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		<title><![CDATA[Latest posts for the thread "Winter table house rules"]]></title>
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				<title>Winter table house rules</title>
				<description><![CDATA[ Hey!<br /> <br /> Im currently making a winter table and been thinking about what kind of house rules would be fun for it. If any1 have a good idea please help me out.<br /> <br /> What I have been thinking about so far is:<br /> <br /> 1- At the beginning of every turn roll a dice:<br /> <br /> 1-3 Strong winds are blowing from north to south. If you move from N to S you get 2 ince extra movement. From S to N 2 less<br /> 4-6 South to north. S to N 2 extra Move. N to S 2 less<br /> <br /> 2- If a unit dont move, it has to take a test due to the cold weather. Roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span>, on a roll of 1 the unit takes 1 wound. <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> save allowed. For vehicles on a roll of 1 the engine dies and vehicle is immobilized.<br /> <br /> 3- If a unit or vehicle moves over frozen water, take a dangerous terrain test. On a roll of 1 the ice breaks and you take a wound. Vehicles take a glancing hit.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2012 19:42:52]]> GMT</pubDate>
				<author><![CDATA[ lotrlks]]></author>
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				<title>Winter table house rules</title>
				<description><![CDATA[ I would say for weather, use a scatter die and Njal's rules.<br /> <br /> I do like the rules for frozen water, however!]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2012 19:48:17]]> GMT</pubDate>
				<author><![CDATA[ Chowderhead]]></author>
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				<title>Re:Winter table house rules</title>
				<description><![CDATA[ Some ideas off the top of my head.  Some may require tweaking to be useful.  Rather than rolling each turn, you could also do a "for the duration of the battle" where you roll before deployment, before scout moves or at the beginning of the first turn.<br /> <br /> <li><b>Blizzard</b> - Use night fighting rules.  All airborne or teleport movement requires a dangerous terrain check.  So skimmers, flyers, jump pack, jet pack, deepstrike teleport, etc.</li><br /> <li><b>Snow Storm</b> - Maybe 6+ Cover for all shots over 12" due to difficulty targeting through heavy snow fall.  Maybe targeting optics keep getting full of snow.  Dangerous terrain checks for any skimmer/flyer moving over 6".</li><br /> <li><b>No Gets Hot</b> - Hey!  It's cold out there.  What's going to overheat?  Maybe just reroll Gets Hot wounds.</li><br /> <li><b>Drifty Days</b> - All terrain is difficult terrain, or all open terrain is difficult terrain due to snow drifts and the like.  Vehicles make difficult terrain checks but not dangerous terrain checks, the crews just keep digging them out.  Skimmers might get a pass.  Maybe bikes would have to make dangerous terrain checks.  A vehicle difficult terrain check would be 1D6 plus 1D6 for each level of speed desired and drop the lowest number <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and that's how far you can go.  If you roll 3+2+1, you can go 3" combat speed or 5" cruising speed.  If doing turn by turn, may be an automatic next turn effect after a blizzard.</li><br /> <li><b>It's an Ice Rink Out There</b> - Make all open terrain difficult as above, but instead of snow drifts, due to heavy icy rain, it's impossibly slick everywhere.  Terrain is also dangerous for infantry, walkers and bikes.</li>]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2012 20:31:05]]> GMT</pubDate>
				<author><![CDATA[ PrivatePanic]]></author>
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