Battlefield Terrain

Open Ground- Unless otherwise specified, no additional rules apply when in open ground.

Difficult Terrain- rubble, woods, ruins, rocky outcrops, boggy ground, low walls, tanglewire, barricades, steep hills, streams and other shallow water, as well as terrain features that combine several of these types. Unless specifically noted otherwise, a model in cover behind difficult terrain has a 5+ cover save.

If a Player wishes to move a unit into difficult terrain then the player must declare this and take a difficult terrain test BEFORE moving the unit any distance in any capacity. To take a Difficult terrain test The play rolls two d6 and selects the higher of the two results, this is the distance the unit may move. Note that This is the max distance the unit can move even if it is not sufficient to reach the terrain. EXAMPLE: if a unit is 4 inches from difficult terrain and the player wishes to move into the terrain, he must declare and take the test. The player then roll a 3 so the unit is only allowed to move three inches, a full inch short of even reaching the terrain. This means if a unit is not directly at the edge of the terrain the player must weigh if they wish to take the guaranteed move to the edge of terrain and enter in the following tern, or if they wish to gamble and try to go in this turn, even though the result may just be that they take a short move without entering the terrain.

Starting in Difficult terrain and wishes to move then it must take a difficult terrain test, the result of which is their maximum movement for that turn. Note that if part of the unit is not in the terrain, they are still restricted as if they were so long as some of the unit remains in difficult terrain.

Assaulting through difficult terrain: If one or more models Passes through difficult terrain on a charge then the charge range of the unit is reduced by 2". If any models pass through difficult terrain on a charge, all models in the unit are reduced to Initiative 1 for the current turn.

Dangerous Terrain- Dangerous terrain has all rules associated with difficult terrain HOWEVER Units passing through dangerous terrain must also take a dangerous terrain test, for each model that actually enters the terrain.

Ruins- Difficult Terrain, all models in ruins receive a 4+ cover save, regardless of whether or not they are obscured.

Impassable Terrain

Mysterious Terrain

Battlefield Debris

Ammunition Dump

Barricades and Walls

Comms Relay

Craters

Defense Line

Gun Emplacements

Imperial Statuary

Rubble

Tanlgewire

Tank Traps

Buildings