RED ELF

Albion Terrain Table

This is an addition to the Warhammer rulebook terrain generators and follows all the normal rules for placing terrain on pages 218-219. You can choose to use the Badlands, Dwarf Realms (mountainous) or this terrain generator for choosing scenery for Albion's battlefields.

This Terrain Generator table represents the mist-shrouded isle of Albion. It is inhabited by a variety of backward and uncouth barbarians who fight continuously amongst themselves and against the many monstrosities that lurk in the depths of their land.

To generate an item of scenery roll 2D6. You may re-roll duplicate results or, if you wish, add to an existing feature. All features are assumed to be no larger than 12" in diameter if described as an area, or 12" long if a section.

2d6
Result
2

A Stone Circle
Ancient stones carved with winding ogham script. These sacred places are vital to control the flow of the winds of magic in the entire Warhammer world. See the rules for Ogham Magic on page 17.

3
Foetid Swamp
An area of stagnant pools and rotting vegetation, this hummocky and boggy swamp counts as very difficult terrain, but does not block line of sight. In addition, it is completely impassable to war machines. There may be a log causeway* over part of the swamp on a roll of a 5 or 6 on a D6.
4
Small Lake
The still, black waters of this lake are cold and forbidding. It is impossible to cross.
5
Broken Moorland
Stunted bushes of thorns and briars cover this boulder-strewn moor. The rocky outcrops and tangled bracken make this difficult terrain, though they also provide soft cover.
6
Hill
A low hill with gently sloping sides. Hills in Albion are often strewn with stunted bushes and low scrub, though this is seldom dense enough to count as difficult terrain or cover.
7
Fen
This is an area of water and reeds with the odd stunted tree here and there. It counts as difficult terrain, but does not block line of sight. There may be a log causeway* over part of the fen on a roll of a 5 or 6 on a D6.
8
Fast Stream
This is a section of cold and fast flowing stream. It is only 2" or 3" wide, but the slippery moss-covered rocks that form its bed make it difficult terrain.
9

Dark and Forbidding Forest
This is an area of densely packed and ancient, gnarled trees. Little light enters under the thick canopy of sickly green leaves. The forest counts as difficult terrain and provides soft cover.

10
River
A wide and treacherous river with crumbling banks and a strong current. This section of river must be placed so that it flows both onto and off the battlefield, starting at one side and curving round to leave on the same side or off another. It cannot stop in mid-flow. The river may not be more than half the length of the table unless your opponent agrees. The river cannot be crossed anywhere along its length except at a ford* or one of the crude wooden bridges* that are built by the locals. A river must always include at least one crossing point, and if it is more than half the table length it should have two, one of which is chosen and placed by your opponent.
11
Crag
This is a single large, or group of smaller rocky outcrops. Each will be steep and rocky, making it impassable on most sides. Some are unclimbable pinnacles of rock whilst others may have cliffs on one side and rise gently on the other, or have a flat top.
12
Morass
When moving through a morass, a footing that seems secure quickly turns into a bottomless quagmire and both men and animals can easily disappear under the surface. This is a treacherous area of difficult ground. In addition, each turn a unit spends in or moving through a morass it loses D6 models, swallowed by the clinging mud. The morass does not block line of sight. There may be a log causeway* over part of the morass on a roll of a 5 or 6 on a D6.
* Log causeways, bridges & fords all count as open terrain and should be at least 4" wide to allow units of troops to pass over them.