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By LRJONES - Dec. 31, 1969 A well fortified castle will have it's own water supply, with an aqueduct to let out the waste water. It will orginally be built with iron bars to prevent entry, but the bars will decay and rust. If uncared for, they will leave a secret entrance, for those willing to risk the treacherous waters. This is a 5x5 tiles representing the first chamber that can be reached while breaching the aqueduct. There are raised platforms on both sides of the room, and a guard room long abandoned and forgotten. Since the first tile is under the archway of the wall, heroes can't stop on it unless they have aquatic movement ability. This means it takes 6 movement to enter the tile from outside of the dungeon. It takes +1 movement to exit the aquaduct onto a lower tile in the room. So why would you want this as an entrance tile? Because in a two player came, it is your opponents only way out. They will need a 6 movement to exit the tile (as the tile off the exit is assumed to be a water tile). When your players are full life, you know they have six move. And since it is your entrance tile, the guard tower is unoccupied. The guard tower requires 3 move to enter (place figure on top of tower). Figures in the tower are in hindering terrain for those who have the arrow slit in their firing arch (blocking terrain from other directions). They are also elevated above the floor, giving an additional +1 to their defense. They are not considered to be firing through hindering terrain for their attacks, only for their defence from attacks outside of the tower. They can be attacked by close combat by someone in the tile next to the door if the attacker pays +2 movement to open the door.
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