Terrain Feature is a topographical area on the Battlefield that may be a mixture of Dangerous, Opaque, or Covering Terrain and may possess its own set of rules. Most Terrain Features follow the corresponding rules:
h2 class='ruleTitle'>FieldsFields can be represented in the game for example by meadows of tall grass or agricultural enclosures.
Fields have the following rules:
• Covering Terrain (Soft Cover, Height 3) for units in contact with the Field.
• Flammable: Units in contact with a Field gain Weakness (Flaming Attacks).
h2 class='ruleTitle'>ForestsForests can be represented for example by jungles, brushwoods, or small groves of trees.
Forests have the following rules:
• Dangerous Terrain (6+, Mount).
• Covering Terrain (Soft Cover, Height 5).
• Disruptive.
h2 class='ruleTitle'>HillsHills can be represented for example by elevated plateaus or burial mounds.
Hills have the following rules:
• Opaque Terrain. Remember that Line of Sight can still be drawn into and out of the Terrain Feature.
• Elevated Position: A model is considered to have an Elevated Position if it is fully on a Hill. For the purposes of drawing Line of Sight and Cover to or from a model with Elevated Position, ignore intervening models that do not have an Elevated Position.
h2 class='ruleTitle'>Impassable TerrainImpassable Terrain can be represented for example by monoliths, cliffs, massive boulders, or buildings.
Impassable Terrain has the following rules:
• Opaque Terrain.
• Dangerous Terrain (4+) for units making Flee Moves through Impassable Terrain.
• Impassable: Models cannot move into or through Impassable Terrain (except as part of a Flee Move).
h2 class='ruleTitle'>RuinsRuins can be represented for example by rubble, abandoned farmsteads or ancient sites of symbolic or arcane power.
Ruins have the following rules:
• Covering Terrain (Hard Cover, Height 3) for units in contact with the Ruin.
• Dangerous Terrain (6+).
h2 class='ruleTitle'>WallsWalls can be represented for example by stone, wood, or makeshift structures.
Walls have the following rules:
• Covering Terrain (Hard Cover, Height 3) for units in contact with the Wall.
• Fortified Position: Melee Attacks from Charging models that are in contact with a Wall suffer -1 to hit. This also applies to Supporting Attacks made by charging models over models in contact with a Wall, and Attacks across gaps where the model’s virtual extended base would be in contact with a wall.
• Dangerous Terrain (6+, Construct)
h2 class='ruleTitle'>Water TerrainWater Terrain can be represented in the game for example by ponds, swamps, or rivers.
Water Terrain has the following rules:
• Dangerous Terrain (6+, Metal Armour).
• Disruptive.
• Conductive: Units in contact with Water Terrain gain Weakness (Lightning Attacks).
• Unsure Footing: Stomp Attacks and Impact Hits cannot be used by models that are in contact with Water Terrain.