Thondia Mysterious Terrain
The flora of Ghur is no less aggressive than the fauna. Carnivorous plants abound, and can grow to devour even an adult human whole. The more cunning species, like the Gnarloak, are adept at faking a dormant or even dead state before preying on any who stray close with gnashing wooden maws and sharp, impaling branches.
When you roll on the Mysterious Terrain table, use the Thondia Mysterious Terrain table below instead of the one in the core rules.
Thondia Mysterious Terrain Table: |
D6 |
Scenery Rule |
1 |
Surprisingly Ordinary: Roll again and look up the result on the Mysterious Terrain table in section 28.1.3 of the core rules. |
2 |
Thrashing Gnarloak Roots: Each time a unit is set up or finishes a normal move, run, retreat or charge move within 1 of any terrain features with this rule, roll a dice. On a 1, that unit suffers D3 mortal wounds |
3 |
Itcher Moss: Each time a unit is set up or finishes a normal move, run, retreat or charge more within I of any terrain features with this rule, roll a dice. On a 1, that unit is infested with Itcher Moss For the rest of the battle, add 1 to charge rolls for that unit and add 1 to hit rolls for attacks made with melee weapons by that unit, but subtract from casting, dispelling and unbinding rolls for that unit subtract 1 from save rolls for attacks that target that unit, and subtract 1 from hit rolls for attacks made with missile weapons by that unit. A unit cannot be infested with Itcher Moss more than once. |
4 |
Barbed Snifferweed Spheres: In your shooting phase, you can roll a dice for each terrain feature with this scenery rule. On a 6, you can pick 1 enemy unit within 20 of that terrain feature That enemy unit suffers D3 mortal wounds |
5 |
Ghurish Realmstone Deposit: While they are wholly within 5 of any terrain features with this rule. units are filled with bestial fury. Add 1 to charge rolls for those units and add 1 to hit rolls for attacks made with melee weapons by those units, but subtract 1 from casting, dispelling and unbinding rolls for those units, subtract 1 from save rolls for attacks that target those units, and subtract 1 from hit rolls for attacks made with missile weapons by those units. |
6 |
Wellspring of Primordial Energy: While they are within 3 of any terrain features with this rule. WIZARDS know the Wildform spell and can attempt to cast it in addition to any other spells they can attempt to cast. Wildform is a spell with a casting value of 5 and a range of 12. If successfully cast. pick a friendly unit within range and visible to the caster. Add 2 to charge rolls and run rolls made for the unit you picked until your next hero phase |