Storage tanks
This is not my own work - I downloaded it from Christian Rotter's website a long time ago.
Fuel Tanks
From Gary James.
with some comments from 'Frugal'
I have been making models for longer than I have been playing Warhammer 40k, and especially enjoy making terrain.
Inspired by the superb industrial terrain in WDwarf I am currently making a storage tank complex. I thought it might be fun to have rules to deal with tanks which are damaged or deliberately sabotaged. Here is an extract from my (as yet un-playtested) rules for damaging the storage tanks.
Storage Tank Damage Rules
Determine the contents of the tank
This can be done by agreement, randomly at the start of the game, or randomly within the game. If within the game the contents are determined if the tank is damaged or if a model stays within base contact with the tank for a complete turn. If determined by base contact, the player secretly rolls a D6 so that the contents are known only to that player. Contents
table (D6):
- Fuel
- Liquid Nitrogen
- Water
- Gas
Type of gas (D6)
- Anti-plant
- Blind grenade gas
- Choke grenade gas
- Hallucinogen gas
- Smoke grenade gas
- Scare grenade gas
- Oil
- Toxic waste
Damaging the Tank
The storage tank has an armour value of 20.
If the armour of the tank is penetrated determine the contents of the tank (if this is not already known) then roll a D6 and consult the the damage effect table for the appropriate contents:
Comments from 'Frugal'
Well I think that as long as your opponent agrees then that's all that matters. Maybe the tanks are bit too armored, that's like Rhino armour there! Maybe instead you could have 10 or 15 (probably 15 so that bolters don't keep causing explosions).
Here's some of my ideas:
- Shots deviating to hit count as hitting the tanks.
- Burst templates as normal for hitting, possibly bonuses to damage rule.
- Flame would definately have bonuses on fuel hits.
- Shots that miss models within 2" of a tank have a chance of hitting the tank.
I don't really like the ideas for the grenade type gasses but that could be just me. Also adds possibilities for ammo depos and such... Didn't really put much thought into the damage tables so I'm not commenting on these. Here's one thought though:
- Gas Leak: the shot has created a hole where flaming gas is now escaping. Place a flamer (heavy, hand?) template pointing from where the shot hit, back towards the shooter. ie, pointed end a tank, rounded end back towards shooter.
- Also adds some options for take and hold missions, instead of taking a point they might have to destroy it!