A Terrain Feature is a topographical area on the Battlefield that may be a mixture of Dangerous, Opaque, or Covering Terrain and may possess its own set of rules.
Open Terrain
Open Terrain normally doesn't have any effect on Line of Sight, Cover modifiers, or movement. All parts of the board that are not covered by any other kind of Terrain are considered to be Open Terrain.
Fields
Fields can be represented in the game for example by meadows or agricultural fields.
Types
Fields are Covering Terrain for units inside them.
Cover
Fields contribute to Soft Cover, except for Unit Boundaries with Towering Presence.Forests
Forests can be represented in the game for example by jungles, brushwoods, or coniferous forests.
Types
Forests are Covering Terrain for units inside and/or behind them, and Dangerous Terrain (1) for Cavalry, Constructs, and units making a Flying Movement.
Cover
Forests contribute to Soft Cover.
Broken Ranks
Units with more than half of their models with the centre of their base inside a Forest can never be Steadfast, unless specifically stated otherwise.
Guerilla Warfare
Units consisting entirely of Infantry models with Light Troops are Stubborn if more than half of their models are inside a Forest with the centre of their bases, unless any model in the unit has Towering Presence and/or Fly.Hills
Hills can be represented in the game for example by elevated plateaus or burial mounds.
Types
Hills are Opaque Terrain.
Hills are Covering Terrain for units behind them.
Cover
Hills contribute to Soft Cover for targets behind but partially on them.
Hills contribute to Hard Cover for targets behind and entirely off them.
Elevated Position
Models with the centre of their base on a Hill are considered to be Elevated. Ignore all intervening non-Elevated models if you are:
• Drawing Line of Sight to or from Elevated models.
• Determining Cover when shooting with:
• Elevated models
• Non-Elevated models at units which have more than half of their models Elevated
Charging Downhill
A unit initiating a Charge Move with more than half of its models with the centre of their base on a Hill towards an enemy with more than half of its models with the centre of their base off a Hill must reroll failed Charge Range rolls.Impassable Terrain
Impassable Terrain can be represented in the game for example by monoliths, massive boulders, or buildings.
Types
Impassable Terrain is Opaque Terrain.Cover
Impassable Terrain contributes to Hard Cover for units behind it.
Mission Impassible
Models cannot move into or through Impassable Terrain.Ruins
Ruins can be represented in the game for example by rubble or abandoned farmsteads.
Types
Ruins are Covering Terrain for units inside them, Dangerous Terrain~(2) for Cavalry and Constructs, and Dangerous Terrain~(1) for any other unit. Units with Skirmisher automatically pass Dangerous Terrain Tests caused by Ruins.
Cover
Ruins contribute to Hard Cover, except for Unit Boundaries with Towering Presence.Walls
Walls can be represented in the game for example by wooden barricades, stone walls, or hedges.
Types
Walls are Covering Terrain for models behind them while Defending the Wall (see below) and Dangerous Terrain~(2) for Constructs.
Cover
Walls contribute to Hard Cover, except for Unit Boundaries with Towering Presence.
Defending a Wall
In order to Defend a Wall, more than half of a unit's Front Facing must be in contact with it.
Fortified Position
Units Defending a Wall gain Distracting against Close Combat Attacks from Charging enemies in their Front Facing.Water Terrain
Water Terrain can be represented in the game for example by ponds, swamps, or rivers.
Types
Water Terrain is Dangerous Terrain~(1) for Standard Height models on foot.
Broken Ranks
Units with more than half of their models with the centre of their base inside Water Terrain can never be Steadfast, unless specifically stated otherwise.
Doused Flames
All Melee Attacks against or by models in units with more than half of their models with the centre of their base inside Water Terrain are no longer Flaming Attacks (if they were before).