Here is a place for people to ask any and all terrain rules ahead of time regarding the Rose City Raid. I will however preempt as many as I can by describing the standard rules for terrain at the event. Hopefully by doing so, it won’t come to a surprise to anyone what the rules are, and how it is expected that you will play. Please practice by these rules if you can before the event!
Special Terrain Zones
Terrain Zone Elements. A tree in a woods is precisely where that tree is meant to be. Do not pick up and move around smaller terrain elements within a special terrain zone. Similarly, if you are in base contact with one of these terrain elements within a special terrain zone, and it is obscuring part of your silhouette, you can use it to claim cover. Sometimes a terrain zone may contain different elements of terrain, for the sake of simplicity, the entire piece of terrain will be considered the same. For example, in the picture above all the pieces of plane wreckage will be considered woods, so climbing on top of the wing does not mean you are now out of the woods special terrain.
Terrain Zone Height. Any area of terrain, with a clearly defined boundary will be considered a special terrain zone. This can be a pile of rocks, woods, etc. The height of these zones will always be equal to the tallest element of that terrain. For example, a template of woods is as tall as the tallest tree on the template. This means if you can draw LOF over a piece of terrain, you can shoot over it, the way you can shoot over anything else.
Terrain Zone Boundaries. As per the rules, any model touching any special terrain element are considered IN the terrain element. For example, some templates of trees may be too dense to move through, but a model can still be affected by the terrain if they enter base contact with it. This means if you enter base contact with a special terrain zone, you are going to be affected by any difficult terrain, saturation, or visibility rules that the terrain applies.
Multiterrain. Do not forget that the zone which the Multiterrain skill applies to must be declared at the beginning of the game. If there is only one type of Special Terrain zone on the table, it will be considered the default in case it is forgotten, but on tables with multiple types of terrain, it is very important to declare which type you are using the skill for.
Standard Terrain Zones
For the sake of simplicity, most terrain zones will fall into these categories. If there is a terrain zone on a table, which does not have it’s own special rules indicated, please use the most appropriate terrain from this chart to represent it.
|STANDARD TERRAIN ZONES|
|Open Water*||Aquatic||Very Difficult||--||--||No|
|Swamp||Aquatic||Very Difficult||--||Saturation Zone||Yes|
|Rock Piles||Desert||Difficult||--||Saturation Zone||No|
|Woods*||Jungle||Difficult||Low Visibility||Saturation Zone||No|
Open Water can apply to anything from the water in a fountain, to a swimming pool, or the open ocean. Similarly, Woods may apply to jungles as well as city parks with trees in them.
Doors. To open a door, a model must declare the Activate skill. The door will not open until the resolution step of the order, and so will not provide LOF to models on the other side until the order is complete. Similarly, a door may be closed by using the same skill (and being in base contact with where the door would be). By default, all doors begin the game closed.
Note: If a building does not have doors, then you can obviously ignore this, just walk through the opening.
Interiors. Buildings with interiors may be entered through appropriate access points, like doors or windows large enough to accommodate the silhouette of the trooper.
Shooting through Windows and Doors. Windows may only be shot through if they are not modeled with acrylic inserts. Open windows cannot be climbed through, unless they are large enough for the model’s silhouette to move through. Models may shoot through a single window or door, so they may shoot into, or out of buildings, but not through buildings.
Some tables will have props on them, most common they will be landing pads, panoplies, ramps, or elevators. These elements will have the traits associated with them in the Scenery Item Profiles part of the wiki, but for simplicity, are not destructible. Any tables with these elements will have them designated on the terrain rules for that table.
Fences. Some tables may feature chain link fences or similar. Simply apply RAW in these circumstances, they probably do not block LOF, are not saturation or visibility zones, and cannot be moved through unless they are short enough to be vaulted. Models may climb over them using the climb skill as normal.
With the update to hazardous terrain in the Daedalus Fall book, you can expect a very small number of tables to have Hostile Terrain elements. On these tables, it will be clearly defined which elements are hostile, what rolls are affected, and what the effects are.
Samples. As an example, here are how minefields and swamps will work:
|Minefield||Dangerous (18+)||13 (Shock)||ARM|