SELWG 2016 whfb tournament part 3 – Terrain

For our competition we have an amended terrain table. Still in test stage and I would expect it to be amended slightly to remove a hill option and move items around.

Part 1 – Competition and Army Restrictions – can be found here.

Part 2 – Rules – can be found here

Part 4 – Points scoring and secret missions – can be found here.

Terrain Table 2016

                                                  (D6+1 pieces)

2          Magical Mystery. Roll D3. Note – All count as Impassable

1= Arcane ruins* [Roll up to 3 extra Channelling dice]

2= Magic Circle* [MR(2) w/in 6”]

3= Wryding Well* [Non-combatant unit w/in 3” roll 1D6                                                                           (1=Poisoned;2-4 Cure 2D6; 6=Unbreakable]

3          Sinister Statue. Roll D6.

1= Idol of Gork* [Charging unit w/in 6” re-roll charge dice]

2= Bane Stone* [Hits made w/in 6” at +1 to wound]

3= Haunted Mansion

4= Charnel Pit* [Units w/in 6” at -1LD]

5= Altar of Khaine* [Units w/in 6” subject to Frenzy]

6= Roll again*

4 or 5   Building & obstacle, Roll D3.

1= Building only

2= Building with fence (3 pieces) [Soft Cover; charging unit are at -1 to hit]

3= Building with wall (3 pieces) [Hard Cover; charging unit are at -1 to hit]

6          Hill. Roll D6.

1-4= Normal Hill

5= Anvil of Vaul [Unit within 6” has Flaming and Magical Attacks]

6= Scree slope [Dangerous Terrain]

7          Mysterious Forest. Roll D6. Dangerous Terrain if Ca/MC/Ch march, charge, flee /             pursue, overrun or if Flyer entering/leaving; No Steadfast (unless Stubborn); Lone             infantry characters and Skirmishers characters count as Steadfast

1-3= Normal Forest

4= Venom Thicket [Unit has Poisonous Attacks; counts as Dangerous Terrain]

5= Abyssal wood [Unit causes fear]

6= Fungus Forest [Stupidity]

8          Hill. Roll D6.

1-4= Normal Hill

5= Anvil of Vaul [Unit within 6” has Flaming and Magical Attacks]

6= Scree slope [Dangerous Terrain]

 9          Marsh, Roll D3. Dangerous Terrain except Skirmishers; Ca MC and Ch fail test on a 1 or 2

1= Earthblood Mere [any unit in the marsh has Regen (6+)]

2= Khemrian Quicksand [Mo/MI//MC removed on Dangerous Terrain failure]

3= Mist wreathed swamp [Hard Cover; In test or D6 models are removed]

10        Steadfast Sanctum. Roll D3.

1= Dwarf Brewhouse [Units w/in 6” are Immune to psychology and Stubborn]

2= Elven Waystone* [Impassable; Channelling at +1 w/in 6”]

3= Acropolis of Heroes* [Impassable; Units w/in 6” are Stubborn; Ignore garrison rule]

11        Normal river. Only one river allowed otherwise roll again.

12        Player Chooses. Players roll a D6, winner chooses a non-magical / mysterious             terrain option. A 2nd river is not possible

            Items marked with * are classified as impassable terrain.

            Woods & Marsh are rolled for upon entry, the rest at the start of the game.

            Forests must be marked with a boundary.

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