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Omat ympäristösäännöt

Lähetetty: Ma 14.01.2013 20:06
Kirjoittaja Morze
Laitetaan tänne nyt tälläinen ajatuksen pätkä muistiin, ennen kuin unohtuu kokonaan. Eli sääntökirjan maasto-osio kehottaa omatoimisuuteen ja kehittelemään omia versioita helvetin taistelukentistä. Ideana olisi eräänlainen loputon suo ja mangrove-räme. Eli millä sen täyttää? Yksi idea, jonka sain eventiksi (vai mitä ne taulukosta heitettävät satunnaistapahtumat olivatkaan), on virvatulet: pelaajat sijoittavar alueelle vuoron perään dominaatio pelaaja aloittaen D6+1 virvatuli -markkeria, jolla on attraction x. Markkeri katoaa, kun nappula koskettaa sitä.

Juu, sitä maastoa. Pelottava puu, suonsilmäke, pyhä lähde, ruttoheinää, musta lähde, noidan mökki? Valkoinen kuutio?

Re: Omat ympäristösäännöt

Lähetetty: Ti 15.01.2013 13:25
Kirjoittaja Hammerheart
Oletko tsekannut Asmodeen omat suomaastot? Ne tuli PDF:nä kamppanjassansa.

Re: Omat ympäristösäännöt

Lähetetty: Ti 15.01.2013 13:36
Kirjoittaja Morze
Missä kampanjassa? Siinä kronikkahommassa vuonna nakki ja keppi? Osaatko kuvailla sitä hieman, niin osaa tehdä riittävän erilaisen?

Re: Omat ympäristösäännöt

Lähetetty: Ti 15.01.2013 18:42
Kirjoittaja Hammerheart
Joo, noita kronikoitahan oli kaksi, niin tämä on siitä ensimmäisestä. Var så god:

Putrid Swamps
The infernal region where this campaign is taking place swarms with carnivorous life, and death. Even
the plants are moving with a life of their own and delighted by the flesh and blood of those who fall in combat.

1 Point elements
− Bog
Difficult, Plot
A large puddle of mud blocks movement and dirties the heart and soul of all who enters it.
− Death Fog
Plot, blocking
Obstructing gases of decomposing plants form an opaque cloud and gives birth to fear in the hearts of
men.

2 Point elements
− Muddy Field
Difficult, field
This vast expanse of stinking mud makes any movement erratic and tiring.
− Carnivorous Marsh
Plot, Mortal 3 (affects models on 50mm bases without pathfinder)
A large body of water and mud mixing with carnivorous roots seeking to trap any individual heavy
enough to trigger them.

3 Point elements
− Large Carnivorous Marsh
Field, Mortal 3 (affects models on 50mm bases without pathfinder)
A very large body of water turns out to be a trap that is deadly to all combatants clumsy enough to
stumble into their clutches.
− Mirror of fate
Special, Unique
This element of decor is represented by a small pond of water that is as clear as crystal. It is practically
circular and measure 2 inches in diameter. Whoever is brave enough to plunge into it may receive hints
of his future, whether they be glorious or disastrous. The side which has a non-insignificant model free
in the center of this piece of scenery during the maintenance phase automatically wins Domination.

4 Point elements
− Ruins of Ancient Times
Field, Difficult, Blocking, Radiant (stunned, unlimited, all models on the side with less models are
affected)
In this building, obviously built at the dawn of the world, a voice that chills blood and a supernatural
presence sows doubt in the minds of the weak. The side with less models in this field are affected by Panic, greatly reducing their combat effectiveness. In the case of a tie, all sides are affected.
− Carnivorous Plant
Construct, Blocking, Special
The roots of this mobile giant are attracted by the blood of the wounded. Any fighter that suffers damage
within 5 inches of this piece of terrain takes an additional point of damage, which ignores armor.

Zones of Conflict
− First Conflict Zone: Wave of Pestillence
A wave of putrid miasmas falls upon the battlefield. Until the end of the turn, all the models present on
the battlefield gain the ability Stealth 6 and lose 1 point of life immediately (Protection is not taken into
account). This is poison damage..
− Second Conflict Zone: Insidious fog
A slick white mist covers the battlefield. We heard cries of suffering and cries for
relief. The men have difficulty communicating and the demons were surprised to hear of many obscure
Logorea(?). Throughout the turn, any expenditure of CMD is permanent.
− Third Conflict Zone: Quicksand
This conflict zone has the same size and same way of moving as the fragile ice in the rulebook (page
191). The accursed zone aspires to the death of the fighters who are unfortunate enough to encounter it.
The heavier a combatant is, the more likely they are to sink quickly. The model takes immediate
damage, dependent on the size of its base: 1 for a standard base, 2 for a medium base and 3 for a large
base.