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ground that could slow you down: tall grass, sparse bushes, stony ground, etc. When a character moves in broken terrain, his movement stick is reduced: Long becomes Medium, Medium becomes Short, Short remains Short.

Slippery Ground: When a character moves on

Slippery Ground, he must pass a Q roll at the end of his movement (or as soon as he moves out of the slippery ground, whichever comes first) or fall Prone. Characters with Acrobat Trait roll at +1. Characters with Clumsy roll at -1. Examples: frozen lakes, moss-covered stones, river fords, and areas affected by certain weather spells.

Linear Obstacles: A linear obstacle is anything

like a fallen tree, a hedge, or a low wall. A character has two ways to move past a linear obstacle: 1) The character’s movement stops on one side of the obstacle; then the character

spends one action to cross the obstacle, and he performs his next movement from the other side of the obstacle; or 2) The character moves as if the obstacle did not exist and performs a Q roll on a single die (at +1 if Acrobat, -2 if Clumsy or Heavily Armored) when crossing the obstacle. Heroes automatically pass this test. If the test succeeds, the character’s movement continues as if the obstacle did not exist. If the test fails, the character falls Prone on either side of the obstacle (opponent chooses where).

Swamps and Bogs: These are broken terrain.

Models with Amphibious or Swamp Walk are unaffected. Models with Big, Mounted, Huge, Gargantuan, or Heavily Armored have -1 on Q when activating or reacting while Prone on swamp terrain. Huge models do not suffer this penalty if only part of their base is in the swamp terrain.

Thick Vegetation: This is broken terrain such as

tropical forest or jungle. All models in thick vegetation become Slow unless they have Forester. Models that are already Slow do not suffer extra penalties.

Rivers: Randomly determine the direction of the

current. Roll a die; on a 1-3, treat the river as shallow water; on a 4-6 as deep water. Any river must have at least a bridge or a ford.

Shallow Waters: A model wading in shallow waters

has -1 on C unless Amphibious. Prone figures take 2 actions to stand up. Recoiling in or out of shallow waters has normal effects.

Deep Waters: A non-Amphibious model in deep

water must try to swim. It takes two actions to move 1 x Short distance by swimming (3 actions for a model with Short Movement). If only one success is rolled, the model remains stationary, floating. A model rolling three failures while in water starts to drown and will die in 1d6+1 turns. A drowning model may be rescued by another swimmer who moves adjacent to it as long as the other swimmer makes his swimming roll. A model should get rid of armor, shields and weapons when trying to swim. It takes one action to get rid of extra weight before diving in the water. If the model doesn’t get rid of armor and weapons, his Q worsens by 2 in deep water. In doing so, he loses any Traits related to these (e.g. Heavily Armored), and counts as unarmed for the remainder of the game. Undead and Artificial beings cannot drown. If they are

Amphibious, they will move normally in the water. Otherwise, they will sink and move slowly on the bottom (treat as a Slow movement in difficult terrain, requiring 2 actions to perform one Short move). Non-Amphibious models fight at -2 in deep water. A model cannot shoot out of deep water. Spell-casters in deep water may cast spells only if they are Amphibious.

Fords: Places where a watercourse is shallow

enough to be crossed are Slippery Ground.

Weather

For outdoor battles, roll a die after both players have deployed their warbands. On a 5 or 6, there is a special weather condition. Roll on this table:

Heatwave: Any model rolling a double 1 on any Q

test becomes Fatigued. Models with the Artificial, Undead, or Desert-walk Traits are immune to heat. All models are immune as long as they stay in water terrain. Once they are out of it, they fatigue normally. In a campaign, the effects of heatwave carry on from one scenario to the next only if the heatwave is rolled again. In all other cases, fatigue due to heat is automatically healed between scenarios.

Strong Wind: Ranged combat is at -1 for the

duration of the battle. There is no modifier on spells. Flying troops have -1 on their Q tests unless they decide to move on the ground (decide before the activation dice are rolled). Flying troops moving on the ground decrease their move allowance by one category (from Long to Medium, for example). They still count broken terrain and obstacles as regular terrain— they can still hop around and avoid bad terrain. If you use the firearm rules from Hammer

and Forge, puffs of smoke are dispersed after 1 turn.

Heavy Rain: Heavy rain restricts visibility. Missile

fire is at -1 and anytime a model rolls a 1 on any Q test, it becomes impeded by mud, slippery terrain, etc. Treat the model as Prone for the duration of the

turn— the model automatically recovers at the start of his next activation without having to spend an action to stand up. Swarms and flying models are unaffected. If the model is not activated, it still counts as Prone until the player activates it.

Thunderstorm: Combine the effects of strong wind

and heavy rain: -1 on ranged combat, restriction on flying moves, models may get stuck. In addition, whenever Animal models roll a 1 on a Q test, roll a die: on a 1-3, they become mired in mud as per Heavy Rain, above; on a 4-6, they make a Morale roll. Swarms are unaffected.

Snow: Snow turns regular terrain into broken

terrain. In addition, it takes two actions to stand up on snowy terrain. There’s a 1 in 6 chance that a snowstorm will take place during the battle, reducing visibility to Short. Any snow-covered obstacle that has to be climbed requires a Q climbing roll. Failure on this roll means that the model’s movement stops and the model is Prone for the remainder of the turn. Heavily Armored or Clumsy models have -2 on this roll. Models with Clinging can climb normally with no die roll required. Troops with Snow-walk are immune to all of the above effects.

Weather Table 1 Heatwave 2 Strong Wind 3-4 Heavy Rain 5 Thunderstorm 6 Snow

Modifiers: Apply a +1 in Edda, Northern An-Mòr, and Llirian. Apply a -1 in Andamon.

Campaign Rules

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