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house rules / scenerios

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house rules / scenerios
« on: February 11, 2002, 09:22:55 PM »
 

Warlock_Athylm

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i was bored one saturday afternoon and i had just read a story in a book about a planet that was in what they called "Choas state."  now in this state gravity was unpredictable, volcanos erupten, gysers caught just below the surface would liquify the ground... and so on and so forth... i wondered if i could somehow put that into warhammer terms, without much effort i came up with this

the imperial guard and or space marines have a small fleet of destroyers in orbit around the planet, they fired a volley of shoots before the realized that the scouts that radioed the planet for demolition are still there.  now it only take two volleys to completely obliterate a planet, and now the thing is falling apart.  the race of your choice must keep the imperial guard from getting to a luanch point, if they get there they will launch radio and the planet and the opposing player will be vaporised.  if however they are detured for enough time a small attack fleet of your race will be able to get the drop on them and ride the planet atmoshere of the space marines or imps, once this is done the planet will go through tough times but should live out the rest of its days, or atleast survive long enough for you to evake.  so basically a take and hold, if the imps or the sms have the landing pad at the end of the game the planet disappears if they dont the imps and the sms are crushed.  

but remember you are fighting on a dying world so there are certian occurences that happen...

gravity wells- depending on roll of the dice it either doubles or halfs movement of entire table...

volcanos, basically an ordinice template is place with st8 ap 1 shoots and auto imobilized vehicles, then in one or two turns the lava flow stops and the ground hardens, immobilizeing any walkers or bikes and crushing infantry

spontanous liquification- happens to half the board at a time, the ground automatically is difficult terrain, if already difficult becomes impassible.  

warp distubances
                   -transport, all units with an ordinice are transported to another place on the map
                    - warp beast, all within 12 inches of terrifyin beast must pass pinning test
                   

tell me if i should pursue the scenerio or to chuck it, and give feedback, i have more detailed instructions on how to carry out each occurence and a way to make it so on each occuring turn they get more frequent... give me a shout...
"Only as i walked through the valley of the dead did i realize the awsome power of the Eldar..."
 

Re:house rules / scenerios
« Reply #1 on: February 11, 2002, 11:12:15 PM »
 

the_Bard_72

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Early on in 3rd edition, I made up a scenario that's only weird point was that your deployment zone and the area you fell back to were different (had my reasons).  Everything else was pretty straight forward, basically a different version of Rescue, but one that encouraged more fighting that mad dashes to hide the goods.  In light of the feedback I got on this, I would only say, try to make it as straightforward as possible.  The more variables you add to any part of the mission, the more people will look at you funny.  On mine, with only that one thing out of sync, people kept saying it was "too involved" or "confusing" when they read it.  
the Bard
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Re:house rules / scenerios
« Reply #2 on: February 12, 2002, 06:00:02 PM »
 

Warlock_Athylm

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interesting... ill sleep on that one
"Only as i walked through the valley of the dead did i realize the awsome power of the Eldar..."
 

 


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