Special Ruins

Special ruins are ancient buildings or structures that can be discovered on a territory and grant special abilities to the player owning them. Special ruins carry over to any new owners of the territory. When a Special ruin is found, roll on the Special Ruin table below.

Special Ruins Table – 1d12

  1. Strengthening Field: Defending warlord gains +1S, +1T, +1I, +1A and Eternal Warrior
  2. Great Cannon: acts as a Huge Artillery Cannon, but upgraded to S10 AP2
  3. Great Power Shield: missiles to this or any hex tiles within 2 spaces are destroyed on 2+,
  4. Material Cache: immediately gain 1200RP, Material Cache is then considered destroyed
  5. Ancient Research Facility: all defending vehicles in the territory chose one weapon to gain +1S (max 10) chosen at the start of the battle before deployment (only lasts for the battle)
  6. Monastery Ruins: all defending units are considered Stubborn during the assault phase and Fearless during the shooting phase
  7. Crystal Mines; territory income increases by 300 RP (for a total of 400 from that territory)
  8. Factory Ruins: all defending vehicles gain +1 front armor
  9. Guardian Turrets: in defending battle the player has access to 2 turrets with AV:13, 13, 13 each equipped with an Ancient Gun with the following weapon profile: BS5 S:8, AP:3, Heavy 3, Range:24”
  10. Reinforced City Ruins: terrain in the defenders deployment zone grants 3+ cover save
  11. Radio Jammer: attacking players suffer a -2 penalty to reserve rolls
  12. Warp Portal: hex tile containing Warp Portal is considered adjacent to all hex tiles up to 2 spaces away
  13. Ark of Preservation: All structures in this territory count as superstructures.
  14. Terra Obscura: The territory is under the effect of 6th Edition night fighting for the entire game. Search lights and other such equipment still function normally.
  15. Occulta Noctis: After each battle is resolved, the losing player rolls a d100. If the result corresponds to a hex controlled by the losing player, proceed with battle resolution normally. If the corresponding hex is not owned by the losing player, any surviving units are destroyed, and any named characters lost this way may not be repurchased.
  16. Hellfire Fissures: All difficult terrain in this territory becomes dangerous terrain, and all dangerous terrain rolls only succeed on a roll of 3+.
  17. Quaking Ground: Vehicles must make a dangerous terrain test whenever they move more than 6" in any phase, and all units count as charging through difficult terrain during the assault phase.
  18. Hellfire Fissures:
  19. Hellfire Fissures:
  20. Hellfire Fissures:

Special Ruins

War for Vulcallus aelkane