Hills

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  • 20.B.d Hills
    Hills can be represented in the game for example by elevated plateaus or burial mounds.

    Types
    Hills are Opaque Terrain . Hills are Covering Terrain for units behind them.

    Cover
    Hills contribute to Soft Cover for targets behind but partially on them. Hills contribute to Hard Cover for targets behind and entirely off them.

    Elevated Position
    Models with the centre of their base on a Hill are considered to be Elevated. Ignore all intervening non-Elevated models if you are: • drawing Line of Sight to or from Elevated models. • determining Cover when shooting with: – Elevated models. – non-Elevated models at units which have more than half of their models Elevated.

    Charging Downhill
    A unit initiating a Charge Move with more than half of its models with the centre of their base on a Hill towards an enemy with more than half of its models with the centre of their base off a Hill must reroll failed Charge Range rolls.
    20.B.d Hills
    Hills can be represented in the game for example by elevated plateaus or burial mounds.

    Types
    Hills are Opaque Terrain . Hills are Covering Terrain for units behind them.


    Cover
    Hills contribute to Soft Cover for targets behind but partially on them. Hills contribute to Hard Cover for targets behind and entirely off them.

    Elevated Position
    Models with the centre of their base on a Hill are considered to be Elevated. Ignore all intervening non-Elevated models if you are: • drawing Line of Sight to or from Elevated models. • determining Cover when shooting with: – Elevated models. – non-Elevated models at units which have more than half of their models Elevated.


    Charging Downhill
    A unit initiating a Charge Move with more than half of its models with the centre of their base on a Hill towards an enemy with more than half of its models with the centre of their base off a Hill must reroll failed Charge Range rolls.

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