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