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 Tables de terrains souterrains

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AuteurMessage
Ghiznuk
Ancien président
Ghiznuk


Nombre de messages : 2449
Localisation : Elfes Noirs, Bêtes des bwé
Loisirs : WARHAMMER
Date d'inscription : 05/06/2005

Tables de terrains souterrains Empty
MessageSujet: Tables de terrains souterrains   Tables de terrains souterrains Icon_minitimeLun 23 Oct 2006 - 21:59

Fungal Forests

Due to conducive conditions or some sort of rogue magic, a group of caverns has become host to a huge infestation of fungi and slime. The entire area is a riot of strange colours and bizarre shapes. Breathing may become uncomfortable but not life threatening, and footing might be treacherous.


2D6 Result
2 A River or Lake
Choose either a section of river or area of open water representing a lake. A river must be placed so that it flows from one table edge to another. The river may not extend over more than half the length of the table unless both opponents agree to include a longer river section. The river cannot be crossed anywhere along its length except at a ford or bridge and should always include at least one bridge or ford somewhere along its length. If the river extends over more than half the table length, it should include two crossing places (each player places one). A lake is impossible to cross.
3 A Stream
Choose a section of stream, which is difficult terrain and must flow from one board edge to another. The stream may have a single bridge or ford along its length if you wish.

4 Boulders
The area is strewn with boulders and debris from the ceiling high above. Boulders are difficult ground and provide hard cover.
5 Gigantic Toadstools
Huge mushrooms act as stands of trees for all intents and purposes. Gigantic toadstools are difficult terrain and provide cover.
6 Stalagmites
These naturally forming rock outcroppings work as stands of trees for all intents and purposes. Stalagmites are difficult terrain and provide cover. Yes, Night Goblin Fanatics will bash themselves to death in a spray of stone splinters and squishy green bits!
7 A Low Hill
This is an area of high ground sloping gently on all sides. The top of the hill may be almost flat.
8 Chasm
A chasm is a deep, steep-sided gorge. It cannot be crossed anywhere along its length except at a bridge. A chasm must be placed so that it enters the battlefield from one table edge. The chasm can taper to an end in the battlefield if you wish. A chasm may not extend over more than half the length of the table unless both players agree to this set up, in which case, the chasm must be spanned by a bridge (one player places the chasm; the other places the bridge).
9 Scree
This area of loose rocks is difficult ground.
10 Ruin
This piece of terrain is basically an area surrounded by a ruined stone wall. The wall is an obstacle but should have gaps on all sides.
11 Heap of Bones
This vast heap of bones – either a skeleton of a singular massive monster or a pile of lesser creatures -acts as difficult ground.
12 Plateau
This is a low, flat-topped hill of bare rock. The sides of the plateau are either steep slopes or sheer cliffs and so will be difficult ground or impassable.


The Underway

This shattered section of the Undgrin Ankor – the Underway - was carved from the living stone that the Dwarfs hold so dear. This place has been cast down and lies in ruin. Still, it is such a testament to Dwarfen craftsmanship that the Underway manages to quiet travelers with its stately magnificence. Unfortunately, many of these regions of the Deep have become the home of hideous monsters and fiendish deep-dwelling races.


2D6 Result
2 Raging Torrent
A Raging Torrent is a section of fast-flowing water, cascading between boulders and masonry. The torrent must enter from a table edge and leave via another. The Torrent can be crossed only at narrow points where troops can jump across or by a bridge (and is therefore impassable except at these points). There must be at least one bridge or crossing point (represented by a mass of boulders or stepping stones). If the torrent extends over more than half the table length, it must include two crossing places (each player places one).
3 Waterfall
This mighty wall of cold water descends from far above and collects in a large, cracked basin no more than 12" in diameter. The waterfall can flow down the side of the cavern, crashing from boulder to boulder, or from a central point in the cavern's ceiling. A waterfall provides hard cover.

Roll a D6. On a roll of a 1-2, a Stream may move away from the spot of impact of the waterfall. Follow the rules listed below for placing a Stream.

4 A Stream
Choose a section of stream, which is difficult terrain and must flow from one board edge to another. The stream may have a single bridge or ford along its length if you wish.
5 Boulders
The area is strewn with boulders and debris from the ceiling high above. Boulders are difficult ground and provide hard cover.
6-7 Massive Pillars
Worked stone pillars stretch from the cavern floor to unimaginable heights that are lost in darkness. The pillars may be intact or broken. Broken pillars count as difficult ground. Both types provide hard cover.
8 Stalagmites
These naturally forming rock outcroppings are made of limestone and have "grown" over the ancient Dwarf works. Stalagmites work as stands of trees for all intents and purposes. Stalagmites are difficult terrain and provide cover. Yes, Night Goblin Fanatics will bash themselves to death in a spray of stone splinters and squishy green bits!
9 Chasm
A chasm is a deep, steep-sided gorge. It cannot be crossed anywhere along its length except at a bridge. A chasm must be placed so that it enters the battlefield from one table edge. The chasm can taper to an end in the battlefield if you wish. A chasm may not extend over more than half the length of the table unless both players agree to this set up, in which case, the chasm must be spanned by a bridge (one player places the chasm; the other places the bridge).
10 Scree
This area of loose rocks is difficult ground.
11 Side Passage or Chamber
This area is either a narrow passage that branches off from the main hall or a smaller room adjacent to the main chamber. These rooms can be anything from access tunnels to drinking halls, guard rooms, tombs, forges, or weapon caches. Some have doors, while others may not. All are covered in thick dust, small stones, and other detritus. The walls around the area are impassable terrain.
12 Abandoned Mine
A disused Dwarf mine plunges into the depths. Rickety wooden ladders, pulley systems, carts, and other tools are scattered about. The mine may be entirely spent or may still have some precious stones or ores as part of the rough rock face. The area of tools and debris counts as difficult ground. The mine opening is impassable.


Lost Dwarf Realm

These areas were once part of the Dwarf empire but have since fallen into ruin due to neglect, war with invading armies, or the destructive Time of Woes, when many holds and much of the Underway were destroyed. Many Lost Dwarf Realms have been infested by Goblins, Trolls, Skaven, or worse.


2D6 Result
2 A River or Lake
Choose either a section of river or area of open water representing a lake. A river must be placed so that it flows from one table edge to another. The river may not extend over more than half the length of the table unless both opponents agree to include a longer river section. The river cannot be crossed anywhere along its length except at a ford or bridge and should always include at least one bridge or ford somewhere along its length. If the river extends over more than half the table length, it should include two crossing places (each player places one). A lake is impossible to cross.
3 A Stream
Choose a section of stream, which is difficult terrain and must flow from one board edge to another. The stream may have a single bridge or ford along its length if you wish.
4 Boulders
The area is strewn with boulders and debris from the ceiling high above. Boulders are difficult ground and provide hard cover.
5 Massive Pillars
Worked stone pillars stretch from the cavern floor to unimaginable heights that are lost in darkness. The pillars may be intact or broken. Broken pillars count as difficult ground. Both types provide hard cover.
6 Stalagmites
These naturally forming rock outcroppings work as stands of trees for all intents and purposes. Stalagmites are difficult terrain and provide cover. Yes, Night Goblin Fanatics will bash themselves to death in a spray of stone splinters and squishy green bits!
7 A Low Hill
This is an area of high ground sloping gently on all sides. The top of the hill may be almost flat.
8 Chasm
A chasm is a deep, steep-sided gorge. It cannot be crossed anywhere along its length except at a bridge. A chasm must be placed so that it enters the battlefield from one table edge. The chasm can taper to an end in the battlefield if you wish. A chasm may not extend over more than half the length of the table unless both players agree to this set up, in which case, the chasm must be spanned by a bridge (one player places the chasm; the other places the bridge).
9 Scree
This area of loose rocks is difficult ground.
10 Ruin
This piece of terrain is basically an area surrounded by a ruined stone wall. The wall is an obstacle but should have gaps on all sides.
11 Abandoned Mine
A disused Dwarf mine plunges into the depths. Rickety wooden ladders, pulley systems, carts, and other tools are scattered about. The mine may be entirely spent or may still have some precious stones or ores as part of the rough rock face. The area of tools and debris counts as difficult ground. The mine opening is impassable.
12 Ruined Road
This remnant of a disused and shattered Dwarf road is not a massive carved tunnel like Undgrin Ankor but instead either an exposed road of huge flagstones or smoothly carved from the living rock itself. As the road has fallen into disrepair, it is difficult ground.


Living (or "Wet") Caverns

These are dark places almost untouched by the hands of Dwarfs or the other inhabitants who dwell here. They are still vibrant places (that continue to evolve and change given enough time and water) that creatures both mundane and monstrous sometimes call home.

Dead (or "dry") caverns are those that have ceased receiving a constant flow of water. These caverns are brittle, dry and almost always silent. You can create a dead cavern by replacing any roll of River, Stream, or Lake with a Chasm.


2D6 Result
2 A River or Lake
Choose either a section of river or area of open water representing a lake. A river must be placed so that it flows from one table edge to another. The river may not extend over more than half the length of the table unless both opponents agree to include a longer river section. The river cannot be crossed anywhere along its length except at a ford or bridge and should always include at least one bridge or ford somewhere along its length. If the river extends over more than half the table length, it should include two crossing places (each player places one). A lake is impossible to cross.
3 A Stream
Choose a section of stream, which is difficult terrain and must flow from one board edge to another. The stream may have a single bridge or ford along its length if you wish.
4 Boulders
The area is strewn with boulders and debris from the ceiling high above. Boulders are difficult ground and provide hard cover.
5 Natural Rock Wall
A Natural Rock Wall is a thin sheet of solid rock that stretches from floor to ceiling. Natural Rock Walls can be as thin as 1" or as wide as 2". The Rock Wall may not extend over more than half the length of the table unless both opponents agree. A Natural Rock Wall is impassible terrain.
6 Stalagmites
These naturally forming rock outcroppings work as stands of trees for all intents and purposes. Stalagmites are difficult terrain and provide cover. Yes, Night Goblin Fanatics will bash themselves to death in a spray of stone splinters and squishy green bits!
7 A Low Hill
This is an area of high ground sloping gently on all sides. The top of the hill may be almost flat.
8 Chasm
A chasm is a deep, steep-sided gorge. It cannot be crossed anywhere along its length except at a bridge. A chasm must be placed so that it enters the battlefield from one table edge. The chasm can taper to an end in the battlefield if you wish. A chasm may not extend over more than half the length of the table unless both players agree to this set up, in which case, the chasm must be spanned by a bridge (one player places the chasm; the other places the bridge).
9 Scree
This area of loose rocks is difficult ground.
10 Heap of Bones
This vast heap of bones – either a skeleton of a singular massive monster or a pile of lesser creatures -acts as difficult ground.
11 Plateau
This is a low, flat-topped hill of bare rock. The sides of the plateau are either steep slopes or sheer cliffs and so will be difficult ground or impassable.
12 Ruin
This piece of terrain is basically an area surrounded by a ruined stone wall. The wall is an obstacle but should have gaps on all sides.


Putrid Pit Terrain Generator - Roll 2D6 to determine each item.

2 UNDERGROUND STREAM OR RIVER - The stream or river must enter and leave at a table edge. It may have a single crossing place, such as a bridge or ford if you wish.

3 MINE-HEAD - This is the access to a vertical shaft leading into the warpstone mine beneath. It is 2" across and any model that is small enough to fit into it that attempts to move over the hole will fall down into the mine and be removed from the battle.

4 FUNGUS PATCH - Gigantic mushrooms, the size of small trees, grow in dense patches in the darkness of Putrid Pit. They count as very difficult terrain, just as dense woods do.

5-6 ROCKFALL - Boulders that have fallen from the roof of the cavern litter the battlefield. They count as difficult terrain.

7 STALAGMITES - Tall rock formations reach up from the cavern floor in a number of places. They count as impassable terrain. Any suitable piece of rocky scenery or stone pillars from your collection can be used for stalagmites.

8 GAS POCKET - Occasionally gas is released from underground as the Skavenslaves dig further into the rocks beneath Putrid Pit. This then collects in pockets in caves and tunnels. Any model moving through a gas pocket must reduce its Movement by -1. Shooting both into and out of the gas pocket also has a -1 to hit penalty. Gas pockets could be denoted using card templates or balls of cotton wool painted green.

9 SUBTERRANEAN VEGETATION - The heat and humid atmosphere in the cavern, along with the warpstone pollutants pumped out from the mine, have created the correct conditions for all manner of bizarre plantlife to take root. These areas of vegetation count as difficult terrain like a normal wood.

10 POLLUTED WATERCOURSE - The watercourse must enter and leave at a table edge. This river has been polluted by by-products of the mining process, making it impassable to all infantry. It may have a single crossing place, in the form of a bridge, if you wish. Any infantry model coming into contact with the stream is immediately killed by the toxic waters.

11-12 WARPSTONE DEPOSIT - Even in this cavern there are a number of small warpstone deposits. If a Wizard moves over a patch of ground that contains a Warpstone Deposit, then the wizard automatically gains 1 Warpstone Token. Each wizard in the battle can only pick up a single Warpstone Token from each Warpstone Deposit that is on the board.
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