Roll 4D6 on this chart of 20 Mysterious Forests
The main rulebook for Warhammer Fantasy 8th ed. provides a list of 6 mysterious forests.
However, the possibilities are endless with some creativity. I put together the following list which should provide a little more variety to your Warhammer Fantasy games.
Following Bonepile Miniatures Terrain Rules for Mysterious Terrain, I recommend rolling a D6 for each forest on the battlefield before the start of the game. This is to determine whether each forest is a normal forest or if it is mysterious. On a 4+, a forest is mysterious. When encountering a mysterious forest for the first time during the game, roll on the 4D6 chart below. (4D6 means to roll (4) 6-sided dice and add the results together.)
4D6: 4 – Wild Woods. The first unit to enter the Wild Woods gains the Fear rule, or Terror rule, if it already has Fear.
4D6: 5 – Haunted Forest. Any undead or demon unit that enters the Haunted Forest gains (+1) Leadership for the rest of the game. All other faction units that enter it lose (-1) Leadership for the rest of the game, instead.
4D6: 6 – Old Growth. Any unit within the Old Growth moves at half of their unit’s movement value. No Shrines or Chariots. Does not apply to Lizardmen and Wood Elves.
4D6: 7 – Mushroom Woods. Any unit that enters the Mushroom Woods gains the Stupidity rule for the rest of the game.
4D6: 8 – Poison Jungle. Any archer units (including crossbows and blow pipes) that enter the Poison Jungle gain the Poison Attacks rule for the rest of the game.
4D6: 9 – Spider Forest. Any unit that enters the Spider Forest is attacked with D3 spider swarms on the front rank, and D3 swarms on a random flank. Does not affect Goblins. Use the Tomb Kings Scarab Swarms as a proxy profile. For Random Flanks use D3-1 Right Flank; D3-2 Left Flank; D3-3 Rear Flank.
4D6: 10 – Living Woods. Units that enter the Living Woods take D3 S6 hits after each round inside (combat phase). Lizardmen and Wood Elves have a 4+ Ward Save from these attacks.
4D6: 11 – Wizard’s Woods. The first unit that enters the Wizard’s Woods gains an additional Ward Save for the remainder of the game.
4D6: 12 – Fairy Forest. For any unit that enters the Fairy Forest, all successful To Hit dice must be re-rolled for the remainder of the game. (Trouble-makers!)
4D6: 13 – Misty Forest. Any unit that enters the Misty Forest gains the Always Strikes Last rule for the remainder of the game. Does not apply to Lizardmen and Wood Elves.
4D6: 14 – Black Forest. Any unit that enters the Black Forest gains the Unstable rule for the remainder of the game, if it doesn’t already have it.
4D6: 15 – Enchanted Forest. The first unit to enter the Enchanted Forest gains the Unbreakable rule for the remainder of the game, if doesn’t already have it.
4D6: 16 – Magic Glade. A unit inside the Magic Glade increases its faction’s Power Pool by D3 dice, re-rolled for each Magic Phase round. It also adds 1 dice to its Dispel Pool each round. (Multiple units don’t increase effects.)
4D6: 17 – Thorny Thicket. Any unit that enters the Thorny Thicket must make a 90 degree pivot towards the shortest path out of the forest. Unit is disrupted until out. Does not apply to dryads.
4D6: 18 – Forest of Madness. The first unit that enters the Forest of Madness gains Hatred and Frenzy toward the closest enemy unit for the remainder of the game.
4D6: 19 – Giant Forest. The first unit to enter the Giant Forest gains the Strider rule within the forest.
4D6: 20 – Bandit Woods. The first unit to enter the Bandit Woods gains D6 (roll once) shooting attacks or combat attacks while inside the forest. Does not apply to single models, or units without rank and file models (i.e. unit command only.)
4D6: 21 – Chaos Forest. The first Chaos unit to enter the Chaos Forest gains the Killing Blow special rule for its next round of close combat. If unit already has Killing Blow, the unit champion gains Heroic Killing Blow. Applies to Demons, Warriors, and Beastmen.
4D6: 22 – Golden Forest. Any unit that enters the Golden Forest gains Immunity to Fear and Terror for the remainder of the game.
4D6: 23 – Heaven’s Glade. The first unit to enter Heaven’s Glade may immediately regenerate D3 wounds up to its original size. Does not apply to Undead or Demons.
4D6: 24 – Player’s Choice. The first player to enter this forest may choose any forest from the list above.
|Mysterious Forests Summary Table|
|4D6 Roll||Forest Name||Effect|
|4||Wild Woods||1st unit gains Fear/Terror|
|5||Haunted Forest||Undead & Demon units gain 1 Leadership, all other lose 1 Leadership|
|6||Old Growth||Half Movement rate; no Shrines or Chariots; Lizardmen and Wood Elves immune|
|7||Mushroom Woods||Units gain Stupidity for the game|
|8||Poison Jungle||Archer units gain Poison Attacks|
|9||Spider Forest||Units attacked by D3 spider swarms on front and a random flank; Goblins immune|
|10||Living Woods||Units take D3 S6 hits each round; Lizardmen and Wood Elves have 4+ Ward|
|11||Wizard’s Woods||1st unit gains an additional Ward save|
|12||Fairy Forest||Units must re-roll successful To Hit dice|
|13||Misty Forest||Units gain Always Strikes Last; Lizardmen and Wood Elves immune|
|14||Black Forest||Units gain Unstable|
|15||Enchanted Forest||1st unit gains Unbreakable|
|16||Magic Glade||A unit inside increases Power Pool dice by D3 each round, and Dispel Pool dice by 1|
|17||Thorny Thicket||Take a 90 degree pivot to closest path out of the forest, and is disrupted until out|
|18||Forest of Madness||1st unit gains Frenzy and Hatred toward closest enemy unit|
|19||Giant Forest||1st unit gains Strider within the forest|
|20||Bandit Woods||1st unit gains D6 attacks while inside forest|
|21||Chaos Forest||1st Chaos unit gains Killing Blow for next close combat round|
|22||Golden Forest||Units gain Immunity to Fear and Terror|
|23||Heaven’s Glade||1st unit Regenerates D3 wounds up to original amount; not Undead or Demons|
|24||Player’s Choice||Choose from the list above|
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- Effects only impact units encountering the forest, and do not apply to the whole army, unless specifically stated.
- Effects are triggered when units come into base contact with the forest.
- Some effects may dissipate when units are no longer in base contact.
BONUS Rule: Add this bonus rule to spice things up even further with forests. A wizard from the Lore of Life may have 1 attempt per game to turn a normal forest into a mysterious forest. May be the only spell attempted for the Magic Phase. Cast value 25. May be dispelled. If successful, roll on the Mysterious Forest Chart. Effects apply immediately. May cast at any round during the game.
I hope this list enhances your Warhammer gaming experience, or encourages you to make your own custom list!