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==Battlefield Terrain== ===Types of Terrain=== '''Open Ground''' Open ground covers everything from dusty plains to rolling hills. Any area not specifically classed as a type of terrain (such as a building, ruin, forest, river, or unique terrain) is considered to be open ground. Models on open ground are often said to be 'out in the open'. No additional rules are needed and, unless otherwise specified, special rules and abilities that affect terrain do not affect open ground. '''Impassable Terrain''' The rules for impassable terrain cover those areas of the board that warriors physically cannot enter. Sheer rock faces, magical force barriers, sealed buildings and other unbreachable environs follow the rules for impassable terrain. Models cannot be placed upon, enter, cross or move into or through impassable terrain - they must go around. The exceptions tend to be things like Flyer units, (see page XX). Note that this category is used for terrain that is actually, physically impassable. If you want terrain that is more or less lethal, look to dangerous terrain and lethal terrain, covered later. '''Difficult Terrain''' Difficult terrain slows down models wishing to move through it, and can sometimes be dangerous to models passing through it. It includes areas of rubble, woods, ruins, brush and scrub, rocky outcrops, boggy ground, low walls, razor wire, barricades, steep hills, streams and other shallow water, as well as terrain features that combine several of these types. Models moving into, through or out of difficult terrain must take a Difficult Terrain test(see page XX) The rules for marching and difficult terrain are on page XX. The rules for charging and difficult terrain are on page XX. Note that, as part of their move through difficult terrain, models can move through walls, closed doors and windows, and all similarly solid obstacles, unless the players have agreed that a certain wall or obstacle is impassable. It is assumed that as part of their movement they scramble over, smash or open these obstacles. You should also note that, if you take the Difficult Terrain test, you aren't compelled to move the models, as you might not have rolled high enough to make it worth moving at all. However, if you roll the dice, the models that were attempting to move are still considered to have moved for the purposes of Shooting. '''Dangerous Terrain''' Dangerous terrain follows all the rules for difficult terrain - you've got to watch your step! In addition, each model must take a Dangerous Terrain test as soon as it enters, leaves or moves within dangerous terrain. Once a model has taken a Dangerous Terrain test for a particular area of terrain, it does not test for that area of terrain again in the same phase. However, if the model moves into a different area of dangerous terrain, these must be tested for as normal. '''Lethal Terrain''' Some locales are so hazardous that to seek ingress is also to invite a nasty death. Lava flows, toxin vats, bottomless ravines, tears in reality and other suitably fatal environs all use the rules for lethal terrain. You'll not need to use the rules for lethal terrain that often - normally you'll find that simply dangerous or impassable terrain will prove quite sufficient. However, sometimes an area of terrain looks so inimical to life and limb that you'll want to define it as lethal for that one in a thousand chance that a unit will blunder into it! Lethal terrain uses all the normal rules for impassable terrain save that models can never voluntarily end their move on lethal terrain - if a model ends its move on lethal terrain, it is immediately removed as a casualty! '''Area Terrain''' For the clarity of the game, it is important to be able to tell where the boundary of the terrain feature is. This is where we need to introduce the concept of 'area terrain'. You can show the boundary of a piece of area terrain by using a flat base board, an outline of lichen or sand, or by painting a slightly different colour on your gaming board. Trees, rocks, ruins, or whatever is appropriate for the kind of area terrain you are representing are usually placed within the boundary of the area terrain's base. When moving models into this area, you can temporarily remove the rocks, trees, etc. (if they are not glued in place) to make moving the models easier. Remember, however, to put them back where they originally were (or as close as possible) after you finish moving, as they can affect the line of sight of models shooting through that area terrain. Area terrain is always difficult terrain. Models in area terrain receive a cover save, regardless of whether or not they are obscured, based on their Formation type. ===Buildings=== '''Buildings vs Ruins''' It's important to note that these rules cover intact buildings rather than ruins. Essentially, if your structure is fully enclosed and has a roof, use the rules presented here. If your structure is merely a collection of ruined walls, then use the ruins rules presented on page XX. '''Basics of Buildings''' Only Infantry and Beasts can ever enter or charge units inside of buildings. '''Building Size''' A room is either small, medium or large. A small room is up to 6"x6", and can hold up to 10 models. A medium room is up to 9x9", and can hold up to 20 models. Anything larger is a large room; it can hold up to 30 models. Rooms may have different Elevations(see page XX) '''Fighting Inside Buildings''' Models inside Buildings(except on Battlements, see below) have the Counter-Attack special rule and are considered to be in Skirmish Formation for as long as they are inside the Building. Units inside Buildings are Fearless, but do not have to take No Retreat! wounds. Units can also charge an enemy that is occupying an adjacent room (including battlements). To charge a unit in a room, simply declare the occupying unit to be the target. The charge is automatically successful: no charge roll is made, and no Stand and Shoot shots can be fired (the attackers are far too close for that). In the ensuing Fight sub-phase, all models in a unit locked in that combat are also engaged in the combat, and therefore fight and strike blows as normal. Neither side can attempt to attack the building itself. You do not determine melee results in a combat between units in different parts of buildings. Instead, engaged units automatically consolidate back into the building they controlled at the start of the phase. However, if a unit is wiped out, surviving units can choose to consolidate into either the building it occupied at the start of the phase or into the now vacant building. '''Impassable Buildings''' There are times when a player's collection may include buildings that have no way for warriors to enter. In game terms, we refer to these structures as impassable buildings. Impassable Buildings and Movement: If a building is agreed to be impassable at the start of the game, it follows the normal rules for impassable terrain, and models cannot go inside it for any reason. This is not to say that models will not interact with the building - it will still block line of sight and provide cover for models sheltering in its lee. '''Occupying Buildings''' Models can enter or exit a building, or move from one room to another through a doorway or other opening that the players have agreed to treat as an Access Point. Moving into a Building or a room causes the models to all be considered to be inside one room of the building. Only one Infantry unit, plus any Independent Characters that have joined them, may occupy a room at one time. The Transport Capacity of a small tower is ten models, while a large hall can hold up to thirty. This can vary according to what you and your opponent agree on before the game begins, but otherwise, the models inside the room cannot exceed its capacity. Models entering a building or a room are removed from the table - either note down where they are on a piece of paper or use another suitable reminder. Models moving out of a building can move up to 6" out, starting at the Access Point. Models moving into a building, or from room to room, take up the entirety of their movement or march to make the move. A unit in a room is allowed to move through one or more friendly units in rooms to reach a different room past them. Different rooms are treated as separate places for shooting and melee. '''Shooting and Buildings''' Spells and Shouts may be used within buildings. Other models inside of the same room as a model are always considered to be 0" away as far as abilities are concerned, if those abilities have a given range value. Adjacent rooms are considered to be 6" away, rooms adjacent to those but not to the caster's 12", and so on and so forth. Some buildings have Fire Points that allow units inside to fire out. These could be the fire slits on bunkers and bastions or the windows on other buildings. Players should agree beforehand where these Fire Points are. Unless the players agree otherwise, up to two models may shoot through each Fire Point of a building. The remainder of the models may not shoot. Note that all of the models in a unit firing from a building must target a single enemy unit, as normal. Models inside of Buildings cannot be shot at with non-Template weapons. Template weapons score d6 hits on the unit inside of the room being fired at, as well as hitting the Building itself in the process. '''Battlements''' Rooms that are open-topped are considered Battlements. Entire units may fire from Battlements, measuring from any edge of the battlement. Models in Battlements may be fired at; note that whether they are on an upper or lower floor, they count as having an elevation(see Ruins rules on page XX). They have a 3+ cover save from this shooting. Units on Battlements do not automatically gain Counter-Attack for being in a Building. However, they can Stand and Shoot. A unit can be placed on a Battlement if all the models can fit there, as models on battlements are shown, not hidden. If it cannot be placed, then it cannot be on the Battlement. Units on Battlements are not Fearless. If they flee through a building, they must flee through one room at a time for every 4 they would move on their fleeing score. If they become stuck inside a friendly unit, or must go through an enemy unit or impassable terrain, the unit is trapped and destroyed. Flyer units using their wings can land on Battlements, or directly charge a unit on Battlements. '''Attacking Buildings''' The easiest way to kill enemy troops in a fortified position is often to destroy the fortified position. Units may shoot at or charge an occupied building and attempt to damage it. Models that shoot at or charge a building choose a section to fire at; one section of the building exists for each ground floor room and any rooms directly above that room. Models that charge a building are not locked in combat, but may continue to attack it as long as they are in base contact with it. They hit automatically. A building cannot make a Sweeping Advance, win or lose combat. Even models inside the building can shoot the models attacking the building, if they would be able to normally. Models inside a building, and the building itself, cannot Stand and Shoot. When rolling to wound against a building, instead roll to penetrate its defenses: *Note the Strength of the Weapon rolling against the Building *roll a d6 (the "Armour Penetration Roll") and add the two numbers together If the result is greater than the Armour Value(AV) of the Building, the Building is damaged. Roll on the Building Damage Chart below. If the damaging hit came from a ranged weapon, score a hit from that ranged weapon at -1 S -1 AP on the unit inside the room of the facing of the building. 1: Breach! The section's armour value is reduced by d3 for the remainder of the battle. 2: Tremor Units inside the section get -d3 to hit the following turn. Units leaving the building can only move 3" outwards, rather than 6". 3: Partial Collapse The occupying units suffer d6 S6 AP0 Ignores Cover hits. 4: Structural Collapse The occupying units suffer 2d6 S6 AP0 Ignores Cover hits. The section's armour value is reduced by d3 for the remainder of the battle. 5: Catastrophic Breach The section's armour value is reduced by d6 for the remainder of the battle. 6: Total Collapse The occupying units suffer 2d6 S6 AP0 Ignores Cover hits. They must immediately flee 8" out of the building(even if Fearless) and leave the building, automatically rallying if they were not already fleeing. Any units unable to flee the building are removed as casualties. The building is no longer a building, and becomes area terrain that is both Difficult and Dangerous, with the Ruins terrain type and one floor. Replace the building with a suitable pile of rubble if one is available. If a Building reaches 0 armour value, it immediately suffers Total Collapse. Battlements and Building Damage A unit on the battlements is slightly less prone to harm if the building suffers darnage. They're already on the roof, so that roof can't fall in on them, however, there is still the possibility of injury from shrapnel and so on. Accordingly, if the battlements are damaged, any unit on the battlements suffers the same number of hits as a unit inside a building would, but these are resolved at Strength 3, not Strength 6. '''Building Types''' Castle Strongpoints usually have an armour value of 20. Stone Towers usually have an armour value of 18. Stone Houses usually have an armour value of 13. Wooden Towers usually have an armour value of 12. Wooden Houses usually have an armour value of 10. Other rules for buildings can be supplied as the scenario requires. '''What can Hurt a Building?''' Flame attacks get +1 on the Damage Chart against Wooden buildings. Shock attacks get -1 on the Damage Chart against Stone buildings. Buildings are Immune to Poison and Frost, unaffected by disease, and do not have characteristics other than Armour Value. They cannot move, attack, be involved in Sweeping Advances, or use wargear, magic or shouts in any way. Instant Death cannot occur against buildings. Buildings do not get cover saves for any reason, other than being at least 50% obscured. Some buildings may be exceptions to these rules, as a scenario's rules may permit. ===Ruins=== '''Ruins: The Basics''' All ruins are difficult area terrain, and so provide a cover save where appropriate. Players can also agree at the beginning of the game to treat some ruins as dangerous terrain as well, representing unstable structures on the verge of collapsing or that are still on fire. Of course, the nature of ruins means that the boundaries of the terrain can be somewhat indistinct. The best way to counter this is to ensure that both players are clear on the boundaries of each ruin before the game begins. '''Coping with Different Heights''' With units inside ruins, you will often need to measure weapon ranges between models on different levels and at different heights. Measure the distance from base to base, holding your tape measure at an angle as necessary. Sometimes, a wall of rubble or an exposed stanchion will get in the way and you'll find it difficult, or impossible, to accurately measure the distance. Should this happen, it's more than acceptable to estimate based on what you can measure. '''Unit Coherency''' When moving, it is possible that models from the same unit may end up spread across two or more levels of a ruin. In this case, the models on different levels maintain unit coherency as long as any part of the body of a model on a lower level is within 6" of the base of a model that is higher up. This means that you measure up 6" from the head of a model on one level to the base of the model on the next level up, and so on. Players should be generous when measuring for very short models, like swarms) which otherwise may be unable to spread over several levels of a ruin (give them a break - they're only little!). '''Moving within Ruins''' Only certain troops are capable of clambering to the upper levels of ruins. Accordingly, only Beasts, Infantry, and all types of Flyers- and only if the model can physically be placed there, and the unit does not have the Fight in Ranks formation. Other units may only move on the ground level of the ruin. You should agree with your opponent at the beginning of the game whether or not any other unit types can enter the upper levels of a ruin (Monstrous Creatures could be allowed to enter sturdy looking ruins). '''Infantry''' Even though different building models vary, the typical distance between levels in a ruin ts 3". A model moving on foot in a ruin therefore needs 3 " of its movement to go up or down a level. As ruins are difficult terrain, this means that if a 1 or 2 is rolled, a model may not make any vertical movement (but may still move horizontally on its level). If a 3 is rolled, the model can either move up to 3" horizontally or simply go up or down a level without any horizontal movement. If a 4 or 5 is rolled, a model can either move horizontally up to the maximum rolled or go up down a level as well as moving its remaining 1" or 2" horizontally. On a result of 6, the model will be able to go up/down two levels if it does not move horizontally at all, or move one level up/down and horizontally for the remaining 3" or all 6" horizontally. If the distance between levels in a ruin is not 3", simply measure the distance between the levels to determine how much movement a model requires to move up or down between the them. If the distance between levels is 6", models that wish to ascend or descend that level will only be able to do so on a Difficult Terrain test of a 6,and they will not be able to make any horizontal movement. If the distance between levels is greater than 6", models cannot ascend the level at all by making a Difficult Terrain test, but Flyers can try to move up (see below). '''Flyers''' Remember that Flyers are not hindered by difficult terrain, and move over any terrain as part of their move without penalty. Flyers moving into a ruin are simply placed within 12" of their starting point, including on a different level of a ruin. '''Windows, Doors, Ladders, and Lateral Thinking''' Should troops be able to move through walls if there is no door? That's really down to what you and your opponent decide. It's perfectly acceptable to assume the combatants on both sides have brought plenty of lumber axes, acid potions or naked ferocity to muscle their way through any wall so foolish as to block their path. Indeed, the normal rules for moving through difficult terrain allow you to do just this. Equally you and your opponent could decide before your game that models can only pass from one side of a wall to the other if they walk around, or if there is a door, window, grate or similar handy opening. The same is true of ascending and descending levels within a ruin. It's just as valid to assume that the combatants should be able to climb the few feet from one floor to the other, as it is to disallow models from climbing higher in a ruin that has no ladders. Just remember that the more involved your rules for ruins are, the longer the game can take. '''Template and Blast Weapons''' Multi-level ruins require certain conventions and clarifications to ensure that Template, Blast or Large Blast weapons behave in a consistent fashion, and to keep the game moving. When firing Template, Blast or large Blast weapons at models in a ruin, it can be tricky to physically place the marker or template over the models in question. The best way to gauge which models are actually under the template is to simply hold the template above the entire ruin, and look down through it. '''Blast Weapons''' When firing a weapon with the Blast or large Blast type into a ruin, declare which floor you are aiming at, and continue. This is called determining Elevation: blasts targeting the Elevation of a certain floor can only hit models on that floor, or on the floor of another ruin or building at the same Elevation(assuming both ruins or buildings have their ground floors at the same height off the tabletop!). Wounds can only be allocated to models on the stated level. Other models in the target unit that are on different levels cannot have wounds from that shot allocated to them. If a Blast or large Blast weapon scatters, it can still only hit models on the level targeted, though this may be the corresponding level of a nearby ruin. If there is no corresponding level, it instead hits the highest level under the template, and can only wound models on that level. If the blast marker scatters to non-ruin, or open terrain, resolve as normal. '''Barrage Weapons''' Barrage weapons work by lobbing projectiles high into the air, bringing death upon the enemy from above. The advantage of these indirect fire weapons is that they can be used to engage targets ignoring the limitations of line of sight. They strike the top of the structure, causing debris to fall on the warriors below. Barrage weapons always strike the highest level that is under the hole in the centre of the marker. Models on lower levels directly beneath the marker are hit, but at -2 S -2 AP for each level down. '''Template Weapons''' When targeting a unit that is in a ruin, the firing unit must declare which level is being targeted before placing the template. Template weapons can only hit models under the template on a single level. This can be on the same level as the firer, or one level higher or lower. A Flyer that fires a Template weapon at a unit in a ruin may target models on any single level of the ruin. '''Multiple Blast and Template Weapons''' If a unit is firing more than one Blast, Large Blast or Template weapon (in any combination), at different levels, you'Il need to resolve them one at a time to ensure Wounds are allocated to the correct level of the ruin. If all such weapons are firing at the same level, you can resolve them all together as normal. '''Ruins and Charges''' Once an charge begins, both friendly and enemy models can end up scattered all over the ruin. For the sake of simplicity, the same principle described for unit coherency is used to determine which models are engaged in a charge. That is to say, distances between models on different levels are measured between the heads of the models on the lower level to the bases of the models on the upper levels. Therefore, a model is engaged in combat if it is in base contact with one or more enemy models, if it is within base contact with a friendly model in base contact with one or more enemy models on the same level or if it is within 4" of a friendly model in base contact with one or more enemy models on a different level. In some cases, the ruin might genuinely be unstable or uneven or the space could be very limited on a particular level, making it impossible to move charging models into base contact with the unit they wish to charge. When this happens, it is perfectly acceptable to place models as close to their foe as possible, including the level below or above, providing that you make clear to your opponent which of your models are in base contact with his models. We find that directly below or above works well, representing them charging up or down a flight of stairs. ===Other Terrain Types=== '''Forests''' Forests are always difficult terrain. They are usually also area terrain. Forests grant Cover Saves to models in them if they are Area Terrain, as per the usual rules. '''Rivers, Lakes, and Pools''' Rivers, lakes and pools are always difficult terrain. Of course, most rivers have at least one place at which they can be crossed, such as a bridge or a ford. Such crossing points are treated as open terrain. '''Battlefield Debris''' Battlefield debris is difficult terrain. '''Swamps and Marshes''' Swamps and Marshes are always at least difficult area terrain. In addition to this, all wide expanses of peat and patches of sand within Swamps and Marshes are considered to be dangerous terrain. Marshes without trees or other suitably large pieces of cover cannot grant cover saves of better than 5+. '''Boulders''' Steep rock formations are difficult terrain. The steepest of them are Impassable terrain; determine what is what beforehand. '''Lava''' Lava is Difficult Terrain. It is treated as Lethal Terrain by units that are not Immune to Flame. '''Tall Grass and Hedges''' Tall Grass and Hedges are difficult terrain that cannot grant cover saves of better than 5+. Tall Grass can be area terrain if there is enough of it in one spot. There are countless other types of difficult terrain, for which the rules are not given here. Rules may be assigned to them as the scenario requires.
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