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CodexRulesTerrain

Terrain

Terrain

13.06

►Random Movement

Strategic Reserves

13.00

Transports

13.07). MORTAL WOUNDS

13.07 SHOOTING

13.08).

▫You cannot re‑roll hit rolls.

▫An unmodified hit roll of 1‑5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1‑3 fails instead. AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action. When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don't forget that its other weapons can still target other visible targets. 35

CHARGE PHASE 1. START OF CHARGE PHASE

13.01 Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:

Place a well‑defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.

Place one terrain feature directly on the battlefield.

Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area. In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission's deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle. TERRAIN CATEGORIES 13.02 Each terrain feature belongs to a terrain category, which can affect the movement and visibility of models. Below are some examples of which types of terrain features fall under each category. EXPOSED 13.03 Exposed terrain offers only scant protection to the most desperate troops, and can be traversed without hindrance. Examples: Craters, razorwire, scattered debris. LIGHT 13.04 Light terrain can provide cover from incoming attacks, but will not slow an enemy's advance or offer lasting defence. Examples: Barricades, low walls, statuary. DENSE 13.05 Dense terrain is an obstacle to even the largest war machines, and can shelter entire squads from enemy sight. Examples: Buildings, ruins, armoured containers, woods. A mission's deployment map may define which terrain categories should be present within each terrain area. Meeting these requirements will create the best gaming experience. Note that terrain features sharing the same terrain area can belong to different terrain categories. This section provides rules for using terrain to transform your gaming table into an interactive, thematic battlefield. These rules help to bring your battlefield to life and introduce a vital tactical dimension to your games. 13 CREATING YOUR OWN BATTLEFIELD Don't worry if your battlefield doesn't match a mission's terrain category requirements; just do the best with the terrain features you have. If a mission does not provide you with guidance, it will be up to the players to decide how to create their battlefield. When doing so, keep in mind that dense terrain features have the greatest impact on visibility and movement. Battlefields with too few dense terrain features can advantage armies that rely on shooting, or disadvantage armies that rely on melee. Also remember to leave sufficient room around dense terrain features for larger models such as MONSTERS/VEHICLES to manoeuvre, especially near the edges of the battlefield. 46

TERRAIN PLACED ON A MAT TERRAIN PLACED ON THE BATTLEFIELD Two terrain features have been placed on a mat. The edges of this mat define the boundary of this terrain area. Both terrain features are ruins, so use the rules for dense terrain features. Three terrain features have been placed directly on the battlefield. The players have agreed on the boundary of the terrain area defined by these features (the shaded rectangle). The BLUE BLUE features are dense terrain features and the RED RED feature is a light terrain feature. Dense Terrain Dense Terrain Dense Terrain Dense Terrain Light Terrain Terrain Area Terrain Area 47

13 TERRAIN TERRAIN AND MOVEMENT 13.06 Models can move through different categories of terrain feature as follows:

Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.

Dense:

▫INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.

▫INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.

▫Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model's base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below). MOVING VERTICALLY Models can move vertically to ascend or descend terrain features. While doing so:

That model must remain within ½" horizontally of that terrain feature.

Add the distance moved vertically up, and the distance moved vertically down, to any other distance that model has moved since its unit began that move. SETTING UP OR ENDING A MOVE Models can be set up or end a move on the ground level of terrain features. Models can also be set up or end a move on any surface of a terrain feature that is not on ground level, if all of the following apply:

That model has one or more of the following keywords: INFANTRY/BEASTS/SWARM/FLY/MONSTER.

After ending that move, that model is stable and no part of its base overhangs the outer edge of that surface. ++ MAY THE EMPEROR'S VENGEANCE BURN WITHIN YOU ++ PLUNGING FIRE As well as gaining superior lines of sight, models that ascend tall terrain features can benefit from the Plunging Fire rule (

13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level - not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule. 48

TERRAIN AND MOVEMENT Dense Terrain Dense Terrain Dense Terrain Dense Terrain Dense Terrain All sections of this dense terrain feature are more than 2" in height, so this MONSTER model cannot move through it and must move around it instead. This INFANTRY model can move vertically and end its move on the top surface of this terrain feature, as it is stable and no part of its base overhangs the outer edge of that surface. This VEHICLE model cannot move through this dense terrain feature, but It can move vertically to ascend and descend sections that are more than 2" in height (provided it does not end that move on top of such sections). This INFANTRY model is not being moved over or through any terrain features. Its move through the terrain area shown is therefore unimpeded. These INFANTRY models can move through dense terrain features, such as the walls of this ruin. 49

TERRAIN AND VISIBILITY 13.07 Terrain can affect visibility, depending on whether the Benefit of Cover, Hidden, Obscuring or Solid rules apply. BENEFIT OF COVER 13.08 Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:

That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.

That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below). Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1. HIDDEN 13.09 A model is hidden while all of the following apply to it:

That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.

That model's unit did not make one or more ranged attacks during this turn or during the previous turn. While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model's detection range is 15". OBSCURING 13.10 Terrain areas containing one or more light or dense terrain features are obscuring terrain areas. If every line of sight drawn between two models crosses one or more obscuring terrain areas (excluding obscuring terrain areas that one or both of those models are within), those two models are not visible to each other. SOLID 13.11 Dense terrain features have the Solid rule. Line of sight cannot be drawn across any enclosed gap in the surface of such a terrain feature that is 3" or less from ground level. Designer's Note: This rule ensures that models are not visible while sheltering in ground-level terrain, irrespective of small openings such as doors, windows or bullet holes, or because of small gaps between adjacent terrain features. 3" is the height of the first floor of many terrain features, but some missions may adjust the height at which this rule takes effect. TERRAIN ++ FOR THE EMPEROR! ++ 13 50

HIDDEN AND OBSCURING BENEFIT OF COVER 15" A A A B E B C D B C D

There is an obscuring terrain area between all models in units A and D, so none of them are visible to each other.

All models in units B and C are within the terrain area and are INFANTRY, so are hidden. However, unit D's models are within the 15" detection range of unit B's models (but not unit C's), so unit B's models are visible to unit D's. Unit D's models are also visible to the models in units B and C, since they are not within a terrain area. Units A and B are not visible to each other, because even though there is a window in this dense terrain feature, it has the Solid rule, so line of sight cannot be drawn through such enclosed gaps that are 3" or less from ground level. Units A and C are visible to each other, because even though this dense terrain feature has the Solid rule, line of sight can be drawn normally through enclosed gaps that are more than 3" from ground level. When Unit E makes ranged attacks:

Unit A is fully visible to every model in Unit E, so does not have the benefit of cover.

Not all of the models in unit B are within a terrain area, so unit B does not have the benefit of cover.

All of the models in unit C are within a terrain area, so unit C has the benefit of cover.

Unit D is not fully visible to unit E due to an intervening obscuring terrain area, so unit D has the benefit of cover. -1 BS -1 BS SOLID C 51

TERRAIN OBJECTIVES

13.01); that terrain area is the objective, and is called a terrain objective. When measuring distances to and from an objective, measure to and from the closest part of it. LEVEL OF CONTROL

13.08). HEROIC INTERVENTION

13.08), including from rules that give a model or unit the benefit of cover (e.g. ). [INDIRECT FIRE]

13.08). SUPPORT

13.06). []