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		<title><![CDATA[Latest posts for the thread "Sewer level"]]></title>
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				<title>Sewer level</title>
				<description><![CDATA[ So i am creating a sewer level and i am looking for scenario special rules that would add to the immersion.<br /> <br /> I am already using some zone mortalis rules along with old night fighting rules.<br /> In the game board i also have a control room of sorts so that could play a role in it<br /> <br /> All suggestions for special rules are welcome. And im hoping for the rules to play a big role in the scenario so go ahead and think big.]]></description>
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				<pubDate><![CDATA[Fri, 18 Sep 2015 01:27:54]]> GMT</pubDate>
				<author><![CDATA[ Madoch1]]></author>
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				<title>Sewer level</title>
				<description><![CDATA[ Dangerous terrain is always fun to add. I like the old night fight rules (shortened line of sight, right?). Other than that, maybe roll off and randomly block passages with sludge, where they can destroy or assault it to move past?]]></description>
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				<pubDate><![CDATA[Fri, 18 Sep 2015 01:49:08]]> GMT</pubDate>
				<author><![CDATA[ jreilly89]]></author>
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				<title>Sewer level</title>
				<description><![CDATA[ Ok. and yes those night fighting rules<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 18 Sep 2015 01:58:08]]> GMT</pubDate>
				<author><![CDATA[ Madoch1]]></author>
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				<title>Sewer level</title>
				<description><![CDATA[ This might be more at home in the Proposed Rules section, but here are some suggestions: <br /> <br /> Broken Pipes:  When shooting through or into an area designated as having broken pipes, halve your night fighting range as the thick vapors make it all but impossible to spot the enemy.<br /> <br /> Switches: If you control a switch at the end of your movement phase, you may toggle it to open/close doors, add or remove nightfighting to/from a quadrant of the board, etc.  depending on the switch. <br /> <br /> Good For What Ails You:  Daemons of Nurgle and units with a Mark of Nurgle roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> each time they end a phase on "sludge" (or whatever you're calling the especially foul patches of difficult terrain).  On a roll of 6, that model regains a single wound lost earlier in the battle. I'm way too proud of this pun. <br /> <br /> Wait! Don't-!": Designate certain areas as "methane hazards."  Units firing or hit by flamer, melta, fusion, or generally "hot" weapons while in a methane hazard suffer <span class="glossaryitem" onmouseover='gp(24);'>d6</span> strength 4 hits. <br /> <br /> Sludge:  Depending on how in-depth your terrain modeling is, have the non-elevated portion of the sewers (the gross river part) be difficult terrain. <br /> <br /> High Tide:  Tied to the control room or a switch or simply a thing that has a chance of happening each turn.  From time to time, massive amounts of water surge through the sewer system to sweep the filth away to new locations. When this happens, all models not isolated in rooms with closed doors must make a strength test or be swept away as a casualty.  Vehicles and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> (not that you'll see much of either in ZM) are excluded. ]]></description>
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				<pubDate><![CDATA[Fri, 18 Sep 2015 02:20:43]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Sewer level</title>
				<description><![CDATA[ I agree that this probably doe belong in proposed rules but i was in a rush earlier. <br /> thank you for your suggestions]]></description>
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				<pubDate><![CDATA[Fri, 18 Sep 2015 03:03:55]]> GMT</pubDate>
				<author><![CDATA[ Madoch1]]></author>
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				<title>Sewer level</title>
				<description><![CDATA[ I've just been playing a campaign with a friend of mine, we have a catacombs level underneath the city. <br /> <br /> Some crazy rules we add for fun:<br /> <br /> Nightfighting <span class="glossaryitem" onmouseover='gp(462);'>ofc</span>. <br /> <br /> Blast and Template weaponry strength increased by 1 <br /> <br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> decreased by 1<br /> <br /> Morale decreased by 1<br /> <br /> Blast weaponry both in the catacombs + on the surface above the tunnels create collapses - <br /> For all blast weaponry, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> - <br /> 1,2,3 Partial Collapse (Area under blast becomes dangerous terrain and models under the collapse zone receive S6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> - hits.)<br /> 4,5 Total Collapse (Area under blast becomes impassable and any model underneath the collapse zone is removed from play)<br /> 6 Route to the surface (Any model under the collapse zone receives a S6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- hit.)<br /> <br /> Any unit trapped at the end of the game is considered lost.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 18 Sep 2015 09:39:20]]> GMT</pubDate>
				<author><![CDATA[ Otto Weston]]></author>
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				<title>Sewer level</title>
				<description><![CDATA[ -water mysterious terrains ptches from the 6th rulebook<br /> -decoy troops as in space hulk<br /> <br /> But whatever you do try to keep it manageable and fair. some "fun" rules can really cripple some armies.]]></description>
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				<pubDate><![CDATA[Fri, 18 Sep 2015 14:56:10]]> GMT</pubDate>
				<author><![CDATA[ oldzoggy]]></author>
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				<title>Sewer level</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/664269/8133187.page"><b>oldzoggy wrote:</b></a><br/><br /> <br /> But whatever you do try to keep it manageable and fair. some "fun" rules can really cripple some armies.</div></blockquote><br /> <br /> I agree but this game is probably going to be five hundred points max as the board isnt that big so we want the rules to play a bigger role in this game.<br /> plus its only a test game so its more of a learning experience<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 18 Sep 2015 21:24:12]]> GMT</pubDate>
				<author><![CDATA[ Madoch1]]></author>
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				<title>Sewer level</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(269);'>Id</span> start with zones rules straight up.<br /> <br /> its what its written for so no need to re make the wheel.<br /> <br /> you can add dangerous terrain zones and make fully rules like people without helmets take a -1 to toughness <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 18 Sep 2015 21:34:14]]> GMT</pubDate>
				<author><![CDATA[ Desubot]]></author>
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				<title>Re:Sewer level</title>
				<description><![CDATA[ Funny I was thinking for some thing along the same lines earlier this week but for boarding actions on ships. I think that because of the confined space template and blast weapons should have some kind of bonus to their strength or count as twin linked. <br /> <br /> <br /> Sewer Pits / Booby Traps/  Dangerous animals<br /> <br /> Both sides place D3 markers anywhere in the tunnel.<br /> <br /> When any model goes with in 3 inches of a marker roll on 1-4 it is nothing. if 5 or 6 roll on the following table<br /> <br /> 1- Pitfall! Unit must make an initiative test to avoid falling in to a collapsed section of the sewer. If initiative test fails unit takes D3 hits wounding on 4+ (this represents units that may be killed, or simply stuck or taken down under the water and thus out of commission for the rest of the game<br /> <br /> 2- "It's got Ricky!" The unit has come across a creature of the deep sewer and it is unhappy with trespassers. Pick one model in the unit and put in base to base contact with the marker. That model must immediately fight an assault (no overwatch allowed) one on one with the creature that has the following profile <span class="glossaryitem" onmouseover='gp(149);'>ws</span>-4 <span class="glossaryitem" onmouseover='gp(14);'>bs</span>-0 S-4 I-6 A2 W 1  <span class="glossaryitem" onmouseover='gp(82);'>LD</span>-9 <span class="glossaryitem" onmouseover='gp(157);'>SV</span> 5++ if the creature is not slain it breaks off at the end of the round of combat.<br /> <br /> 3- Gas pit: OVer the years natural gas, decay and pollution has left a localized zone of flammable gas. Use caution<br /> Any time a template or blast marker weapon is used within 3 inches of this marker its strength is increased by 2. The model that fired it must make an armour test as per the "gets hot" rule<br /> <br /> 4-Strong Current, ponderous sludge: the area with in 6 inches of this marker is flooded with a swift current, or filled with all manner of sludge and foulness. Counts as difficult terrain and subtract 2 inches from all charge dice thru this zone.<br /> <br /> 5- Horror of the Deep: the unit crosses in to a hive of mutant Alligators, alien Jellyfish, semi sentient mantis shrimp or any other nightmare horrors that can lurk below. <br /> The unit is immediately assaulted by <span class="glossaryitem" onmouseover='gp(24);'>D6</span> Horrors of the Deep with the following profile (not sure but something with the Smash special rule would be relevant)<br /> <br /> 6- Booby trap! It could be a trap or an unfortunate combustion. place a template with the narrow end in contact with the marker and cover as many models as possible. Any models covered resolve 1 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 hit.]]></description>
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				<pubDate><![CDATA[Sat, 19 Sep 2015 19:25:20]]> GMT</pubDate>
				<author><![CDATA[ AfrikProphet]]></author>
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				<title>Re:Sewer level</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/664269/8135580.page"><b>AfrikProphet wrote:</b></a><br/>Funny I was thinking for some thing along the same lines earlier this week but for boarding actions on ships. I think that because of the confined space template and blast weapons should have some kind of bonus to their strength or count as twin linked. <br /> <br /> <br /> Sewer Pits / Booby Traps/  Dangerous animals<br /> <br /> Both sides place D3 markers anywhere in the tunnel.<br /> <br /> When any model goes with in 3 inches of a marker roll on 1-4 it is nothing. if 5 or 6 roll on the following table<br /> <br /> 1- Pitfall! Unit must make an initiative test to avoid falling in to a collapsed section of the sewer. If initiative test fails unit takes D3 hits wounding on 4+ (this represents units that may be killed, or simply stuck or taken down under the water and thus out of commission for the rest of the game<br /> <br /> 2- "It's got Ricky!" The unit has come across a creature of the deep sewer and it is unhappy with trespassers. Pick one model in the unit and put in base to base contact with the marker. That model must immediately fight an assault (no overwatch allowed) one on one with the creature that has the following profile <span class="glossaryitem" onmouseover='gp(149);'>ws</span>-4 <span class="glossaryitem" onmouseover='gp(14);'>bs</span>-0 S-4 I-6 A2 W 1  <span class="glossaryitem" onmouseover='gp(82);'>LD</span>-9 <span class="glossaryitem" onmouseover='gp(157);'>SV</span> 5++ if the creature is not slain it breaks off at the end of the round of combat.<br /> <br /> 3- Gas pit: OVer the years natural gas, decay and pollution has left a localized zone of flammable gas. Use caution<br /> Any time a template or blast marker weapon is used within 3 inches of this marker its strength is increased by 2. The model that fired it must make an armour test as per the "gets hot" rule<br /> <br /> 4-Strong Current, ponderous sludge: the area with in 6 inches of this marker is flooded with a swift current, or filled with all manner of sludge and foulness. Counts as difficult terrain and subtract 2 inches from all charge dice thru this zone.<br /> <br /> 5- Horror of the Deep: the unit crosses in to a hive of mutant Alligators, alien Jellyfish, semi sentient mantis shrimp or any other nightmare horrors that can lurk below. <br /> The unit is immediately assaulted by <span class="glossaryitem" onmouseover='gp(24);'>D6</span> Horrors of the Deep with the following profile (not sure but something with the Smash special rule would be relevant)<br /> <br /> 6- Booby trap! It could be a trap or an unfortunate combustion. place a template with the narrow end in contact with the marker and cover as many models as possible. Any models covered resolve 1 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 hit.</div></blockquote><br /> <br /> Ok i am deffinately going to use this]]></description>
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				<pubDate><![CDATA[Sun, 20 Sep 2015 14:55:16]]> GMT</pubDate>
				<author><![CDATA[ Madoch1]]></author>
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				<title>Re:Sewer level</title>
				<description><![CDATA[ Let me know how it goes and what Stateline you come up with for Horror Of The Deep. Unfortunately I have made up more narrative based rules than played actual games.]]></description>
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				<pubDate><![CDATA[Sun, 20 Sep 2015 17:06:23]]> GMT</pubDate>
				<author><![CDATA[ AfrikProphet]]></author>
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				<title>Sewer level</title>
				<description><![CDATA[ Zones alreaady gives templates and blasts shred.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 15:46:38]]> GMT</pubDate>
				<author><![CDATA[ Desubot]]></author>
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				<title>Sewer level</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/41f4b2ef0ea46e830f5d15c6b3835a5e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/664269/8139012.page"><b>Desubot wrote:</b></a><br/>Zones alreaady gives templates and blasts shred.<br /> <br /> </div></blockquote><br /> <br /> like i said in the first post. I am already using Zone Mortalis as a template for the match. most if not all of Zone's rules will be preasent.<br /> <br /> Im just trying to get some extra rules specifically for the sewer scenario.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 23:47:41]]> GMT</pubDate>
				<author><![CDATA[ Madoch1]]></author>
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				<title>Sewer level</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/504780cc222d767436283c3088fc6ab0.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/664269/8140276.page"><b>Madoch1 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/41f4b2ef0ea46e830f5d15c6b3835a5e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/664269/8139012.page"><b>Desubot wrote:</b></a><br/>Zones alreaady gives templates and blasts shred.<br /> <br /> </div></blockquote><br /> <br /> like i said in the first post. I am already using Zone Mortalis as a template for the match. most if not all of Zone's rules will be preasent.<br /> <br /> Im just trying to get some extra rules specifically for the sewer scenario.</div></blockquote><br /> <br /> Oh no it was a reply to some one else.<br /> <br /> probably should of quoted <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2015 23:50:27]]> GMT</pubDate>
				<author><![CDATA[ Desubot]]></author>
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