Skirmishes between small forces often take place in inhospitable terrain; in shadowed forests, upon boulder-strewn slopes and so forth. Such battlefields are often rife with unexpected dangers.
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Wilderness TerrainURL Copied!
When using Wilderness Terrain in your games, units that end their movement within any natural terrain feature (such as woods, rocky outcroppings, marshland, etc.) or that are deployed within a natural terrain feature, discover its properties by rolling a D6 on the table below.
Wilderness Terrain Table
D6 | Result |
1 | Briar Patch: Thick thorns and brambles tear at flesh and clothing alike. A briar patch is difficult terrain. |
2 | Defensive Position: Tumbled boulders and thick brush form a naturally defensible position. A unit occupying this terrain feature counts as defending a low linear obstacle. In addition, any unit that charges a unit occupying this terrain feature becomes Disrupted. |
3 | Toxic Spores: The air fills with spores, causing warriors to collapse to the ground. Each model that ends its Movement completely within this terrain feature must make a Toughness test. If this test is failed, the model is overwhelmed by choking spores and loses a single Wound. |
4 | Lingering Magic: Ancient power clings to the battlefield, calming the Winds of Magic. Units within this terrain feature gain Magic Resistance (-1). |
5 | Healing Herbs: Certain herbs possess magical healing properties. Immediately after this result is rolled, and during every subsequent Start of Turn sub-phase, a single model that is within this terrain feature, that is not engaged in combat, is not fleeing, and has not succumbed to Stupidity, regains a single lost Wound. |
6 | Troll's Lair: Enraged at being disturbed, a fearsome Troll attacks unexpectedly! Place an Enraged Troll in base contact with the front arc of the unit that discovered it. If a unit of Skirmishers discovered the Troll, form them up before placing the Troll in base contact with them. The Troll counts as having charged and, due to its surprise appearance, has an Initiative characteristic of 10. Immediately fight a round of combat between the Troll and the unit. If the unit wins, the Troll is removed from play, rendering its lair unoccupied, and the unit restrains and reforms. If the Troll wins, it will not follow up or pursue, returning instead to its lair, where it will remain to defend it again if disturbed by another unit. |