| 01 |
Black tower |
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A black tower is a dark an ominous thing. For each black tower under your control, you may negate one of your opponents magic items (determined at random at the start of the battle). |
| 02-07 |
Wizards Tower |
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For each wizard's tower you control, you army may include an extra level 1 wizard. |
| 08-10 |
Sacred Grove |
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For each Sacred grove you control, your army may include 1 level 2 wizard. |
| 11-12 |
Shrine |
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For each shrine you control, your army can include 1 level 3 wizard and 1 magic item worth up to 50 points. The magic item can be carried by any suitable character. |
| 13 |
Temple |
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For each temple you control, your army can include 1 level 4 wizard and 1 magic item worth up to 75 points. The magic item can be carried by any suitable character. |
| 14-23 |
Village |
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For each village under your control, your army may include 1 unit champion. |
| 24-31 |
Town |
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For each town under your control your army can include up to 3 characters chosen from the following: a unit Champion, Hero or army standard bearer. |
| 32-35 |
City |
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For each city under your control, your army may include 1 lord level character either a warrior or a wizard. In addition, the army may include 3 magic items worth up to 50 points each, that must be carried by this character. NOTE: Usual army restrictions still apply. |
| 36-45 |
Trade Route |
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For each trade route you control, your army may include 1 additional magic item worth up to 50 points. |
| 46-50 |
Trading Post |
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For each trading post you control, your army may include 1 additional magic item worth up to 100 points. |
| 51-54 |
Silver Mine |
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For each silver mine you control your army may include up to 3 magic items of up to 75 points each. |
| 55-56 |
Gold Mine |
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For each gold mine you control your army may include up to 3 magic items of up to 100 points each. |
| 57 |
Warpstone Mine |
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If a Skaven or Chaos player controls a warpstone mine, then after every game you can send crews to excavate the mine. Generate an extra D6x20 points and choose a magic item up to this value. The magic item can be given to any character in the normal way. The magic item is retained by your forces and its value is added to the total points of your army. However, if the character carrying the item is killed the item is lost and its value must then be deducted from your army. Other players must re-roll this territory. |
| 58 |
Treasure Hoard |
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If you control a treasure hoard your army can include up to 5 magic items of any points value within the normal restrictions of your army list. |
| 59-64 |
Road |
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If you control a road you are able to move troops more quickly to meet the enemy. To represent this add +D6x10 points to your army for each Road under your control. Roll when the road is generated to fix its value. If you stake a road territory in a battle and win, then the value of the road increases by a further D6x10 points to represent your expanding control. |
| 65-68 |
Bridge |
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If you control a bridge you are able to move troops more quickly to meet the enemy. To represent this add +2D6x10 points to your army for each bridge under your control. Roll when the bridge is generated to fix its value. |
| 69-70 |
Pass |
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If you control a pass you are able to move troops through to reach the enemy. To represent this add +3D6x10 points to your army for each pass under your control. Roll when the pass is generated to fix its value. |
| 71-72 |
River |
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If you control a river you are able to move troops along it to reach the enemy. To represent this add +2D6x25 points to your army for each river under your control. Roll when the river is generated to fix its value. |
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| 73-75 |
Mountains |
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If you control a mountain your army may include a further D3 monsters. Roll when the mountain is generated to determine how many monsters it can support - this is the fixed value of the mountain. In addition roll a D6. On the roll of a 6 the mountain contains a Gold mine also. (see above) |
| 76-81 |
Forest |
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If you control a forest your army has sufficient supplies of wood to include a further D3 war machines. Roll when the forest is generated to determine how many machines it can support. |
| 82 |
Lornalim Forest |
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The Lornalim forests are home to the Wood Elves. For each lornalim forest under your control you may include +5D3x10 points of wood elves or wood elf allies in your army. You may only do this if your army normally allows it. Roll for the value when the lornalim forest is generated. Armies not allowed wood elf allies should re-roll this territory. |
| 83-84 |
Crystal Forest |
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Crystals are importent in the production of magic items. For each crystal Forest you control, your army may include 2 Magic items of any value. |
| 85-87 |
Bog Oak Forest |
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For every Bog Oak Forest you control, your army may include an additional 2D3 war machines or chariots. Roll when the forest is generated to fix this value. |
| 88 |
Ruins |
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If you control an area of ruins, then before every game you can send searchers to find magic items amongst the debris. Generate an extra D6x10 points and choose a magic item up to this value. The magic item can be given to any character in the normal way. The magic item is retained by your forces and its value is added to the total points of your army. However, if the character carrying the item is killed the item is lost and its value must then be deducted from your army. |
| 89 |
Lost Valley |
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You control a secret valley sheltered from the weather and abundant with natural resources. Toll again twice on this table - tha valley has the territory value of both rolls combined. The lost valley is only a single territory even though it has the resources of two. A lost valley cannot include other lost valleys! |
| 90 |
Spy Network |
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You have a well established network of spies and informers. Spies are not territoy, so if you generate a Spy Network, roll for another territory immediately. See the special rules in the Battle Book. |
| 91-95 |
Tomb |
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This isolated tomb is the last remaining monument to some long forgotten hero or great warrior-lord. Your army is inspired by the finding of the tomb. For each tomb under your control, one unit in your army may re-roll and one leadership test (psychology or break). You must annouce this before rolling for the test. |
| 96 |
Necropolis |
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For each necropolis under your control you may include +5D3x10 points of undead or undead allies in your army. You may only do this if your army normally allows it. Roll for the value when the necropolis is generated. Armies not allowed undead allies should re-roll this territory. |
| 97-98 |
Coven |
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Covens are home to religious fanatics. Your army may include +3D6x10 points of troops, but the must be chosen from an appropriate troop type (such as Dwarf Slayers, Elf Wardancers, Sword masters of Hoeth, Empire Flagellents, Plague monks, Beastmen, Night Goblins, Brettonian Knights, etc.) |
| 99 |
Brewery |
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For each brewery under your control, one unit in your army will be subject to the rules for frenzy. You must nominate a unit at the start of the battle. NOTE: roll for frenzy as if they were characters (the brew will run out...). |
| 00 |
Mystic Fountain |
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This is a great place of healing and serenity. Your army may include D3 healing potions at no cost. Roll when this territory is generated to fix the value. |
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