TERRAIN RULES

Revision as of 21:18, 13 February 2025 by Talonsin (talk | contribs) (Created page with "'''All of the Citadel scenery models have a terrain type. The rules for each terrain type are described below.''' '''When one of the following rules refers to a model being ‘in cover behind’ a piece of terrain, this means that the model is at least 25% obscured by the scenery, and therefore eligible for a cover save. On the other hand, when one of the following rules refers to a model being ‘in’ a piece of terrain, this means that model, or some part of it, is a...")
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All of the Citadel scenery models have a terrain type. The rules for each terrain type are described below.

When one of the following rules refers to a model being ‘in cover behind’ a piece of terrain, this means that the model is at least 25% obscured by the scenery, and therefore eligible for a cover save. On the other hand, when one of the following rules refers to a model being ‘in’ a piece of terrain, this means that model, or some part of it, is actually standing on the piece of scenery, whether it is obscured from view or not.


Open Ground

Open ground covers everything from dusty plains to rolling hills. Models in open ground are often said to be ‘out in the open’. No additional rules are needed for open ground and, unless otherwise specified, special rules and abilities that affect terrain do not affect open ground. The surface of the Realm of Battle Gameboard is considered open ground.


Buildings

The rules for buildings are quite extensive, and are covered in more detail in their own rules section here.


Difficult Terrain

Difficult terrain slows down models wishing to move through it. It includes areas of rubble, woods, ruins, rocky outcrops, boggy ground, low walls, tanglewire, barricades, steep hills, streams and other shallow water, as well as terrain features that combine several of these types.

  • Unless specifically noted otherwise, a model in cover behind difficult terrain has a 5+ cover save.

Moving Into Difficult Terrain

If a unit makes a Normal Move, Advances or Falls Back, and any of its models wish to move over any part of this terrain feature, subtract 2" from the Move characteristic of every model in that unit (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. If a unit declares a charge, and any of its models wish to move over any part of this terrain feature as part of its subsequent charge move, subtract 2 from that unit’s charge roll, even if every part of this terrain feature is 1" or less in height.

These modifiers do not apply if every model in the moving unit can FLY. These modifiers do not apply if every model in the moving unit is TITANIC and this terrain feature is less than 3" in height. The height of a terrain feature is measured from the highest point on that terrain feature.


Ruins

Ruins are difficult terrain. Models in ruins receive a 4+ cover save, regardless of whether or not they are 25% obscured.


Dangerous Terrain

Dangerous terrain follows all the rules for difficult terrain – you’ve got to watch your step! In addition, each model must take a Dangerous Terrain test as soon as it enters, leaves or moves within dangerous terrain.

To take a Dangerous Terrain test, roll a D6. On a result of a 1, that model suffers a Wound. The model may take an armour or invulnerable save, but not a cover save, against this Wound.

Once a model has taken a Dangerous Terrain test for a particular scenery model, it does not test for that terrain again in the same phase. However, if the model moves into a different area of dangerous terrain, this must be tested for as normal.


Impassable Terrain

Unless noted otherwise in their special rules, models cannot enter, cross or move into or through impassable terrain – they must go around. The exceptions tend to be things like Jump units and Skimmers.


Battlefield Debris

Battlefield debris is difficult terrain. Unless otherwise stated, a model in cover behind difficult terrain has a 5+ cover save. In addition, some battlefield debris has additional rules, which are either detailed below or on its terrain datasheet.

Ammunition Dump

A supply of ammunition is always welcome in a fight – especially when you hear the dreaded ‘dead man’s click’ of an empty magazine.

Any model within 2" of an ammunition dump can re-roll To Hit rolls of 1 in the Shooting phase.

Barricades and Walls

Barricades and walls can be hastily assembled obstacles or the remains of once proud structures.

A model in cover behind a barricade or wall has a 4+ cover save. Models that are in base contact with a barricade or wall are treated as being in base contact with any enemy models who are directly opposite them and in base contact with the other side of that barricade or wall. Units charging an enemy that is behind a barricade or wall count as charging through difficult terrain.

Comms Relay

A working comms relay can be crucial to the coordination of reserves, and therefore to a swift victory.

Any player with an unengaged model within 2" of a comms relay can re-roll Reserves rolls.

Craters

The aftermath of heavy shelling and orbital bombardments, impact craters provide protection to those sensible enough to seek it.

Models in crater terrain have a 6+ cover save, regardless of whether or not they are 25% obscured. If a unit Goes to Ground, then models from the unit that are in crater terrain gain +2 to their cover save rather than +1.

Defence Lines

Defence lines are armoured shield sections that link together to form makeshift fortresses.

A model in cover behind a defence line has a 4+ cover save. If a unit Goes to Ground, then models from the unit gain +2 to the cover save from the defence line rather than +1. Models that are in base contact with a defence line are treated as being in base contact with any enemy models who are directly opposite them and in base contact with the other side of that defence line. Units charging an enemy that is behind a defence line count as charging through difficult terrain.

Fuel Pipes

Promethium relay pipes are such a common sight in the 41st Millennium that weaponspecialists have long since learned how to tap into their release valves and siphon off a fraction of unrefined fuel to intensify the fury of their flame-throwers. Promethium relay pipes can also serve as effective cover from incoming weapons fire, though sheltering behind pipes filled with highly flammable liquids can sometimes have unfortunate side effects…

With the exception of vehicles and monstrous creatures, a model in cover behind a fuel pipe has a 4+ cover save. However, each time a unit successfully makes this cover save on the roll of a 6, immediately roll a further D6. On a roll of 1, the shot has caused an explosion and the unit that made that cover save immediately suffers an additional D6 Strength 4 AP5 hits with the Ignores Cover special rule. These additional hits use Random Allocation, and vehicles are hit on the armour facing nearest to the Promethium Relay Pipes.

Gun Emplacements

Though once abandoned to the tides of war, this gun battery still functions and will serve the cause of carnage once again.

A model in cover behind a gun emplacement has a 4+ cover save. One non-vehicle model in base contact with a gun emplacement can fire it instead of firing its own weapons. A model that fires a gun emplacement has the Relentless special rule for that shooting attack.

A gun emplacement can be shot at and attacked in close combat. It is hit automatically in close combat and has the following profile:

M WS BS S T W I A Ld Sv
Gun Emplacement - - - - 7 2 - - 3+

Imperial Statuary

The cold and noble gaze of this ancient hero inspires determination in those who have it not.

A model from the Armies of the Imperium that is within 2" of Imperial Statuary terrain has the Fearless special rule. A model in cover behind Imperial Statuary has a 3+ cover save.

Rubble

Detritus of battles past litters the ground – twisted metal and shattered ceramite that can be used as cover, if the conflict is desperate enough.

Models in rubble terrain have a 4+ cover save, regardless of whether or not they are 25% obscured.

Tanglewire

Deployed primarily to deter infantry assaults, the barbed coils of tanglewire can prove fatal to fighters who don’t watch their step.

Tanglewire is dangerous terrain. A model in cover behind tanglewire has a 6+ cover save.

Tank Traps

These obstacles allow all but vehicles to pass by unhindered.

Tank traps are impassable terrain to non-Skimmer vehicles, dangerous terrain to Bikes, and open ground for other units. A model in cover behind a tank trap has a 4+ cover save.