Post by markvaughan on Dec 6, 2009 18:19:10 GMT -5
Hey guys, I was thinking about adding in weather conditions to 40k games and so came up with some trial rules. Tell me what you think.
At the beginning of the game roll a d6. The result tells you what weather your playing in.
1. heavy winds: Blast weapons scatter even when the "hit" is rolled.
2. fog: night fight is in effect. If normal night fight is also in effect, you roll 2d6 times 2 instead of 3.
3. Rainstorm: All models moving through cover roll 1 less die than normal. IE. standard infantry have 1d6" movement through cover. Dangerous terrain tests are taken on 2d6 including vehicles. Night fight is in effect.
4. snowstorm: All maximum movement is reduced by 1". Standard infantry have a maximum movement of 5". Move through cover result is reduced by 1". Additional movement rules are also reduced by 1". IE. combat speed for regular vehicles is up to 5" and a cruising speed of up to 11".
5. lightning storm: At the beginning of each players turn, roll a d3 for every unit. That unit suffers that many lightning strikes. Lightning automatically wounds infantry models with an armor or invulnerable save of owners choice like usual. Vehicles hit by 1 lightning strike are shaken, 2 strikes are a stun, and 3 strikes are a glancing hit.
6. Erratic Weather: On every turn, the first player rolls a die. That turn is subject to the corresponding weather condition. On a roll of a 6, the player rolls 2d6 in its place. For instance, the player rolls a 6, he picks up that die and rolls 2d6 and rolls a 3 and a 6. that means its raining, than he rolls another 2d6 and rolls a 1 and a 5 meaning that its raining with heavy winds and lighting for that turn.
If you have any suggestions for changing, replacing or adding conditions than let me know. Thanks
At the beginning of the game roll a d6. The result tells you what weather your playing in.
1. heavy winds: Blast weapons scatter even when the "hit" is rolled.
2. fog: night fight is in effect. If normal night fight is also in effect, you roll 2d6 times 2 instead of 3.
3. Rainstorm: All models moving through cover roll 1 less die than normal. IE. standard infantry have 1d6" movement through cover. Dangerous terrain tests are taken on 2d6 including vehicles. Night fight is in effect.
4. snowstorm: All maximum movement is reduced by 1". Standard infantry have a maximum movement of 5". Move through cover result is reduced by 1". Additional movement rules are also reduced by 1". IE. combat speed for regular vehicles is up to 5" and a cruising speed of up to 11".
5. lightning storm: At the beginning of each players turn, roll a d3 for every unit. That unit suffers that many lightning strikes. Lightning automatically wounds infantry models with an armor or invulnerable save of owners choice like usual. Vehicles hit by 1 lightning strike are shaken, 2 strikes are a stun, and 3 strikes are a glancing hit.
6. Erratic Weather: On every turn, the first player rolls a die. That turn is subject to the corresponding weather condition. On a roll of a 6, the player rolls 2d6 in its place. For instance, the player rolls a 6, he picks up that die and rolls 2d6 and rolls a 3 and a 6. that means its raining, than he rolls another 2d6 and rolls a 1 and a 5 meaning that its raining with heavy winds and lighting for that turn.
If you have any suggestions for changing, replacing or adding conditions than let me know. Thanks