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Twists

note

Twists are not used in matched play.

Heart of Ghur

Eerie Silence

Not a single animal cry or rustle of foliage can be heard in this place. The discomforting silence is broken only by the sudden clash of weapons.

This twist has no effect.

Late Arrivals

You have sent warriors to outflank the enemy, but the hour of battle is nigh and still they have not arrived...

In the reserve phase, before a player sets up a reserve battle group on the battlefield, they must roll a dice for each fighter in that battle group. On a 1, the fighter being rolled for will arrive in the reserve phase of the next battle round instead.

Warning Cry

With the enemy in sight, you let loose a war cry to call your warriors to your position.

In the reserve phase of the first battle round, starting with the player with the initiative, the players roll a dice for each of their fighters in reserve. On a 6, the fighter being rolled for must immediately be set up anywhere on the battlefield within 3" of the battlefield edge and more than 5" from all other fighters that were set up in the same phase.

Cloying Mists

Thick fog obscures the battlefield, masking the movements of the enemy as they stalk the darkness beyond.

Fighters 4" or more from each other are not visible to each other. At the start of each combat phase starting from the second battle round, one player rolls a dice. If the score is less the number of the current battle round, the mists clear and this twist no longer has any effect on the battle.

Sweltering Heat

A sudden heatwave saps the energy from your warriors, rendering them sluggish impairing their reactions in combat.

Once a fighter has made any move actions in a battle round, subtract 1 from that fighter's Toughness characteristic until the end of that battle round.

Dead of Night

Your rivals close in under the cover of darkness. This night shall taste blood.

Fighters 4" or more from each other are not visible to each other.

Rising Hatred

The animosity between these warbands means that every transgression is repaid in double.

Keep a tally of how many fighters are taken down each battle round. At the end of each battle round, the player who had the most fighters taken down receives 1 additional wild dice. If the players are tied for having the most fighters taken down, neither player receives an additional wild dice.

At My Command

The fighters of each warband look to their leader to help them overcome their foe.

Once during the battle, each player can use the 'Inspiring Presence' ability without needing or using any ability dice.

Creature in the Dark

Something lurks in the shadows beyond, stalking your warriors and waiting to strike...

At the start of the combat phase, starting with the player with the initiative, each player can pick 1 enemy fighter that is more than 3" from all other fighters. Each time a fighter is picked, roll a dice and add 1 to the roil if that fighter is more than 6" from all other fighters. On a 1-5, nothing happens. On a 6+, that fighter is taken down.

Murky Swampland

Weeks of endless rain have turned these lands into a thick and squelching quagmire.

If a fighter begins a move action on the battlefield floor, subtract 1 from the Move characteristic of that fighter until the end of that move action. This has no effect on fighters with the Fly runemark (Fly).

Azyrite Lightning Storm

The gloom is punctuated with dazzling flashes as bolts of lightning fork down from the lowering sky. This is surely a war of the gods.

Each time a fighter finishes an activation and their base is not wholly under a platform, roll 2D6. Add 1 to the roll for each whole inch they are vertically above the battlefield floor. On a 10+, that fighter is hit by a bolt of lightning: allocate 2D6 damage points to them.

Gaze of the Dark Gods

The skies darken above as the Ruinous Powers take an interest in the battle to come.

Players roll 7 initiative dice in each initiative phase instead of 6.

Stealth and Stone

Smothering Chokeleaves

Chokeleaves sense the heat emitted by breathing. Reaching out with iron-hard leaves, these plants wrap themselves around the source and drain the warmth from it, strangling their victim as they do so.

At the end of each battle round, allocate 1 damage point to each fighter within 3" of any terrain features.

Acidic Muck

The soil beneath the fighter's feet is actually the exposed stomach of a colossal underground beast, and it slowly digests all who walk upon it.

At the end of each battle round, allocate 2 damage points to each fighter on the battlefield floor.

Fevered Bite

A fighter is driven to delirium after being bitten by one of the many disease-carrying insects that plague anyone foolish enough to venture deep into the forest surrounding the Eye of Chotec.

The players roll off and the winner picks 1 fighter. Add 1 to the Attacks characteristc of melee attack actions made by that fighter until the end of the battle. In addition, until the end of the battle, each time that fighter makes an attack action, allocate 1 damage point to that fighter for each hit roll that misses.

Prowling Predators

The forst is filled with predators, from sabre-toothed fangmaws to cunning slylurks. All lie in wait, ready to attack a wounded fighter at a moment's notice and carry them screaming into the undergrowth.

At the end of each battle round, roll 2 dice for the fighter with the most damage points allocated to them. On a double, that fighter is taken down. If multiple fighters are tied for the most damage points allocated to them, the players roll off. The winner chooses which fighter is taken down.

Oppressive Humidity

Fighters who battle in the depths of the forest are as likely to pass out and die from heatstroke as they are to die at the hands of the foe.

For each attack action after the first that a fighter makes in the same activation, allocate 2 damage points to that fighter after that attack action has been resolved.

Stellar Alignment

Whether by pure cosmic chance or as a result of the crashed Eye of Chotec _nearby, the constellations are arranged into symbols of hunting and vigour - for those who know how to interpret them.

All fighter can use the following ability:

[Quad] Aligned: Pick 1 of the following effects:

  • Add the value of this ability to the Move characteristic of this fighter for the next move action they make this activation; or
  • Count 1 hit roll that missed from the next attack action made by this fighter this activation as a hit instead.

Previous Editions

Arcane Inscriptions

Ancient heiroglyphs are etched into the walls of these ruins. For those who can interpret them, they are said to offer great knowledge and power.

All fighters can use the following ability:

[Double] Read Inscriptions: A fighter must be within 1" of an obstacle to use this ability. Roll a dice. On a 6, your receive 1 wild dice which can be used in the hero phase of the next battle round.

Battle Frenzy

A killing madness has enveloped the combatants, and they hack and hew at one another in a frenzy of blades and blood.
Add 1 to the Attacks characteristic of attack actions made by fighters this battle that have a Range characteristic of 3 or less.

Bitter Rivals

The leaders of these warbands share a mutual hatred, having exchanged insults and grievous wounds over the course of several battles.

Add 1 to the Attacks and Strength characteristics of attack actions made by fighters with the Hero runemark (Hero) that target an enemy fighter with the Hero runemark (Hero) this battle that have a Range characteristic of 3 or less.

Bloodwind

Hot winds bring with them the acrid tang of brimstone and blood. Khorne's presence is felt upon this battlefield.

Add 1 to the Attacks and Strength characteristics of all fighters in this battle with 1 or more damage points allocated against them.

Dawn

In the early hours of the morning, battle is met between rival warbands. As blood is shed, Hysh stirs on the horizon.

No ability or attack action can be used to target an enemy fighter more than 3" away in the first battle round, 6" away in the second battle round, 9" away in the third battle round, and 12" away in any subsequent battle rounds.

Deluge

A weeks-long drought is at last broken as heavy rain drenches the land, drowning out the din of battle and reducing visibility to a few feet.
No ability or attack action can be used to target an enemy fihter more than 6" away this battle. In addition, when a fighter climbs, count each 1" of vertical movement as 2" instead.

Dusk

Darkness falls across the battlefield and the shadows quickly deepen.
No ability or attack action can be used to target an enemy fighter more than 12" away in the first battle round, 9" away in the second battle round, 6" away in the third battle round, and 3" away in any subsequent battle rounds.

Eager for the Fight

Both warbands hunger for glory, and race headling into battle with frienzied howls.
Add 1 to the Move characteristic of all fighters this battle.

Foreboding Location

Stark monoliths thrust towards the horizon, marked by sickening runes. This is a fell place, and all who approach feel its dark aura.

Subtract 1 from the value of abilities (to a minimum of 1) used by fighters this battle.

Grudge Match

These rival warbands have met in battle before. This time there is a score to settle.

Add 1 to the Strength characteristic of attack actions made by fighters this battle that have a Range characteristic of 3 or less.

Howling Winds

Shrieking winds race through the ruins like a banshee's terrible cry.

Subtract 1 from the Attacks and Strength characteristics (each to a minimum of 1) of attack actions that target an enemy fighter more than 6" away. In addition, when taking falling tests, roll 2 dice instead of 1. On a 1 on either dice, the fighter is said to have fallen.

Insidious Malignants

Shyishan magic saturates this battlefield. Etheral talons lash out from the shadows. The dead do not rest in this place, and they are hungry for vengeance.

Each time a fighter finishes its activation within 1" of a terrain feature, roll a dice. On a 1, allocate 3 damage points to that fighter.

No Holding Back

The threat of violence hangs heavy in the air as rival warbands bellow challenges and foul oaths at those who oppose them.

Add 2 to the value of abilities (to a maximum of 6) used by fighters in the first battle round.

Rainstorm of Ghyran

Humid winds have carried rainclouds from deep within Ghyran. Jade droplets can heal wounds and invigorate the spirit.

All fighters can use the following ability:

[Double] Healing Rains: Remove a number of damage points allocated to this fighter equal to the value of this ability.

Suffocating Head

From somewhere deep below, a sweltering heat rises, stifling the air and draining fighters of their energy.

If a fighter makes any move actions, subtract 1 from their Toughness characteristic (to a minimum of 1) until the end of the battle round.

Warning Calls

At the first shouts of battle, reinforcements race to join the fray.

Reserve fighters arrive in the reserve phase of the second battle round instead of the third battle round.

Winds of Fate

Spiced winds bring smells bitter and swet, whispering both truth and lies. Tzeentch casts a watchful eye upon this battle, but to what end?

Players roll 7 initiative dice each battle round, instead of 6.

Winds of Rot

A foul stench of decay washes across the battlefield. It is said that Grandfather Nurgle has taken interest in these warriors.

Add 1 to the Toughness characteristic of all fighters this battle.