Author Topic: Battlefield Special Features  (Read 8132 times)

Offline warzoneD

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Battlefield Special Features
« on: February 07, 2008, 05:57:39 PM »
Battlefields often have some kind of unique terrain features that may directly affect the battle’s outcome.  These special features may take the form of unique terrain, or field wide effect (E.g. extreme weather).    You and your opponents should decide how many special features you want, but it’s recommended to have no more than 2 per battlefield.  Choose or roll a D20.

Battlefield Special Features & Effects (D20)                     
1.   Aircraft wreckage (Terrain) – The hulk of a cargo plane rests in the middle of the field.  Each model may spend 1 action per turn searching the plane.  Roll a D20 on an 15+ the model finds something.  Once the plane has been searched it may not be searched again.  Roll a D20(and divide by 2)—

1.   Ammo –  Model may Take any one load out permitted for free.
2.   Medicine  - Model may act as if it has Medic: 5.
3.   Melee Weapons – The model may equip with any melee weapon from its force list.
4.   Grenades - The model may equip with any grenade.
5.   Contraband/Loot – Gain +5 VP for this battle if this model survives.
6.   Combat Drugs  - The model may boost his MV, or CC, or ST by 1 for this battle.
7.   Ranged Weapons - The model may equip with any assault rifle or side arm from its force list.
8.   Heavy Weapons - The model may equip with any LMG or HMG from its force list.
9.   Flame Thrower - The model may equip with any flame thrower from its force list.
10.   Arcane Books – If the model can channeled powers it may choose an extra power for this battle.

2.   Restless Natives – You’ve disturbed sacred ground or a peaceful enclave of the planet’s natives.  D20+4 natives swoop down from the trees (emerge from the brush, underground tunnels, etc.) and join the battle in the direct CENTER of the table and attack the nearest unit.  If they survive they will turn on whatever unit is next closest.
Type   CC   RC   PW   LD   AC   WD   ST   MV   AR   SZ
Grunt   7   7   3   7   3   1   4   4   16   2
Leader   8   8   3   8   3   1   5   4   17   2

D20      Weapon (to determine tech level of natives)            
1-10      Battle Sword (ST+4) & Primitive Missile (CC -2  PB 2  SR 0  MR -1  Dam 8)
11-15       Battle Sword  & Punisher Hand Gun.  Leader has Greatsword.
16-20      M-50 Assault Rifles with bayonets.  Leader has M-516 Shotgun.

These could even be space pirates whose den happens to lie on the battlefield.

Feel free to use any spare models as these fighters (We use some plastic figs from the Star Wars Minis game.  Feel free to spice up native forces for more interesting troop types.  For fun here’s a conversion for the Mustafarian Flea Rider mini.
Martian Grrzzat Riders
Type   CC   RC   PW   LD   AC   WD   ST   MV   AR   SZ
Martian   10   7   4   9   3   3   3   -   18   2
Grzzat   10   -   -   -   3   -   7   5   -   2

RIDER WEAPONS: Poison Hunting Javelin, Marsite Fire Spear (CC 0, Dam ST+6, Uses Mount’s ST on charge), Poisoned Hunting javelin (CC -1, PB 1, SR: 0, Residual Damage) .
RIDER SPECIAL:  Gunslinger, Deadshot, Secondary Attack.
MOUNT SPECIAL:  Natural Attack(10), Climb, Leap, Residual Damage (Poison - AR roll or suffer -2 penalty for all rolls rest of game).   
3.   Sludge Pool (Terrain) – Mark out an 12” x 12” area of the field.  This area is matted with an ankle deep thick slime pool -  Models moving or on this terrain must roll a D20.  On an 18+ they fall prone and must spend an action getting back up.  Models fighting in close combat fumble on an 18+ instead of a 20.

4.   The Lagoon Monster – Something lives underneath that lake (river, pool of goo).  Anyone approaching within 3” of the water will be attacked by a tentacle.  Roll a D20 vs. 2xST.  On a failed test the model is pulled under the water and killed.

5.   Martian Piranha’s ¬– This body of water is infested with man-eating fish.  Models crossing through it must roll a D20 vs. 3xMV or perish.

6.   Rats - Pick a piece of terrain area has been overrun with hordes of mutant rats.  While they pose no lethal danger, models within 6” of this terrain must make a LD test or become panicked by the hundreds of rodents crawling all over them.

7.   Dusk – The sun will set in D20 turns.  After which the fight will be in moonlight/Starlight.  Roll a D20.
      
Roll      Night Sky      Game Effect            
1-10        Full Moon       Max LOS = MR (24”)
   11-15       Half/Crescent Moon    Max LOS = SR (12”)
   16-20       Starlight       See Night Fight (#15) for more details.

8.   Plague of Insects ¬– The air here is thick with millions of insects have gathered on this battlefield to mate.  Their buzzing, biting, and flying has reduced visibility to MR and all mortal troopers are at -2 LD for the entire battle.

9.   Mystical Monolith (Terrain) – A giant mysterious monolith on the field has strange mystical properties.  When the first troops approach within 6” of the monolith roll a D20.  Unless otherwise stated, all effects only last as long as the troopers remain within 6” of the monolith.  Whatever this first roll is, is the affect the monolith will have for the rest of the game.

1.   Healing - All models gain Regenerate: 5
2.   Shield - All models Immune to all RC attacks outside the 6” aura.
3.   Battle Lust - All models are now subject to Berserk.
4.   Spirit of Hate - All models have HATE: 8 for everyone else inside the 6” (yes even friendlies).  This hate decreases by one level for every turn after the time the model leaves the aura (7, 6, 5, etc.).  Furthermore this Hate is like a disease and any model within 2” of this model must save vs. 2x PW or contract the Hate themselves.
5.   Might - All models inside Gain +1 ST.
6.   Magnifying Lens - All opponents outside the Aura are treated as if being targeted at SR no matter how far away they are (ignore range penalties for MR, LR, or ER.  Note: If a weapon’s range band can’t reach that far, than the enemy is still out of range and can not be shot.
7.   Eldritch Defense Pylon – All models take a S10 hit or arcane energy.  Any model within 2” of this model is also hit as the bolt is channeled through him, etc., until there is no one else in 2.”
8.   Light – All models are now Blessed
9.   Invisibility – All models are hidden and may not be spotted by anyone outside the aura
10.   Possession – D20 vs. PW.  If failed, model is possessed by monolith’s evil spirit.  Have your opponent pick a model on your side.  Possessed Troopers will move towards that model and try to kill it in melee combat.  If they succeed pick another model and do the same.  Only AFTER possessed troopers have attacked, are you permitted to kill and them.
11.   Weakness – Models lose -2 ST.
12.   Invulnerability – Models are treated as if they have the Impenetrability ability.
13.   All Seeing – Models may see all hidden opponents, though are unable to warn the comrades.
14.   Tendrils of Death – Roll a D20 vs. PW.  Models that fail are transformed into undead legionnaires.  Will affect any other model within 2” of this model and so on, until there are no more models within 2.”
15.   Spirit of Vengeance – Pick one model inside the aura, and model on the enemy’s side.  You must go slay that model in melee combat.  Gain +2 CC, +2 ST, +2 AR, and +2 WD when facing this enemy.  You are immune to panic or fear and any powers that enemy has, until he is dead.
16.   Peace – You models no longer wish to fight.  They simply sit down and watch the battle.  They are also immune to harm inside the aura.
17.   Dominating Whispers – Make a LD test.  Models that fail become Heretic Legionnaires.  Will affect any other model within 2” of this model and so on, until there are no more models within 2.”
18.   Cleansing Bolt – Any Dark models entering the aura must roll a D20 vs. PW.  If they fail, they are purified of evil.  Replace this model with a grunt trooper for your opponent.  Will affect any other model within 2” of this model and so on, until there are no more models within 2.”
19.   Courage – All models gain +4 LD
20.   Make up your own—

10.   Wandering Monster – The battle disturbs the lair of native fauna causing them to attack your troops.  You can any special creature from the UWZ rulebook (pg. 100, section 16.1) or you can use any spare models as these creatures (We use plastic figs from the AD&D Miniatures game.  For fun here’s a stats for using the Fiendish Girallon and the Purple Worm figs.
Type      CC   RC   PW   LD   AC   WD   ST   MV   AR   SZ
Venetian Ape   12   -   4   10   3   2   7   4   17   4

SPECIAL: Ferocity, Berserk, Climb, Camouflage: 3, Natural Attack: Fists (13), Secondary Attack (no penalty). Predatory Sense: 4, Thunderous Roar, Enhanced Charge: 2.
Type      CC   RC   PW   LD   AC   WD   ST   MV   AR   SZ
Arctic Worm   14   -   4   12   3   6   12   3/6*   24   6

WEAPON: Swallow (Model may not be treated by a medic and is killed.  Attacked models may “dive for cover” to avoid hit).
SPECIAL: Dire: 5, Tunnel, Predator  Sense: 6,  Natural Attack(18x3)    *= Tunneling move – Ignores terrain.

11.   Explosive Gas Pockets – This battlefield is pocked with cracks in the earth from which highly combustible gases are disgorged into the open air.  Anytime a player rolls a 20 during this battle, his trooper as fired across such a pocket.  Place a small explosion template over the trooper.  Every model beneath it suffers a Dam 10 hit.

12.   Live Volcano – A live volcano not far from the battlefield has coated the battlefield in a thick layer of choking ash and clinker. This ash layer causes all models to make level 2 Hazard Checks every time they activate.  Failed test results in a -2 penalty for the turn from choking.

13.   The Cultist Temple – Smack in the middle of the battlefield is a temple belonging to a secret cult.  Use the Horde Trooper stats on pg 514.  In the first round of the game.  4 Cultists will emerge from the temple and ring a bell.  Every round 4 more cultists will arrive from surrounding village and charge on to the field from a table edge to defend their temple (Roll a D20 and nominate each side of the table for each 1-5 on the die).  These cultists will attack the nearest squads.  After 10 rounds the cultists will stop coming.  If you don’t have enough figs you can use glass beads or poker chips. 

14.   Hostile Flora (Terrain) – Choose a piece of terrain.  A hostile form of plant life grows there. Models moving within 6” of this plant suffer a ATS 12 attack or become paralyzed from poison until the end of the battle.

15.   Night Fight – The battle takes place on an utterly moonless night.  Use these rules for night fighting.
•   LOS is reduced to short range or less.
•   RC attacks beyond PB suffer -4 penalty.
•   Spotting suffer -4 penalty
•   Command Radiuses are reduced by -2”
•   Squads outside SR may be targeted if they have fired during the current round (due to muzzle flash) but are still -4 to hit.
•   Flares or Starshells may be used to light up sky and cancel penalties.  Load-Outs like tracer rounds or night vision will also reduce or cancel night penalties and LOS restrictions.

16.   Downpour – The battlefield is being deluged by rain.  All movement is reduced -1.  Visibility is cut to MR.   Also every time a trooper moves, roll a D20.   On a 20 he slips and falls prone and must spend 1 Action to get back up.

17.   Seismic Activity – The battle is plagued by seismic quakes – every turn during Initiative roll a D20 on a 18-20 there is a quake and all models are -2 to their rolls.  For more excitement have each squad make a D20 roll vs. their Mvx2.  On a failed test, that squad falls prone.

18.   Storm – During the battle the weather intensifies into a storm.  Choose the storm most appropriate for your battlefield.  For more flavor use these “weather change” rules.  Roll a separate D20 during initiative.  On a 1-16 the storm worsens, increase the penalties or ATS by -1 and reduce visibility one range band.  On a 17-20, the weather suddenly clears up.  If the storm clears, roll again each turn.  On a 1 or 20 the bad weather starts up again.

•   Acid Rain – A highly corrosive rain is showering this battlefield.  When a quad activates treat as an ATS 14 hazard.  Visibility is limited to LR.

•   Fire Storm – No know exactly what caused this odd cosmic event, but somehow blazing balls of fire are raining down from the skies.  Every time a squad activates roll a D20.  On a 20 one trooper is struck and killed.  LD is at -1 on this field.

•   Hail Storm – Thick chunks of icy rain are pelting this battlefield.  While not overly dangerous it is distracting for firing.  RC is at -1.

•   Lightning Storm – Amid the rain this field seems to be attracting an unnatural number of lightning bolts down from the sky.  The fact that the troopers are running around in metal gear with steel weapons doesn’t improve matters.  Use the Rain Storm rules and every time a squad activates roll a D20.  On a 20 one trooper is struck with an ATS 4 hit.

•   Meteor Storm -  This battlefield unluckily is also being pelted with debris from a  meteor storm that struck the planet in this region.  Every time a squad activates roll a D20.  On a 20 one trooper is struck with an ATS 6 hit.

•   Rain Storm – This whipping driving rain.  All movement is reduced -1.  Visibility is cut to MR and all LD,  CC, and RC is at -1.   Every time a trooper moves, roll a D20.   On a 20 he slips and falls prone and must spend 1 Action to get back up.   

•   Sand/Dust Storm-  A savage dust/sandstorm is ravaging this battlefield.  Visibility is cut to SR. 

•   Snow Storm – The battlefield is whipped by a blizzard.  All visibility is cut to SR.  RC is at -2. 

•   Wind Storm – A gale wind is whipping across the battlefield.  RC attacks are at -1.   When moving models must roll a D20 vs. ST x2

•   Radioactive Soil – A radiation storm has poisoned the land here – ATS 3 or model is reduced to ½ stats from poisoning.  Mark with a counter or die.

19.   Fog – A strange fog has settled across the field.   Roll a D20.

Fog Table
D20      Fog Level         Effect            
1-10        Level 1 (Light Fog).        Max LOS = MR (24”).
11-15        Level 2 (Medium Fog).   Max LOS = SR (12”)
16-20       Level 3 (Dense Fog).        Max LOS = PB (6”)

Every turn roll again during the initiative.  If you roll a higher level than the current fog, increase the fog by one level (max 3).  If you roll a lower, decrease it by one level (min 1).  If you roll a 1 or a 20 the fog mysteriously vanishes.

20.   Invent Your Own.

Enjoy

D

Offline PhillySniper

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Re: Battlefield Special Features
« Reply #1 on: February 07, 2008, 06:42:44 PM »
Kewl ideas. You have the makings for a great ruleset for a campaign system of sorts.

You should pull them all together and come up with some overall rules and maybe some of the guys that live close can playtest them for you.
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Offline Topkick

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Re: Battlefield Special Features
« Reply #2 on: February 07, 2008, 07:10:47 PM »
He has some campaign rules floating around the net and has offered them to people here. I have a set.

Dane is it cool if I shoot them to the Philly crew or do you want the honors? It's your baby after all so you have the right to throw out the ceremonial first pitch  if you want it.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. - Dr. Seuss (1904 - 1991)

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Offline warzoneD

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Re: Battlefield Special Features
« Reply #3 on: February 07, 2008, 09:04:10 PM »
Sure think TK, send it out with my blessings.

D

Offline Enker

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Re: Battlefield Special Features
« Reply #4 on: February 08, 2008, 12:01:49 AM »
WarzoneD, you definetly have to much free time.  :o
Cool ideas
Marines! Lets kick some A S S!

Offline Veez

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Re: Battlefield Special Features
« Reply #5 on: February 08, 2008, 06:01:17 AM »
Sign me up for a set!
VeezCon products:  Not as good as if they had been actually produced by a real figure company, but better than using your shoe to proxy with...sort of!

Offline warzoneD

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Re: Battlefield Special Features
« Reply #6 on: February 08, 2008, 09:44:02 AM »
These rules are things I wrote up a while ago between gigs.  Pls. do enjoy them.  I would love playtesting and feedback.  I've tried a few times (on other websites such as TMP) to get people to help improve them but am yet to get feedback or contributions.

I thnik they still need some fine tuning and def. play testing, but they do add some new fun stuff.

D


Offline PhillySniper

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Re: Battlefield Special Features
« Reply #7 on: February 08, 2008, 09:57:21 AM »
Battlefield Special Features & Effects (D20)                     
1.   Aircraft wreckage (Terrain) – The hulk of a cargo plane rests in the middle of the field.  Each model may spend 1 action per turn searching the plane.  Roll a D20 on an 15+ the model finds something.  Once the plane has been searched it may not be searched again.  Roll a D20(and divide by 2)—

Hey D

Can the things that are found be transfered to other people? Such as. With Mishima, an Ashigaru gets to the aircraft, rolls and finds the arcane books. They cant use them but Ameratusu is nearby. Can the ashigaru move to her and transfer the "books" so that she can use it? Just curious as to your thoughts.
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Offline Lopis

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Re: Battlefield Special Features
« Reply #8 on: February 08, 2008, 01:12:00 PM »
You have to have waaaaaay too much time !


But for the absolutely cool ideas I hope you produce more of these ideas!
Very good stuff you propose!

and Philly:

I think the models that find something should be able to give the pieces around ONCE to a model that can use it
Solus honor cladem avertat !

Offline Veez

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Re: Battlefield Special Features
« Reply #9 on: February 08, 2008, 01:14:39 PM »
Of course this list fails to address "very special terrain".
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Offline warzoneD

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Re: Battlefield Special Features
« Reply #10 on: February 10, 2008, 10:18:51 AM »
Yes that will be in a sep. listing next to "Extra very special terrain... "

@ Transferring items - I think you and your players should decide these kinds of rules before the game.  Depends on the size of the item I suppose.  :)

D

Offline Veez

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Re: Battlefield Special Features
« Reply #11 on: February 10, 2008, 10:26:54 AM »
"And now for a very special game of Warzone"

I've got to stop this or I am going to hell.
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Offline Topkick

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Re: Battlefield Special Features
« Reply #12 on: February 10, 2008, 11:52:32 AM »
PhillySniper -

Check your email - campaign rules inbound.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. - Dr. Seuss (1904 - 1991)

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Offline PhillySniper

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Re: Battlefield Special Features
« Reply #13 on: February 10, 2008, 03:34:26 PM »
Thx Top and warzoneD. Ill read these over and see what I can do.
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Offline Topkick

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Re: Battlefield Special Features
« Reply #14 on: February 10, 2008, 04:57:52 PM »
Sign me up for a set!

Riddle: What do Veez, Topkick and PhillySniper all have in common?
Answer: WarzoneD's Campaign Rules  :D

You asked and as soon as you check your email you will receive.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. - Dr. Seuss (1904 - 1991)

Homebase:  South Central Wisconsin
E-Bay Handle: Topkick-890