By Noah Dove
Not all attacks take place at the most opportune time. Can you still hold victory even during a thunder storm?
This scenario is based on the Meat Grinder Scenario on p. 195 of the Warhammer 40,000 rulebook. The special rules below have been created for this scenario specifically and should not be used in regular games of 40K.
A mass offensive has been called by both forces all across the line. Unfortunately for you, your part of the line happens to be experiencing severe weather. Your pleads to call off the assault on your part of the line have been ignored. Now, you have little choice but to fight in the rain.
Your orders were simple: destroy the enemy at all costs. The winner is the player who has the most victory points, as defined on p. 86 of the rulebook.
infiltrate, deep strike, dusk and dawn, victory points
Obscured Vision: It can be downright dangerous to fly during a rainstorm. When a pilot's vision is obscured, it is widely reguarded as a dangerous thing to be flying at high speeds. Thus, any unit which flies, including skimmers, jetbikes, jetpacks, etc. may not move 6" or more without immediately taking a dangerous terrain check.
Sudden Downpour: Beginning on turn 2, roll a sigle die before each turn begins. On the roll of a 4+, the heavens have opened and have unleashed a torrential blast of rain. Once this occurs, the following rules are in effect until the end of the game:
- Any non-flying vehicles (except walkers) are now treated as if they have been immobilized, to represent them getting stuck in the mud. Note that they still retain their full victory points value unless immobilized by some other means.
- Any walker or bike units must make a dangerous terrain check every time they move, to represent them being made off-balance by the muck.
- All infantry units count as if they are in difficult terrain every time that they move. Units that already move as if they were in difficult terrain (for example, if they are slow and purposeful, or are actually in difficult terrain) roll a single die to determine how far they can move. Any unit which gains an advantage to moving through terrain (such as tyranid move through cover, or imperial guard light infantry doctrine) are lost, as few, if any, regularly practice wading through mud.
- No unit may engage in a "fleet" move of any kind.
1.) Terrain is set up as normal.
2.) Deployment and selection of first turn are handled as normal.