Dungeon Special Rules
Fighting in the cramped comfines of a subterranean complex comes with its own unique challenges; doors and narrow tunnels restrict movement and form checkpoints in life-or-death battles, while the very ground beneath one's feed can give way, dropping unwary combatants into spike pits or streams of bubbling lava.
The Dungeon terrain came with the Catacombs box.
Dungeon Walls
Dungeon battlefields have areas referred to as dungeon walls. A dungeon wall is outlined with a thin red line and includes the area enclosed within. Dungeon walls a type of terrain feature that uses the following rules:
Terrain Feature
While not represented by scenery models, dungeon walls are terrain features that are treated as obstacles.
Because dungeon walls are obstacles, fighter may receive the benefit of cover from them.
Movement
Fighters cannot move through dungeon walls. This includes models that can fly. They only exception to this is whne a fighter uses the 'Float Through Wall' ability.
Visibility
When determining visibility, lines drawn across dungeon walls are treatedd in the same way as those drawn through terrain features, meaning that dungeon walls block visibility.
Measuring Distances
Distances cannot be measured through dungeon walls. Instead, players must measure around them.
Objectives
If a straight line drawn from the centre of an objective marker to the closest point on a fighter's base crosses over a dungeon wall, that fighter does not count when determining control of that objective.
Dungeon Doors
A dungeon battlefield will have one or more dungeon doors. Dungeon doors are mounted on a base that is treated as the battlefield floor.
There are two types of dungeon doors: open dungeon doors and sealed dungeon doors.
Dungeon doors are obstacles that use the following additional rules:
Open Dungeon Doors
Open dungeon doors use the rules for doors, except that no fighters are restricted from moving through them.
Sealed Dungeon Doors
Sealed dungeon doors are treates as dungeon walls for the purposes of movement, visibility, measuring and objectives. This means that fighters are not visible to each other through a sealed dungeon door, even if the model itself has gaps in it.
Some abilities can open a sealed dungeon door. If a seaped dungeon door is opened, remove the model from play. Treat the doorway it was placted upon as an open dungeon door for the rest of the battle.
Pits
A dungeon battlefield mat have one or more areas referred to as pits. Pits will be clearly outlined on the map in the set-up rules for the dungeon battlefield on which they appear. Pits are a type of terrain feature that use the following rules:
Terrain feature
Pits are not treated as the battlefield floor. This means that figthers, treasure tokens, objective markers and other terrain features cannot be placed upon them.
Movement
Pits are treated as the air. This means that fighters can jump over them. However, a fighter that jumps over a pit suffers impact damage at the end of that move action (this represents the fighter being scorched by the heat rising from the lave below). A fighter that finishes a move action with the centre of their base on a pit is immediately taken down.
Edges of the battlefield floor that touch a pit are treated as the edge of a platform. This means that fighters attacked near a pit may fall. If a fighter within ½" of a pit is said to have fallen, they are immediately taken down.
Treasure Tokens and Pits
If a fighter carrying treasure is taken down on a pit, before the fighter is removed from play, the players roll off. The winner of the roll-off picks a point on the battlefield within 3" of the fighter and within 1" of the edge of that pit and places the treasure token there.
Bridges
A dungeon battlefield may have one or more bridges. THere are two types of bridges: metal bridges and wooden bridges.
Movement
Bridges are treated as the battlefield floor. The long edges of a bridge are treated as the edge of a platform.
If a fighter with the centre of their base on a bridge is said to have fallen, they are immediately taken down.
Objectives and Treasure Tokens
Objectives and treasure tokens cannot be placed on bridges. If a fighter on a bridge drops treasure, the players roll off. The winner of the roll-off picks a point on the battlefield floor within 3" of the fighter and within 1" of the edge of that pit and places the treasure token there.
Weakened and Collapsed Bridges
If a fighter ends a move or disengage action within the centre of their base on a metal bridge, after that action, roll a dice. On a 1, the bridge is said to be weakened; place a token next to the bridge to represent this. Wooden bridges start the battle weakened.
If a fighter ends a move or disengage action with the centre of their base on a weakened bridge, after that action, roll a dice. On a 1, the bridge is said to have collapsed.
When a bridge collapses, every fighter with the centre of their base on that bridge is taken down one after the other, in an order chosen by the player whose turns is taking place. The bridge is then removed.
Unique Dungeon Features
Each dungeon feature has its own special rule, as follows:
The Wall Breach
The wall breach must be set up wholly on a dungeon wall, with only the stand of the gallows and debris being allowed to overhang. Parts of dungeon walls within ½" of this wall breach are considered to be the battlefield floor instead.
The Cursed Caskets
Roll a dice each time a fighter ends a move action or disengage action within 1" of the cursed caskets. On a 1, allocate D6 damage points to that fighter.
The Lever
The lever can only be set up wholly within 1" of a sealed dungeon door. A fighter within 1" of the lever can operate it as an action. If they do so, the player controlling that fighter picks 1 sealed dungeon door within 1" of the lever. That dungeon door is opened.
If both lever models are set up, they can be set up within 1" of the same dungeon door or different dungeon doors.
The Shattered Pillars
Each of the two models thats make up the shattered pillars can be set up anywhere on the battlefield floor more than 1" from any doorways, bridges or other unique dungeon features. Each model is both an obstacles and low terrain.
The Sewer
The sewer is an entrance tunnel if there are no enemy fighters upon it.
THe Collapsed Doorway
To set up the collapsed doorway, the player picks 1 open or sealed dungeon door, removes it from the battlefield, and replaces it with the collapsed doorwat. The collapsed doorwat is both an obstacle and dangerous terrain. Parts of dungeon walls within ½" of the collapsed doorway are considered to be the battlefield floor instead.
When placing the collapsed doorway, all of the dungeon doorway must be beneath the model.
If you are using any dungeon terrain scenery models in battles that are not dungeon battles, none of the special rules for those models apply. For example, the bridges are simply platforms and the unique dungeon features are either obstacles or low terrain.