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Old 12-10-2006   #1 (permalink)
Draconis Argentus Falzone
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Default Forbidden Weapon (Pocket Nukes)

Alright, so in a lot of cases, I've joked about seeing a real rule to use in games.

While I don't think it would be a good addition to tournament legal rules, I thought of a scenario where one could be used.

On a 6'x4' table, both players must place two makers representing Imperial Computer terminals. (this scenario is more believable with Traitors, Imperials and Orks. Tau would not see the value of a Nuke, and Eldar would see the negatives more than the positives... Tyranids just wouldn't understand... or would they?)

These four markers must all be within 18" of the center, but at least 12" from each other.

To gain control of a terminal, the player must have at least one model in base-to-base contact with the terminal for a full turn and not locked in close combat.

The first person to gain control of three terminals (not necessarily at the same time) gets to use the nuke the next turn.

When the nuke hits, it hits in a place designated by the player calling it in. This can be anywhere on the table, and there's no restriction to placing the blast in a way which harms his/her own troops... Place a marker to designate the central blast (dice or a small coin, like a dime). This will be the central point for all three blast radii.

Primary Flashzone (Incineration zone)
Str: N/A* AP: 1 Radius: 2 1/2"
Ordnance

Secondary Blast (Fireball)
Str: 9 AP: 2 Radius: 4"
Ordnance

Tertiary Blast (Concussive winds)
Str: 4 (6 for skimmers, except the monolith) AP: 5 Radius: 9"
Ordnance

*All models fully under the primary flashzone automatically are wounded as if hit with twice their toughness, or recieve a penetrating ordnance hit. Invulnerable saves and effects which negate instakill are ignored.

Mark off the outer edge of the Fireball.

On subsequent turns, any models passing through the fireball zone take a Str4 AP4 hit.

Some explanations:

Flashzone: Within the fireball, there is a severe flashover zone which incinerates and vapourizes everything it touches. It would overload any rosarius and melt any adamantine mantle. Even Monoliths could be wiped off the board (blast centered on the monolith = no more necrons).

Fireball: The whole of the primary blast is a large fireball, while its center is severely hotter, the outer skin of the blast is still superheated plasma, but in such concentrations that it is stronger than any harnessable plasma weaponry in the Imperial Arsenal. And likewise, still has a strong chance of removing most armor and infantry.

Concussive Winds: The shockwave of a nuke drastically dies out at a certain distance, so rather than taper off the wind damage, it just has a specific range. Skimmers and fliers would be hurt by flying debris or just getting knocked about by the force of air... I've seen what would happen to a helicopter in the concussion of a nuke. I would guess a Land Speeder would likewise be torn up...


I was also thinking there should be a table-wide pinning test/crewstunned effect... just because nukes would be that scary.

Thoughts?
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