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		<title><![CDATA[Latest posts for the thread "Building the Warzone: Rules for the Board"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Building the Warzone: Rules for the Board"]]></description>
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				<title>Building the Warzone: Rules for the Board</title>
				<description><![CDATA[ So, I decided that for Christmas/New Years, one of my resolutions was going to be the creation of a game board, and I have already started working on templates. Now, the main thing that I wanted to do was add in special environmental rules for the board based on a couple of added features. <br /> Features include;<br /> •	Tank Shock-able walls<br /> •	Destructible Bridges<br /> •	Noxious Sewage/Gases<br /> •	Semi-Collapse-able Buildings<br /> •	Etcetera <br /> •	Etcetera<br /> <br /> Now, working on those rules, I just wanted to see if the community could come up with their own ideas for things to potentially add or refine, in order to make this fair and impartial to all users of the board.<br /> <br /> Tank Shock Wall Sections: A Tank follows the rules for tank shock on the designated wall locations, From the wall, the debris follows 1 standard flamer template in any direction from the opposite side of the tank, dealing 1 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5 AP5 hit to all models under the template. Then the rules follow as normal for standard Glory or Death, etc.<br /> <br /> Destructible Bridges: <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 Bridge sections with an <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 weak section at the seam. All models on the bridge(base to base contact?) at the time of collapse suffer 1 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> ? <span class="glossaryitem" onmouseover='gp(6);'>AP</span>? Hit and move to the next lowest elevation underneath the bridge where they were. Any models that can’t be placed will be removed as casualties.<br /> <br /> Noxious Sewage Gases: Any model inside of the gas pocket receives a 4+ Cover save while receiving a -1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> Semi-Collase-able Buildings: No idea yet, still working on that. <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 25 Nov 2013 20:37:28]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Building the Warzone: Rules for the Board</title>
				<description><![CDATA[ Are you going for a city theme?]]></description>
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				<pubDate><![CDATA[Mon, 25 Nov 2013 22:00:59]]> GMT</pubDate>
				<author><![CDATA[ TheCustomLime]]></author>
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				<title>Re:Building the Warzone: Rules for the Board</title>
				<description><![CDATA[ Yea, for the most part.]]></description>
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				<pubDate><![CDATA[Mon, 25 Nov 2013 22:45:07]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Re:Building the Warzone: Rules for the Board</title>
				<description><![CDATA[ Improvised Explosive Device:<br /> <br /> During Terrain set up, place D3+2 markers on the table except in impassable terrain (Unless one can fit a marker on top of it). Label, number or at least make each number distinguishable from each other. On a piece of paper write down which marker contains the explosive device and what sort of explosive is used. When a model comes within 6" you may flip the marker and what sort of explosive is being detonated. You must show your opponent the paper or else the explosive doesn't go off. Note that anything can be a marker from a wrecked tank to a tree as long as they are distinguishable. <br /> <br /> Explosives:<br /> Frag Bomb:<br /> S: 4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -  Large Blast <br /> <br /> Melta Bomb:<br /> S: 8 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2  Blast, Melta<br /> <br /> Light Bomb:<br /> S: 2  <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -  Large Blast, Blind<br /> <br /> Tank Traps:<br /> During deployment you may set up <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+1 Tank traps anywhere within 24" of your edge of the table. These count as dangerous terrain for vehicles and impassable for infantry. For tanks you may force your opponent to reroll successful dangerous terrain checks one turn per game. ]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 00:22:33]]> GMT</pubDate>
				<author><![CDATA[ TheCustomLime]]></author>
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				<title>Re:Building the Warzone: Rules for the Board</title>
				<description><![CDATA[ You could make certain terrain explosive, if a cover save provided by them i saved, or they are targeted treat them as a vehicle with a armor value appropriate. If you get a penetrating or glancing hit they explode (change the power and radius depending on what they are).]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 02:20:32]]> GMT</pubDate>
				<author><![CDATA[ Co'tor Shas]]></author>
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				<title>Building the Warzone: Rules for the Board</title>
				<description><![CDATA[ For the "tank-shockable walls", if you simply have destructible walls as part of the terrain, make them an AV10 "building" with 1 hull point that is always targetable.]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 04:59:16]]> GMT</pubDate>
				<author><![CDATA[ BoomWolf]]></author>
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				<title>Building the Warzone: Rules for the Board</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/23bd5369dc13fc747f23214b50e0ba44.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/565135/6286763.page"><b>BoomWolf wrote:</b></a><br/>For the "tank-shockable walls", if you simply have destructible walls as part of the terrain, make them an AV10 "building" with 1 hull point that is always targetable.</div></blockquote><br /> <br /> For the Tank Shock-able walls, the plan was to implement them on the sides of several of the buildings, so that in a cinematic sense, you could have a group fighting on the interior, and the tank could roll up to the section and blast through to get at the pesky troops inside. Cut out a design just slightly larger than a land raider (6x4) with perhaps a brick pattern to it, and then add some extra detail to it to make it stick out to players. I am trying to avoid actually giving the buildings themselves an armor value, otherwise things will most likely start getting crazy. I thought about making the weak spots where the tanks can break through an armor value so that infantry could also flank, but I was unsure. ]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 05:38:47]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Building the Warzone: Rules for the Board</title>
				<description><![CDATA[ I'd also try to incorporate a cleaner version of the Cities of Death rules too.  They are very fun, if a little 'off color' sometimes.]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 16:01:06]]> GMT</pubDate>
				<author><![CDATA[ Farseer Faenyin]]></author>
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