Coastal RegionsTreasureThe main source of income for warbands in the Coastal Regions of the Southlands comes in the form of Salvage. This ranges from usable weapons and armor to alchemists equipment or even raw materials. Salvage comes in the form of heavy boxes, crates, barrels or similar. No matter the type of container it uses the following rules (adapted from
Sartosa ).
Each piece of Salvage can be carried by a single non-animal model at base movement rate (no running allowed). Two models may carry a piece of Salvage, in which case they may run. While carrying Salvage, the model may not fire any missile weapons or use any spells. If attacked, the Salvage will be dropped, ready to be carried by anyone coming into contact with it. Once a model escapes off the board with Salvage, it may not return. Should a warband rout while any of its members have Salvage, the goods are lost if the model is within charge range of any upright, non-engaged opponents.
Stash: A warband may choose to secret their Salvage in one place rather than carry them around. Salvage crates in a stash must be within 1” of each other. To claim ownership at least one model must be in base contact with a piece of Salvage, or he must be the only model within 1” other than friends. Animals may also guard a stash even though they cannot carry Salvage. Of course, it is putting all your eggs in one basket.
For the sake Exploring for and selling Salvage, it is treated the exact same as Wyrdstone, Valuables, or similar goods. The exception is that once per Exploration Phase, you may open one piece of Salvage that you are not selling. Subtract it from your total and roll D66 on the Chart below (
coming soon?). In addition Salvage must be kept track of separately from other Treasure types, but may be sold in combination with.
DangersThe coast of the Southlands is full of abandoned outposts and villages as well as treacherous waters and rocky coastlines. Not every coastal region board needs to actually have a beach.
Beach sand – The sandy beaches are little hindrance to basic movement. However the sand can be difficult to move quickly. Models count sand as open ground; however movement enhancing skills or special rules such as Tall and Swift, Sprint, etc. may not be used if the model runs through the sand.
Dirt/Mud – The ground gets soft and muddy very quickly during heavy rain. When the Heavy Rain weather is in effect and during the turn after Heavy Rain ceases all movement for models is reduced by 1, but otherwise counts as open ground. Dirt roads are assumed to be harder packed and do not suffer from this rule.
Jagged Rocks – The coastal areas are riddled with jagged rocks with sharp edges. Any model falling (not simply knocked down) onto Jagged Rocks increases the strength of the fall by 1. If the falling model passes their initiative test they still take a strength 1 hit. Models jumping or performing a diving charge are not affected unless they fail their test.
Quicksand – Quicksand is present in the coasts of the Southlands. Unlike the bard stories however a calm person can wiggle out of quicksand fairly easily. If a model does not move in a turn while standing in quicksand they must take an Initiative test to prevent from sinking to their ankles. If the test is failed the model may not move until a Leadership test is passed, the turn they break free the model may not run or charge. Non-mounted animals automatically pass this test. Mounts use their rider’s leadership. A model not in combat equipped with a rope and hook within 3” may help a model escape without a leadership test required. A model that is stunned in quicksand automatically becomes stuck as if they failed the initiative test.
Strong Waves – The Southlands has strong waves that can often knock down unwary warriors. At the beginning of every each players recovery phase roll a D6 for each model fully in ocean waters. On a 1 that model must pass a Strength Test or be knocked down and swept away in a direction based on the chart below. Models may stand up in this turn. Models that start their turn knocked down or stunned automatically are swept away. Aquatic creatures may reroll failed Strength Tests for being swept away. Any model swept off the edge of the table is pulled into deep waters and is immediately taken Out Of Action and but instead of rolling for Serious Injuries must roll for drowning after the battle.
Drowning Chart
(Aquatic models add +2, Heavy or Gromril Armor subtracts 1)
1 or less! - Drowning! Pass toughness test or drown and be count as the Dead result from Serious Injuries.
2 - Swept Away! If model's warband lost the battle pass Toughness test or be Captured by the winner. If model's warband won the battle count as Survives Against the Odds.
3 - Where Am I? Model misses D3 games before finding their way back to their Warband.
4 - Almost Didn't Make It! Miss next game due to mental and physical trauma.
5 - Close One! Ld Test or miss the next game due to the harrowing experience taking its toll.
6+ Found em Boss! The model is found safe and sound.
Swept Away Chart
1 – D3” Towards the shore
2 – D6” left along the shore
3 – D6” right along the shore
4-6 – D3” out to sea
Weather (
Coming Soon?)
Salvage Chart (
Coming Soon?)