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Subplots for Warhammer 40,000 games
Want a laff? Roll a D20 before the battle and apply the result:
- One of the players' models has mysteriously contracted a dose of MACS
(Mysteriously Acquired Crazy Syndrome). The disease takes hold instantly
and without warning, causing the victim to act in a totally
uncontrolled, murderous and unpredictably dangerous manner until slain.
MACS may be mysteroiusly transmitted through any sort of protective
clothing, walls, armour plating, etc. Any model of the same race has a 1
in 6 chance of contracting the disease if it comes within 2" of the
victim. Roll a dice for each model with MACS at the start of every turn;
on a 6 they move 2d6" randomly for the rest of the game, firing
their most dangerous weapon at the closest target or charging if they
can.
- A unit is unhappy with it's leader, who is brutal, dishonest, stupid,
incompetent or otherwise subject to some personality defect which makes
him extremely unpopular. Any model drawing a line of fire within 2"
of this person will 'accidentally' shoot at him instead. If the shot
hits, a firefight starts between the two models (assuming the target
isn't killed).
- A random vehicle is subject to some unknown mechanical problem. Every
turn, on a roll of 6 on a D6, it will break down and become immobile,
only starting up again if a 6 is rolled in any subsequent turn. The
machine breaks down this way all game.
- Unknown to either side, unexploded mines litter the battlefield.
Oops. Every time a model moves, roll 2d6: on a double, the model sets of
a mine with the same effect as a Frag grenade, centred on the activating
model.
- One of the characters taking part in the battle is the subject of a
personal vendetta- perhaps he is blamed for causing somebody elses
death, perhaps he is an unconvicted drug dealer, or has fled owing
money. Whatever the reason, on the D6 roll of 6 at the start of any turn
one random unit from the opposing side reveals itself as bounty hunters
and immediatley attempts to shoot the character to death.
- One of the characters on either side suddenly meets someone from his
/ her past: old girlfriend, spouse, relative, fellow conspirator, enemy,
long-lost pet cat, etc. All shooting rolls the character makes are at -1
to hit, as his mind isn't really on the battle.
- The scene of the battle has been unexpectedly chosen by a criminal
gang as a place to conduct a secret deal of some sort- meet fellow
smugglers, exchange hostages, swap money, drugs, weapons, etc. Two units
of any race appear on the battlefield, moving and firing randomly at
anything in sight.
- One character bears a previously unexplained grudge against another
(on either side). Roll a D6 at the start of every turn- on a 6 the
character becomes obsessed with killing his enemy, and must move his
full M value toward him every turn, shooting or charging if he can.
- Act of God(s): A natural disaster hits the battlefield. For example,
an earthquake, flood, volcanic eruption, starship crash, meteor strike,
etc. Roll a dice for every model, on a 1 they take D3 S6 hits. Each
piece of terrain moves 2d6" in a random direction, carrying models
along with it.
- Creatures or plants the armies were previously unaware of appear,
making trouble for both sides. Roll a D6 every time a model tris to do
something- move, shoot, strike blows in hand-to-hand combat, etc. On a 1
they are prevented from doing so by an animal or plant that has recently
revealed itself and is making trouble.
- While the players battle it out a third force enters on a random
table edge at the start of the 'D4'th turn. This force comprises 500
points of whatever models are to hand.
- One or more radom characters is daemonically possessed. Roll a D6 at
the start of each of his turns, on a 6 he moves and shoots randomly for
the rest of the battle.
- One random squad has been supplied with a bad batch of weapons. Every
time a member of the squad rolls a 1 to hit, the weapon breaks and is
rendered useless.
- Any buildings are artifacts of an ancient civilisation. Models
entering them are suffused with a feeling of deep peace and calm, and
may not do anything else until they pass a Ld test at the beginning of
their turn.
- Refugees are taking cover in the middle of the battlefield. Every
time any model moves into cover that is within 12" of the centre of
the table, he / she takes D3-1 S3 hits from the refugees weapons.
- Prior to the outbreak of hostilities, the area was visited by Dr
Gostellos' Amazing Intergalactic Psycho-Circus. The circus has got
caught up in the fight; any model not in cover suffers D6-3 S'D4' hits
every turn from the dangerous creatures, weird aliens, frightening
mutants and psychic clowns.
- The battlefield is riddled with tunnels. Every turn, roll a D6 for
anything that rests on the ground (e.g., not Eldar anti-grav platforms)
and is bigger than a normal model (e.g., Terminators, Dreadnoughts,
Vehicles). On a 6 it falls into the tunnels and is useless for the rest
of the battle unless it has legs, in which case it can make an I test
every turn to climb out.
- Unknown to either side, a random character is an experimental
android. If reduced to 0 wounds the android starts moving randomly and
gets +1 to all characteristics; if it blunders into anything it fights
it in hand-to-hand combat. When destroyed (for a second time, the +1
applies to wounds as well) it explodes with the same effect as a Plasma
grenade.
- One random building on the table houses bizarre alien equipment- any
model going in can make a Ld test to work out how to use it, and emerges
with a random heavy weapon.
- A camera crew belonging to a local media company has managed to get
onto the battlefield and is wandering around, trying to interview troops
and generally distracting people. All troops within 4" suffer -1 on
all dice rolls. Only characters and unit leaders can shoot the camera
crew, anyone else is reluctant to do so.
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