Arcane Architecture

Buildings of great power or importance turn up throughout the Warhammer world, whether from their own magical nature or from the reverence of their defenders -- a battle fought over one is rarely quiet. A piece of arcane architecture can be treated either as a normal building or as impassable terrain (its doors sealed by the defenders); models inside one are automatically considered within range of its own effect.

Examples of Arcane Architecture

A few examples follow, using the rules above unless stated otherwise.

Acropolis of Heroes

Units within 6" of the Acropolis of Heroes are Stubborn. A unit garrisoning it gets +1 to hit in close combat.

Dwarf Brewhouse

All units within 6" of a Dwarf Brewhouse have the Immune to Psychology and Stubborn special rules. Dwarf units within 6" are also Unbreakable, but must pass a Leadership test with a -3 modifier to voluntarily move out of range.

Grail Chapel

All Forces of Order units within 6" of a Grail Chapel have the Regeneration (6+) special rule. Bretonnian units within 6" also gain Stubborn.

Haunted Mansion

At the end of the Shooting phase, all units within 6" of a Haunted Mansion suffer D6 Strength 1 hits with no armour saves allowed -- models with the Undead special rule are unaffected. A unit inside the mansion itself causes Fear.

Nehekharan Sphynx

At the start of each player turn, the active player may have one character within 6" of the Sphynx challenge it to a riddling contest, taking an Initiative test. Failure costs the model a wound with no armour saves allowed. Success grants one of Devastating Charge, Heroic Killing Blow, or Loremaster (Death), chosen at random, for the rest of the game (Loremaster (Death) does nothing for a non-Wizard).

Sigmarite Shrines

Any model belonging to a Forces of Destruction army within 6" of a Sigmarite Shrine must re-roll successful Ward saves.

Tower of Blood

Units within 6" of a Tower of Blood have the Hatred special rule. Forces of Destruction units within 6" also gain Frenzy -- both are lost as soon as a unit moves out of range.

Wizard's Tower

A Wizard within 3" of the tower at the start of the Magic phase gains the Loremaster special rule for that phase. If more than one Wizard is within range, randomly choose which one controls the tower each Magic phase.


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