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Discussion Starter · #1 ·
Hey all, I decided I may aswell start a new thread of this, as updating all the scenarios would have become a little hectic and confusing.

+Weather Patterns+

Agri Worlds


Hail
Hail the size of golf balls are pounding your warriors like a drum. Moving Infantry and Swarms requires a difficult terrain test. Open-topped vehicles crew may not fire if the vehicle moved in the movement phase. Jetbikes, bikes and jump infantry must take a dangerous terrain if they moved at their full speed including turbo boosters. Monsterous Creatures, Tanks and Skimmers do not suffer any of the rules of Hail. Hail ignores cover unless it has protection from above (e.g a roof or a densly packed tree-top), so cover saves cannot be used for units needing to take a dangerous terrain test.

Heavy Rain
A rainstorm rolls over the battlefield, severely hindering visibility. All units are subject to the Night fighting special rules.

Lightning Storm
Vicous lightning strikes tear across the battlefield, ripping at the landscape with electricuted forks of death. At the beginning of every players turn a lightning bolts strikes the table. A scatter dice is rolled and placed at the centre of the table, 3D6 is then rolled which determines how many inches away from the scatter die's direction the lightning bolt strikes, just like you were using a missile launcher or deep striking. If the scatter lands on direct hit, it is re-rolled until it lands on a direction. The lightning bolt is represented by a small blast marker, Strength 4, AP 6.

Harsh Winds and Gales
Howling winds are ripping at your army, grinding your advancement to a steady slow. The players roll a D6 whoever scores the highest on the dice gets an extra D3 to their Run to signify the wind blowing on their side. Infantry and Swarms must take a difficult terrain test when moving in the movement phase. Units with turbo boost may not use it. Tanks, Skimmers and Monsterous creatures do not suffer any of the rules of Harsh Winds and Gales.

Twister
On most worlds, the planet is prone to tornadoes or 'Twisters'. Tornadoes often appear with little warning and can take a huge toll on the area around them. The Twister is represented by a large blast marker, and is placed in the centre of the table to start. At the beginning of every turn, a scatter dice is rolled, determining the direction of the twister, and 2D6 are rolled to determine the distance it is moved. If the scatter lands on a Direct Hit, re-roll it until it has found a direction. Any units below must take a dangerous terrain test and may not move for the rest of that go.

Dust storm/Fog
Although fairly uncommon on temperate worlds, they are still not unheard of. All units on the table are subject to Night Fighting rules

Rodent Swarm
Similar to the locusts that used to inhabit Old Terra, flying rodents zoom across the battlefield consuming anything they can lay their mouth-parts on, ah the Tyranids would be proud. Like the twister, a small blast marker is placed in the centre of the table. Each turn, a scatter dice is rolled and 3D6 rolled to determine direction and movement. Each unit under the small blast marker take dangerous terrain tests when they move.


Ice Worlds

Blizzard - By MidnightSun
A furious gale of snow and ice whips around the battlefield. All movement and range is halved as warriors struggle through the mounting snow banks, and walk doubled against the shards of flying ice. This includes assaulting distances. Skimmers must roll a Dangerous Terrain test if they move, as ice and snow gets caught in the anti-grav motors. Other vehicles may only move 2D6 inches as the tracks are unable to find purchase on the slippery ground.

Snow
If Snow is in play, all weapon ranges are reduced by half to signify the huge reduction in visibility.

Sub Zero Drop
The temperature rapidly drops, freezing pipes, wheels and weapons alike. At the beginning of each turn a D6 is rolled. On the roll of a 1,2 or a 3 the temperature descends drastically and stays below freezing for the rest of the turn. On the roll of a 4+ the temperature stays at an ideal condition. If the temperature does decrease, all Vehicles and must roll over a 4, if they roll under this the weapon suffers a Crew Stunned to signify the freezing of the weapons, joints, ammunition and barrels.

Im planning to make some desert world and alien weather patterns soon, and would love some suggestions for the Alien world guys :) Oh and please feel free to add any you want to the lists above. :D
 

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Well the hurricane should really if catching ppl should cause hell-so maybe Initiative test or Strengh 5 AP- hits anyone under the templete, saide from that sweet :)
Specially like the agri world-sounds a oportunity to make shelters
 

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Defiantely have a look for and a read of the 'Winter War' senarios on the main GW website... they're great for giving ideas of different effects... such as Flmers fiding it hard to ignite in extreme cold etc.
 

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Here's an idea if you like it.

Populated world.
Strong Acidic rain:

All armour saves are reduced by one, e.g. Marines get downgraded to a 4+, Guys with 6+ loose their save. And all armour values on all sides on vehicles are reduced by one to a minimum of 10 e.g. Land raiders become 13 all round. The acids in the rain corrode armour plating.

Maybe also an effect like all water features automatically become dangerous terrain. And maybe something like all unarmoured people take some low strength damage at the start of the battle (strength 1 ap- invun and FNP allowed)

Just an idea.
 

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Probably best not to have that last bit. Marines don't need the help. :grin:

Downgrading saves makes a lot of sense, though.

Besides, everyone's armoured in some way in 40k, even the servitors. Eldar have technobabble and plastic, IG has full body armour and respirators and presumably variants for death worlds and the like, and Tau have their suits.
 

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I do agree with you hungry. apart from that Coca very nice rule:D

I'm going to take a leap of faith hear.

Daemon world.
Unstable reality
At the beginning of each of the 1st players turn roll a D6 for each bit of terrain, on a 6 that bit of terrain and the next piece of terrain a 6 is roll on is swapped. Including any models that are inside the terrain.
up to a total of 7 swaps are made per turn
[This may split up squads, in witch case they now count as two separate squads]

If that’s a bit much

Industrial World
Oil fields
All weapons that use heat base projectiles- Flamers, Meltas and Plasma weapons. when rolling to hit, on a 6+ [for flamers roll a D6 when firing] the weapon ignites the oil around the model. place a small blast marker centred over the model in question all models under the marker take a automatic S3 AP- hit.
 

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firstly, don't scatter dice have an arrow on the "hit" side for weapons that scatter no matter what? so you don't need the re-roll mechanic.

secondly for the twister, i would make it so every model under the templates path have to roll a D6 and to be removed as a casualty on a roll of 5+ (to represent the twister sucking them up into the sky/being impaled by debris carried by the twister

thirdly why are skimmers immune to the harsh winds/gale weather condition- surely these would eb the units most affected by them due to the hovering that they do (i.e. a balloon is moved further by wind than a shed)

Also i would simplify the chart by having players either choose/roll for the enviroment, with the weather descritptions being on it like below

Roll a D6 for enviroment:

1= Agri World
2= Hive World
3= Ice World
4= Forge World
5= Desert World
6= Death World

Roll a D6 for initial conditions:

1/2/3/4= Level 1 Weather
5/6= Level 2+ Weather*
* Roll D6 on conditions chart for weather type (re-roll 1's)

Roll a D6 to see what happens to the weather

1/2= weather gets better**
3/4= weather stays the same
5/6= weather gets worse**
**or 1/2/3 better if at worst weather level and visa versa

Level:Weather Conditions (set out in Agri World/ Hive World/ Ice World ect)
Level 1:Fine, clear, normal weather
Level 2:Rain/ Fog/ Snow/ Smoke/ Dust Storm/ Bug Swarm= Use night fighting rules
Level 3:Strong Winds= all infantry movement reduced to D6. Roll a D6 for each skimmer on the table, a roll of 6 results in a glancing hit
Level 4:Heavy Rain/ Acid Rain/ Hail/ Toxic Smoke/ Sand Storm/ Deadly Bug Swarm= Infantry take difficult terrain tests, Bikes/Jetbikes take dangerous terrain tests
Level 5: ??
Level 6: Lightning Storm/?/ Blizzard/?/Twister/?=a large blast marker is placed in the centre of the table to start,every turn a scatter dice and 2D6 are rolled to determine the path. Any models below the path take a wound (Saves allowed)

that's how i'd dop it anyways, unsure what to put for level 5 and some of the other levels conditions for the individual enviroments.

game wise it would procced like this:

Roll D6 for enviroment, result is 3 which is a Ice world
roll D6 for initital conditions, result is a 5 which is bad weather
Roll D6 for which bad weather condition is in effect, result is a 2 which is Strong winds.
This lasts until player 2's first turn, he then rolls a D6. The result is a 6 which means the weather goes from level 2 (strong winds) to level 3 (Hail).
 

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I get were you are coming from lawrence.
And i do like the idea of changing weather.

But IMO i find the idea of the effect lasting the hole game, for purely simplifing the game. Its alot easyer to manage.
 

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Discussion Starter · #9 ·
I too see where you are coming from lawrence, but this is not a random generator, it is simply ideas for the weather. You're methods make it more realistic, but keeping it the way I and other have suggested is much simpler.
 

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Misc Worlds
Meteorite Shower (Unforgiven32)
Roll a die for each unit on the table on a 6 plus on the first turn the unit suffers. Strength 6 AP- Small Blast no cover saves allowed hit.
Vehicles are shaken.

This roll is made at the beginning of each of the 1st players turns.
 
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