second, however, due to the shifting and swirling patterns in the stable portals, they cannot be fired or charged though. Consider them only active while you are moving model, either in the movement phase or while Consolidating after combat.
Flowing Power and Ebbing Luck
For this effect you will need a deck of regular Playing Cards.
At the start of each player turn, shuffle the deck and draw D3 cards, consulting the chart below. Each Card must be given to a unit that fits its Suit and will grant the effect mentioned in the second chart, if you can't give a Card to a unit, then it must be discarded. At the end of a player turn, remove all Playing Cards and put them into a discard pile.
Suit Unit Type (Troops can use all suits) Heart HQ Club Fast Attack Spade Heavy Support Diamond Elite
Face Name Effect 2 A place in the Dance The unit can move an extra 1” in the Movement phase 3 Death Abounds The unit gains the Split Fire rule 4 A Tumble of Fools The unit can roll and extra d6 when rolling a random distance to move through cover, run or charge, discarding the lowest 5 The Surprising Resurrection The Unit leaves the board and be placed into Ongoing Reserves and then can Deep Strike next turn 6 Fury of the Rilletann The unit gains Rage Special Rule for this turn 7 Focus of Cegorach The Unit gains +2 I 8 Stare Down the Face of Death Take a leadership test, if passed, the unit gains Fearless for the rest of the game, if they fail, they fall back immediately 9 The Race Against the Fall If this unit moves more that 12” in this Player turn, including running or charging, then you gain 1 Victory Point 10 Hidden Amongst The Tides This unit gains the Stealth Special Rule Jack Avatar of the Dance The unit gains the Counter Attack special rule Queen Esdainn's Control The Unit can place a Portal marker in contact with it and place its twined Portal Marker anywhere within 2D6+6” then discard this card King Luck of the Laughing God The unit can choose to reroll any one dice roll this turn, once you've rerolled a dice, discard the card Ace Arebennian Incarnate The Unit can reroll all misses in the Shooting and Combat phases this turn
(removed the Random movement from the Webways eddies)