This section provides rules for using terrain to transform your gaming table into an interactive, thematic battlefield. These rules help to bring your battlefield to life and introduce a vital tactical dimension to your games.
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
Each terrain feature belongs to a terrain category, which can affect the movement and visibility of models. Below are some examples of which types of terrain features fall under each category.
A mission’s deployment map may define which terrain categories should be present within each terrain area. Meeting these requirements will create the best gaming experience. Note that terrain features sharing the same terrain area can belong to different terrain categories.
Don’t worry if your battlefield doesn’t match a mission’s terrain category requirements; just do the best with the terrain features you have. If a mission does not provide you with guidance, it will be up to the players to decide how to create their battlefield. When doing so, keep in mind that dense terrain features have the greatest impact on visibility and movement. Battlefields with too few dense terrain features can advantage armies that rely on shooting, or disadvantage armies that rely on melee. Also remember to leave sufficient room around dense terrain features for larger models such as MONSTERS/VEHICLES to manoeuvre, especially near the edges of the battlefield.
Two terrain features have been placed on a mat. The edges of this mat define the boundary of this terrain area (A). Both terrain features (B) are ruins, so use the rules for dense terrain features.
Three terrain features have been placed directly on the battlefield. The players have agreed on the boundary of the terrain area (A) defined by these features (the shaded rectangle). The BLUE features (B) are dense terrain features and the RED feature (C) is a light terrain feature.
Exposed terrain offers only scant protection to the most desperate troops, and can be traversed without hindrance.
Examples: Craters, razorwire, scattered debris.
Light terrain can provide cover from incoming attacks, but will not slow an enemy’s advance or offer lasting defence.
Examples: Barricades, low walls, statuary.
Dense terrain is an obstacle to even the largest war machines, and can shelter entire squads from enemy sight.
Examples: Buildings, ruins, armoured containers, woods.
Models can move through different categories of terrain feature as follows:
MOVING VERTICALLY
Models can move vertically to ascend or descend terrain features. While doing so:
SETTING UP OR ENDING A MOVE
Models can be set up or end a move on the ground level of terrain features. Models can also be set up or end a move on any surface of a terrain featurethat is not on ground level, if all of the following apply:
If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.
All sections of the dense terrain feature (A) are more than 2" in height, so the Monster model (B) cannot move through it and must move around it instead.
The Infantry models (C) can move through dense terrain features, such as the walls of this ruin.
This Infantry model can move vertically and end its move on the top surface of the terrain feature (D), as it is stable and no part of its base overhangs the outer edge of that surface.
This Vehicle model cannot move through the dense terrain feature (E), but It can move vertically to ascend and descend sections that are more than 2" in height (provided it does not end that move on top of such sections).
This INFANTRY model is not being moved over or through any terrain features. Its move through the terrain area shown is therefore unimpeded.
Terrain can affect visibility, depending on whether the Benefit of Cover, Hidden, Obscuring or Solid rules apply.
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
When Unit E makes ranged attacks:
• Unit A is fully visible to every model in Unit E, so does not have the benefit of cover.
• Not all of the models in unit B are within a terrain area, so unit B does not have the benefit of cover.
• All of the models in unit C are within a terrain area, so unit C has the benefit of cover (-1 BS).
• Unit D is not fully visible to unit E due to an intervening obscuring terrain area, so unit D has the benefit of cover (-1 BS).
A model is hidden while all of the following apply to it:
During the first turn, conditions that require something not to have happened during the previous turn are true. For the Hidden rule, this means that during the first turn a unit has not made ranged attacks during the previous turn.
Terrain areas containing one or more light or dense terrain features are obscuring terrain areas. If every line of sight drawn between two models crosses one or more obscuring terrain areas (excluding obscuring terrain areas that one or both of those models are within), those two models are not visible to each other.
• There is an obscuring terrain area between all models in units A and D, so none of them are visible to each other.
• All models in units B and C are within the terrain area and are Infantry, so are hidden. However, unit D’s models are within the 15" detection range of unit B’s models (but not unit C’s), so unit B’s models are visible to unit D’s. Unit D’s models are also visible to the models in units B and C, since they are not within a terrain area.
Dense terrain features have the Solid rule. Line of sight cannot be drawn across any enclosed gap in the surface of such a terrain feature that is 3" or less from ground level.
Designer’s Note: This rule ensures that models are not visible while sheltering in ground-level terrain, irrespective of small openings such as doors, windows or bullet holes, or because of small gaps between adjacent terrain features. 3" is the height of the first floor of many terrain features, but some missions may adjust the height at which this rule takes effect.
Hidden models that are within Solid terrain features gain an extra benefit while they have gone to ground.
A model has gone to ground while all of the following apply:
That model is hidden.
That model is not fully visible to the attacking model due to one or more intervening Solid terrain features.
That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model has gone to ground, subtract 3" from that model’s detection range.
Designer’s Note: *Units that made ranged attacks in the current or previous turn cannot go to ground, regardless of any abilities that allow them to shoot and remain hidden.
Units A and B are not visible to each other, because even though there is a window in this dense terrain feature, it has the Solid rule, so line of sight cannot be drawn through such enclosed gaps that are 3" or less from ground level.
Units A and C are visible to each other, because even though this dense terrain feature has the Solid rule, line of sight can be drawn normally through enclosed gaps that are more than 3" from ground level.