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If You Go Down To The Woods Today…

The deep dark woods can be a strange place. The locals who dwell in cleared settlements within the forest tell of mischievous spirits who trick the unwary. Others still tell of areas where the untamed power of the green forest flows raw and unchecked. And tales abound of lost travellers happening across forestdwellers who are not what they seem.

Whatever the truth of these rumours, the honest pilgrim is urged to take care when straying from the roads of the forest.

This optional table of strange events is intended to add a little spice to Nemesis Crown skirmishes without being too overbearing. Each event is designed to be quick to resolve without slowing the game down. As such, it would be ideal for tournaments or games where the players are short of time.

At the start of each player's turn roll D6. On a six, an event will occur. Roll D66 and refer to the table below to determine precisely which event. No further events will happen during that battle.

For events which affect a random Hero, first roll to determine which side is affected then determine the specific Hero by rolling again.

11. A random hero from each side sees sinister shadows in the undergrowth. He behaves exactly as if he was All Alone except he will run in the opposite direction from that he is facing. Warriors immune to psychology may ignore this.

12. Spindly branches grab at a random Hero. He must pass an S test or be unable to move. If he fails he may retry every recovery phase.

13. A random Hero becomes spooked by the forest. He must reroll all successful dice until he passes a Ld test in his recovery phase. Warriors immune to psychology may ignore this.

14. Warriors suddenly become aware that every tree in the area is filled with hundreds of skulls. Every warrior within 1” of a tree (except those immune to psychology) must immediately pass a Ld test or flee directly from the tree during their next movement phase, jumping from heights if necessary. Any warrior who leaves combat (assuming his opponent isn’t also fleeing) must pass an I test or receive one automatic hit. After the shock of the initial discovery, warriors may behave as normal.

15. An eerie atmosphere pervades the area, giving the warriors the feeling that they’re being watched. All models’ Ld values are reduced by 1 for D6 full game turns. Warriors immune to psychology may ignore this.

16. There is a torrential downpour of twigs, branches and seeds, as if the trees are attempting to repel the invader. All models take an S1 auto-hit.

21. Rivers of blood. Any rivers on the board suddenly swell violently and burst their banks, running red with the blood of those slain in the forest. All models within 3” of a river must roll three S tests. If all are failed the model is swept away. Remove the affected warriors and roll on the Serious Injury table as normal at the end of the battle. The rivers return to normal as quickly as they swelled.

22. The trees suddenly become hostile. Every warrior within 3” of a tree must pass an I test or take an S3 hit. The trees then return to normal.

23. An warding spell placed by a forest-dwelling wizard long ago teleports a random Hero to the highest point on board. Ha!

24. Concealed trap. A random Hero must pass an I test or tumble into a 2” deep trap. He takes an S2 hit and must pass an I test to rejoin the board. He may exchange missile fire with any models within 1” of the pit if he does not attempt to climb.

25. A wandering peddler appears at the middle of a random table edge. He moves randomly 8” per turn. The first Hero to reach him may buy a basket of Madcap Mushrooms for 10GC (the warband must have the cash on them, or the Hero may swap items worth 20GC).

26. Faerie Glamour. A random Hero becomes mesmerized by a wondrous object he espies 6D6” away. He will run (irrespective of enemy models within 8”) until he gets to it. If he breaks from HTH he must pass an I test or receive one automatic hit. Every recovery phase after the first he may attempt a Ld test to break the spell. If he reaches the object he discovers it is merely a mirage, and may now behave as normal.

31. One random Hero finds a golden feather from a rare Wekki bird nesting in this area. This enables him to fly for the duration of the battle. He must end each movement phase on solid ground though.

32. A random Hero disturbs a forest mammal scuttling among the undergrowth. It bites the Hero for one automatic S3 hit before disappearing into its burrow.

33. Loose branches fall from an ancient twisted oak tree. A random Hero takes an S4 hit.

34. One random Hero on each side becomes Possessed by a mischievous forest spirit. For one turn the affected warrior is run by his opponent (who may not have him commit suicide).

35. Those cheeky forest Spites are up to their tricks. A random Hero teleports 3D6” in a random (horizontal) direction. He will not leave the board (place him at the edge).

36. The magic of the wild is strong here. All warriors’ legs elongate and they grow hooves for the remainder of the battle. Every model gains +1M. Animals are not affected.

41. A crazed leper, forced to wander the forest having been driven out by his townsfolk, will pester the warbands for a cure. Place him centrally. He moves 4” in a random direction at the beginning of each player’s turn. He will desperately plead for deliverance from the first model with whom he makes base contact. The beleaguered model may easily put him out of his misery (he’s a defenceless loony). However, that model must pass a T test or be forced to make a Serious Injury Roll at the end of the battle, irrespective of whether he went OOA (if he goes OOA he must make two Serious Injury Rolls).

42. This area was once a sacred grove. Both Leaders (or acting Leaders) are filled with the raw power of nature. Both double all their stats except Wounds & Leadership for one game turn. Thereafter they must both pass a Ld test in their respective recovery phases. If a Leader fails this test then he will return to normal.

43. Wild Magic. This part of the forest is rich in natural magic. For the next D6 full game turns, apply the Wild Magic rules below:
Each time a model attempts to cast a spell or prayer, roll on the following chart first to determine what effects the spooky forest has on his spellcasting:

D6Effect
1The model is overloaded with power and may cast no spells or prayers this turn.
2+1 Difficulty on any spell or prayer attempted this turn.
3The range of any spell or prayer the model casts this turn is halved. Note that this has no effect on a spell or prayer that doesn’t have a range (like a spell or prayer centered on the caster).
4-1 Difficulty on any spell or prayer attempted this turn.
5The range of any spell or prayer the model casts this turn is doubled. Note that this has no effect on a spell or prayer that doesn’t have a range (like a spell or prayer centered on the caster).
6The model may direct his spell or prayer at two targets within range instead of one. Spells or prayers that affect the caster may be directed at another friendly model within 6” as well.

44. A bent old man dressed in grey appears at the centre of a random table edge (roll as for the Surprise Attack scenario on page 133 of the Mordheim rulebook. The player whose turn it is may nominate which edge is "1"). The old man has something on his mind: he mutters to himself and is seemingly oblivious to the warbands. In each player's Movement Phase he hobbles 4" directly towards the centre of a different random table edge (roll D3 to determine), skirting any obstacles by the shortest route. This mysterious hermit is charmed: no hand-to-hand attacks, missile weapons nor spells will affect him. In addition, any nearby warriors will benefit from this charm. Any model within 2" of him is immune to the effects of spells, prayers or missile weapons (but not hand-to-hand combat).

45. The battle is taking place around a shrine to the forest god, Taal. The spirit of Taal possesses the warriors in a frenzy of blood-lust. Every model's M stat is doubled for one full game turn.

46. The magic-users and prayer-casters in the area draw the attention of Taal. All Spells & Prayers known by the casters go off automatically, affecting the nearest model whether friend or foe.

51. Thick fog penetrates the forest. Visibility (meaning missiles, spells & charges) is limited to 3D6”. Roll D6 in each player’s recovery phase. On a 6+ the fog clears permanently. Add one for every such roll previously made.

52. Pretty white flowers spring up from the ground, releasing fragrant pollen. Every model must immediately pass a Toughness test or become knocked down.

53. The spirit of the forest exudes a fearsome, almost tangible, dread on the warriors near its perimeter. All Henchmen not in hand-to-hand combat must pass a Ld test or move at full speed (irrespective of enemy models within 8”) directly towards the edge of the board. Any model leaving the board may re-appear at the point he left during the following turn. He may not charge on the turn he re-appears.

54. A murder of crows flies overhead, cawing noisily…a very bad omen! For the next full turn, each player must reroll all successful rolls he makes for his warband (this includes rolls to hit, to wound, armour saves, Leadership tests, etc.).

55. A random warrior spies a nubile young lady in the woods at the edge of the battlefield. He must immediately move as quickly as possible toward the nearest board edge (leaving combat as necessary…any model leaving combat receives automatic hits from his opponent!). If he makes it off the board edge before the end of the game, he is gone for the rest of the battle, but returns for the next game. He gains one extra experience point.

56. A random warrior suddenly notices strange patterns in the trees and rocks nearby…he has gained insight into the spirit of the forest. No effect this game, but if the next game is also set in the wilderness, his warband may automatically choose sides.

61. A random warrior spies a White Hart in the woods…a very good omen! That warrior may reroll all failed rolls (to hit, to wound, armour saves, etc.) for the next D3 turns.

62. One (randomly determined) warrior upsets a nest of hornets (at least they LOOK like hornets…). That warrior and every model within 3” of him (and anyone they are in combat with) may do nothing until the start of this player’s next turn.

63. A White Woman appears in the air above the battlefield…a very bad omen! Each warband must automatically let their opponent choose the deployment area in their next game. If they play each other, determine setup areas as normal.

64. Meddlesome forest spites play their tricks on a random warrior, and his weapon disappears! He must resort to a backup weapon (or his fists if he hasn’t got one). Assuming he’s still alive at the end of the game, roll a D6: 1-3 = his weapon is lost; 4-6 = he finds his weapon leaning up against a tree as he walks away from the battlefield.

65. Something spooks the animals of the forest and they stampede through the playing area! All models from both warbands can do nothing until the start of this player’s next turn as they try to dodge claws, hooves and horns.

66. Taal smiles upon this player. Roll twice on this table, ignoring further results of ‘66’.