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Rondhol Heartlands

drdaaaave_rusty_minecart_cliffs_jungle_cave_creepers_lush_volum_99167b82-9862-4060-a02b-6dd835ff3853-dc905985

Submitted by:

The Weaver

Though treacherous, the network of rapids and canyons criss-crossing the Rondhol Heartlands provides critically important passageways through this inhospitable landscape

drdaaaave_rusty_minecart_cliffs_jungle_cave_creepers_lush_volum_99167b82-9862-4060-a02b-6dd835ff3853-dc905985

Submitted by:

The Weaver

Rules:

Do not destroy without permission

Soulbound Doom Level:

Warcry Twist Rules:

None

Realm Rules:

Rapids: After deployment but before the first battle round begins, you can pick up to 3 friendly units and say that they travelled by rafts. If you do so, roll a dice for each chosen unit. On a 2+, that unit may move up to D6″. On a roll of 1, that unit suffers D3 mortal wounds.

 

Cliff Paths (Beasts of Chaos only): At the end of your movement phase, subtract 1 from hit rolls for attacks that target friendly units that were set up in that phase until the end of the turn.

Rules:

Do not destroy without permission

Soulbound Doom Level:

Warcry Twists:

None

Region of War Rules:

Rapids: After deployment but before the first battle round begins, you can pick up to 3 friendly units and say that they travelled by rafts. If you do so, roll a dice for each chosen unit. On a 2+, that unit may move up to D6″. On a roll of 1, that unit suffers D3 mortal wounds.

 

Cliff Paths (Beasts of Chaos only): At the end of your movement phase, subtract 1 from hit rolls for attacks that target friendly units that were set up in that phase until the end of the turn.

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