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Jennifer
30-10-2010, 17:56
I have created some scenery generation tables for use in my gaming group which are based on the 6th ed ones from the back of the rulebook.

They are less "high fantasy" and limit the number of overly strange items of scenery a great deal, compared to the table on page 142 of the rule book.

Feel free to make use of them as you will, hopefully they will inspire you to create your own to suit your scenery collection.


WARHAMMER SCENERY TABLES


The Lands of Men

This represents the cultivated, populous areas of the Empire, Bretonnia, Tilea, Estalia and Kislev. In these lands civilisation has pushed the wilderness back to the edges of the landscape.

2d6 roll:

2 Marshland An area of marshes or waterlogged farmland. This will be an ordinary marsh unless you roll a further d6 and get a 6, in which case it is an Earthblood Mere.(see page 121).

3 Watchtower A single tower suitable for an armed garrison.

4 Special building Choose either a Grail Chapel, Wizardís Tower, Sigmarite Shrine, Dwarf Brewhouse, Charnel Pit, or Haunted Mansion, in keeping with the armies that are fighting.

5 Peasant Farmstead This will be one farmhouse, one or more outhouses and an ordinary boundary fence or wall surrounding the farm.

6 Copse of trees This will be an ordinary wood unless you roll a further d6 and get a 6, in which case it will be a Fungus Forest (see page 119).

7 Obstacles These can be stone walls, wooden fences, hedgerows or earthworks. They will counts as either ordinary walls or fences unless you roll a further d6 and roll a 6, in which case choose either a Blessed Bulwark or a Blazing Barricade (see page 123).

8 Gentle Hill An ordinary hill (see page 118).

9 Village Three or more buildings surrounded by an ordinary boundary wall or fence. If you wish you may also include a single watchtower (see 3) and/or a duck pond (see 11, below).

10 River This will either enter and leave the board on one or more edges, or enter on one edge and end at another terrain feature. It will be an ordinary river, and should include at least one crossing point for every 2 feet of length (see page 120).

11 Water feature This will be a lake or pond, or maybe a small stream or drainage ditch surrounding farmland. It might even be the sea! It counts as an ordinary river, unless you roll a further d6 and get a 6, in which case it is also a Wyrding Well (see page 125).

12 Imposing building A large, multi part building, giving commanding views of the surrounding landscape. If you wish, the building may incorporate one of the following features; Grail Chapel, Wizardís Tower, Sigmarite Shrine, Dwarf Brewhouse, Haunted Mansion, Acropolis of Heroes, Arcane Ruins, or Magic Circle.


The Deep Forests

This represents the wilder, uncultivated forests, such as the Forest of Shadows, Drakwald, the Loren Forest, or regions of the Badlands, Naggaroth and Sylvania. It is the abode of Wood Elves, Beastmen, Goblins, and other, darker things.

2d6 roll:

2 Watchtower An intact building, which will be a normal tower unless you roll a further d6 and get a 6, in which case it will be a Wizardís Tower (see page 131).

3 Special Building Choose either; Arcane Ruins, Bane Stone, Charnel Pit, Elven Waystone, Idol of Gork/Mork, Sinister Statue, Wizardís Tower, or Haunted Mansion, in keeping with the armies that are fighting.

4 Ruined building A ransacked structure, either a watchtower, farmstead or wayside shrine, long since abandoned. It is a normal building unless you roll a further d6 and get a 6, in which case it also counts as Arcane Ruins (see page 124).

5 Fungus Forest See page 119.

6 Abyssal Wood See page 119.

7 Forest A normal forest, unless you roll a further d6 and get a 6, in which case it is a Blood Forest (see page 119).

8 Venom Thicket See page 119.

9 Wildwood See page 119.

10 Woodland Hill An ordinary hill (see page 118).

11 Forest River An ordinary river, unless you roll a further d6 and get a 6, in which case it will be a River of Light (see page 120). It will enter and leave the board and must have at least one crossing point.

12 Forest Settlement A collection of small buildings, perhaps a human charcoal burnerís hamlet, a Wood Elf outpost, or a Beastman Herdstone, or a Goblin camp. There will be three or more suitable buildings, and a boundary fence or wall. The boundary may be a Ghost Fence if desired (see page 123). One of the buildings can be a Bane Stone, Idol of Gork/Mork, Elven Waystone, or Magic Circle if desired (see pages 124 and 125).


Wilderness Regions

This represents the barren lands of the Northern Steppes, the greenskin infested Badlands, the Eastern Dark Lands and Ogre Kingdoms. Settlements are few and far between and the cold winds scour the rocks bare.

2d6 Roll:

2 Water Feature A cold upland lake, or a deadly sucking bog. It counts as ordinary marshland, unless you roll a further d6 and get a 6, in which case it may be Mist Wreathed Swamp (see page 121) or Wyrding Well (see page 125).

3 Wild River This will be an ordinary river, but you may instead choose to have a River of Light or a Raging Torrent (see page 120). It will enter and leave the tabletop from the board edge, and there may be a single crossing point if you wish.

4 Forbidding Forest Choose either an ordinary wood, a Wildwood, or an Abyssal Wood (see page 119).

5 Cairn A huge mound of boulders. It is probably the burial place of an ancient chief. It counts as an ordinary hill, but if you wish it can also count as an Acropolis of Heroes (see page 130).

6 Scree Slope See page 118.

7 Barren Hill This will be an ordinary hill unless you roll a further d6 and get a 6, in which case it will be a Temple of Skulls (see page 118).

8 Crag A sheer sided outcrop of rock. It is impassable terrain to all models except those with the Fly or Hover special rule.

9 Special Building Choose either; an Altar of Khaine, Bane Stone, Elven Waystone, Idol of Gork/Mork, Sinister Statue, Sorcerous Portal, Acropolis of Heroes, Haunted Mansion (cave?) Tower of Blood, or Wizardís Tower, in keeping with the armies that are fighting.

10 Scrubland A patch of stunted trees and bushes. It counts as an ordinary forest, or if you prefer, a Venom Thicket or Blood Forest (see page 119).

11 Rocky ridge This counts as an obstacle, and may comprise bushes, which count as a fence; boulders, which count as a wall; or grisly totems, which count as a Ghost Fence (see page 123).

12 Watchtower A lone watchtower suitable for an armed garrison.


The Elven Kingdoms

This represents the High Elf realm of Ulthuan, or the Dark Elf kingdom of Naggaroth, as well as Elven colonies around the world.

2d6 Roll:

2 Obstacles Choose either walls, Blazing Barricades (High), or Ghost Fences (Dark) (see page 123).

3 River This can be either an ordinary river, a Raging Torrent, or a River of Light (see page 120). It will enter the board and may either leave on another board edge or join another feature. It must have at least one crossing point.

4 Temple Choose either an Altar of Khaine (Dark) or an Acropolis of Heroes (High).

5 Watchtower A lone watchtower suitable for an armed garrison. If you wish this can be a Wizardís Tower instead (see page 131).

6 Hill This can either be an ordinary hill, an Anvil of Vaul (High), or a Scree Slope (Dark) (see page 118).

7 Forest An ordinary Forest, unless you roll a further d6 and get a 6, in which case it is a Blood Forest (see page 119).

8 Magical Mystery Choose either a Wyrding Well, Sorcerous Portal, Sinister Statue, Elven Waystone, Magical Circle or Arcane Ruins (see pages 124 and 125).

9 Water Feature This can be a mountain lake, a waterfall, or even an inlet of the sea. It counts as an ordinary river (see page 120).

10 Building An ordinary hall, farmstead or tower. It may include an ordinary boundary wall as well.

11 Crag A sheer sided outcrop of rock. It is impassable terrain to all models except those with the Fly or Hover special rule.

12 Earthblood Mere See page 121.


Mountainous Regions

This represents the high peaks of the Worldís Edge, where the remnants of the Dwarf realm can be found, or the Mountains of Mourn, home to scattered Ogre tribes and all form of monstrous beasts. It can also cover the mountains of the Old World, and the Elven Kingdoms.

2d6 roll:

2 Tarn A still, cold, and very deep mountain lake. It counts as either impassable terrain or Khemrian Quicksand (see page 121).

3 Raging torrent See page 120. It will enter and leave from the board edges. It may have one or more crossing points as required.

4 Chasm A gaping cleft in the rock. It can either be a single, impassable feature or a line of impassable terrain with a single bridge.

5 Pine forest An ordinary forest, unless you roll a further d6 and get a 6, in which case it is a Wildwood (see page 119).

6 Crag A sheer sided outcrop of rock. It is impassable terrain to all models except those with the Fly or Hover special rule.

7 Scree Slope See page 118.

8 Steep Hill An ordinary hill, unless you roll a further d6 and get a 6, in which case it is an Anvil of Vaul (see page 118).

9 Watchtower A lone watchtower suitable for an armed garrison.

10 Outpost This could be a Dwarf mine, trading post or Ogre camp. It consists of three or more ordinary buildings and an ordinary boundary wall.

11 Obstacles A barrier composed of rocks (counting as an ordinary wall), or stunted shrubs (counting as an ordinary fence). See page 123.

12 Special Building Choose either; a Temple of Skulls, Idol of Gork/Mork, Sinister Statue, Dwarf Brewhouse, Acropolis of Heroes or Wizardís Tower, in keeping with the armies that are fighting.


The Chaos Wastes

This represents the region to the far frozen north, where magic seeps into the very ground and warps the landscape into maddening shapes and sights. Even the earth itself is a danger to the unwary.

2d6 Roll:

2 Ice lake A frozen body of water, maybe even the sea itself. It counts as Khemrian Quicksand (see page 121).

3 Ghost Fence See page 123.

4 Hungry woods Choose either a Blood Forest or Wildwood (see page 119).

5 Temple of SkullsSee page 118.

6 River of Blood See page 120. It will enter the board and may either leave on another board edge or join another feature. It may have a crossing point.

7 Tower of Blood See page 131.

8 Chaos Monolith This has the effect of either; a Magic Circle, Wyrding Well, Sorcerous Portal or Sinister Statue (see page 125). You may choose the effect when placing the Monolith or you may roll randomly for its effect at the start of each game turn.

9 Bane Stone See page 124.

10 Lone building Choose either an Acropolis of Heroes or a Wizardís Tower (see pages 130 and 131).

11 Necrotic Ooze See page 120. It will enter the board and may either leave on another board edge or join another feature. It may have a crossing point.

12 Boiling Flood See page 120. It will enter the board and may either leave on another board edge or join another feature. It may have a crossing point.


Albion

This represents the mist wreathed isle of Albion, but can also be used for any swampy region, such as the Blighted Marshes or the Marienburg Wasteland.

2d6 Roll:

2 Quagmire Treat this as Khemrian Quicksand (see page121).

3 Standing Stone This is a single Ogham stone, rising from the ground. It counts as both an Elven Waystone and Arcane Ruins (see pages 124 and 125).

4 Arcane Ruins See page 124.

5 River A swollen watercourse, possibly full of dead logs and slimy weeds. It will enter and leave the table from the edges and may have a crossing point. It counts as a normal river unless you roll a further d6 and get a 6, in which case it is a Raging Torrent (see page 120).

6 Earthblood MereSee page121.

7 Fen A patch of normal marshland. See page 121.

8 Mist Wreathed Swamp A Fimir haunted bog. See page 121.

9 Wetland Grove A clump of bedraggled trees. It counts as a normal forest unless you roll a further d6 and get a 6, in which case it is a Wildwood (see page119).

10 Grassy Knoll A good spot for snipers. This is a normal hill unless you roll a further d6 and score a 6, in which case it is a Scree Slope (see page 118).

11 Wyrding Well See page 125.

12 Stone Circle A group of four or more megalithic Ogham Stones which collect and focus magical forces. Each stone counts as both an Elven Waystone and Arcane Ruins (see pages 124 and 125). In addition, models inside the stone circle also benefit from the effect of a Sigmarite Shrine and an Acropolis of Heroes (see page 130 and 131).


Desert Lands

This represents the parched lands of Nehekhara, the great sand sea of Araby and the Desolation of Nagash. There is little life here but travellers must beware the ever present danger of the unquiet dead.

2d6 Roll:

2 Oasis A haven of water amid the endless sands. It is represented by a pool of water, which counts as a normal river, unless you roll a further d6 and score a 6, in which case the oasis is poisoned and counts as Necrotic Ooze (see page 120).

3 Palm Grove A small group of withered palm trees. They count as a normal forest. See page 119.

4 Arcane Ruins See page 124.

5 Tomb entrance This can be either a lone building representing a mastaba, or a gaping hole in the ground leading to the catacombs below. In either case it has the effect of a Charnel Pit (see page 124).

6 Khemrian Quicksand See page121.

7 Sand Dune A long hill made from loose sand. It counts as a Scree slope (see page 118).

8 Nehekharan Sphinx See page 130.

9 Sinister Statue See page 125.

10 Mesa A prehistoric, wind blasted desert crag. It is impassable to all models except those with the Fly or Hover special rule.

11 Ruined Temple Monuments to the gods adorn these ancient stones. It counts as an Acropolis of Heroes (see page 130).

12 Necropolis A collection of three or more tombs, temples and pyramids. One of the buildings may be a Charnel Pit or Nehekharan Sphinx if required. There can also be a normal boundary wall along one or more edges.


Steaming Jungles

This represents the stifling tropical jungles of Lustria, the Southlands and the Far East. These humid lands are teeming with life, and thick verdant rainforest covers much of the available ground.

2d6 Roll:

2 Piranha Pool This apparently placid body of water conceals dozens of voracious piranha fish, which will attack with frenzied bloodlust anyone foolish enough to venture in. Counts as a Mist Wreathed Swamp (see page 121).

3 Coca Leaf Trees A grove of trees with leaves that give out hallucinogenic vapours. Counts as a Fungus Forest (see page 119).

4 Overgrown Ruins A crumbling ancient temple rising from the jungle undergrowth. It counts as a Scree Slope (see page 118).

5 Jungle Stream A shallow, fast flowing watercourse, this will enter from the board edge and either join another terrain feature or exit from another edge. It may have a crossing point. It counts as a normal river, unless you roll a d6 and get a 6, in which case it is infested with piranha, alligators and electric eels! In this case treat it as a Boiling Flood (see page 120).

6 Carnivorous Grove This patch of trees conceals predatory animals such as giant snakes, man eating tigers and hostile natives. It counts as a Wildwood (see page 119).

7 Rainforest This can be a very large group of trees if required. It counts as a normal forest (see page 119).

8 Venom Thicket See page 119.

9 Arcane Ruins See page 124.

10 Swamp This is a normal patch of marshland unless you roll a further d6 and get a 6, in which case it counts as Khemrian Quicksand (see page 121).

11 Sinister Statue See page 125.

12 Temple Complex A group of three or more ruined stone buildings overgrown with creepers and plant life. There may be an ordinary perimeter stone wall if required. One of the buildings can be a Wizardís Tower.


The Darkness Beneath

This represents the vast network of tunnels, mines, caverns and sunken cities buried beneath the surface of the world. It includes the Dwarf Underway, the Skaven Under-Empire and countless Night Goblin holds.

2d6 Roll:

2 Sewer The effluent channel of some human city far above drains away down here. It can either be a single feature or flow on to and off the board from one or more edges. It counts as Necrotic Ooze (see page 120).

3 Bottomless Chasm A single impassable feature. It may have a single bridge spanning the gap which counts as dangerous terrain.

4 Stone Wall This could be a rock fall that naturally provides some cover, or a purpose built redoubt crafted from the hardest stones. It counts as an ordinary Wall (see page 123).

5 Underground Stream A very fast flowing, icy subterranean river course. It flows on to and off the board from one or more edges. It counts as a Raging Torrent (see page 120).

6 Crumbling Floor Here the rock underfoot is prone to giving way without warning. It counts as Khemrian Quicksand (se page 121).

7 Heap of BouldersThis counts as a Scree Slope (see page 118).

8 Warpstone meteor A huge chunk of raw warpstone, pulsating with evil energies. It counts as a Bane Stone (se page 124).

9 Special Building Choose either a Dwarf Brewhouse or Idol of Gork/Mork, in keeping with the armies that are fighting.

10 Mine Works One or more normal buildings representing the store rooms, winch house and dwellings of a mining colony.

11 Mushroom PatchA grove of giant luminous mushrooms. It counts as a Fungus Forest (see page 119).

12 Dwarfish Forge A functional forge used by Dwarf Runesmiths to bind tremendous magical powers into metal artefacts. The heat from the forge can be felt at a hundred paces. This counts as an Anvil of Vaul (see age 118).

wizbix
30-10-2010, 18:37
I quite like the idea of making seperate tables for different geographic areas. I especially like th elast one 'The darkness beneath'.

Rolo Ramone
30-10-2010, 20:17
I really like those tables. The BRB ones are not that good to my tastes.

theorox
30-10-2010, 20:35
I really like the last one as well, the tunnels and subterrainian caves appeal to me. :D

Theo

Wakerofgods
30-10-2010, 21:30
Awesome! Great work!

If this ends up on a webpage anywhere would you mind posting a link?

Stuffburger
30-10-2010, 23:23
I like these. Whoever made the default one must have really, really liked magical terrain :rolleyes:

Xazil
01-11-2010, 00:07
Very nice tables, always good to bring more of the fluff into the game. :)

Kaiserdean
01-11-2010, 21:03
Very nice!

I think Rivers are all too common in the BRB and I like your themes, especially Albion.

snottlebocket
01-11-2010, 21:10
Very nice!

I think Rivers are all too common in the BRB and I like your themes, especially Albion.

Does anyone actually ever use rivers? They're a pain to build and completely dominate the table if not outright screw up the battle.

N810
01-11-2010, 21:14
Some Great ideas here, I'll have to try these out with my gaming group. :D

Leogun_91
02-11-2010, 00:28
Does anyone actually ever use rivers? They're a pain to build and completely dominate the table if not outright screw up the battle.I use that result as lakes most of the time.