I’ve been thinking about how to categorize terrain in B&P. Here’s the current thoughts: ## Terrain types ### Object - Height (int): how high is it (this might vary along the piece, and is a product of the actual modelling). Moving over a 1” or so piece of object cover gives you a -1” movement penalty, including to units with Scouts! - Cover (Enum: none/light/hard): just what it says. - Climbable (bool): If an object is climbable, then its height defines how hard a climb that is (unequipped at 4” or less, requiring equipment at 4”–8”). ### Area - Rough (bool): does it give a penalty to movement? - Cover (Enum: none/light/hard): just what it says. - Visibility (Optional(int); if not playing with optional rules, and this is not None, this Area blocks Line of Sight _through_ but not _into_. Otherwise, Line of Sight extends no more than the Visibility value. ### Structure - Access points (List(AccessPoint); each access point is a move and shoot, shoot only, or loop (one-directional shoot mostly)) - Open-topped (bool): if it’s open-topped, certain rules interact with that: drilled units can be drilled in it, rain slows reloads still, etc. - Multi-level access considerations: if you have to go up or down a level by stairs, that’s standard movement. By ladder? That’s a climb action. - Cover (Enum: light/hard/superior): not much has superior cover, but Stone Tower Forts are real and they can hurt you. ## Terrain type examples Beach (area) - Rough - No cover - No Visibility reduction Rope bridge (object) - Not rough - No cover - You can cut it! Take a Repair action and if you succeed, the bridge is destroyed and impassable. (This uses the Repair action so that a Carpenter can command it, and give a bonus to it, even though the intent is destructive.) Wheat field (area) - Rough - Light cover - No Visibility reduction (LoS can go right over it!) Frigid stream (area) - Rough - No cover - No Visibility reduction - Any unit that spends any part of an activation in this terrain (including moving through it without stopping in it) must roll a Fatigue test on one die. ## Terrain I want to make - Fences - Coastlines - Rivers - River ford - Roads - Piers - Houses - Bridge - Watchtower - Cannon emplacement breastworks - Palisades - Pallisade gate - Well - Hayrick - Wagon - Barrels - Church - Tavern - Smithy - Shoals (flat plasticard with very very thinned down paint, sprinkle salt?) - Campfire - Tents