Battle Report "The Flood Scenario" Blood Angels VS Orks & Deamons 0412

by 4BigJ 16:36

We are developing weather variants to Warhammer 40k. This game has High Winds and Flood.

High winds
1. For the rest of the game all scatters (blast, deep-strike, psychic) scatter an extra d6.
2. Re-roll on the weather chart.
3. If you roll High winds again make scatter extra 2 d6 instead of one .
4. Re-roll on the weather chart ignoring any further high winds rolls.

Flood
1. Roll a d6 at the beginning of the game to determine which side of the board the flood will raise.
a. On a 1 the water rises from the side of the board of the person who rolled the dice.
b. On a 2 or 3 the water rises from the Right side of the board of the person who rolled the dice.
c. On a 4 or 5 the water rises from the Left side of the board of the person who rolled the dice.
d. On a 6 the water rises from the opponent's side of the board of the person who rolled the dice.
2. At the beginning of every turn roll to determine how far the flood rises into the board:
Left & Right: 3D6
Player sides: 2D6
3. After the first 6 inches for every 6 inches in to the water you must roll a D6 taking a wound on a 1 for 12inches taking a wound on a 1 or 2 for 18 inches and so on.
4. When heavy winds are in effect all units (not including vehicles) that are in more than 6 inches in the water scatter a total of a d6 or 2 d6 (depending on the strength of the wind) inches (this may cause them to fall off the table and count as a casualty). Instead of scattering out of the water they will stop at the 6 inch mark into the water. They can then move freely after but, count as moving for shooting purposes.

References

CompanyGames Workshop
Game / CollectionWarhammer 40k
FactionBlood Angels
SetBlood Angels Dice
SetBlood Angels Dice