Fire and Fury Variable Terrain Table
Marker ID | Open Ground | Field | Wood | River | Slope |
---|---|---|---|---|---|
1 | Ditches* Lose 25 % Cav |
Rough Trenches** +3 |
Rough +1 Breastworks** +2 |
Impassable | Impassable |
2 | Sunken Road* +1 Defending |
Rough Breastworks +2 |
Rough +1 Defending |
Impassable | Steep +2 Defending |
3 | Rough | Rough Sunken Road* +1 |
Rough +1 Defending |
Impassable | Steep +1 Trenches +3 |
4 | Rough | Rough Stone Wall +1 |
Rough +1 Defending |
Impassable | Steep +1 Breastworks +2 |
5 | – | Stone Walled +1 Defending |
Rough +1 Defending |
Impassable | Steep +1 Defending |
6 | – | Rough | Rough +1 Defending |
Impassable | Steep +1 Defending |
7 | – | Rough | Rough +1 Defending |
Ford +1 Defending |
Steep +1 Defending |
8 | – | – | Rough +1 Trail*** |
Ford +1 Defending |
– |
9 | – | – | – | Ford +1 Defending |
– |
10 | – | – | – | Ford +1 Defending |
– |
11 | – | – | – | Ford +1 Defending |
– |
12 | – | – | – | Ford +1 Defending |
– |
The first unit of an army to move into an unknown terrain marker scouts it. Artillery und charging cavalry units never scout, they blunder into terrain as they uncover the marker. Artillery blundering into impassable terrain is immobilized for the rest of the game, it will be captured by the player who holds the battleground victoriously. Charging cavalry blundering into impassable terrain immediately loses 25 % percent of its strength und recoils to the perimeter of the impassable terrain area. * Ditches und sunken roads immediately inflict 25 % casualties on charging cavalry blundering into them. The unit may recoil beyond enemy musketry range, or complete it’s charge move in disorder, counting the terrain casualties as negative modifiers in melee. ** Breastworks und trench lines are thought to occur naturally or to have been left behind by another unit. The lines are long enough to hold D6+6 stands. If the lines are discovered inside fields or woods, assume that they are on the perimeter of the terrain area, immediately opposite the marker, und in the direction of facing of the discovering unit. Do not deploy works hidden inside fields or woods on the table, until the enemy scouts or blunders into them. Breastworks or trench lines found on a slope are centered on the marker und faced downhill by the discovering player. *** Trail: The unit finds a new trail or road through the woods. The road crosses the point where the marker was found. Roll a D6+6 to determine the clock position of one road exit, then roll 2D6 to determine the second exit. Example: A unit enters a wooded area und discovers a trail there. The first D6 result is 3, followed by a D6 result of 2 modified by + 6 = 8. Assuming that woods are often round or oval in shape, the road enters the wooded area at 3:00 o’clock und exits at 8:00 o’clock. There is a turn in the road where the marker was located. The two road exits must not be closer together than three hours on the clock face, roll the D6+6 again if necessary. Alternatively, if the woods are located between two farms or built-up areas, add a road which connects these places. |