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![[Post New]](/s/i/i.gif) 2013/03/25 10:25:00
Subject: Fighting In The Warp
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Apprehensive Inquisitorial Apprentice
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Would somebody be so kind as to help me what rules would be included when fighting in the warp with daemons against space marines?
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![[Post New]](/s/i/i.gif) 2013/03/25 10:44:03
Subject: Fighting In The Warp
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Boom! Leman Russ Commander
New Zealand
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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.
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This message was edited 1 time. Last update was at 2013/03/25 10:44:24
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![[Post New]](/s/i/i.gif) 2013/03/25 10:58:57
Subject: Fighting In The Warp
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Apprehensive Inquisitorial Apprentice
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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.
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This message was edited 1 time. Last update was at 2013/03/25 10:59:46
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![[Post New]](/s/i/i.gif) 2013/03/25 15:12:14
Subject: Fighting In The Warp
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Lesser Daemon of Chaos
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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.
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![[Post New]](/s/i/i.gif) 2013/03/25 15:19:05
Subject: Fighting In The Warp
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Waaagh! Warbiker
Burton Latimer, UK
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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!
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Rustgob wrote:I never use Special Characters. Ever!
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![[Post New]](/s/i/i.gif) 2013/03/25 15:41:37
Subject: Re:Fighting In The Warp
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Hellish Haemonculus
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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.
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![[Post New]](/s/i/i.gif) 2013/03/25 15:42:56
Subject: Re:Fighting In The Warp
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Homicidal Veteran Blood Angel Assault Marine
north of nowhere
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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
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![[Post New]](/s/i/i.gif) 2013/03/25 19:02:56
Subject: Fighting In The Warp
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Gore-Soaked Lunatic Witchhunter
Seattle
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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.
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It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. |
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![[Post New]](/s/i/i.gif) 2013/03/25 21:14:27
Subject: Re:Fighting In The Warp
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Chalice-Wielding Sanguinary High Priest
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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).
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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![[Post New]](/s/i/i.gif) 2013/03/25 21:59:48
Subject: Fighting In The Warp
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Longtime Dakkanaut
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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
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![[Post New]](/s/i/i.gif) 2013/03/25 22:04:40
Subject: Fighting In The Warp
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Legendary Master of the Chapter
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I would think the hallucination physic powers would be funny within the warp. otherwise MORE RANDOM TABLES!
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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!
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![[Post New]](/s/i/i.gif) 2013/03/25 22:47:40
Subject: Fighting In The Warp
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Chalice-Wielding Sanguinary High Priest
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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.
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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![[Post New]](/s/i/i.gif) 2013/03/26 02:23:31
Subject: Re:Fighting In The Warp
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Steadfast Grey Hunter
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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!
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![[Post New]](/s/i/i.gif) 2013/03/26 09:20:45
Subject: Fighting In The Warp
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Been Around the Block
Manresa, Catalonia
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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...
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'ere we go! |
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