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Made in us
Apprehensive Inquisitorial Apprentice





Would somebody be so kind as to help me what rules would be included when fighting in the warp with daemons against space marines?

 
   
Made in nz
Boom! Leman Russ Commander




New Zealand

Fluff would say that the marines would either be torn to shreds or driven insane by the unreality of the warp.

But knowing GW the marines will no doubt exit the warp with better stats and a new special rules 'warp strider' - a 2+ DTW as well as a new Land Raider variant for use in the warp.

This message was edited 1 time. Last update was at 2013/03/25 10:44:24


5000
 
   
Made in us
Apprehensive Inquisitorial Apprentice





What about Night Fighting (to represent the wispy, cloudy, hazy, blazing light, and pitch darkness of the warp), and Difficult Terrain for all movement, but excluding Daemons.


Automatically Appended Next Post:
All models (besides Daemons) get a 6+ Cover Save.

This message was edited 1 time. Last update was at 2013/03/25 10:59:46


 
   
Made in us
Lesser Daemon of Chaos






All non-Chaos units must take leadership tests at the start of each player turn, all that fail immediately fall back. Possibly add in take the leadership test on a 3d6, and if failed fall back and take wounds equal to the amount failed by. If passed, however, the unit gains FNP until next turn.
   
Made in gb
Waaagh! Warbiker



Burton Latimer, UK

 xSPYXEx wrote:
All non-Chaos units must take leadership tests at the start of each player turn, all that fail immediately fall back. Possibly add in take the leadership test on a 3d6, and if failed fall back and take wounds equal to the amount failed by. If passed, however, the unit gains FNP until next turn.


And on a Ld Roll of

The model closest to an enemy daemon becomes a chaos spawn under the control of the chaos player!


Rustgob wrote:I never use Special Characters. Ever!

 
   
Made in us
Hellish Haemonculus






Boskydell, IL

In Blood Reaver (by Aaron Dembski-Bowden) we see what happens to people who fight in the warp without the benefit of a Geller field. (Spoilers: they die horribly.) If you're talking about some kind of stable part of the Warp (like a Warp engulfed planet or somesuch) then you might want to give psykers some kind of boost, to represent their exposure to the raw stuff of their craft. Just a thought.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

if you give em a boost, make it so that any roll of doubles aside from 1's they suffer a PotW to show the dangers of chaos influence

 Azreal13 wrote:
Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.

BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak 
   
Made in us
Gore-Soaked Lunatic Witchhunter




Seattle

If you have a Chapter of Marines trying to "pull a Draigo", diving head-first into the Warp, you have 1000 Marines now wishing for the merciful release of death, a death that will be denied them for the millennia that daemons in the Warp (which can be, you know, planet-sized) have to toy with them.

It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Two suggestions from me. One simple, one not quite so simple...

1) Roll twice on the Daemons Warp Storm table every turn, instead of once.

2) Scatter every objective and every piece of terrain D6" every player turn (a hit means the piece stays where it is). Treat models that are smashed into/crushed/whatever by the incoming terrain as taking an automatic wound or glancing hit with armour/invulnerable saves allowed, then place surviving models where they were on top of the terrain (in other words, lift 'em up and scooch the terrain piece under them).

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in gb
Longtime Dakkanaut







If you wanted a "realistic" version of fighting in the warp, it would be something along the lines of

At the start of every phase, every non-daemon unit must pass a leadership test on 9 dice, those that fail are driven mad and are removed as a casualty.



But for a game where you are fighting on the edges of a warp storm, for instance, perhaps you could have double warp storm results per turn, and the terrein scatters 2d6 a turn in a random direction every movement phase before moving, stopping just before hitting unit's like drop pods. Would give a crazy, shifting warpscape feel to it
   
Made in us
Legendary Master of the Chapter






I would think the hallucination physic powers would be funny within the warp. otherwise MORE RANDOM TABLES!

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

 Evileyes wrote:
At the start of every phase, every non-daemon unit must pass a leadership test on 9 dice, those that fail are driven mad and are removed as a casualty.


Good thing you didn't say morale test. Then it would've been half a chance, as a double-1 always passes.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Steadfast Grey Hunter





Dallas, TX

 Super Ready wrote:
Two suggestions from me. One simple, one not quite so simple...

1) Roll twice on the Daemons Warp Storm table every turn, instead of once.

2) Scatter every objective and every piece of terrain D6" every player turn (a hit means the piece stays where it is). Treat models that are smashed into/crushed/whatever by the incoming terrain as taking an automatic wound or glancing hit with armour/invulnerable saves allowed, then place surviving models where they were on top of the terrain (in other words, lift 'em up and scooch the terrain piece under them).
I LOVE IT!
   
Made in es
Been Around the Block




Manresa, Catalonia

My two cents: Make periodic Ld tests with pinning effects. Cumulative fail could bring madness and random behaviour leading to changing sides, representing madness overcoming until finally falling to chaos. Passing Ld tests should have positive effects like temporary Ld boosts, representing determination but still having the chance to finally be overcome by warp...

'ere we go! 
   
 
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