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Wreck of the Broken Shackle

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

The exploratory sailing ship ‘The Broken Shackle’, was long ago impaled by a wicked spire of a twisting basalt vent, and left to rot- or not- without a single casualty. The heroic efforts of the nameless captain, leading a crew of the first Azyrite re-settlers in Ghur during the early Age of Sigmar, kept all those aboard alive, but all their charting and discoveries left behind. Their exploration of Rondhol was cut short, and they brought home only sailors’ tales and myths of what they saw, the rivers and landmarks and fauna, forming the backbone of oral history that has since developed in the retaking of Rondhol. The name of this vessel is well known among the Dawners of Ghur, and its rediscovery is of great historic importance.

The ship still stands, its insignia still recognizable in the distance, surprisingly well preserved atop the rock spire, save the structural damage and the fauna weaving the hull to the gleaming black rock of the chimney. Whatever mundane treasures or information it’s crew found during those first voyages might still be there, trapped well before the Furyoth Dell rose from the depths of Rondhol. Now it juts even further into the clouds. There is still something magnificent about such a storied ship, hundreds of feet in the air. What’s in there? Is that a wisp of smoke? A flicker of light? Someone might be home.

Submitted by:

Tectonic Dan & Nuno Martins @WH_narratives

Rules:

Do not destroy without permission
Soulbound Doom Level: 4

Warcry Twist Rules:

Place many terrain pieces 2” or more tall (the higher the better) connected by bridges or next to each other. Use the ‘Higher Ground’ Victory card for this battle, and the ‘Long Way Down’ Twist.

Higher Ground: At the end of each battle round, each player scores 1 victory point for each fighter from their warband that is on a platform at least 2” vertically above the battlefield floor. The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins the battle.

Long Way Down: Bottom of the crags is littered with unstable ground and a landslide is imminent. Starting from the second battle round, a fighter at the end of their activation that is on the battlefield floor is immediately taken out. In addition, fighters can make use of the following reaction for this battle:

[Grab Hold] A fighter can use this reaction when they have fallen and been set up again on a lower level, but before rolling for impact hits, to try to grab hold and prevent themselves from falling. Roll a die: on a 4+, the fighter manages to grab on: place them within 1” horizontally of the place where they have fallen, and vertically any amount up to the level of the closest platform.

Realm Rules:

Stratospherical Aerial Battle

Scatter a number of terrain pieces representing towering spires or other lofty structures, the rest of the 

LONG WAY UP: Units that are unable to fly can only be set up as garrisons of buildings or other terrain features wholly within their territory. These units cannot leave the buildings they are garrisoning; if forced to do so for any reason, they count as slain.

FLEET OF WING: Flying units can retreat and charge in the same turn. Additionally, they can be picked to fight if within 6” of an enemy unit instead of only 3”, and can Pile In an additional 3”.

Rules:

Do not destroy without permission
Soulbound Doom Level: 4

Warcry Twists:

Place many terrain pieces 2” or more tall (the higher the better) connected by bridges or next to each other. Use the ‘Higher Ground’ Victory card for this battle, and the ‘Long Way Down’ Twist.

Higher Ground: At the end of each battle round, each player scores 1 victory point for each fighter from their warband that is on a platform at least 2” vertically above the battlefield floor. The battle ends after 4 battle rounds. When the battle ends, the player with the most victory points wins the battle.

Long Way Down: Bottom of the crags is littered with unstable ground and a landslide is imminent. Starting from the second battle round, a fighter at the end of their activation that is on the battlefield floor is immediately taken out. In addition, fighters can make use of the following reaction for this battle:

[Grab Hold] A fighter can use this reaction when they have fallen and been set up again on a lower level, but before rolling for impact hits, to try to grab hold and prevent themselves from falling. Roll a die: on a 4+, the fighter manages to grab on: place them within 1” horizontally of the place where they have fallen, and vertically any amount up to the level of the closest platform.

Region of War Rules:

Stratospherical Aerial Battle

Scatter a number of terrain pieces representing towering spires or other lofty structures, the rest of the 

LONG WAY UP: Units that are unable to fly can only be set up as garrisons of buildings or other terrain features wholly within their territory. These units cannot leave the buildings they are garrisoning; if forced to do so for any reason, they count as slain.

FLEET OF WING: Flying units can retreat and charge in the same turn. Additionally, they can be picked to fight if within 6” of an enemy unit instead of only 3”, and can Pile In an additional 3”.

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