Traps.pdf
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TRAPS
TRAPS
By
Paul Smith
Trip wires
- 2 gold
Trip wires can be set between two obstacles, such as an opening to an alleyway or a doorway.
Anyone moving over this must roll a D6 and add their Initiative score. If the model was running
then add 1 from the score, if the model was mounted add 3 from the score, Dwarves and halflings
should subtract one from the score. If the total is greater than 7 then the model had fallen over
(end of movement) and is counted as prone till the start of their next turn as they pick themselves
up again. A horse tripping over must make a test as if it has jumped from a higher level as stated
in the Mounted warrior rules.
A trip wire may be set up if the model spends a turn without firing a weapon. Only the model that
placed the tripwire knows where it is so even members of your own party will fall prey to it.
Plik z chomika:
RPG
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Random Terrain Chart [Lustria setting].pdf
(82 KB)
Campaign Aid [v1.20].pdf
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Additional Rare Goods.pdf
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Inne foldery tego chomika:
Campaigns
Dramatis Personae
Hired Swords
Optional Rules
Rules
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