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Fear Wood

A magic trap set by the Broadaxe tribe created such a fearsome slaughter that its effects still echo in this portion of the Ghostwind Plateau. The woods are still cursed with fear spells that affect living creatures and confusion magics that interfere with non-living creatures' senses.

Environment: This is an above-ground scenario for two players. Use the rules for the Rapid Strike scenario from Set 3, Fire and Ice, with the exceptions listed below.

  • Terrain: This scenario contains an additional piece of terrain, a piece of wooded terrain, that must be placed touching the center of the board. The scouting player may choose whether he wishes to place that piece or whether he wants the other player to place it.

    Players each bring 3 other pieces of terrain to be placed normally after the wooded terrain is placed. However, the only legal terrain pieces are briars, hills and woods. Players can replace illegal terrain with legal terrain choices before the battle.

  • Special Rule: Within 3" of any wooded terrain, morale saves, saves against fear effects, and attempts to rally automatically fail 50% of the time. Roll a separate d20 when you make such a save. The save only succeeds if you roll 11+.

    Within 3" of any wooded terrain, non-living models (Undead and Constructs) gain the Unreliable ability if they do not already have that ability.

  • Victory: In the fourth and subsequent rounds, victory goes to the first warband that starts and ends a round as the only warband with non-constrained and non-routing models touching the woods at the center of the board.

  • Rewards: Some age-old warrior fled the field and left his prized weapon behind in the tangled woods. The winning player rolls once on Table 5-17: Weapons in the Ghostwind Campaign book.

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