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Zoec Trill

Submitted by:

The Weaver

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The haunted sun-towers of Zoex Trill are home to many pricelss Lumineth relics. The Lumineth seek to recover them to prevent them falling into the wrong hands. The Tzeentchian Arcanites, meanwhile, would sacrifice them to earn their capricious master’s favour.

Battleplans to use:

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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