All of the Citadel scenery models have a terrain type. The rules for each terrain type are described below. Open ground covers everything from dusty plains to rolling hills. Models in open ground are often said to be ‘out in the open’. No additional rules are needed for open ground and, unless otherwise specified, special rules and abilities that affect terrain do not affect open ground. The surface of the Realm of Battle Gameboard is considered open ground. The rules for buildings are quite extensive, and are covered in more detail in their own rules section. Difficult terrain slows down models wishing to move through it. It includes areas of 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. To take a Difficult Terrain test, roll 2D6 and select the highest result – this is the maximum distance, in inches, that any of the models in the unit may move. Even if the distance rolled is too short for any of the models to reach the difficult terrain, the unit is still slowed down as described above. We assume that their approach is cautious as they attempt to ascertain whether any enemies are within. You should also note that, if you take the Difficult Terrain test, you are not compelled to move the models, as you might not have rolled high enough to make it worth moving at all. Ruins are difficult terrain. Models in ruins receive a 4+ cover save, regardless of whether or not they are 25% obscured. Dangerous terrain follows all the rules for difficult terrain – you’ve got to watch your step! In addition, each model must take a Dangerous Terrain test as soon as it enters, leaves or moves within dangerous terrain. To take a Dangerous Terrain test, roll a D6. On a result of a 1, that model suffers a Wound. The model may take an armour or invulnerable save, but not a cover save, against this Wound. Once a model has taken a Dangerous Terrain test for a particular scenery model, it does not test for that terrain again in the same phase. However, if the model moves into a different area of dangerous terrain, this must be tested for as normal. Unless noted otherwise in their special rules, models cannot enter, cross or move into or through impassable terrain – they must go around. The exceptions tend to be things like Jump units and Skimmers. Sometimes things are not quite what they seem in the war-torn future, and this is certainly true of the terrain found on alien worlds. The effect of a piece of mysterious terrain is not decided at the start of the battle. Instead, the terrain datasheet for the scenery model will include a Mysterious Terrain table. The Mysterious Terrain table is rolled for immediately when a model first enters the terrain or deploys within it. Battlefield debris is difficult terrain. Unless otherwise stated, a model in cover behind difficult terrain has a 5+ cover save. In addition, some battlefield debris has additional rules, which are either detailed below or on its terrain datasheet. A supply of ammunition is always welcome in a fight – especially when you hear the dreaded ‘dead man’s click’ of an empty magazine. Any model within 2" of an ammunition dump can re-roll To Hit rolls of 1 in the Shooting phase.Barricades and walls can be hastily assembled obstacles or the remains of once proud structures. A model in cover behind a barricade or wall has a 4+ cover save. Models that are in base contact with a barricade or wall are treated as being in base contact with any enemy models who are directly opposite them and in base contact with the other side of that barricade or wall. Units charging an enemy that is behind a barricade or wall count as charging through difficult terrain.A working comms relay can be crucial to the coordination of reserves, and therefore to a swift victory. Any player with an unengaged model within 2" of a comms relay can re-roll Reserves rolls.The aftermath of heavy shelling and orbital bombardments, impact craters provide protection to those sensible enough to seek it. Models in crater terrain have a 6+ cover save, regardless of whether or not they are 25% obscured. If a unit Goes to Ground, then models from the unit that are in crater terrain gain +2 to their cover save rather than +1.Defence lines are armoured shield sections that link together to form makeshift fortresses. A model in cover behind a defence line has a 4+ cover save. If a unit Goes to Ground, then models from the unit gain +2 to the cover save from the defence line rather than +1. Models that are in base contact with a defence line are treated as being in base contact with any enemy models who are directly opposite them and in base contact with the other side of that defence line. Units charging an enemy that is behind a defence line count as charging through difficult terrain.Promethium relay pipes are such a common sight in the 41st Millennium that weaponspecialists have long since learned how to tap into their release valves and siphon off a fraction of unrefined fuel to intensify the fury of their flame-throwers. Promethium relay pipes can also serve as effective cover from incoming weapons fire, though sheltering behind pipes filled with highly flammable liquids can sometimes have unfortunate side effects… With the exception of vehicles and monstrous creatures, a model in cover behind a fuel pipe has a 4+ cover save. However, each time a unit successfully makes this cover save on the roll of a 6, immediately roll a further D6. On a roll of 1, the shot has caused an explosion and the unit that made that cover save immediately suffers an additional D6 Strength 4 AP5 hits with the Ignores Cover special rule. These additional hits use Random Allocation, and vehicles are hit on the armour facing nearest to the Promethium Relay Pipes.Though once abandoned to the tides of war, this gun battery still functions and will serve the cause of carnage once again. A model in cover behind a gun emplacement has a 4+ cover save. One non-vehicle model in base contact with a gun emplacement can fire it instead of firing its own weapons. A model that fires a gun emplacement has the Relentless special rule for that shooting attack.A gun emplacement can be shot at and attacked in close combat. It is hit automatically in close combat and has the following profile:
The cold and noble gaze of this ancient hero inspires determination in those who have it not. A model from the Armies of the Imperium that is within 2" of Imperial Statuary terrain has the Fearless special rule. A model in cover behind Imperial Statuary has a 3+ cover save.Detritus of battles past litters the ground – twisted metal and shattered ceramite that can be used as cover, if the conflict is desperate enough. Models in rubble terrain have a 4+ cover save, regardless of whether or not they are 25% obscured.Deployed primarily to deter infantry assaults, the barbed coils of tanglewire can prove fatal to fighters who don’t watch their step. Tanglewire is dangerous terrain. A model in cover behind tanglewire has a 6+ cover save.These obstacles allow all but vehicles to pass by unhindered. Tank traps are impassable terrain to non-Skimmer vehicles, dangerous terrain to Bikes, and open ground for other units. A model in cover behind a tank trap has a 4+ cover save.FAQTerrain
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