Sunday, 24 July 2016

Special Map Sections




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.


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