Aenir
08-23-2009, 04:10 PM
Hi there everyone, long time reader, first time poster, I am going to be running an event at my local game store, and would like your opinions on the special rules
As long as you are campaigning in the eye of terror, random things tend to happen, At the beginning of each player turn, roll a d6, this only lasts for the remainder of the turn
1-Nothing Happens, The warp swirls around you but does nothing but flicker menacingly
2-The Ground writhes and grabs at your tank treads and feet. All infantry models have the Slow and purposeful rule, Bikes, Vehicles and any non infantry vehicles roll 2d6 and can move up to their maximum move allowed.
IE a Fast vehicle rolls a 6 and a 3, it can move up to 9 or stay at 6, while a Rhino can roll 2 6s and can choose to move flat out at 12'
3- The Warp gathers itself up and blocks your vision. Play your turn as if Night Fighting rules are in play
4- Trees grow sentient and grass becomes thicker than steel, All terrain is counted as impassible, Troops inside can only shoot for this turn, and any unit fired upon is granted a 4+ Invulnerable save. Nothing else can go into said terrain as well.
5- Unspeakable horrors rise up in the corner of your vision, crying out for blood. All Units in your army must take a morale test or they become a quivering mass of jello for the remainder of the player turn and are not allowed to do anything, this does not bother Fearless troops or any equivalent, as they arnot bothered by the appearance of the spectres
6- A warpstorm appears. Place the 5' Templace in the middle of the board during the shooting phase and scatter it 3d6+5 inches, if you roll a hit, it scatters anyway. Any units under the template get moved 2d6 + scatter (always scattering) vehicles hit by the template do not move, but get turned around so that the front arc gets placed facing the direction of the arrow. In addition, while they can shoot, they cannot move next turn as their electrical systems (or equivalent) have shorted out. and they must spend the time repairing the damage
In any given player roll, if a player rolls 2 consecutive 6s, they roll for the warpstorm, but instead of moving or turning, any unit is sucked out of battle and put back into reserves (even if they are not eligible to be rolled for) and they are rolled for as normal, except all rolls for reserves are at a +1 as they were not thrown too far out
This means that on turn two, you need 3+ instead of 4 plus, turn 3 needs 2+ and turn four or later are automatic
I was thinking 500 point armies and then play as normal
As long as you are campaigning in the eye of terror, random things tend to happen, At the beginning of each player turn, roll a d6, this only lasts for the remainder of the turn
1-Nothing Happens, The warp swirls around you but does nothing but flicker menacingly
2-The Ground writhes and grabs at your tank treads and feet. All infantry models have the Slow and purposeful rule, Bikes, Vehicles and any non infantry vehicles roll 2d6 and can move up to their maximum move allowed.
IE a Fast vehicle rolls a 6 and a 3, it can move up to 9 or stay at 6, while a Rhino can roll 2 6s and can choose to move flat out at 12'
3- The Warp gathers itself up and blocks your vision. Play your turn as if Night Fighting rules are in play
4- Trees grow sentient and grass becomes thicker than steel, All terrain is counted as impassible, Troops inside can only shoot for this turn, and any unit fired upon is granted a 4+ Invulnerable save. Nothing else can go into said terrain as well.
5- Unspeakable horrors rise up in the corner of your vision, crying out for blood. All Units in your army must take a morale test or they become a quivering mass of jello for the remainder of the player turn and are not allowed to do anything, this does not bother Fearless troops or any equivalent, as they arnot bothered by the appearance of the spectres
6- A warpstorm appears. Place the 5' Templace in the middle of the board during the shooting phase and scatter it 3d6+5 inches, if you roll a hit, it scatters anyway. Any units under the template get moved 2d6 + scatter (always scattering) vehicles hit by the template do not move, but get turned around so that the front arc gets placed facing the direction of the arrow. In addition, while they can shoot, they cannot move next turn as their electrical systems (or equivalent) have shorted out. and they must spend the time repairing the damage
In any given player roll, if a player rolls 2 consecutive 6s, they roll for the warpstorm, but instead of moving or turning, any unit is sucked out of battle and put back into reserves (even if they are not eligible to be rolled for) and they are rolled for as normal, except all rolls for reserves are at a +1 as they were not thrown too far out
This means that on turn two, you need 3+ instead of 4 plus, turn 3 needs 2+ and turn four or later are automatic
I was thinking 500 point armies and then play as normal