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Discussion Starter · #1 · (Edited)
Hey guys, while reading a terrain generator online, I thought to myself, this is all scenery, wouldn't it be good if there were some special weather rules in a game of warhammer?
I had a few examples in my head, and everyone can feel free to add what they like. If this thread lifts off the ground a little, I would compile all of the differant weather into one thread under different categories. E.g Death world, Ice World etc along with the user who crteated the weather idea.

Hail [All worlds]
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 [All worlds]
A rainstorm rolls over the battlefield, severely hindering visibility. All units are subject to the Night fighting special rules.

Lightning Storm [All worlds]
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 [All worlds]
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 - unxpekted22
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 [All Worlds]
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 [All Worlds]
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.

Sub Zero Drop [Ice world]
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 must roll over a 4, if they roll under this the vehicle suffers a Crew Stunned to signify the freezing of the weapons, joints, ammunition and barrels.

Blizzard [Ice worlds] -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.

Extreme heat [Desert World]-unxpekted22
The heat of the world during the time of the battle, combined with wearing armor and carrying weapons, is so intense that the warriors are prone to heat exhaustion, severe dehydration, heatstroke...what have you.
At the beginning the Turn 3, all players must take a leadership test with a -1 modifier for all of their troop units. For any unit that fails his test, their bodies give in to the effects of the massive heat and so for the rest of the game they suffer a -1 modifier to both their ballistic skill and Initiative.

Sonic Boom [Xenos, Daemon Worlds]
Sonic booms are heard resonating amplified in your warriors eardrums. The "booms' are erratic and are heard at random intervals. This is very daunting and unnerving. To show this all unitshave a -1 to their leadership values


I have a few more that I'd like to post later on, and anyone else can fell free to add to this :)
 

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Blizzard: 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.

Midnight
 

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Sounds like a good set of ideas :). Reminds me alot of the Winter War senarios that GW published on the main website a few months back.

Always thought tht 40k could do with some weather related rules for senarios, afterall, in reality... you not going to be fighting on perfectly clear, perfectly temperate days all the times. In the world of 40k your going to get things like Acid Rains, sandstorms, smog banks etc to really mess up the battle feilds your stuck on.
 

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I am going to try and use one of these in one of my games as soon as I get a chance.
 

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Tyranid Landscape: The world has been infected with Xenos scum. The Tyranid menance has taken the world and the land itself is turned against the inhabitants.

At the beginning of the game, the tyranid player may roll 2D6, if 10+, he does not require Synapse the first turn, at the beginning of every turn afterward, he may roll again, this time it must be an 11 or a 12. If at any point he rolls below 5 after the first turn, all of his Creatures go into Instinctive Behavior.

All Non - Tyranid players roll only 1d6 into difficult terrain. Any Orbital weapons and Deepstrike actions from above use 3d6.

I think this would be fun for Tyranid battles. The sky blotted out by swarms of bugs, making the strike more haywire. The woods and craters filled with Capillary towers and Tyranized Flora. The bugs being able to move with freedom but at the same time they may be overwhelmed and just go nuts.
 

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a couple ideas

Twister:

opposing air fronts collide over the battlefield creating a tornado effect. Use the same method for the lightning strikes to figure out where it initially lands. However, at the beginning of each player's turn after it lands roll the scatter dice again to see where ot moves to and any infantry unit within 6'' of it is considered to be pinned for that player's turn. If a ground based vehicle (and walkers) is within 6'', then it suffers a crew stunned result but is also considered to be hidden by the swirling winds and therefore is treated as if it fired smoke launchers. Any hovering vehicle, skimmer, or jetbike caught within 6'' of the twister must take their own scatter die test to see where they end up (or maybe just a difficult terrain test would be sufficient).

Extreme heat:

The heat of the world during the time of the battle, combined with wearing armor and carrying weapons, is so intense that the warriors are prone to heat exhaustion, severe dehydration, heatstroke...what have you.

At the beginning the Turn 3, all players must take a leadership test with a -1 modifier for all of their troop units. For any unit that fails his test, their bodies give in to the effects of the massive heat and so for the rest of the game they suffer a -1 modifier to both their ballistic skill and Initiative.
 

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Here are a couple of weather idea's for someone to expand upon, (I am no good at making up rules and such.)

Sandstorm

toxic fog

meteorite showers

acid rains

radioactive fallout

volcanic ash clouds

Extreme heat

Blinding sun

daemonic storms

Vacuum of space

Low/high gravity
 

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Actually their are already rule in the main book for fighting in a vacuum.
 

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I like your rules you've come up with hear, nice work LJT_123.
 

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Blinding Sun(Unforgiven32)
All players use night fighting rules to represent the intense light the sun gives off. No unit may blindfireas targeting arrays are scrambled and are of no use.

Meteorite Shower(Unforgiven32)
Roll a die for each unit on the table on a 6 plus on the first turn the unit suffers 3d6 strength 6 ap- hits no cover saves allowed. vehicles are shaken/stuned(forget which one makes it unable to shoot). Subsequent turns lower the roll needed to hit.
 

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Discussion Starter · #15 ·
Meteorite Shower(Unforgiven32)
Roll a die for each unit on the table on a 6 plus on the first turn the unit suffers 3d6 strength 6 ap- hits no cover saves allowed. vehicles are shaken/stuned(forget which one makes it unable to shoot). Subsequent turns lower the roll needed to hit.[/QUOTE]

While meteorite shower is a brilliant idea, and the chances of rolling a 6 (you can't get 6+ on a dice :)) are pretty thin, there are alot of units out there with toughness 3 and a strength 6 hit would kill them instantly. There is also a chance that on the 3D6 that you roll an insanely stupid number like 15 or above which could be the death of an entire squad in one turn.

I like your enthusiasm and I appreciate your contribution towards the thread:biggrin:, and will work with you on this weather pattern.

Thanks,
Lewis
 

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It looked great on paper.
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These look like alot of fun.
 

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Discussion Starter · #20 ·
New one added guys, called sonic boom, which was inspired by the Eisenhorn novel :D. Check the bottom of the list, more to come guys.
 
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