Rulebook 1.4 · Readable edition

Terrain

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Terrain Rules: When setting up terrain, players must agree on what terrain type rules each piece of terrain has. Each piece of terrain may count as having multiple terrain types.

Open Terrain: Grass Fields, Dirt Roads, Streets, counts as open terrain. Open terrain does not have any special rules.

Impassable Terrain: Mountains, Canyons, Deep Water. Units may not move through impassable terrain.

Cover Terrain: Forests, Ruins, Fences, etc. Terrain features that could stop projectiles count as cover terrain. If the majority of models in a unit are in or behind a piece of cover terrain, they get +1 to armor when blocking hits from ranged attacks.

Obscuring Terrain: Bushes, Vines, Hay Fields Forests. Terrain features that models can hide in or behind, count as obscuring terrain. If the majority of models in a unit are in or behind a piece of cover terrain, they are -1 to hit from enemy ranged attacks.

Difficult Terrain: Woods, Mud, Rivers, etc. Terrain features that hinder a model’s movement, or force them to slow down, count as difficult terrain. If any model in a unit moves in or through difficult terrain at any point of its move, then all models in the unit are -1 to move/advance/charge. -2 to move/advance/charge for calvary

Dangerous Terrain: Quicksand, Lava Pools, Deadly Vegetation. If a model moves in or through dangerous terrain, or is in it, then it must take a dangerous terrain test. To take a dangerous terrain test, roll one die, and if the result is 1 the unit takes one automatic damage. If there are models with more than 1 health in the unit, then the controlling player must roll X dice equal to their total health for them instead of only 1 die.

Elevated Terrain: Hills, Rooftops, Cliffs, etc. Terrain that is over 3” tall, and any gaps that are over 1” wide, count as elevated terrain, and are impassable. Any terrain piece that is up to 3” tall can be climbed as part of a unit’s regular movement, and units may move across gaps up to 1” wide as if they were solid ground. Cavalry and Siege type units cannot climb or deploy on this terrain.