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				<title>40K terrain scenarios.</title>
				<description><![CDATA[ So, I wrote these up. These are all winter weather scenarios (yeah, I'm nostalgic for winter). Feedback and suggestions appreciated.<br /> <br /> Snowy battle<br /> <br /> <blockquote class="uncited"><div>Terrain needed: snow drifts, white surface representing snow (a white sheet is acceptable).<br /> <br /> Fluff: It’s cold and snowy outside. However, even the worst of weather doesn’t stop battles. Not even a snowstorm or blizzard.<br /> <br /> Rules: After setting up the white surface, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and consult the table below:<br /> <br /> <blockquote class="uncited"><div>1-3 Snowstorm (light winds)<br /> 4-6 Blizzard (high winds)</div></blockquote><br />  <br /> Snowstorm: If you roll a 1, 2 or 3, then you are doing a Snowstorm battle. Unlike the Blizzard battle,  the winds are light. Roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for how much snow has fallen so far before set up and consult the table below:<br /> <br /> <blockquote class="uncited"><div>1 Dusting-2 inches (charge distance not reduced)<br /> 2 2-6 inches (charge distance not reduced)<br /> 3 6-10 inches (charge distance is reduced ½”)<br /> 4 10-20 inches (charge distance is reduced by 1”)<br /> 5 20-30 inches (charge distance is reduced by 1”)<br /> 6 30-40 inches (charge distance is reduced by 2”)</div></blockquote><br /> <br /> Movement: If you get a 1 or a 2 on the table above, then movement is not reduced. They can get through the snow as if it were not there. 3 and 4 means a Difficult terrain test must be made. 5 and 6 means a dangerous terrain test must be made. This does not apply to vehicles, as they can move through snow without difficulty. <br /> <br /> Shooting: In a snowstorm, visibility is always 30”. All weapons ranged more than 30” are reduced to 30” range, no matter what. All units, no matter what side they are on, get a 4+ cover save. <br /> <br /> Assault: Charge distance is rolled on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>, like normal. Then, depending on how much snow has fallen, reduce distance by ½-2”. <br /> <br /> The snow is still falling…: Once every round, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. The result you get on the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> is how much snow has fallen per round (a maximum of 6 inches falls per round). <br /> <br /> Blizzard<br /> <br /> Like Snowstorm, there is snow falling, but more rapidly. The rules for Snowstorm apply for Blizzard with these exceptions: <br /> <br /> Movement: Movement is not reduced on a 1. On a 2-6, movement is reduced. This is because of the high winds. Difficult terrain tests are made on 2 and 3, Dangerous terrain 4-6. <br /> <br /> Shooting: Maximum range on ranged weapons is reduced to 20”. If a weapon range is more than 20”, the range is reduced to 20” no matter what. <br /> <br /> Assault: Exactly the same as Snowstorm, but with a 3+ cover save.<br /> <br /> The snow is still falling…: Once every round, roll <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>. This shows how much snow has fallen a round (minimum of 2”, maximum of 12” falls per round)</div></blockquote><br /> <br /> <br /> Wind chills 0 to -25 degrees<br /> <br /> <blockquote class="uncited"><div>Terrain needed: Ice or snow (may use both)<br /> <br /> Fluff: Even the coldest weather doesn’t affect the xenos.<br /> <br /> Rules: After setting up Terrain, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and consult the table below. This is the wind chill at the start of the battle<br /> <br /> <br /> <blockquote class="uncited"><div>1 Wind chill 0, movement not reduced<br /> 2 Wind chill -5, movement not reduced<br /> 3 Wind chill -10, movement not reduced<br /> 4 Wind chill -15, difficult terrain test required<br /> 5 Wind chill -20, difficult terrain test required<br /> 6 Wind chill -25, difficult terrain test required</div></blockquote><br /> <br /> Movement: For wind chills 0 to -10, movement is not reduced. For wind chills -15 to -25, a difficult terrain test is required (their bodies are cold and numb.) This does not apply to Spess Mehreens (Space Marines) or Tyranid monstrous creatures.<br /> <br /> Shooting: For wind chills 0 to -10, shooting is normal. For wind chills -15 to -25, all shooting is done at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2. This does not apply to Spess Mehreens (Space Marines) or Tyranid Monstrous Creatures. <br /> <br /> Assault: For wind chills 0 to -10, charge distance is not reduced, though there are no charge bonuses (this does not apply to Spess Mehreens [Space Marines]). For wind chills -15 to -25, charge distance is rolled normally, but is reduced by ½” for -15, 1” for -20, and 1.5” for -25 (their bodies are cold and numb). This does not apply to Spess Mehreens (Space Marines) or Tyranid monstrous creatures.<br /> <br /> <br /> Wind gusts: usually 10-20mph. The only thing this would do is lower the wind chill by 5 degrees every two turns. <br /> <br /> Why do these rules not affect Spess Mehreens (Space Marines) or Tyranid monstrous creatures? Because Space marine armour keeps them warm, even if the temperature is below -25. For Tyranids, the chimneys on their backs provide heat exhaust.</div></blockquote><br /> <br /> Ice storm <br /> <br /> <blockquote class="uncited"><div>Fluff: freezing rain doesn’t stop anybody. At least, not in the 41st millenium. <br /> <br /> Terrain needed: ice-and lots of it. try using a pale white sheet. then build up ice drifts<br /> <br /> rules<br /> <br /> after setting up terrain, roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> and consult the table below. this is how much ice has accumulated at the start of the battle. After rolling, commence deployment. <br /> <br /> <br /> <blockquote class="uncited"><div>1 glaze-1/10th of an inch (units except for monstrous creatures and flying monstrous creatures take a difficult terrain test)<br /> 2 1/10-¼ of an inch (all units except for flying monstrous creatures take a difficult terrain test)<br /> 3 ¼-½ of an inch (all units except for flying monstrous creatures take a dangerous terrain test)<br /> 4 ½-¾ of an inch (all units except for flying monstrous creatures take a dangerous terrain test)<br /> 5 ¾-1 inch (all units except for flying monstrous creatures take a dangerous terrain test)<br /> 6 1+ inch (all units except for flying monstrous creatures take a dangerous terrain test)<br /> </div></blockquote><br /> <br /> terrain tests: if terrain test is passed, movement is normal. if terrain test for difficult terrain is failed, the model(s) is\are pinned (they slipped and fell). if terrain test for dangerous terrain is failed, roll a scatter die (reroll dead hits). They slide X” (X being the amount of inches they slide) in the direction of the arrow on the scatter die. after sliding, the model(s) is\are pinned for the rest of the round (they slipped, fell, and cannot get up). if they slide into a unit, they are destroyed (whether or not the unit was friend or foe)<br /> <br /> Movement: Terrain tests must be taken (does not apply to <span class="glossaryitem" onmouseover='gp(630);'>fmc</span>’s) as listed above and in the table.<br /> <br /> shooting: all shooting is done at <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3 (4+). overwatch does not happen (they can’t aim their guns because they may slip). <br /> <br /> assault: charge distance is reduced to 1d6. no charge bonuses may be applied. <br /> <br /> The ice is still accumulating…: after each turn, roll a D3. The result on the die is how much ice has fallen per turn. 1 and 2 means ¼ of an inch. 3 and 4 means ½ of an inch. 5 and 6 means ¾ of an inch.</div></blockquote>  <br /> <br /> So, what do you think?]]></description>
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				<pubDate><![CDATA[Thu, 17 Sep 2015 16:38:51]]> GMT</pubDate>
				<author><![CDATA[ KaptinBadrukk]]></author>
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				<title>40K terrain scenarios.</title>
				<description><![CDATA[ Seems overpowered. ]]></description>
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				<pubDate><![CDATA[Thu, 17 Sep 2015 17:07:15]]> GMT</pubDate>
				<author><![CDATA[ Matthew]]></author>
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				<title>40K terrain scenarios.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f0b233eef49e98e7c686ac336549eaee.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/664222/8131103.page"><b>Matthew wrote:</b></a><br/>Seems overpowered. </div></blockquote><br /> <br /> In what way? Which one? ]]></description>
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				<pubDate><![CDATA[Thu, 17 Sep 2015 17:20:17]]> GMT</pubDate>
				<author><![CDATA[ KaptinBadrukk]]></author>
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				<title>40K terrain scenarios.</title>
				<description><![CDATA[ "They can't aim their guns because they can slip"...<br /> All Space Marines are unaffected by the things, Guard and Orks are massively overpowered, and that last one, where everyone fires at BS3. Hello Lootas!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, why would a heat exhaust keep something warm?]]></description>
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				<pubDate><![CDATA[Thu, 17 Sep 2015 18:39:00]]> GMT</pubDate>
				<author><![CDATA[ Matthew]]></author>
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				<title>40K terrain scenarios.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f0b233eef49e98e7c686ac336549eaee.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/664222/8131323.page"><b>Matthew wrote:</b></a><br/>"They can't aim their guns because they can slip"...<br /> All Space Marines are unaffected by the things, Guard and Orks are massively overpowered, and that last one, where everyone fires at BS3. Hello Lootas!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, why would a heat exhaust keep something warm?</div></blockquote><br /> <br /> Everyone except orks fire at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 18 Sep 2015 15:33:29]]> GMT</pubDate>
				<author><![CDATA[ KaptinBadrukk]]></author>
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				<title>40K terrain scenarios.</title>
				<description><![CDATA[ So... this is just a way for Space marines to ignore all S8+ weapons while not being affected by everything. Nah.]]></description>
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				<pubDate><![CDATA[Fri, 18 Sep 2015 19:52:19]]> GMT</pubDate>
				<author><![CDATA[ Matthew]]></author>
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				<title>40K terrain scenarios.</title>
				<description><![CDATA[ So apparently this is at the bottom of the most exalted list.<br /> <br /> More will come soon. I have to think of more. ]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2015 16:25:23]]> GMT</pubDate>
				<author><![CDATA[ KaptinBadrukk]]></author>
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				<title>40K terrain scenarios.</title>
				<description><![CDATA[ Um, Space Marines are basically unaffected by this, Jump/Jet dudes should ignore this and only basically makes every tank ever useless.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2015 17:08:42]]> GMT</pubDate>
				<author><![CDATA[ rowboatjellyfanxiii]]></author>
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				<title>40K terrain scenarios.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/664222/8141833.page"><b>rowboatjellyfanxiii wrote:</b></a><br/>Um, Space Marines are basically unaffected by this, Jump/Jet dudes should ignore this and only basically makes every tank ever useless.</div></blockquote><br /> <br /> Unaffected by which scenario? <br /> <br /> Apart from wind chills. ]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2015 17:28:06]]> GMT</pubDate>
				<author><![CDATA[ KaptinBadrukk]]></author>
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				<title>Re:40K terrain scenarios.</title>
				<description><![CDATA[ New Scenario!<br /> <br /> <blockquote class="uncited"><div><span style="font-size: 15px; line-height: normal;">Hurricane force winds (no precipitation) <br /> Fluff: Even the strongest of winds doesn't stop the xenos. <br /> Roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> on the table (in the spoiler) to see how strong the winds are.</span><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
<div class="gensmall" style="margin-bottom:2px"><b>Spoiler</b>: <input type="button" class="mainoption" value="Click to Show" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Click to Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Click to Show'; }">
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1: Tropical Storm: 39-73mph winds<br /> 2: Category 1: 74-95MPH winds<br /> 3: Category 2: 96-110MPH winds<br /> 4: Category 3: 111-130MPH winds<br /> 5: Category 4: 131-155MPH winds<br /> 6: Category 5: 156+MPH winds
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</div><br /> <br /> <span style="font-size: 15px; line-height: normal;">Movement: Tropical Storm Force Winds do not affect movement. Category 1 and 2 winds require a difficult terrain test. If failed, model does not move. If passed, movement is reduced by 1/4 if Category 1 winds, 1/2 if Category 2 winds. Category 3, 4, and 5 winds require a dangerous terrain test. If failed, model is blown away. If passed, movement is reduced by 1/2. This does not apply to Monstrous Creatures. If there is a <span class="glossaryitem" onmouseover='gp(630);'>FMC</span> present, the <span class="glossaryitem" onmouseover='gp(630);'>FMC</span>'s movement is reduced by 1/2 in Category 1 or 2, and is blown away in Category 3, 4 or 5, should it roll a 1 or a 2 or a 3 on a dice rolled at the beginning of the movement phase. <br /> <br /> Shooting: Shooting is normal for Tropical Storm force or Category 1 and 2. For Category 3, 4 or 5, range is reduced to 1/2, unless the range is infinite. For example, a boltgun with a 24" range will only shoot reliably at 12". This does not apply to Monstrous Creatures. <br /> <br /> Assault: Assault is normal, with the following exceptions:<br /> Tropical Storm Force winds to Category 2 winds: Assault gets no charge bonuses, no overwatch. <br /> Category 3, 4, and 5: Charge distance is reduced by 1/2. Run distance at the end of the assault phase is reduced by 1/2. This does not apply to Monstrous Creatures. <br /> <br /> Why do these rules not apply to Monstrous Creatures? This is because they are bigger, less susceptible to wind speed, and smarter in hostile conditions.</span> </div></blockquote><br /> <br /> What you think?]]></description>
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				<pubDate><![CDATA[Wed, 21 Oct 2015 16:45:56]]> GMT</pubDate>
				<author><![CDATA[ KaptinBadrukk]]></author>
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