battlefield-terrain
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battlefield-terrain [2025/09/19 09:27] – [WALLS] fantasyadmin | battlefield-terrain [2025/09/21 18:09] (current) – [FIRE DAMAGE] fantasyadmin | ||
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attacker. | attacker. | ||
- | ==== HEDGES | + | === HEDGES === |
Agricultural hedges are usually thick and difficult | Agricultural hedges are usually thick and difficult | ||
Line 393: | Line 393: | ||
if they rout the attacker. | if they rout the attacker. | ||
- | ==== FENCES | + | === FENCES === |
Fences used to delineate property or contain | Fences used to delineate property or contain | ||
Line 408: | Line 408: | ||
FANTASY WARLORD supplement BESIEGED. | FANTASY WARLORD supplement BESIEGED. | ||
+ | ==== IMPASSABLE TERRAIN ==== | ||
+ | |||
+ | This includes such things as cliffs, deep chasms or | ||
+ | canals. If you wish to include such terrain on your | ||
+ | battlefield it must be designated and agreed by all | ||
+ | players before the battle commences. Players should | ||
+ | note that canals and chasms can be crossed if a | ||
+ | suitable bridge is provided. | ||
+ | Some terrain is impassable for certain types of | ||
+ | units and not to others. For instance, some race's | ||
+ | cavalry cannot ride through woods or negotiate | ||
+ | walls. For these differences, | ||
+ | the Profile Sheets. | ||
+ | |||
+ | ==== ROADS ==== | ||
+ | |||
+ | Roads provide no cover but ease movement across | ||
+ | difficult terrain. If a unit is in column and following a | ||
+ | road, it treats all terrain as being clear, regardless of | ||
+ | the nature of the terrain it is actually passing | ||
+ | through. Bridges are treated exactly like roads, but | ||
+ | fords do hinder troop movement (see Rivers above). | ||
+ | If a road crosses usually impassable terrain, then | ||
+ | units are free to use it to pass that terrain. For | ||
+ | instance, a road may penetrate a cliff face. | ||
+ | An additional benefit of roads is that troops formed | ||
+ | in column, following the road, do not need to take an | ||
+ | Order Test in phase two of the game turn (unless of | ||
+ | course they want to leave the road and are | ||
+ | unbrigaded, or without a character commanding | ||
+ | them). This is because even the dimmest troll can | ||
+ | understand an order to " | ||
+ | kill anything that does not have green skin." | ||
+ | |||
+ | ==== BUILDINGS ==== | ||
+ | |||
+ | In these rules buildings represent domestic | ||
+ | dwellings or farm buildings. Castles, towers, | ||
+ | fortified manors, hill forts and other fortifications | ||
+ | will be covered in the FANTASYWARLORD supplement | ||
+ | BESIEGED. | ||
+ | |||
+ | ==== TROOPS INSIDE OR BEHIND BUILDINGS ==== | ||
+ | |||
+ | Troops inside buildings are concealed from the | ||
+ | enemy until they use missile fire, emerge or are | ||
+ | detected by enemy troops who move up to either the | ||
+ | building' | ||
+ | any). | ||
+ | |||
+ | Units concealed behind buildings are kept off the | ||
+ | table until they move out of hiding or are spotted by | ||
+ | the enemy. Remember that if the enemy has a flying | ||
+ | creature at Flight Height, units behind buildings | ||
+ | will be automatically spotted. However, the units | ||
+ | inside will only be spotted if the building has no roof; | ||
+ | if it does have a roof the flying unit will need to land | ||
+ | and investigate the building in the way mentioned | ||
+ | above, to discover if any enemy soldiers are inside. | ||
+ | |||
+ | Only foot soldiers of troll size or smaller can | ||
+ | occupy a building. Only as many troops as fill the | ||
+ | ground floor area of a building can be placed inside it. | ||
+ | If you cannot physically hide your figures inside the | ||
+ | building, then remove them from the table and | ||
+ | record their position on a sketch map. If only a | ||
+ | portion of a unit can enter a building, as long as the | ||
+ | figures outside remain in base-to-base contact with | ||
+ | the building, the units integrity is maintained. If | ||
+ | they do not the unit automatically becomes | ||
+ | disordered. If a regiment has figures both inside and | ||
+ | outside a building and either part of its force routs or | ||
+ | retires, then the entire unit routs or retires. | ||
+ | |||
+ | Troops are free to enter a building via the door or | ||
+ | windows shown on the model. To enter a building a | ||
+ | unit must be within 5 cm of it at the start of the turn | ||
+ | and have the order Break Formation. It will then | ||
+ | enter the building and reform inside. Movement | ||
+ | inside buildings is treated as movement across | ||
+ | broken ground. A unit can leave a building in three | ||
+ | ways. If it wishes to leave the building voluntarily it | ||
+ | must be given the order Break Formation and it will | ||
+ | then exit the building and reform outside. If it leaves | ||
+ | the building as a result of a rout or evade move, it | ||
+ | moves as if it were crossing broken ground and a wall | ||
+ | to exit the building. If it leaves the building as a result | ||
+ | of a pushback, it immediately becomes disordered. | ||
+ | |||
+ | Units armed with pikes must stack their pikes | ||
+ | outside a building before they can enter (this action | ||
+ | is assumed to take place when they are breaking | ||
+ | formation). If they are involved in combat while | ||
+ | inside the building, they fight as if they are armed | ||
+ | with their secondary weapon (should they possess | ||
+ | one) or with improvised weapons. When they re- | ||
+ | emerge from the building with the order Break | ||
+ | Formation, they are assumed to collect their pikes. If | ||
+ | they leave in any other way the pikes are deemed to be | ||
+ | lost for the rest of the battle. | ||
+ | |||
+ | Units armed with pikes cannot use that weapon to | ||
+ | attack enemy troops inside a building, but must | ||
+ | instead employ their secondary weapon for this | ||
+ | purpose. | ||
+ | |||
+ | Missile troops in a building only get rank bonuses | ||
+ | for firing per storey of the building they are | ||
+ | occupying. In addition, only those figures in base to | ||
+ | base contact with the side of the building they are | ||
+ | firing through, are able to fire. They can do this | ||
+ | regardless of the number of doors or windows in that | ||
+ | wall, as it is assumed they will poke holes through | ||
+ | the walls and thatch. | ||
+ | |||
+ | ==== COVER FROM BUILDINGS ==== | ||
+ | |||
+ | Troops inside buildings receive the benefit of the | ||
+ | heavy cover modifier when they are being fired on. | ||
+ | |||
+ | Combat in buildings can only be initiated by | ||
+ | attacking units moving into base-to-base contact | ||
+ | with the building' | ||
+ | circumstances the occupying troops receive the | ||
+ | benefit of heavy cover, while the attackers receive no | ||
+ | benefits at all. Attacking troops can only enter a | ||
+ | building when they achieve a pushback (see Chapter | ||
+ | 9: Combat) or if they force the defenders to rout or | ||
+ | retire. Once inside both attackers and defenders | ||
+ | receive the benefit of medium cover. | ||
+ | |||
+ | Troops defending buildings are not obliged to | ||
+ | leave the building if they achieve a pushback on the | ||
+ | attackers. They only follow up a pushback if they | ||
+ | want to. Nor are they obliged to make a pursuit move | ||
+ | if they rout the attacker. | ||
+ | |||
+ | ==== DEFENCE VALUES OF BUILDINGS ==== | ||
+ | |||
+ | Each door, wall and roof of a building has a defence | ||
+ | value. This value represents the amount of damage it | ||
+ | can absorb before it collapses. In most battles there is | ||
+ | no point in assigning values to buildings until | ||
+ | someone announces they want to start demolishing | ||
+ | them—as such activity rarely takes place. | ||
+ | |||
+ | When the defence value of a door has been reduced | ||
+ | to zero it is destroyed. When the defence value of a | ||
+ | wall has been reduced to zero it is assumed it has | ||
+ | collapsed, or in the case of attacking creatures that a | ||
+ | breach has been forced equal to their base size. When | ||
+ | the defence value of a roof has been reduced to zero it | ||
+ | is presumed it has collapsed or in the case of | ||
+ | attacking creatures, the attackers have hacked a | ||
+ | hole in it equal to their base size. | ||
+ | |||
+ | To find the defence value of any structure roll the | ||
+ | dice shown on the table below: | ||
+ | |||
+ | ^ Structure | ||
+ | | Dry stonewall | ||
+ | | Hedge | 2D4 | | ||
+ | | Fence | 1D4 | | ||
+ | | Stone/Brick Building | ||
+ | | Wood/Wattle Building | ||
+ | | Domestic Door/ | ||
+ | |||
+ | ==== DAMAGE TO BUILDINGS ==== | ||
+ | |||
+ | Only double handed weapons, polearms, fire, | ||
+ | magic or creatures of troll size or greater, can | ||
+ | seriously damage buildings. Weapons such as rams, | ||
+ | catapults and bolt-throwers will be covered in the | ||
+ | FANTASY WARLORD supplement BESIEGED. | ||
+ | |||
+ | Double handed weapons, polearms and large | ||
+ | creatures damage buildings by inflicting hits in the | ||
+ | same way troop casualties are normally calculated. | ||
+ | Magical weapons are treated slightly differently. | ||
+ | Dragon Fire and the spells Fire Ball, Lightning Bolt | ||
+ | and Blast of Flame will hit a building automatically | ||
+ | and if it is inflammable, | ||
+ | spells hit a building they cause three points of | ||
+ | damage on the first turn, four on the second, five on | ||
+ | the third, etcetera until they are extinguished or | ||
+ | have destroyed the target. Missiles of Fire and Blades | ||
+ | of Fire, if they hit a building, will also set it on fire. In | ||
+ | these cases treat the fire according to the fire damage | ||
+ | rules detailed below. The spell Minor Earthquake | ||
+ | will cause three D6 damage to any buildings, walls | ||
+ | etc. caught in its field, while the spell Earth Tremor | ||
+ | will cause one D6 damage. Tornadoes automatically | ||
+ | destroy any buildings, or those parts of walls, hedges | ||
+ | or fences in their path (see the spell for Tornado on | ||
+ | page 127), while whirlwinds cause two D6 damage to | ||
+ | the wall they hit (see the Failed Magic Table on the | ||
+ | Magic Sheet). | ||
+ | |||
+ | ==== FIRE DAMAGE ==== | ||
+ | |||
+ | Fire only damages buildings which are | ||
+ | constructed of inflammable material such as wattle | ||
+ | or wood or buildings with thatch roofs. Fire damages | ||
+ | an object at an ever increasing rate. Simply put this | ||
+ | means that on the first turn it causes one point of | ||
+ | damage and then in phase one of turn two, two | ||
+ | points, turn three, three points, then four points | ||
+ | etcetera, until the object is destroyed. | ||
+ | |||
+ | As soon as 50% of the object has been destroyed by | ||
+ | fire, any troops sheltering behind it or if it is part of a | ||
+ | building inside it, must either evacuate the building | ||
+ | or roll for casualties. Fire casualties are checked for | ||
+ | by rolling one D100 per figure. If the score is 51% or | ||
+ | over the figure is killed. If the figure is a character or | ||
+ | monster, instead of being automatically killed, it is | ||
+ | assumed to have received two wounds and must roll | ||
+ | for these on its hit table. Casualties are rolled for in | ||
+ | phase one of every turn thereafter, that the unit, | ||
+ | character or monster remains in the building. | ||
+ | |||
+ | === EXTINGUISHING FIRES === | ||
+ | |||
+ | Extinguishing a fire in the middle of a battle is | ||
+ | difficult but not impossible. | ||
+ | The easy way is to use Arcane Magic. The spell | ||
+ | Extinguish Fire will automatically put out the fire in | ||
+ | any one building, while the spell Downpour will | ||
+ | extinguish any fires that fall within its area. | ||
+ | The hard way is to try and put out a fire by hand. To | ||
+ | extinguish a fire that may affect one of your units, it | ||
+ | must be given the order 'Break Formation, Fire'. In | ||
+ | phase eight of the turn roll one D100 for each figure | ||
+ | involved. On a roll of 50% or more one point of fire is | ||
+ | extinguished. If in one turn all the fire damage for | ||
+ | that turn is extinguished then the fire has been put | ||
+ | out. Otherwise it will continue to burn according to | ||
+ | its usual increasing rate until the building is | ||
+ | destroyed. | ||
+ | |||
+ | Units that are attempting to extinguish a fire, | ||
+ | count as being disordered if they are attacked in the | ||
+ | combat phase of the same turn, and their attacker | ||
+ | enjoys the Combat Modifier for a Flank Attack. | ||
+ | When a fire is extinguished or the fire fighters | ||
+ | give up, they are automatically assumed to reform | ||
+ | into their original formation, at no movement | ||
+ | cost. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | [[missile-fire|CHAPTER 8. MISSILE FIRE]] |
battlefield-terrain.1758266868.txt.gz · Last modified: 2025/09/19 09:27 by fantasyadmin