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		<title><![CDATA[Latest posts for the thread "Silly Random Events"]]></title>
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				<title>Silly Random Events</title>
				<description><![CDATA[ I have always wanted a set of rules for things like rampaging beasts, earthquakes, falling debris, quicksand etc. <br />  <br />  Anyone ever do anything like this?]]></description>
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				<pubDate><![CDATA[Tue, 12 Sep 2006 12:45:06]]> GMT</pubDate>
				<author><![CDATA[ happypants]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ I played a game where there was a meteor shower or something like it. The rules were every turn roll a dice. On a 5 or 6 a meteor crashes down. Whoevers turn it is place the meteor and then it scatters <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> with no direct hits allowed. Then it was <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2 large blast I believe. Pretty chaotic and you could be losing horribly but 1 lucky hit and the whole thing turns around.]]></description>
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				<pubDate><![CDATA[Tue, 12 Sep 2006 16:56:51]]> GMT</pubDate>
				<author><![CDATA[ magine]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ Holy cow! That is a bit more of a game turner than I was thinking of. I what thinking more along the lines of something like wild squiggoths which moved <span class="glossaryitem" onmouseover='gp(24);'>d6</span> each turn and blocked <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> so you had moving terrain. ]]></description>
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				<pubDate><![CDATA[Wed, 13 Sep 2006 03:27:16]]> GMT</pubDate>
				<author><![CDATA[ happypants]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ That kind of moving squiggoths would be great fun if playing Tau (which can maneuver around or <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> over them) but would be the suxxor for Guard, who can't and who need some fire lanes for their immobile heavy weapons.<br />  <br />  Uhh...I'm trying to guess which army you play, Happy  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br />  <br />  What about:&nbsp; Deadly winds:&nbsp; The battle is being fought on a mountain top with high winds that pluck off troops and dash vehicles against the rocks, unless they move extremely carefully.&nbsp;&nbsp; Any model or vehicle which moves &gt;6&quot; total (including assault phase) in a turn is destroyed on a roll of 5+, no saves allowed.<br />  <br />  I like that much better!  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br />  <br />  <br />  But seriously, the game is random enough with all the d6&quot; fleet, d6&quot; difficult terrain, random fallback distances.&nbsp; Not to mention 50% or better armour saves for most models, requiring huge numbers of shots/attacks to kill things (introducing more randomness). <br />  <br />  However, one thing I like is the thought of <span class="glossaryitem" onmouseover='gp(24);'>d6</span> &quot;warp hole&quot; blast markers, randomly drifting 2d6&quot; every turn and sucking down anything contacted into the warp.<br />  <br />  I miss vortex grenades.<br />  <br />  <br />]]></description>
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				<pubDate><![CDATA[Wed, 13 Sep 2006 09:10:04]]> GMT</pubDate>
				<author><![CDATA[ Strangelooper]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ During Medusa V the <span class="glossaryitem" onmouseover='gp(211);'>LGS</span> owner running things liked to throw a few wierd things into the games.  I played a game against a marine player during  a 'chaos insurrection'.  Each turn, a unit of 10 cultists, <span class="glossaryitem" onmouseover='gp(69);'>IG</span> w lasguns would move onto the table from one of the short board edges and shoot if it could, charge if it could, and move toward the nearest model if it couldnt.  It didnt affect the game too much, but we did change our tactics a bit to account for it.  <br><br>]]></description>
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				<pubDate><![CDATA[Thu, 14 Sep 2006 05:05:57]]> GMT</pubDate>
				<author><![CDATA[ hotflungwok]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ <div   > That kind of moving squiggoths would be great fun if playing Tau (which can maneuver around or <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> over them) </div  ><br><br>I think you are missing the point, since they would be moving every turn, you wouldn't want to hide behind them because you could lose the cover next turn. <br><br>I do like the idea of third party gangs though, be an interesting thing for a three person game. BS2 with autoguns & shotguns]]></description>
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				<pubDate><![CDATA[Fri, 15 Sep 2006 05:30:56]]> GMT</pubDate>
				<author><![CDATA[ happypants]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has a random Hazard Generator. We have used it a few times and it can add alot to the game.<br />  <br />  <a href="http://us.games-workshop.com/games/40k/gaming/hazards/default.htm" target="_blank" rel="nofollow">http://us.games-workshop.com/games/<span class="glossaryitem" onmouseover='gp(3);'>40k</span>/gaming/hazards/default.htm</a>]]></description>
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				<pubDate><![CDATA[Sat, 16 Sep 2006 07:12:44]]> GMT</pubDate>
				<author><![CDATA[ killerdbz]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ I find that my inability to remeber to move or fire all my units when it is most appropriate introduces enough random events to make it fun for my opponent  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br><br>But I do like the meteor storm idea.]]></description>
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				<pubDate><![CDATA[Wed, 20 Sep 2006 01:52:49]]> GMT</pubDate>
				<author><![CDATA[ the cabbage]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ The third edition book had a bunch of rules in the terrain section for hostile planets, plants, and other goodness like that.  No one used it much but it was kind of interesting.  As for random events, the rogue trader book had tables and tables of that sort of thing.  Everything from ash rain to catachan devils poping out of the ground.  Fun to read but I'm not sure how applicable the stuf in there is to the current game anymore.  I suppose it wouldn't be difficult to addapt to the current rules set if someone wanted to put in the work.]]></description>
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				<pubDate><![CDATA[Wed, 20 Sep 2006 03:38:55]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ How bout something like having a monster hunt, (am nicking hotflungwok's comment)<br><br>You basically get a giant creature in middle of the battlefield that has a ridiclous amount of wounds like 5 or six, has toughness 9 or something so only lascannons etc can hurt it without instant kills.<br><br>Every players turn it runs 2x <span class="glossaryitem" onmouseover='gp(24);'>D6</span> in a random direction using scatter dive and will charge anyone within the 6" assualt charge range. Then it has something like 1 x strength attack that uses the ordinance template to resolve who it can hit. (though doesn't use ordinance rules)<br><br>Give him the Hit and Run special rule so that at the end of the assualt he might run off to batter another squad or back the way he came then that might be fun. If he scatters back into combat then it counts that he never left.<br><br>Also he would be initative 2, being a big beast means he's a bit dim and would allow gamers to get a few power weapons on him before he smacks the living daylights out of the squad.<br><br>The only problem that I can think of is that it would make players concentrate on this monster and not the opponent.<br><br>Then it you add that into a marker mission then whilst your trying to kill you opponent and the beast then your also trying to capture the marker as well.<br><br>And as there's only one monster that acts randomly then the rules<br><br>Perhaps he could also count as an additional marker. so if you kill the beast and capture it and your opponent get hold of the random marker then game is a draw.<br><br><br>Bit much in this post I know, this is just a suggestion, I haven't proof read or even tested this so feel free to rip my idea apart and point out all the flaws  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 21 Nov 2006 01:18:14]]> GMT</pubDate>
				<author><![CDATA[ HellsGuardian316]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ Use the Fantasy Giant, scattering <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>" per turn! If he makes contact with another model, roll on his table. It would be funny to see Abaddon get stuffed into an enormous pair of Drach-y-n'yen-proof underpants...]]></description>
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				<pubDate><![CDATA[Tue, 21 Nov 2006 02:16:02]]> GMT</pubDate>
				<author><![CDATA[ wight_widow]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ I like the Hazard Generator, except that there are too many "skimmers ignore this penalty la-ti-dah" exemptions.<br><br>I particularly like things like Vicious Fauna and Warp Rift, where the effects are interesting rather than devastating.<br><br>]]></description>
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				<pubDate><![CDATA[Tue, 21 Nov 2006 10:51:37]]> GMT</pubDate>
				<author><![CDATA[ Strangelooper]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[  Every play with   exploding  frogs( had   tourament with those things  &gt; You get  three Frogs base plus <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and place them in the center of the  table. then you roll off to  see who can move the  frog in a  random direction every turn ( a hit means  the player can choose were  the frog can go)  Frogs are Str8 and  <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 large template ( thats If they  hit some thing) <br><br><br> Or the  High gravity worlds were  you get  to play like  your 1k sons all game as per diffcult  terrian<br><br>Or the opposite light gav worlds were  you can move  twice  you distance , but  you have to  take a armor sav if  you move over  your normal distance<br><br>Better yet the  Ice cover lake one is nice too were  you can  sink  tanks and   units in the ice  for  a  turn<br> ]]></description>
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				<pubDate><![CDATA[Thu, 21 Dec 2006 03:15:16]]> GMT</pubDate>
				<author><![CDATA[ Kultofthebonedragons]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ i'd love playing with random events.  it would make everything much more interesting... Heck, I'd love just to play a game. <img src='http://www.dakkadakka.com/DesktopModules/NTForums/images/emoticons/sad.gif'>]]></description>
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				<pubDate><![CDATA[Thu, 21 Dec 2006 06:26:19]]> GMT</pubDate>
				<author><![CDATA[ rryannn]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ Moosifer and I once played on a &quot;low gravity&quot; world once. Basically, if you move, you also &quot;drift&quot; <span class="glossaryitem" onmouseover='gp(24);'>d6</span> inches in the direction you moved.<br />  <br />  Your move + the <span class="glossaryitem" onmouseover='gp(24);'>d6</span> drifted was determined for total movement for vehicle shooting and the like. Troops that drifted too far and crashed into other troops counted as if they consolidated into the enemy, so didn't get any bonuses for charging.<br />  <br />  I've always wanted to play an &quot;action movie&quot; mod for <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. basically, you get a bunch of oil drums and you'd take turns with your opponent placing them. They can be targeted in the shooting face, has toughness 3, and any wounds causes it to explode <span class="glossaryitem" onmouseover='gp(24);'>d6</span> inches. Every model within range of the blast takes a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 5 hit. You could cause chain reactions  if you had the drums close enough together.]]></description>
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				<pubDate><![CDATA[Thu, 21 Dec 2006 12:30:13]]> GMT</pubDate>
				<author><![CDATA[ logan007]]></author>
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				<title>RE: Silly Random Events</title>
				<description><![CDATA[ <p>killerdbz wrote:</p>  <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a target=_blank href="http://us.games-workshop.com/games/40k/gaming/hazards/default.htm">http://us.games-workshop.com/games/<span class="glossaryitem" onmouseover='gp(3);'>40k</span>/gaming/hazards/default.htm</a></p>  <p>&nbsp;</p>  <p>We played a 3player 500pts game with those random events once. Everyone got to roll one random event each.</p>  <p>The way it ended up was that all movement was in difficult terrain and you could only move D6&quot;, you had to roll 2+ in order&nbsp;&nbsp; to move at all and all the terrain was trying to&nbsp;kill you.</p>  <p>In order to see who had won we calaulated victory points per model killed and the slightly dangerous planet came in&nbsp;&nbsp; second.</p>  <p>Edit: quote didn't work properly</p>]]></description>
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				<pubDate><![CDATA[Thu, 28 Dec 2006 04:26:21]]> GMT</pubDate>
				<author><![CDATA[ HoboDivision]]></author>
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