This section provides rules for using a range of terrain features that can transform your gaming table into an interactive, thematic battlefield set in the 41st Millennium. These rules help to bring your battlefield to life and introduce a vital tactical dimension to your games.
Battlefields are populated with terrain features that your models will need to move over or around, and which can partially or fully block line of sight between models. The rules on the following pages apply to the most common terrain features on the battlefields of the 41st Millennium. Unless otherwise stated, models can move up, over and down terrain features following the normal rules for movement.
Many terrain features follow the normal rules for determining visibility between models (see Determining Visibility section), but some interact differently; in either case, this is stated on the following pages. Terrain features cannot be selected as the target of an attack.
Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules sections below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.
Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.
Multiple instances are not cumulative.
Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
Movement
Models can be moved over this terrain feature, as described in the Movement Phase section.
Visibility
Normal visibility rules apply.
Benefit Of Cover
Each time a ranged attack is allocated to an INFANTRY model that is wholly on top of this terrain feature, that model has the Benefit of Cover against that attack.
Keywords: AREA TERRAIN, CRATER
Movement
Models can move up, over and down this terrain feature, but they cannot be set up or end any kind of move on top of it.
Visibility
Normal visibility rules apply.
Engagement Range
• In the Charge phase, if an enemy unit is within 1" of this terrain feature, a charging unit on the opposite side of this terrain feature can still make a Charge move against that enemy unit provided it ends that Charge move as close as possible to this terrain feature and within 2" of that enemy unit.
• In the Fight phase, units are eligible to fight – and models can make attacks – if their target is on the opposite side of this terrain feature and within 2" of them.
Benefit Of Cover
Each time a ranged attack is allocated to an INFANTRY model that is wholly within 3" of this terrain feature, if that model is not fully visible to every model in the attacking unit because of this terrain feature, that model has the Benefit of Cover against that attack.
Keywords: OBSTACLE, BARRICADE
Movement
Models can move up, over and down this terrain feature, but they cannot be set up or end any kind of move on top of it.
Visibility
Normal visibility rules apply.
Benefit of Cover
Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this terrain feature, that model has the Benefit of Cover against that attack.
Keywords: OBSTACLE, BATTLEFIELD DEBRIS
Movement
These terrain features are raised areas that models can be set up on top of or end a move on top of, provided the model’s base does not overhang the terrain feature (if the model does not have a base, no part of that model that would be in contact with the battlefield at ground level can overhang that terrain feature). In addition, other terrain features can be set up on top of a HILL terrain feature, provided no part of those terrain features overhangs that Hill terrain feature.
Visibility
Normal visibility rules apply.
Benefit Of Cover
Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this terrain feature, that model has the Benefit of Cover against that attack.
Keywords: HILL
Footprint
When this terrain feature is set up on the battlefield, both players must agree upon its footprint – that is, the boundary of the terrain feature at ground level. This is so that players know when a model is wholly within this terrain feature. If this terrain feature is mounted on a base, then this will define its footprint.
Movement
Models can be moved over this terrain feature, as described in the Movement Phase section.
Visibility
Models and units that are wholly within this terrain feature are never considered to be fully visible to an observing model. Similarly, if a model that is not wholly within this terrain feature must look through or over this terrain feature in order to draw line of sight to another model, then that other model is never considered to be fully visible to that observing model, and so it will have the Benefit of Cover from this terrain feature. AIRCRAFT and TOWERING models are exceptions to this – visibility to and from such models is determined normally, even if this terrain feature is wholly in between them and the observing model. Models that are wholly within this terrain feature can see out of it normally.
Benefit Of Cover
Each time a ranged attack is allocated to a model, if that model is either wholly within this terrain feature, or it is not fully visible to every model in the attacking unit because of this terrain feature, that model has the Benefit of Cover against that attack.
Keywords: AREA TERRAIN, WOODS
Footprint
When this terrain feature is set up on the battlefield, both players must agree upon its footprint – that is, the boundary of the terrain feature at ground level. This is so that players know when a model is wholly within this terrain feature. If this terrain feature is mounted on a base, then this will define its footprint.
Plunging Fire
Each time a model that is wholly within this terrain feature makes a ranged attack, if that model is 6" or more vertically from ground level, and every model in the target unit is at ground level, improve the Armour Penetration characteristic of that attack by 1.
Movement
■ INFANTRY, IMPERIUM PRIMARCH, BELISARIUS CAWL and BEAST models can move through this terrain feature (walls, floors, ceilings, gantries, chains, etc.) as if it were not there. A model cannot end a move within a wall, a floor, etc. ■ INFANTRY, IMPERIUM PRIMARCH, BELISARIUS CAWL, BEASTS and FLY models can be set up or end a move on any floor level of this terrain feature, but if that level is not the ground floor, such models can only do so if their base does not overhang the floor at that level (if a model does not have a base, no part of that model that would be in contact with the battlefield at ground level can overhang that floor). All other models can only be set up or end a move on the ground floor of this terrain feature.
Visibility
Models cannot see over or through this terrain feature (i.e. a unit outside this terrain feature cannot draw line of sight to a target on the other side of it, even if it would be possible to draw line of sight to that target through open windows, doors, etc). AIRCRAFT models are exceptions to this – visibility to and from such models is determined normally, even if this terrain feature is wholly in between them and the observing model. Models can see into this terrain feature normally, and models that are wholly within this terrain feature can see out of it normally. Models that are within this terrain feature can be seen normally and TOWERING models that are within this terrain feature can also see out of it normally.
Benefit Of Cover
Each time a ranged attack is allocated to a model, if that model is either wholly within this terrain feature, or it is not fully visible to every model in the attacking unit because of this terrain feature, that model has the Benefit of Cover against that attack.
Keywords: AREA TERRAIN, RUINS