Wednesday, April 18, 2012

Bullet Proof Spunk

It's hard to come up with catchy, attention grabbing titles sometimes...



I was thinking today for some reason about fragments of memories about the old Rogue Trader rules concerning Eldar (I think) force fields.  I seem to remember some old weird protective fields (maybe they’ve come back in some current codex but I haven’t seen them).  I don’t remember how they worked then but I have new rules for them now (fun, random, weird rules):

1.  Displacement field:  

A protective energy shield that triggers a defensive teleportation in order to save the wearer.  The player may choose whether or not they are going to use this save, as it is inherently dangerous in and of itself.  It functions as an invulnerable save, statistically equal to a 3+ invuln.    

To make the Displacement Field invun save, roll D3 and the scatter die.  If a HIT is rolled, you have failed to teleport and failed the save (two out of six chance, same as rolling a 1 or 2).  If an arrow is rolled, add one-half of the attack’s Strength (rounded down) to the D3 result and move that full distance in the direction indicated by the arrow.  So, for example, if you’re hit by a lascannon, S9, you’d add 4 to the D3 and move that far.  If this would blip you into other objects, such as buildings or other models, you may potentially die from reappearing inside solid matter.  You now have to make a second save.  If you fail this second save, the model suffers instant death and is removed.  If you make it, cut short the displacement by just enough to be 1” away from any terrain or model.  Consult this table for your second save roll:

Impassable terrain
6+
Difficult Terrain
5+
Vehicles (friend or foe)
4+
Other models/units (friend or foe)
3+

* This chart is based on the flexibility of the given object/unit you’re teleporting against and the likelihood it’ll move or have space for you to appear without co-occupying space.

If the model fails this second save and has materialized inside another model, THAT model makes an armor save or is also removed (treat as a shooting casualty, owning player picks).  If he is teleported inside a vehicle it takes an automatic glancing hit as a head suddenly appears inside a control panel, fuel tank, or ammo bay.  If this move takes the surviving model out of combat then you are no longer in combat, as of that Initiative number (hope you got to swing before you left).  You cannot be placed INTO combat as a result (because you're never placed within 1" of other models... unless you appear inside them...)

I’d say this would be a bit of war gear for character models at 10 or 15 points.  It’s a 3+ invuln but comes with risks and unpredictable results. 

Is it practical?  Maybe not, but it sure sounds like fun!  I’d give my hero one!


2.  Conversion Field: 

The conversion field converts the energy of the incoming attack into another form of energy (thus the name).  I think the original version changed it into light, effectively making photon grenades go off (which had more effect than just stopping your A+1 charge bonus back in the day).  This one’s a little more loopy in my version (and kinda ork-like with the unpredictable random effects), but here we go. 
This is effectively an invuln save.  Whenever you choose to rely on it instead of armor or cover, roll on the chart below for the results. 

  1
 Field converts the incoming attack exponentially, so much so that the field collapses on top of you.  Place the Blast Marker over the model.  The wearer (under the hole) takes a S9 hit with no save of any kind possible (roll to wound, apply instant death if twice your Toughness).  All others hit by the blast take a S5 AP2 hit.
  2
Field fails, no save.  Apply wounds as normal.
  3
Field saves with minor glimmer of light.  Treat as normal successful invuln save.
  4
Converts to a blast of energy.  Hold Blast marker over model.  All models touched (friend or foe) take a S3 AP- hit.  Wearer is unaffected.
  5
Converts to a shock wave.  Hold Large Blast marker over model.  All models touched (friend or foe) take a S4 AP- hit.  Wearer is unaffected.
  6
Converts to an explosion of force and photons.  Hold Large Blast marker over model.  All models touched (friend or foe) take a S5 AP- hit.  Wearer is unaffected.  In addition, due to the blinding burst of light, for the remainder of this shooting phase and the next shooting phase, all models (friend or foe) within 12” are treated as if under the Night Fighting rules (shooting into or out of this area).  If the Night Fighting rules have already been in play, they are nullified for this duration for all models within 12” (shooting into or out of this area).

*Note that if the game is under Night Fighting rules, the model is treated as having been lit up by a search light for any result other than (2) or (6) due to the burst of light at conversion.   
Again, is this practical compared to your run-of-the-mill invuln save.  No, but it certainly makes for a more interesting game!

***

By the way, I actually have been painting lately.  Results soon to follow in my “Heavy Handed” series...

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