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Winter War Rules

In addition to the basic rules covered in the basic rulebook, I offer you some optional rules for dealing with unique terrain and/or conditions one might encounter on the battlefields of the far future. All of these rules are optional and unofficial and require your opponent's permission to use. The rules for these hazards where adapted from the Original Warhammer 40K Hazards table available for free download at the Games Workshop site, others were adapted from the Warhammer Fantasy Battles General's Compendium (p.100)

Frozen Lakes and Rivers

(adapted from the Warhammer Fantasy Battles General's Compendium)

Water terrain like lakes and rivers may freeze in winter conditions. Lakes freeze on a roll of 3+, Rivers freeze on a roll of 4+. Frozen water obstacles are treated as clear terrain; however, often rivers and lakes don't freeze all the way through. Often a few channels of running water remain or a thaw creates a patch of thin ice. When models cross a frozen obstacle, roll a D6; on a result of 1 an incident occurs - roll on the table below:

D6 Result
1 Hole in the Ice! With a frightening rush, the models crash through the ice. Infantry must make an armor save. If the save is made the figure is dragged down by their armor and drowns. Figures with jump packs (Tau battlesuits, Sisters of Battle Seraphim, etc.) are immune. Vehicles are automatically lost (skimmers and Imperial Guard Chimeras are excluded - skimmers are not in contact with the ice, and Chimeras are amphibious vehicles and will float).
2 A deep crack appears in the ice. All infantry and normal vehicle models must make an initiative test to avoid falling through the ice. Those that fail treat this result as a Hole in the Ice! Super heavy war machines are automatically lost.
3 Cracks develop in the ice. All models on the terrain feature must stop to avoid breaking the ice. Check again next turn when units resume movement. Skimmers, Chimeras and units equipped with jump packs are exempt.
4 Slippery! Transit turns the icy surface to a treacherous slush. All movement is reduced by ˝ for the remainder of the turn. Skimmers and units equipped with jump packs are exempt. Check again next turn.
5-6 An ominous creaking sound is heard but the ice holds. Movement continues as normal.

Snow Drifts

If the Snow Drifts rule is in effect, roll a D6 for each quarter of the table. On a 4+ the table quarter is covered in drifting snow. Movement is reduced to ˝ of normal and open ground is treated as difficult terrain.

Winter Hazards

If a battle that takes place in winter or on winter terrain you may, with your opponent's consent, roll on the winter hazard table ˝D6-1 (0-2) times. You can download a PDF version of the Winter Hazards table

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Last updated: 11/09/08.

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