Abbysall Wood
Any unit with the majority of
its models within an Abyssal
Wood causes Fear.
Arcane Ruins
Any wizard within 6" of an
Arcane Ruin can roll up to
four dice for channelling
rather than one. However, if
three of more dice come up
as 6s, the wizard must imme-
diately roll on the Miscast
Acropolis of Heroes
Units within 6” are stubborn.
Garrisoning units receive a
+1 bonus to hit in close
combat.
Bane Stone
Hits made against units
within 6” of a Bane Stone
have a +1 bonus to wound.
Altar of Khaine
All units within 6" of an Altar
of Khaine are subject to the
rules for Frenzy — as soon as
a.unit moves out of range,
the Frenzy is lost.
Blazing Barricade
Blazing Barricades grant soft
cover to units behind them. If
a unit completes a charge
against a defended Blazing
Barricade, it immediately
suffers a Strength 4hit hit on
each of its models in contact
with the obstacle.
Anvil of Vaul
Any unit within 6” of an Anvil
of Vaul has both magical
attacks and the Flaming
Attacks special rule.
Blessed Bulwark
Blessed Bulwarks are obsta-
oles that grant hard cover to
units behind them, and a -1
To Hit modifier to charging
models in base contact with
them. In addition to this,
models from the Forces of
Destruction that are in
contact with the obstacle
must halve their InitiativeBlood Forest
Whenever a spals successtuly cast by
(oral) a model in a Blood Forest, al units
‘wholly or partially within it suffer d6
Strength 4 hits.
‘When any hits have boon resolved, the
Blood Forest moves 306" in a random
Airecton, moving around any intervening
terrain features by the shortest route,
leaving models inte forest behing,
Earthblood Mere
Any unit that has the majority of
its models within the mere has
Regeneration (6+).
PSS
ing Flood
‘Any model at least partially in
the Boiling Flood at the end of
any turn suffers a Strength 4 hit
with no Armour Saves allowed.
Models that are immune to
Flaming Attacks do not suffer
Elven Waystone
Any Wizard within 6” of an
Elven Waystone adds +1 to his
channelling attempts.
Charnel Pit
All units within 6” of the Charme!
pit suffer a -1 penalty to their
Leadership. Undead units 6” of
the Charnel Pit have the
Regeneration (6+) special rule
to represent their easy access
to replacement parts,
Fences are obstacles that grant
‘soft cover to units behind them,
and a -1 To Hit modifier to
charging models in base
contact with them.
Dwarf Brewhouse
All units within 6” have the
Immune to Psychology and
‘Stubborn special rules. Dwarf
units within 6” are Unbreakable
but must pass a Leadership test
at -3 if they wish to move out of
range of the building's effects.
Fungus Forest
Any unit at least partially within
the Fungus Forest is subject to
the rules for Stupidity. Any
Goblin unit at least partially
within the Fungus Forest is also
Stubborn.Ghost Fence
Ghost fences are obstacles that
grant soft cover to units behind
them. A.unit that is defending a
Ghost Fence causes Fear in the
first round of any Close
Khemrian Quicksand
‘Amonster, monstrous infantry
‘or monstrous cavalry model that
fails its dangerous terrain test
for Khemrian Quicksand is
removed as a casualty with no
saves of any kind allowed
Grail Chapel
All units belonging to an army
from the Forces of Order within
6" of a Grail Chapel have the
Regeneration (6+) special rule.
Bretonnian units within 6” are
also Stubborn,
Magic Circle
Units within 6° of the Magic
Circle have the Magic Resis-
tance (2) special rule.
Haunted Mansion
This can be a Building, a ruin or
‘cave. At the end of the Shoot-
ing phase, all units within 6*
suffers D6 Strength 4 hits with
‘no armour saves allowed. A unit
inside the Haunted Mansion
causes Fear.
Mist-Wreathed Swamp
Itthe majority of aunts models are wholly
within a Mis. Wreathed Swamp, the unit
counts a being in Haré Cove.
However, atthe end of each Movement
Phase. the unit must pass an initiative,
hhave d6 modes dragged to their doom by
the monstrous Fimic lurking in the mist (the
victims are chosen inthe same manner as
allocating shooting hi).
Idol of Gork/Mork
‘Any warrior fighting under the
grim gaze of MorkiGork are
infused with the Greenskin gods
“lust for battle. Units that start
their turn within 6” of the idol
can reroll a failed charge dis-
tance roll
Necrotic Ooze
Necrotic Ooze counts as dan-
gerous terrain for all models.
Additionally, a unit that moves
through Necrotic Ooze gains
the Poisoned Attacks special
rule until the end of the follow-
ing player tur, so vile are the
waters that cling to their blades.Nehekharan Sphynx
‘Althe start of each player tur, the acting
player can choose one of is characters
within 6" of te Sphynx rola ate test.
ithe tests fad, the model sues a
wound wi no armour save alowed he
tests passed, model receives on of
‘he following (rol D6) forthe remainder
ofthe game: 12 Devastating Charge, 34
Hero Kling Blow, 5-6 Loremaster
(Death) te last has no
River of Light
When a unit enters a River of Light
itis immediately the target of a ran-
domly chosen Light Magic spell
{(s00 the Reference Section). The
spells immediately cast and
cannot be dispelled. It the spell nas
‘a choice of diferent casting values,
itis assumed to be cast at the
lower value.
Raging Torrent
‘A Raging Torrent is dangerous
terrain, However, the icy waters
grant any models that are in the
river (or left eattier in the turn)
+3 Initiative
Scree Slope
Models charging, marching,
fleeing, pursuing or overrunning
up, down or through a scree
slope must take a dangerous
test.
River of Blood
Aurit that moves or charges
through a River of Blood is
‘counted as causing Fear until
the end of the following player
Sigmarite Shrine
‘Any models belonging to an army
from the Forces of Destruction
within 6° must reroll successful
ward saves.
Idol of Gork/Mork
‘Any warrior fighting under the
grim gaze of MorkiGork are
infused with the Greenskin gods
“lust for battle. Units that start
their turn within 6” of the idol
can reroll a failed charge dis-
tance roll
Sinister Statue
‘At the start of each Player Tum, rola
dice for every unit within 6” of the Sin-
ister Statue.
Ona roll of 4+, nothing happens. On a
1-3, beams of light blaze out ofits
stone ayas — tha unit ules D6.
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Wall
Walls are obstacies that grant hard
cover to units behind them, and a -
1 To Hit modifier to charging
models in base contact with them.
Temple of Skulls
‘At the beginning of each player
tur, any character or champion on
the Temple of Skulls can choose to
‘embrace the favour of the Chaos
Code. Ifhe does, rolla DS. On a
roll of 2-6 one randomly chosen
characteristic increases by 43
points. On a 1, remove the model
{as a casualty with no saves of any
Wildwood
Roll for any unit at least partially
within the Wildwood at the end
of the movement phase. On a
4+, the unit Suffers D6 Strength
A hits.
Tower of Blood
Units within 6” have the Hatred
special rule. Units from the
Forces of Destruction within 6”
also have the Frenzy special
rule. This is lost as soon as a
Unit moves out of range.
izard's Tower
A.wizard within 3" atthe start of the
‘magic phase is treated as ithe
knows all the spells from his
‘chosen lore(s) for that phase. If
‘more than one wizard is within 3
randomly choose which one nas
control of tower for each magic
phase.
Venom Thicket
‘Any model in a Venom Thicket has
the Poisoned Attacks special rule
(Applies to close combat only).
However, any model moving
through a Venom Thicket must
take a Dangerous Terrain test, to
represent fighting off the venomous
critters within.
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