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.