Post by Andrew on Dec 22, 2009 11:57:50 GMT -6
So the GW site actually has something useful and fun. They have winter rules for all the game systems, but I'm likely only going to ever use them in 40k. Who knows, some of these may show up in a future tournament
Frozen Lakes
Any model wishing to move onto a frozen river or lake must declare how far it wishes to travel. For models with a Wounds characteristic, if the total distance is greater than the model's armour save, then it must fail an armour save or suffer a wound. Models with an armour value (except skimmers, amphibious vehicles and flyers, which are unaffected) that travel over such features must roll over their highest armour value on 4D6 or be removed from play.
Icy Crags
When fighting close combats upon isy crags, any 1’s to hit show your warriors losing their footing. One enemy model in contact may immediately make an addition attack.
Avalanche
Each turn roll a D6. On the score of a 1, there has been an avalanche. Randomly determine which board edge it enters from. All models within 2D6" of that board edge (models within buildings are exempt) must pass a Strength test or be swept away and removed as a casualty. Vehicles must roll under their highest armour value on 3D6 (skimmers are unaffected). The highest of the following modifiers apply to the roll to see if there is an avalanche.
-1 An Ordnance weapon was fired in the previous turn.
-2 Three or more Ordnance weapons were fired in the previous turn.
-3 A weapon that uses the Apocalyptic barrage or blast template was fired in the previous turn.
Doom Hail
Each player turn, before making any moves, the controlling player may place the large blast marker anywhere on the tabletop, rolling for scatter as usual. Models touched by the template and not under cover suffer a Strength 3 hit.
Blizzard
- Models in the open receive a cover save of 5+.
- Dangerous Terrain will affect models on the roll of a 1 or 2, rather than just a 1.
- Unit coherency is reduced to 1".
- Flying vehicles that move more than 6" must take a Dangerous Terrain test.
Way back in August 2009's White Dwarf I came up with the ice world of Shroud to illustrate the Planetary Empires kit. You can see that map, and how to paint it, in our Winter War Campaign Maps article here. <<Hyperlink to campaign maps article>>.
One of the areas on the map was the Crystal Forest:
Vast swathes of Shroud's surface are covered in a great quartz forest. The crystals absorb any sound so vehicles move through in dead silence, only leaving tracks in the snow as evidence of their presence. Attempts at communication and the harsh sound of gunfire cannot be heard - neither can cries for help. Expeditions venturing into the interior of the crystal forest have never returned.
I thought a scenario based in the Crystal Forest would be a hazardous and fun place to hold a battle. After all, why do those expeditions never return? For narrative reasons this scenario will work best with an army from the Imperium facing an alien menace, but there's nothing stopping you having other combinations, such as Daemons versus Eldar. Feel free to take the concept and frame it in your own campaign.
To play this scenario you'll need winter-themed board and at least ten terrain pieces to represent clusters of crystal quartz. These should be between 3 and 10 inches in diameter but if they are a little bigger or smaller then that will not matter. Place D6+3 quartz clusters around the battlefield to represent the interior of the crystal forest at the start of the game. We've used some snow-covered stone pillars to represent the crystal clusters, but you could use a Citadel Wood painted to look crystalline, or any other appropriate terrain.
The scenario is an Annihilation mission with a Dawn of War deployment, with the addition of the following rules to represent the fact this battle is taking place in the alien surroundings of the Crystal Forest. As with the Warhammer scenario, feel free to use or discard any points below as you see fit.
• The crystal stalagmites are not stable entities - they seem to resent any invaders to their territory. New crystal clusters burst violently from the snow-covered ground, impaling those unfortunate enough to be standing under them at the time. At the start of every player's turn they must place D3 large blast markers anywhere on the battlefield. Roll the scatter dice and 3D6 to determine a hit or scatter. Any models under the template when it comes to rest are hit by the crystals and must take a Strength 8 AP 4 hit. When this is done, place a crystal cluster in the same location - the owning player then moves his squad to the side of the terrain piece in any direction he wishes. If no models are under the template, simply place a crystal cluster in that area. If the template scatters off the table then nothing happens.
• The surface of the planet is exceptionally cold, and this is only increased within the crystal forest. The quartz stalagmites seem to draw warmth away from any source, including the living. Some weapons struggle to work in such extremes. All types of flamer will only work on a D6 roll of a 4+ as the fuel struggles to ignite in the freezing conditions. Similarly, the range of melta weapons is halved as the super-heated vapour is quickly dissipated by the extreme cold of the environment.
• Natural interference around the Crystal Forest makes teleporting into it very hazardous. No teleport homing device can be used in this game and deep striking units roll 3D6 for scatter. The supernatural way Daemons enter the battlefield means they deploy using their normal rules.
• Vehicles will quickly succumb to the effects of the extreme cold in the Crystal Forest. If vehicles are left stationary for long they will cease to function as engines seize and axles freeze up. A vehicle that did not move in the previous turn must roll a 6 before it can function again; this includes firing any weapons as gun mounts and barrels ice over.
• Another effect the crystals have on the surrounding area is to absorb all sound even denying radio and psychic communications. No noise of any kind can be heard in the bounds of the crystal forest. This has an unnerving effect and seriously hampers any kind of military operation, as any communication other than visual signals is impossible. To represent this, all models incur a -1 penalty to their Leadership in this scenario. Additionally, sonic weapons, such as those wielded by Noise Marines, have their range halved, in the same way as melta weapons. Furthermore, the shroud of silence that encompasses the area can make it easier for troops sneaking onto the battlefield. Models that Outflank may choose to arrive on the long table edge in the enemy side of the battlefield if the owning player rolls a 5-6 when determining how the squad enters the game.
Visions of desolate, ruined, war-torn cityscapes covered in snow and ice are very evocative, conjuring up images of snipers shivering beneath their greatcoats or guns freezing up as they fire.
Lost in the Snow
A driving blizzard can make a disaster of a relatively simple deployment - marker beacons are no longer visible, communications are disrupted and visibility drops to almost nothing.
Units (friendly and enemy) deploying to the battlefield via Deep Strike or Outflank suffer -1 to their reserve rolls. Additionally, units that Deep Strike roll 3D6 for scatter, rather than 2D6.
Freezing Fog
Visibility across the battlefield has been drastically reduced, leaving the combatants to blindly guess at enemy positions.
Use the Night Fighting scenario special rule from the main rulebook to represent the freezing fog. Note, however, that searchlights cannot be used, as they are unable to penetrate the swirling mists. Additionally, assault grenades have no effect in this game - the assaulting troops cannot see the defenders clearly enough to glean full advantage from their grenades. Roll a dice at the start of each game turn - if you roll under the turn number, the fog lifts and the stratagem no longer applies.
Snowdrifts
The wind has driven snow and ice into the confines of the ruins, creating vast frozen drifts that are treacherous to traverse.
All city ruins count as dangerous terrain. Furthermore, units must roll an extra dice for all difficult terrain tests in city ruins, and discard the highest result. If this stratagem is used in the same game as the Lost in the Snow stratagem then roll a D6 for each city ruin at the start of each player turn. On a roll of 1, that ruin is treated as impassable terrain for the rest of the game. Any units in that ruin must immediately move out of the ruin - any model unable to do so for any reason is overwhelmed by the mounting snowdrifts and removed from play.
Freezing Flood
An icy river has burst its banks somewhere near the battlefield - its chill waters could sweep the battlefield at any point.
The Freezing Flood is rolled for at the start of each game turn exactly as if it were a unit in reserve - it cannot arrive on the first game turn, but will arrive on the second game turn on a 4+ and then on a 3+ in the next turn and so on. Immediately as the Freezing Flood arrives, only units on the first or higher floors of buildings are safe. Roll a D6 for every unit at 'ground' level. On a 2 or more, the unit is swept away by the chill waters. All models in the squad are removed as a casualties. Once the Freezing Flood's onset has been resolved, the water level subsides, leaving the entire battlefield to be treated as difficult terrain. Vehicles are unaffected.
Frozen Engines
Unprepared vehicles can quickly succumb to the effects of the extreme cold. The enemy's vehicles are ill-equipped to deal with the sub-zero weather. If their tanks and transports are left stationary for long they will cease to function as engines seize and axles freeze up.
At the end of each of the enemy player's turns he must roll a D6 for each of the vehicles that did not move. On a roll of 2+ it has frozen up treat it as having suffered a crew stunned result.
Planetstrikes are already deadly affairs - when you add sub-zero temperatures and hazardous weather conditions, the death toll can only rise.
Unless otherwise specified, the following stratagems can be used by either the attacker or the defender.
Approaching Absolute Zero
Stratagem Points: 1
When declared: After the defender has deployed
The temperature is so low that even armour is starting to shatter and flake.
• All armour saves (friendly and enemy) are one point worse than normal.
• All armour values (friendly and enemy) are one point worse than normal.
Razorshard Blizzard
Stratagem Points: 2
When declared: After the defender has deployed
Great jagged shards of ice fall from the sky, smashing and shredding all beneath them.
• Roll a D6 at the start of each turn. On score of 4+, a razorshard blizzard sweeps the battlefield. Roll a D6 for every unit (friendly and enemy) not inside a bastion - the unit takes that many Strength 6 AP- hits.
Freezing Vapour
Stratagem Points: 2
When declared: After the defender has deployed
Extreme cold has rendered the enemy guns unstable and prone to misfiring. A single shot can clear the barrel, but will it also make the weapon explode?
• The first time each enemy squad makes a shooting attack, all of its weapons are treated as having the Gets Hot! type. After this first volley has been fired, the weapons return to normal for the rest of the game.
Fields of Ice
Stratagem Points: 3
When declared: After the defender has deployed
The ground is not ground at all, but the surface of a massive frozen lake. The footing is treacherous already, but it might well get worse if a thaw sets in...
• The entire battlefield is treated as dangerous terrain. In addition, roll a D6 at the start of each player turn. On a roll of a 1 or 2, all dangerous terrain tests from that point onwards will suffer a -1 penalty. These penalties are cumulative, although a natural roll of 6 is always a pass.
Unstable Ground
Stratagem Points: 1
Defender only.
When declared: Directly after a single attacking squad has deep striked onto the board.
Heavy snowfall has covered up the deep chasms that surround the defensive perimeter. Certain death awaits squads that impact onto what is assumed to be a stable surface but is in fact a layer of compacted snow.
• Choose an attacking squad that has just deep striked onto the battlefield. All models in the squad must make an armour save. If they fail the armour save then they remain on the battlefield as normal. If they pass their armour save then the surface has given way, their bulk dragging them through the layer of snow and into the chasm beyond, remove the model from play. A deep-striking vehicle must roll over its front armour value on 3D6 or suffer the same fate.
When the apocalypse arrives it matters not if it's on some sun-baked desert planet, in lush forest or on sub-zero ice-caked worlds. The only time the environment is relevant is if it can be turned to your advantage.
Intermittent Comms
The extreme cold and treacherous blizzard make communication difficult to the point of impossible when the ice storm rages at its peak.
When Revealed: At the start of one of the opposing team's turns.
Effect: The members of that team may not speak or communicate in any way about the game until the end of the Shooting phase. (No speaking, writing or gesticulating of any kind!)
The Mother of All Hailstorms
The battlefield is blighted by a short but deadly ice storm, as hail stones ranging from the size of bolter rounds to large boulders fall to the ground at great speed.
When revealed: At the start of your Shooting phase.
Effect: Place D3 Apocalyptic Barrage templates anywhere on the battlefield, although they must be within 12 inches of each other. The hailstorm uses the following Apocalyptic Barrage (5), Strength 5, AP 5.
Experimental Ice Weapon
One of your troops has been armed with an experimental weapon. It looks and works similar to a flamer but instead of burning prometheum, it sprays a chemical coolant. While not deadly, the coolant can temporarily freeze targets, encasing them in ice and weakening their armour.
When Revealed: The first time it is used.
Effect: Pick any one model armed with a flamer in your force - he is carrying the experimental weapon. The weapon is treated like a normal flamer with the following exceptions; the weapon does not fire the normal flamer template but the hellstorm template instead. Models under the template when fired must make a successful Initiative test to dive out of the way or be sprayed with the coolant. If the test is failed the model has been hit and becomes frozen in place. Frozen models may not move, shoot nor act in the subsequent player turn. Additionally, models do not have an armour save when frozen (invulnerable saves work as normal). If assaulted they are automatically wounded. If only some members of a squad are frozen, then the active members cannot break squad coherency although they can otherwise move, shoot and fight as normal.
Models with an armour value cannot dodge the coolant if they are under the template but they can move and shoot as normal in their next player turn if hit. However, their armour value is reduced by 3 until the end of the next player turn.
The experimental weapon is unstable, and as such counts as having the Gets Hot! Rule (although it should be called Gets Cold! in this case).
Frozen Booby Trap
A remnant from a previous conflict, this wreckage has remained dormant, frozen by the elements for decades. Now the arrival of another great war has reactivated the sensors. The close proximity of enemy troops has started the automated countdown of a rigged plasma warhead hidden amongst the wreckage.
When Revealed: After deployment.
Effect: After the forces have set up but before the game begins, the owning player places a wreckage marker anywhere in no-man's-land. For the wreckage marker we've used a Titan cockpit in this example but you can use any suitable model in your collection to mark the area. As soon as any model from either side goes within 10" of the marker the booby trap is activated. At the start of the following turn roll a D6: on a 3+ the warhead explodes. If it doesn't explode then roll a D6 at the start of each player turn until it explodes or the game ends. Treat the exploded warhead exactly like an Apocalyptic explosion as described on page 93 of the Apocalypse book with the wreckage marker at the centre of the blast.
Hyper-cold bubble
Due to atmospheric anomalies, there are pockets of extreme 'hyper-cold' areas all over the planet. Should vehicles or troops move into these bubbles of extreme cold they will be frozen in an instant, as armour shatters and molecules freeze over.
When Revealed: At the start of the battle.
Effect: The owning player nominates an area on the battlefield no more than 12 inches in length and 8 inches wide as the Hypercold Bubble. This can be based around a terrain feature, like this petrified forest in the picture above. Any models that enter this area must immediately take a dangerous terrain test to represent the hyper-cold effect but are removed on the roll of a 1 or 2. Vehicles that enter the area must take a dangerous terrain test, being affected on a 1 or 2. If they fail, not only are they immobilised but their armour value on all facings is reduced by 2, as the extreme cold weakens the structure.
Frozen Lakes
Any model wishing to move onto a frozen river or lake must declare how far it wishes to travel. For models with a Wounds characteristic, if the total distance is greater than the model's armour save, then it must fail an armour save or suffer a wound. Models with an armour value (except skimmers, amphibious vehicles and flyers, which are unaffected) that travel over such features must roll over their highest armour value on 4D6 or be removed from play.
Icy Crags
When fighting close combats upon isy crags, any 1’s to hit show your warriors losing their footing. One enemy model in contact may immediately make an addition attack.
Avalanche
Each turn roll a D6. On the score of a 1, there has been an avalanche. Randomly determine which board edge it enters from. All models within 2D6" of that board edge (models within buildings are exempt) must pass a Strength test or be swept away and removed as a casualty. Vehicles must roll under their highest armour value on 3D6 (skimmers are unaffected). The highest of the following modifiers apply to the roll to see if there is an avalanche.
-1 An Ordnance weapon was fired in the previous turn.
-2 Three or more Ordnance weapons were fired in the previous turn.
-3 A weapon that uses the Apocalyptic barrage or blast template was fired in the previous turn.
Doom Hail
Each player turn, before making any moves, the controlling player may place the large blast marker anywhere on the tabletop, rolling for scatter as usual. Models touched by the template and not under cover suffer a Strength 3 hit.
Blizzard
- Models in the open receive a cover save of 5+.
- Dangerous Terrain will affect models on the roll of a 1 or 2, rather than just a 1.
- Unit coherency is reduced to 1".
- Flying vehicles that move more than 6" must take a Dangerous Terrain test.
Way back in August 2009's White Dwarf I came up with the ice world of Shroud to illustrate the Planetary Empires kit. You can see that map, and how to paint it, in our Winter War Campaign Maps article here. <<Hyperlink to campaign maps article>>.
One of the areas on the map was the Crystal Forest:
Vast swathes of Shroud's surface are covered in a great quartz forest. The crystals absorb any sound so vehicles move through in dead silence, only leaving tracks in the snow as evidence of their presence. Attempts at communication and the harsh sound of gunfire cannot be heard - neither can cries for help. Expeditions venturing into the interior of the crystal forest have never returned.
I thought a scenario based in the Crystal Forest would be a hazardous and fun place to hold a battle. After all, why do those expeditions never return? For narrative reasons this scenario will work best with an army from the Imperium facing an alien menace, but there's nothing stopping you having other combinations, such as Daemons versus Eldar. Feel free to take the concept and frame it in your own campaign.
To play this scenario you'll need winter-themed board and at least ten terrain pieces to represent clusters of crystal quartz. These should be between 3 and 10 inches in diameter but if they are a little bigger or smaller then that will not matter. Place D6+3 quartz clusters around the battlefield to represent the interior of the crystal forest at the start of the game. We've used some snow-covered stone pillars to represent the crystal clusters, but you could use a Citadel Wood painted to look crystalline, or any other appropriate terrain.
The scenario is an Annihilation mission with a Dawn of War deployment, with the addition of the following rules to represent the fact this battle is taking place in the alien surroundings of the Crystal Forest. As with the Warhammer scenario, feel free to use or discard any points below as you see fit.
• The crystal stalagmites are not stable entities - they seem to resent any invaders to their territory. New crystal clusters burst violently from the snow-covered ground, impaling those unfortunate enough to be standing under them at the time. At the start of every player's turn they must place D3 large blast markers anywhere on the battlefield. Roll the scatter dice and 3D6 to determine a hit or scatter. Any models under the template when it comes to rest are hit by the crystals and must take a Strength 8 AP 4 hit. When this is done, place a crystal cluster in the same location - the owning player then moves his squad to the side of the terrain piece in any direction he wishes. If no models are under the template, simply place a crystal cluster in that area. If the template scatters off the table then nothing happens.
• The surface of the planet is exceptionally cold, and this is only increased within the crystal forest. The quartz stalagmites seem to draw warmth away from any source, including the living. Some weapons struggle to work in such extremes. All types of flamer will only work on a D6 roll of a 4+ as the fuel struggles to ignite in the freezing conditions. Similarly, the range of melta weapons is halved as the super-heated vapour is quickly dissipated by the extreme cold of the environment.
• Natural interference around the Crystal Forest makes teleporting into it very hazardous. No teleport homing device can be used in this game and deep striking units roll 3D6 for scatter. The supernatural way Daemons enter the battlefield means they deploy using their normal rules.
• Vehicles will quickly succumb to the effects of the extreme cold in the Crystal Forest. If vehicles are left stationary for long they will cease to function as engines seize and axles freeze up. A vehicle that did not move in the previous turn must roll a 6 before it can function again; this includes firing any weapons as gun mounts and barrels ice over.
• Another effect the crystals have on the surrounding area is to absorb all sound even denying radio and psychic communications. No noise of any kind can be heard in the bounds of the crystal forest. This has an unnerving effect and seriously hampers any kind of military operation, as any communication other than visual signals is impossible. To represent this, all models incur a -1 penalty to their Leadership in this scenario. Additionally, sonic weapons, such as those wielded by Noise Marines, have their range halved, in the same way as melta weapons. Furthermore, the shroud of silence that encompasses the area can make it easier for troops sneaking onto the battlefield. Models that Outflank may choose to arrive on the long table edge in the enemy side of the battlefield if the owning player rolls a 5-6 when determining how the squad enters the game.
Visions of desolate, ruined, war-torn cityscapes covered in snow and ice are very evocative, conjuring up images of snipers shivering beneath their greatcoats or guns freezing up as they fire.
Lost in the Snow
A driving blizzard can make a disaster of a relatively simple deployment - marker beacons are no longer visible, communications are disrupted and visibility drops to almost nothing.
Units (friendly and enemy) deploying to the battlefield via Deep Strike or Outflank suffer -1 to their reserve rolls. Additionally, units that Deep Strike roll 3D6 for scatter, rather than 2D6.
Freezing Fog
Visibility across the battlefield has been drastically reduced, leaving the combatants to blindly guess at enemy positions.
Use the Night Fighting scenario special rule from the main rulebook to represent the freezing fog. Note, however, that searchlights cannot be used, as they are unable to penetrate the swirling mists. Additionally, assault grenades have no effect in this game - the assaulting troops cannot see the defenders clearly enough to glean full advantage from their grenades. Roll a dice at the start of each game turn - if you roll under the turn number, the fog lifts and the stratagem no longer applies.
Snowdrifts
The wind has driven snow and ice into the confines of the ruins, creating vast frozen drifts that are treacherous to traverse.
All city ruins count as dangerous terrain. Furthermore, units must roll an extra dice for all difficult terrain tests in city ruins, and discard the highest result. If this stratagem is used in the same game as the Lost in the Snow stratagem then roll a D6 for each city ruin at the start of each player turn. On a roll of 1, that ruin is treated as impassable terrain for the rest of the game. Any units in that ruin must immediately move out of the ruin - any model unable to do so for any reason is overwhelmed by the mounting snowdrifts and removed from play.
Freezing Flood
An icy river has burst its banks somewhere near the battlefield - its chill waters could sweep the battlefield at any point.
The Freezing Flood is rolled for at the start of each game turn exactly as if it were a unit in reserve - it cannot arrive on the first game turn, but will arrive on the second game turn on a 4+ and then on a 3+ in the next turn and so on. Immediately as the Freezing Flood arrives, only units on the first or higher floors of buildings are safe. Roll a D6 for every unit at 'ground' level. On a 2 or more, the unit is swept away by the chill waters. All models in the squad are removed as a casualties. Once the Freezing Flood's onset has been resolved, the water level subsides, leaving the entire battlefield to be treated as difficult terrain. Vehicles are unaffected.
Frozen Engines
Unprepared vehicles can quickly succumb to the effects of the extreme cold. The enemy's vehicles are ill-equipped to deal with the sub-zero weather. If their tanks and transports are left stationary for long they will cease to function as engines seize and axles freeze up.
At the end of each of the enemy player's turns he must roll a D6 for each of the vehicles that did not move. On a roll of 2+ it has frozen up treat it as having suffered a crew stunned result.
Planetstrikes are already deadly affairs - when you add sub-zero temperatures and hazardous weather conditions, the death toll can only rise.
Unless otherwise specified, the following stratagems can be used by either the attacker or the defender.
Approaching Absolute Zero
Stratagem Points: 1
When declared: After the defender has deployed
The temperature is so low that even armour is starting to shatter and flake.
• All armour saves (friendly and enemy) are one point worse than normal.
• All armour values (friendly and enemy) are one point worse than normal.
Razorshard Blizzard
Stratagem Points: 2
When declared: After the defender has deployed
Great jagged shards of ice fall from the sky, smashing and shredding all beneath them.
• Roll a D6 at the start of each turn. On score of 4+, a razorshard blizzard sweeps the battlefield. Roll a D6 for every unit (friendly and enemy) not inside a bastion - the unit takes that many Strength 6 AP- hits.
Freezing Vapour
Stratagem Points: 2
When declared: After the defender has deployed
Extreme cold has rendered the enemy guns unstable and prone to misfiring. A single shot can clear the barrel, but will it also make the weapon explode?
• The first time each enemy squad makes a shooting attack, all of its weapons are treated as having the Gets Hot! type. After this first volley has been fired, the weapons return to normal for the rest of the game.
Fields of Ice
Stratagem Points: 3
When declared: After the defender has deployed
The ground is not ground at all, but the surface of a massive frozen lake. The footing is treacherous already, but it might well get worse if a thaw sets in...
• The entire battlefield is treated as dangerous terrain. In addition, roll a D6 at the start of each player turn. On a roll of a 1 or 2, all dangerous terrain tests from that point onwards will suffer a -1 penalty. These penalties are cumulative, although a natural roll of 6 is always a pass.
Unstable Ground
Stratagem Points: 1
Defender only.
When declared: Directly after a single attacking squad has deep striked onto the board.
Heavy snowfall has covered up the deep chasms that surround the defensive perimeter. Certain death awaits squads that impact onto what is assumed to be a stable surface but is in fact a layer of compacted snow.
• Choose an attacking squad that has just deep striked onto the battlefield. All models in the squad must make an armour save. If they fail the armour save then they remain on the battlefield as normal. If they pass their armour save then the surface has given way, their bulk dragging them through the layer of snow and into the chasm beyond, remove the model from play. A deep-striking vehicle must roll over its front armour value on 3D6 or suffer the same fate.
When the apocalypse arrives it matters not if it's on some sun-baked desert planet, in lush forest or on sub-zero ice-caked worlds. The only time the environment is relevant is if it can be turned to your advantage.
Intermittent Comms
The extreme cold and treacherous blizzard make communication difficult to the point of impossible when the ice storm rages at its peak.
When Revealed: At the start of one of the opposing team's turns.
Effect: The members of that team may not speak or communicate in any way about the game until the end of the Shooting phase. (No speaking, writing or gesticulating of any kind!)
The Mother of All Hailstorms
The battlefield is blighted by a short but deadly ice storm, as hail stones ranging from the size of bolter rounds to large boulders fall to the ground at great speed.
When revealed: At the start of your Shooting phase.
Effect: Place D3 Apocalyptic Barrage templates anywhere on the battlefield, although they must be within 12 inches of each other. The hailstorm uses the following Apocalyptic Barrage (5), Strength 5, AP 5.
Experimental Ice Weapon
One of your troops has been armed with an experimental weapon. It looks and works similar to a flamer but instead of burning prometheum, it sprays a chemical coolant. While not deadly, the coolant can temporarily freeze targets, encasing them in ice and weakening their armour.
When Revealed: The first time it is used.
Effect: Pick any one model armed with a flamer in your force - he is carrying the experimental weapon. The weapon is treated like a normal flamer with the following exceptions; the weapon does not fire the normal flamer template but the hellstorm template instead. Models under the template when fired must make a successful Initiative test to dive out of the way or be sprayed with the coolant. If the test is failed the model has been hit and becomes frozen in place. Frozen models may not move, shoot nor act in the subsequent player turn. Additionally, models do not have an armour save when frozen (invulnerable saves work as normal). If assaulted they are automatically wounded. If only some members of a squad are frozen, then the active members cannot break squad coherency although they can otherwise move, shoot and fight as normal.
Models with an armour value cannot dodge the coolant if they are under the template but they can move and shoot as normal in their next player turn if hit. However, their armour value is reduced by 3 until the end of the next player turn.
The experimental weapon is unstable, and as such counts as having the Gets Hot! Rule (although it should be called Gets Cold! in this case).
Frozen Booby Trap
A remnant from a previous conflict, this wreckage has remained dormant, frozen by the elements for decades. Now the arrival of another great war has reactivated the sensors. The close proximity of enemy troops has started the automated countdown of a rigged plasma warhead hidden amongst the wreckage.
When Revealed: After deployment.
Effect: After the forces have set up but before the game begins, the owning player places a wreckage marker anywhere in no-man's-land. For the wreckage marker we've used a Titan cockpit in this example but you can use any suitable model in your collection to mark the area. As soon as any model from either side goes within 10" of the marker the booby trap is activated. At the start of the following turn roll a D6: on a 3+ the warhead explodes. If it doesn't explode then roll a D6 at the start of each player turn until it explodes or the game ends. Treat the exploded warhead exactly like an Apocalyptic explosion as described on page 93 of the Apocalypse book with the wreckage marker at the centre of the blast.
Hyper-cold bubble
Due to atmospheric anomalies, there are pockets of extreme 'hyper-cold' areas all over the planet. Should vehicles or troops move into these bubbles of extreme cold they will be frozen in an instant, as armour shatters and molecules freeze over.
When Revealed: At the start of the battle.
Effect: The owning player nominates an area on the battlefield no more than 12 inches in length and 8 inches wide as the Hypercold Bubble. This can be based around a terrain feature, like this petrified forest in the picture above. Any models that enter this area must immediately take a dangerous terrain test to represent the hyper-cold effect but are removed on the roll of a 1 or 2. Vehicles that enter the area must take a dangerous terrain test, being affected on a 1 or 2. If they fail, not only are they immobilised but their armour value on all facings is reduced by 2, as the extreme cold weakens the structure.