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Master Terrain List

(Including the FAQ 3.1, Revised, MoT, Garrison Pack, Wastelands & Legions RoP)

TM and Copyright 1999-2000 Fantasy Flight Publishing Incorporated, all rights reserved, used by permission.

- Terrain Disks -

Not every battlefield is the same. Terrain Disks (found in the Moon Over Thelgrim and The Wastelands expansion) are special kinds of Land Disks that affect the field of battle, each in its own way, as described below:

Cavern

Tunnels and caves criss-cross the subterranean regions. These winding caverns provide safety from surface attacks, but don't allow much room to maneuver. Flying Disks may never Activate to move into a Cavern Terrain. Disks in a Cavern Terrain may not be Ambushed. The Swashbuckler Skill is negated for all Disks in a Cavern Terrain. Disks in a Cavern Terrain may not be the targets of Archers that are not in the same Cavern Terrain.

Chasm

The Wastelands are pock-marked with treacherous chasms, gaping pits of darkness so deep they may truly be bottomless. Non-Flying Disks in a Chasm Terrain during the Remove Counters Segment are instantly destroyed.

Desert

Anyone can travel into the sun-baked deserts of Mennara, but only the fastest and strongest will survive to reach other side. Disks with Movement Values of 3 or less or Toughness Values of 3 or less must stop their movement when moving into a Desert Terrain.

Evil Temple

There are places of darkness so complete, entire regions are corrupted by their baneful taint. Evil Disks receive a +1 bonus to their Attack, Defense and Toughness Values when they are in an Evil Temple Terrain. Good Disks suffer a -1 penalty to their Attack, Defense and Toughness Values when they are in an Evil Temple Terrain. Neutral Disks in an Evil Temple are not affected.

Forest

The dense forests of the realm provide some safety to those passing through, but at a price. Disks must stop their movement when moving into a Forest Terrain. Disks beginning their movement in a Forest have their Movement Values reduced to 1. Disks in a Forest are immune to damage from all Missiles.

Good Temple

Oases of purity and tranquility, the vicinities surrounding certain temples are sacred ground. Good Disks receive a +1 bonus to their Attack, Defense and Toughness Values when they are in a Good Temple Terrain. Evil Disks suffer a -1 penalty to their Attack, Defense and Toughness Values when they are in a Good Temple Terrain. Neutral Disks in a Good Temple are not affected.

Lake

Not even the cleverest generals have found an efficient method of marching their troops across a large body of water; it is far safer to simply go around. Lake Terrain is an impenetrable obstacle to non-Flying Disks. Non-Flying Disks may never Activate to move into a Lake Terrain. Flying Disks may Activate to move through a Lake, but may never end their movement in it. Neither Flying nor non-Flying Disks may be moved into a Lake by Spells or other Disks' skills, attributes or Special Abilities.

 Mountain

Mountains have long been a natural barrier against ancestral enemies, and remain an effective (if temporary) deterrent to invasion. Disks must stop their movement when moving into a Mountain Terrain. Non-Flying Disks may not Activate to Attack Flying Disks that are in a Mountain Terrain. Disks in a Mountain Terrain cannot be caused to move by Spells, or by other Disks' skills, attributes or Special Abilities. A Mountain is a Barrier to Missile fire.

R'Karg Nest

Like many creatures of the Wastelands, the R'Karg feeds on magical energy, but will settle for non-magical morsels when it gets hungry. These enormous beasts are immobile when they reach maturity, and lie in wait for careless travelers who wander too close. Non-flying Spellcasters that are in a R'Karg Nest Terrain are instantly destroyed. During the Remove Counters Segment, each player may give an Instant Blow (3) to one Disk in, or within 3" of, each R'Karg Next Terrain Disk in play.

Ruins

Years of open warfare have left the landscape littered with the ruins of ancient towers and crumbling fortresses, each captured and recaptured as the factions battle for dominion. Archer Disks that are in a Ruins Terrain may add 6" to their ranges. All Disks in a Ruins Terrain receive a +2 bonus to their Defense Values. A Ruins Terrain is a Barrier to Missile fire.

 Scarred Valley

The aftermath of battle is not always physical; sometimes the very essence of a region can be devastated by the terrible magic wielded there. Disks in, or within 6" of, a Scarred Valley Terrain are immune to Spells. They may not be targets of Spells, nor may they Activate to cast Spells. This Terrain does not cancel the effects of Spells that pass through it (e.g., Fireballs), as long as those Spells do not stop in the Scarred Valley or within 6" of it.

Swamp

The murky swamplands are passable, but it takes precious time to slog through them. Non-Flying Disks must stop their movement when moving into a Swamp Terrain. Non-Flying Disks beginning their movement in a Swamp have their Movement Values reduced to 1.

Village

Disks attacking Disks that are in a Village Terrain receive -2 to their Attack Values. Archers targeting Disks that are in a Village Terrain fire -1 Missile.

- Terrain and Movement -

Note that a Disk does not have to be "touching" a Terrain to be considered "in" it. Rather, if any portion of the Disk is within the perimeter of the Terrain, it is considered to be "in" that Terrain. When a Disk first crosses this perimeter, it is said to be moving "into" the Terrain. Terrain is considered to be part of the playing surface, and not a separate Disk "layer."

...please e-mail SLDWeb master with any errors you find in this terrain list...