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Made in us
Pious Warrior Priest






Tapping the Glass at the Herpetarium

This is something we play for fun.

A powerful Alpha Legion Sorcerer devoted to Khorne has infiltrated your battlefield and has performed a powerful ritual.

The ritual has teleported the Sorcerer to another planetary system, but left your battle with some very bizarre after effects
.

At the start of each players turn. Roll a D66 and consult the totally fair and balanced chart. The effects rolled can wither affect both players simultaneously or just you.


1/1. Shifting Priorities: Move one Objective marker 8" in any direction (except up and down).

1/2. Dont Hide in Metal Boxes:
Every model must immediately disembark from any Vehicle with the TRANSPORT keyword.


1/3. Time-Warp Fluctuations: Your VEHICLES or MONSTERS gain an extra D6" of Movement, but may not shoot or charge this turn if they use this extra movement.

1/4. Are you Sure these are Our Orders?: Both players swap their current secondary objectives with each other.

1/5. Emergency Teleport: Each player, starting with the one who's turn it is selects an enemy unit that does not contain the WARLORD. That unit must make a Leadership Test. If the test is failed, the unit is immediately placed into Reserves.

1/6. Mixed up Artillery Support Coordinates: Each player selects one friendly and one enemy unit. That unit suffers 1D3 mortal wounds and must make a BATTLESHOCK test.

2/1. Portals: All units you have in Reserve must enter play from your table edge. If you have no units in reserve, place the unit closest to your table edge in Reserve.

2/2. Additional Support?. Gain 1D3 command point(s).

2/3. Ghostly Commissars. Spectral Commissars appear on the battlefield. Place a token next to each unit. That unit will automatically pass its next BATTLESHOCK Test, but suffers 1D3 Mortal Wounds. Remove the Token.

2/4. Volcanic Ash rains as scorching sands whip through the battlefield. Every unit with the FLY keyword has their movement reduced by half.

2/5. Geographical Reorganization: Swap Deployment Zones with your opponent.

2/6. Break in Reality. Roll a D6. You may swap this dice with any (Yours or your opponent’s) dice rolled until the end of the turn.

3/1. The Hunger. All Non-VEHICLE or CONSTRUCT units must make a Leadership test. If they fail, they must Move their maximum movement, Advance the maximum allowable distance and Charge the closest enemy unit.

3/2 Psychic Amnesia. Lose 1 Command Point.

3/3 Psychic Darkness. All Ranged attacks have their ranges reduced by half.

3/4 Sidereal Shift. Select one of your opponent's units. Your opponent must immediately move that unit 1D6".

3/5 Psychic Might. Select one friendly unit and one enemy unit engaged in melee with each other. All wounds delt this turn by those two units are Mortal Wounds.

3/6 Psychic Visions. Place a vision token next to 2 of your units and 1 of your opponent’s units. OVERWATCH attacks cost 0CP and the attacks gain SUSTAINED HITS 4. After use, remove all vision tokens from your units.

4/1. Mercenary Sniper. One of your assets makes an attack on the enemy WARLORD.

A: 2 BS: 2+ S: 6 AP: -2 D: D6 PRECISION, DEVASTATING WOUNDS

4/2. Strange Visions. Your Opponent selects 1 unit of yours. You must move that unit at least 4". That Unit gains 6+ Feel No Pain until the end of the turn.

4/3. All According To Plan. Tzeentch has a plan. Too bad you're not in it. Place your WARLORD into Reserves.

4/4. The Weakness. Select one enemy unit and your opponent will select one unit of yours. Reduce the Melee Damage of all their attacks to 1.

4/5. The Light of Agmaris: Reduce all BATTLELINE units on the tabletop OC by 1 for the turn.

4/6. Psychic Recombination. Select one friendly unit. That unit regains 3 wounds.

5/1. Battlefield Mind-Wipe. Remove all tokens from this chart from the game.

5/2. Scrapcode Virus. Place a Scrapcode Virus token next to an enemy unit. That units attacks gain HAZARDOUS. After they attack, they may move the Scrapcode Virus to one of your units. The Scrapcode Virus may change hands multiple times in a game.

5/3. Gravity Shift. All units on the table with FLY lose FLY until the end of the turn. AIRCRAFT crash, suffering 1D6 Mortal Wounds.

5/4. Gravity Variance. All units on the table without FLY gain FLY until the end if the turn.

5/5. Curious Whispers: Select one enemy BATTLELINE unit. They must make a Leadership test. If they fail, you can reduce each model in the unit's OC by 1 for the rest of the turn.

5/6. Local Insurgents: local youths throw rocks into the air intakes of one of your vehicles disabling it. Select one of your vehicles. It cannot move for the turn.

6/1. Ghostly Reinforcements. You may return one BATTLELINE unit that was destroyed earlier in the game to the battlefield. The unit gains DEEP STRIKE and is removed at the end of the current turn.

6/2. Sidereal Objectives: Move all Objective markers 12" towards your deployment zone. If an objective touches a table edge it is removed from the game.

6/3. Rewinder: History is unmade. Select 2 units and each unit regains 1 lost model.

6/4. Cosmic Transferrance. Select one of your units, your opponent will select one of theirs. These units swap position.

6/5. Unreality: Psychic Ectoplasm erupts from the Warp... No model may Move, Fall Back, Advance, or Charge unless the unit passes a Leadership test.

6/6. Exterminatus: An Inquisitor has decided that no one should survive this battle. All UNITS suffer 2D6 Mortal Wounds and take a BATTLESHOCK test.

This message was edited 2 times. Last update was at 2025/10/30 12:10:31


 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...


My Gladitorium Fighters WarCry Models: https://www.dakkadakka.com/dakkaforum/posts/list/817696.page#11784325

 
   
Made in de
Oozing Plague Marine Terminator





GW had tables like these up until 8th edition. They made for fun times, even or because things could get pretty silly.
I remember a game of 7th edition, my Death Guard vs Necrons. At the time Necrons were basically unbeatable by CSM, even without them using decurion formations, so the game didn't go well for me, as usual at the time. It didn't help that my opponent rolled on the daemon World chart and summoned a Blood Thirster.
   
Made in ca
Fully-charged Electropriest






A powerful Alpha Legion Sorcerer devoted to Khorne has infiltrated your battlefield and has performed a powerful ritual.

Sorcerer devoted to Khorne


Proceeds to throw the biggest brass skull on the throne straight at him..

This message was edited 1 time. Last update was at 2025/10/30 06:52:05


 
   
Made in us
Fixture of Dakka





Pretty sure Khorne sorcerers do exist in lore even if they've been a no-go on the tabletop for a while now. Khornes aversion to psykers never really made sense. Tricky psykers who kill the enemy from miles away or use illussions? Sure. But sorcerers who teleport into melee and use their powers to buff themselves? Seems pretty on-brand. It's not like khorne daemons are going around following the laws of physics...

Rules to keep games fresh are fun, but I tend to prefer rules that are less lolrandom every turn and more of a small number of thematic twists established at the start of the game or pre-game.

It's a shame that the current Twist cards are so unbalanced as to be largely unplayable if you care about balance at all. Their equivalents in other mission card decks tended to be some of my favorite things about those decks.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

Yeah, I also kinda checked out after reading 'Sorcerer devoted to Khorne".

I remember how for WHFB 8E's Storm of Magic add-on, Khorne's contribution was chucking a giant brass skull at any Chaos Sorcerer who miscast a Chaos Super Spell.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Pious Warrior Priest






Tapping the Glass at the Herpetarium

It's a shame that no one remembers the worst Dawn of War protagonist.

The CSM Alpha Legion Sorcerer devoted to Khorne.

The launcher of a 1000 memes:



 BorderCountess wrote:
Yeah, I also kinda checked out after reading 'Sorcerer devoted to Khorne".

I remember how for WHFB 8E's Storm of Magic add-on, Khorne's contribution was chucking a giant brass skull at any Chaos Sorcerer who miscast a Chaos Super Spell.


 KingGarland wrote:
A powerful Alpha Legion Sorcerer devoted to Khorne has infiltrated your battlefield and has performed a powerful ritual.

Sorcerer devoted to Khorne


Proceeds to throw the biggest brass skull on the throne straight at him..



 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...


My Gladitorium Fighters WarCry Models: https://www.dakkadakka.com/dakkaforum/posts/list/817696.page#11784325

 
   
Made in ca
Longtime Dakkanaut





Somewhere in Canada

I feel like it's possible for a sorceror to be devoted to Khorne, but I think it's not really lore compliant for Khorne to respect sorcery.

Not to get political, but we see this in the real world- certain Holy books (which shall remain nameless) explicitly state that certain acts (which shall remain unspecified) are against the creed, yet there will be people who regularly perform those acts who still wish to embrace the creed, despite its stance on those behaviours.

And certain other followers of the creed will choose to embrace or reject these folks based on their own interpretations of the creed.

But the fun thing about a fictional diety is that we can remove our own sense of real-world ethics from the debate, and embrace our personal interpretations of the fictional diety; Lathe isn't necessarily going to be hurt or offended if some of us believe Khorne would reject the Alpha Legion sorceror (which I certainly do).

I haven't looked at any of the 10th ed Mission decks as a Crusader, so I can't speak to their events. I also have only purchased one of the Crusade campaign books this edition- I found it to be too rules-light for the money, so I never bought another. But I here there are some super crazy battlefield effects in the Armageddon book, relating to the fact that Chaos is ripping the world apart.

8th ed had Theatre of War rules, usable in both Matched play and Crusade. There were quite a few different theatres, so they could be randomized for stand-alone battles, and some of them created random effects (or effects of random duration)... Though nothing as grand as a d66 table.
   
Made in ca
Stealthy Kroot Stalker





 Wyldhunt wrote:
Pretty sure Khorne sorcerers do exist in lore even if they've been a no-go on the tabletop for a while now. Khornes aversion to psykers never really made sense.


There was on in the Dawn of War Winter Assault Campaign.

As for the OP, this looks like a lot of fun. I've been to a fair few narrative events that have a lot of wacky rules like this and they're always a blast.

Armies:  
   
 
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