Terrain

Plains: Plains make up most of the world and are the basic terrain type. Units gain no particular bonuses or penalties while on plains.

Hills: Not quite as unforgiving as mountains, hills offer a defensive bonus to any unit that remains stationary on it during the move phase. If a unit remains atop a hill and has not moved this turn they receive a +1 defense bonus from their advantageous position. Some units gain special bonuses while on a hilly hex.

Mountains: Mountains are impassable to most units that cannot fly. Units that can fly may end their turn on a mountain hex, hovering in midair. Fliers engage in direct combat in mountains normally. Scouts may move onto mountains, but must immediately end their move there. If a unit loses it’s ability to fly while over a Mountain hex, they immediately land, taking no damage. They cannot move off of the Mountain hex without assistance from an ability that would allow them to fly again, or from a Scout army.

Forests: Forests are densely packed with with trees which make movement difficult and create a thick canopy overhead. This has several effects: Units in a forest are immune to indirect combat. Flying units cannot land or take off. If a flying unit flies into a forest hex it is treated like a mountain or cliff, and hovers above the canopy. If a flying unit moves into a forest it cannot fly until it is no longer in a forest hex. Two hovering units in the same hex engage in combat normally. Indirect combat can be initiated against hovering flyers within range. Moving into a forest hex drops your remaining move to 1 if it was higher than 1, unless the hex contains a road.

Roads: Roads can pass through forests and mountains, over hills and even bridge water. Roads increase overland movement but have no effect on flight. The first time a unit moves onto a road hex in their turn from an adjacent road hex, they immediately gain an extra bonus move.

Water: Water is impassable to all units that cannot fly. If a unit somehow finds itself on a ocean hex and cannot fly, it is immediately destroyed. The only exception to this is units benefiting from the Go For A Walk, Boys ability.

Volcano: Volcanoes are pits of lava and fire, and completely inhospitable to life. If a unit somehow finds itself on a volcano hex and cannot fly, it is immediately destroyed. The natural updrafts caused by a volcano’s heat are helpful to fliers, however, and Volcano hexes speed up their travel, granting them an immediate extra bonus move once a turn when the move onto a hex containing a volcano. Multiple volcano hexes do not provide multiple bonus moves. Volcanoes are impassible to non-fliers.

Strongholds: Strongholds are the castles, keeps and forts of your kingdom. When no other units are present a stronghold has the following stats: +0 attack, +1 defense, 0 move, 40HP, immune to indirect combat, immune to Autokill. When a unit starts its turn in a stronghold and doesn’t move, the stronghold confers a bonus of +1 to defense and immunity to indirect combat, immunity to Prey, and raises it’s HP to a maximum of 40 (Granting it HP equal to the difference). A stronghold can contain an army, commander, or both. Strongholds generate 3 resources per turn, and can hold a maximum of 10 resources. A damaged stronghold confers less HP in direct proportion to the damage.

Many spells are more effective if cast while stacked with a Stronghold. Strongholds override any terrain that they are placed on, and also count as roads, if they are adjacent to any road hexes.

Capitals: Capitals are a sort of Stronghold that players with Royal Rulers can designate. A Capital has the following stats: +1 attack, +2 defense, 0 move 40 HP, immune to indirect combat, immune to Autokill. When a unit starts its turn in a Capital and doesn’t move, the capital confers a bonus of +1 attack, +2 to defense and immunity to indirect combat, immunity to Autokill, and raises it’s HP to a maximum of 40 (Granting it HP equal to the difference). A capital can contain an army, commander, or both. Capitals generate 4 resources per turn, and can hold a maximum of 10 resources. A damaged Capital confers less HP in direct proportion to the damage.

Many spells are more effective if cast while stacked with a Capital. Capitals override any terrain that they are placed on, and also count as roads, if they are adjacent to any road hexes.

Graves: Graves represent hexes where large battles have occurred in the past. If left unoccupied, a grave have a 25% to generate an uncontrolled Zombie unit that will attack units in its range. Necromancy can be cast while standing on a Grave. Graves are infinite use. Graves may be created by GM discretion if large battles occur in the same location frequently.

Terrain

TactHex Revised Ananvil Ananvil