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		<title><![CDATA[Latest posts for the thread "Weather conditions."]]></title>
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				<title>Weather conditions.</title>
				<description><![CDATA[ I purpose a group of weather conditions effects similar to night fighting.<br /> <br /> roll <span class="glossaryitem" onmouseover='gp(24);'>d6</span> on 6 weather is in effect<br /> <br /> 1: Snow: roll <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> for movement (to a max of that units speed), units 26" away have shrouded, rivers, and lakes retain there effects but are no longer difficult or dangerous terrain.<br /> <br /> 2: Storm: units 26" away have shrouded, rivers and lakes extend 3" from their borders, flyers must roll <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> each turn, on 12 or 2 they are hit by lightning <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> -,<br /> <br /> 3: Drought: lakes and river no longer difficult terrain.<br /> <br /> 4: Tornado: place a large blast marker in the center of the board, scatters each turn, any unit on other side of it from shooter are shrouded, if hit by tornado units must take a toughness test to avoid a wound. (saves allowed)<br /> <br /> 5: Warp Storm: Warp storm (Chaos Demons Codex) is in effect.<br /> <br /> 6: Meteor Storm: each turn roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> if 5+ large blast, if -5 Small Blast, place marker on center of table scatter 12d6. <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2<br /> <br /> EDIT: I forgot to add damage for meteor, fixed.]]></description>
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				<pubDate><![CDATA[Sun, 8 Dec 2013 19:45:34]]> GMT</pubDate>
				<author><![CDATA[ thepowerfulwill]]></author>
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				<title>Re:Weather conditions.</title>
				<description><![CDATA[ Neat idea! <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> First three look pretty good. The last three look a little... strange. Still, looks like fun!<br /> <br /> If I might make a suggestion, maybe make the tornado carry a unit away? Like take a toughness test (or some other test) to make the unit escape the tornado?]]></description>
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				<pubDate><![CDATA[Sun, 8 Dec 2013 19:52:11]]> GMT</pubDate>
				<author><![CDATA[ SkavenLord]]></author>
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				<title>Re:Weather conditions.</title>
				<description><![CDATA[ You mean they travel with it? that could be cool, ]]></description>
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				<pubDate><![CDATA[Sun, 8 Dec 2013 19:55:00]]> GMT</pubDate>
				<author><![CDATA[ thepowerfulwill]]></author>
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				<title>Re:Weather conditions.</title>
				<description><![CDATA[ Any ideas on how it could work? Like if several units were in a tornado, how do we know if they escape?<br /> <br /> Here's an idea. How about maybe if they don't escape in a certain amount of turns, they get thrown away?]]></description>
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				<pubDate><![CDATA[Sun, 8 Dec 2013 20:03:13]]> GMT</pubDate>
				<author><![CDATA[ SkavenLord]]></author>
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				<title>Re:Weather conditions.</title>
				<description><![CDATA[ Toughness test, to escape, just declare what unit is escaping before rolling, maybe each turn each model is hit with a str3 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> - hit]]></description>
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				<pubDate><![CDATA[Sun, 8 Dec 2013 20:05:27]]> GMT</pubDate>
				<author><![CDATA[ thepowerfulwill]]></author>
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				<title>Re:Weather conditions.</title>
				<description><![CDATA[ Matbe the more squads are in there the higher the strength?]]></description>
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				<pubDate><![CDATA[Tue, 10 Dec 2013 18:56:06]]> GMT</pubDate>
				<author><![CDATA[ derke56]]></author>
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				<title>Re:Weather conditions.</title>
				<description><![CDATA[ Yeah. The biggest danger in a tornado is the debris right?]]></description>
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				<pubDate><![CDATA[Tue, 10 Dec 2013 18:57:28]]> GMT</pubDate>
				<author><![CDATA[ SkavenLord]]></author>
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				<title>Re:Weather conditions.</title>
				<description><![CDATA[ Ya, I guess. Maybe have a rule that the unit can be launched out of the Tornado and ends up like 4 <span class="glossaryitem" onmouseover='gp(24);'>D6</span>" away and really spread out and are treated as having gone to ground]]></description>
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				<pubDate><![CDATA[Tue, 10 Dec 2013 20:10:32]]> GMT</pubDate>
				<author><![CDATA[ derke56]]></author>
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				<title>Re:Weather conditions.</title>
				<description><![CDATA[ Im playing a test game with some of these tomarrow, I will let you know how it works out!  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 11 Dec 2013 19:49:45]]> GMT</pubDate>
				<author><![CDATA[ thepowerfulwill]]></author>
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				<title>Weather conditions.</title>
				<description><![CDATA[ Hello awesome ideas, if you don't mind i am going to steal them for my campaign i am about to start.<br /> <br /> I have a few suggestions that i will use myself.  For the firs two i would have it at 27"or 30" at 27it at least keeps with multiple of 3which also blends in better with the measure increments being 6". as for the meteor one roll a d3 and thats how many meteors strike and they only scatter 5d6 and even if a to hit is rolled it still scatters a minimum of 5" on the small pointer of the scatter to hit symbol.<br /> <br /> As for this awesome tornado, make it per model instead of unit and the model has to take a toughness test and if fails the model gets tossed <span class="glossaryitem" onmouseover='gp(24);'>d6</span>+3 inches in a random scatter die roll, rerolling direct hits and if able to be placed without off table edge or on or within 1" of enemy model or impassable terrain the model takes a dangerous terrain test. If the model were to land in any terrain they suffer an auto wound with armor save possible. If this moves unit out of coherency they have to move back into coherency.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Wanted to add to the storm rule, the lightning should be <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 to keep it fair that all flyers have the possibility of being penned by it, also to make it easier you can have it hit side armor but for more randomness you can roll for what side is hit.<br /> <br /> Also for drought, their should be something more then just lakes rivers being dried since in most games i witness very few include any type of body of water. I can't think of anything that fits with drought besides what you said but it seems to insignificant. Perhaps a different kind of sand storm that decreases everyone's initiative to 1 and you can't target over 24" does that sound ok? It would make assault only units better able to get close but they still all strike simultaneously. ]]></description>
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				<pubDate><![CDATA[Wed, 11 Dec 2013 20:41:55]]> GMT</pubDate>
				<author><![CDATA[ Dat Guy]]></author>
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				<title>Re:Weather conditions.</title>
				<description><![CDATA[ I love those ideas! My test game ending up getting post-posed (college.) so I think I will use your modifications. (The sandstorm idea is actually very similar to the original version of drought, with stealth and shrouded at 16 inch, and with increased scatter distance (wind) )]]></description>
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				<pubDate><![CDATA[Thu, 12 Dec 2013 22:10:05]]> GMT</pubDate>
				<author><![CDATA[ thepowerfulwill]]></author>
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				<title>Re:Weather conditions.</title>
				<description><![CDATA[ Snow, drought, and meteor storm are cool. Storm is ok, but I question the lightning. The others need some work, but could be easily playable. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Dec 2013 19:38:06]]> GMT</pubDate>
				<author><![CDATA[ Ventiscogreen]]></author>
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				<title>Re:Weather conditions.</title>
				<description><![CDATA[ Ya it is not perfect, I mean Warp storm is almost useless if no one plays demons or chaos marines.]]></description>
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				<pubDate><![CDATA[Fri, 13 Dec 2013 20:14:21]]> GMT</pubDate>
				<author><![CDATA[ thepowerfulwill]]></author>
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