Source: Warhammer Fantasy: 4th Edition

Terrain Generator Chart
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2D6 Dice Score

Result

2

A Deep River or Lake.
Choose either a deep river or a lake. A river must be placed so that it flows onto the battlefield from one side and out from either the same or another side. It cannot spring from nowhere and it cannot simply end. A river may not extend over more than half the length of the table unless your opponent agrees that it may do so.

A deep river cannot be crossed anywhere along its length except at a ford or bridge. A river must always include at least one bridge or ford somewhere along its length. If it extends over more than half the length of the table it must include two crossing places one of which is chosen and positioned by the opposing player.

A lake is impossible to cross.

3

A Shallow River or Stream.
Choose either a shallow river (which can be crossed at a quarter normal speed) or a stream (which may be crossed at half rate). The river or stream must enter and leave at a table edge.

Rivers cannot extend over more than half of the table length without your opponent's consent, but this does not apply to streams.
If you place a river it must have at least once bridge or ford. If the river extends over more than half the table length it must include two crossing places one of which is chosen and positioned by the opposing player.

A stream may have a single crossing place along its length if you wish.

4

Difficult Ground.
Choose an area of difficult terrain such as a marsh, area of scrub, soft sand, boulder strewn ground, debris, shallow pit or area of loose rocks. Troops move across difficult ground at half their normal rate as described later.

5

A Steep Hill.
A steep hill is difficult to move over (troops move at half rate as described later), and may have cliffs on one or more sides. Cliffs are impossible to move over and act as a barrier to movement.

6

A Wood.
Woods slow troops down (by half their normal speed as described later) and they also act as a barrier to sight, preventing shooting.

7

Hill or Wood.
Choose either a hill or a wood.

8

A Hill.
Hills do not slow down troops but they provide excellent vantage points where you can position archers and stone throwers. Hills are also useful defence points in hand-to-hand combat as it is easier to win a combat if you are uphill of your opponent.

9

Walls/Hedges or Fencing.
Up to 12" of continuous walls, hedges, fences, ditches or other linear obstacles. Obstacles can be crossed but troops are slowed down when they do so (losing half of their movement). Walls and hedges are useful defensive positions as troops may be placed behind them where they will be protected from enemy attack.

10

A House or Tower.
A single house or tower which may have up to 6" of adjoining walls or hedges.

11

A Village.
A village is represented by several buildings (3 or 4 is enough). The village may have up to 12" of adjoining walls or hedges.

12

Very Difficult Ground.
Choose a feature that is very difficult to cross such as a steep sided quarry, swamp or sheer cliffs, a thick wood or patch of dense briars. Very difficult terrain may be crossed at a quarter of normal move rate as described later.