Description: A model must take a Dangerous Terrain Test if it is in contact with a Terrain Feature that counts as Dangerous Terrain at any point during its March, Charge, Failed Charge, Flee, Pursuit, or Overrun Move. Take a Dangerous Terrain Test by rolling a number of D6 depending on the model's Height and Model Rules:
: Standard : Large : Gigantic : Chariot
D6 : 1 : 2 : 3 : +1
For each dice that rolled equal to or below X (where X is the value stated in brackets), the model suffers a hit with Armour Penetration 10 that wounds automatically.
Immediately before one or more models in a unit take a Dangerous Terrain Test (e.g. when the first model in a unit moves into contact with a Terrain Feature that counts as Dangerous Terrain), apply the following procedure:
• Interrupt the move.
• Determine which models will have to take Dangerous Terrain Tests by extrapolating the unit's move to the position where the corresponding models are in contact with the source of the Dangerous Terrain Tests. For this purpose, the owner announces how they intend to move the unit to this position.
• Take the Dangerous Terrain Tests. All Dangerous Terrain Tests caused by a single source are always taken at the same time.
• Move the unit as announced or as close to that as possible while following any other rules affecting the move (e.g. Maximising Contact during Charge Moves), i.e. it must face the announced direction and the centre of its Front Facing must be as close to the position where it would be if the unit had not suffered any casualties.
• Continue the unit's move. In case of a March Move, the owner may choose not to continue moving the unit. No model in the unit that did not take a Dangerous Terrain Test for the Terrain Feature may move into contact with that Terrain Feature during the rest of the unit’s move. Note that:
• Hits suffered from Dangerous Terrain Tests are distributed onto the model's Health Pool.
• A model never takes more than one Dangerous Terrain Test for the same Terrain Feature during a single move, but it might have to take several Dangerous Terrain Tests caused by different Terrain Features or abilities.
• Use the position of the unit when taking the Dangerous Terrain Tests for all rules purposes (e.g. for determining the range of Commanding Presence and Rally Around the Flag, for determining the direction of the Flee Move if the unit fails a Panic Test, for causing Panic Tests in friendly units if the unit is removed as a casualty, etc.).