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Post by davycannonhound on Jul 14, 2018 2:30:50 GMT
So, I remember there once being a thread on the old privateer press forums about custom terrain ideas such as throwable/slammable boulders, steam vents, that kind of thing. Unfortunately I can no longer find the thread, so I thought it might be fun to try and "revive" the thread (its extremely old) and get another discussion going! So, post your ideas in the comments and I'll add them to the main post, crediting the user that made them. If anyone has a link to the old thread, I'll post it here as well. Azahul - Terrain that hexes (debuffs?) models, and terrain that gathers souls that models with soul taker could gather from. macdaddy - destroyable buildings (obstructions), and flammable terrain eathotlead - innocent civilians that can be thrown, snacked, have their souls taken, etc. psyllus - Weather such as Cold Snaps (low damage and def debuffs), Powerful Winds (affect deviation), Cyclone (5" AOE that moves around and throws models), Dust Storm (debuffs ranged attacks) whydak - en.wikipedia.org/wiki/Dragon%27s_teeth_(fortification) mazog - climbable towers with custom rules @
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Post by Azahul on Jul 14, 2018 11:30:49 GMT
Oooh, that's a cool idea.
The No Quarters Prime have had some excellent (and some less good) optional terrain elements, usually themed around whichever theme force is the centre of that particular NQP. I remember quite liking the Trencher ones in NQP #1 as being elements that were simple and intuitive enough to slip into even Steamroller games, and the Blindwater ones were a bit more crazy but very cool. Terrain features that hex nearby models, or gather souls that soul-collecting models can take off them.
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Post by macdaddy on Jul 14, 2018 18:49:58 GMT
Destroyable buildings. Flammable terrain (interacts with electricity and fire to turn into a burning earth)
I guess the sky’s the limit there. Could be cool to throw into CoI games!
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eathotlead
Junior Strategist
PP forumite since 2004
Posts: 259
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Post by eathotlead on Jul 15, 2018 18:29:43 GMT
Oooh, that's a cool idea. The No Quarters Prime have had some excellent (and some less good) optional terrain elements, usually themed around whichever theme force is the centre of that particular NQP. I remember quite liking the Trencher ones in NQP #1 as being elements that were simple and intuitive enough to slip into even Steamroller games, and the Blindwater ones were a bit more crazy but very cool. Terrain features that hex nearby models, or gather souls that soul-collecting models can take off them. Love it. Not sure if this is the same thing, but I once bought a pack of innocent townspeople with the intent of having them grabbed and thrown into enemies for collateral damage. Just comedic, brutal carnage. I suppose they could be a source of souls or "snacking" too. For simplicity they could literally be fixed "terrain", frozen with fear maybe. Like these... www.reapermini.com/Miniatures/townsfolk/latest/10029I'd love to see a thread like this... of custom terrain ideas.
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psyllus
Junior Strategist
Posts: 119
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Post by psyllus on Jul 15, 2018 23:59:06 GMT
Best starting source of these would probably be the old MkI books and NQs. Plenty of story-driven scenarios in those.
I'm re-reading my way through the fluff from the start. I'll try to pull out some interesting terrain and post them here.
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psyllus
Junior Strategist
Posts: 119
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Post by psyllus on Jul 16, 2018 3:24:51 GMT
Escalation Not much in the way of special terrain, but some interesting weather options. Here's the ones I thought were balanced enough to use (slightly tweaked for Mk3):
- Cold Snap: Warriors that didn't move and aren't engaged in melee take a POW 6 at the end of their controlling player's turn. -1 DEF to non-warrior models.
- Powerful Winds: Ranged AoEs deviate +1" and have no minimum deviation. Cloud effects leave play at the end of every turn.
- Cyclone: Place a 5" cloud effect in the center of the board. During each player's maintenance phase, it moves d6" in a random direction. Models touched are thrown d6" in a random direction (POW 12 damage and collateral). Other cloud effects touched by the cyclone leave play. Remove the cyclone if it touches any board edge.
- Dust Storm: Roll a d6 at the start of each player's turn. On a 1 or 2, a dust storm arrives. All models suffer -1 (-2 more balanced?) to ranged and magic attack rolls. Models cannot give or receive orders. Lasts for one round.
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whydak
Junior Strategist
Posts: 288
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Post by whydak on Jul 16, 2018 8:29:17 GMT
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Jul 16, 2018 16:55:09 GMT
Rules for climbing towers would be good. My lgs used to have several towers that I always wanted to put models on.
You would also want rules about plunging fire and maybe range increases due to firing from elevation.
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Post by Charistoph on Jul 16, 2018 18:14:12 GMT
Oooh, that's a cool idea. The No Quarters Prime have had some excellent (and some less good) optional terrain elements, usually themed around whichever theme force is the centre of that particular NQP. I remember quite liking the Trencher ones in NQP #1 as being elements that were simple and intuitive enough to slip into even Steamroller games, and the Blindwater ones were a bit more crazy but very cool. Terrain features that hex nearby models, or gather souls that soul-collecting models can take off them. Love it. Not sure if this is the same thing, but I once bought a pack of innocent townspeople with the intent of having them grabbed and thrown into enemies for collateral damage. Just comedic, brutal carnage. I suppose they could be a source of souls or "snacking" too. For simplicity they could literally be fixed "terrain", frozen with fear maybe. Like these... www.reapermini.com/Miniatures/townsfolk/latest/10029I'd love to see a thread like this... of custom terrain ideas. It wouldn't be that hard to make rules for civies. If there are no "bad guys" close, use the deviation template to determine direction and roll a D6 for distance. If they are near a bad guy, they Run away at a Speed of D6. The question is how near "close" is, and if it should consider either side as Friendly and run behind them.
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