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Hideous Loon
29-09-2005, 19:56
Hello all. When reading the WHFB rulebook, I noticed that there was no terrain chart for Sylvania, and since the bloodless, fanged ones are close to my heart, I decided o make my own, which I now present to you. So, without forther ado, heeere it is!


The Realms of the Dead
The Cursed Land of Sylvania

This terrain generator represents the dark, negligated region of the Empire often referred to as Sylvania. Large portions are covered by dead grass, misty marshlands and infertile soil, and beneath the grounds, the dead men and women of uncountable battlefields lie dormant. Suddenly, in a change of directions of the winds of magic, large numbers of the unliving claw their way to the surface to make revenge to their murderers. Sylvania also contains several large woods, mostly made up by huge and ancient oaks, chestnuts and pines. Battles tend to be fought along the Imperial trade and transport routes, near rivers and settlements. The nature of the land favours small skirmish parties protecting trade caravans assaulting each other.

To generate an item of scenery roll 2D6. You may re-roll duplicate rolls or if you wish, add to an existing feature. All features are assumed to be no larger than 12” in diameter if described as an area or 12” long if a section. Note: Wood Elves’ natural ability to place an extra wood is disabled when using this generator.

2D6 Result

2. River. It flows sluggishly through the landscape, making the surrounding lands inhospitable. The river must be at least 6” wide and must enter and leave at a table edge. It may not be crossed anywhere except at a ford or bridge and should always include one. In addition, up to 4” of the bank is difficult ground.
3. Graveyard. This represents those places where battles took place quite some time ago, and where dead warriors, whose numbers are beyond counting, rest uneasily deep below. A graveyard is difficult ground, and when a Wizard fails to cast a spell (i.e., he does not roll over the C.V.), the magic energies flow through the soil of this place, and make the dead men from the past come alive and dig themselves to the surface. The next turn, place 3D6 Skeletons in base contact with the graveyard, controlled by a third player or a games master in the case of a tournament. The Skeletons are armed with hand weapon, shield and light armour. On a roll of 4+ on a D6, half of the Skeletons (rounding up) will carry a bow.
4. Low Hill. It may be strewn with scrub and small stones, but this does not make the hill neither difficult ground nor cover.
5. Foetid Swamp. An area of stagnant pools and rotting vegetation, this hummocky and boggy swamp counts as very difficult ground, but does not block line of sight. In addition, it is completely impassable to war machines. (Who would want to drag a Helblaster into such a quagmire anyway?) On a roll of 5 or 6 on a D6, a log causeway* may cross part of the swamp.
6. Blighted Village. This contains a group of decayed houses, their habitants probably lying inside, festering. The village is difficult ground and provides hard cover. It may or may not be surrounded by a rickety fence, and if such, must contain at least one gateway.
7. Dead Forest. This is an area or densely packed and ancient, gnarled trees. Little light enters under the thick canopy of dead, rustling leaves. The forest counts as difficult ground and provides cover.
8. Crag. A single large, or several smaller rocky outcrops. Each will be steep and stony, making it impassable on most sides. Some are unclimbable pinnacles of stone, whilst others may have cliffs on one side and rise gently on the others, or have a flat top.
9. Ruin. A jumble of stones, masonry and semi-erect walls, with the withered remains of flagstoned flooring huddled about them. It is difficult terrain and provides cover.
10. Tower. A low, ungracious stump of rock, clearly built by Men, protrudes from the ground. It may be ruined or intact. It may or may not have a graveyard surrounding it (see the Graveyard entry).
11. Small Lake. The still, black waters of this lake are cold and forbidding. It is impossible to cross.
12. Morass. When moving through a morass, a footing that seems secure quickly turns into a bottomless quagmire and both men and horses easily disappear beneath the surface. The morass is a treacherous area of difficult ground, but does not block line of sight. In addition, each turn a unit (except ethereals) spends in or moving through a morass it loses D6 models, swallowed by the clinging mud. The opponent does not receive Victory Points for them, though. There may be a log causeway over part of the morass on a roll of 5 or 6 on a D6.

*) Log causeways must be at least 4” wide to allow troops to move over them and count as open ground.

NOTE: I wrote this before the SoC, so for all you Vampires out there, you can replace the Graveyard with an additional Grave Marker, placed by your opponent. (And yes, I "was inspired" by the Albion terrain chart, so what?)

Dreadaxe
27-09-2006, 13:38
NOTE: I wrote this before the SoC, so for all you Vampires out there, you can replace the Graveyard with an additional Grave Marker, placed by your opponent.

I will change this by

If a player play Sylvania army, the Graveyard count too like a Grave Marker if the two players are ok.

Jedi152
27-09-2006, 15:09
I don't often frequest this particular forum, but i love it!

Would you be willing to submit it to The Watchman?