ESPECIALIDAD: EQUIPO MEDICO
97 FILTRO CAMARA DE ACERO INOXIDABLE F-100 (10666) P/AUTOCLAVE FEHLMEX AZTECA
Very seldom is the battlefield for a scenario composed of nothing but clear, flat ground. The presence of other physical features, known collectively as "special terrain," can have a significant impact on the outcome of a battle. Special terrain af- fects the movement of units as specified here; it can also affect combat, as ex- plained in Chapter 5.
A unit must be in irregular formation before it can move in or through special it is moving along a road or trail that cuts through the spe- cial terrain. After emerging from spe- cial terrain onto clear, open ground, a unit can reassume regular formation (if it is otherwise able to do so) for the standard movement cost of 3".
Movement costs for various types of special terrain are applied to changes in facing and frontage as well as to normal travel. For example, in accordance with what is given below, the cost for an in- fantry unit to change frontage in light woods is 3" per 2 figures instead of 2"; a special unit making a left face turn on rough/rocky ground must use 8" of movement instead of 4".
Rout movement, phase 1. A unit of orcs has forced its way behind enemy lines, taking heavy losses along the way, and is now being engaged by elf pikemen.
Rout movement, phase 2. The orcs have been routed; they turn their backs to the elves and flee. By moving away from the elves at an angle, they can pass be- tween the other two enemy units.
LIGHT WOODS: Infantry units moving through light woods pay 3" of movement for every 2" (or fraction of 2") traveled through that terrain. Cav- alry units in light woods pay 2" per 1" moved.
Special units of cavalry size or larger cannot enter light woods; special units smaller than cavalry size are treated as
infantry (3" per 2" or fraction thereof). DENSE WOODS: Movement in dense woods is prohibited to all units except infantry. An infantry unit mov- ing through dense woods pays 2" for every 1" moved.
ELEVATION: Elevation increases on the battlefield are shown in 1" incre-
ments (10' in scale). Generally, a unit pays 2" of movement to climb 1" of ele- vation. A scenario may specify that a change of elevation in a certain area is a steep slope, requiring 3" (or more) for a unit to ascend instead of 2". Some changes in elevation may be too steep to negotiate, either ascending or de- scending, such as the face of a cliff. De- scending from a higher elevation to a lower one is done at no additional cost in movement (unless the particular rules for a scenario dictate otherwise). Note that the cost of movement while ascending a slope is cumulative with any other terrain costs that may apply; the cost for an infantry unit moving to a higher elevation within an area of light woods is 6" per 2" traveled.
SWAMP: Only infantry units can en-
ter a swamp. Each 1" of actual move- ment through swamp costs 3" of a unit's movement allowance.
DEEP WATER: This terrain feature
represents a stream, pond, lake, ocean, or other body of water having consider- able depth and/or a soft, mucky bot- tom. It is a body of water that cannot be waded through by troops, and move- ment into it is prohibited.
SHALLOW WATER: This represents
a body of water with a relatively solid bed (gravel or packed clay, not mud or quicksand), with water not more than shoulder-deep to creatures that might enter it. Any type of unit (infantry, cav- alry, or special) can move through shal- low water at a cost of 3" per 1" moved. The depth of any body of water should be indicated in the setup infor- mation for a scenario. It is quite possi- ble that a pool would be deep water to human (and similar-sized) troops, but shallow water to ogres and giants (large troops).
OBSTACLES: Obstacles include bar-
riers such as walls, fences, hedges, gul- lies, and ditches. It usually costs 4" of movement to cross an obstacle, though some scenarios might specify different amounts (6" for a deep, muddy ditch, for example). Any type of unit (infan- try, cavalry, or special) can cross an ob- stacle, but the unit must assume irregular formation in order to do so.
ROUGH/ROCKY: This terrain rep-
resents jagged rock outcroppings, boulder-strewn fields, steep-sided gul- lies, and other irregular features. Cav- alry units cannot enter rough terrain,
Rout movement, phase 3. If the routed orcs don't rally immediately, they'll be a unit of archers has moved up to block the ores' only path of retreat.
and other units pay 2" per 1" of move- ment through such an area.
BRUSH/SCRUB: This terrain is com-
posed of shrubbery, moderately thick underbrush, and/or small trees. Any type of unit can move through brush at a rate of 3" per 1" traveled.
ROADS: A unit moving on a road
that runs through an area of light woods, dense woods, swamp, rough/ rocky ground, or brush/scrub does not suffer any movement penalties or re- strictions because of the special physi- cal features of the area; it is treated as clear, open terrain. The unit still pays the normal cost for moving uphill or for clearing an obstacle that lies in or across the road. A road may or may not in- clude a bridge that allows the path to continue over a body of water; if there is no bridge, a unit moving along the road must pay the normal cost for crossing the water (or may be pre- vented from traveling farther, if it is prohibited from moving through the water).
TRAILS: A trail is similar to a road.
But, because the path is narrower, a cavalry unit cannot move along a trail. (Large-sized or giant-sized figures may also be unable to benefit from a trail; the width of a trail and the largest fig- ures that can use it should be specified in the setup information for a scenario.)
Terrain Effects on Charges
A unit can charge through an area of special terrain, if it is able to move through the type of terrain in question and if all of the following conditions are met:
1. The target unit is not located in special terrain.
2. The charging unit can pay the movement cost of getting through the special terrain and still have enough movement left (including its charge bo- nus) to contact the target.
3. The charging unit, when it emerges from the special terrain, is at least as far away from the target as its minimum charge range.
Penalties (to the player) for miscalcu- lation or mismeasurement are assessed just as if the charging unit had been moving across clear, Hat terrain.
As noted earlier in the rules about performing a charge, a unit can cross an obstacle (fence, hedge, etc.) and still complete a charge, as long as the condi- tions given above are met. Note also that a unit attempting to cross an obsta- cle during a charge must make a suc- cessful charge initiation check in order to be able to proceed.
A unit cannot move uphill and charge in the same turn, even if it would have enough movement left after making the ascent to complete the charge. However, a unit can descend from a higher elevation to a lower one in the course of making a charge (unless the specific rules for a scenario dictate otherwise).