View Full Version : Weather Effects Rules
Hialmar
16-01-2009, 12:09 AM
Have any of you seen or have you tried to use any sort of weather effects in your games of 40K or alternatively any "planetary" effects that alter the game in some way? I have been giving this some thought and may try develpoing my own if I cannot find any, or alternatively I may further develop some rules that someone else has started.
gamer123789
16-01-2009, 12:15 AM
ya i remember the people on the australian site talking about this
Hope it helps
Consadine
16-01-2009, 12:24 AM
I haven't seen weather effects other than some homebrew rules, like a custom bit of terrain that's so big that you roll so many dice for (usually 2D6) and a scatter to see where it goes, think sandstorm.
I know the 3rd edition rulebook had a bunch of tables to roll for world-specific terrain, if I remember correctly there were some weather-based entries.
Arkaedin
16-01-2009, 12:59 AM
I have stuff in my beta Kill Team rules (http://astronomican.com/forums/showthread.php?t=9209) if you want to check them out. Using them in games is really fun (also, they are being finalized in Issue 3 of the astro mag, so watch out for that hopefully later next week ;) )
Cathlimir
16-01-2009, 11:28 AM
Yeah, third edition has some stuff about blizzards
Basically players decide how big it is, entire playing field or smaller and randomly moving over the field with a speed of 12" per turn.
All movement in a blizzard counts as difficult terrain.
Accurate firing is limited to a range of 12", beyond that a 6s are needed to hit regardless of ballistic skill
Hialmar
16-01-2009, 04:56 PM
Thank you all for the information. I will take a look around to see what I can use and if I come up with anything worthwhile or have anything to add I will post it here.
Marticus
17-01-2009, 10:01 AM
i think there was a bit on this in a wd a while back....
gamer123789
17-01-2009, 10:17 PM
yep like you mean gasses and flesh eating chemicals and stuff like that that start on the map?
Silver
17-01-2009, 10:32 PM
Hmm I could imagine the gases have these profiles:
Flesh Eating: S6 AP6, re-roll failed wounds; apocalypse blast
Chemical/corrosive: S4 AP2; apocalypse blast
Poison: SX AP D6 big blast (X= always wounds on 4+, regardless of target toughness) AP= roll dice.
blast markers scatter 2D6'' per turn in scatter direction, they never linger (so if you score a hit, they still scatter in the direction indicated by the small arrow)
Roll a D3. 1 = flesh eating, 2= chemical/corrosive, 3 = poison
Before game starts, roll a dice. On 1-3, the gas is placed at the beginning of the game at the center of the gaming board. On a 4-6, four of the blast markers of the same gas are placed at each table corner, with the centre hole touching the edge. If gas scatters off table, remove it completely.
How do you guys like the rules?
Here's another one to think about:
Radioactive objective/marker. Stats:
range: 3D6'' (roll before game starts). Once models come into contact with, or are inside the radioactive area, roll one die per model at the end of the movement phase. On a 6+, it is removed as a casualty with no saving throws of any kind allowed. Repeat every game turn as long as the model stays inside the area.
Arkaedin
18-01-2009, 12:11 AM
Totally forgot, Ron over at From the Warp (http://fromthewarp.blogspot.com) compiled all the official GW Hazardous Environment rules back in November. Here's the link! (http://fromthewarp.blogspot.com/2008/11/40k-hazardous-environments.html)
Farskit
18-01-2009, 07:19 AM
I was about to give that link, too. Check it out guys, its quite fun.
Hialmar
18-01-2009, 03:38 PM
Totally forgot, Ron over at From the Warp (http://fromthewarp.blogspot.com) compiled all the official GW Hazardous Environment rules back in November. Here's the link! (http://fromthewarp.blogspot.com/2008/11/40k-hazardous-environments.html)
Arkaedin, Thank you very much for the link, looks like some potentially good stuff that we can use. I think my group will try some of this out and will let you all know how it goes and if anmyone else does the same, I for one would like to know how it works out for you.
Given the fluff I have read over the past couple decades it seems that at least half of the battles are fought under less than perfect conditions and I think it would be cool and raise some interesting tactical challenges if at least some of the games are played under these types of conditions.