The battlefields known as the Lakes are marshy and water-logged, the skies above wracked by dark storms and forever lashed by torrential rain. Rumored to be resting within the half-submerged ruins are lost archeotech, but many treasure seekers have been lost to the murky depths of hidden water-sinks and fast flowing rivers, never to be heard from again.
Designer’s Note: If playing using this Theatre of War, we recommend that the battlefield features plenty of pieces of water-based Area Terrain, such as rivers, waterlogged woodlands, flooded ruins, etc. to represent the battlefields surrounding the lakes.
When fighting a battle around the Lakes, the following rules apply:
Treacherous Waters
Before the battle, after the battlefield has been created, the players must agree what pieces of Area Terrain are water-based. Then, the Attacker must roll one D3 and consult the Treacherous Trait table that follows. The result is an additional rule applied to all water-based Area Terrain features on the battlefield. Alternatively, the players can choose to roll for each water-based Area Terrain feature individually, or they can simply agree to ascribe one of the following traits to apply to each water-based Area Terrain feature based on what they feel is most narratively suitable.
D3 | TREACHEROUS TRAIT
1 | Alkaline Waters
The waters here bubble with strong alkaline chemicals that weaken the strongest armor.
Each time an attack is made against a model that is receiving the benefits of cover from this terrain feature, improve the Armor Penetration characteristic of that attack by 1.
2 | Deep Water
The waters here are unusually deep, and not traversable by regular troops.
Unless they can FLY, models cannot be set up within or move over any part of this terrain feature.
3 | Sinking Sands:
This area is a boggy quagmire of quicksand that will suck armored vehicles down to their doom.
Unless they can FLY, VEHICLE models cannot be set up within or move over any part of this terrain feature.
Miserable Weather
At the start of each battle round, the player with the first turn rolls one D3 and consults the table below to determine the current weather effect. That weather effect lasts until the end of the battle round.
D3 | WEATHER EFFECT
1 | Eye of the Storm
Dark clouds gather ahead, but they do not yet release their fury.
No effect.
2 | Sheeting Rain
Torrential rain lashes the battlefield, reducing visibility and soaking the already sodden and grumbling warriors below.
Subtract 6" from the Range characteristic of all ranged weapons of all models on the battlefield, to a minimum of 6".
3 | Strong Gales
Howling winds buffet every warrior, gales of such strength they cause them to stumble and falter in their stride.
Each time an Advance roll is made for a unit on the battlefield, subtract 1 from that roll. Each time a charge roll is made for a unit on the battlefield, subtract 2 from that roll.
Mysterious Objectives
If you are using any objective markers, before determining deployment zones, the Attacker must roll one D3 and consult the Mysterious Objective Effect table over the page, or agree on the most suitable option. The result is an additional rule applied to all objective markers for the battle. Alternatively, the players can choose to roll for each objective marker individually, or they can simply agree to ascribe one of the following effects to each objective marker on the battlefield based on what they feel is most narratively suitable.
D3 | MYSTERIOUS OBJECTIVE EFFECT
1 | Ancient Archeotech
Fragments of water-logged archeotech remain on this site. Such treasures are valuable beyond comprehension, and will not lightly be abandoned.
• While a unit is within 3" of this objective marker, add 1 to Combat Attrition tests taken for that unit.
• If your WARLORD is within range of this objective marker at the start of your Command phase, you receive 1 Command point.
2 | Submerged Statuary
The marshy ground around this objective actually hides ancient fallen statuary. Warriors can take cover behind these submerged slabs of masonry in order to prepare an ambush.
While a unit is within 3" of this objective marker, each time a charge is declared against that unit, if it is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend. If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.
3 | Unnerving Sigils
Strange lights and symbols radiate from the murky waters surrounding this objective, unnerving even the most stalwart soul.
While a unit is within 3" of this objective marker, subtract 2 from that unit’s Leadership characteristic.
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