Roll 4D6 on this Chart of 20 Mysterious Hills

If you are looking for more variety to your Warhammer Fantasy games, I put together the following list of Mysterious Hills.
Following Bonepile Miniatures Terrain Rules for Mysterious Terrain, I recommend rolling a D6 for each hill on the battlefield before the start of the game. This is to determine whether each hill is a normal hill or if it is mysterious. On a 4+, a hill is mysterious. When encountering a mysterious hill 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 – Hill of Flame. 1st unit on top gains Flaming Attacks.
4D6: 5 – Hill of Clarity. Units on any part do not suffer long range shooting penalty.
4D6: 6 – Thunder Hill. Units on any part gain Armor Piercing (+1) for shooters.
4D6: 7 – Treasure Hill. Highest unit on the hill gains Stubborn.
4D6: 8 – Shadow Hill. 1st unit on top gains Fear.
4D6: 9 – Betrayal Hill. Hill moves D6 towards the opponent’s General after 1st unit reaches top.
4D6: 10 – Cursed Plateau. Unit on any part gains Stupidity for the game.
4D6: 11 – Rocky Slope. Units on any part cannot have Steadfast.
4D6: 12 – Hill of Plagues. Units on any part cannot save Wounds. No saves of any kind.
4D6: 13 – Magnetic Mound. Unit on any part has +1 or -1 Armor. Roll a D6 each turn. Gains on 4+.
4D6: 14 – Locust Hill. Shooters on any part take a -1 to Hit penalty.
4D6: 15 – Graveyard Mound. Highest unit on the hill re-rolls failed to Wound dice in Close Combat.
4D6: 16 – Chaos Hill. Chaos units while on any part lose Unstable. Regains after moving off.
4D6: 17 – Foggy Hill. Shooters on any part cannot Volley Fire, and lose 1/2 of normal range.
4D6: 18 – Sunny Hill. For the highest unit on the hill, all models can shoot.
4D6: 19 – Sandy Hill. Units on any part move at 1/2 Movement.
4D6: 20 – Ward Plateau. Highest unit on the hill gains +1 Ward Save.
4D6: 21 – Mound of Channeling. Highest unit on the hill adds D3 dice to its army’s power or dispel pool.
4D6: 22 – Thorny Hill. Highest unit on the hill gains +1 Toughness.
4D6: 23 – Hero’s Hill. 1st unit on top gains +1 Leadership for the game. Applies to the highest ranking model.
4D6: 24 – Your Choice. Choose 1 from the above.
- Effects only impact units encountering the hill, and do not apply to the whole army, unless specifically stated.
- 1st unit on top refers to the first unit with any part on the highest part of the hill.
- Effects are triggered when the first unit reaches the top of the hill.
- Some effects may dissipate when units are no longer in base contact.
Mysterious Hills Summary Table | ||
4D6 Roll | Hill Name | Effect |
4 | Hill of Flame | 1st unit on top gains Flaming Attacks |
5 | Hill of Clarity | Units on any part do not suffer long range shooting penalty |
6 | Thunder Hill | Units on any part gain Armor Piercing (+1) for shooters |
7 | Treasure Hill | Highest unit on the hill gains Stubborn |
8 | Shadow Hill | 1st unit on top gains Fear |
9 | Betrayal Hill | Hill moves D6 towards the opponent’s General after 1st unit reaches top |
10 | Cursed Plateau | Unit on any part gains Stupidity for the game |
11 | Rocky Slope | Units on any part cannot have Steadfast |
12 | Hill of Plagues | Units on any part cannot save Wounds. No saves of any kind |
13 | Magnetic Mound | Unit on any part has +1 or -1 Armor. Roll a D6 each turn. Gains on 4+ |
14 | Locust Hill | Shooters on any part take a -1 to Hit penalty |
15 | Graveyard Mound | Highest unit on the hill re-rolls failed to Wound dice in Close Combat |
16 | Chaos Hill | Chaos units while on any part lose Unstable. Regains after moving off |
17 | Foggy Hill | Shooters on any part cannot Volley Fire, and lose 1/2 of normal range |
18 | Sunny Hill | For the highest unit on the hill, all models can shoot |
19 | Sandy Hill | Units on any part move at 1/2 Movement |
20 | Ward Plateau | Highest unit on the hill gains +1 Ward Save |
21 | Mound of Channeling | Highest unit on the hill adds D3 dice to its army’s power or dispel pool |
22 | Thorny Hill | Highest unit on the hill gains +1 Toughness |
23 | Hero’s Hill | 1st unit on top gains +1 Leadership for the game. Applies to the highest ranking model |
24 | Your Choice | Choose 1 from the above |
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I hope this list enhances your Warhammer gaming experience, or encourages you to make your own custom list!