Moderator: Council of Elders
roll for Terrain Type
1d10
2 = 2
The Realms of Men: Bretonnian, The Empire, Sylvania, and Tilea: Open, more or less cultivated land that lends itself to pitched battles.
2. A deep river or lake. A river can be as long as you like (within reason) and must extend from one table edge to the same or different edge. Impassible except at crossings. It must have one crossing, ford or bridge, for every 12" of length, or part there of. Every second crossing must be a bridge. The lake is impassible. Rivers are not scattered. Aquatic.
3. Stream. May be placed after all other terrain and must end at a table edge or another water feature. Streams are not scattered. Aquatic.
4. A marsh/swamp. Difficult terrain, aquatic, soft cover.
5. Field boundaries. Up the three 12" sections of fence, hedge or walls touching placed in an arrangement that indicate they border fields. Fence, obstacle. Hedge, obstacle, soft cover. Wall, obstacle, hard cover. The complete arrangement is scattered rather than the separate
6. Wood. Difficult terrain, soft cover - Wood Elf terrain. Level 1
7. Low hill or Wood (roller chooses which) Low hill is open terrain and may be in the form of a ridge or a knoll. Level 1
8. Low hill
9. Peasant farmstead. Small one storey building surrouned by fences with at least one entrance 4" wide. Area enclosed by fences are difficult terrain. Level 1
10. Village. A group of two to four buildings placed in a group. There must be 4" wide road passing through the center of the group. One building may be multi-storey. The village as a whole may be up to 18" square, with areas enclosed by fences. TThe road is open, any enclosed area is difficult terrain. Level 2.
11. Ruin. Broken walls or large boulders. Difficult terrain, hard cover. Level 1
12. Fortified Manor or large building. Small castle, watchtower, temple, or manor. A single large multi-storey building or group of smaller multi-storey buildings surrounded by low stone walls. The area withing the walls is open ground. Level 2
Roll for Terrain
2d6
1: 1 + 6 = 7
2: 1 + 3 = 4
Roll for side
1d6
2 = 2
Re-roll for Table side
1d6
6 = 6
Result of the throw of dice "1d6" :
1 = 1
Rolling for spells.........
Result of the throw of dice "1d6" : 3 = 3
Roll for turn
1d6 +1
4 + 1 = 5
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