You are on page 1of 9

Earthblood Mere Khemrian Quicksand Mist-Wreathed Swamp

Any unit with the majority of its A monster, monstrous infantry If the majority of a unit’s models
models within the mere has or monstrous cavalry model that are wholly within a mist-wreathed
Regeneration (6+). fails its Dangerous Terrain test for swamp, the unit counts as being in
Khemrian Quicksand is removed hard cover.
as a casualty with no saves of any
kind allowed. At the end of each Movement
phase, the unit must pass an
Initiative test, or lose D6 models
distributed as shooting.

Marshland: Marshland is Dangerous Terrain Marshland: Marshland is Dangerous Terrain Marshland: Marshland is Dangerous Terrain
for all units, other than those with the for all units, other than those with the for all units, other than those with the
Skirmish special rule. Skirmish special rule. Skirmish special rule.
Cavalry, monstrous cavalry and chariots that Cavalry, monstrous cavalry and chariots that Cavalry, monstrous cavalry and chariots that
enter a marshland fail their Dangerous Terrain enter a marshland fail their Dangerous Terrain enter a marshland fail their Dangerous Terrain
tests on a 1 or 2. tests on a 1 or 2. tests on a 1 or 2.

Wizard's Tower Grail Chapel Sigmarite Shrine


A Wizard who is within 3" of the All units belonging to an army from Any models belonging to an army
tower at the start of the the Forces of Order within 6" of a from the Forces of Destruction
Magic phase is assumed to ransack Grail Chapel have the Regeneration must re-roll successful ward saves
the tower’s library in search of (6+) special rule. Bretonnian units if they are within 6" of the
additional spells – he is treated as within 6" of a Grail Chapel also Sigmarite Shrine.
knowing all the spells from his have the Stubborn special rule.
chosen lore(s) of magic for that
phase. If more than one Wizard is
within 3", randomly choose which
one has control of the tower at the
start of each Magic phase.

Steadfast Sanctum Steadfast Sanctum Steadfast Sanctum

Elven Waystone Acropolis of Heroes Dwarf Brewhouse


Any Wizard within 6" of an Elven Units within 6" of the Acropolis of All units within 6" of a Dwarf
Waystone adds +1 to their channel- Heroes are Stubborn. A unit Brewhouse have the Immune to
ing attempts. garrisoning the Acropolis of Heroes Psychology and Stubborn special
gets +1 to hit in close combat. rules. Dwarf units within 6" of the
brewhouse are so fanatically defen-
sive of it that they are Unbreakable,
but must first pass a Leadership
test, with a -3 modifier, if they want
to move out of range of the build-
ing’s effects.

Steadfast Sanctum Steadfast Sanctum Steadfast Sanctum


Altar of Khaine Bane Stone Charnel Pit
All units within 6" of an Altar of Hits made against units within 6" All units within 6" of the Charnel
Khaine are subject to the rules for of a Bane Stone have a +1 bonus Pit suffer a -1 penalty to their
Frenzy – as soon as a unit moves To Wound. Leadership. Undead units within 6"
out of range, the Frenzy is lost. of the Charnel Pit have the Regen-
eration (6+) special rule to repre-
sent their easy access to replace-
ment parts.

Sinister Structure Sinister Structure Sinister Structure

Haunted Mansion Idol of Gork/Mork Tower of Blood


At the end of the Shooting phase, Any warriors fighting under the Units within 6" of the Tower of
all units within 6" of the Haunt- grim gaze of Gork/Mork are Blood have the Hatred special rule.
ed Mansion suffers D6 S1 hits to infused with the greenskin gods’ Units from the Forces of Destruc-
represent the spectral strikes of the lust for battle. Units that start the tion within 6" of the Tower of
mansion’s guardians. Due to the turn within 6" of the Idol can re-roll Blood also have the Frenzy special
ghostly nature of these attacks, ar- a failed charge distance roll. rule – as soon as a unit moves out
mour saves cannot be taken against of range, the Hatred/Frenzy is lost.
them. A unit inside the haunted
mansion causes Fear.

Sinister Structure Sinister Structure Sinister Structure

Nehekharan Sphinx Magic Circle Arcane Ruins


At the start of a player's turn, they Units within 6" of the Magic Circle Any wizard within 6" of an arcane
may choose a character within 6" have the Magic Resistance (2) ruin can choose to roll up to four
to challenge the spirit to a riddling special rule. dice when channeling, rather than
contest by taking an Initiative test. one. However, if three or more dice
If failed, the character suffers a come up as 6s, the wizard must
wound with no armour saves al- immediately roll on the Miscast
lowed. If passed, randomly receive table.
one of the following special rules:
Devastating Charge, Heroic Killing
Blow or Loremaster of Death (only
Wizards can actually use the spells,
but non-Wizards will still receive
the gift).

Magical Mystery Magical Mystery Magical Mystery


Sinister Statue Wyrding Well Sorcerous Portal
At the start of each player turn, roll Providing it is not in combat, a unit In every magic phase, before spells
a dice for every unit within 6" of within 3" can drink from the Well are cast, roll 2D6. The result is
the Sinister Statue. at the end of its Movement phase. automatically cast on the closest
Roll a D6: unit, regardless of range, LoS, or if
On a 1-3, beams of light blaze out in combat. Cannot be dispelled.
of its stone eyes – the unit suffers 1 Magical Poisoning
Models cannot take 2-6 Soulblight (Death)
D6 S4 hits. voluntary actions until the Hex; -1 S & -1 T
start of the next turn
5-6 Wyssan’s Wildform (Beasts)
2-4 Ailments Banished Augment; +1 S & +1 T
Immediately recover 2D6
wounds per Regrowth. 7 Plague of Rust (Metal)
Cavalry count as 2. Excess Permanent; Lower AS by 1
wounds are lost. 8-9 The Speed of Light (Light)
6 The Gift of Oblivion Augment; WS 10 & I 10
Unit is subject to Stupidity 10-12 Fireball (Fire)
and is Unbreakable for the Magic missile; D6 S4 flaming
rest of the game.
Magical Mystery Magical Mystery Magical Mystery

Anvil of Vaul Scree Slope Temple of Skulls


Any unit within 6" of an Anvil of Models charging, marching, At the beginning of each player
Vaul has both magical attacks and fleeing, pursuing or overrunning turn, any character or champion on
the flaming attacks. up, down or through a Scree Slope the hill can choose to embrace the
must take a Dangerous Terrain test. favour of the Chaos Gods. Roll a
D6: on a roll of 2-6, one randomly
chosen characteristic increases by
D3, on a 1, remove the model with
no saves of any kind allowed.

Hills: Unless otherwise stated, hills are treat- Hills: Unless otherwise stated, hills are treat- Hills: Unless otherwise stated, hills are treat-
ed as open ground. ed as open ground. ed as open ground.
Models on a hill are more likely to be able to Models on a hill are more likely to be able to Models on a hill are more likely to be able to
trace a line of sight past other models on a trace a line of sight past other models on a trace a line of sight past other models on a
lower level. lower level. lower level.
If a unit charged and the majority of the If a unit charged and the majority of the If a unit charged and the majority of the
models in the unit began the turn uphill from models in the unit began the turn uphill from models in the unit began the turn uphill from
the enemy unit(s) that were charged, receive the enemy unit(s) that were charged, receive the enemy unit(s) that were charged, receive
+1 combat result. +1 combat result. +1 combat result.

Anvil of Vaul Scree Slope Temple of Skulls


Any unit within 6" of an Anvil of Models charging, marching, At the beginning of each player
Vaul has both magical attacks and fleeing, pursuing or overrunning turn, any character or champion on
the flaming attacks. up, down or through a Scree Slope the hill can choose to embrace the
must take a Dangerous Terrain test. favour of the Chaos Gods. Roll a
D6: on a roll of 2-6, one randomly
chosen characteristic increases by
D3, on a 1, remove the model with
no saves of any kind allowed.

Hills: Unless otherwise stated, hills are treat- Hills: Unless otherwise stated, hills are treat- Hills: Unless otherwise stated, hills are treat-
ed as open ground. ed as open ground. ed as open ground.
Models on a hill are more likely to be able to Models on a hill are more likely to be able to Models on a hill are more likely to be able to
trace a line of sight past other models on a trace a line of sight past other models on a trace a line of sight past other models on a
lower level. lower level. lower level.
If a unit charged and the majority of the If a unit charged and the majority of the If a unit charged and the majority of the
models in the unit began the turn uphill from models in the unit began the turn uphill from models in the unit began the turn uphill from
the enemy unit(s) that were charged, receive the enemy unit(s) that were charged, receive the enemy unit(s) that were charged, receive
+1 combat result. +1 combat result. +1 combat result.
Normal Hill Blazing Barricade Blessed Bulwark
If a unit completes a charge against Grants hard cover to units behind
a defended Blazing Barricade, it them, and a -1 To Hit modifier to
immediately suffers one S4 hit on charging enemy models in the first
each of its models in contact with round of close combat. Forces of
the obstacle. Destruction that are in base contact
with the obstacle must halve their
Initiative.
Obstacles: Cavalry, monstrous cavalry and Obstacles: Cavalry, monstrous cavalry and
chariot models marching, charging, overrun- chariot models marching, charging, overrun-
ning, fleeing or pursuing over an obstacle – or ning, fleeing or pursuing over an obstacle – or
Hills: Unless otherwise stated, hills are treat- charging an enemy defending an obstacle, charging an enemy defending an obstacle,
ed as open ground. must take a Dangerous Terrain test. must take a Dangerous Terrain test.
Models on a hill are more likely to be able to Grants soft cover (unless otherwise specified) Grants soft cover (unless otherwise specified)
trace a line of sight past other models on a for units that are behind and in base contact for units that are behind and in base contact
lower level. with an obstacle. Does not apply to units with an obstacle. Does not apply to units
firing from behind the obstacle. firing from behind the obstacle.
If a unit charged and the majority of the
models in the unit began the turn uphill from For charging, measure the distance to the For charging, measure the distance to the
the enemy unit(s) that were charged, receive obstacle. Models are still considered to be in obstacle. Models are still considered to be in
+1 combat result. base-to-base contact. base-to-base contact.

Ghost Fence Fence Wall


A unit that is defending a Ghost Grants a -1 To Hit modifier to Grants hard cover to units behind
Fence causes Fear in the first round charging enemy models in the first them, and a -1 To Hit modifier to
of any close combat. round of close combat. charging enemy models in the first
round of close combat.

Obstacles: Cavalry, monstrous cavalry and Obstacles: Cavalry, monstrous cavalry and Obstacles: Cavalry, monstrous cavalry and
chariot models marching, charging, overrun- chariot models marching, charging, overrun- chariot models marching, charging, overrun-
ning, fleeing or pursuing over an obstacle – or ning, fleeing or pursuing over an obstacle – or ning, fleeing or pursuing over an obstacle – or
charging an enemy defending an obstacle, charging an enemy defending an obstacle, charging an enemy defending an obstacle,
must take a Dangerous Terrain test. must take a Dangerous Terrain test. must take a Dangerous Terrain test.
Grants soft cover (unless otherwise specified) Grants soft cover (unless otherwise specified) Grants soft cover (unless otherwise specified)
for units that are behind and in base contact for units that are behind and in base contact for units that are behind and in base contact
with an obstacle. Does not apply to units with an obstacle. Does not apply to units with an obstacle. Does not apply to units
firing from behind the obstacle. firing from behind the obstacle. firing from behind the obstacle.
For charging, measure the distance to the For charging, measure the distance to the For charging, measure the distance to the
obstacle. Models are still considered to be in obstacle. Models are still considered to be in obstacle. Models are still considered to be in
base-to-base contact. base-to-base contact. base-to-base contact.

Normal Hill Blazing Barricade Blessed Bulwark


If a unit completes a charge against Grants hard cover to units behind
a defended Blazing Barricade, it them, and a -1 To Hit modifier to
immediately suffers one S4 hit on charging enemy models in the first
each of its models in contact with round of close combat. Forces of
the obstacle. Destruction that are in base contact
with the obstacle must halve their
Initiative.
Obstacles: Cavalry, monstrous cavalry and Obstacles: Cavalry, monstrous cavalry and
chariot models marching, charging, overrun- chariot models marching, charging, overrun-
ning, fleeing or pursuing over an obstacle – or ning, fleeing or pursuing over an obstacle – or
Hills: Unless otherwise stated, hills are treat- charging an enemy defending an obstacle, charging an enemy defending an obstacle,
ed as open ground. must take a Dangerous Terrain test. must take a Dangerous Terrain test.
Models on a hill are more likely to be able to Grants soft cover (unless otherwise specified) Grants soft cover (unless otherwise specified)
trace a line of sight past other models on a for units that are behind and in base contact for units that are behind and in base contact
lower level. with an obstacle. Does not apply to units with an obstacle. Does not apply to units
firing from behind the obstacle. firing from behind the obstacle.
If a unit charged and the majority of the
models in the unit began the turn uphill from For charging, measure the distance to the For charging, measure the distance to the
the enemy unit(s) that were charged, receive obstacle. Models are still considered to be in obstacle. Models are still considered to be in
+1 combat result. base-to-base contact. base-to-base contact.
Ghost Fence Fence Wall
A unit that is defending a Ghost Grants a -1 To Hit modifier to Grants hard cover to units behind
Fence causes Fear in the first round charging enemy models in the first them, and a -1 To Hit modifier to
of any close combat. round of close combat. charging enemy models in the first
round of close combat.

Obstacles: Cavalry, monstrous cavalry and Obstacles: Cavalry, monstrous cavalry and Obstacles: Cavalry, monstrous cavalry and
chariot models marching, charging, overrun- chariot models marching, charging, overrun- chariot models marching, charging, overrun-
ning, fleeing or pursuing over an obstacle – or ning, fleeing or pursuing over an obstacle – or ning, fleeing or pursuing over an obstacle – or
charging an enemy defending an obstacle, charging an enemy defending an obstacle, charging an enemy defending an obstacle,
must take a Dangerous Terrain test. must take a Dangerous Terrain test. must take a Dangerous Terrain test.
Grants soft cover (unless otherwise specified) Grants soft cover (unless otherwise specified) Grants soft cover (unless otherwise specified)
for units that are behind and in base contact for units that are behind and in base contact for units that are behind and in base contact
with an obstacle. Does not apply to units with an obstacle. Does not apply to units with an obstacle. Does not apply to units
firing from behind the obstacle. firing from behind the obstacle. firing from behind the obstacle.
For charging, measure the distance to the For charging, measure the distance to the For charging, measure the distance to the
obstacle. Models are still considered to be in obstacle. Models are still considered to be in obstacle. Models are still considered to be in
base-to-base contact. base-to-base contact. base-to-base contact.

Normal River Boiling Flood Necrotic Ooze


Any model at least partially in the Necrotic Ooze counts as Dangerous
Boiling Flood at the end of any Terrain for all models. Additionally,
turn suffers a S4 hit with no armour a unit that moves through Necrotic
saves allowed. Models that are Ooze gains the poisoned attacks
immune to flaming attacks do not (close combat) special rule until the
suffer from this effect. end of the following player turn.

Rivers: Units cannot march across a river. Rivers: Units cannot march across a river. Rivers: Units cannot march across a river.
Units partially within a river cannot be Units partially within a river cannot be Units partially within a river cannot be
Steadfast or claim rank bonuses. Steadfast or claim rank bonuses. Steadfast or claim rank bonuses.

Raging Torrent River of Blood River of Light


Raging Torrent counts as A unit that moves or charges Unit entering is immediately target-
Dangerous Terrain for all models. through a River of Blood is counted ed by random Lore of Light spell
However, such are the invigorating as causing Fear until the end of the (lowest value). Cannot be dispelled.
effects of the icy waters that any following player turn, so ghastly is
1 Magic missile; D6 S4, flaming
models that are in the river (or left their blood-slicked appearance.
2 Augment; -1 to hit, +4 to
the river earlier in the turn) have +3 target from non-BS shooting
Initiative.
3 Augment; WS 10 & I 10
4 Hex; Unit must take Strength
test to move, shoot or cast.
Failing takes D6 S4 hits
5 Magic missile; 2D6 S4 hits -
+1 S for each LoL caster
within 12" of river
6 Augment; 2x M, +1 A, ASF
Rivers: Units cannot march across a river. Rivers: Units cannot march across a river. Rivers: Units cannot march across a river.
Units partially within a river cannot be Units partially within a river cannot be Stead- Units partially within a river cannot be Stead-
Steadfast or claim rank bonuses. fast or claim rank bonuses. fast or claim rank bonuses.
Normal River Boiling Flood Necrotic Ooze
Any model at least partially in the Necrotic Ooze counts as Dangerous
Boiling Flood at the end of any Terrain for all models. Additionally,
turn suffers a S4 hit with no armour a unit that moves through Necrotic
saves allowed. Models that are Ooze gains the poisoned attacks
immune to flaming attacks do not (close combat) special rule until the
suffer from this effect. end of the following player turn.

Rivers: Units cannot march across a river. Rivers: Units cannot march across a river. Rivers: Units cannot march across a river.
Units partially within a river cannot be Units partially within a river cannot be Units partially within a river cannot be
Steadfast or claim rank bonuses. Steadfast or claim rank bonuses. Steadfast or claim rank bonuses.

Raging Torrent River of Blood River of Light


Raging Torrent counts as A unit that moves or charges Unit entering is immediately target-
Dangerous Terrain for all models. through a River of Blood is counted ed by random Lore of Light spell
However, such are the invigorating as causing Fear until the end of the (lowest value). Cannot be dispelled.
effects of the icy waters that any following player turn, so ghastly is
1 Magic missile; D6 S4, flaming
models that are in the river (or left their blood-slicked appearance.
2 Augment; -1 to hit, +4 to
the river earlier in the turn) have +3 target from non-BS shooting
Initiative.
3 Augment; WS 10 & I 10
4 Hex; Unit must take Strength
test to move, shoot or cast.
Failing takes D6 S4 hits
5 Magic missile; 2D6 S4 hits -
+1 S for each LoL caster
within 12" of river
6 Augment; 2x M, +1 A, ASF
Rivers: Units cannot march across a river. Rivers: Units cannot march across a river. Rivers: Units cannot march across a river.
Units partially within a river cannot be Units partially within a river cannot be Stead- Units partially within a river cannot be Stead-
Steadfast or claim rank bonuses. fast or claim rank bonuses. fast or claim rank bonuses.

Normal Forest Abyssal Wood Blood Forest


Any unit with the majority of its Spells successfully cast by (or at) a
models within an Abyssal Wood model in the forest, cause all units
causes Fear. at least partially within to suffer
D6 S4 hits, then scatter the forest
2D6", avoiding terrain by the short-
est route. Units remain in place.

Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and
chariot models marching, charging, overrun- chariot models marching, charging, overrun- chariot models marching, charging, overrun-
ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or
models with Fly that start/end movement in a models with Fly that start/end movement in a models with Fly that start/end movement in a
forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test.
Grants soft cover for units that have the Grants soft cover for units that have the Grants soft cover for units that have the
majority of its models within the forest, or to majority of its models within the forest, or to majority of its models within the forest, or to
targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does
not apply to units firing from within. not apply to units firing from within. not apply to units firing from within.
Units that have the majority of its models in a Units that have the majority of its models in a Units that have the majority of its models in a
forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and
lone infantry are always Stubborn when the lone infantry are always Stubborn when the lone infantry are always Stubborn when the
majority of its models are in a forest. majority of its models are in a forest. majority of its models are in a forest.
Fungus Forest Venom Thicket Wildwood
Any unit at least partially within Any model in a Venom Thicket has Any unit at least partially within
the Fungus Forest is subject to the Poisoned Attacks (close combat the Wildwood at the end of the
Stupidity. Any Goblin unit at least only). Any model moving through Movement phase must roll a D6.
partially within the Fungus Forest a Venom Thicket must take a Dan- On a 4+, the unit suffers D6 S4
is also Stubborn. gerous Terrain test. hits.

Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and
chariot models marching, charging, overrun- chariot models marching, charging, overrun- chariot models marching, charging, overrun-
ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or
models with Fly that start/end movement in a models with Fly that start/end movement in a models with Fly that start/end movement in a
forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test.
Grants soft cover for units that have the Grants soft cover for units that have the Grants soft cover for units that have the
majority of its models within the forest, or to majority of its models within the forest, or to majority of its models within the forest, or to
targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does
not apply to units firing from within. not apply to units firing from within. not apply to units firing from within.
Units that have the majority of its models in a Units that have the majority of its models in a Units that have the majority of its models in a
forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and
lone infantry are always Stubborn when the lone infantry are always Stubborn when the lone infantry are always Stubborn when the
majority of its models are in a forest. majority of its models are in a forest. majority of its models are in a forest.

Normal Forest Abyssal Wood Blood Forest


Any unit with the majority of its Spells successfully cast by (or at) a
models within an Abyssal Wood model in the forest, cause all units
causes Fear. at least partially within to suffer
D6 S4 hits, then scatter the forest
2D6", avoiding terrain by the short-
est route. Units remain in place.

Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and
chariot models marching, charging, overrun- chariot models marching, charging, overrun- chariot models marching, charging, overrun-
ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or
models with Fly that start/end movement in a models with Fly that start/end movement in a models with Fly that start/end movement in a
forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test.
Grants soft cover for units that have the Grants soft cover for units that have the Grants soft cover for units that have the
majority of its models within the forest, or to majority of its models within the forest, or to majority of its models within the forest, or to
targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does
not apply to units firing from within. not apply to units firing from within. not apply to units firing from within.
Units that have the majority of its models in a Units that have the majority of its models in a Units that have the majority of its models in a
forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and
lone infantry are always Stubborn when the lone infantry are always Stubborn when the lone infantry are always Stubborn when the
majority of its models are in a forest. majority of its models are in a forest. majority of its models are in a forest.

Fungus Forest Venom Thicket Wildwood


Any unit at least partially within Any model in a Venom Thicket has Any unit at least partially within
the Fungus Forest is subject to the Poisoned Attacks (close combat the Wildwood at the end of the
Stupidity. Any Goblin unit at least only). Any model moving through Movement phase must roll a D6.
partially within the Fungus Forest a Venom Thicket must take a Dan- On a 4+, the unit suffers D6 S4
is also Stubborn. gerous Terrain test. hits.

Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and
chariot models marching, charging, overrun- chariot models marching, charging, overrun- chariot models marching, charging, overrun-
ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or
models with Fly that start/end movement in a models with Fly that start/end movement in a models with Fly that start/end movement in a
forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test.
Grants soft cover for units that have the Grants soft cover for units that have the Grants soft cover for units that have the
majority of its models within the forest, or to majority of its models within the forest, or to majority of its models within the forest, or to
targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does
not apply to units firing from within. not apply to units firing from within. not apply to units firing from within.
Units that have the majority of its models in a Units that have the majority of its models in a Units that have the majority of its models in a
forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and
lone infantry are always Stubborn when the lone infantry are always Stubborn when the lone infantry are always Stubborn when the
majority of its models are in a forest. majority of its models are in a forest. majority of its models are in a forest.
Normal Forest Abyssal Wood Blood Forest
Any unit with the majority of its Spells successfully cast by (or at) a
models within an Abyssal Wood model in the forest, cause all units
causes Fear. at least partially within to suffer
D6 S4 hits, then scatter the forest
2D6", avoiding terrain by the short-
est route. Units remain in place.

Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and
chariot models marching, charging, overrun- chariot models marching, charging, overrun- chariot models marching, charging, overrun-
ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or
models with Fly that start/end movement in a models with Fly that start/end movement in a models with Fly that start/end movement in a
forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test.
Grants soft cover for units that have the Grants soft cover for units that have the Grants soft cover for units that have the
majority of its models within the forest, or to majority of its models within the forest, or to majority of its models within the forest, or to
targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does
not apply to units firing from within. not apply to units firing from within. not apply to units firing from within.
Units that have the majority of its models in a Units that have the majority of its models in a Units that have the majority of its models in a
forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and
lone infantry are always Stubborn when the lone infantry are always Stubborn when the lone infantry are always Stubborn when the
majority of its models are in a forest. majority of its models are in a forest. majority of its models are in a forest.

Fungus Forest Venom Thicket Wildwood


Any unit at least partially within Any model in a Venom Thicket has Any unit at least partially within
the Fungus Forest is subject to the Poisoned Attacks (close combat the Wildwood at the end of the
Stupidity. Any Goblin unit at least only). Any model moving through Movement phase must roll a D6.
partially within the Fungus Forest a Venom Thicket must take a Dan- On a 4+, the unit suffers D6 S4
is also Stubborn. gerous Terrain test. hits.

Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and Forests: Cavalry, monstrous cavalry and
chariot models marching, charging, overrun- chariot models marching, charging, overrun- chariot models marching, charging, overrun-
ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or ning, fleeing or pursuing through a forest – or
models with Fly that start/end movement in a models with Fly that start/end movement in a models with Fly that start/end movement in a
forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test. forest, must take a Dangerous Terrain test.
Grants soft cover for units that have the Grants soft cover for units that have the Grants soft cover for units that have the
majority of its models within the forest, or to majority of its models within the forest, or to majority of its models within the forest, or to
targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does targeted units that have LoS obscured. Does
not apply to units firing from within. not apply to units firing from within. not apply to units firing from within.
Units that have the majority of its models in a Units that have the majority of its models in a Units that have the majority of its models in a
forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and forest cannot be Steadfast. Skirmishers and
lone infantry are always Stubborn when the lone infantry are always Stubborn when the lone infantry are always Stubborn when the
majority of its models are in a forest. majority of its models are in a forest. majority of its models are in a forest.

2 - Settlement of Order 8 - Obstacles Buildings: Impassable terrain. Only one unit may garrison at a
D3 buildings, D3 sets of ob- Three 6" sections time (plus characters); infantry, monstrous infantry, war beasts,
stacles, 1 Steadfast Sanctum 1 - Fence monstrous beasts, swarms and war machines. Occupying units
2 - Wall
3 - Steadfast Sanctum 3 - Blazing Barricade have hard cover. Units may move into (not march) a building
1 - Grail Chapel 4 - Blessed Bulwark and may not charge from a building. Units may exit and make
2 - Acropolis of Heroes 5 - Ghost Fence a normal move.
3 - Wizard's Tower 6 - Re-roll
4 - Sigmarite Shrine Units inside have 360° LoS. 5 models per floor my fire (deter-
5 - Elven Waystone 9 - Mysterious River mine number of floors before game).
6 - Dwarf Brewhouse 1 - Normal River
2 - Boiling Flood Weapons, breath attacks, war machines (including cannons),
4 - Sinister Structure 3 - Necrotic Ooze spells, or Miscasts that use templates, hit D6 models when
1 - Altar of Khaine 4 - Raging Torrent attacking a building.
2 - Charnel Pit 5 - River of Blood
3 - Bane Stone 6 - River of Light Garrison units may only Hold or Stand & Shoot. Failed Terror
4 - Haunted Mansion tests count as a Hold reaction (with failed Fear test). No special
5 - Idol of Gork 10 - Magical Mystery
6 - Tower of Blood 1 - Sinister Statue attacks from charging units (example: lances, impact hits, etc.).
2 - Arcane Ruins Up to 10 models may attack per side in combat. Monstrous
5 - Hill 3 - Nehekharan Sphinx infantry/cavalry/beasts count as 3 models. Mounted models
1,2,3 - Normal Hill 4 - Sorcerous Portal fight on foot, and their mounts do not fight at all and mounted
4 - Temple of Skulls 5 - Wyrding Well
5 - Scree Slope 6 - Magic Circle benefits are lost (example: increased armor save). Monsters
6 - Anvil of Vaul and chariots may not assault buildings. Challenges are fought
11 - Marsh as normal, assuming characters are part of the assaulting/
6 - Building 1,2 - Earthblood Mere defending parties.
3,4 - Khemrian Quicksand
7 - Mysterious Forest 5,6 - Mist-Wreathed Swamp Defenders are always Steadfast. Standards, ranks, flank, rear
1 - Normal Forest and charging bonuses do not apply. If Defenders fail break test,
2 - Abyssal Wood 12 - Camp of Destruction
3 - Blood Forest D3 buildings, D3 sets of exit the building flee away from attackers; Attackers may not
4 - Fungus Forest obstacles, 1 Sinister Structure pursue but may choose to occupy the building or are moved 1"
5 - Venom Thicket backward from building. Attackers that lose combat do not take
6 - Wildwood Minimum D6 + 4 Pieces a break test, but are moved 1" backward.
Victory Points
Dead or Fled: Each enemy unit that has been
destroyed or has fled the table is worth a
number of victory points equal to the number
of points it cost to include the unit in the
army.
The King is Dead: If the enemy General is
slain or has fled the table, you score an addi-
tional 100 victory points.
Seized Standards: You score an additional
25 victory points for every enemy standard
bearer that was removed due to the Last
Stand rule, or was slain in close combat.
If the enemy Battle Standard Bearer is slain
under these circumstances, his death instead
scores an additional 100 victory points.
Underdog Challenge: If one of your unit
champions slays an enemy character in a
challenge, you score an additional 50 victory
points.

1. Battleline 2. Dawn Attack 3. Battle For The Pass

Deployment: Roll off to determine table sides. Roll Deployment: Roll off to determine table sides; Deployment: Roll off to determine table sides. Roll
off to determine first player to deploy, alternating winner deploys first. Roll for each unit and standalone off to determine first player to deploy, alternating
turns. character for deployment zone: 1: Left, 2: Right, turns.
First Turn: Roll off to determine who goes first. 3-5: Center, 6: Choose
First Turn: Roll off to determine who goes first.
Player who deployed all units first gets +1. First Turn: Player who deployed second rolls: on a Player who deployed all units first gets +1.
Length: 6 turns. 6 they choose who goes first, otherwise other player
chooses. Length: 6 turns.
Victory: Player with the most Victory Points at the Victory: Player with the most Victory Points at the
end of the game. Length: 6 turns.
end of the game.
Victory: Player with the most Victory Points at the
end of the game. Special: Long tables edges count as impassible
terrain. Non-flying or non-ethereal pursuing or
overrunning units must stop 1" away.

4. Blood And Glory 5. Meeting Engagement 6. The Watchtower

Deployment: Roll off to determine table sides. Roll Deployment: Roll off to determine table sides; Deployment: Roll off to determine who controls the
off to determine first player to deploy, alternating winner deploys first. Roll for each unit and character watchtower. Winner may garrison a core infantry unit
turns. separately: on a 1, the unit is held in reserve and can of 20 or less, but the unit cannot voluntarily leave until
be deployed on any turn, along the long side of the after the first turn. Opponent chooses table side and
First Turn: Roll off to determine who goes first.
player's zone. deploys first unit, then alternating turns afterward.
Player who deployed all units first gets +1.
First Turn: Player who deployed second rolls: on a First Turn: Roll off to determine who goes first.
Length: 6 turns or until an army's fortitude is equal to
6 they choose who goes first, otherwise other player Player who deployed all units first gets +1.
or less than the breaking point.
chooses.
Length: After the end of turn 4, roll and if the total plus
Victory: First player to break opponent, or player with
Length: 6 turns. the number of turns is greater than 10, the game ends.
the most Victory Points.
Victory: Player with the most Victory Points at the Victory: The player controlling the tower, or the player
Special: Fortitude equals +1 for each standard,
end of the game. with the closest, non-fleeing unit, or player with the
battle standard and +2 for the general. Breaking point
most Victory Points.
equals 1 per 1000 points.

You might also like