Foot Tiles Version 1.0
By Jeff Hogg

	Foot Tiles are modular terrain sections for use in tunnel settings.  They are meant to portable as well as functional.  Each foot tile is a 12” square piece of terrain for use in underground scenarios.  The rules for creating them are a standard for creating modular terrain.  There are several advantages to using standardized tile rules.  The foremost of which is that each player can build terrain that is ‘favorable’ to his (or her) style of play.  A player with a ‘shooty’ warband is going to want some areas with long corridors that he (or she) can take advantage of.  A player with a ‘goon squad’ of hand-to-hand warriors is going to want lots of short hallways and areas roomy enough to set up a good skirmish line in.  Both players can get what they want, provided they build it.  Which points the way to another advantage of the foot tile standard.  Every time a player plays against a previously unmet opponent, the challenge of the table’s layout is renewed.  If both the players are playing warbands that prefer to kill at a distance, the foot tile standard will generate a table with lots of long hallways to shoot down (making both players happy).  If both players are using warbands that go for getting ‘stuck in’, the table will be a labyrinth of turning hallways (again, making both players happy).  If the players split in their warband fighting styles, the table will have elements of both.  The last point in favor of using this standard is one of simple mechanics.  If everyone is working off the same standard, then the Set Up rules for any scenario can take the standard into account as they are being written, allowing for a more robust cross-section of scenarios.  By allowing part of the tabletop to use more traditional terrain a large underground gallery can be created.   This would allow for a scenario that takes place in a Great Hall, Calendar Chamber, or Treasure Store Room and the corridors around it.  In essence, the standard allows a ‘short- hand’ method of describing very complex areas of the underground setting.

	Building the modular terrain for the Foot Tile Standard follows these rules.  .
1) While it would be nice for each tile to be exactly 12” by 12”, some allowance has to be made for the fact that the tiles are not likely to be perfectly square or sized.  If the tile is fractionally under measured then it will still work fine.  So the tile should be as close to 12” x 12” without exceeding that measurement.  If there is to be fractional error, the must be fractionally LESS than 12”.
2) All tiles are to be built with the exit/entrance points CENTERED on the tiles edges and all exit/entrances should be 2” wide.  Again there will be some error in measurement but errors in the ‘doorways’ between tiles will not cause the table to ‘warp’ (so they are much less critical).
3) The minimum width for a hallway is 2”.  This allows two 20mm or 25 mm base models or one monster base model to effectively block a hallway and still leaves a little room to get your fingers in and move models without grazing them off of one another.
4) The measurement between the most distant exits MUST be no greater than 20".  This is to prevent players from creating filigree labyrinths pieces that would take a dozen turns to cross and screw up time based scenarios. 
5) No section of the tile can cause a ‘dead end’. Please note that if a pair of tunnels that cross ‘over and under’ each other, but never join is still acceptable.
6) Each player is required to have 8 tiles.  Of the eight tiles, 5 of them MUST have four exits.  The remaining 3 must have three exits. 
7) The tiles may have terrain that builds ‘upward’, but the tiles height should never exceed 6” and the area of the ‘floor space’ may not exceed 216 square inches.  This allows that a tile may be built that has a ‘second story’, but the area it covered could not exceed ½ of the ‘first floors’ area.

As long as the ‘terrain’ created adheres to these rules, the players may build on the tile as they choose.  While I would like to see players create their own layouts in three dimensions by placing walls on the tile, drawing and coloring them would do.  People who feel that their modeling/painting talents are limited could color copy or scan the tiles from WH Quest and paste them to the tile.

	These Scenarios are examples of what could be done with the Standard Tile Rules.  The first would be the equvilant to a ‘basic’ skirmish scenario.  If the players wanted it to reflect a previously unexplored section of the Dwarven Stronghold, then the players could agree on a random system of determining what tile gets placed (and when).  The second scenario is meant to be an example of a more intricately based Set Up. 

Scenario Examples

Skirmish in the Old Mines

Often the Treasure Hunters found their way into the Stronghold via the old mines that ran out from the lowers chambers of Karak Azgal.  Vicious battles were frequently fought in these tunnels when two groups ran into each other. These fights were very rarely lucrative, but were seen as imperative as both groups wanted to protect ‘their’ entrance into the stronghold.  

Terrain
	Each player places their entrance tile on opposite corners of the table.  The players then roll off to determine who places the first tile.  Tiles are placed in turn until all the tiles have been placed or until one of the players cannot place a tile without creating a dead end.  If a player cannot legally place a tile, then his (her) opponent may place one of EACH player’s tiles.  The player who initially could not place a tile then may try again.  If that player still cannot legally place a tile, his or her may again place two tiles as before.  Once the tiles are in place, each player may place a single corridor obstructing terrain piece (like a cave in or a similar feature that would prevent movement).  The corridor obstruction cannot be placed to ‘cut off’ any section of the tunnels, but may be placed to block a tunnel that leads off the table. 

Warbands
	Each warband is entering the area at the moment the scenario starts and does not begin deployment until their first turn.

Starting the Game
	The players roll off to determine who gets the first turn.  On each player’s first turn, he (or she) may deploy his (or her) warbands Scout Group Tokens on the table.  The Scout Group Tokens may be placed up to the groups Move trait in inches away from the tunnel leading off the table edge.  On each player’s second turn, he or she may place the Main Force Token in the same manner and move the Scout Groups accordingly.  On each player’s third turn, he or she may place the Rear Guard Token in the same manner and move the Scout Groups and Main Force accordingly.  On each player’s fourth turn, all tokens move as normal.

Ending the Game
The game ends when one of the warbands fails it’s rout test.

Experience
+1 Survives.  Each Hero and Henchman group that survives the battle gains +1 experience.

+1 Winning Leader.  The Leader of the winning warband gains +1 experience.

+1 Per Enemy Out Of Action
Any Hero earns +1 experience for each enemy model he puts out of action.

Reward
Each warband works through the post game sequence as normal.

Translating the Calendar Stone 

	Occasionally the explorers found enormous circular stones in the lost cities of the Lizardmen.  Some of the explorer captains learned how to gleam information from the stones by studying them.  Some of the stones led the explorers  

Terrain
	Each player places their entrance tile on opposite corners of the table.  The players then roll off to determine who places the first tile.  The Tile Set Up for this scenario requires 12 tiles to be placed in a ring around the table edge.  The central 2’ x 2’area is treated as a gallery.  Tiles are placed in turn until all the required tiles have been placed or until one of the players cannot place a tile without creating a dead end.  If a player cannot legally place a tile, then his (her) opponent may place one of EACH player’s tiles.  The player who initially could not place a tile then may try again.  If that player still cannot legally place a tile, his or her may again place two tiles as before.  Once the tiles are in place, each player may place a single corridor obstructing terrain piece in turn (like a cave in or a similar feature that would prevent movement).  The corridor obstruction cannot be placed to ‘cut off’ any section of the tunnels, but may be placed to block a tunnel that leads off the table.  The central gallery is the Temple’s Calendar Room.  A Temple must be placed in the center of the central gallery.  Fallen columns and other terrain may be placed there as well to provide cover.   

Warbands
	The warband with the lower warband rating is entering the area at the moment the scenario starts and does not begin deployment until their first turn.  
The warband with the higher warband rating places tokens on the table.  The Scout Tokens may be placed anywhere on the table EXCEPT on the underdogs entrance tile.  The Main Force Token MUST be placed on the Temple Terrain Piece.  The Rear Guard Token MUST be placed in that players entry tile.

Starting the Game
	The warband with the lower warband rating gets the first turn.  On that player’s first turn, he (or she) may deploy his (or her) warbands Scout Group Tokens on the table.  The Scout Group Tokens may be placed up to the groups Move trait in inches away from the tunnel leading off the table edge.  On that player’s second turn, he or she may place the Main Force Token in the same manner and move the Scout Tokens as normal.  On that player’s third turn, he or she may place the Rear Guard Token in the same manner and move the Scout Groups and Main Force Token accordingly.  On that players fourth turn, all Tokens move as normal.
	The Player with the higher warband rating may move his or her tokens as normal starting on the first turn.

Special Rules
	The warband with the higher warband rating is trying to decipher the clues about the Temple hidden on the Calendar Stone.  Any Hero that may use Academic skills on the top of the Temple may roll 2d6 during the recovery phase to ‘study’ the Calendar Stone.  If the Hero rolls 11+, he (or she) has figured out a secret about the temple and gains the following benefits.  
1) The Hero finds a hidden switch on the Calendar Stone.  When pressed a small panel opens revealing an ancient sacred relic of the Lizardmen.  The warband earns +2 Loot (equal to Wyrdsone) during the post-game sequence as long as the Hero who found it does not go out of action during this scenario.
2) For the next scenario played, the player may choose to play The Secret Room scenario.  If the player doesn’t use this option during the next game played then the option to do so is lost.

Ending the Game
The game ends when one of the warbands fails its rout test.

Experience
+1 Survives.  Each Hero and Henchman group that survives the battle gains +1 experience.

+1 Winning Leader.  The Leader of the winning warband gains +1 experience.

+1 Per Enemy Out Of Action
Any Hero earns +1 experience for each enemy model he puts out of action.

+1 Secrets. A Hero who successfully studies the Calendar Stone earns +1 experience.

Reward
Each warband works through the post game sequence as normal.