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Downloads [Download Sluice Gate at Laur's Edge]
File Name: Sluice Gate at Laur's Edge (7.1 KB) Download
Author: Nukatha (Uploaded by Nukatha)
Date Added: March 11th, 2024
Downloads: 13
Grade: Not Rated
Description
Flavor Description:

At Laur's Edge lies a minor wellspring on a hill, yet even these are of great value to the Valkyrie of Valhalla. In days long past, this wellspring was fortified with a sluice to control the flow of the magical waters. During storms, some of this water, diluted with rainwater, flows downhill in a stream, nourishing astonishingly large flora for Laur, before reaching the beginnings of an ancient canal at its foot, directing the flow toward the ancient ruins of a Kyrie stronghold.
Two squads approach the wellspring to stake their claim. They hear, but do not yet see, rumblings on the other side of the old canal walls, and prepare their weapons for inevitable combat.

Technical Description:

A symmetric map made using the three AoA launch sets. I have built rotationally symmetric maps before, but with these parts, I have an odd number of water (generally), Wellspring water, AND jungle trees. This necessitates mirror symmetry in order to use every part. Then, I had the idea of having both armies start at the foot of a hill, and make it on the same side of said hill. The new modular walls were a fast and easy way to ensure Syvarris or other ranged units would be able to shoot around the starting zone areas, and can be easily contextualized as the start of a canal.
The jungle terrain allows for nice cover throughout, inhibiting range units somewhat, but the river and increasing height are the defining features. The FotA gate proxies for two new pillars, with the damaged wall segments intended to hang over the water representing the sluice, at which point they are removed (opening up the space for a unit to stand there), and dramatically altering how most units can navigate the hilly terrain.

Special rules:

At the beginning of the game, the Sluice Gate is closed, and all water hexes initially on the board (except the 2 Wellspring Water hexes and 4 ordinary water hexes on the top layer) are treated as Swamp Water instead of their usual type.

Any unit can, when ending its move on a Glyph of Brandar, choose to open the sluice gate. When opened, remove both Glyphs of Brandar from the battlefield.

Upon opening the gate all small or medium units on a water space lose their footing and are moved one space downstream if possible. Movement happens simultaneously, and if a directional choice is available, the player who opened the gate chooses the spaces. I'm sure you can figure it out. No unit moved in this way will take any leaving engagement attacks. (Yes, if a small or medium unit opens the gate, that unit WILL land in the wellspring tile below and be forced to drink).

Following this, all water tiles behave according to how they actually are (water or Wellspring water as appropriate).

Immediately after opening the gate in this way, each unit (irrespective of current health, or even being a Hero) on a Wellspring tile makes a Wellspring water tile roll (roll a d20, on a 12+, heal 1, on a 1 or 2, suffer two wounds) as if accidentally swallowing some water (even Large/Huge units that were not moved).

Any water tiles placed by Ewashia are always considered ordinary water, and NEVER considered part of the stream.

Optional bonus rule?: Any unit may, after the sluice gate has been opened, move downstream through water as with ordinary terrain. Any lateral or upstream movement will end a unit's move as normal. Any figure choosing to move with the flow in this manner must end its movement on a water hex.
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