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21-22
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Rockslides |
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23-24
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Loose Footing |
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25
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Sinkholes |
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26
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Tremors |
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1-3
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Minor |
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4-5
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Major |
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6
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Earthquake! |
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21-22: Rockslides
In narrow valleys, rockslides can create all sorts of problems
on the battlefield. Movement is often difficult due to recent
slides. Vehicles and men can disappear under tons of rock
in the blink of an eye. Furthermore, powerful explosions only
help to further agitate the situation!
The areas within 12" of the two short table edges are
considered to be difficult terrain. If there was already normal
difficult terrain in these "rock slide zones" to
begin with, you can now only move a mere 1D6" in these
zones. Vehicles and biker units moving through the zones will
have to take difficult terrain tests each and every turn!
Skimmers (but not Jump Pack troops – they have to land
somewhere) are immune to this effect completely.
If an Ordnance weapon is used anywhere on the table, a rock
slide will inevitably occur. In a suitable manner, randomly
choose a 12" x 12" area along one of the short table
edges. This is where the slide occurs. All vehicles in the
area are immediately immobilized. Skimmers are destroyed as
bounding rocks knock them out of the sky. Anything else in
the area sustains an S5 AP6 hit.
23-24: Loose Footing
Expanses of sandy desert, seas of gravel, flaky or brittle
rocks, and a strange geologic formation known as "crumble
rock" can lead to vehicles getting stuck and troops having
to move very, very cautiously.
All movement on the table is considered as if it were on
difficult terrain. However, roll 3D6 instead of 2D6 for movement.
If there was already normal difficult terrain on the table
to begin with, you can now only move a mere 1D6" in these
areas. Vehicles and biker units will have to take difficult
terrain tests each and every turn! Skimmers (but not Jump
Pack troops – they have to land somewhere) are immune
to this effect completely.
Also, all Tallarn models may ignore these movement limitations
because they like the sand.
25: Sinkholes
Subterranean domes and caverns lie just underfoot across the
table. Heavy machinery in the wrong place at the wrong time
can cause a collapse, sending the object to an early grave.
Roll 2D6 for every vehicle, bike, walker, and large creature
before movement occurs. Skimmers may ignore this roll. Any
rolls of 2 or 12 indicate a sinkhole has opened beneath the
vehicle. Remove the model from play as it now resides deep
underground! Place a suitably sized marker (paper, blast template)
where the vehicle last stood. This sinkhole area is now impassable
to all but skimmers and jump pack troops.
26: Tremors
Seismic activity can manifest on any planet at any time, though
some are more susceptible to such events than others. These
tremors can range in intensity and duration. Sometimes it's
merely a nuisance; while other times it can be life threatening.
A fun way to use these treacherous conditions in the game
would be to have the tremors increase in intensity from turn
to turn until an all-out Earthquake takes place.
- 1-3: Minor
Due to irregular ground movements, tracking targets is difficult.
All firing from troops within vehicles, vehicles themselves,
and non-vehicle Heavy Weapons (foot troopers, platforms, and
batteries) suffer -1 to hit in addition to any other modifiers
present. Skimmers may ignore these penalties.
- 4-5: Major
Heavier tremors continue to disrupt targeting and even begin
to affect vehicle movement. All the rules for Minor Tremors
apply for Major Tremors along with the following movement
penalties. All vehicles and bike squads must roll a 3+ on
a D6 in order to move normally. Skimmers may ignore these
penalties.
If the roll is failed, the vehicle may not move and counts
as having moved less than 6" for purposes of shooting.
Vehicles may elect not to move, but must still pass this dice
roll in order to fire all its weapons.
- 6: Earthquake!
An all-out earthquake disrupts a battle completely as the
ground shudders and heaves underfoot. All shooting suffers
-1 to hit in addition to any other modifiers present. Skimmers
may ignore these consequences. Major Tremor rules also apply
during an Earthquake as well as the Sinkhole rules.
All structures or bunkers on the table will eventually collapse
given enough time. Roll a D6 for each building or bunker at
the start of a player's turn. On a 6+ the structure is destroyed
along with any unfortunate inhabitants.
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