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Wizards duel!

 

As Nicholas came upon a lone, derelict house in the middle of no ware he decided to use his newly acquired magic on it. After the house was destroyed a   wizard came out of it. Nicholas looked shocked to find some one was living in it! Before he could say sorry, the rival wizard  was fuming and asked for a duel.

 

Objectives

Each player has a wizard (or spell caster of the race he has chosen)

Deployment

Place the Defender anywhere within 2" of the ruined house.

Place the Attacker anywhere up to 6" in from the ruined house.

WHO GOES FIRST?

The Defender goes first as they emerge from the ruins of their house.

SPECIAL RULES

Starters: The wizards (or shamans, etc) have just started on the path of magic meaning they must be level 1.

Often called Water wizard or rain lords these wizards (Aquamancers in the fishman’s case) unsurprisingly can control water.  They Use the water lore. This lore has was taught to them by the fishmen.

 

 

The water lore:

 

D6 Spell                             Casting value

1          exploding waters ……………….6+            

2        Bathing waters ………………... 6+

 3           raging tide ……………………. 7+

4           tsunami ……………………. 8+

5           acid rain …………………….. 9+      

6           flood………………………     10+

 

 


exploding waters: place a point (coin, etc) on the table, any unit within 2d6 inches of that point takes D6 S3 attacks

 

Bathing waters: The spell works like lore of lights healing hand.

 

Raging tide: any unit 12 away from a river, pond etc must roll 4 or above to not get swept away by the tide. If swept away move the model (or models) 12 away from the position they where in any direction (the caster chooses)

 

Tsunami: pick a spot, non aquatic units within 12" of e wizard are swept 2D6" away from that board edge, into the battlefield. Should a unit hit a terrain feature, it takes D6 S4 hits

 

Acid rain: counts as a magic missile with d6 hits and strength 4 hits

 

flood: lasts 1 turn any non aquatic units with 24 of the wizard count as moving through difficult terrain. Units that would be destroyed by coming into difficult terrain, are cannot move  for that turn and the next turn.

 

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