Terrain Rules
Elevation, cover, hazards, and line of sight modifiers.
"The ground takes sides. Learn which side it’s on before you bleed for it."
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Common Terrain Types
- Open Ground: no modifiers
- Cover/Rubble: +1 Defense vs ranged; may be difficult terrain
- High Ground: +1 to attack vs targets below; better line of sight
- Forest/Obscuring: blocks sight lanes; grants stealth benefits
- Hazards (Lava, Toxic, Void): damage at start/end of turn; may add Heat or Taint
Movement & Cost
- Open: normal cost (per class)
- Difficult: +1 SP per hex (unless ignoring terrain)
- Impassable: cannot enter (unless ability states otherwise)
Line of Sight
- Blocked by solid obstacles and some terrain types
- Partial cover may impose accuracy penalties or grant Defense
- Facing matters: rear/side arcs still apply when visible
Scenario pages may define additional terrain keywords. Use those specifics when present.
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See also: Range & Line of Sight, Proving Grounds, Reliquary Ruins