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Ruins of Evergleam

evergleamruins-bac6e8b6

Submitted by:

The Weaver

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Devastated during the Spirefall, Evergleam now lies in shattered ruins, haunted by spindle-limbed wraiths. The Disciples of Tzeentch are certain that somewhere within lies a clue to the location of the Shackler of Peaks’ location.

Battleplans to use:

evergleamruins-bac6e8b6

Submitted by:

The Weaver

Rules:

Do not destroy without permission
Soulbound Doom Level: 7

Warcry Twist Rules:

None

Realm Rules:

Sorcerous Scars: The sky above the Doomstretch churns with aftershocks from intense magical combat, and the land is constantly rupturing in the throes of torment.

Subtract 1 from hit rolls for attacks made with missile weapons, unless that unit can fly. In addition, subtract 3 from charge rolls for units that start a charge move within 6″ of a terrain feature.

Ancient Safeguards: Rogue spells and magical constructs roam these lands,
remnants of the Spirefall and its evils. To go astray or remain in one place for
too long is to invite certain death.

At the end of your movement phase, roll a dice for each friendly unit that remained stationary in that phase. On a 2+, that unit suffers D3 mortal wounds. In addition, if a unit makes a normal move or runs, and that move finishes within 6″ of any edge of the battlefield, that unit is treated as having remained stationary for the purposes of this rule.

Rules:

Do not destroy without permission
Soulbound Doom Level: 7

Warcry Twists:

None

Region of War Rules:

Sorcerous Scars: The sky above the Doomstretch churns with aftershocks from intense magical combat, and the land is constantly rupturing in the throes of torment.

Subtract 1 from hit rolls for attacks made with missile weapons, unless that unit can fly. In addition, subtract 3 from charge rolls for units that start a charge move within 6″ of a terrain feature.

Ancient Safeguards: Rogue spells and magical constructs roam these lands,
remnants of the Spirefall and its evils. To go astray or remain in one place for
too long is to invite certain death.

At the end of your movement phase, roll a dice for each friendly unit that remained stationary in that phase. On a 2+, that unit suffers D3 mortal wounds. In addition, if a unit makes a normal move or runs, and that move finishes within 6″ of any edge of the battlefield, that unit is treated as having remained stationary for the purposes of this rule.

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