Switch Theme:

Create your own Mysterious Terrain!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Fixture of Dakka






Lincolnshire, UK

So with 6th Edition also bringing in mysterious terrain, this arguably questionable game mechanic has a lot of potential for some fun proposed rules.

So here, is a thread where people can create some potentially wacky mysterious terrain affects.


Try to keep them relatively 'balanced' however. Obviously some like 'Psychenuin Nest' can make or break a game, particularly for Grey Knights, but try to avoid making them auto-winning or losing or too decisive, but rather simply fun.


Anyways, I'll start:

1. Red Barrel Infestation.

This piece of terrain is infested with deadly red barrels. Red Barrels are the bane of FPS-grunts everywhere. Notorious for their explosive capabilities and questionable placement, Red Barrels can devastate friend and foe alike and may even be deliberately targeted by a devious foe.

Any ranged to-hit rolls of 1, directed at the unit that 'activated' this piece of mysterious terrain, inflicts D3 Strength 6 AP4 hits upon that unit. This lasts for as long as any models within the unit remain within that piece of terrain. The entire unit is affected by this, so long as at least one model is within that terrain.
Additionally, any blast or template weapons that strike that unit automatically inflict D3 Strength 6, AP4 hits for each template/blast that hits the unit.
Vehicles are struck on their side armour.

-----------------------------------------------------------------------------

2. "I have had it with these motherf****** snakes on this motherf****** plane!"

Snakes. Snakes everywhere. Venomous and deadly snakes have appeared on flyers throughout the battlefield, intent on ravaging and killing linear characters everywhere. Planes are too pre-occupied with these motherf****** snakes to evade enemy fire and accurately pilot their vehicles.

When a unit 'activates' this piece of terrain, any to-hit rolls against any fliers within the game are at +1. Therefore a to-hit roll of 5, would instead count as a to-hit roll of 6.
This lasts for the duration of the game and does not affect flyers in Hover mode.

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in gb
Trustworthy Shas'vre






Dorset, UK

Badasses (Typical Movie Building Explosion)

As a unit moves out of a building it explodes in typical movie style fashion! Inflictind D6 S8 Hits on any unit inside.
   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

Secret shop:

Any infantry / walker unit entering this terrain may swap one of its options with another one ( of the same value in points and codex legal ) from its own codex, however it has to replace the model with a wysiwyg model. One use per unit.


Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in ca
Bane Lord Tartar Sauce




Not 100% sure on how Mysterious Terrain works (Don't have my rulebook because of Canada Day weekend) but I'll give this a shot.

Everchanging Terrain - Because of the forces of Chaos, reactive fauna, wild techtonic instability, or some other factor, the terrain is in a constant state of flux. At the beginning of each players turn, the cover save confirmed by the terrain becomes D3+3 (before any other modifiers). Additionally, re-roll on the Mysterious Terrain table at the start of each turn. Until the end of the current player's turn, Everchanging Terrain becomes whatever terrain type was rolled (It is still everchanging terrain, so repeat this at the start of the next players turn. If Everchanging Terrain is rolled this way, nothing further happens this turn).

Damp Terrain - for whatever reason, the terrain piece is covered in water. If a blast or template weapons that hit units in this terain are at -1 to Strength and + 1 AP (Ie, a flamer (S4, AP5) would hit at S3 AP 6).
   
Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

No idea what this terrain is as I don't have the new book - however would something like the below work:

Floating Rocks of Chaos

Chaos powered rocks that float around the battlefield. Each turn roll a d6 and scatter dice and move the floating rock the appropriate distance in the direction rolled (if hit is rolled, re-roll direction). Roll a d3 for height changes - even numbers on the d6 are up, odd are down.

Any unit under a rock when it impacts behaves as if rammed/tank shocked/etc. Units on the rock when it hits must roll to resist pinning.

The rock moves at the start of each players movement turn.

   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Mysterious Atmosphere.

After deploying terrain, but before deployment, roll a D6. On a 6 the atmosphere is mysterious.

Roll another D6 on the following chart to see what the atmosphere is,

1: Noxious Vapors

The Atmosphere is filled with a strange gas that muddies the mind and clouds judgment. At the beginning of every turn, every non-vehicle unit must take a Ld test. If the test is passed, the unit functions normally. If the test is failed the unit succumbs to the vapors. The unit immediatly moves D6" in the direction indicated by the scatter dice, if a hit is rolled the unit moves in the direction of the arrow. The unit may shoot but can only make snap shots and cannot shoot at Flyers or Flying Monstrous Creatures at all. Flying MCs that fail the test don't move randomly but instead only make make snap shots and cannot make a Vector Strike attack.

2: Thick Mist

The battlefield is shrouded in a thick mist, making it difficult to target the enemy. All units gain +1 to their cover saves.

3: Rain of Ash

This battle is near an erupting Volcano and the fine ash is interfering with targeting equipment. All shooting attacks suffer a -1 to their To Hit rolls, natural rolls of 6 automatically hit, and all scatter rolls are increased by an additional D6.

4: Solar Flare

This planets sun is both incredibly close to the planet and is experiencing intense solar flare activity. At the end of every game turn models that are not embarked in a transport, inside a building, inside area terrain, or otherwise conceled from the sun suffer an automatic Str2 AP- hit. Night Fighting has no effect in a mission with this Atmospheric effect.

5: Underwater

This battle is taking place under water! All units move as if in difficult terrain, although jump infantry and vehicles don't take Dangerous Terrain test unless entering actual Difficult Terrain. All vehicles, including Flyers, are assumed to have had the required modifications to operate under water. Skimmers and Flyers are in danger of being dragged away by the current. Before the battle, the players roll off to determine the current's direction. The winning player picks which table edge the current flows towards. At the end of each game turn, all Skimmers and Flyers are moved D6" towards that edge. Roll a single D6 and apply the result to all effected vehicles. This move may take them into Difficult Terrain or off the board edge. Models that are moved off the edge in this was reenter the board at the start of their next movement phase in the same place they moved off.

6: Space

This battle takes place in the absense of an Atmosphere. The hard vaccum can cause even the slightest scratch to become a serious problem. Every time a multi-wound model suffers an unsaved wound, roll a D6. On a 6 the model suffers on additional wound with no armor saves allowed. Against vehicles, all weapons gain the Rending special rule.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Thinking of Joining a Davinite Loge





Fort Hood (Tx)

Deep Dark Hole with Teeth.

When a unit enters this terrain roll a D3.
1-2 D6 of rippers appear
3-4 D6 of Genestealers appear
5-6 D6 warriors appear.

Keep rolling for every turn a unit is in that terrain.


Check out my slow progressing work blog Vlka Fenryka 
   
 
Forum Index » 40K Proposed Rules
Go to: