World Of Pain
02-08-2014, 07:25 AM
Hi everybody!
We (Resedaprime game crew) are planing for our next major WH40 battle. Last battle we did was "Man the Guns" from wich you can find our rules and battlereport here at BOLS. For our next battle we go to SPACE! We will use the "Scour the Starfort" idea and rules as base for our mission (BRB p. 350-351) but we want to make some of our own rules. Here is the basic idea what we have come up and we want to ask if you have experience from doing this kind of space battles or some other ideas for us to add! We will write complete rules and post battlereports from this after playtesting.
"The Great Void"
This battle takes place in airless enviroment. Models that breath should (if possible) try to wear their helmets. =) Bike units, cavalry units and beasts are not available for armies in this mission.
Infantry units are unable to leave Starfort terrain. Models with jump- or jetpacks, instant teleport capability or jetbikes are able to move in space but they do so as moving on dificult terrain (2d6 pick highes for 6" movement units and 3d6 use two highest for 12" movement units and 4d6 use three highest for 18" movement units. They only take Dangerous Terrain checks if they take-off or land on that kind of terrain. Models with wings are considered as reqular infantry/MC etc. You canīt use wings in space.
You can only take vehicles with: Skimmer, Walker or Flyer types in this mission. Tanks or other vehicle types are not available for armies in this mission. Skimmer and Flyer (Hover mode) vehicles may only land on specific "Landing Platforms" at the Starfort. They may NOT land or end their movemet on other parts of the Starfort.
Infantry and walkers can try to move between two Starfort terrain pieces with empty space between them but each model must take a separate dificult terrain check and must make its jump to the other side. If jump is too short they are instantly removed from play as they drift into the endless void of space (no coming back for Necrons or Anwal Thawn etc).
"Cold and airless Space"
Weapons with "Gets Hot" rule donīt use it in this mission. Flamer and Melta weapons relay on oxygen or superheated air so they do not work in this mission. Plasma and Las weapons are ideal in space battle. Their range is increased by 6". Ordinace and Missile weapons use special rocket fuels that allow them to work in space, for extra weight their range is decreased by 6". Barrage weapons do not work in this mission.
"Hard Vacuum"
All to wound and armour penetration rolls of 6 to any breathing models or vehicles with live crew are considered AP2. Models that donīt breath are immune. (Necrons, daemons, Dreadnought Walkers or possessed vehicles)
"The Long Walk"
If a blast marker touches a model within 2" of the edge of the Starfort, in addition to any other damage caused take a strenght test for that model. If test is failed it has been thrown from the station to drift into space. Models with jump- or jetpacks, instant teleport capability or jetbikes can use their special equipment/ability to return to their original position (as a free, out of initiative/turn action) but they must take a Dangerous Terrain check if they return to that kind of terrain (that would normaly cause Dangerous Terrain test for them). Vehicles without Strength characteristic are immune. For characters you can use "Look out Sir!" rule to save them - just before strenght check make "Look out Sir!" roll and if successfull you can nominate another closest model from the same unit that is NOT taking strenght check at this moment. We asume that this model jumps to save his Lord/Lady risking his own life.
Vehicle that suffers Immobilized result must at the begining of its next movement phase roll a scatter dice. If "Hit" is rolled vehicle stays at that location. If arrow is rolled vehicle drifts to that direction 6" and 6" more every turn after that. Place an arrow marker to point out drift direction. Vehicle does not change its faceing. Walkers are immune.
What do you think?
We (Resedaprime game crew) are planing for our next major WH40 battle. Last battle we did was "Man the Guns" from wich you can find our rules and battlereport here at BOLS. For our next battle we go to SPACE! We will use the "Scour the Starfort" idea and rules as base for our mission (BRB p. 350-351) but we want to make some of our own rules. Here is the basic idea what we have come up and we want to ask if you have experience from doing this kind of space battles or some other ideas for us to add! We will write complete rules and post battlereports from this after playtesting.
"The Great Void"
This battle takes place in airless enviroment. Models that breath should (if possible) try to wear their helmets. =) Bike units, cavalry units and beasts are not available for armies in this mission.
Infantry units are unable to leave Starfort terrain. Models with jump- or jetpacks, instant teleport capability or jetbikes are able to move in space but they do so as moving on dificult terrain (2d6 pick highes for 6" movement units and 3d6 use two highest for 12" movement units and 4d6 use three highest for 18" movement units. They only take Dangerous Terrain checks if they take-off or land on that kind of terrain. Models with wings are considered as reqular infantry/MC etc. You canīt use wings in space.
You can only take vehicles with: Skimmer, Walker or Flyer types in this mission. Tanks or other vehicle types are not available for armies in this mission. Skimmer and Flyer (Hover mode) vehicles may only land on specific "Landing Platforms" at the Starfort. They may NOT land or end their movemet on other parts of the Starfort.
Infantry and walkers can try to move between two Starfort terrain pieces with empty space between them but each model must take a separate dificult terrain check and must make its jump to the other side. If jump is too short they are instantly removed from play as they drift into the endless void of space (no coming back for Necrons or Anwal Thawn etc).
"Cold and airless Space"
Weapons with "Gets Hot" rule donīt use it in this mission. Flamer and Melta weapons relay on oxygen or superheated air so they do not work in this mission. Plasma and Las weapons are ideal in space battle. Their range is increased by 6". Ordinace and Missile weapons use special rocket fuels that allow them to work in space, for extra weight their range is decreased by 6". Barrage weapons do not work in this mission.
"Hard Vacuum"
All to wound and armour penetration rolls of 6 to any breathing models or vehicles with live crew are considered AP2. Models that donīt breath are immune. (Necrons, daemons, Dreadnought Walkers or possessed vehicles)
"The Long Walk"
If a blast marker touches a model within 2" of the edge of the Starfort, in addition to any other damage caused take a strenght test for that model. If test is failed it has been thrown from the station to drift into space. Models with jump- or jetpacks, instant teleport capability or jetbikes can use their special equipment/ability to return to their original position (as a free, out of initiative/turn action) but they must take a Dangerous Terrain check if they return to that kind of terrain (that would normaly cause Dangerous Terrain test for them). Vehicles without Strength characteristic are immune. For characters you can use "Look out Sir!" rule to save them - just before strenght check make "Look out Sir!" roll and if successfull you can nominate another closest model from the same unit that is NOT taking strenght check at this moment. We asume that this model jumps to save his Lord/Lady risking his own life.
Vehicle that suffers Immobilized result must at the begining of its next movement phase roll a scatter dice. If "Hit" is rolled vehicle stays at that location. If arrow is rolled vehicle drifts to that direction 6" and 6" more every turn after that. Place an arrow marker to point out drift direction. Vehicle does not change its faceing. Walkers are immune.
What do you think?