Additional Terrain Keywords

By JasonGlass, in Runewars Miniatures Game

The terrain keywords in the core set are a great start, but for those of us with well established collections, we could use some more. For instance, the rules currently treat terrain features as being approachable from all sides, but some features, such as houses or hills with inaccessible cliffsides, need an extra keyword. Here's my attempt:

Access Point: A unit cannot enter or exit this terrain unless it is touching the terrain's access point, as shown by the red highlight on the terrain's card. If a unit occupying this terrain is forced to exit, but there is no space to do so, the unit does not move and instead receives a number of wounds equal to the speed it would have moved.

Example: A tray of Daqan spearmen occupy a stone cottage with a narrow access point. The reanimates engaged with the spearmen trigger a Flee in Terror morale test. Because the spearmen cannot exit the house, they suffer 2 wounds, equal to the speed at which they would have been forced to move.

Useful for buildings and hills with partial cliffsides.

Here are others whose uses should be obvious.

Passable: Units touching but not occupying this terrain may move through it as it was not there, provided this terrain is not currently occupied, and that when they complete their move they have cleared this terrain and do not collide with another obstacle.

Useful for short obstacles such as low walls or fences that could be easily moved over.

Destructible X: This terrain must have a capacity of 0. Units touching this terrain may make a melee attack against it as if it was an enemy unit. This terrain's defense value is X, and its wound threshold is 1.

Useful for gatehouses or minor obstacles.

Edited by JasonGlass

Interesting direction to go with things. I doubt we'll see anything like the access point in the official rules; I think they're going for a less realistic feel in favor of keeping things simpler, and you'll be able to enter a cottage from any side (with the assumption that your guys walked around to the front). Not sure I see any of these keywords (or something similar) ending up in the official game. But time will tell, and in the mean time, if you find them fun, enjoy. :D

Who needs doors if you are a Rune Golem :lol:

I do like those additional Keywords.

3 hours ago, Zetan said:

Interesting direction to go with things. I doubt we'll see anything like the access point in the official rules; I think they're going for a less realistic feel in favor of keeping things simpler, and you'll be able to enter a cottage from any side (with the assumption that your guys walked around to the front).

I agree. Really, the only one I know I'll use for sure is Passable. I have a fair number of low walls/fences that don't make sense as obstructions. With Passable they'll slow units down by making them stop, then use another action to move on, which seems perfect.

Thank you for providing our first Home Rule (to be used only if both parties agree), and only in my buddies garage.

Passable: Units touching this terrain type must halt their move, unless modified by a Charge action, but then receive a Stun Token if the charge is successful. (this will represent the wall hindering a charge)

38 minutes ago, JasonGlass said:

I agree. Really, the only one I know I'll use for sure is Passable. I have a fair number of low walls/fences that don't make sense as obstructions. With Passable they'll slow units down by making them stop, then use another action to move on, which seems perfect.

Seems like a fine use of them. You could also put them in a circle and treat it as one big piece of terrain (much like the Crumbling Wall one from the box) but if you like having them in a line, that seems a fine enough way to rule it. Maybe also rule that line of sight can be traced through them, but if you're tracing line of sight through a wall targeting a unit touching that wall, that unit gets +1 Defense (much like standing inside a fortified terrain element).

5 minutes ago, Zetan said:

Seems like a fine use of them. You could also put them in a circle and treat it as one big piece of terrain (much like the Crumbling Wall one from the box) but if you like having them in a line, that seems a fine enough way to rule it. Maybe also rule that line of sight can be traced through them, but if you're tracing line of sight through a wall targeting a unit touching that wall, that unit gets +1 Defense (much like standing inside a fortified terrain element).

Ah, good point. A terrain piece with 0 capacity wouldn't provide cover but would totally block LOS, which wouldn't fit. You'd need something like -

Protective: This terrain does not block line of sight, but if a unit traces its line of sight through this terrain, its target adds 1 to its defense value.