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 Post subject: Arena Effects
PostPosted: Wed Aug 24, 2011 2:24 pm 
Really Cool Alien from a Cantina
Really Cool Alien from a Cantina

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Since I played at my FLGS once with the sandstorm scenario, I've been thinking of other possible arena effects :D

Obviously, the likes of Hoth, etc. present many opportunities for things like hailstorms, etc. Could probably spice up the scenarios using these :)

The following suggested arena effects are to be used along with a roll before/after initiative, which can be left to the players' discretion.

You could also rearrange the roll sequences to introduce some variation :P

* All movement changing situations apply in addition to the existing rules for difficult terrain and low objects

---

Hailstorm (for snowy scenarios such as on Echo Base)

- Roll less than 6: Mild hail and sleet (Characters moving more than their speed must move two extra squares at the end of their turn, and the extra movement is dictated by one of the opposing players).

- Roll of 6 to 10: Moderate hail and snow (All character movement ranges are reduced by two squares; that is, if a character with Speed 6 is moving and attacking, it can only move four squares)

- Roll of 11 to 15: Hailstorm (All characters may only move up to their speed, no targeting characters further than twelve squares away, and all characters not in buildings at the end of the round take 10 damage each, save 11)

- Roll 16 and above: Severe hailstorm (All characters may only move up to half of their speed, no targeting characters further than 6 squares away, and all characters not in buildings at the end of the round take 10 damage each, save 16)

---

Meltdown (for damaged reactors or other such scenarios)

- Roll less than 6: Minor malfunctions (No effects)

- Roll 6 to 10: Random electrical discharge (Each time any character uses a non-melee attack, or the special abilities Grenades/Missiles/Flamethrower, they must roll a save of 6. Failing the save causes them to take 10 damage)

- Roll 11 to 15: Ionic interference (Each time any character uses a non-melee attack, or the special abilities Grenades/Missiles/Flamethrower, they must roll a save of 11. Failing the save causes them to take 10 damage. All droids take 10 damage at the end of the round, save 11)

- Roll 16 and above: Radioactive hazard (Each time any character uses a non-melee attack, or the special abilities Grenades/Missiles/Flamethrower, they must roll a save of 11. Failing the save causes them to take 20 damage. All living characters take 10 damage at the end of the round, save 11)

---

Bog (for swampy scenarios, maybe JC's Felucia map)

* Characters with Flight are exempted from the following restrictions.

- Roll less than 6: Muddy terrain (No effects)

- Roll 6 to 10: Morass (All character movement ranges are reduced by two squares; that is, if a character with Speed 6 is moving and attacking, it can only move four squares. All characters with Wheeled or that want to use Wheel Form must make a save of 11 to move)

- Roll 11 to 15: Quicksand (All characters may only move up to their speed. Characters with Wheeled or Wheel Form may not move, Levitate has no effect)

- Roll 16 and above: Inland swamp (All characters may only move up to half of their speed. Characters with Wheeled or Wheel Form may not move. Levitate has no effect. Droids take 10 damage at the end of the round, save 6)

---

Chemical leaks (can fit a wide range of scenarios)

* If you want droids to take damage also, you could use corrosive agents instead of poison for the scenario

- Roll less than 6: Normal atmosphere (No effects)

- Roll 6 to 10: Mild contamination (All living characters take 10 damage at the end of the round, save 6)

- Roll 11 to 15: Moderate contamination (All living characters take 10 damage at the end of the round, save 11)

- Roll 16 and above: Severe contamination (All living characters take 10 damage at the end of the round, save 16)

---

So those were just some of the elements that I could think of, to make the games a little more fun :D

Imagine if say, the arena itself killed off all the Mouse Droids and Ugnaughts - would throw a wrench into EVERYONE'S plans XD

Of course, it'd make the game even more random and dice-dependent, but I figured we're all here for the fun of it, anyway :P


Thoughts?


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 Post subject: Re: Arena Effects
PostPosted: Thu Aug 25, 2011 7:31 am 
General
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I like it.

I think I'll "steal" these for an upcoming league night. We normally play a few rounds and have a variety of maps out for the players. I could print your effects and place an appropriate one by each map.

When we review Sept games during the Star Wars Miniverse podcast, we'll let you know how it went.



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 Post subject: Re: Arena Effects
PostPosted: Thu Aug 25, 2011 8:23 am 
Sith Apprentice
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nate and i have been playing a format similar to this for years. it's tons of fun. we usually write down effects for 1-20 and before each init we roll. if that effect has already been done we roll again. tons of fun.

we've had earthquake...where each figures moves a specific number of squares in a certain direction. can be sometimes disasterous when a pit is nearby. We've had specific rooms entirely destroyed with no saves. EMP's, heavy fog, loss of power, even a rancor. Awesome times, and it's great that we haven't been the only ones playing this style.

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 Post subject: Re: Arena Effects
PostPosted: Thu Aug 25, 2011 9:02 am 
Junk Dealer Extrodinaire
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Cool format


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 Post subject: Re: Arena Effects
PostPosted: Thu Aug 25, 2011 9:49 am 
Really Cool Alien from a Cantina
Really Cool Alien from a Cantina

Joined: Mon Sep 03, 2007 12:12 pm
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More arena effects :D

---

Lightning storm

* All effects are only applicable to characters that aren't in buildings.
** The special ability Flamethrower is negated in all of the following.
*** Characters that use Force Lightning or Electrostaff must roll a save of 11 when doing so to avoid taking 10 damage.


- Roll less than 6: Heavy rainstorm (No targeting characters further than 6 squares away. All small-based characters move two squares at the end of the round, and the movement is dictated by an opposing player)

- Roll 6 to 10: Flood (At the start and end of the round, all characters move six squares, save 11 reduces movement to three squares)

- Roll 11 to 15: Lightning strike (At the end of the round, all characters must roll a save of 6 to avoid being defeated)

- Roll 16 and above: Hurricane with debris (Non-melee attacks and range-bound Force powers or special abilities are all rendered ineffective. All small-based characters move three squares at the end of the round, and the movement is dictated by an opposing player. At the end of the round, droids with medium or larger bases take 20 damage, and save 11 reduces damage done to 10. All characters take 10 damage at the end of the round; this effect stacks with the droid-specific damage)

---

Hidden explosives

- Roll less than 6: Random detonation (Characters moving over difficult terrain and low objects must roll a save of 11 when moving to avoid taking 10 damage)

- Roll 6 to 10: Cluster detonation (Characters moving over difficult terrain and low objects must roll a save of 11 when moving to avoid taking 10 damage. After the detonation, all characters within three squares must roll a save of 11 to avoid taking 10 damage)

- Roll 11 to 15: Chain detonation (Characters moving over difficult terrain and low objects must roll a save of 11 when moving to avoid taking 10 damage. After the detonation, three other characters within line of sight and who are not in buildings take 10 damage)

- Roll 16 and above: Unearthed proton bomb (After initiative is determined, the first character to move over difficult terrain or low objects must roll a save of 11. Failing this save causes the character to be defeated, and all other characters within 6 squares are also defeated)

---

Damaged starship

- Roll less than 6: No effects

- Roll 6 to 10: Impact without shield failure (Divide the map into quadrants for this. Arbitrary selection is used; all characters in the affected quadrant move two squares at the end of the round, and movement is dictated by an opposing player)

- Roll 11 to 15: Peripheral hull breach (All living characters within 6 squares of the map's edge are defeated, save 16)

- Roll 16 and above: Impact with shield failure (Divide the map into quadrants for this. Arbitrary selection is used; all characters in the affected quadrant take 30 damage at the end of the round, save 11 reduces damage done to 10)

* Alternative effect - Central hull breach (All characters within 6 squares of the map center are defeated, save 16)

---

Force Storm

- Roll less than 6: No effect

- Roll 6 to 10: Dark aura (All Force users must roll a save of 6 in order to activate)

- Roll 11 to 15: Suffocating aura (All Force users must roll a save of 11 in order to activate. Before using Force points, all Force users must roll a save of 6; failing this save doubles the Force point usage)

- Roll 16 and above: Force storm (All Force users must roll a save of 11 in order to activate. Activated Force users take 10 damage at the end of the round, and this damage is increased by 10 for each time they spend Force points during the round. Living characters without a Force rating must roll a save of 11 upon activating; failing this save causes them to take 10 damage and they are considered to be activated)

* Alternative effect - Force whiplash (Every time a living character is defeated, every Force user in play takes 10 damage, save 11. If the defeated character had a Force rating, the damage done is 20, and the save reduces damage done to 10)

---

Mechanical madness

* Some of the following effects require the designation of 'machinery' zones on the map. Existing machines on the map (doors, computers, starships, etc.) may be used for the following effects, or tiles may be used.

- Roll less than 6: Magnetic pull (All metallic elements are moved three squares towards the nearest item of machinery; designation of metallic elements is arbitrary)

- Roll 6 to 10: Electromagnetic pulse (All droids within four squares of machinery zones are defeated once initiative is decided)

- Roll 11 to 15: Computer virus (All doors are locked shut at the start of the round; the ability Override is disregarded. Characters whose Override ability were in effect are considered activated at the start of the round, save 11. All droids adjacent to a computer terminal gain Savage, and are to be controlled by an opposing player for the rest of the round)

- Roll 16 and above: Meatbag genocide (All droids gain Savage and must attack a living character if possible when they activate. Droids gain +4 attack and +10 damage when attacking living characters)


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 Post subject: Re: Arena Effects
PostPosted: Sun Aug 28, 2011 4:14 pm 
Warmaster
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Another fun way to play is "double blind"
You need two copies of your map and squad (R's and VR can be proxied for the double). Each player sets up on a different copy of the same map with a divider separating them. After set up A GM places any pieces that the opposing team has LOS to on the appropriate map. After each move the GM adds or removes pieces that the opponent can or can not see.

Makes for a very interesting game and gives a third person something to do.

You can also add this style of play to different scenarios like your above mentioned snow storm.

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Last edited by TreebeardTheEnt on Sun Aug 28, 2011 8:40 pm, edited 2 times in total.

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 Post subject: Re: Arena Effects
PostPosted: Sun Aug 28, 2011 5:10 pm 
Junk Dealer Extrodinaire
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Wow another cool idea


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 Post subject: Re: Arena Effects
PostPosted: Tue Sep 06, 2011 10:55 pm 
Unnamed Stormtrooper
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Chargers wrote:
I like it.

I think I'll "steal" these for an upcoming league night. We normally play a few rounds and have a variety of maps out for the players.



Where in Wisc are you games from? And where do you play the league games?


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 Post subject: Re: Arena Effects
PostPosted: Sat Oct 29, 2011 7:22 am 
Black Sun Thug
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TreebeardTheEnt wrote:
Another fun way to play is "double blind"
You need two copies of your map and squad (R's and VR can be proxied for the double). Each player sets up on a different copy of the same map with a divider separating them. After set up A GM places any pieces that the opposing team has LOS to on the appropriate map. After each move the GM adds or removes pieces that the opponent can or can not see.

Makes for a very interesting game and gives a third person something to do.

You can also add this style of play to different scenarios like your above mentioned snow storm.


Oh man! I love this idea Treebeard. Can't wait to try this out at home. Thanks for posting this. :D

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 Post subject: Re: Arena Effects
PostPosted: Sat Oct 29, 2011 3:36 pm 
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I can't take credit for it. This is how we played Axes & Allies in high school.

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