Game Specific Rules - MMP Gamers Archive
Game Specific Rules - MMP Gamers Archive
Game Specific Rules - MMP Gamers Archive
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Canadian Crucible: Brigade Fortress at NorreyTerrain Effects ChartTerrain Effects on Movement and CombatTerrain Height Combat Foot Tracked WheeledOpen - Open 1 1 1 2Forest 20m Partly Protective 1 3 5Orchard 10m Partly Protective 1 2 3Buildings 5m Partly Protective ot ot otVillage 10m Protective 1 2 2North Mue - Billiard ALL P PSouth Mue - Billiard +1 +2 +4Bridge - Billiard 2 0 0 0Hedgerow 5m Partly Protective 3 +2 P PContour Line - ot +1 +1 +1Intermediate Contour - ot ot ot otPrimary Road - ot 1/2 1/3 1/3Secondary Road - ot 1 1/2 1/2Tertiary Road - ot 1 1 2Tree-lined Road - see 1.1c ot ot otRailway Cutting - Partly Protective 4 2 P PRailway Embankment 5m Open 5 2 2 PRailway - ot ot ot otPond Hexside - ot P P PTunnel - Partly Protective 6 ot ot otEntry Hex - ot ot ot otot = Other Terrain.Notes:1) A-Targets treat Open as Partly Protective for spotting, see CC 1.1d; all targets treat Open as Partly Protective for spotting and Low-Trajectory Fires through adjacentHedgerow hexside, see CC 1.1i.2) Bottleneck feature (see TCS 4.01 20.1c)3) Hedgerow/road is Bottleneck feature (see 1.1i and TCS 4.01 20.1d)4) For A-targets only, see CC 1.1f.5) Vehicles treat as Billiard Table, see CC 1.1g.6) Bottleneck feature (see CC 1.1h and TCS 4.01 20.1d)Page 24Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108© 2013 All Rights Reserved.