I'm also working out a potential final scenario, that anyone with time or inclination could play out to determine the final fate of Gazarkhame, but it's another optional one. Maybe a tie-breaker if needed?
If both generals so desire, use the following table for instead of the Mysterious Forests one in the rulebook.
D6
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Mysterious Stone Arboretum
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1 –
It’s just some mushrooms
|
Despite
resembling one of the fabled stone gardens, this cluster is actually just
weirdly large but totally harmless fungal growth.
|
2 -
Obsidian Oaks
|
The
flakes of black glass that make up the leaves of these intricately carved
trees break up and disperse the winds of magic.
Any
unit with the majority of its models in this wood gains Magic Resistance (1)
|
3 –
Slate Sequoias
|
This
tall stand of stone columns bears large but fragile leaves of slate on their
tallest boughs. The slightest knock can bring these crashing down – tread
carefully.
Roll
for any unit at least partially within the Slate Sequoias at the end of the
Movement phase. On a 4+, the unit suffers d6 S4 hits.
|
4 –
Diamond Deadwoods
|
A
king’s ransom of gems studs the stalks and boles of these trees. It would
take a strong mind indeed not to succumb to avarice and pause a little to
strip the bark for jewels.
Any
unit at least partially within this forest is subject to Stupidity. Any
Dwarven unit at least partially within is also Stubborn.
|
5 –
Lava Larch
|
These
stone pipes resemble trees, but are in fact something far more dangerous.
Grimfork has managed to funnel lava through them, booby-trapping the entire
wood. The ancient valves are closed and heavily corroded, but a badly-placed
shot could cause blazing lava to spew out in all directions!
Whenever
a unit in this forest is fires or is hit by missile weapons, roll a d6. On a 6, a lava blast is unleashed! Roll the scatter dice and place
the breath weapon template with the narrow end at the centre of the wood and
the fat end pointing in the rolled direction. Models touched by the template take
a S4 hit with the Flaming Attacks special rule.
This
can only be triggered once per wood per combat, as the lava reservoirs are
limited.
|
6 –
Warpstone Willows
|
The
slender crystalline twigs that decorate these ornately designed sculptures
are razor sharp. With a bit of careful breaking, they can make delicate but
lethal weapons.
Any
model or unit in the thicket can opt to harvest some branches to temporarily
replace their current weapons. This gives them them hand weapons with the
Poisoned Weapons and Armour Piercing special rules (close combat only) for a
single round of close combat – the branches are too fragile to last longer.
The warpstone pieces must be used at the first opportunity, they can't be
saved for later, and the unit can't use their other weapons or shields for the time being.
When
the warpstone shards dissolve, the unit takes a d6 S2 hits with no armour
saves allowed, to represent the terrible warping quality of the
crystals. These are resolved at the end round of combat and will count for
combat resolution.
|
Sounds fun, and I'm up for this. A final 'extra' battle was possible last time, and so may be gain if the rounds don't exactly sync.
ReplyDeleteA note on woods (with apologies to General East) - I understand that the latest ruling on the Wood Elf 'bonus' wood was that it had to be placed in the deployment zone and not - as was more common - right in the middle of the board.
Thanks, Kraken. Yes, normal woody woods wouldn't seem right beneath the mountains.
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