Location Intel – Hazardous Conditions at Devil’s Run

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Week 2 Special Rules – Environmental Hazards

Something weird is happening to the weather on Starfall. Huge storms are thundering across the planet, wreaking havoc on communications equipment and weapons systems.

 


 

Campaign Effects:

Before the game, once both players have deployed their forces, resolved any Recon effects and Scout redeployments, roll a single dice and consult the following table:

 


 

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.

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