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Yeap, already signed up and posted up me and Dreads game :0).
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Steve,
Looks interesting.
Are you our “Campaign Data Runner” ?
nige
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I suppose I could do if people post up the details here.
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Just to say if you want to play a Summer campaign game tonight you need to play the Patrol scenario.
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Week 2 game details.
KEY LOCATION:
Devil’s Run
A small, remote and semi-ruined town on the western edge of the sector.
Campaign Gameplay:
Mission – Scour 2.0
Environmental Hazards Rules.
Looks like fun :0).
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Details.
deployed their forces, resolved any Recon effects and Scout redeployments, roll a single dice and consult the following table:
1-2 Driving Rain.
3-4 Quakes.
5-6 Toxic Mist.
7-8 Electical Storms.
Driving Rain
Huge storm clouds appear over the battlefields and sheets of rain hammer down, severely hampering the vision of combatants. All Shoot actions at R4 or over suffer a -1 penalty during this game (weapons with the Indirect, Frag, It Burns!, Psychic or grenade abilities are unaffected).
Quakes
Starfall’s tectonic plates are notoriously unstable. At the start of each round, roll 2 dice, one for a random column and one for a random row, to give a grid reference. All models in any cube in this stack must make a 3 dice Survive (2) test.
Success means the model keeps its footing, and is unaffected.
Failure means the model is thrown one cube in a random direction (see Scatter, Page 26 of the Deadzone Rulebook) and then Pinned. In addition, any items not held by a model in any cube in this stack will also be thrown one cube in a random direction.
Toxic Mist
A strange mist keeps rolling into view. Those who breathe its deadly gas, suffer debilitating effects. At the start of each round, roll 2 dice, one for a random column and one for a random row, to give a grid reference. Place a Toxic Smokescreen in this cube (see Toxic Smokescreen, Page 35 of the Deadzone Rulebook). If the grid reference includes a stack with multiple levels, place the Toxic Smokescreen in the highest cube.
Electrical Storms
Lightning flashes in the sky and the air crackles with strange energy. At the start of each round, roll one dice. If the result is a 7 or 8, Electrical Storms ravage across the battlefield, causing havoc for any units with electronic components. Any models with the Construct and Vehicle abilities are immediately marked as pinned (note constructs cannot normally be pinned but can with this effect). If they are already marked as pinned from the previous round, they are marked as activated.
Last edited by Lurkus Spleen (27/8/2018 8:54 PM)
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Rules for Toxic Mist (Toxic Smokescreen)
The cube fills with Toxic smoke; the effect is identical to a Smoke Grenade going off in the model’s cube with the added bonus of the smoke being Toxic. As long as a model remains in the smoke-filled cube it is treated as having the Vulnerable ability. Models that are immune to Toxic are immune to the Toxic effects of a Toxic Smokescreen. Models that are already Vulnerable suffer no additional effects. Adjacent cubes are not affected by this Toxic effect.
Toxic mist disperses in the same way as a Smoke Grenade (At the start of each round, roll a d8 1-4 tgd Toxic Mist goes away, 5-8 it remains in place).
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Having seen the environment rules, it almost appears that they want to encourage close combat - I would hate to play (non kalyshi) asterians under these rules - driving rain and toxic mists degrade their ability to shoot and electrical storms might mean most of their models will be pinned (or worse)...
As a nameless player, looking forward to these challenging environments....
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Looks like we will need a pool of Vyrmin for week 3’s scenario as the battles will be fought over a nest and so the rats aren’t happy that they are being disturbed... no specific mission
Week 3 Special Rules – Protect the Nest!
The Veer-myn colony on Starfall isn’t going to let their nest be overrun by invaders (or by rival Veer-myn broods). As such, any firefights in the area surrounding Mining Facility J28 are likely to attract unwanted attention from the resident Veer-myn population.