Terrain Types
When different terrain types are combined, only the most extreme effects apply.
Combat Factor Modifiers can be additive to ±3.
Barriers
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Add +1 Combat Factors if shot at or in Hand-to-Hand combat and behind
partial cover. Generally Rough.
Add +2 Combat Factors if shot at or in Hand-to-Hand combat and behind
cover. Generally Difficult.
Add +3 Combat Factors if shot at (or in Hand-to-Hand combat) and
behind a fortification or loophole. Generally Impassable.
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Buildings
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May be include steps and
doorways.
Walls are Impassable unless
broken. They may or may not block ABC attacks.
Internal rooms are Good.
Furniture or machinery can reduce this to Rough (usually), Difficult and/or
Impassable to Cavalry and (large) Vehicles.
Walls block line of sight,
and can conceal troops.
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Cliff
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Impassable, although
climbing may be possible:
Roll Climb v difficulty
(typically 4 - 7). A tie (=) or
better succeeds allowing normal progress at 2 [1], better than 2 x allows move as in Difficult, but a fumble;
less than half (½-) is Downed, exactly half (½) leaves the figure stuck and
probably exposed.
Visibility 2 (but not from
the top edge) troops can be concealed (just back from the top, or below the
edge).
Troops on the top can be
Exposed / Elevated (-2 or -1 if shot at), or benefit from the ridgeline (0, +1, +2 or even +3 if shot at).
Add +1 Combat Factors if in Hand-to-Hand combat and on top / uphill.
Also, add +1 Combat Factors
if shot at by primitive and/or projectile weapons or thrown, or indirect fire
weapon and at a significantly higher elevation; for each 1/3 of its range
(1/3 of 8 is 2 for this purpose).
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Door (locked)
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Impassable if shut,
otherwise as Doorway / unlocked.
Roll STR (if (O), then 1D6+1) v resistance (typically 5
- 7). A tie (result = resistance) or better succeeds; the door is forced
open.
Upto 3 can assist; each
reducing resistance by -1 (or
simply add the STR modifiers together).
Or roll Pick Lock (etc.) v
resistance (typically 5 - 7). A
tie (=) or better succeeds, but a fumble (½ or worse) jams the lock.
Or shoot it to pieces v a
typical Combat Factor is 0 (not
modified by being stationary, although sustained fire, etc, is effective). If
the shooting result is better than the door; the door is opened, if 2 x or
better; the door is destroyed.
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Door (reinforced)
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As Door, but:
Resistance to STR is 8 - 10, 11 - 13 or 14 - 16, etc.
Corresponding Combat Factor
is +1, +2 or +3, etc.
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Door (secret)
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Impassable until located,
otherwise as Door, etc.
Roll Perception versus
Concealment (typically 5 - 7). If
the result of examination is better; an area is suspected, if 2 x or better;
the mechanism is located.
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Door (unlocked)
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Can be shut / opened /
locked, etc., although this may demand a move / PIP.
Depending upon
construction, a closed Door may obstruct vision / offer cover.
If opposed, roll STR versus
STR to close / open. A tie means no change.
Up to 3 can help on both sides (reducing resistance by -1 each), (or simply add the STR
modifiers together on each side).
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Doorway
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Good unless blocked. The
sides can be used for concealment and/or cover.
Add +1 Combat Factors if shot at or in Hand-to-Hand combat and partly
behind hard cover.
Add +2 Combat Factors if shot at or in Hand-to-Hand combat and behind
hard cover.
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Frozen River / Lake
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Rough.
Visibility unlimited.
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Gentle Slope / Riverbank
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Good, or depends upon
ground cover.
Visibility unlimited.
Add +1 Combat Factors if in Hand-to-Hand combat and uphill.
Also, add +1 Combat Factors if shot at by
primitive and/or projectile weapons or thrown, or indirect fire weapon and at
a significantly higher elevation; for each 1/3 of its range (1/3 of 8 is 2
for this purpose).
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Gullies / Pits / Foxholes
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Good, Rough (usually) or
Difficult (typical crater). Possibly worse for wheeled Vehicles and AFVs.
Visibility 6, figures can
be concealed.
Add 0, +1 or +2 (rarely +3) Combat Factors if inside and shot
at by enemy further than 2, due to
hard cover.
Conversely, add 0, +1 or +2 Combat Factors if outside and in Hand-to-Hand combat with
enemy inside, due to a combination of Slope and inconvenient surface.
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Heavy Vegetation
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May be with individual tree
trunks.
Difficult for most figures,
possibly Rough or even Good for tracked AFVs.
Visibility 2, figures can be concealed.
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Hedges
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Difficult, likely Rough for
wheeled Vehicles and AFVs, possibly Rough or even Good for tracked AFVs.
Visibility 2, troops can be concealed.
Add +1 or +2 Combat
Factors if shot at by enemy further than 2,
due to soft cover.
Add +1 or +2 (usually)
Combat Factors if in Hand-to-Hand combat across the Barrier.
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Hills
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May be associated with
other terrain types.
Visibility 12 on a convex slope, a Ridgeline
blocks line of sight, figures can be concealed.
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Individual Large Rocks /
Stone Walls
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Rough, Difficult (usually)
or Impassable. Possibly worse for Vehicles and AFVs.
Visibility 6 or block line of sight, figures can
be concealed.
Add 0, +1 or +2 (rarely +3) Combat Factors if behind and shot
at, due to hard cover.
Add +1 or +2 (usually)
Combat Factors if in Hand-to-Hand combat across / around the Barrier.
1m of solid rock typically
has a Combat Factor of +4 - +6 (not modified by being stationary,
although sustained fire, etc, is effective). If the shooting result is better
than the obstacle; it is breached / moved, if 2 x or better; it is destroyed.
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Individual Large Trees
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May be surrounded by
foliage equivalent to Heavy Vegetation or Scrub.
Trunks are Impassable
(possibly Difficult for tracked AFVs).
Visibility 6 or block line of sight, figures can
be concealed.
Add 0, +1 or +2 (rarely +3) Combat Factors if behind and shot
at, due to hard cover.
Add +1 or +2 (usually)
Combat Factors if in Hand-to-Hand combat across / around the Barrier.
A 1m of thick trunk
typically has a Combat Factor of ~ +3
(not modified by being stationary, although sustained fire, etc, is
effective). If the shooting result is better than the trunk; it is
penetrated, if 2 x or better; it is destroyed.
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Loophole
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Impassable.
Hand-to-Hand combat is
impossible.
Add +3 Combat Factors if on the advantageous side and shot at, due to
hard cover, although a Grenade, Flamethrower, etc., from within 2, or ABC (or Psi) could bypass this.
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Marsh
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Difficult for most figures,
Impassable for Vehicles and AFVs.
Visibility 6.
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Muddy / Soft Ground
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Difficult for most figures,
Impassable for wheeled Vehicles and AFVs.
Visibility unlimited.
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Passage
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Good if 1 figure wide or
more, Rough if more than ½ but less than 1 figure wide, Difficult if less
than ½ figure wide, Impassable to double width figures.
Visibility may be limited
if the passage curves.
Add +1 Combat Factors at if shot at, at a range >1/3 visibility, +2 Combat Factors if > 2/3
visibility, due to hard cover.
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Potholes
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Difficult for most figures,
Rough (or Good) for tracked AFVs.
Visible at 6.
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Ridgeline
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Visibility 2, figures can be concealed just back
from the ridge.
Figures on the top can be
Exposed / Elevated (add +1 - +2
Combat Factors shooting, and -1 - -2
if shot at).
And/or add 0 Combat Factors just behind, +1 1 behind, +2 2 behind (or even +3 more than 2 behind), due to hard cover.
Cannot shoot an LoS weapon
if more than 2 behind.
Whoever is on the ridge
enjoys +1 in Hand-to-Hand combat.
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Rocky / Broken Ground
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Difficult for most figures,
Impassable for Vehicles and wheeled AFVs.
Visible (at) 6.
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Scrub / Brush / Reeds
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Difficult for most figures,
Good for tracked AFVs.
Visibility often 6.
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Snow
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Difficult for most figures,
Impassable for Vehicles and wheeled AFVs, Rough for tracked AFVs.
Visibility unlimited.
Tracking can be easier.
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Squeeze (Cave / Duct)
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Impassable, or roll Caving
v constriction (typically 3 - 5). A tie (=) or better succeeds allowing
progress at 2 [1], better than 2 x allows move as in Difficult, but a fumble
(½ or worse) gets stuck.
Caving is typically -1 (-
Size, which is usually (O)),
increased by training, and modified by -1
for each +1 of actual physical
armour, encumbrance, etc.
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Steep Slope / Rooftop
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Rough or (usually)
Difficult, although a roof is probably Impassable for Cavalry, Vehicles and
AFVs.
Visibility unlimited.
Add +1 Combat Factors if in Hand-to-Hand combat and uphill.
Also, add +1 Combat Factors if shot at by
primitive and/or projectile weapons or thrown, or indirect fire weapon and at
a significantly higher elevation; for each 1/3 of its range (1/3 of 8 is 2
for this purpose).
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Steps
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Rough or (usually)
Difficult, generally Impassable for Cavalry, Vehicles and AFVs.
Visibility variable.
May have a nominal length
(such as 12, even if the actual
horizontal length is only 4).
Add +1 Combat Factors if in Hand-to-Hand combat and uphill.
Also, add +1 Combat Factors if shot at by
primitive and/or projectile weapons or thrown, or indirect fire weapon and at
a significantly higher elevation; for each 1/3 of its range (1/3 of 8 is 2
for this purpose).
Or, add +2 Combat Factors if shot at or in
Hand-to-Hand combat and uphill on an appropriate spiral stair, due to a
combination of hard cover and being uphill.
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Stream / River / Water
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May be associated with
Sloped banks.
Good, Rough, Difficult or
Impassable, depending upon a combination of water and banks, likely worse for
Vehicles and wheeled AFVs.
If wading, the first figure
of a column crossing a River moves at 2
[1].
In unsafe conditions, roll
Swim v difficulty (typically 5). A
tie (=) or better succeeds allowing normal progress at 2 [1], better than 2 x allows move as in Difficult, but a fumble;
less than half (½-) is Downed.
Visibility unlimited or 6, figures can be concealed.
Add 0, +1 (usually) or +2
Combat Factors if inside and shot at by enemy further than 2, due to hard cover.
Conversely, add 0, +1 (usually) or +2 Combat Factors if outside and in
Hand-to-Hand combat with enemy inside, due to a combination of Slope and
inconvenient surface.
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Tents
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Good, Rough or Difficult
Going, Good for Vehicles and AFVs.
Visibility 6 (looking over / hearing through) or
walls block line of sight, troops can be concealed (inside / between).
Subtract -1 or -2 Combat Factors shooting at figures inside, due to soft cover.
Add +2 Combat Factors in Hand-to-Hand combat through a tent wall.
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Walls / Bulkheads etc
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Impassable and generally
blocks vision, except:
A physical barrier provides
physical protection upto the degree of cover (+1, +2 or +3) that it
provides at the moment, or its resistance (expressed as a Combat Factor),
whichever is lower.
May be broken by STR (as a
Door, above). A tie or better breaks a hole,
May be shot to pieces (as
Door, above). Its Combat Factor is not modified by being stationary, although
sustained fire, etc, is effective. If the shooting result is better than the
obstacle; it is breached / moved, if 2 x or better; it is destroyed.
Resistance to STR is 8 - 10, 11 - 13 or 14 - 16, etc.
Corresponding Combat Factor
is +1, +2 or +3, etc.
It can also provide soft
cover (subtract -1, -2 or -3 Combat Factors), depending upon
how well the target is located.
If airtight it provides
protection against ABC attacks.
Psi / Magic
may or may not be affected.
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(Barbed) Wire
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Difficult, Impassable for
Cavalry (although, possible to Jump), Rough for Vehicles and wheeled AFVs,
Good for tracked AFVs.
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Woods
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With individual tree
trunks.
Good, Rough (usually) or
Difficult.
Visibility often 6, troops
can be concealed.
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