Rivers

A river can help protect an army's flank or slow an enemy advance -- crossing points like fords and bridges often become crucial objectives in their own right. All rivers use the rules below.

Rivers and Line of Sight

For Line of Sight purposes, treat rivers as open terrain.

Rivers and Movement

The weight of the water makes it impossible to march through a river -- movement is otherwise unaffected.

Rivers and Combat

A unit at least partially in a river can never gain rank bonus -- the footing is too treacherous.

Bridges and Other Crossings

A bridge, ford, or similar crossing point is normally treated as open terrain, but only for a unit in a narrow enough formation to actually fit across it -- otherwise treat the whole unit as being in the river instead.

Examples of Rivers

A few examples of rivers follow, using the rules above unless stated otherwise.

Boiling Flood

Any model at least partially in a Boiling Flood at the end of any turn suffers a Strength 4 hit with no armour saves allowed. Models immune to Flaming Attacks are unaffected.

Necrotic Ooze

Necrotic Ooze counts as dangerous terrain for every model. A unit that moves through it also gains the Poisoned Attacks special rule until the end of the following player turn.

Raging Torrent

A Raging Torrent is dangerous terrain that causes a failed Dangerous Terrain test on a 1-2, instead of just a 1.

River of Blood

A unit that moves or charges through a River of Blood causes Fear until the end of the following player turn.

River of Light

When a unit enters a River of Light, it's immediately the target of a randomly chosen Light Magic spell -- automatically cast and impossible to dispel. If the spell has a choice of casting values, it's assumed to be cast at the lower one.


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