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===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.
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