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• Open ground • Rock 4

 MOVEMENT:  MOVEMENT:
 OBSTACLE: no  OBSTACLE: yes
 3D ELEMENTS: none  3D ELEMENTS: none
 EFFECT: none  EFFECT: a unit in this area gains +1 range. For
attacks of range 1+, they gain +1 offence. In addition,
obstacles are ignored when determining whether a
• Polar target is visible or not.

 MOVEMENT:
 OBSTACLE: yes • Ruins
 3D ELEMENTS: none
 EFFECT: a unit that starts their activation in a polar  MOVEMENT:
area immediately suffers 1 wound. In addition, for  OBSTACLE: yes
the remainder of the turn, they can only carry out  3D ELEMENTS: 1 ruined column per area
one simple or one complex action and cannot use  EFFECT: a unit in this area gains +1 defence against
active or offensive powers. range 0 attacks.

• Rift • Stairs
 MOVEMENT:  MOVEMENT:
 OBSTACLE: no  OBSTACLE: no
 3D ELEMENTS: none  3D ELEMENTS: none
 5
EFFECT: tthis area has no effect on troop units  EFFECT: a unit in this area gains +1 range. For
and heroes. Divinities and monsters must not end attacks of range 1+, they gain +1 offence. In addition,
their activation in this area. They may only move obstacles are ignored when determining whether a
through this area along a path of skulls (see image target is visible or not.
below) and only if their movement stat is enough
to allow them to leave the area in the same acti-
vation. Divinities and monsters that walk or run • Swamp (aquatic)
through this area are not stopped by any enemy
units present.  MOVEMENT:
 OBSTACLE: no


3D ELEMENTS: none
EFFECT: units that walk or run into this area imme-
6
diately end their activation. A unit in this area can-
not walk and can run with a maximum movement of
1. In addition, they suffer -1 defence against attacks
of range 1+.
4
• Water (aquatic)
 MOVEMENT:
 OBSTACLE: no
 3D ELEMENTS: none
 EFFECT: active and offensive powers and talents of
units in this area are ignored.

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