Battlefield Terrain

There are many types of terrain that may exist on a battlefield, but most are functionally described by a few properties that define how that terrain is handled. Terrain may have none, one, or multiple of these properties.  
  • Impassable: terrain that is impassable cannot be occupied by any ground units, whether passing through the tile or ending there. Cliffs, pits of lava, water, and land that is on fire are all examples of impassable terrain.
  • Difficult Terrain: difficult terrain is passable, but slows the progress of any ground units passing through it. Each movement out of a tile of difficult terrain costs 2 points of movement to perform. If a unit has only 1 movement, they must roll a 1d6 when attempting to leave a tile of difficult terrain. On a 1-3 they are stuck in place, and on a 4-6 they can leave the tile. Either result consumes the unit's move for the round.
  • Cover: a tile has cover if there is some feature blocking the line of sight or effect to units within. These tiles do not impede movement (unless they are also difficult/impassable terrain), but ranged units cannot target a unit in a tile with cover. Some tiles provide conditional cover, which only affects ranged attacks of a specific type or from a specific direction (for example, the tile behind a tall wall will have cover, but only for ranged attacks made by units on the far side of the wall).
 

List of Terrain Types


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