

These wrecked and damaged structures completely block visibility of all models through their footprint, regardless of how much you can see through their fancy gothic windows. Again, you’ll have to do some LoS determinations, and having a defined outline of the trees will make this much easier.Īlso note the two new keywords Towering, and Aircraft. Because even if you look through the woods, you get cover. So, putting woods in the middle of a battlefield could effectively give tons of units cover. Any model fully inside the wood, or viewed through an area of woodland terrain by a unit that is also not inside it, is never considered to be fully visible and receives the Benefit of Cover. Woods and forests are a little more involved than the rest. It’s hard to be super obscured by the hill, but we guess if you’re close, it will come into play. This often results in some dicey close-range firefights, as the edge of the hill itself gets in the way of units shooting up and down at each other. Both models and other terrain features can sit on top of hills provided they don’t overhang the edge and, like debris, the hill confers cover to anything it partially obscures. The Hills terrain type also encompasses solid buildings that units can stand on, like the Battlezone: Fronteris Landing Pad or Munitorum Armoured Containers. These confer cover when they partially block a model from the attacking unit, regardless of range or size.Īgain, if you are obscured at all, you get cover. This terrain includes any bits and pieces that a unit can’t end their move on, such as barrels, statues, and piles of discarded Mek Workshop parts. Then, for combat, you can fight if your models are within 2″ and on the opposite side, so it shouldn’t be too confusing at all now. Well, seeing if something is partially obstructed shouldn’t be too hard, but you will have to do some Line of Sight checks to see if you’re actually obscured sometimes. As the thickness of a barricade can often make it difficult to get within 1” of an enemy unit when charging from the opposite side, this terrain type also modifies the Engagement Range rules to include models within 2”, providing they’re attacking a unit on the other side of the barricade. Nothing too crazy, as this shouldn’t obstruct vision, but in theory your models are diving down to get some extra cover.Īll sorts of terrain are classed as Barricades, from promethium pipelines to ramshackle defence lines, and any model within 3” can claim cover so long as the object partially obscures them from at least one of their attackers. Even if the models are fully visible to the attacker targeting them, they get the cover. It’s the most simple type and functions like the area terrain of previous editions, granting cover to any INFANTRY model standing wholly inside them. This category includes other small patches of terrain such as rubble. This should make things easier, as they will have visibility, engagement range, and cover rules on their rules card. Now, deciding whether or not a unit has the Benefit of Cover is as simple as knowing which category their cover falls into – craters, barricades, debris, hills, woods, or ruins. This is pretty similar, but it’s interesting that if something has 0 AP, you won’t get better than a 3+ save however, if something has -1 AP, then this will cancel out. This means a unit will never have its save improved to 2+ by terrain. Having the Benefit of Cover will not improve saves of a 3+ or better against weapons with an Armour Penetration characteristic of 0. As in previous editions, this adds 1 to save rolls against ranged attacks, but this time there’s an important caveat. Terrain provides the Benefit of Cover rule to those units that can take advantage of it.
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