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![[Post New]](/s/i/i.gif) 2013/03/22 02:24:41
Subject: Custom board rules
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Deadly Dire Avenger
Great Falls, MT
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I plan on making a board that is based on an active volcano in it there will be active lava that you can move into what I need to decide is whether to make it a flamer or a melta (I doubt it really matters much but it might make some difference somewhere) and what strength and AP to make it (I'm thinking st 10 ap 1) or is that too deadly for lava? Ha I doubt you can make lava too deadly
Oh and I have a force organization chart for the board and missions were going to do on it
Must 1 hq 2 elites 1 heavy support
Options (includes the must) 3 hqs 6 elites 2 troops 2 fast attack 4 heavy support Automatically Appended Next Post: Oh yes and I do realize it does kind of help the eldar
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This message was edited 1 time. Last update was at 2013/03/22 02:25:16
Craftworld Uial-Ras 375 points W: 1 L:1 T:0
Apoc plague marines 0 points |
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![[Post New]](/s/i/i.gif) 2013/03/22 05:45:50
Subject: Custom board rules
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Possessed Khorne Marine Covered in Spikes
Ohio
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Hmm maybe moving into the lava with certain types of armor would be interesting. Say if you armor is +4 they can spend max 1 turn in the lava without getting wounded. other models with a +5 and +6 save can't move into the lava or else they die, well if they do, they realize that its hot and either (get an armor save) step back, or get a wound.
just a thought, but if you find it too wacky i would find lava to be hit by maybe a heavy flamer shot. O well the decision is yours.
for a force org chart, i would take mainly fast attack, because the battle is around an active hazard, and the forces do not want to be any where near the the thing when it erupts. So skimmers, jet bikes and the sort.
hope i could help!
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The Black Hand
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![[Post New]](/s/i/i.gif) 2013/03/22 15:50:53
Subject: Custom board rules
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Powerful Phoenix Lord
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If you don't want the lava to be lethal terrain, what about extra dangerous?
Extra Dangerous terrain follows the rules for dangerous terrain with the following exceptions: Models fail on a roll of 1-3, armour saves and cover saves cannot be taken against the wound.
Or something similar.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2013/03/22 16:02:07
Subject: Custom board rules
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Shas'la with Pulse Carbine
New Bedford, MA
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Happyjew wrote:If you don't want the lava to be lethal terrain, what about extra dangerous?
Extra Dangerous terrain follows the rules for dangerous terrain with the following exceptions: Models fail on a roll of 1-3, armour saves and cover saves cannot be taken against the wound.
Or something similar.
I like this idea, you could have it wreck vehicles too (possibly make upgrades for vehicles like heat shields that make it back to regular dangerous terrain). I think making more towards fast units and skimmers, maybe vehicles too cause you want some protection and ability to get away from the volcano.
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![[Post New]](/s/i/i.gif) 2013/03/24 20:45:37
Subject: Custom board rules
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Powerful Phoenix Lord
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Ironwill13791 wrote: Happyjew wrote:If you don't want the lava to be lethal terrain, what about extra dangerous?
Extra Dangerous terrain follows the rules for dangerous terrain with the following exceptions: Models fail on a roll of 1-3, armour saves and cover saves cannot be taken against the wound.
Or something similar.
I like this idea, you could have it wreck vehicles too (possibly make upgrades for vehicles like heat shields that make it back to regular dangerous terrain). I think making more towards fast units and skimmers, maybe vehicles too cause you want some protection and ability to get away from the volcano.
Didn't think about it when I posted but as an ammendment - models that ignore terrain or automatically pass dangerous terrain tests are still affected by extra dangerous terrain.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2013/03/26 01:04:47
Subject: Custom board rules
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Deadly Dire Avenger
Great Falls, MT
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This is something to think about and what do y'all think about the organization chart
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Craftworld Uial-Ras 375 points W: 1 L:1 T:0
Apoc plague marines 0 points |
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![[Post New]](/s/i/i.gif) 2013/03/26 15:45:42
Subject: Re:Custom board rules
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Lurking Gaunt
Its bigger than a breadbox
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Not sure about the mandatory heavy support. Mabye try to make it fast attack.
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My armies: Tyranid, Nurgle/Dark Eldar and (hopefully) a squig one. |
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![[Post New]](/s/i/i.gif) 2013/03/29 15:02:57
Subject: Custom board rules
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Abhorrent Grotesque Aberration
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Just because I'd be unlikely to purposefully move my units into Extra Crispy terrain, you might consider simulating having little volcanic eruptions occur on the board. Something like: At the beginning of each game turn roll 1D6, on a 4+ each player gets D3 blast templates at S5 AP2 representing lava raining down. No cover saves allowed.
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This message was edited 1 time. Last update was at 2013/03/29 15:03:40
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"Why me?" Gideon begged, falling to his knees.
"Why not?" - Asdrubael Vect |
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![[Post New]](/s/i/i.gif) 2013/03/29 17:43:12
Subject: Re:Custom board rules
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Black Templar Recruit Undergoing Surgeries
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My imagination wants you to start lava trails where you roll a scatter at the end of any movement phase and a D6 and that's where the lava path goes. On a direct hit your opponent chooses direction and re-rolls on distance are allowed but you must take the higher result. As a note you can have a flamer with the melta rule. Just have to work out half of the flamer template or make the whole template melta.
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![[Post New]](/s/i/i.gif) 2013/03/31 22:52:27
Subject: Custom board rules
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Khorne Rhino Driver with Destroyer
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What if you made a couple of volcanos as terrain and each one rolls on the "volcanic activity" table at the start of each turn.
1. Nothing
2 - 3 small eruption: place D3 small blasts on the volcanos center and then scatter each independently 3D6, resolve hits at S8 Ap3.
4 - 5 large erruption: place D3 large blasts on the volcanos center and then scatter each independantly 3D6, resolve hits at S8 Ap3
6 catastophic erruption: place 6 large blasts on its center and scatter each independantly 4D6, resolve hits at S10 Ap1 hits have been resolved the volcano becomes inactive and no longer rolls on the volcanic activity table
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This message was edited 1 time. Last update was at 2013/03/31 22:53:19
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![[Post New]](/s/i/i.gif) 2013/04/02 08:14:51
Subject: Custom board rules
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Twisting Tzeentch Horror
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I like the sound of this, i'm gonna need to think up some rules for some terrain i'm making out of pva and superglue.
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![[Post New]](/s/i/i.gif) 2013/04/03 03:40:28
Subject: Custom board rules
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Abhorrent Grotesque Aberration
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Juggalo17 wrote:What if you made a couple of volcanos as terrain and each one rolls on the "volcanic activity" table at the start of each turn.
1. Nothing
2 - 3 small eruption: place D3 small blasts on the volcanos center and then scatter each independently 3D6, resolve hits at S8 Ap3.
4 - 5 large erruption: place D3 large blasts on the volcanos center and then scatter each independantly 3D6, resolve hits at S8 Ap3
6 catastophic erruption: place 6 large blasts on its center and scatter each independantly 4D6, resolve hits at S10 Ap1 hits have been resolved the volcano becomes inactive and no longer rolls on the volcanic activity table
This sounds much better than my idea!
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"Why me?" Gideon begged, falling to his knees.
"Why not?" - Asdrubael Vect |
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![[Post New]](/s/i/i.gif) 2013/04/04 04:27:22
Subject: Re:Custom board rules
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Disguised Speculo
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I'm pretty sure most 'lava raining down' would actually be small (tennis ball sized?) hard rocks rather than say, large blobs of actual larva, with the occasional large hard rock thrown in for good measure.
Also the vast majority of emissions from a volcano are gaseous in nature. As in, there would be toxic / super hot clouds of ash around the volcano and any lava vents on the map blocking LoS / giving cover saves if fired through, and poisoning/burning anyone it touches.
I do love the 'scatter from the volcano' thing, thats a very good idea. So heres my own, more complex take on the volcano rules. Take 'em, leave 'em, or change them around;
Active Terrain - Erupting Volcano
An erupting volcano is a spectacular sight, one that dominates the battlefield as it spits lava bombs, hailstorms of rock, and blobs of molten magma across the surrounding area. Any game including an active volcano will be very strongly affected by this terrain piece, so remember that when you are deciding if you wish to play with one.
Placing the Volcano
It is recommended that the Volcano itself be tall enough to block LoS for all units except for (or including) fliers, at least as wide as a small blast marker at the top and a large blast marker at the base, though it could be much larger than that. The slope of the volcano, assuming it is shallow enough to scale, is dangerous terrain, and the lava pit at the top as well as any lava flows are lethal terrain. Lava flows are 2-4" across, though of course you can just disregard all these size rules and go with whatever you've got.
An Erupting Volcano consists of one main Volcano, 1d3 lava flows, 1d3 lava chutes, and 1d3 gas vents. Place the Volcano in the centre of the board and scatter it 1d6+3. From the centre of the newly placed volcano, scatter the chutes and vents 2d6+6 across the table, re-rolling any that are within 3" of another chute/vent or that go off of the table. After that, generate the lava chutes beginning from the top of the volcano, and moving each one 1d3 'stages' as explained below.
Volcanic Effects
At the end of each players turn, all lava flows progress by one 'stage', all gas clouds drift 1d6 and dissipate on drift roll of 1 or 6, and you roll on the following chart to determine the geological effects of the volcano.
1: The Volcano rumbles menacingly but does not erupt this turn.
2: Hailstones: The volcano spews a hail of small lava goblets that harden in mid-air and then rain back down all over the battlefield. Roll 1d6 for each unit and vehicle on the board - that unit takes 1d6 S4 AP- hits on a d6 roll of 1. Fliers are hit on a roll of 1 or 2. Cover saves can be taken as normal for all hits.
3: Lava Bombs: The volcano spews a hail of larger lava blobs that harden in mid-air and then rain back down all over the battlefield. Roll 1d6 for each unit and vehicle on the board - that unit takes single S8 AP3 hit on a d6 roll of 1. Fliers are hit on a roll of 1 or 2. Cover saves can be taken as normal for all hits.
4: Small Eruption: place D3 small blasts on the volcanic centre and then scatter each independently 3D6, resolving hits at S8 AP3.
5: Large Eruption: place D3 large blasts on the volcanic centre, and then scatter each independently 3D6, resolving hits at S8 AP3.
6: Catastophic Eruption: place 6 large blasts on its centre, and scatter each independently 4D6, resolving hits at S10 AP1. Extend each lava flow immediately by 1D3 stages. At this point the volcano becomes inactive and no longer rolls on the volcanic activity table
Note: Each weapon that fires a 'large blast' triggers another immediate volcanic effect on a D6 roll of 1!
Lava Flows
At the end of each players turn, all Lava Flows progress one stage. Roll a scatter dice, and extend the lava flow 6" from the end in the direction stated. On a hit, or if the lava flow 'extends' back in on itself at all, the flow terminates in a lava pool roughly the size of a small blast template and does not move any further. Re-roll such terminating effects for the initial 1D3 stages given to each lava flow. All lava flows cease expanding after an eruption effect of 6 is rolled.
Lava Chutes
Whenever an eruption effect of 4-6 is rolled, roll another dice for each Lava Chute. On a 1-3, trigger a single small blast atop each lava chute that scattered 1D6 and resolves hits at S6 AP3. On a 4-5, create a lava flow which immediately moves 1 stage. On a 6, the lava chute explodes violently - place a single S10 AP1 large blast atop the chute and do not scatter it. The chute is now inactive.
Gas Vents
Whenever an eruption effect of 3-6 is rolled, roll another dice for each Gas Vent. On a 1-3, one gas cloud (roughly small blast sized) is placed over the vent. On a 4-5, two clouds are created. On a 6, the Gas Vent explodes violently - place a single S4 AP- large blast atop the vent and do not scatter it. In addition, create four gas clouds.
Gas clouds provide a 4+ obscuring cover save against any weapons fired through the cloud. At the end of each player turn, including the turn in which they are generated, scatter each Gas Cloud 1d6. On a roll of 1 or 6 the cloud dissappates and is removed from the board. If a gas cloud comes into contact with a unit of anything but vehicles and fliers, it is immediately removed and they suffer 1d6 S4 AP- hits.
Note: While players should try to have enough gas clouds and lava flows on hand, if you should ever run out, you can simply not trigger any further gas or flow effects.
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This message was edited 1 time. Last update was at 2013/04/04 04:30:41
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![[Post New]](/s/i/i.gif) 2013/04/04 04:32:49
Subject: Custom board rules
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Major
Fortress of Solitude
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Hmmm. The lava should perhaps be AP 3 as in the fluff termies are depicted in plasma cores.
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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