A model must take a Dangerous Terrain Test if it is in contact with a Terrain Feature that counts as Dangerous Terrain at any point during its March, Charge, Failed Charge, Flee, Pursuit, or Overrun Move.
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20.A.a Dangerous Terrain (X)
A model must take a Dangerous Terrain Test if it is in contact with a Terrain Feature that counts as Dangerous Terrain at any point during its March, Charge, Failed Charge, Flee, Pursuit, or Overrun Move. Take a Dangerous Terrain Test by rolling a number of D6 depending on the model’s Height and Model Rules:
Standard 1d6
Large 2d6
Gigantic 3d6
Chariot +1d6
For each dice that rolled equal to or below X (where X is the value stated in brackets), the model suffers a hit with Armour Penetration 10 that wounds automatically.
Note that:
•Dangerous Terrain Tests are taken as soon as the model is in contact with the relevant Terrain. If it does not
matter exactly when a model is removed as a casualty, take all Dangerous Terrain Tests for a unit at the same time.
• Immediately before one or more models in a unit take a Dangerous Terrain Test (e.g. when the first
model in a unit moves into contact with a Terrain Feature that counts as Dangerous Terrain), extrapolate
the unit's move to determine which models will have to take Dangerous Terrain Tests. This may require
the owner to declare how they intend to move the unit. If so, the unit will have to move as announced or as
close to that as possible, i.e. it must face the announced direction and the centre of its Front Facing must
be as close to the position where it would be if the unit had not suffered any casualties, after taking the
Dangerous Terrain Tests. The owner may then choose to continue moving the unit, however no model in
the unit that did not take a Dangerous Terrain Test for the Terrain Feature may move into contact with
that Terrain Feature during the rest of the unit's move.
• Take all Dangerous Terrain Tests caused by a single source at the same time.
• Hits suffered from Dangerous Terrain Tests are distributed onto the model’s Health Pool.
• A model never takes more than one Dangerous Terrain Test for the same Terrain Feature during a single move,
but it might have to take several Dangerous Terrain Tests caused by different Terrain Features or abilities.
• Use the position of the unit when taking the Dangerous Terrain Tests for all rules purposes (e.g. for
determining the range of Commanding Presence and Rally around the Flag, for determining the direction
of the Flee Move if the unit fails a Panic Test, for causing Panic Tests in friendly units if the unit is removed
as a casualty, etc.).
UPDATED TO VERSION 9 (including strikethrough)
A model must take a Dangerous Terrain Test if it is in contact with a Terrain Feature that counts as Dangerous Terrain at any point during its March, Charge, Failed Charge, Flee, Pursuit, or Overrun Move. Take a Dangerous Terrain Test by rolling a number of D6 depending on the model’s Height and Model Rules:
Standard 1d6
Large 2d6
Gigantic 3d6
Chariot +1d6
For each dice that rolled equal to or below X (where X is the value stated in brackets), the model suffers a hit with Armour Penetration 10 that wounds automatically.
Note that:
•
• Immediately before one or more models in a unit take a Dangerous Terrain Test (e.g. when the first
model in a unit moves into contact with a Terrain Feature that counts as Dangerous Terrain), extrapolate
the unit's move to determine which models will have to take Dangerous Terrain Tests. This may require
the owner to declare how they intend to move the unit. If so, the unit will have to move as announced or as
close to that as possible, i.e. it must face the announced direction and the centre of its Front Facing must
be as close to the position where it would be if the unit had not suffered any casualties, after taking the
Dangerous Terrain Tests. The owner may then choose to continue moving the unit, however no model in
the unit that did not take a Dangerous Terrain Test for the Terrain Feature may move into contact with
that Terrain Feature during the rest of the unit's move.
• Take all Dangerous Terrain Tests caused by a single source at the same time.
• Hits suffered from Dangerous Terrain Tests are distributed onto the model’s Health Pool.
• A model never takes more than one Dangerous Terrain Test for the same Terrain Feature during a single move,
but it might have to take several Dangerous Terrain Tests caused by different Terrain Features or abilities.
• Use the position of the unit when taking the Dangerous Terrain Tests for all rules purposes (e.g. for
determining the range of Commanding Presence and Rally around the Flag, for determining the direction
of the Flee Move if the unit fails a Panic Test, for causing Panic Tests in friendly units if the unit is removed
as a casualty, etc.).
UPDATED TO VERSION 9 (including strikethrough)
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