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