Terrain Features

(Rule)
Description:

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'>Fields

Fields 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'>Forests
Forests 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'>Hills
Hills 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 Terrain
Impassable 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'>Ruins
Ruins 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'>Walls
Walls 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 Terrain
Water 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.

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