|
|
|
51
|
Ash Storm |
|
52
|
Electrical Storm |
|
53-54
|
Vicious Fauna |
|
55-56
|
Xeno Swarm |
|
|
|
|
1-3
|
Flesh! |
|
4-5
|
Tanks! |
|
6
|
Brains! |
|
|
51: Ash Storm
Ash storms are no picnic. Choking clouds affect troops, visibility
is severely reduced, and skimmers are nearly useless.
The storm will move 12" onto a randomly determined
short table edge at the start of the Turn 1. This area is
affected by the conditions outlined below. At the start of
Turn 2 and each subsequent turn, the storm expands a further
12" onto the table until the table is completely within
the storm's grasp.
All movement within the ash storm is considered to be in
difficult terrain. Skimmers may only move a maximum of 6".
In addition to this, the skimmer must take a difficult terrain
test as if it were a normal vehicle crossing difficult terrain.
This does not affect how many weapons a skimmer can fire,
only its movement.
Accurate firing is reduced to 8". For targets beyond
8", 6's are needed to hit – regardless of the shooter's
BS.
52: Electrical Storm
Powerful electrical disturbances in the vicinity of a battle
can wreak havoc on vehicles and guidance systems. For the
most part there's nothing you can do but hope for the best!
The storm will move 12" onto a randomly determined
short table edge at the start of the Turn 1. This area is
affected by the conditions outlined below. At the start of
Turn 2 and each following turn, the storm expands a further
12" onto the table until the table is completely within
the storm's grasp.
Vehicles, bikers, and Crisis/Broadside Battlesuits caught
within the storm face the possibility of electrical shortages
and fluxes every moment the storm persists. At the start of
each game turn, roll a D6 for each vehicle within the storm.
A 5+ indicates that a powerful electrical surge has affected
one of the vehicle's delicate systems. Roll a further D6 to
see what happens. A roll of 1 means the vehicle shuts down
for this turn and the next. It may not move or fire. A roll
of 2-3 indicates a random weapon has been destroyed or taken
offline. A roll of 5-6 will immobilize the vehicle and allow
it to fire only one weapon this turn.
53-54: Vicious Fauna
All forms of cover on the tabletop are infested with deadly
fauna. These could be strangle-vines, Venus mantraps, ash
clams, spine cactus, weeping ferns, chokers, killer kudzu,
poison moss, or a thousand other types of horrid plantlife.
Foot troops are affected by these conditions and operate under
the rules below, while vehicles are immune.
When a squad enters cover or starts its turn in cover, roll
2D6. A roll of 7 or doubles indicates something has gone wrong.
Roll a further D6. A result of 1 or 2 indicates a casualty
amongst the squad. Remove one model. A result of 3-6 indicates
a model of the owning player's choice is struggling with the
fauna and may still come out of the ordeal alive if the model
passes an armour save. If the model fails, then remove it from
play.
55-56: Xeno Swarm
Horrible groups of voracious xeno lifeforms can blacken the
sky on battlefields and even attack ground forces. There is
a multitude of types, but generally they fall into one of
three broad categories. Before forces are deployed, roll a
D6 to determine how many swarms will be present on the table.
Use small blast templates or suitably sized markers to represent
the swarms. Take turns placing the swarms along the mid-line
of the table that separates the two players.
A swarm moves 3D6 inches in a direction determined by the
Scatter die at the start of each game turn. The swarm will
halt once it makes contact with the first viable target in
its path. Reposition the swarm template so that it touches
as many models in the unfortunate squad as possible. A swarm
continues to move in this fashion every turn unless a "hit"
is rolled on the Scatter die. In this case, move the swarm
in the direction of the "i" in "hit,"
resolve any effects, and then remove it from play. The swarm
has exhausted itself!
Feel free to mix up the three swarm types listed here if
you want to use more than one type during a game!
- 1-3: Flesh!
This type of swarm is dangerous only to foot troopers and
bikers. The swarm will simply ignore regular vehicles. Razor
sharp teeth, claws and stingers make short work of the target,
no matter what type of armour they happen to be wearing.
Models touched by the swarm template are enveloped by the
seething mass and suffer an S2 hit with no saving throw allowed!
This effect will always wound on a 6, even if the target is
considered to have too high a Toughness value.
- 4-5: Tanks!
This type of swarm is dangerous only to vehicles and bikers.
The swarm will simply ignore regular foot troopers. These
swarms are attracted to heat, excrete acid, or carry an electric
charge, making them bad news for the moving parts of a vehicle.
A vehicle touched by the swarm template will immediately
become immobilized on a 5+ with a D6 as the creatures clog
intakes, drive shafts, treads, and pester/devour crewmen.
- 6: Brains!
This type of swarm is dangerous only to psykers and synapse
creatures. The swarm will simply ignore anything else. These
strange creatures hunger for warp energy and will stop at
nothing to get it!
A psyker touched by the swarm template has to fight off
the warp-charged creatures or die. The psyker under attack
and the swarm itself both roll 2D6. The higher roll survives
the attack and stays on the table. Reroll any ties. If the
swarm fails, it is removed from play. The same goes for a
losing psyker.
|