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Ironhorn Mountains (Over) (3 / 10)

Interactive Map

Description

Realm Points Granted to Controller: 3
Realm Points Required to Invade: 10

The Ironhorn Mountains are a great wall of rock and ice which blocks the path of any army. It is said that the very winds of the everwinter are trapped within its heights, though only the Beastclaw raiders can confirm this, and they often devour any who attempt to ask the question. The frigid air and bare rock are the perfect hunting ground; however, the cunning aerial combatant should beware that the ice in the air forms into knifelike crystals which shred the flesh of any creature which gets up too much speed.


Rules

Freezing — All units suffer -1 to their Bravery and to any hit rolls. Beastclaw Raiders ignore this.

Dangerous Fliers — Any units with the Fly keyword can reroll run and charge rolls. However, if they do reroll they suffer d3 mortal wounds for every natural 1 they rolled (treat each d6 in a 2d6 roll separately)

Surprise Assault — Whoever controls this territory treats Savage Reach's Requirement as 5.