Special Map Sections
1)
Crater of Wailing Dead
2)
The Tainted Peaks
3)
Temple of Skulls
4)
Karak Varn
5)
Lake of Lost Souls
The special scenarios below are used for battles taking place in these Special Map Sections. Players also gain benefits for holding these territories, as noted in each description.
Crater of Wailing
Dead
Deep in the range of mountains known as the Devil’s
Backbone, there lies a great cleft in the earth through which spews great
clouds of broiling steam and wreathes of rolling fog. Locals whisper that souls
who venture into these clouds never return, but that on the darkest of nights
their voices can be heard calling others to join them…
Scenario: The Wailing
Dead
Benefit: At the
very bottom of the crater the Banner discovers a weirdly glowing amulet which
wails and moans. This counts as a magic Talisman which may be given to any Hero
character for free. It contains a one use only Bound spell (power level 4) with
a range of 24”which may target any unengaged enemy unit. This does not need
line of sight. The unit hit must take an immediate Panic test.
Set up: Armies deploy in the same manner as a Pitched
Battle.
Who goes first?: Each player rolls a D6, the highest scorer
goes first. The player who finished deploying first adds +1 to the roll.
Length of Game: The game lasts for six turns.
Victory Conditions: Use the Victory points table in the
Warhammer rulebook (pg. 198). Victory points are not awarded for Table Quarters
and captured Standards in this scenario.
Special Rules: Shrouded in Mist: The battlefield is wreathed
in eerie mists which whisper words of doubt to the troops within. All units
suffer -1 Ld (units Immune to Psychology are immune to this rule). In addition
units can only see up to 24” across the battlefield.
The Wailing Dead: Before deployment, one Banshee should be
placed in the centre of each board quarter. These Banshees, in effect, count as
a separate army- they will go first (so, the turn sequence will go Banshee Turn
1, Player A turn 1, Player B turn 1, Banshee turn 2 etc). Each Banshee moves 4”
per turn in the direction indicated by the roll of a Scatter dice; if they end
their move within 8” of a unit they will unleash their Ghostly Howl attack (if
there is more than one unit within 8” they will target the closest unit).
Banshee
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
4
|
3
|
3
|
3
|
3
|
2
|
4
|
2
|
8
|
Unit Size: 1
Special Rules: Undead, Ethereal, Ghostly Howl: This is a
Shooting attack with a range of 8" which hits automatically, does not
require Line of Sight, and may be used in Close Combat. Roll 2d6, add 2, and
subtract the target unit’s Leadership. The result is the number of Wounds the
unit suffers, with no armour save allowed.
The Tainted Peaks:
Legends say this great mountain was created after a dispute
between Tzeentch and Slaanesh, each god throwing missiles of warpstone across
the mountains at each other. Large chunks of warpstone protrude from its
surface even today, promising great wealth and power for those prepared to take
the risk…
Benefit: The
player who controls the Tainted Peaks may give a free PowernStonento any one
wizard per Campaign turn.
Scenario: The Tainted Peaks
Deployment: The board is divided into four quarters and
players roll off to see who deploys first. The player who wins the roll chooses
one quarter, the other player deploys in the opposite quarter. Units may deploy
up to 30” from the corner of their table quarter and no closer than 24” from
opposing units.
Terrain: Choose terrain as normal. In addition, one
Warpstone Outcrop should be placed in each 8th of the table. Divide
the table into 8 equal sections and place an Outcrop in the centre of each,
then scatter each Outcrop using a Scatter dice (each Outcrop scatters d6
inches, and does not scatter if the Scatter dice roll is a Hit).
First turn: The player who finishes deploying first gains +1
to the roll for the first turn.
Game length: The game lasts for 6 turns.
Victory Conditions: Victory points are calculated as normal,
with the exception of those given for
Table Quarters. Instead the board should
be divided into 8 equal sections, with units given 100 VPs for controlling one
of these at the end of the game.
Special Rules: Warpstone Outcrops: Warpstone protrudes
through the surface of the Tainted Peaks, corrupting everything nearby with
their raw Chaos power. Any unit within 3” of a Warpstone Outcrop at the start
of its turn suffers D3 S3 hits with no armour save allowed. In addition, any
Wizards within 3” of a Warpstone Outcrop during their Magic phase may add two
extra Power dice to their pool, but if they Miscast within 3” of a Warpstone
Outcrop they suffer d6 S3 hits with no Armour save allowed in addition to other
effects.
Temple of Skulls
The tribes of the Southlands tell of a temple deep within
the jungles, erected to gods whose worshippers have long since passed. It is
said that some of their evil conscience lives on, seeking to lure unwary
travellers and add their blood to its essence…
Benefit: The controlling player’s army finds a
bloodstained banner draped over the Temple’s altar. This may be given to one
unit as a Magic Banner for free. The banner allows a unit to pursue and Overrun
an extra d6 inches.
Scenario: Temple
of Skulls
Set up: Divide the board into quarters, as below. Each
player should roll a D6; the highest roller may choose two diagonally opposite
quarters (eg Zone A and D, or B and C) with their opponent taking the other two
quarters. Players should roll a D6 for each unit; on a 1-3 they must be
deployed in Zone A or B (whichever applies), no more than 12” from the long
board edge and no more than 24” from the short board edge), on a 4-6 in Zone C
or D (applying the same rules).
Zone A
|
Zone B
|
Zone C
|
Zone D
|
Terrain: Jungle. A building representing the Temple of
Skulls should be placed in the centre of the board.
Who goes first?: Roll a D6; the player who rolls the highest
gets the first turn. The defender may add +1 to the roll (their troops have had
more time to find their way around the jungle…)
Victory Conditions: Victory Points are awarded as normal. In
addition, the player who has a unit closest to the Temple of Skulls at the end
of the game gains an additional 500 Victory Points. If both players have units
equidistant to the Temple, the side with the highest Unit Strength gets the
Victory Points. If unit strengths are equal, no-one gets the Victory Points. So
there.
Length of Game: 6 turns.
Special Rules: Temple of Skulls: Any unit within 6” of the
Temple of Skulls must declare a charge if able to do so, must always Overrun if
able, and must always Pursue if able; in addition, they count as Stubborn.
Karak Varn
Karak Varn, the legendary lost hold and gromril mines of the
Dwarfs, looms large in its races cultural memory- and would be a mighty prize
for an invading army to capture. Small Dwarven expeditions periodically venture
forth, some even managing to gain a foothold for a short time, but before long
the twisted creatures infesting the former fortress reclaim their homes.
Benefit: The
controlling player may use the scattered catacombs beneath the Hold to allow
one Core unit of less than 100pts value to Scout in any battle fought in
Mountain territory.
Scenario: The scenario to be played in Karak Varn is
identical to the Battle of the Burned Banner scenario in the Warhammer
rulebook, with the following Forgotten Traps special rule.
Forgotten Traps: The Dwarfs of old built many ingenious
traps in and around Karak Varn in the days of yore to defend it from its
enemies, many of which still work after a fashion. At the start of each
player’s turn, they should roll a D6; on a roll of 1, one of their units has
triggered a long-lost trap. One randomly determined unit in their army suffers
d6 S5 hits and may move only at half rate for that turn only.
Lake of Lost Souls
The Lake of Lost Souls has long been shunned by the local
populace, the malignant sense of evil hanging over it warding off any who are
tempted to risk its waters. Yet now, as a new island has risen in the centre of
the lake, armies are gathering to do just that. Rumour has it that, at the very
centre of the island, lies a great golden crown which bestows upon its wearer
godlike powers…
Benefit: The
controlling player finds the Crown of Power at the centre of the island, a
circlet of blackened gold that whispers secrets into its wearer’s ear.
Scenario: Assault on the
Island
Deployment: The board is set up as below. The Attacker
places their Rafts in their deployment zone.
The Defender should split their
army into 3 groups with an equal number of units in each group (each character
counts as a unit in its own right). A number from 1-3 should be attached to
each and a D3 rolled. The group whose number matches the D3 roll is then
deployed in the Defender’s deployment zone. The other groups are defending
other parts of the Island’s coastline and will join the battle later as below.
Island of Lost Souls (Defender
Deployment area)
72” by 12”
|
Lake of Lost Souls
72” by 24”
|
|
Attacker Deployment Area
72” by 12”
|
Terrain: The lake may have one or two rocks jutting from the
surface (otherwise, it is water, obviously). The island itself may have a few
forests.
Game length: The game lasts 6 turns.
First turn: The attacker gets the first turn.
Victory conditions: The Attackers are trying to break
through onto the island, the defenders are trying to stop them. Calculate
Victory Points as normal (no Victory points are gained through controlling
Table Quarters). In addition the Attacker gains an extra 150 Victory Points for
each of their units with a unit strength of at least 10 who are present on the
island at the end of the game.
Special Rules: Reinforcements: At the start of the second
turn, the Defender may roll a D6 for each group of their army not deployed at
the start of the game. On a 4+ the group may move onto the board from the
Defender’s board edge, counting as if it had pursued an enemy off the board in
the last turn. Keep rolling in subsequent turns, adding +1 to the roll each
time (ie on the third turn the group will arrive on a 3+, then a 2+,
automatically on the fifth turn).
Rafts:
In order to assault the Island of Lost Souls, armies must
construct rafts to cross the lake.
The Attacker has a number of Rafts equal to the number of
units in their army. The Defender may purchase up to three Rafts for 30pts a
model.
Rafts may carry ONE unit (plus any attached characters).
They move d6 inches, plus a further 2 inches per 5 models on the raft;
otherwise treat them as normal units (with front, flank and rear arcs, etc). Rafts
ALWAYS move the d6 inches, but do not have to move the additional 2” per 5
models if they do not wish.
Missile troops may fire from rafts as normal (they never
count as marching, but always count as moving so will be at -1 to Hit). War
machines may also fire from rafts; those using BS to hit suffer -1 to Hit,
those using Scatter dice Scatter a further d6”, and those such as Cannons roll
an extra D6 when they fire; if the roll is a 1-3, subtract d6” from the guessed
range; if a 4-6, add d6” to the guessed range. Wizards may cast spells as
normal from Rafts.
Units on Rafts are Immune to Psychology. The exception to
this are Stupid units, who, if they fail their Stupidity tests, may not add any
inches to their Move. Animosity also affects units on rafts; rolls of 1 on the
animosity table means the Raft must move towards the closest friendly raft (or
shoot a the unit upon it as per the usual rules); rolls of 2-5 mean the raft
only moves d6” and may not add inches for extra models; a roll of 6 adds an
extra D6” worth of Move to the raft.
Units on Rafts do not declare charges but if they contact an
enemy Raft in their Movement phase they count as charging. Combat is worked out
as normal (with the Charged raft gaining +1 combat resolution for High Ground
as the attackers try and board). Units do not Flee if they fail a Break test,
but instead lose a further model for every point they lost the combat by as
warriors are pushed into the lake and drown. This is in addition to models lost
due to the Undead or Daemonic Instability rules.
Once a Raft hits land, the unit upon it is free to act as
normal, counting as being on open terrain.
Rafts have a Toughness of 5 and 5 Wounds. They may be
targeted by shooting; if so, roll a D6 for each hit, on a 4+ they hit the raft,
on a 1-3 they hit the unit on the raft.
If a Raft is destroyed, the unit on board is pitched into
the lake and begins to Swim. Swimming units move 2d3” a turn and operate as
Skirmishers. War Machines pitched into the lake are lost, though the crew may
Swim as normal. Chariots are also lost if forced to Swim.
At the start of each turn roll a D6 on the Swimming table
below for each Swimming unit.
Swimming table:
1-
The unit loses d6 models.
If the unit’s Armour
save is 4+ or better they lose D6+2 models instead.
2-3 The unit loses D3 models.
If
the unit’s Armour Save is 4+ or better they lose D3+1 models instead.
4-5- The unit loses D3-1 models.
If the unit’s Armour Save is 4+or better they lose D3 models instead.
6- The unit loses no models.
If a unit on a Raft contacts a Swimming unit they count as
charging and having the High Ground (+1 Combat resolution). In addition, the
Swimming unit hits only on 6s. If the Swimming unit wipes out the unit on the
Raft they may board the raft and no longer count as Swimming.