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Made in au
Bounding Dark Angels Assault Marine





Australia

Hi All

I have made a volcano as a piece of terrain and would like to make some rules for it. I want to make it quite devastating, but i fear that the chances of it hitting are so low that it could seriously unbalance that game.

The rules i was thinking for it were:

Every turn roll 4D6 and a scatter dice. A large blast template scatters in the direction of the arrow, 4D6". If a hit is rolled the explosion is centered around the top of the volcano.
Any models hit by the volcano suffer a S? AP? Melta hit, vehicles are treated as side armour.

What should the Strength and AP for it be? I want it to be a factor in the game and realistic, but i don't want it to be game breaking. Also would it be better for it to fire D3 small blasts or something like that, rather than one large blast?

Thanks

This message was edited 1 time. Last update was at 2012/10/28 00:51:38


3500 (ish) points
who-knows-how-many points random stuff  
   
Made in ca
Bane Lord Tartar Sauce




I agree that it should be some number of small blasts instead of a large blast. Also, I'd make it S6 and AP3, and maybe give it armour bane and some ability that allows it to hit fliers or something. How about making it something like this:

Volcano: Every turn roll a D6. If the number rolled is equal to or less than the current turn number, place that many small blast templates over the center of the volcano, and roll to scatter each individually. However, each template scatters 4D6 instead of the normal 2D6. Models under or partially under the template receive an attack with the following profile:

S 6 AP3 Ordinance, Barrage, Armourbane, Ignores Cover.

With the attack originating from the center of the small blast template. If you roll a hit. Instead each model on the volcano counts as having failed a dangerous terrain test.

Plume of Smoke: Flier models zooming within 12" of the volcano gain the Shrouded USR. However, they also must take an difficult terrain test, to represent the flying debris and the risk of ash clogging their thrusters.
   
Made in us
Killer Klaivex




Oceanside, CA

I'd go with:
D6 start of each game turn.
1) Volcano is calm.
2) Ash Cloud, this game turn is a night fight, and all flyers and skillers must test of dangerous terrian if they move at all.
3) Toxic Vapors: All models within 4D6" of the volcano take a single hit that wounds on a 4+ this is AP6.
4) Laharze (mud slide induced by volcano): All units (except flyers, skimmers and jet bikes) treat all ground within 6D6" of the volcano as difficult and dangerous.
5) Magma Burst: place Flame Template touching the center of the volcano. Roll a scatter die to determine the facing and direction of the Template. Roll 4D6. Move the template this many inches hitting all mounts touched or moved over. Str6 AP3.
6) Explosive Eruption. Scatter 1 template for each game turn you have completed.

Off to bed....

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in au
Bounding Dark Angels Assault Marine





Australia

i like the way you have done it regalphantom, though i think that a massive ball of superheated lava would be more than AP3. Would making it AP2 or 1 break it?

Actually come to think about it, it probably would but how could i make it a lower AP, while not breaking it

3500 (ish) points
who-knows-how-many points random stuff  
   
 
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