animosity - in the worlds edge table

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7/18/2019 Animosity - In the Worlds Edge Table http://slidepdf.com/reader/full/animosity-in-the-worlds-edge-table 1/1  he Worlds Edge Mountains able Ambush in the Foothills Invaders Defenders Victory – You have foiled the ambush of the mountain folk and their allies putting the Defenders on the back foot. Even now at the gates of Karag Haraz this early advantage is telling. You may select three units to gain the Vanguard rule. Victory – You have struck the rst blow! and the "nvaders have struggled to gain momentum. Your successful ambush left them reeling and they won#t underestimate your tactical acumen again! hoping that numbers will protect them  from another defeat the "nvaders march before dawn$ One of the Invaders must deploy 3 units at the start of the alternate deployment phase rather than 1.  Defeat  – %he ambush in the foothills left a number of your captains doubting your tactical acumen. Despite progressing to the gate of Karag Haraz those subordinates are reluctant to take part in the rst engagement. %hey lurk out of sight hoping that you will be wounded or killed before they take to the eld and take charge of the army you amassed. Determine further results from the table. If you have a delayed Detachment they may only enter play once your general has been engaged in a round of close combat (randomly select which Detachment if both are delayed.  Defeat  – Your ambush was foiled. %he scattered units took time to regroup but runners ahead of their advance have returned to your command tent with news that they are on their way to aid in the defence of Karag Haraz. !andomly select a Detachment. "he Detachment is delayed and must arrive using the reinforcement rules in any turn after game turn 1. The Passes of the Worlds Edge Mountains Invaders Defenders Victory – Your forces broke through the rst line of defence on your way to the hold. Your forces will move get to the front line all the &uicker. One Delayed Detachment may move onto the #eld during turn 1. "he Detachment must be a Delayed Detachment that has not su$ered any further Delay through results brought about by this table. Victory – You have successfully held one of the many passes leading to Karag Haraz. Your actions may have delayed the enemy long enough to prevent the fall of the hold. One Delayed Detachment may move onto the #eld during turn 1. "he Detachment must be a Delayed Detachment that has not su$ered any further Delay through results brought about by this table.  Defeat  – Your forces have been delayed by the defenders within the pass. !andomly select a Detachment. "he Detachment is delayed and must arrive using the reinforcement rules in any turn after game turn 1.  Defeat  –Your forces in the pass were defeated and failed to slow the oncoming "nvaders. !andomly select a Detachment. "he Detachment is delayed and must arrive using the reinforcement rules in any turn after game turn 1. "he Invaders may select two units to gain the %cout rule. War Horns and Watchtowers Victory –You have sti'ed the enemy#s early warning system by crushing their outlying watchtowers. "he faction with the most victories during the third battle gain &1 to their individual rolls to see who ta'es the #rst turn. Your victory has prevented the Defenders of arag )ara* from responding with haste. Your opponent must randomly select a Delayed Detachment+ they may not enter play until game turn 3. Victory –%he outlying forces defending the watchtowers sounded the war horn! alerting your forces to the dangers approaching. "he faction with the most victories during the third battle gain &1 to their individual rolls to see who ta'es the #rst turn. You may select three units to gain the %cout rule.  Defeat  – %he enemy have alerted the main body of the Defending army! allowing them to co(ordinate a more cohesive defence. "he Defenders may select three units to redeploy within their deployment *one before scout and vanguard moves.  Defeat  – %he outlying forces defending the watchtowers were broken before they could sound the alert preventing your forces from taking up optimal positions. ,one of your units may use the %cout rule in this battle. The Last tand Victory – %he Defenders have made a desperate attempt to stall your forces. %heir attempts were in vain. %he massacre has done little for them but incite greater blood lust in your own ranks. !oll on a d- for each infantry unit in your army. result of - will grant the unit the /ren*y special rule. Victory – )gainst all the odds your desperate defence to delay the "nvaders was  successful. *urvivors have returned to the hold emboldened spreading tales of the heroic deeds accomplished to achieve such a victory. 0ifted by the courage and sacri#ce which led to the victory all units in your army gain &1 leadership to a ma2imum of 1. ny units that survived 4"he 0ast %tand5 and are represented in 4"he %iege of arag )ara*5 have gained the 6nbrea'able special rule.  Defeat  – )gainst all the odds your forces have been stalled by the desperate e+orts of the Defenders. 7oth Detachments 1 & 8 are delayed and must arrive from reserve.  Defeat  – %he sacrices made by those that stayed behind will not be forgotten. %heir names will ring across the battleeld as your armies charge into the ght. !oll a d- for each infantry unit in your army. result of a - will grant the unit the )atred special rule. (Dwarf forces that have rolled a 9 or - on the ancestral grudge table will gain the /ren*y special rule instead.  

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Animosity - In the Worlds Edge Table

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Page 1: Animosity - In the Worlds Edge Table

7/18/2019 Animosity - In the Worlds Edge Table

http://slidepdf.com/reader/full/animosity-in-the-worlds-edge-table 1/1

  he Worlds Edge Mountains able

Ambush in the Foothills

Invaders Defenders

Victory – You have foiled the ambush of the mountain folk and their allies puttingthe Defenders on the back foot. Even now at the gates of Karag Haraz this earlyadvantage is telling.

You may select three units to gain the Vanguard rule.

Victory – You have struck the rst blow! and the "nvaders have struggled to gainmomentum. Your successful ambush left them reeling and they won#tunderestimate your tactical acumen again! hoping that numbers will protect them from another defeat the "nvaders march before dawn$

One of the Invaders must deploy 3 units at the start of the alternatedeployment phase rather than 1.

 Defeat – %he ambush in the foothills left a number of your captains doubting yourtactical acumen. Despite progressing to the gate of Karag Haraz those subordinatesare reluctant to take part in the rst engagement. %hey lurk out of sight hopingthat you will be wounded or killed before they take to the eld and take charge ofthe army you amassed.

Determine further results from the table. If you have a delayed Detachmentthey may only enter play once your general has been engaged in a round ofclose combat (randomly select which Detachment if both are delayed.

 Defeat – Your ambush was foiled. %he scattered units took time to regroup butrunners ahead of their advance have returned to your command tent with newsthat they are on their way to aid in the defence of Karag Haraz.

!andomly select a Detachment. "he Detachment is delayed and must arriveusing the reinforcement rules in any turn after game turn 1.

The Passes of the Worlds Edge Mountains

Invaders Defenders

Victory – Your forces broke through the rst line of defence on your way to thehold. Your forces will move get to the front line all the &uicker.

One Delayed Detachment may move onto the #eld during turn 1. "heDetachment must be a Delayed Detachment that has not su$ered anyfurther Delay through results brought about by this table.

Victory – You have successfully held one of the many passes leadingto Karag Haraz. Your actions may have delayed the enemy long enough to preventthe fall of the hold.

One Delayed Detachment may move onto the #eld during turn 1. "heDetachment must be a Delayed Detachment that has not su$ered anyfurther Delay through results brought about by this table.

 Defeat – Your forces have been delayed by the defenders within the pass.

!andomly select a Detachment. "he Detachment is delayed and must arriveusing the reinforcement rules in any turn after game turn 1.

 Defeat –Your forces in the pass were defeated and failed to slow the oncoming"nvaders.

!andomly select a Detachment. "he Detachment is delayed and must arriveusing the reinforcement rules in any turn after game turn 1.

"he Invaders may select two units to gain the %cout rule.

War Horns and WatchtowersVictory –You have sti'ed the enemy#s early warning system by crushing theiroutlying watchtowers.

"he faction with the most victories during the third battle gain &1 to theirindividual rolls to see who ta'es the #rst turn.

Your victory has prevented the Defenders of arag )ara* from respondingwith haste. Your opponent must randomly select a Delayed Detachment+they may not enter play until game turn 3.

Victory –%he outlying forces defending the watchtowers sounded the war horn!alerting your forces to the dangers approaching.

"he faction with the most victories during the third battle gain &1 to theirindividual rolls to see who ta'es the #rst turn.

You may select three units to gain the %cout rule.

 Defeat – %he enemy have alerted the main body of the Defending army! allowingthem to co(ordinate a more cohesive defence.

"he Defenders may select three units to redeploy within their deployment*one before scout and vanguard moves.

 Defeat – %he outlying forces defending the watchtowers were broken before theycould sound the alert preventing your forces from taking up optimal positions.

,one of your units may use the %cout rule in this battle.

The Last tandVictory – %he Defenders have made a desperate attempt to stall your forces. %heirattempts were in vain. %he massacre has done little for them but incite greaterblood lust in your own ranks.

!oll on a d- for each infantry unit in your army. result of - will grant theunit the /ren*y special rule.

Victory – )gainst all the odds your desperate defence to delay the "nvaders was successful. *urvivors have returned to the hold emboldened spreading tales of theheroic deeds accomplished to achieve such a victory.

0ifted by the courage and sacri#ce which led to the victory all units in yourarmy gain &1 leadership to a ma2imum of 1.

ny units that survived 4"he 0ast %tand5 and are represented in 4"he %iegeof arag )ara*5 have gained the 6nbrea'able special rule.

 Defeat – )gainst all the odds your forces have been stalled by the desperate e+ortsof the Defenders.

7oth Detachments 1 & 8 are delayed and must arrive from reserve.

 Defeat – %he sacrices made by those that stayed behind will not be forgotten.%heir names will ring across the battleeld as your armies charge into the ght.

!oll a d- for each infantry unit in your army. result of a - will grant theunit the )atred special rule. (Dwarf forces that have rolled a 9 or - on theancestral grudge table will gain the /ren*y special rule instead.