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IM P A S S A B LE T ER R A IN

ADDITIONAL TERRAIN RULES


Impassable terrain represents buildings, high walls, wrecked
Adding terrain to the battlefield presents unique gameplay vehicles, deep chasms, and other major impediments.
challenges and opportunities. Just about anything can be used
as terrain, from model train trees to wooden blocks and other What is considered impassable terrain varies from mini to mini.
toys. Many players even build their own custom terrain from Trooper minis treat anything higher than the height of their
craft supplies. mini to be impassable terrain, while vehicles treat anything
higher than half the height of their mini as impassable terrain. A
The terrain rules in this section are designed to accommodate unit cannot perform a standard move or a reverse during which
the kind of custom-built terrain found on wargaming tables. it would overlap impassable terrain.
However, for the purposes of STAR WARS: LEGION, all that
matters is that players agree on which terrain to use and the While units cannot move through impassible terrain, trooper
rules governing that terrain before playing the game. units can often climb or clamber onto it, provided there is
a flat surface to place them on, and some units often ignore
This process is quite easy, as players simply need to define the impassable terrain of a certain hight entirely, due to specific
cover type and movement difficulty for each piece of terrain keywords, allowing them to be placed on top of the terrain or
they have selected for the battlefield. This section includes rules move past it.
for common terrain types, but players are free to expand or
modify these rules as needed.
TE RR A I N T Y PES
C OVE R T Y P E This section details many of the most commonly available pieces
of terrain, but it is by no means comprehensive. Therefore,
Whether or not a piece of terrain provides cover varies from the rules and tables herein are presented as guidelines rather
miniature to miniature. As a general rule, terrain that blocks than hard-and-fast rules. Ultimately, players should decide
line of sight to half or more of a mini placed directly behind it for themselves what they wish their battlefield to represent,
can provide cover to that mini, while terrain that blocks less adapting these rules as appropriate for their available terrain.
than half of a mini does not. These terrain determinations
should be made before the game; while playing the game, cover
is resolved according to the rules on page 8. AREA TERRAIN
Terrain either provides no cover, light cover, or heavy cover,
depending on its characteristics. Terrain that completely blocks The most common type of terrain on the battlefield, area terrain,
line of sight always provides heavy cover. includes woods, tall grass, rivers, and the ruined shells of blown-
out buildings.
Area terrain is unique in that it represents a zone of terrain, rather
MOVE M E N T D I F F I C UL TY than individual objects or pieces of terrain. When determining
the size of area terrain, imagine a zone beginning at the bottom
Whether or not a piece of terrain impedes movement varies edges of the terrain and extending straight upward to a point
from unit to unit. parallel with the highest physical feature of the terrain. This
creates a three dimensional, often cylindrical, zone that is effected
OP E N TE R R A I N by the area terrain. Any attacks made that fire through or into this
zone, even if line of sight is not physically blocked by a feature of
Open terrain is the part of the battlefield that is relatively free this terrain, are subject to the effects of the area terrain.
from obstruction, such as open ground, grassy meadows, and
It is easy to determine the boundaries of area terrain if it is
flat sandy beaches. Most of the battlefield will generally be open
mounted on a base of its own, dotted with decorative terrain
terrain. Open terrain neither blocks nor impedes movement.
elements (such as trees) that can be removed to accommodate the
movement and placement of minis.
Rules Reference

D IF F IC U L T T E R R A I N Terrain Cover Trooper Ground Repulsor


Difficult terrain is anything that impedes but does not Type Movement Vehicle Vehicle
completely block movement, such as craters, rubble, or woods. Movement Movement
Troopers moving over barricades or up a steep but low hill also Shallow Water None Difficult Difficult Open
suffer the effects of difficult terrain. Deep Water None Impassable Impassable Open
A unit that begins a move, moves through, or ends a move Tall Grass Light Open Open Open
with any of its minis in difficult terrain has its maximum speed Sparse Light Open Open Open
reduced by 1, to a minimum of 1. Woods/Jungle
The effect of difficult terrain is not cumulative with itself. A unit Ruins Heavy Difficult Difficult Difficult
cannot reduce its maximum speed below 1 by moving though
Dense Heavy Difficult Difficult Impassable
multiple pieces of difficult terrain. Woods/Jungle
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