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WallObstacle, grants hard cover.
Charging models in base contact are -1 to hit. ObstaclObstacl
eeFenceObstacle, grants soft cover. Charging models in base
contact are -1 to hit. ObstaclObstaclee
BlazingBlazing BarricadeBarricade
Soft cover. Charging unit takes S4 hit per model in contact
BlessedBlessed BulwarkBulwark
Obstacle, grants hard cover. Charging models in base contact are -1 to hit. Destruction forces
ObstaclObstaclee
ObstaclObstaclee
ObstaclObstaclee
WallObstacle, grants hard cover.
Charging models in base contact are -1 to hit. ObstaclObstacl
eeFenceObstacle, grants soft cover. Charging models in base
contact are -1 to hit. ObstaclObstaclee
WallObstacle, grants hard cover.
Charging models in base contact are -1 to hit. ObstaclObstacl
eeFenceObstacle, grants soft cover. Charging models in base
contact are -1 to hit. ObstaclObstaclee
ObstaclObstaclee
HedgerowSoft cover. Blocks LOS for Soft cover. Blocks LOS for
infantry, warbeasts, swarms, infantry, warbeasts, swarms, war machines not in contactwar machines not in contact
Ghost Ghost FenceFence
Obstacle, grants soft cover. Obstacle, grants soft cover. Defending unit causes fear in Defending unit causes fear in
first round of combat.first round of combat.
2
Normal ForestNo special effects
Abyssal Wood
A unit with the majority of its
Blood Forest
Spells cast by or at a unit partially in a forest causes d6 hits. Trees
FungusFungus ForestForest
Unit partially within are subject toUnit partially within are subject to StupidityStupidity. Goblins are . Goblins are StubbornStubborn..
Venom Thicket
Any model inside has close combat Poisoned Attacks. Any model moving takes DT tests.
WildwoodAt end of Movement phase, roll for any unit within. On 4+, suffer d6
S4 hits.
ForestForest
ForestForestForestForest
ForestForest
ForestForest
ForestForest
Abyssal Wood
A unit with the majority of its
Blood Forest
Spells cast by or at a unit partially in a forest causes d6 hits. Trees
ForestForest
ForestForestFungusFungus ForestForest
Unit partially within are subject toUnit partially within are subject to StupidityStupidity. Goblins are . Goblins are StubbornStubborn..
WildwoodAt end of Movement phase, roll for any unit within. On 4+, suffer d6
S4 hits.
ForestForest
ForestForest
3
Normal ForestNo special effects
Venom Thicket
Any model inside has close combat Poisoned Attacks. Any model moving takes DT tests.
ForestForest
ForestForest
River of Light
A unit enteringentering triggers a random Lore of Light Spell. Auto-cast with
no dispel. Cast at lower value..
Necrotic Ooze
Dangerous Terrain. Dangerous Terrain. Units gain Units gain Poisoned AttacksPoisoned Attacks till till
River of Blood
Unit moving or charging through causes Fear until the end of the
nex player turn
RiverRiver RiverRiver
RiverRiver
Normal River
No special effects
RagingRaging TorrentTorrent
Dangerous Terrain. Models Dangerous Terrain. Models in or leaving the river in or leaving the river
RiverRiver
RiverRiver
BoilingBoiling FloodFlood
Models in at end of any turn sufferModels in at end of any turn suffer
RiverRiver
ForestForestDense Thicket
Blocks LOS. Units 2” from edge can see out and be seen, in hard cover. Units inside see each
ForestForest
Dense Thicket
Blocks LOS. Units 2” from edge can see out and be seen, in hard cover. Units inside see each
4
Wizards Tower
Wizard within 3” gains
BuildingDwarf
Brewery
Units within 6” are Stubborn and
Building
Sigmarite Shrine
Destruction units must re-roll
Tower of Blood
Units within 6” have Hatred. Destruction units also have
Building
Building
Acropolis of Heroes
Units within 6” are Stubborn. Unit
NehekharanNehekharan SphinxSphinx
Start of each player turn,Start of each player turn, the player chooses a character the player chooses a character
Haunted Mansion
Garrison unit causes Fear. At the end of Shooting, all units within 6”
Grail ChapelOrder units within 6” gain
Regeneration (6+). Bretonnians also become Stubborn
Normal Building
Normal Building
Building
Building
Building
Building
Building
Building
5
High Ground
Hill
DefendableDefendable HeightHeightUnit higher up
on the hill gains +1 CR. No effect
Normal HillNo special effects
Anvil of Vaul
Any unit within 6” has both
Scree SlopeAny models charging, marching, fleeing, pursuing or overrunning up, down or through must take a
DT test..
Temple of Skulls
Characters on the hill may choose to roll a d6. On 2-6, +d3 boost to random characteristic.
Hill
Hill
Hill
Hill
Hill
Khemri Quicksand
Monster, MI or MC model that fails
Marshland
Mist-Wreathed Swamp
Hard cover if majority of unit in swamp. End of Movement phase,
Earthblood Mere
If majority of models in the mere,
Normal SwampNo special effects
Marshland
Marshland
Marshland
6
1
2
4
2
111
5
11
2
3
2 2 2
6
5 6
7 8
43
43
43
43
43
5 6
5 6
2 2
11
7 8