Movement and Terrain

Movement

When a formation takes a move, each unit within it may move up to its speed. Depending on the action taken, formations may move multiple times and can turn freely while doing so, but must take each move individually rather than simply adding the distances together and moving once.

Other Units

Units from opposed armies cannot move through one another. Any unit can move through allied infantry and infantry can move through any allied unit, but units are otherwise unable to move through the same tile.

Zones of Control

Every unit has a zone of control that extends out 2 tiles in every direction. Units cannot enter enemy zones of control while moving unless making an engage action, in which case they can use their charge move to make contact with an opposed unit. A unit put in contact with an engaging enemy unit loses its zone of control for the remainder of the assault, allowing other enemies to move around it.

If a unit finds itself in an enemy zone of control for any reason, then it must either charge the enemy or leave the zone of control when it next takes an action.

Out of Formation

After a formation completes a move action, any units out of formation are immediately destroyed. The controlling army decides which units are considered out of formation, but any unit destroyed this way does not inflict Shock. This occurs after each individual move, meaning that, for example, a formation taking a march enacts this rule three times.


Terrain

A battlefield's terrain typically affects a unit in one of three ways:

  • The terrain has no effect on the unit.
  • The terrain is impassable for the unit, preventing it from moving through.
  • The terrain is dangerous for the unit, allowing it to move through but potentially causing damage.

Dangerous Terrain Test

When a unit enters or starts to move while in dangerous terrain, roll a D6 for each point of integrity it has. Every result of 6 inflicts a casualty with no save allowed, but does not inflict Shock. Any units that are destroyed this way do not inflict any morale loss on the rest of their formation, however.

Units can opt to move through terrain cautiously. Moving cautiously reduces a unit's speed to 1, but allows it to roll twice for each dangerous terrain test and take the favorable result.

Cover To Hit Modifiers

Units that are in terrain which provides them a cover save, or which are at least partially obscured from an attacker, receive a -1 to hit modifier when being shot at. The to hit modifier also applies if intervening terrain obscures the target partially from view.

Infantry Cover Saves

Certain terrain is noted as giving infantry a cover save. While in such terrain, the infantry receive the relevant cover save in addition to the -1 to hit modifier for being in cover. The cover save can be used instead of their normal armour save whenever they have to take an armour save. Note that they can use one or the other of these saves against a hit, not both.

Armoured Vehicles

An armoured vehicle unit that is adjacent an infantry unit provides the -1 to hit modifier against attacks from that direction, but does not provide an actual cover save.


Normal Terrain

Buildings

Terrain featuring buildings gains the following traits:

Infantry

3 Cover

Vehicles

Impassable

War Engines

Impassable

Special

Destructible: Buildings grow damaged as fighting occurs within them. Destroyed buildings turn into ruins.

Cliffs

Terrain featuring cliffs gains the following traits:

Infantry

Impassable

Vehicles

Impassable

War Engines

Impassable

Special

See That Cliff?: Infantry units with climbing gear treat cliffs as dangerous terrain, rather than impassable.

Fortifications

Terrain featuring fortifications gains the following traits:

Infantry

4 Cover

Vehicles

Impassable

War Engines

Impassable

Special

Bastion: Units within fortifications ignore the -1 save modifier for being caught in a crossfire, though they suffer Shock as normal.

Hills

Terrain featuring hills gains the following traits:

Infantry

+2 Vision

Vehicles

+2 Vision

War Engines

+2 Vision

Special

Lie Low: Infantry units count as being in cover (-1 to hit) and receive a cover save of 2 while in Overwatch. These benefits are lost once Overwatch is resolved.

Jungle

Terrain featuring jungle gains the following traits:

Infantry

3 Cover

Vehicles

Impassable

War Engines

Dangerous

Special

Canopy: Units within dense trees gain an additional save modifier of +1 against air units.

Marsh

Terrain featuring marsh gains the following traits:

Infantry

1 Cover, Dangerous

Vehicles

Dangerous

War Engines

Dangerous

Special

None

Open Ground

Terrain featuring marsh gains the following traits:

Infantry

No Effect

Vehicles

No Effect

War Engines

No Effect

Special

Lie Low: Infantry units count as being in cover (-1 to hit) and receive a cover save of 2 while in Overwatch. These benefits are lost once Overwatch is resolved.

River

Terrain featuring river gains the following traits:

Infantry

1 Cover, Dangerous

Vehicles

Impassable

War Engines

No Effect

Special

None

Roads

Terrain featuring roads gains the following traits:

Infantry

Impassable

Vehicles

Impassable

War Engines

Impassable

Special

Well-Travelled: Units that stay on a road for their full move increase their speed by 2. Formations that stay on a road for their full march auto-succeed on the action test.

Ruins

Terrain featuring ruins gains the following traits:

Infantry

3 Cover

Vehicles

Dangerous

War Engines

Dangerous

Special

None

Scrub

Terrain featuring scrub gains the following traits:

Infantry

1 Cover

Vehicles

No Effect

War Engines

No Effect

Special

Lie Low: Infantry units count as being in cover (-1 to hit) and receive a cover save of 2 while in Overwatch. These benefits are lost once Overwatch is resolved.

Woods

Terrain featuring woods gains the following traits:

Infantry

2 Cover

Vehicles

Dangerous

War Engines

Dangerous

Special

Canopy: Units within dense trees gain an additional save modifier of +1 against air units.


Special Terrain

Barricade

Terrain featuring barricades gains the following traits:

Infantry

Dangerous

Vehicles

No Effect

War Engines

No Effect

Special

Impeded: Infantry and armoured vehicles reduce their speed by 50% when moving through this terrain.

Bunkers

Terrain featuring bunkers gains the following traits:

Infantry

4 Cover, Impassable

Vehicles

Dangerous

War Engines

Impassable

Special

Fortified: Bunkers count as Fortifications.

Fieldworks

Terrain featuring fieldworks gains the following traits:

Infantry

3 Cover

Vehicles

Dangerous

War Engines

No Effect

Special

Impeded: Infantry and armoured vehicles reduce their speed by 50% when moving through this terrain.

Gun Emplacements

Terrain featuring gun emplacements gains the following traits:

Infantry

3 Cover, Impassable

Vehicles

2 Cover, Impassable

War Engines

No Effect

Special

Gun Shield: Gun emplacements provide vehicles a cover save that behaves identically to infantry cover saves.

Minefield

Terrain featuring minefields gains the following traits:

Infantry

Dangerous

Vehicles

Dangerous

War Engines

Dangerous

Special

Watch Your Step: Units crossing a minefield are damaged on a roll of 5 or 6, rather than just 6, and cannot re-roll failed dangerous terrain tests.

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