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![[Post New]](/s/i/i.gif) 2010/10/23 04:52:44
Subject: Additional World Rules
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Sureshot Kroot Hunter
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One way to change the whole dynamic of 40k would be to apply some "World" rules to a game.
1st idea: Lighting
Have a single source light that casts harsh shadows on the game board. Then to shoot at units in cover you would have to roll for night fighting.
Or conversely, units in the light have to take S2 + 1 for each turn the unit has been in the light, AP_ per model. To simulate extreme radiation.
2nd idea: Weather
Icesheet: Units that run have to take a dangerous terrain test on a roll of 6 to run. Vehicles that move additional D6 in the direction they drove after the player has done its regular movement. If the vehicle slides into terrain it takes a S6+D6 hit, -1 to penetrating. slipping a sliding is what the simulation would be.
Razor Hail: Units outside of terrain take D3, per 5 models, S3 hits, AP_ rending (to simulate 40k sized hail, also per 5 models so hordes and elites take a fair balanced amount of hits).
Obviously each situation would require different set ups. Feel free to add your own similar ideas or critique my proposals, im not really sure about how fun they might be.
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![[Post New]](/s/i/i.gif) 2010/10/23 05:05:07
Subject: Re:Additional World Rules
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Longtime Dakkanaut
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Low gravity planet: All weapon/Assault ranges, Movement, and running rolls are doubled.
High Gravity Planet: all weapon/ assault ranges, movement, and running rolls are halved.
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![[Post New]](/s/i/i.gif) 2010/10/23 05:59:44
Subject: Additional World Rules
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Purposeful Hammerhead Pilot
Scotland
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Blizzard conditions. Roll each turn to determine how strong the effects are. 1= calm normal, 6 = hard to move (movement penalty), Low visibility (BS modifier or ranger, even both.) and then anywhere in between. The grav planets sound kool but the ruling wouldnt work. low grav = combat dedi army is an auto win, high grav shooty army gets an auto win.
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This message was edited 1 time. Last update was at 2010/10/23 06:00:06
~You can sleep when you're dead.~
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![[Post New]](/s/i/i.gif) 2010/10/23 06:20:02
Subject: Additional World Rules
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Sureshot Kroot Hunter
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syanticraven wrote:Blizzard conditions. Roll each turn to determine how strong the effects are. 1= calm normal, 6 = hard to move (movement penalty), Low visibility (BS modifier or ranger, even both.) and then anywhere in between.
The grav planets sound kool but the ruling wouldnt work. low grav = combat dedi army is an auto win, high grav shooty army gets an auto win.
Im inclined to agree with your opinion on planet gravity, there would have to be additional rules such as WS or BS suffering or both players anticipating the gravity rules and bring a different army, For a campaign game for instance.
For a blizzard maybe everyone could get cover saves similar to popping smoke. Though, this eldar player doesnt know exactly how that works though so i might be wrong for this.
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![[Post New]](/s/i/i.gif) 2010/10/23 06:24:33
Subject: Additional World Rules
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Purposeful Hammerhead Pilot
Scotland
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You could add in that too since in heavy blizzards it is hard to see meaning they dont get the best of aim on you. (I always take the theory of cover as you are hard to see so there is a chance they miss as I find it impossible that a snowflake, branch, fence, small wall or very brave tree could take a lasscannon shot for you.)
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This message was edited 2 times. Last update was at 2010/10/23 06:25:34
~You can sleep when you're dead.~
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![[Post New]](/s/i/i.gif) 2010/10/23 10:14:54
Subject: Re:Additional World Rules
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Homicidal Veteran Blood Angel Assault Marine
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Hmmmm
My take on Blizzard rules because this sounds mighty interesting to use in a game.
Might be too complicated for your tastes though!
Blizzard that moves across the table each turn.
Every turn until the blizzard arrives roll a dice
Turn 1 : 4+ Blizzard Arrives
Turn 2 : 3+
etc.
When the blizzard arrives, randomize what board edge.
Blizzard is a 24" x 24" section of "invisible" terrain that moves across the board 3d6" at the beginning of a round. in a straight line parallel to the long table edges.
Grants a 4+ Cover Save to infantry inside it.
Grant obscurity to vehicles inside it.
Weapons are half range firing into or through it.
Weapons shooting from, into, or through it are at -2 BS
Infantry moving through must take a difficult terrain test.
A unit that goes to ground or is pinned in the blizzard must immediately take a dangerous terrain test to avoid being suffocated (drowned?) in snow.
Vehicles moving through it lose d6" movement.
Non-Grav vehicles may not move all-out or take advantage of Fast-Vehicle advantages (extra speed, extra weapons)
A Grav vehicle may move flat-out in it, but every time it moves (flat out or not) it will take a hit according to how many inches it moved through the blizzard as though the blizzard was ramming it. The blizzard counts as being AV 12 and having the characteristic of a Tank when ramming.
Blizzard Conditions:
Roll a d6 at the top of every round to see how the weather is faring
1-2 Blizzard Grows stronger!!!
Units now treat Blizzard as Difficult and Dangerous terrain when moving through
Units must now roll to see as though night-fighting rules were in effect.
Cover save is now 3+ for infantry.
Tanks now must take dangerous terrain checks when moving.
Vehicles lose 2d6" when moving.
3-5 Blizzard Conditions persist.
If 1-2 was roll last turn, the Blizzard settles back to the conditions it was at before.
Otherwise, Blizzard as normal.
6 Looks like it may clear up!
Cover save reduced to 5+ for infantry.
Tanks are no longer obscured.
A difficult terrain test is no longer needed to move through.
If a 6 is rolled, then the next time a dice is rolled for Weather Conditions, roll a dice beforehand.
On a 4-6, the blizzard clears up and disappears!
Otherwise, roll as normal on the chart.
A little lengthy, but I think it'll add some flavor to an ice game! Might be nice to use something like this for Necromunda too or something.
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![[Post New]](/s/i/i.gif) 2010/10/23 10:33:23
Subject: Additional World Rules
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Longtime Dakkanaut
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Hey Gray.... to be the genius - what does that do to my ork gunline? with a BS of 0, I'm officially taking 1500+ points of useless
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"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push
My Current army lineup |
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![[Post New]](/s/i/i.gif) 2010/10/23 10:36:57
Subject: Additional World Rules
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Screamin' Stormboy
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Odd thought! For the one with lighting where units take hits for radiation, gradually increasing with exposure to light, why not a scenario with limited shelter? Play king of the hill with your opponents as you try and shove your army beneath that rock outcrop and stay there, keeping the other poor bastards army outside to burn!
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![[Post New]](/s/i/i.gif) 2010/10/23 18:24:52
Subject: Additional World Rules
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Longtime Dakkanaut
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Sewage/sulfur/ork gym socks processing planet: All units on the board suffer a strength 10 ap1 apocalypse barrage3 10" blast hit.
On a serious note i always think the idea of an indigenous Third party, which player's take turns controlling. An example: 300pts from a random codex... The type of models not mattering.
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Mary Sue wrote: Perkustin is even more awesome than me!
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![[Post New]](/s/i/i.gif) 2010/10/23 18:44:16
Subject: Re:Additional World Rules
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Sureshot Kroot Hunter
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grayspark wrote:Hmmmm
My take on Blizzard rules because this sounds mighty interesting to use in a game.
Might be too complicated for your tastes though!
I think the difficulty would exactly where it was, you would need something like a 24"x24" clear plastic template. Also only effecting only part of the table would be more like a tornado or fog bank. I think a blizzard should be more generalized. Maybe there could be a less severe rules for the entire board and then an apocalypse size template that shows a particularly heavy part of the the storm, with harsh rules, that randomly deep strikes in and then every turn scatters 3D6.
the_ferrett wrote:Hey Gray.... to be the genius - what does that do to my ork gunline? with a BS of 0, I'm officially taking 1500+ points of useless 
What you cant roll 7s  ? i think to a minimum of 1 would be a good change.
Agrinja wrote:Odd thought! For the one with lighting where units take hits for radiation, gradually increasing with exposure to light, why not a scenario with limited shelter? Play king of the hill with your opponents as you try and shove your army beneath that rock outcrop and stay there, keeping the other poor bastards army outside to burn!
I think with special "world" rules a lot of different special objective games could be made. Such as Players having objective destinations that force them to go through the lighted areas. And the players get a point for each unit that makes it across the board to the destination. Then the players would want to take more small units that could then score more, but a smaller unit is more likely to break because the radiation and the other players harassment.
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![[Post New]](/s/i/i.gif) 2010/10/24 08:28:03
Subject: Additional World Rules
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Screamin' Stormboy
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Another thing that might be pretty cool is to design world rules that offer more advantages and disadvantages to where one deploys their army. So the board is populated with places that have great tactical advantage, at a trade-off of assorted things like....they're dangerous. Like a lava field that has vents that go off on a 5+ or a 6+ every turn.
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![[Post New]](/s/i/i.gif) 2010/10/24 20:24:25
Subject: Re:Additional World Rules
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Purposeful Hammerhead Pilot
Scotland
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grayspark wrote:Hmmmm
A Grav vehicle may move flat-out in it, but every time it moves (flat out or not) it will take a hit according to how many inches it moved through the blizzard as though the blizzard was ramming it. The blizzard counts as being AV 12 and having the characteristic of a Tank when ramming.
I couldn't agree with this one. I know its strong and all that but its still only it is wind and snow tanks can take lasscannon shots and survive untouched.
If I could suggest an alternative think of the wind as a powerful force that takes grav tanks off their course so if they move at 6"-12" they scatter D6" and if they move 12"-18" they scatter 2D6?
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~You can sleep when you're dead.~
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![[Post New]](/s/i/i.gif) 2010/10/25 06:24:53
Subject: Additional World Rules
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Homicidal Veteran Blood Angel Assault Marine
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Scattering sounds good, I was just thinking that since Grav-Tanks attempt to move against the wind, they'd be battered into the ground.
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![[Post New]](/s/i/i.gif) 2010/10/25 07:49:42
Subject: Additional World Rules
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Sureshot Kroot Hunter
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Agrinja wrote:Another thing that might be pretty cool is to design world rules that offer more advantages and disadvantages to where one deploys their army. So the board is populated with places that have great tactical advantage, at a trade-off of assorted things like....they're dangerous. Like a lava field that has vents that go off on a 5+ or a 6+ every turn. I think trade offs are the best kind of rules because it forces the player to make choices, which i think makes the game more interesting. Also inspired by your lava vent idea. I think these would make late game objective runs super tense, if they were in-between you and that objective. Rules wise i would think At the start of each players turn, before they do anything these would go off. You wouldn't really have to roll it if there were no units around.
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This message was edited 1 time. Last update was at 2010/10/25 07:50:07
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![[Post New]](/s/i/i.gif) 2010/10/25 07:55:24
Subject: Re:Additional World Rules
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Fresh-Faced New User
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Hey, some of these ideas sounds really nifty.
With the blizzard idea you just need a counter in each corner of the blizzard, no need to have a massive template.
I was just thinking it would be a cool idea for desert fighting, say if a shell hit the ground then a dust storm could be kicked up on a roll of four plus that would last only a turn or 2 and would just scatter randomly around the map each turn. Or perhaps tanks would leave a dust trail behind them selves. This floating dust would provide cover saves and would pose difficult terrain to head through.
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![[Post New]](/s/i/i.gif) 2010/10/25 07:57:07
Subject: Additional World Rules
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Sureshot Kroot Hunter
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Perkustin wrote:Sewage/sulfur/ork gym socks processing planet: All units on the board suffer a strength 10 ap1 apocalypse barrage3 10" blast hit.
On a serious note i always think the idea of an indigenous Third party, which player's take turns controlling. An example: 300pts from a random codex... The type of models not mattering.
For indigenous guys maybe some guys come sitting around an objective, and stay there shooting until someones comes into assault range. Or a random unit with rage special rule (or what ever the one that makes you run at the closest guys is called).
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![[Post New]](/s/i/i.gif) 2010/10/25 08:51:38
Subject: Additional World Rules
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Screamin' Stormboy
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Another thought, just a simple one to represent a game played in heavy wind. Template weapons scatter either an extra die, or roll an extra die and take the highest dice of how many they'd normally roll. Or! Could do scatter twice, once for normal, once for high wind. Might just be the caffeine talking right now but I think it'd be rather cool to have an artillery shell start to go long and left, and drift back by wind.
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![[Post New]](/s/i/i.gif) 2010/10/25 09:54:12
Subject: Additional World Rules
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Purposeful Hammerhead Pilot
Scotland
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crimsonmicc wrote:Perkustin wrote:Sewage/sulfur/ork gym socks processing planet: All units on the board suffer a strength 10 ap1 apocalypse barrage3 10" blast hit. On a serious note i always think the idea of an indigenous Third party, which player's take turns controlling. An example: 300pts from a random codex... The type of models not mattering. For indigenous guys maybe some guys come sitting around an objective, and stay there shooting until someones comes into assault range. Or a random unit with rage special rule (or what ever the one that makes you run at the closest guys is called). I like this idea. A Neutral player that sits in a certain location and fires/charges at any unit coming within a certain range. (cap the range, dont want a railgun shot taking you out from a board and a half away) No seriously I have played a game where it was a campaign and 2 locations where 'side by side' and so close that the TO allowed a railgun shot to carry onto then next board (mine) and try take out a rhino 'just for laughs' Wrecked the rhino and left the termis out in the dust. Was not a run day for that SM player.
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This message was edited 1 time. Last update was at 2010/10/25 09:54:40
~You can sleep when you're dead.~
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![[Post New]](/s/i/i.gif) 2010/10/25 10:15:01
Subject: Re:Additional World Rules
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Wicked Warp Spider
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syanticraven wrote:Blizzard conditions. Roll each turn to determine how strong the effects are. 1= calm normal, 6 = hard to move (movement penalty), Low visibility (BS modifier or ranger, even both.) and then anywhere in between.
The grav planets sound kool but the ruling wouldnt work. low grav = combat dedi army is an auto win, high grav shooty army gets an auto win.
Low gravity could make it easier carrying and using weapons. Infantry count as stationary for purposes of shooting their weapons.
syanticraven wrote:grayspark wrote:Hmmmm
A Grav vehicle may move flat-out in it, but every time it moves (flat out or not) it will take a hit according to how many inches it moved through the blizzard as though the blizzard was ramming it. The blizzard counts as being AV 12 and having the characteristic of a Tank when ramming.
I couldn't agree with this one. I know its strong and all that but its still only it is wind and snow tanks can take lasscannon shots and survive untouched.
If I could suggest an alternative think of the wind as a powerful force that takes grav tanks off their course so if they move at 6"-12" they scatter D6" and if they move 12"-18" they scatter 2D6?
I'm mostly quoting this so I don't have to partition the original quote
1. The wind could be directional. A skimmer will always move 6" or D6" in a random or set direction at the start of it's movement phase unless it moves to counter-act this movement. And alternative is that all skimmers move this distance at the start of EACH movement phase.
2. A skimmer loses 12" of movement going against the wind, loses 6" going side-ways, but is unaffected if moving with the wind. Wind is determined either randomly or pre-determined, with, sideways or against is determined in 90 degree arcs with the direction as a guideline.
3. Simply put, it's all difficult terrain.
4. Similar to 3, but instead of suffering an immobilized result, the vehicle is unable to move that turn.
Like syanticraven, I can not really agree on the Blizzard tank-shocking skimmers at AV 12. Imagine how mobile a unit of Vypers would be... 6" movement is an almost guaranteed vehicle destroyed result.
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I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2010/10/25 19:04:35
Subject: Additional World Rules
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Sureshot Kroot Hunter
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syanticraven wrote:crimsonmicc wrote:Perkustin wrote:Sewage/sulfur/ork gym socks processing planet: All units on the board suffer a strength 10 ap1 apocalypse barrage3 10" blast hit.
On a serious note i always think the idea of an indigenous Third party, which player's take turns controlling. An example: 300pts from a random codex... The type of models not mattering.
For indigenous guys maybe some guys come sitting around an objective, and stay there shooting until someones comes into assault range. Or a random unit with rage special rule (or what ever the one that makes you run at the closest guys is called).
I like this idea. A Neutral player that sits in a certain location and fires/charges at any unit coming within a certain range. (cap the range, dont want a railgun shot taking you out from a board and a half away)
No seriously I have played a game where it was a campaign and 2 locations where 'side by side' and so close that the TO allowed a railgun shot to carry onto then next board (mine) and try take out a rhino 'just for laughs' Wrecked the rhino and left the termis out in the dust. Was not a run day for that SM player.
 But seriously just for laughs at a tournament? What was he thinking!
Cool ideas with the kicking up dust and winds.
My Radiation fallout idea. Every turn all units that do not have a Medpack allocated to them takes a radiation counter. Medpacks last one turn and can be captured from medical depots around the map. They can also be hoarded for multiple turns. The medical depots would also be light cover, maybe destructible as well.
Units with 1 Radiation counter take a S1 AP _ hit per model
2 Radiation counters take a S2 AP _ hit per model
3 Radiation counters take a S3 AP _ hit per model, and gain fearless
4 Radiation counters take a S4 AP _ hit per model, and gain fearless and furious charge
5 Radiation counters take a S5 AP _ hit per model, and gain fearless, furious charge and rage
A set up like this:
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