Warp Portals

Warp portals are a key part of the Uralan campaign, and as such I have created some special rules for them.

Armour: Warp portals have an armour value of 25. Any hit which penetrates this physical armour may be saved by the warding effects of the warp overlap. This means that any hit may be saved on an unmodified roll of 6+ on 2D6. If this is failed then the portal is destroyed.

Warp zone: The energies surrounding the portal come from the warp. As such, any psyker within 12" gains D6 power cards. However, any power cast within 12" may be nullified on a roll of 5+ by the portal's defense mechanisms. Finally, summoned daemons may be placed within 6" of the portal instead of a model bearing their mark.