Terrain

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  • Terrain are obstacle on the battle field
    TERRAIN KEYWORDS

    Dangerous Terrain
    When a model marches, charges (excluding failed charges), flees, pursuits or overruns through, into, or out of a terrain which is Dangerous Terrain, it must take a Dangerous Terrain test: Roll a D6. Models with a Monstrous Troop Type roll two D6 instead, while Chariots, Monsters and Ridden Monsters roll four D6s. For each '1' rolled, the model takes a Wound with Armour Piercing (6)
    A model never takes more than one Dangerous Terrain test for the same piece of terrain during a single move, but it might have to take several Dangerous Terrain tests caused by different pieces of terrain or abilities.

    Obscuring Terrain
    Line of Sight cannot be drawn through Obscuring Terrain. Some Obscuring Terrain allows models to move in or on them (such as hills), Line of Sight can be drawn into or out of (but never through) such terrain pieces.
    If Obscuring Terrain obscures a target, it is considered within hard terrain.

    Soft Terrain
    Units in Soft Terrain benefit from Soft Cover if half or more of the target Unit’s footprint is obscured.

    Hard Terrain
    Units in Soft Terrain benefit from Soft Cover if half or more of the target Unit’s footprint is obscured.

    Terrain Feature
    A terrain feature is a topographical area on the battlefield that is a mixture of Dangerous, Obscuring, Soft or Hard Terrain and which may possess its own special rules.


    List Of Terrain Features:

    OPEN TERRAIN
    Open Terrain doesn't normally have any effect upon Line of Sight, Cover modifiers or Movement. All parts of the board not covered by any other kind of terrain are considered Open Terrain.

    IMPASSABLE TERRAIN
    Line of Sight: Impassable Terrain is Obscuring Terrain.
    Cover: Impassable terrain is Hard Terrain.
    Movement: Models cannot move into or through impassable terrain. Unless making a charge move, models cannot move within 1" of impassable terrain. If a charge move has brought a model within 1" of impassable terrain,the model (and his Unit) is allowed to stay within 1" until they move outside 1".

    FIELDS
    Cover: Fields are Soft Terrain for any Unit with the majority of their footprint inside, except Large Targets.
    Movement: Fields are Dangerous Terrain for Cavalry, Monstrous Cavalry and Chariots
    Easy to blaze: Any Unit with majority of its footprint in a Field counts as Flammable. In addition, models with Flaming Attacks (of any kind) treat Fields as pieces of Dangerous Terrain

    HILLS
    Line of Sight: Hills are Obscuring Terrain.
    Cover: Hills are Hard Terrain for any unit completely off the Hill. A unit partially on the Hill counts the Hill as Soft Terrain if more than half of its footprint is obscured to the shooter’s Line of Sight.
    Elevated position: Models with more than half of its base on a hill are considered to be of large height for line of sight and cover purposes.
    Charging downhill: Units initiating a charge move with half or more of its footprint on a hill and ending the charge move with half or more of its footprint no longer on the hill receive a +1 to its combat score in the next round of combat.

    FORESTS
    Cover: Forests are Soft Terrain.
    Movement: Forests are Dangerous Terrain for Cavalry, Monstrous Cavalry, Chariots and Units making a Flying Movement.
    Steadfast: Units with majority of their footprint in a forest can never be steadfast.
    Stubborn: Units with more than half of their Footprint in a Forest and comprised entirely of Infantry and/or Monstrous Infantry models with Light Troops, but without Fly, are Stubborn.

    RUINS
    Cover: Ruins are Hard Terrain for any Unit with the majority of its footprint inside, except Large Targets.
    Movement: Ruins are Dangerous Terrain for any Unit except skirmishers. Cavalry, Monstrous Cavalry and Chariots fail Dangerous Terrain tests in Ruins with a 1 or a 2.

    WATER
    Movement: Units may not march in, through, or out of Water terrain. Water Terrain is Dangerous Terrain for Cavalry, Monstrous Cavalry and Chariots.
    Disordered for combat: A rank of models that is partially inside a Water feature can never count as a Full Rank. If the majority of a Unit is inside a Water feature, the Unit counts as having 0 Full Ranks. Disordered for combat does not affect a Unit with the Strider or Strider (Water) Special Rule.

    WALL
    Cover: A Wall is Hard Cover for any model shooting at a model or Unit that has the majority of its front of base defending the wall. If the shooter is in the flank or rear, use the corresponding file or the last rank as the first rank instead.
    Movement: A Wall is Dangerous Terrain for Cavalry, Monstrous Cavalry and Chariots.
    Combat: Models defending a wall (see below) are hit at -1 in Close Combat by Units charging them in the same facing that the wall is, but for the first round of combat of the charging Unit only.
    Defending a Wall: In order to defend a wall, a model must be aligned and in base contact with it.

    BUILDINGS
    Line of Sight: Buildings are Obscuring Terrain.
    Cover: Buildings are Hard Terrain.

    Movement: A Unit consisting entirely of Infantry, War Beast, Monstrous Infantry, Monstrous Beast or Swarm models (including a mix of these) treat Buildings as Open Terrain during the Remaining Moves sub-phase, except they may not end their move inside or within 1" of the Building. In all other situations, treat Buildings as Impassable Terrain.
    Take Cover: Units moving through a Building with more than half of their Footprint (excluding Flying Moves) benefit from Hard Cover until the start of the next friendly Player Turn, or until they perform any Shooting Attack, whichever comes first.

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