moif
Bayonet - Terrain
Terrain Types
When different terrain types are combined, only the most extreme effects apply.
Combat Factor Modifiers can be additive to ±3.
Barriers 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.
Buildings 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.
Cliff 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).
Door (locked) 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.
Door (reinforced) As Door, but:
Resistance to STR is 8 - 10, 11 - 13 or 14 - 16, etc.
Corresponding Combat Factor is +1, +2 or +3, etc.
Door (secret) 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.
Door (unlocked) 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.
Upto 3 can help on both sides (reducing resistance by -1 each), (or simply add the STR modifiers together on each side).
Doorway 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.
Frozen River / Lake Rough.
Visibility unlimited.
Gentle Slope / Riverbank 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).
Gullies / Pits / Foxholes 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.
Heavy Vegetation May be with individual tree trunks.
Difficult for most figures, possibly Rough or even Good for tracked AFVs.
Visibility 2, figures can be concealed.
Hedges 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.
Hills May be associated with other terrain types.
Visibility 12 on a convex slope, a Ridgeline blocks line of sight, figures can be concealed.
Individual Large Rocks / Rough, Difficult (usually) or Impassable. Possibly worse for Vehicles and AFVs.
Stone Walls 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.
1 m 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.
Individual Large Trees 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 1 m 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.
Loophole 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.
Marsh Difficult for most figures, Impassable for Vehicles and AFVs.
Visibility 6.
Muddy / Soft Ground Difficult for most figures, Impassable for wheeled Vehicles and AFVs.
Visibility unlimited.
Passage 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.
Potholes Difficult for most figures, Rough (or Good) for tracked AFVs.
Visible at 6.
Ridgeline 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.
Rocky / Broken Ground Difficult for most figures, Impassable for Vehicles and wheeled AFVs.
Visible (at) 6.
Scrub / Brush / Reeds Difficult for most figures, Good for tracked AFVs.
Visibility often 6.
Snow Difficult for most figures, Impassable for Vehicles and wheeled AFVs, Rough for tracked AFVs.
Visibility unlimited. Tracking can be easier.
Squeeze (Cave / Duct) 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.
Steep Slope / Rooftop 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).
Steps 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.
Stream / River / Water 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.
Tents 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.
Walls / Bulkheads, etc. 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.
(Barbed) Wire Difficult, Impassable for Cavalry (although, possible to Jump), Rough for Vehicles and wheeled AFVs, Good for tracked AFVs.
Woods With individual tree trunks.
Good, Rough (usually) or Difficult.
Visibility often 6, troops can be concealed.