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![[Post New]](/s/i/i.gif) 2016/09/29 07:39:00
Subject: Fighting in a refinery
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Guard Heavy Weapon Crewman
Rogaland, Norway
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Hi guys, just me with some more scenery ideas.
Building and painting minis is one thing, but scenery gets my mind going above and beyond the regular scope.
Just recently I started considering making a larger piece or several smaller modular that can combine to become one large or larger promethium refinery (or chemical or some other substance refinement plant…). But being “just” a piece of scenery makes it less motivational to create.
However, since the release of the promethium relay pipes terrain and the promethium barrels that come with the shipping containers other more “interesting” options have risen.
Ok, so I don’t remember the exact rules for the barrels (and maybe also for the relay pipes?) but the short version is “taking cover behind barrels and rolling X dice for cover, saving on X means barrel is hit and potential kaboom if X is rolled on a D6…” (Well I think it was something like that…)
What if this could potentially be transferred to parts of a refinery? By parts I mean for things like pipes, open vats and such, not for large tanks. Let’s just imagine they are made from ferrocrete, adamantium or armaplast and self-sealing etc. It would just be complicated to consider flowing burning rivers of goo… But for things like pressurized gas/liquid pipes I think it would be completely realistic that they could blow off pressure or even explode when they are hit and penetrated. (…and yes, it will be possible to penetrate piping like this considering the regular piping we use today has walls with thickness between 0.5cm (0.2 inches) and 2.5cm (1 inch). If it worked during the way past and in the dark age of technology… why change it? …would probably be heresy anyway…)
But a refinery can be a dangerous place, so how should you attack the issue of using potentially explosive piping as cover or even consider the fact that bullets/beam/shurikens/slugs can stray and hit them… not to mention blast effects?
I don’t have the rules for the promethium barrels or for the relay pipes at hand, just some details from memory so help me out here if things start going overboard. I know there is a rule for flamers near relay pipes… but come on. What do they do? Punch a hole and stick the flamer canisters in there? Let’s just forget that tiny detail until someone puts a filling station of some sort on the table…
So let’s start this off:
Piping gives a 4+ cover save for models in cover. Regarding cover for larger MC’s and vehicles normal rules apply for size and visibility.
Each successful cover save requires an additional D6 to be rolled. A 6 means the pipe was hit and a potential glancing or penetration of the pipe has occurred.
A further D6 must be rolled
On a 4+ the content of the pipe ignites. Roll the scatter die and place a flamer template in the indicated direction with the narrow end placed on the pipe directly in front of the closest model in the unit. All models affected (friend or foe) are hit and the sprouting flame counted as a imperial standard flamer. Roll for wound and save as normal.
On a 6+ the pipe ruptures violently and explodes. Place an ordinance blast marker on top of the pipe directly in front of the closest model in the unit. All models affected (friend or foe) are hit by the fireball and the stats are the same as the imperial standard flamer.
As most refineries the system is built for safety so some sort of auto shutoff system is installed, meaning the pipe is either blocked or damaged beyond repair. Treat as destroyed either with cotton wool or with a ruined piece of scenery. No more blast or flame damage may come from that section (Here is where it might be tricky to define “section”. Logically to the next valve or control board or count that the immediate 6 inches surrounding is shut down.
Now being in a refinery also means that in many cases you might not just be ducking behind piping and other explosive gear, but you might have it behind you. So I propose that models that are directly in front of pipes are also in danger.
Say for example a unit that has piping behind them (them being in between the those firing and the piping) within 3 inches of any model in the unit is at risk. Any to hit roll of 1 (after rerolls and not counting plasma weapons going hot) count as a critical miss and hits the piping in the background instead of the enemy. Roll on the damage description as above.
The last part gets a little tricky when it comes to larger weapons like battle cannons and such with stray blasts, but unless any blast is placed I suggest counting any to hit roll of 1 as just glancing the piping potentially creating damage before flying into the background.
As for blasts hitting the piping I am not quite sure how to define the outcome. It would either be just counting successful cover saves as potential damage or counting both cover saves and pipes touched by the blast in the same identical way.
So yeah, fighting in a refinery might be very dangerous. So why go there? Perhaps treating the refinery as an objective to protect until round X when reinforcements arrive, sabotage the main distilling tower in the center of the refinery, clear it of enemies before repairs can commerce and so it. Many options in my mind, but also a chance to build some great scenery.
It is probably possible to create a lot of other potential hazards, but I’ll stop at this.
Any and all critique, opinions etc. are welcome!
OJJ
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Courage is not the lack of fear but the ability to face it."
Lt. John B. Putnam Jr. (1921-1944) |
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![[Post New]](/s/i/i.gif) 2016/09/29 09:04:55
Subject: Fighting in a refinery
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Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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Will the Manufactorum rules from back of the BRB fit with what you want?
Adding the pipes and other stuff like you have does make it better, though.
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This message was edited 1 time. Last update was at 2016/09/29 09:05:37
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![[Post New]](/s/i/i.gif) 2016/09/29 09:16:20
Subject: Fighting in a refinery
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Guard Heavy Weapon Crewman
Rogaland, Norway
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Skinnereal wrote:Will the Manufactorum rules from back of the BRB fit with what you want?
Adding the pipes and other stuff like you have does make it better, though.
You mean the most recent version?
I need to check.
There used to be a whole list of special rules for special scenarios... but I haven't played properly since 2005
The suggestion I made is maybe a bit over the top for some players with a casual game in mind, but for house rules and possibly even a campaign I personally think it would add some "space" to the regular shoot/stab fest.
It is mainly to back up some more fluff and reason for scenery pieces that I really want to put some muscle into.
OJJ
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Courage is not the lack of fear but the ability to face it."
Lt. John B. Putnam Jr. (1921-1944) |
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![[Post New]](/s/i/i.gif) 2016/09/29 09:33:38
Subject: Re:Fighting in a refinery
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Member of a Lodge? I Can't Say
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I think this would be really good as additional rules for zone mortalis games played inside a refinery.
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“Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls.
The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does.
That is why we are the Eaters of Worlds, and the War Hounds no longer."
– Eighth Captain, Khârn |
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![[Post New]](/s/i/i.gif) 2016/09/29 09:38:27
Subject: Fighting in a refinery
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Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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JetmechNOR wrote: Skinnereal wrote:Will the Manufactorum rules from back of the BRB fit with what you want?
Adding the pipes and other stuff like you have does make it better, though.
You mean the most recent version?
Yup, V7's rulebook has lots of similar stuff, for the boxed kits GW sells. Even the trees kit has a dataslate.
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![[Post New]](/s/i/i.gif) 2016/09/29 09:49:01
Subject: Fighting in a refinery
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Guard Heavy Weapon Crewman
Rogaland, Norway
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Skinnereal wrote:Yup, V7's rulebook has lots of similar stuff, for the boxed kits GW sells. Even the trees kit has a dataslate.
Great, I'll have a look once I dig the various books out of the moving crates
...even the trees...
I think this would be really good as additional rules for zone mortalis games played inside a refinery.
Oh right, forgot about those.
The first thing that comes to mind for me of more urban fighting like a refinery would offer is the old Cityfight rule set GW released maaaany years ago. Now correct me if I'm wrong but I imagine that still is played on a smaller scale, thus also making it possible to do a terrain heavy setting without going broke buying lots of the GW administratum and manufactorium structures
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Courage is not the lack of fear but the ability to face it."
Lt. John B. Putnam Jr. (1921-1944) |
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![[Post New]](/s/i/i.gif) 2016/09/29 14:20:01
Subject: Re:Fighting in a refinery
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Regular Dakkanaut
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Rule suggestion for refinery-fights:
Damaging vibrations
Lay a grid over the refinery - 3x3 or 6x6 (depending on the model and point level). Each intersection is a potential leak. At the beginning of each turn, roll like for reserves but with 10+ for a leak first turn, 9+ second. If barriage weapons or GC are used against the refinery (which means everything but air-to-air combat) the die roll may get +1 or +2. When a leak appear, roll 2D6 to find the place and mark with a 3/5" marker. For the remaining game the mark is a potential firebomb. All firing into models on the mark with a S3 or higher have a small chanse of detonation, which gives the model [amount of damage].
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![[Post New]](/s/i/i.gif) 2016/09/30 05:46:58
Subject: Re:Fighting in a refinery
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Guard Heavy Weapon Crewman
Rogaland, Norway
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superkuf wrote:Rule suggestion for refinery-fights:
Damaging vibrations
Lay a grid over the refinery - 3x3 or 6x6 (depending on the model and point level). Each intersection is a potential leak. At the beginning of each turn, roll like for reserves but with 10+ for a leak first turn, 9+ second. If barriage weapons or GC are used against the refinery (which means everything but air-to-air combat) the die roll may get +1 or +2. When a leak appear, roll 2D6 to find the place and mark with a 3/5" marker. For the remaining game the mark is a potential firebomb. All firing into models on the mark with a S3 or higher have a small chanse of detonation, which gives the model [amount of damage].
It's an idea, absolutely.
As an addition to what I originally suggested I think it would add some predictability as to how movement would be performed.
But I do have mixed feelings as to how it would work out.
Maybe I'm not getting your description of the "event" correctly:
If barriage weapons or GC are used against the refinery (which means everything but air-to-air combat)
To me this doesn't make complete sense... maybe it's just the GC reference that is highlighted to be as Gauss Cannon... I don't see how this means "everything but air-to-air combat".
However!
It gives me an idea towards handling the blast and ordinance issue I mentioned earlier.
I will scrap the whole "potentially always been a leak there" idea, but instead implement "there might be a leak there now" (...yeah I know... I have horrible ideas for naming things sometimes...)
I feel that potentially having a long time leak with a gas cloud or promethium spill becomes contradictory for a high tech refinery with anti siphon valves, automatic pressure loss countermeasures and so on.
Consider this however: blast weapons can create leaks due to vibrations.
Using the grid you suggested, having a blast weapon go off (or even miss its target and detonate somewhere close by) creates the chance that eg. a seal flexed just a little outside normal parameters or a sampling point valve was knocked into open position etc. This in turn creates a gas leak or spill in that grid quadrant.
Say for example that any and all blast going off in that quadrant has to check if it creates a leak. Not many leaks, but say that for each blast in that sector the chance of a leak appearing is increased. First blast on a 5+, the second blast on 4+ and so on.
Just keep in mind that this chance of leak is reset for each round. Sort of the amount of vibrations from all the blasts that round rocked the piping in this and that way before settling down at the end of the turn.
If a leak appears, place a large blast marker centered on top of the unit that was fired upon, then roll the scatter dice and 3D6 to indicate where the leak appeared or drifted or whatever. That leak then remains in play until the end of the game or until it is ignited.
Then I would apply the same rules as earlier with a chance of ignition.
Say eg. that a unit in the leak which is fired upon or if the unit fires a weapon has a chance of igniting the gas/promethium on 3+ (maybe even 2+).
When it ignites, treat damage as that from a regular flamer.
Just my opinion of a change
OJJ
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Courage is not the lack of fear but the ability to face it."
Lt. John B. Putnam Jr. (1921-1944) |
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![[Post New]](/s/i/i.gif) 2016/09/30 20:24:01
Subject: Re:Fighting in a refinery
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Regular Dakkanaut
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With GC I meant "Gigant Creature". If Godzilla attacks someone hiding in a refinery more than the target will be damaged ...
The air part was meant as "everything a CG does in a refinery will cause leaks, except for standing still and shooting at aircraft/fliers". In retrospect I should have dropped the sentence.
Troops that have non-energetic (neither heat nor high velocity projectiles or explosives) weapons, such as poisoned guns with no/low S, should be able to fire even when standing in leaks without putting themselves on fire. Dito for non-powered CC attacks (since I assume that the forcefield around power weapons will interact with the leaks in a disasterous way). In the same way flamers, melta and plasma should have a far higher chance of immolating the shooter than a lasgun.
The possibility for special missions are limitless. For example, the attacker must conquer the refinery (fairly) undamaged, while the defender either must control 50% of the refinery at games end, or destroy 50%. (Easiest represented by 4 or 6 objectives.) The attacker gets twice the points in models, while the defender gets some prepared positions. The idea is that the defender can't win, but at least can make his opponent lose.
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![[Post New]](/s/i/i.gif) 2016/10/03 04:47:54
Subject: Re:Fighting in a refinery
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Guard Heavy Weapon Crewman
Rogaland, Norway
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superkuf wrote:With GC I meant "Gigant Creature". If Godzilla attacks someone hiding in a refinery more than the target will be damaged ...
Doh... makes more sense now
The low strength weapons also makes sense, although I would limit it to just low strength. Pointing out poison weapons will only just pour water on the mill for "those people" who always seem to be at gaming clubs and public events and interpret every single sentence literally...
... aaaand... the term poison when used in 40k seems to me to be a little flexible in the direction of acid and potential heat dissipation... so I would say make a strength limit or just say "all shooting".
But thanks for the opinion
OJJ
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Courage is not the lack of fear but the ability to face it."
Lt. John B. Putnam Jr. (1921-1944) |
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