Hills

Few pieces of terrain are as strategically important as a hill -- from its slopes troops can rain missile fire on the foe, or form a battleline upon its crest. All hills use the rules below.

Hills and Line of Sight

A hill has a Line of Sight value of 2 for each "level" it has. Models standing on top of a hill level add this to their own Line of Sight value.

Hills and Movement

Unless stated otherwise, hills are treated as open ground -- among other things, this means they don't cause Dangerous Terrain tests for cavalry or other mounted models.

Hills and Shooting

Models on a hill can more easily trace line of sight past other models on a lower level, making hills useful vantage points for missile troops.

Hills and Close Combat

If a unit charged and the majority of its models began the turn uphill from the enemy unit(s) it charged, it receives +1 combat result.

Examples of Hills

Hills come in almost infinite variety -- a few examples follow, using the same rules given above unless stated otherwise.

Anvil of Vaul

Any unit within 6" of an Anvil of Vaul gains the Flaming Attacks and Magical Attacks special rules.

Scree Slope

Models charging, marching, fleeing, pursuing, or overrunning up, down, or through a scree slope must take a Dangerous Terrain test.

Temple of Skulls

At the start of each player turn, any character or champion on the Temple of Skulls may choose to embrace the favour of the Chaos Gods -- roll a D6. On a 2-6, one randomly chosen characteristic increases by D3 points. On a 1, the Chaos Gods claim their soul instead -- remove the model as a casualty with no saves of any kind allowed.


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