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Reworking GW Theatres of War to be more usable. Feel free to make suggestions for things you want to be rewritten.
Spoiler:
SPACESHIP (human/Tyranid/Necron) - Imperium Ablaze
Ocean World (wet terrain) (rain/rising tide/beach weather)
Shrine World - Pariah
Fortress World
Mining World
Agri-World (
Pleasure Worlds (Imperium, Drukhari, Chaos)
-Urban -Ammo dump -Communications hub -Defensible position -Logistical nexus -Spaceport -Food storage -Population center -Shrine -Archaeotech -Anti-air emplacement
Selecting Terrain for your Theater and Mission
It is recommended that you determine the battlefield twists, mysterious objective and terrain traits of your theater as well the mission you are going to play to help guide the way you set up terrain for your games using these rules. Try to find terrain and objective markers that fit the descriptions in the mysterious objective marker and terrain traits section of your theatre's rules as well as the description of the mission you are playing. If your opponent agrees you can mix and match the rules of different Warzones to create unique combinations for your battles.
Scenery tables have been omitted because 40k's balance is impacted to a huge degree by terrain or lack thereof and despite these theatres not being intended to be perfectly balanced tournament rules, they are also meant to be fun. Potentially leaving swathes of the table without terrain seems like it is likely to ruin your game, but if you want to play on a barren table with the rules presented here, feel free, it is simply recommended you follow the guidelines for good terrain placement found in the 9th edition rulebook.
NECRON TOMB WORLD
Spoiler:
To do battle upon an awakened tomb world such as Tredica Ardaxis in Psychic Awakening: Pariah is perilous indeed. These rules allow you to transform your battlefield into just such a deadly locale.
When fighting a battle on a Necron tomb world, the following rules apply:
IMPROBABILITY FIELD These strange energy emanations scramble technological and empyric communications alike.
The maximum range of all abilities and psychic powers that affect friendly models is reduced to 12".
NULL-FIELD MATRIX Tomb worlds are protected from psychic and daemonic manifestation by these merciless anti-empyric fields.
When a model would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 6+ that wound is not lost.
BATTLEFIELD TWISTS Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.
1 Sandstorm:Sandstorms are dangerous and frequent occurrences on the surfaces of the dead worlds that many Necrons favour.
Subtract 1" from the Movement characteristic of all units and subtract 1 from hit rolls against enemy units more than 12" away from the firing model.
2 Fade Into the Dark:The shadowy and disorienting interiors of tomb worlds contain bottomless chasms great and small.
When you roll a 1 for the Advance roll of a unit without FLY a single model flees from that unit.
3 Cryptoscience Facility:Unspeakable experiments are conducted against all manner of lifeforms in this facility.
When a Morale test is failed, one additional model flees.
MYSTERIOUS OBJECTIVE MARKERS If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled.
1 Teleportation Gates:Shimmering green portals hang in the air, leading deeper into the labyrinthine tomb complex.
At the end of your Movement phase in any turn after the first battle round select up to one INFANTRY unit from your army wholly within 6" of any objective markers. Remove that unit from the battlefield and set it up anywhere on the battlefield wholly within 6" of an objective marker and more than 9" away from any enemy models.
2 Atomic Reconstitution Field:Nano-scarab repair beams pan this area, their emitters ill-equipped to distinguish friend from foe.
At the start of your turn, each VEHICLE model in your army can regain up to 1 lost wound if they are within 3" of any objective markers.
3 Laid Bare:Parasitic power-siphons steal away even the most esoteric protective energies.
When resolving an attack made against a unit within 3" of any objective markers, an invulnerable saving throw or Reanimation Protocol roll cannot be made.
TERRAIN TRAITS Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.
1 Stilled Zone:Noctilith steles jut from the structures of the Tomb World, deadening the energies of the warp.
When manifesting a psychic power with a PSYKER within 6" of a Ruins terrain feature, halve any distances mentioned in that psychic power.
2 Power Conduit:Arcane power arcs through the air near the structures of this Tomb World, whether part of a genius design or the result of aeons of gathering static electricity from dust particles is debated by adepts of the Adeptus Mechanicus.
Each time a unit ends its move within 3" of a Ruin it suffers 1 mortal wound.
3 Reanimation Nodes:The Master Program itself watches over this location with a portion of its machine intelligence and prioritizes the self-repair of Necrons where necessary.
When making a Reanimation Protocols roll for a NECRONS model from your army whilst its unit is within 6" of a Ruins terrain feature, re-roll a roll of 1. You cannot re-roll Reanimation Protocol rolls for NECRONS models that are more than 6" from a Ruins terrain feature.
STRATAGEMS If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.
SCARAB REPLICATION MICROFACTORY Tomb Worlds play host to energy wells that manufacture and spew forth chittering swarms of Canoptek Scarabs
1CP: Use this Stratagem when a vehicle is destroyed before removing it from the table, one destroyed model from each friendly CANOPTEK SCARAB SWARM unit within 6" of this unit is Reanimated (see Codex: Necrons).
UNCANNY PREDICTIONS This unit has developed its intuition to the point where enemy deep-striking troops can be predicted.
2CP: Use this Stratagem after your opponent sets up a unit on the battlefield as reinforcements within 12" of any units from your army. Select one of those units from your army to shoot at that enemy unit as if it were your Shooting phase; when resolving these attacks, subtract 1 from hit rolls.
AELDARI MAIDEN WORLD
Spoiler:
The maiden worlds are carefully crafted paradises that represent hope for the dwindling Aeldari. Those of that ancient race will fight to protect the precious few of these that remain unspoiled with a vicious fury.
When fighting a battle on an Aeldari Maiden World, the following rules apply:
VIGOUR OF THE WORLD SPIRIT The power of the maiden world can be used to focus the powers of psykers.
You can add 1 to the results of any Psychic tests you take.
UNSPOILED PARADISE The bio-engineered micro-organisms of this world form a cohesive whole that is resistant to biological warfare.
Subtract 1 from Wound rolls except for unmodified wound rolls of 6.
BATTLEFIELD TWISTS Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.
1 Untamed:A promise of new hope for the Aeldari or untold profits for a rogue trader.
CHARACTERS are destroyed when they reach -1 wound instead of 0 wounds.
2 Settled:The Exodite civilians must be protected at all costs.
AELDARI units ignore negative modifiers to their Leadership, Morale tests and Combat Attrition tests.
3 Invaded:The sight of one of the gifts of the ancient Aeldari having been invaded and spoiled saddens the members of the dying race.
Roll an additional D6 for Morale tests taken by AELDARI units and discard the lowest result.
MYSTERIOUS OBJECTIVE MARKERS If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled.
1 Webway Gates:Webway gates allow for quick transportation between distant lands on the maiden world or quick access to reinforcement from allied Craftworlds.
At the end of your Movement phase in any turn after the first battle round select up to one VEHICLE unit from your army within 3" of any objective markers. Remove that unit from the battlefield and set it up anywhere on the battlefield within 3" of an objective marker and more than 9" away from any enemy models.
2 Triceratops Nests:These large reptiles are very protective of their young.
When a unit ends an Advance or charge move within 3" of any objective markers, the Triceratops attack and every unit within 3" of that objective marker suffers 1 mortal wound.
3 Brachiosaurus Grazing Ground:Brachiosaurus take no offence at the scuttling movements of lesser creatures but may perceive vehicles and monsters as a threat.
VEHICLE and MONSTER units you control within 3" of an objective at the end of your Movement phase suffer 2D6-7 mortal wounds.
TERRAIN TRAITS Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.
1 Pure Waters:One will not find cleaner or more healing or purifying water than on a maiden world.
All non-VEHICLE models you control within 3" of a Waters terrain feature regain 1 lost wound at the end of your Movement phase.
2 Offensive Structures:The Aeldari take great offence at seeing any structure not built by themselves on one of their maiden worlds.
Increase the Attacks characteristic of units by 1 while they are within 6" of a Ruins terrain feature.
3 Spirit Forests:There is strange life in the branches and boughs of these trees.
When manifesting a psychic power with a PSYKER within 6" of a Woods terrain feature, double any distances mentioned in that psychic power.
STRATAGEMS If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.
VENGEANCE AGAINST THE DESPOILERS The destruction visited upon the maiden world has driven this character into a rage.
1CP: Use this Stratagem when a VEHICLE model explodes. Choose an AELDARI CHARACTER, the chosen model adds 1 to their Strength and Attacks characteristics until the end of the battle. A model cannot be affected by this Stratagem multiple times.
DESECRATION Provoking the Aeldari is often difficult, but seeing the desecration of their maiden worlds will wreak havoc on their haughty composures.
1CP: Use this Stratagem at the end of your Movement phase. Select one Woods terrain feature that is within 1" of a unit from your army. The terrain feature becomes desecrated. Subtract 1 from the Leadership characteristic of AELDARI models until the end of the battle for each desecrated terrain feature.
CHAOS DAEMON WORLD
Spoiler:
Few battlefields in the 41st Millennium are as unnatural and terrifying as the surface of a Daemon world. Twisted out of true by warp-spawned sorcery and the whims of daemonic beings, worlds such as Sortiarius from Psychic Awakening: Ritual of the Damned can be evoked using these rules.
When fighting a battle on a Daemon world, the following rules apply:
SANITY-BLASTING LANDSCAPE Daemon worlds are hellish landscapes that defy mortal comprehension. The sanity of even seasoned warriors can be pushed to the breaking point.
In this battle, subtract 1 from the Leadership characteristic of every model (excluding CHAOS and GREY KNIGHTS models) and add 1 to the Leadership characteristic of all DAEMON models on the battlefield. In addition, in this battle the Insane Bravery Stratagem costs 3CP.
TWISTED PERCEPTIONS Here the natural laws of realspace have little purchase. Mortals would be wise not to take even the most fundamental facts of their reality for granted.
Re-roll the battlefield twist at the end of every battle round, any player with no CHAOS units may add or subtract 1 from the result of these rolls if their opponent has any CHAOS units.
BATTLEFIELD TWISTS Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled, unless otherwise specified.
1 Fury of the Chaos Gods:The gods are displeased and rain flaming boulders and bolts of coruscating energy down upon the battlefield.
Each player rolls one D6, selects up to that many different enemy units and inflict a mortal wound to each. Characters may not be selected unless they have more than 1 wound remaining.
2 Winds of Chaos:The psychic energy of the immaterium gusts across the battlefield.
In your Psychic phase, you can re-roll one Psychic test made for each PSYKER. If a PSYKER suffers Perils of the Warp, they suffer 3 mortal wounds instead of D3. This result lasts until the end of the next battle round.
3 Cursed Ground:This place is steeped in the warp. It is a cursed place that is anathema to all science and reason
Roll one D6. On a 1-3, worsen all invulnerable saves by 1. On a 4-6, improve all invulnerable saves by 1 (to a maximum of 3+). This result lasts until the end of the next battle round.
MYSTERIOUS OBJECTIVE MARKERS If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled.
1 Fly Swarms:The very ground festers and rots, splitting open like a bloated corpse to disgorge roaring blizzards of fat-bodied Daemon flies.
When resolving an attack made with a ranged weapon against a target unit that is within 3" of an objective, subtract 1 from the hit roll
2 Scent of Obsession:Where the haunting musk wafts from, none can say.
Add 1 to the result of charge rolls made against units within 3" of an objective and subtract 1 from the result of charge rolls made for units within 3" of an objective.
3 Warp Surge Nexus:The power of the warp flows strongly, lending great power to daemonic entities.
Units within 3" of an objective gain a 4+ invulnerable save against shooting attacks.
TERRAIN TRAITS Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.
1 Field of War:Mountains of skulls rise to the tortured skies, the sight filling all with maddened migth.
Add 1 to the Strength characteristic of all models within 6" of a hill.
2 Sorcerous Spires:The raw stuff of the warp howls across the battlefield in mutating gales. Those with the power and the nerve to do so can tap into this roiling source of empyric power, though not without great risk.
When a Psychic test is taken for a model within 6" of a Ruins terrain feature, add 2 to the result. In addition, unless the PSYKER taking that test is a DAEMON or GREY KNIGHTS model, a Psychic test that includes any doubles will result in Perils of the Warp, not just a double 1 or 6.
3 Whispering Woods:Beguiling gems can be found here, and any who look within their facets hear a whispering voice in their mind, promising them knowledge beyond their dreams
During your Command phase, you can select one CHARACTER model from your army that is within 3" of any Woods terrain feature and roll 2D6; if the result is greater than that model’s Leadership characteristic, that model’s unit suffers 1 mortal wound – otherwise, you gain 1 Command Point.
STRATAGEMS If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.
THE MALEFIC REALM Only the mad or foolish would willingly venture into the domain of the Daemons, for the denizens of the warp will swarm to mortal souls that invade their realm like moths to a flame.
3 CP: Use this Stratagem during deployment. Set up any number of your DAEMON units in the warp instead of placing them on the battlefield. At the end of any of your Movement phases, any of your units in the warp can tear their way into reality – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
TEMPT FATE The fickle nature of Chaos pulls on the strands of destiny.
3 CP: Use this Stratagem up to once during deployment. Gain D6 command points.
LOW GRAVITY WORLD
Spoiler:
It takes little to escape the pull of this planetoid, battles on low gravity battlefields are often as chaotic as the wild terrain found on such worlds. The lacking mass of a planet in the 42nd Millenium is as likely to be caused by a large planet having been hollowed out as it is that the planet is naturally small. Some races also build entirely unnatural planets, these often lack creature comforts such as air or plant life.
When fighting a battle on a low gravity world, the following rules apply:
SHOOT FOR THE STARS Even lesser weapons gain great reach when gravity is less of an inhibitor.
Add 6" to the range of weapons with a Range characteristic of 24+ inches.
A LITTLE GOES A LONG WAY It takes Little to escape the pull of this planetoid.
All non-TITANIC, non-VEHICLE and non-BIKE units gain the FLY keyword.
BATTLEFIELD TWISTS Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled, unless otherwise specified.
1 Fiery Cauldron:Many smaller planets can be found in close proximity to a star.
Subtract 1 from Advance rolls. Plasma weapons destroy or deal mortal wounds to the bearer on hit rolls of 1 or 2.
2 Airless:Small astral objects lack the mass to hold an atmosphere through the aeons.
Wound rolls of 4+ against non-VEHICLES and non-TITANICS wound regardless of the target's Toughness characteristic unless the weapon being used is a flame weapon.
3 Frozen Rogue Planet:The coldness of space permeates all things, most of all wayward planets that escape the gravity of their star systems. Such planets make excellent hideouts for pirates and Xenos wishing to stay the hand of the watchful Inquisition.
Subtract 1 from the Leadership characteristic of all models. Plasma weapons do not destroy or deal mortal wounds to the bearer on hit rolls of 1.
MYSTERIOUS OBJECTIVE MARKERS If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled.
1 Precious Metals:The ground is rich with metals and minerals, it practically bubbles to the surface.
At the start of the Morale phase, the player whose army controls this objective marker can select one unit from their army that is within 3" of this objective marker. Add 2 to the Leadership characteristic of models in that unit until the end of that phase.
2 Skyfire Nexus:Skyfire weapons excel at shooting down enemy aircraft, skimmers and more or less graceful jumping infantry.
Add 1 to hit rolls for ranged weapons fired by units within 3" of an objective against units with the FLY keyword.
3 Sabotaged!:60% of the time it works every time.
Units within 3" of an objective suffer D3-1 mortal wound at the end of each battle round.
TERRAIN TRAITS Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.
1 Grav-wave Generator:Grav Wave Generators can store and amplify ambient grav waves giving workers and residents some sort of normalcy as they carry out their daily duties.
Units within 6" of a Ruins terrain feature do not gain the FLY keyword from the A Little Goes a Long Way rule for low gravity worlds.
2 Here Be Dragons:Fire-breathing predators stalk the valleys and peaks of this world. Too heavy to fly on most worlds, their massive claws and teeth make them a terror for warriors and even tanks in the open.
Units suffer D6-3 mortal wounds at the end of each battle round unless they are within 3" of a terrain feature other than a hill.
3 Methane Rain:Being covered in liquid methane makes one highly susceptible to getting burned to a crisp.
Re-roll wound rolls of 1 for flame weapons.
STRATAGEMS If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.
AERIAL FREEDOM With a fraction of the gravity at which aircraft can operate at this atmosphere gives aircraft an unprecedented freedom.
1 CP: Use this Stratagem in your Movement phase. Turn a model with the FLYER battlefield model to face any direction.
PERILOUS SPEED With such low gravity it is possible to achieve great speeds.
1 CP: Use this Stratagem in your Movement phase. Pick a unit with the FLY keyword from your army. You can Advance twice this phase and cannot shoot or charge later this turn.
DERELICT WORLD
Spoiler:
Worlds scoured by war or disaster are not always seized by a new galactic power. Many are simply lost to the void, their structures rusting and their airwaves filled with slowly dying datagheists as the years crawl past. Bairsten Prime, depicted in Psychic Awakening: War of the Spider, is one example of such a world, and you can use the following rules to recreate it or to fashion your own derelict world battlefields.
When fighting a battle on a derelict world, the following rules apply:
STRAINED SUPPLIES War upon derelict worlds involves great hardship. Without supplies even the hardiest of warriors will see their heroic efforts falter.
Players do not gain a Command Point in their Command Phase as they normally would.
THE DEAD PROVIDE There is little that can be scavenged or grown on a derelict world, but the recently departed have no more need of their rations.
When a unit is destroyed the controller can place a Provision token next to the last model in the unit before removing it as long as long as that player does not have any Provision tokens on the battlefield. Units can perform the following objective:
Scavenge (Action): One unit from your army can start to perform this action at the start of your Movement phase if it is within 3" of your Provision token. The action is completed at the end of your turn by removing your Provision token and gaining 1CP.
BATTLEFIELD TWISTS Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.
1 Engine Thirst:Little fuel remains for the engines of war upon this mournful and desiccated world.
Subtract 3" from the Movement characteristic of models in VEHICLE and BIKER units, to a minimum of 0".
2 Vox-Net Interference:Whatever catastrophe claimed this world and its people, it also fouled the ionosphere for centuries to come.
Players cannot use the Command Re-roll Stratagem.
3 Starved Guns:There is little ammunition to be scavenged upon a derelict world.
Shooting attacks cannot be made in the fifth battle round.
MYSTERIOUS OBJECTIVE MARKERS If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled.
1 Ghost Vox Hubs:Ghostly whispers and hollow wails for aid crackle amidst the static of broken vox channels.
Units within 3" of an objective are unaffected by friendly Stratagems.
2 Ammunitions Caches:Providence smiles upon those who stumble across the cached supplies of the long departed.
Re-roll hit rolls of 1 for Shooting attacks made by units within 3" of an objective.
3 Plasma Generators:Old reliables or they were when they still saw use, now they are unreliable and highly dangerous.
Roll a D6 for each objective you control at the end of your turn, on a roll of 1 units within 3" suffer 1 mortal wound each, on a 6 you gain 1CP.
TERRAIN TRAITS Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.
1 Crumbling Grandeur:All here is ruin. Even seemingly sturdy cover is not safe.
Ruins lose the Light Cover trait.
2 Tectonic Instability:Ancient mining operations have left this world hollowed out and crumbling underfoot.
Units suffer a mortal wound at the end of each battle round if the unit is within a terrain feature other than a hill.
3 Screaming Winds:Merciless gales tear at the dying land and churn the stagnant air to roiling fury.
Non-VEHICLE and non-BIKER units may not advance.
STRATAGEMS If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.
FULMINATING FURY Dry lightning lashes down from troubled skies, flagellating the ruins below.
2CP: Use this Stratagem once per game at the start of your turn. Target a non-VEHICLE non-BIKER unit that is at the top level of a terrain feature or on the top level of a hill. The target takes D6 mortal wounds. CHARACTERS suffer D3 mortal wounds instead.
DESERTION Morale erodes swiftly upon this mournful world.
2CP: Use this Stratagem at the start of the Morale phase. Select one enemy unit. At the end of that phase, for each model that fled that unit in that phase, one additional model flees. The selected unit cannot benefit from any Stratagems this phase.
DEVOURED WORLD
Spoiler:
When the Gracinth Pontus System was declared lost to Hive Fleet Leviathan, several last-ditch efforts were made to retrieve vital relics, intelligence and personnel from under the nose of the Tyranid invaders. The rulesfound here allow you to fight battles amongst these deadly environs, and can easily be used to represent fighting upon a world in the last stages of Tyranid ingestion, as shown in Psychic Awakening: Blood of Baal
When fighting a battle on a devoured world, the following rules apply:
PSYCHIC BLACKOUT The concentrated effect of the Shadow in the Warp smothers and chokes off the abilities of even the most potent battle-psykers. It is all they can do not to lose their minds.
Subtract 1 from any Psychic tests. TYRANID PSYKERS are not affected. This effect does not stack with the Shadow in the Warp ability.
LOW ON AMMUNITION Firing your weapon in any direction when you are surrounded is all well and good until you run low on ammunition.
Add 1 to hit rolls for shooting attacks in the first battle round. No shooting attacks can be made in the final battle round.
BATTLEFIELD TWISTS Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.
1 Invasion:Tyranid assault pods rain from the sky, vanguard organisms scout for weaknesses in the world's defences and civilian collaborators organise to weaken or overthrow the planetary government.
Units lose the benefit of cover in the second battle round.
2 Predation:Waves of Gaunts herd civilians and soldiers alike into killing fields filled with warrior bioforms and fortresses are broken down by living engines of destruction.
Add 1 to hit rolls for Melee weapons made against BUILDINGS and units containing only models with a lower Wounds characteristic than the attacking model.
3 Consumption:The air isrendered thick and soupy by clouds of deadly spores that settle in the slightest nick or cut and rapidly begin breaking down the living matter of their victim for ingestion.
At the end of each battle round all non-VEHICLE models suffer 1 mortal wound unless they have more than half their starting Wounds remaining.
MYSTERIOUS OBJECTIVE MARKERS If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled.
1 Hapless Personnel:There are no civilians in the war against the Great Devourer, only food.
Each objective starts with Hapless Personnel on it, the first unit to control an objective with Hapless Personnel absorb the Hapless Personnel and add 1 to the Damage characteristic of their melee weapons until the end of the battle.
2 Military Intelligence Network:Military intelligence that could be vital in defeating the invasion is located on these data stations.
Roll a D6 for each objective you control at the end of each battle round, for each roll of 6 you gain 1CP.
3 Abandoned Relics:Invaluable pieces of art or important scientific papers have been abandoned by the foolish defenders of this world, they must be recovered!
If the mission you are playing uses objective markers that can move or can be moved, re-roll this result. At the start of your Movement phase, you can move each objective marker up to 6" if it is within 3" of one of your INFANTRY units and more than 12" from any TYRANIDS units.
TERRAIN TRAITS Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.
1 Choking Spores:Spores rise from digestion pools to clog the atmosphere. Vehicles that linger too long find their engines choking and dying, sending them to a sputtering standstill.
VEHICLES suffer 1 mortal wound at the end of each battle round if they are within 6" of a Waters terrain feature.
2 Rain of Death:Chemical and biological warfare are mainstays of Tyranid invasion tactics.
All AIRCRAFT units and all units not wholly within a terrain feature suffer 1 mortal wound at the start of the game.
3 Synapse Nodes:Seeded across the planet, these unassuming pods provide an anchor for the synaptic control of lesser tyranid bioforms.
TYRANID units are considered to be within Synapse range if they are wholly within a terrain feature.
STRATAGEMS If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.
FIGHTING EXTINCTION Flushed from their disintegrating lairs by the biosphere’s collapse, furious alpha-predators rampage wildly across the battlefield.
2CP: Use this Stratagem when an enemy unit moves within 3" of an objective, the unit suffers D3 mortal wounds.
FRACTURED ENVIRONMENT The introduction of Tyranid spores and toxins produces varying effects depending on local atmospheric elements
1CP: Use this Stratagem after rolling for the Battlefield Twist if you are not playing TYRANIDS. You can either add or subtract 1 from the roll.
DEATH WORLD
Spoiler:
Deadly flora and fauna prowl these unforgiving worlds, the sweet berries are filled with cyanide and the fangs of the beasts that call this world home are as large as a man's thigh. These rules allow you to transform your tabletop into a perilous jungle like those found on Ceibhal or a freezing tundra found on the likes of Fenris or one of the endless scorching deserts found across the galaxy.
When fighting a battle on a death world, the following rules apply:
DEADLY PREDATORS Even the clamour of battle is not enough to stop these apex predators from attacking warriors on the outskirts of the battlefield. Such beasts care nothing for the affiliations or intentions of those they hunt; they simply seek to sink fangs and claws into their next meal and will attack with ferocious fury in order to do so.
At the start of each battle round the unit closest to a battlefield edge suffers D3 mortal wounds.
UNCERTAIN FOOTING Collapsing sand holes, swampy bogs and loosely packed snow, armoured warriors disappear without a trace with one wrong step as the ground itself swallows them up.
At the end of your opponent’s Movement phase you can select one INFANTRY model without the FLY keyword from your opponent’s army that is not a CHARACTER and is not within a Ruins terrain feature and roll one D6, subtracting 1 from the result; if the result is greater than that model’s Save characteristic, that model is destroyed.
BATTLEFIELD TWISTS Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.
1 Lush Jungle:The foliage here is so thick that it is impossible to determine friend from foe, until they are almost close enough to touch – or to stab…
Models cannot draw a line of sight to models more than 18" away from themselves.
2 Freezing Tundra:Snowfall is so dense here that directing troops becomes a nightmare as orders are misinterpreted, entire units disappear from comms and even the air itself seems to stifle tactical thinking in these arctic temperatures.
The maximum range of all aura abilities that affect friendly models is reduced to 1".
3 Scorching Desert:Socks become wet with sweat, muscles burn in the heat, wishes of a short drinking break turn into visions of paradise-like Fata Morgana. Stopping only makes things worse, the water the soldiers have brought is getting hotter by the hour, the battle must be won before the soldiers faint in the heat.
Roll a D6 each time a unit ends a move wholly outside terrain, if the roll is above the Toughness characteristic of the unit it suffers 1 mortal wound.
MYSTERIOUS OBJECTIVE MARKERS If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled.
1 Carnivorous Plants:The semi-sentient flora of this world are drawn towards the pulsing heat generated by blazing weaponry, powerful machines or collections of living bodies. They strike with sudden violence.
At the end of the battle round, roll one D6 for each objective that is within 3" of any of your opponent's units; on a 5+, one of your opponent's units of your choice within 3" of that objective suffers 1 mortal wound.
2 Ancient Stones:Command have indicated that your forces need to locate and control monoliths of an unknown material, deep in the wilderness. However, these objectives emanate peculiar and contradictory energy fields, making them difficult to track and pinpoint until your forces are on top of them.
If the mission you are playing uses objective markers that can move, or can be moved, re-roll this result. At the start of the battle round, starting with the player who has the second turn, alternate selecting objective markers; for each objective marker, each player rolls a D6. The player who scores highest can move that objective marker up to 3" (they can be moved over models and terrain, but cannot leave the battlefield – if they would, reduce the distance they are moved by the minimum amount necessary). If the results are tied, that marker is not moved this battle round. The players should then repeat this process for each of the other objective markers until all objective markers have been selected.
3 Hunting Supplies:Indigenous populations who dwell amidst the perils of a death world must rely upon both cunning and violence to endure. Many seed supply caches of hunters’ arms through their territories, booby-trapping them to ward off curious beasts and rival tribes.
Whilst a unit is within 3" of any objective markers, add 1 to the Leadership characteristic of models in that unit. If a unit finishes any type of move within 3" of an objective marker, roll one D6; on a 1 that unit suffers D3 mortal wounds.
TERRAIN TRAITS Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.
1 Infested Forests and Ruins:Behind every branch is a predator waiting to pounce, on every leaf a snail with unique antidote-less toxins, in the forgotten ruin of better times waits a parasite looking for a host.
When a unit finishes an Advance or charge move within an area of Forests or Ruins terrain feature it cannot shoot and must subtract 1 from hit rolls in the Fight phase until the end of the turn.
2 Infested Waters:Extragalactic tentacled monsters, sea-leviathans and camouflaged ambush predators lurk in the mysterious waters.
Subtract 1 from the Leadership characteristic of units within 6" of a Waters terrain feature. Two models instead of one model flees when a unit fails a Morale test within 6" of a terrain feature.
3 Infested Burrows:Scaled fire-breathers, bushy fur on colossal paws and insectoids with great venomous stingers all await any fool thinking to take shelter in the massive burrows of terrible beasts that evolved to live and thrive on a death world.
Roll a D6 for each model within a Crater terrain feature at the end of each battle round, for each roll of 6 that model's unit suffers 1 mortal wound.
STRATAGEMS If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.
FADE AWAY Using the confusion and tiredness caused by hours of fighting in a hostile environment warriors and beasts disappear from sight.
2CP: Use this Stratagem in your Movement phase before an INFANTRY, BEAST or SWARM unit from your army Falls Back. Remove that unit from the battlefield instead and place one small marker at the location of the last model to be removed. At the end of any of your subsequent Movement phases, you can set that unit up again wholly within 18" of the marker and more than 9" away from any enemy models. Any units that have not returned to the battlefield at the end of the battle are treated as having been destroyed.
FALLING TRUNKS In chaotic firefights in heavily forested areas trees falling or exploding into ballista bolts flying at lightning speed is as much of a danger as any lesser firearm.
1CP: Use this Stratagem after rolling 1 for the hit roll of a weapon with a Damage characteristic of 1 against a unit within a Forest terrain feature, the target suffers 1 mortal wound.
FORGE WORLD
Spoiler:
Armies fighting on an operational forge world have the industrial might of their surroundings at their disposal, supplementing their war effort with supplies, repairs and data. Nonetheless, fighting in the thumping, grinding, automated heart of industrial macro machinery brings perils of its own. The rules found here allow you to set your battles a forge world such as Thalian Shoal, as featured in Psychic Awakening: Engine War.
When fighting a battle on a forge world, the following rules apply:
INDUSTRIAL HAZE Concentrated industry has wreathed the battlefield in a haze of heat and smog, a perilous mix that reduces visibility and turns the atmosphere into a collection of noxious chemicals.
The maximum range of all ranged weapons is reduced to 30". Subtract 1 from Advance and charge rolls.
MANUFACTORUM SUPPLIES Ammunition crates are stacked to the skies here, providing a valuable resource for hard-pressed soldiery.
Each player can re-roll a single wound roll each battle round.
BATTLEFIELD TWISTS Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.
1 Rad Wastes:Leaking radiation from colossal reactor shrines has poisoned this region and rendered it inimical to life
Unless it has the VEHICLE, MONSTER or TITANIC keyword, or has the ADEPTUS MECHANICUS or CHAOS DAEMON Faction keyword, whilst a model is not within a terrain feature, subtract 1 from its Toughness characteristic.
2 Hollowed Out:The emptiness of a forge world soon leeches into the souls of those who fight amidst its forges and refineries.
Subtract 1 from the Leadership characteristic of all units.
3 Hurricanum Windstation:Gas giants often have wind speeds above the speed of sound on Terra, great wind-mills harvest the immense power of the hurricanes on these planets.
The wind blows in the direction of the table edge of the player who has the first turn. At the start of each battle round, the player who has the first turn rolls one D6. On a 1-3, the wind continues blowing in the same direction and the Industrial Haze rules do not apply until the end of the battle round. On a 4 it switches direction once clockwise, 5 it switches direction twice clockwise, 6 it switches direction three times clockwise. In your Movement phase, you can add 6" to the Move characteristic of any models from your army with the FLY keyword. A model that has its Move characteristic increased in such a way must finish any move it makes that phase closer to the table edge the wind is blowing towards than when they started the move.
MYSTERIOUS OBJECTIVE MARKERS If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled.
1 Skyfire Nexus:Powerful anti-aircraft ballistic cogitators aid your warriors in shooting down airborne foes.
Add 1 to hit rolls for attacks made with ranged weapons against targets that can FLY whilst the attacking model’s unit is within 3" of an objective marker.
2 Scatterfield:Powerful holo-field generators throw up illusory fields to confound enemy targeting.
When resolving an attack made with a ranged weapon against a unit within 3" of this objective marker, subtract 1 from the hit roll.
3 Data Uplink:The air here sings with rich noospheric data streams that can be tapped and employed for strategic gain.
Increase the range of aura abilities by 3" while they are within 3" of an objective marker. Both players gain 1 CP for each objective they control at the start of the final battle round.
TERRAIN TRAITS Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.
1 Smog Stacks:: Smoke-blackened pipes belch clouds of obscuring fumes into the air
Whilst a unit is within 1" of a non-BUILDING, non-hill terrain feature, the maximum Range characteristic of all ranged weapons equipped on models in that unit is reduced to 12".
2 Promethium Repository:Refined promethium is stored in barrels here, providing a volatile form of cover.
If all models in a unit are within a Ruins terrain feature the unit suffers 1 mortal wound each time a hit roll of 1 is made against that unit with a ranged weapon with a Strength characteristic of 8+.
3 Vociferous Machines:So furiously and noisily do the machines in this area toil that they disrupt and distract combatants.
Whilst a unit is within 1" of a non-BUILDING, non-hill terrain feature, it cannot fire Overwatch and cannot be affected by the aura abilities of friendly models.
STRATAGEMS If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.
AUTO-SIMULACRA Repair servitors thrum through the air, binharic chants can compel them to repair damaged machinery.
1CP: Use this Stratagem in your Movement phase by selecting an ADEPTUS MECHANICUS unit. The selected unit regains D3 wounds lost earlier in the battle.
POWER CONDUIT A quick and dirty engine hack allows your warriors to tap into the lethal motive force that wells up here.
1CP: Use this Stratagem in the Shooting phase by selecting a unit. For that unit's next shooting attack this phase you can re-roll damage rolls.
HIVE WORLD
Spoiler:
Battling through the tangled confines and man-made mountains of a hive city presents combatants with countless challenges. Zemirus, depicted in Psychic Awakening: Greater Good, is but one example of such an artificial battlefield. Using these rules you can play out battles in your own tabletop hive cities, guiding your warriors through the manifold dangers and seizing advantage of the strategic boons that such an environment offers.
When fighting a battle on a hive world, the following rules apply:
HOSTILE AIRSPACE Amidst the tangle of flak batteries, auto-turrets and predatory snipers, aerial Manoeuvre is severely limited.
Units that can FLY cannot make use of abilities that let them deploy in a location other than on the battlefield.
DARING LEAP Battles are won or lost in the space of moments, with little enough time for laboriously moving soldiery up and down, floor after floor, of neighbouring hab-stacks or industrial shrines. Truly daring warriors will instead seize the moment, hurling themselves across the dizzying drop and spitting in the face of certain death.
In the Movement phase, when making a normal move with an INFANTRY, BEAST or MONSTER model that is on a terrain piece and not on the ground floor, you can measure directly to another point of equal or lower height when determining the distance moved, but when doing so you must halve that model’s Move characteristic until the end of that phase. After doing so, roll one D6 for that model; on a 1, that model is destroyed.
BATTLEFIELD TWISTS Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.
1 Streets of Death:Beneath the hive stretches great lengths of tunnels that carry resources to and from the arcology, millions of tonnes of food, drugs and raw materials are carried through every day. Thick smog perpetually poisons the air down here.
Re-roll this result if either player has AIRCRAFT in their army. Add 6" to the Movement characteristics of BIKES and VEHICLES without FLY when they advance if their Movement characteristic is 10" or more. Reduce the range of weapons to a maximum of 36".
2 Ruined Spirescape:The rich and well-connected hive city denizens live in the spires of the hive city with access to sunlight, the air outside is so thin up here that it is breathable by regular humans. Now they all wish they had lived deep inside the hive instead of being the first to be hit by the bombs.
At the start of your Movement phase subtract 1" from the Movement characteristic of INFANTRY until the end of the Movement phase unless they start the Movement phase wholly within terrain other than a hill.
3 High Altitude:The greatest spires are studded with floating structures that harvest valuable atmospheric gasses.
Parts of the battlefield are considered to be clouds represented by laying printing paper down on areas of the map both players agree should be clouds. This could be a 6" perimeter around the table, all but a 24" walkway running through the middle of the table or all but one 24" by 24" square in opposite corners of the table. If a model without the FLY keyword is set up in or moves into the clouds for any reason, it is immediately destroyed.
MYSTERIOUS OBJECTIVE MARKERS If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled.
1 Hive-spirit Communion Uplink:Those who can tap into the machine spirits of a hive city’s security monitoring network gain countless eyes with which to seek out and pinpoint their foes.
Whilst a model is within 3" of any objective markers, add 6" to the Range characteristic ranged weapons that model is equipped with.
2 Sites of Sanctuary:Which side fortified this position, none living now remember. Regardless, the defences and prepared firing positions here will benefit your warriors now.
INFANTRY, BEAST and SWARM models within 3" of any objective markers receive the benefit of cover to their saving throw. In addition, when resolving an attack made by such a model, that model does not suffer the penalty for moving and firing Heavy weapons.
3 Mobile Asset:Whether it be biddable data-servitors, grav-sleds loaded with precious artefacts or a stash of ammunition and fuel, hivescape battlefields often play host to strategic objectives that can be seized and relocated at will.
If the mission you are playing uses objective markers that can move, or can be moved, re-roll this result. In your Movement phase, when an INFANTRY unit within 3" of an objective marker that has no enemy models within 3" of it moves, after that unit has finished its move, if it did not Advance, you can move that objective marker so that it is in unit coherency with that unit. This cannot cause an objective marker to be removed from the battlefield, nor can it cause two objective markers to come within 6" of one another.
TERRAIN TRAITS Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.
1 Height Advantage:In urban warfare, every soldier in a tall building is a sniper, raking fire onto those below. Combating foes with such a height advantage is a dangerous proposition indeed.
Add 1 to hit rolls for attacks made by models raised more than 3" above the table against units wholly outside terrain.
2 Death at Every Turn:Cautiously do armies advance amidst the most tangled hivescape environs, only heavier armoured units daring to risk the inevitable hail of crossfire into which they must press.
Units that Advance lose the benefit of cover until the start of their next turn.
3 Indiscriminate Ordnance:It is nigh impossible to accurately target long-ranged bombardments amidst the towering structures and stacked levels of a hive city. Sadly for combatants on the ground, this fact carries little weight with many generals.
Target one enemy unit within a ruin at the end of each battle round, that target suffers D6-3 mortal wounds, unless it is a character, then it suffers D6-4 mortal wounds.
STRATAGEMS If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.
UNDERMINE Sappers compromise the field from a lower level of the hive.
2CP: Use this Stratagem at the end of the enemy Movement phase. Select an enemy unit that did not move this turn and inflict D3 mortal wounds on it.
CAST THEM DOWN! Fighting near the precipice is fraught with danger…
2CP: Use this Stratagem at the end of the Fight phase. Select one enemy unit that cannot FLY that is within 1" of any units from your army and within 1" of the edge of a Ruins terrain feature and raised at least 3" above the table or within 1" of the clouds (see Battlefield Twists: High Altitude). That unit suffers D3 mortal wounds.
OFFWORLD WIP
Spoiler:
Many of the most important battles in the 42nd Millenium take place in the cold silence of space, thousands of personnel, foot soldiers and vehicles gone with the blast of a cruiser's weapon. Sometimes brave soldiers will board enemy ships to commandeer or destroy the vessel from within or to recover valuable technology. Stray shots ricochet or cause hull breaches, in these claustrophobic confines nobody is safe.
When fighting a battle offworld, the following rules apply:
STRAY SHOTS ...
...
HULL BREACH ...
...
BATTLEFIELD TWISTS Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.
1 Space Hulk:Huge conglomerations of dozens of wrecked craft and asteroids hurtle through the ether, entering and leaving realspace at random. Most space hulks have no propulsion methods and no gravity.
Add 6" to the range of weapons with a Range characteristic of 24+ inches. All non-TITANIC, non-VEHICLE and non-BIKE units gain the FLY keyword.
2 Orbital Station:Orbital defence platforms are used by the Imperial Navy and Planetary Defence Forces to defend against enemy spacecraft, they lack propulsion, but the low gravity still makes battles defending them tricky.
All non-TITANIC, non-VEHICLE and non-BIKE units gain the FLY keyword.
3 Spaceship:As much freedom spaceships have to manoeuvre as little freedom does the warriors within have, turning the ship around means warriors getting thrown sideways, firing the engines can introduce throw fighters to the ground, letting the engines cool makes everything weightless, truly fighting on a spaceship is a nightmare.
Roll a D3 at the beginning of each battle round and apply the appropriate effect until the end of the battle round.
1 cooling engines: Add 6" to the range of weapons with a Range characteristic of 24+ inches. All non-TITANIC, non-VEHICLE and non-BIKE units gain the FLY keyword. 2 evasive manoeuvres: Subtract 2" from the Movement characteristic of all models. 3 maximum thrust: Subtract 2" from Advance and Charge rolls.
MYSTERIOUS OBJECTIVE MARKERS If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled.
1 Crew:Those who can tap into the machine spirits of a hive city’s security monitoring network gain countless eyes with which to seek out and pinpoint their foes.
Whilst a model is within 3" of any objective markers, add 6" to the Range characteristic ranged weapons that model is equipped with.
2 Reactors:Which side fortified this position, none living now remember. Regardless, the defences and prepared firing positions here will benefit your warriors now.
INFANTRY, BEAST and SWARM models within 3" of any objective markers receive the benefit of cover to their saving throw. In addition, when resolving an attack made by such a model, that model does not suffer the penalty for moving and firing Heavy weapons.
3 Targeting Computers:Whether it be biddable data-servitors, grav-sleds loaded with precious artefacts or a stash of ammunition and fuel, hivescape battlefields often play host to strategic objectives that can be seized and relocated at will.
If the mission you are playing uses objective markers that can move, or can be moved, re-roll this result. In your Movement phase, when an INFANTRY unit within 3" of an objective marker that has no enemy models within 3" of it moves, after that unit has finished its move, if it did not Advance, you can move that objective marker so that it is in unit coherency with that unit. This cannot cause an objective marker to be removed from the battlefield, nor can it cause two objective markers to come within 6" of one another.
TERRAIN TRAITS Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.
1 Cargo Bay:...
...
2 In Space:...
...
3 On the Bridge:...
...
STRATAGEMS If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.
BREACH Sappers compromise the field from a lower level of the hive.
2CP: Use this Stratagem at the end of the enemy Movement phase. Select an enemy unit that did not move this turn and inflict D3 mortal wounds on it.
CAST THEM DOWN! Fighting near the precipice is fraught with danger…
2CP: Use this Stratagem at the end of the Fight phase. Select one enemy unit that cannot FLY that is within 1" of any units from your army and within 1" of the edge of a Ruins terrain feature and raised at least 3" above the table or within 1" of the clouds (see Battlefield Twists: High Altitude). That unit suffers D3 mortal wounds.
This message was edited 33 times. Last update was at 2021/11/28 21:08:45
Changed Necron Tomb Worlds such that the impact of the Warzone's effect on psychic powers was limited to a 6+ FNP in the psychic phase because getting Perils on any double means being three times as likely to perils and suffering 3 wounds instead of D3 on top of that means that reliably Psykers will blow themselves and their nearby friends to bits and that doesn't make sense with a Necron world supposedly shutting down psychic powers. A 6+ FNP benefits both the psyker in terms of being safer from Perils and the target of any mortal wounds psychic powers.
Fade Into the Dark limited the amount of scenarios that made sense, it meant that Tomb World battles were only those battles taking place inside the tombs, I changed it and the battlefield twists to allow for more narrative options. Having Canoptek Wardens that randomly attack the defenders of the Tomb World also makes no thematic sense. Reducing the maximum range of psychic powers and abilities makes thematic sense with some of the events and stories from Necron tombs we know of.
Eldritch Energy Grid required to many dice rolls so it was scrapped. Reanimation Nodes were changed from a Stratagem to an objective with both an upside and a downside, something worth controlling for either player. Moving the Stilled Zone from a Battlefield Twist to a Terrain Trait means it can be played around rather than it being another way to imbalance the game against psykers.
Scarab Replication Microfactory again features rampant Canoptek gripplies and it still doesn't make sense, so it was changed into a Stratagem, Teleportation Gates were changed into an objective rule, both so it can be avoided if both players want something different and to make objectives something believably important in the fight. Uncanny Predictions was an old rule from the 3rd edition Codex Necrons.
Aeldari maiden worlds required you to roll dice to roll dice to see if you healed, that mechanic was scrapped, it's too low impact. The bonus Strength and Attacks effect from vehicles exploding was changed to a Stratagem to avoid Aeldari becoming overpowered in this Warzone. Dinosaur rules added for fun and flavour.
Brought back changing battlefield twists from an earlier version of Daemon world/warpstorm rules. Removed the wacky 6s become 1s and vice-versa rule, inventive but I think changing twists is a better and easier way to represent the wacky nature of Daemons and will lead to fewer times where you pick up your 4+ and then forget how many 6s you just rolled and then have to re-roll the whole thing. Added a rule that is coded for each god, along with a couple of rules that are not meant to be coded as any one god, this should allow to create a Khorne, Tzeentch, Nurgle or Slaanesh battlefield if the players agree.
Low gravity world added with rules that could help you simulate an assault on the Grey Knights' secret moon home of Titan.
Changed the focus of the Dead World to picking up supplies from your units that fall during the battle, making it dangerous to split up. I tried to weigh each rule that could benefit a unit with another rule that could offset that benefit, while there is no guarentee that the dice won't hose you before the game you should at least have a chance of getting beneficial rules.
The anti-psyker effect of devoured worlds was toned way down, should be playable now. Introduced a rule that should create some back and forth with the swarm being all over the place and ammunition being plenty followed by a final turn where ammunition runs out and the defenders or retrievers get destroyed. I also worked in the different stages of Tyranid invasion into the battlefield twists.
This message was edited 3 times. Last update was at 2021/03/01 12:51:29