lol @ClockworkOrange, I actually have a whole bunch of miniature succulents and cacti that I'm planning on making into living terrain, but I need to build decent bases for them and at the moment am having too much fun just clearing the garden and collecting debris (pretty sure I have almost a whole table worth of garbage terrain, including a whole bunch of old solar lights that will make good buildings). If you are going to use any plant materials from the garden that would be damaged by washing (such as a fragile stem), throw it in a sealed container in the freezer for a few hours or over-night and that will kill any little bugs that might be living on it....
Ah, yeah. Living terrain. I have fallen in love with with the Lichen growing on the peach tree, unfortunately I don't want to damage the tree by removing some of its bark, but I will have to trim some branches eventually so hopefully will nab some
So, mostly I want to create non-profitable fungi, moss and moulds that can be used in-game as Scatter-Terrain. So, I may have to go back and edit my previous posts and organise things. Right now, these are the Shrooms and Fungi rules/flavour that I've made up (I have only finished the first two):
Necromundan Tree Fungus is fast growing, tall and quite strong. It would make a good builing material if it did not become extremely brittle with age. This doesn't stop unscrupulous individuals selling wagons and homes made out of the stuff to unsuspecting green hivers.
A model behind a stand of Tree Fungus that is being shot at will, at most, be counted as being behind partial cover. If more than one stand is between the shooter and target it may count as full cover, but you still need to be able to see at least some of the model.
Rock Fungus, by any of the names it is known by, is a slow growing mould that eventually opens to release its spores.
It has a jagged & slimy surface which makes climbing over it difficult and potentially treacherous. Slipping and falling among clusters of it can tear apart flesh and armour.
Difficult Terrain: It costs 1" movement to move 1/2" through Rock Fungus.
Jagged & Slimey: Models attempting to cross over Rock Fungus must roll a D6. If the result is equal to or above their Initiative they slip and may slice themselves open on the wickedly sharp edges (I6 characters will slip on a 6, I7 on a 6 and then another roll of 4+).
A slipping model will take a single hit with a Strength equal to the Initiative roll with a -1 armour save modifier. If they survive unscathed, they are moved to an edge of the fungus base of the player's choosing, but they may do nothing else for the rest of this turn as they recover from their fall. However, if they go down, they remain on the patch and may not crawl 2" away as normal.
Trapped on the Rocks: A model that is down on the rocks rolls on the chart below instead of the normal Recovery Chart.
1) Flesh Wound. Move the model to an edge of the Rock Mould of the player's choosing.
2) Down, but managed to crawl to an edge. Move the model to an edge of the Rock Mould of the player's choosing and they roll on the normal Recovery chart next turn.
3-5) Down, but flailing among the razor sharp rocks or profusely bleeding. The model suffers a Flesh Wound but remains down and continues to roll on this chart.
6) Out of Action.
*Rock Fungus could == Spine Crystals?
Other ideas I have are for Rageweed/Ragethorn that makes people frenzy, but until they recover from its effects they have -1S & -1T cumulative between games as if starving (in addition to starvation). = Is frenzy worth the risk?
Spoot Fungus (Net / Web) that squirts sticky threads of goo which can entangle players.
....but those two are just ideas and I do not have any debris in mind for making them. I am enjoying being inspired by the things in the garden
Fungi/etc mentioned in Outlanders
p57. Blade Venom description talks of "Widow maker", "Scarlet Feng", Grey Lattice" and "Black Death".
p101, Gas Fungus mentions specifically "Dream Spore" as causing hallucinations, but talks over other smoke/gas grenade creating fungi.
p103 has Brain Leaf, but I doubt I will make that.
p106 has "Wire Weed", "Spine Crystals" and "Rubber Moss".
...also, there are Ash Clams, but they kinda wouldn't need a physical representation in-game.
Ah, yeah. Living terrain. I have fallen in love with with the Lichen growing on the peach tree, unfortunately I don't want to damage the tree by removing some of its bark, but I will have to trim some branches eventually so hopefully will nab some
So, mostly I want to create non-profitable fungi, moss and moulds that can be used in-game as Scatter-Terrain. So, I may have to go back and edit my previous posts and organise things. Right now, these are the Shrooms and Fungi rules/flavour that I've made up (I have only finished the first two):
Necromundan Tree Fungus is fast growing, tall and quite strong. It would make a good builing material if it did not become extremely brittle with age. This doesn't stop unscrupulous individuals selling wagons and homes made out of the stuff to unsuspecting green hivers.
A model behind a stand of Tree Fungus that is being shot at will, at most, be counted as being behind partial cover. If more than one stand is between the shooter and target it may count as full cover, but you still need to be able to see at least some of the model.
Rock Fungus, by any of the names it is known by, is a slow growing mould that eventually opens to release its spores.
It has a jagged & slimy surface which makes climbing over it difficult and potentially treacherous. Slipping and falling among clusters of it can tear apart flesh and armour.
Difficult Terrain: It costs 1" movement to move 1/2" through Rock Fungus.
Jagged & Slimey: Models attempting to cross over Rock Fungus must roll a D6. If the result is equal to or above their Initiative they slip and may slice themselves open on the wickedly sharp edges (I6 characters will slip on a 6, I7 on a 6 and then another roll of 4+).
A slipping model will take a single hit with a Strength equal to the Initiative roll with a -1 armour save modifier. If they survive unscathed, they are moved to an edge of the fungus base of the player's choosing, but they may do nothing else for the rest of this turn as they recover from their fall. However, if they go down, they remain on the patch and may not crawl 2" away as normal.
Trapped on the Rocks: A model that is down on the rocks rolls on the chart below instead of the normal Recovery Chart.
1) Flesh Wound. Move the model to an edge of the Rock Mould of the player's choosing.
2) Down, but managed to crawl to an edge. Move the model to an edge of the Rock Mould of the player's choosing and they roll on the normal Recovery chart next turn.
3-5) Down, but flailing among the razor sharp rocks or profusely bleeding. The model suffers a Flesh Wound but remains down and continues to roll on this chart.
6) Out of Action.
Have not built this yet, but have ideas/bits.
Despite its name the Death Fungus isn't actually dangerous and is basically harmless. The fact that it can grow out of corpses is quite unnerving and people generally go out of their way to avoid coming into contact with it for fear of breathing in the spores.
Models without filter-plugs or respirators that wish to move within 3" of a Death Fungus base must firs pas a Leadership Test or pause just outside of this range and do nothing else for the rest of the turn. Once a model has passed a Ld Test this way they may travel past any Death Fungus anywhere on the board for the rest of the battle.
Despite its name the Death Fungus isn't actually dangerous and is basically harmless. The fact that it can grow out of corpses is quite unnerving and people generally go out of their way to avoid coming into contact with it for fear of breathing in the spores.
Models without filter-plugs or respirators that wish to move within 3" of a Death Fungus base must firs pas a Leadership Test or pause just outside of this range and do nothing else for the rest of the turn. Once a model has passed a Ld Test this way they may travel past any Death Fungus anywhere on the board for the rest of the battle.
Other ideas I have are for Rageweed/Ragethorn that makes people frenzy, but until they recover from its effects they have -1S & -1T cumulative between games as if starving (in addition to starvation). = Is frenzy worth the risk?
Spoot Fungus (Net / Web) that squirts sticky threads of goo which can entangle players.
....but those two are just ideas and I do not have any debris in mind for making them. I am enjoying being inspired by the things in the garden
Fungi/etc mentioned in Outlanders
p57. Blade Venom description talks of "Widow maker", "Scarlet Feng", Grey Lattice" and "Black Death".
p101, Gas Fungus mentions specifically "Dream Spore" as causing hallucinations, but talks over other smoke/gas grenade creating fungi.
p103 has Brain Leaf, but I doubt I will make that.
p106 has "Wire Weed", "Spine Crystals" and "Rubber Moss".
...also, there are Ash Clams, but they kinda wouldn't need a physical representation in-game.
Last edited by a moderator: