User Tools

Site Tools


games:wargame:warjdhouse

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
games:wargame:warjdhouse [2015/03/01 17:03]
curufea [House Rules]
games:wargame:warjdhouse [2015/03/01 17:07] (current)
curufea
Line 3: Line 3:
 |  Go back to ^ [[warjdcampaign]] | |  Go back to ^ [[warjdcampaign]] |
 ===== Campaign Events ===== ===== Campaign Events =====
 +**Status**: Not discussed, not playtested
  
 Roll D10 - after that many scenarios have been played, a random event occurs. ​ See the table below Roll D10 - after that many scenarios have been played, a random event occurs. ​ See the table below
Line 44: Line 45:
 | 98-100 | **ILLEGAL TECH** | Generate a new piece of territory. Make a note of each forces'​ Rep. The next time you roll an event, the force whose Rep has increased by the iargest number of points gets the new piece of tenitory. In addition, the teritory includes some valuable illegal tech which adds 1D10x50 credits to the force'​s stash. | | 98-100 | **ILLEGAL TECH** | Generate a new piece of territory. Make a note of each forces'​ Rep. The next time you roll an event, the force whose Rep has increased by the iargest number of points gets the new piece of tenitory. In addition, the teritory includes some valuable illegal tech which adds 1D10x50 credits to the force'​s stash. |
  
-===== MUTANT MONSTER TABLE===== +==== MUTANT MONSTER TABLE==== ​
 Each player may, if they wish, roll a D10 at the start of the opposing player’s turn. On a roll of 1-8 nothing happens. On a roll of 9-10 some unknown mutant monstrosity has attacked a member of the rival force. Each player may, if they wish, roll a D10 at the start of the opposing player’s turn. On a roll of 1-8 nothing happens. On a roll of 9-10 some unknown mutant monstrosity has attacked a member of the rival force.
  
Line 55: Line 56:
 | 3-8 | The figure manages to beat off the creature. The model may not do anything else this turn. | | 3-8 | The figure manages to beat off the creature. The model may not do anything else this turn. |
 | 9-10 | There is a gunshot, a shriek, silence, and the inky blackness swallows another victim. The model is automatically taken out of action. | | 9-10 | There is a gunshot, a shriek, silence, and the inky blackness swallows another victim. The model is automatically taken out of action. |
-===== Smog=====+==== Smog====
 As well as being nasty to inhale, smog hampers vision, particularly at long range, masking fighters behind rolling clouds of vapour.  ​ As well as being nasty to inhale, smog hampers vision, particularly at long range, masking fighters behind rolling clouds of vapour.  ​
  
-=== Toxic Smog===+== Toxic Smog==
  
 If the scenario is set in the Cursed Earth, models that don’t have respirators or filter plugs may be poisoned by toxic smog and unable to fight. Roll a D10 for each If the scenario is set in the Cursed Earth, models that don’t have respirators or filter plugs may be poisoned by toxic smog and unable to fight. Roll a D10 for each
 model without such protection before set-up: on a 1-2 the model may not fight in the game but is still able to collect income, inventory and so forth afterwards. model without such protection before set-up: on a 1-2 the model may not fight in the game but is still able to collect income, inventory and so forth afterwards.
-==== Smog Table ====+=== Smog Table ===
  
 ^ Roll ^ Result ^^ ^ Roll ^ Result ^^
Line 71: Line 72:
 | 7-8 | **Patchy Clouds** | Drifting smog hampers your fight. Vision range is reduced to a maximum of 20". Targets appear and disappear so quickly that models may not use the shooting skills Fast Shot, Rapid Fire and Marksman. | | 7-8 | **Patchy Clouds** | Drifting smog hampers your fight. Vision range is reduced to a maximum of 20". Targets appear and disappear so quickly that models may not use the shooting skills Fast Shot, Rapid Fire and Marksman. |
 | 9-10 | **Charge!** | Both sides were ready for a scrap but a thick orange smog descended a couple of hours ago. Both forces are about to retreat when the smog suddenly lifts. One side takes advantage of the situation by quickly advancing on the enemy. ​ Both players’ leaders take an opposed Will check. The player who wins may set up their models again, now within 12" of the table edge and automatically gets the first turn. Re-roll in the case of a draw. | | 9-10 | **Charge!** | Both sides were ready for a scrap but a thick orange smog descended a couple of hours ago. Both forces are about to retreat when the smog suddenly lifts. One side takes advantage of the situation by quickly advancing on the enemy. ​ Both players’ leaders take an opposed Will check. The player who wins may set up their models again, now within 12" of the table edge and automatically gets the first turn. Re-roll in the case of a draw. |
-===== Plagues ​=====+==== Plagues ====
  
-==== Zombie Infection ​====+=== Zombie Infection ===
  
 Not all zombies are corpses animated by psychics and necromancers. ​ Some have been infected with a virulant plague. ​ These zombies cannot be controlled, but act on instinctive behaviour - always moving towards the nearest living target. ​ They will not attack undead or robots. ​ Naturally, they carry the zombie infection with them. If another model is wounded by an infectious zombie in hand-to-hand combat they may contract the disease and turn into a similar zombie. Note which force members are wounded by zombies on your roster and at the end of the scenario roll a die on the table below to see whether they are infected. Note that this is in addition to the other injuries if the model goes out of action. Not all zombies are corpses animated by psychics and necromancers. ​ Some have been infected with a virulant plague. ​ These zombies cannot be controlled, but act on instinctive behaviour - always moving towards the nearest living target. ​ They will not attack undead or robots. ​ Naturally, they carry the zombie infection with them. If another model is wounded by an infectious zombie in hand-to-hand combat they may contract the disease and turn into a similar zombie. Note which force members are wounded by zombies on your roster and at the end of the scenario roll a die on the table below to see whether they are infected. Note that this is in addition to the other injuries if the model goes out of action.
Line 82: Line 83:
 | 9-10 | **Zombie Time!** | The model is infected and suffers brain death within hours. Roll a die: on a roll of 6-10 the new zombie wanders down into the Undercity to join its fellows. On a roll of 1-5 the zombie attacks a randomly determined force member, fight out the close combat immediately. In either event all of the model’s equipment is infected and counts as destroyed. | | 9-10 | **Zombie Time!** | The model is infected and suffers brain death within hours. Roll a die: on a roll of 6-10 the new zombie wanders down into the Undercity to join its fellows. On a roll of 1-5 the zombie attacks a randomly determined force member, fight out the close combat immediately. In either event all of the model’s equipment is infected and counts as destroyed. |
  
-=== Romero Variant ​===+== Romero Variant ==
  
 Don't roll until after setup for the next scenario. ​ Then remove the model if they succumb to sickness. ​ If they turn into a zombie, they immediately move towards the nearest living target and start attacking. Don't roll until after setup for the next scenario. ​ Then remove the model if they succumb to sickness. ​ If they turn into a zombie, they immediately move towards the nearest living target and start attacking.
  
  
games/wargame/warjdhouse.txt · Last modified: 2015/03/01 17:07 by curufea