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Warpstone Crags

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

A large vein of warpstone has jutted out of the earth here, in a quantity large enough to warp the surrounding vicinity. Crystals the size of a house. The power to harness unbelievable transmutation if one is willing to risk it. A mining operation by enterprising skaven has already been underway here, but it seems they themselves have difficulty in securing the rigs against the now-mutated rampaging monsters. And this kind of mining is already volatile and dangerous. But the prize is most tempting.

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

Rules:

Do not destroy without permission
Soulbound Doom Level: 8

Warcry Twist Rules:

Mutative Aura: you must use a Victory Card that has objectives or treasure markers. At the end of a fighter’s activation, if they are within 3” of an objective or carrying treasure, roll a die. On a 1 allocate D6 damage to that fighter. On a 2-5 allocate D3 damage points instead. On a 6, remove up to D6 damage points from the fighter instead.

Realm Rules:

(Rules based on Holy Havoc, Holy Wars, by Steve Herner)

Warpstone Crystal Spires: Impassable large crystal scenery pieces, surrounded by catwalks and gantries. In addition, units wholly within 6″ are immune to battleshock. During the hero phase, roll a D6, on a 3+ each unit within 6″ the warpstone spires becomes Warp Frenzied. Until the next hero phase each time a model from that unit is slain in the combat phase, you can make a pile in move and then attack with the model before you remove it. On a roll of 1 the unit instead suffers D3+1 Mortal Wounds. 

Ladders and walkways: When a unit makes contact with the ladders they may continue that movement at the top of the ladder without counting the vertical movement. For the purposes of unit coherency if a model is in contact with a ladder at the top and bottom they are considered to be in coherency. 

Treachery of the Great Horned Rat: At the end of the game the Warpstone Crystal Spires explode. All units within 18″ (measure from the footprint of the rock plateaus) suffer D6 Mortal Wounds from the explosion.  

Rules:

Do not destroy without permission
Soulbound Doom Level: 8

Warcry Twists:

Mutative Aura: you must use a Victory Card that has objectives or treasure markers. At the end of a fighter’s activation, if they are within 3” of an objective or carrying treasure, roll a die. On a 1 allocate D6 damage to that fighter. On a 2-5 allocate D3 damage points instead. On a 6, remove up to D6 damage points from the fighter instead.

Region of War Rules:

(Rules based on Holy Havoc, Holy Wars, by Steve Herner)

Warpstone Crystal Spires: Impassable large crystal scenery pieces, surrounded by catwalks and gantries. In addition, units wholly within 6″ are immune to battleshock. During the hero phase, roll a D6, on a 3+ each unit within 6″ the warpstone spires becomes Warp Frenzied. Until the next hero phase each time a model from that unit is slain in the combat phase, you can make a pile in move and then attack with the model before you remove it. On a roll of 1 the unit instead suffers D3+1 Mortal Wounds. 

Ladders and walkways: When a unit makes contact with the ladders they may continue that movement at the top of the ladder without counting the vertical movement. For the purposes of unit coherency if a model is in contact with a ladder at the top and bottom they are considered to be in coherency. 

Treachery of the Great Horned Rat: At the end of the game the Warpstone Crystal Spires explode. All units within 18″ (measure from the footprint of the rock plateaus) suffer D6 Mortal Wounds from the explosion.  

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The Resident Sassmaster
1 year ago

Gaston’s time here was brief as he had neither the manpower, resources to deviate from his quest of finding the mysterious band of knights.