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Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

So, I wrote these up. These are all winter weather scenarios (yeah, I'm nostalgic for winter). Feedback and suggestions appreciated.

Snowy battle

Terrain needed: snow drifts, white surface representing snow (a white sheet is acceptable).

Fluff: It’s cold and snowy outside. However, even the worst of weather doesn’t stop battles. Not even a snowstorm or blizzard.

Rules: After setting up the white surface, roll a D6 and consult the table below:

1-3 Snowstorm (light winds)
4-6 Blizzard (high winds)


Snowstorm: If you roll a 1, 2 or 3, then you are doing a Snowstorm battle. Unlike the Blizzard battle, the winds are light. Roll a D6 for how much snow has fallen so far before set up and consult the table below:

1 Dusting-2 inches (charge distance not reduced)
2 2-6 inches (charge distance not reduced)
3 6-10 inches (charge distance is reduced ½”)
4 10-20 inches (charge distance is reduced by 1”)
5 20-30 inches (charge distance is reduced by 1”)
6 30-40 inches (charge distance is reduced by 2”)


Movement: If you get a 1 or a 2 on the table above, then movement is not reduced. They can get through the snow as if it were not there. 3 and 4 means a Difficult terrain test must be made. 5 and 6 means a dangerous terrain test must be made. This does not apply to vehicles, as they can move through snow without difficulty.

Shooting: In a snowstorm, visibility is always 30”. All weapons ranged more than 30” are reduced to 30” range, no matter what. All units, no matter what side they are on, get a 4+ cover save.

Assault: Charge distance is rolled on 2d6, like normal. Then, depending on how much snow has fallen, reduce distance by ½-2”.

The snow is still falling…: Once every round, roll a D6. The result you get on the D6 is how much snow has fallen per round (a maximum of 6 inches falls per round).

Blizzard

Like Snowstorm, there is snow falling, but more rapidly. The rules for Snowstorm apply for Blizzard with these exceptions:

Movement: Movement is not reduced on a 1. On a 2-6, movement is reduced. This is because of the high winds. Difficult terrain tests are made on 2 and 3, Dangerous terrain 4-6.

Shooting: Maximum range on ranged weapons is reduced to 20”. If a weapon range is more than 20”, the range is reduced to 20” no matter what.

Assault: Exactly the same as Snowstorm, but with a 3+ cover save.

The snow is still falling…: Once every round, roll 2D6. This shows how much snow has fallen a round (minimum of 2”, maximum of 12” falls per round)



Wind chills 0 to -25 degrees

Terrain needed: Ice or snow (may use both)

Fluff: Even the coldest weather doesn’t affect the xenos.

Rules: After setting up Terrain, roll a D6 and consult the table below. This is the wind chill at the start of the battle


1 Wind chill 0, movement not reduced
2 Wind chill -5, movement not reduced
3 Wind chill -10, movement not reduced
4 Wind chill -15, difficult terrain test required
5 Wind chill -20, difficult terrain test required
6 Wind chill -25, difficult terrain test required


Movement: For wind chills 0 to -10, movement is not reduced. For wind chills -15 to -25, a difficult terrain test is required (their bodies are cold and numb.) This does not apply to Spess Mehreens (Space Marines) or Tyranid monstrous creatures.

Shooting: For wind chills 0 to -10, shooting is normal. For wind chills -15 to -25, all shooting is done at BS 2. This does not apply to Spess Mehreens (Space Marines) or Tyranid Monstrous Creatures.

Assault: For wind chills 0 to -10, charge distance is not reduced, though there are no charge bonuses (this does not apply to Spess Mehreens [Space Marines]). For wind chills -15 to -25, charge distance is rolled normally, but is reduced by ½” for -15, 1” for -20, and 1.5” for -25 (their bodies are cold and numb). This does not apply to Spess Mehreens (Space Marines) or Tyranid monstrous creatures.


Wind gusts: usually 10-20mph. The only thing this would do is lower the wind chill by 5 degrees every two turns.

Why do these rules not affect Spess Mehreens (Space Marines) or Tyranid monstrous creatures? Because Space marine armour keeps them warm, even if the temperature is below -25. For Tyranids, the chimneys on their backs provide heat exhaust.


Ice storm

Fluff: freezing rain doesn’t stop anybody. At least, not in the 41st millenium.

Terrain needed: ice-and lots of it. try using a pale white sheet. then build up ice drifts

rules

after setting up terrain, roll a d6 and consult the table below. this is how much ice has accumulated at the start of the battle. After rolling, commence deployment.


1 glaze-1/10th of an inch (units except for monstrous creatures and flying monstrous creatures take a difficult terrain test)
2 1/10-¼ of an inch (all units except for flying monstrous creatures take a difficult terrain test)
3 ¼-½ of an inch (all units except for flying monstrous creatures take a dangerous terrain test)
4 ½-¾ of an inch (all units except for flying monstrous creatures take a dangerous terrain test)
5 ¾-1 inch (all units except for flying monstrous creatures take a dangerous terrain test)
6 1+ inch (all units except for flying monstrous creatures take a dangerous terrain test)


terrain tests: if terrain test is passed, movement is normal. if terrain test for difficult terrain is failed, the model(s) is\are pinned (they slipped and fell). if terrain test for dangerous terrain is failed, roll a scatter die (reroll dead hits). They slide X” (X being the amount of inches they slide) in the direction of the arrow on the scatter die. after sliding, the model(s) is\are pinned for the rest of the round (they slipped, fell, and cannot get up). if they slide into a unit, they are destroyed (whether or not the unit was friend or foe)

Movement: Terrain tests must be taken (does not apply to fmc’s) as listed above and in the table.

shooting: all shooting is done at bs 3 (4+). overwatch does not happen (they can’t aim their guns because they may slip).

assault: charge distance is reduced to 1d6. no charge bonuses may be applied.

The ice is still accumulating…: after each turn, roll a D3. The result on the die is how much ice has fallen per turn. 1 and 2 means ¼ of an inch. 3 and 4 means ½ of an inch. 5 and 6 means ¾ of an inch.


So, what do you think?

This message was edited 1 time. Last update was at 2015/09/17 16:39:11


 
Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

 Matthew wrote:
Seems overpowered.


In what way? Which one?
Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

 Matthew wrote:
"They can't aim their guns because they can slip"...
All Space Marines are unaffected by the things, Guard and Orks are massively overpowered, and that last one, where everyone fires at BS3. Hello Lootas!


Automatically Appended Next Post:
Also, why would a heat exhaust keep something warm?


Everyone except orks fire at BS 3.

Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

So apparently this is at the bottom of the most exalted list.

More will come soon. I have to think of more.
Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

rowboatjellyfanxiii wrote:
Um, Space Marines are basically unaffected by this, Jump/Jet dudes should ignore this and only basically makes every tank ever useless.


Unaffected by which scenario?

Apart from wind chills.

This message was edited 1 time. Last update was at 2015/09/22 17:28:15


 
Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

New Scenario!

Hurricane force winds (no precipitation)
Fluff: Even the strongest of winds doesn't stop the xenos.
Roll a D6 on the table (in the spoiler) to see how strong the winds are.


Spoiler:
1: Tropical Storm: 39-73mph winds
2: Category 1: 74-95MPH winds
3: Category 2: 96-110MPH winds
4: Category 3: 111-130MPH winds
5: Category 4: 131-155MPH winds
6: Category 5: 156+MPH winds


Movement: Tropical Storm Force Winds do not affect movement. Category 1 and 2 winds require a difficult terrain test. If failed, model does not move. If passed, movement is reduced by 1/4 if Category 1 winds, 1/2 if Category 2 winds. Category 3, 4, and 5 winds require a dangerous terrain test. If failed, model is blown away. If passed, movement is reduced by 1/2. This does not apply to Monstrous Creatures. If there is a FMC present, the FMC's movement is reduced by 1/2 in Category 1 or 2, and is blown away in Category 3, 4 or 5, should it roll a 1 or a 2 or a 3 on a dice rolled at the beginning of the movement phase.

Shooting: Shooting is normal for Tropical Storm force or Category 1 and 2. For Category 3, 4 or 5, range is reduced to 1/2, unless the range is infinite. For example, a boltgun with a 24" range will only shoot reliably at 12". This does not apply to Monstrous Creatures.

Assault: Assault is normal, with the following exceptions:
Tropical Storm Force winds to Category 2 winds: Assault gets no charge bonuses, no overwatch.
Category 3, 4, and 5: Charge distance is reduced by 1/2. Run distance at the end of the assault phase is reduced by 1/2. This does not apply to Monstrous Creatures.

Why do these rules not apply to Monstrous Creatures? This is because they are bigger, less susceptible to wind speed, and smarter in hostile conditions.


What you think?

This message was edited 1 time. Last update was at 2015/10/21 16:49:45


 
 
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