Traps and Hazards: Jungle

Traps and Hazards represent events that may be triggered when a unit enters a piece of dangerous terrain during a battle. The event may affect one or more units and may be temporary or last until the end of the battle. Whether a battle uses these cards or the standard MWWBKs rules for dangerous terrain is defined in the scenario.



[I made cards for all of these encounters, but you could simply create a table and roll dice instead]


Other encounter decks are planned and will be published once the relevant scenario is played. 


Jungle Encounter Deck

Pit Viper

A large venomous snake is disturbed amongst the leaf litter.  

The unit drawing this card must roll 1d6. On a roll of 1-2 one man is bitten and removed from the game. Roll for leader casualties as normal. 

Regardless of effects, discard this card. 


Pitfall Trap

Deep with pointy sticks at the bottom. 

The unit drawing this card must roll 1d6. On a roll of 1-2, d3 men fall to their deaths and are removed from the game. Roll for leader casualties as normal. 

Regardless of effects, discard this card. 


Mutilated Corpses

The ground is littered with the bodies of dead Askari. 

All units in this terrain must immediately make a pin test with the following modifiers: Regulars (+0); irregulars (-1); tribal (-2). 

Corpses remain until end of game. 

*faq* Effects also apply to any units that subsequently enter terrain. 


Leopard

Teeth and claws leap from the undergrowth. 

The unit drawing this card must make an immediate pin test and then roll 1d6. On a roll of 1-2 the leopard claws at a man who is removed from the game. Roll for leader casualties as normal. 

Regardless of effects, discard this card. 


Vampire Bats

A dark cloud suddenly erupts from the foliage. Vampire bats!

The unit drawing this card must immediately make a pin test with a -1 modifier. 

Regardless of effects, discard this card. 


Carnivorous Plant

This area of terrain counts as especially dangerous. 

Roll 1d6 for each figure in terrain. Casualties removed on roll of 1. 

Plant remains until end of game. 

*faq* apply effect each time a unit ends its movement in terrain.


Fungal Spores

The air is filled with a cloud of deadly spores. 

Roll 1d6 for each figure. On a roll of 1 the figure is infected and succumbs to madness attacking other figures in the unit before expiring. 

Regardless of effects, discard this card. 


Spiders

Countless cobwebs hang from the vegetation and your men find themselves covered in spiders. 

This unit must make an immediate pin test. If it fails it immediately moves At the Double in a random direction and then takes d3 pins.

Spiders remain until end of game. 

*faq* apply effect only once for each unit in terrain.


Tangled Lianes

Thick vegetation and tangled vines make movement difficult. 

The movement of the unit drawing this card is reduced to 1" whilst it remains within the area of terrain. 

Regardless of effects shuffle this card back into Encounter Deck. 

*faq* units may not move At the Double whilst in the terrain.


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