THE BATTLELANDS ****************************************************************************** _______ /D6 \ BRUSH / \ _______/ \_______ /C5 \ /E5 \ / \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / Bramble \ / Bramble \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / Bramble \ / Bramble \ / \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / \ / Bramble \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / Bramble \ / \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / Bramble \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / Bramble \ / \_______/ \_______/ \ / \ / \_______/ ***** Bramble **************************************************************** - Native: Gar Cyc Gor Beh Ser - A non-native character is slowed when entering a bramble hex. - A native character defending in a bramble has the strike-number needed to hit it increased by 1 if attacked by a non-native character. - A non-native character striking out of a bramble hex has its skill factor reduced by 1. - A native character defending in a bramble has the strike-number needed to hit it increased by 1 when it is the target of a rangestrike from a non-native character. - A non-native rangestriker loses a skill-factor for each intervening hex that contains bramble. Bramble in the rangestriker's hex has no effect on rangestrike, and the defender's hex is not considered an intervening hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ DESERT / Sand \ _______/ \_______ /C5 \ /E5 \ / \ / Sand \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / Sand \ / Sand \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / o\ / Sand \ / / \_______/ o\_______/ \_______/ \ /B3 \ o/D4 \ /F3 \ \ / \ o/ Sand \ /o \ \_o_o_o_/ \_______/ \_______/o \ /A2 \o /C3 \ /E3 o o \ / / Sand \o / v\ /o \ / / \_o_o_o_/ v\_______/o \_______/ \ /B2 \o /D3 v v \ /F2 \ \ / Sand \o / \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / Sand \ /o \ / \ / / \_______/o \_______/ \_______/ \ /B1 v v \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_v_v_v_/ \ \ /C1 \ o/E1 \o / o bottom of dune \ / \ o/ Sand \o / v bottom of cliff \_______/ \_o_o_o_/ \_______/ \ o/D1 \ / \ o/ Sand \ / \_______/ \_______/ \ / \ / \_______/ ***** Sand ******************************************************************* - Native: Lio Gri Hyd - Entry slows non-flying non-native creatures. ***** Dune ******************************************************************* - Native: Lio Gri Hyd - A native character adds two dice when striking down across a dune. - A non-native character loses one die when striking up across a dune. - A strike made across non-dune hexsides cannot carry-over up across a dune hexside. - A rangestrike may cross a single dune only if the rangestriker or target occupies the hex to which the dune is connected. - A rangestrike may cross two dunes only if the rangestriker and the target occupy those dunes' hexes. ***** Cliff ****************************************************************** - Non-flying characters may not cross cliffs. - Characters cannot strike across a cliff. - Adjacent characters separated by a cliff are not in contact with each other. - A rangestrike may cross a cliff only if the rangestriker is atop the cliff and the target is not at the base of the cliff, and vice versa. - A rangestrike may cross one cliff before or after any number of slopes provided the rangestriker or the target occupies the hex atop the cliff. - A rangestrike may pass through a character if the character is at the base of a cliff and either the rangestriker or target is directly atop it. ****************************************************************************** - Clarification: All hexes in the desert are at the same elevation. ****************************************************************************** ****************************************************************************** _______ /D6 \ HILLS / Level 1 \ _______/ \_______ /C5 \ /E5 \ / "\ /" \ _______/ "\_______/" \_______ /B4 \ /D5 " " \ /F4 \ / \ / \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / Tree \ / \ / / \_"_"_"_/ \_______/ \_______/ \ "/B3 \" /D4 \ /F3 \ \ "/ Level 1 \" / \ / \ \_______/ \_______/ \_"_"_"_/ \ /A2 \ /C3 \ "/E3 \" / / "\ /" \ "/ Level 1 \" / / "\_______/" \_______/ \_______/ \ /B2 " " \ /D3 \ /F2 \ \ / \ / "\ /"Tree \ \_______/ \_______/ "\_______/" \ /A1 \ /C2 \ /E2 " " \ / / \ / Tree \ / \ / / \_"_"_"_/ \_"_"_"_/ \_______/ \ "/B1 \" "/D2 \" /F1 \ \ "/ Level 1 \" "/ Level 1 \" / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / " bottom of slope \ /" "\ /" \ / \_______/" "\_______/" \_______/ \ /D1 " " \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ***** Plain ****************************************************************** - On the printed maps, differences in shade serve to distinguish different elevations, lighter shades being higher. However, since it is impractical to reproduce shades here, locations are labeled as "Level (number)" where higher numbers are higher elevations. All hexes not labeled in this manner are at Level 0 (except trees, which block line-of-sight at any level). - A rangestrike may pass through a character if it is at a lower elevation than both the rangestriker and the target. ***** Slope ****************************************************************** - Native: Ogr Lio Min Uni Dra Col - A non-flying, non-native character is slowed when moving up across a slope. - A native character adds one die when striking down across a slope. - A non-native character loses a skill-factor when striking up across a slope. - A rangestrike may cross one or two slopes only if the hex atop at least one slope is occupied by either the rangestriker or the target. - A rangestrike may cross three slopes if the rangestriker or the target is directly atop the first slope and the other is atop the third slope. - A rangestrike may cross a slope or slopes before or after crossing a cliff if the rangestriker or target occupies the hex atop the cliff. ***** Tree ******************************************************************* - Entry forbidden to all non-flying characters. A flying character cannot end his move in a tree hex. - Rangestrike may not pass through a tree hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ JUNGLE / \ _______/ \_______ /C5 \ /E5 \ / Bramble \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / Tree \ / \ / Bramble \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / Bramble \ / Tree \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / Bramble \ / Bramble \ / \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / \ / Tree \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / \ / Bramble \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / Bramble \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ***** Bramble **************************************************************** - Native: Gar Cyc Gor Beh Ser - A non-native character is slowed when entering a bramble hex. - A native character defending in a bramble has the strike-number needed to hit it increased by 1 if attacked by a non-native character. - A non-native character striking out of a bramble hex has its skill factor reduced by 1. - A native character defending in a bramble has the strike-number needed to hit it increased by 1 when it is the target of a rangestrike from a non-native character. - A non-native rangestriker loses a skill-factor for each intervening hex that contains bramble. Bramble in the rangestriker's hex has no effect on rangestrike, and the defender's hex is not considered an intervening hex. ***** Tree ******************************************************************* - Entry forbidden to all non-flying characters. A flying character cannot end his move in a tree hex. - Rangestrike may not pass through a tree hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ MARSH / \ _______/ \_______ /C5 \ /E5 \ / \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / Bog \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / Bog \ / \ / \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / Bog \ / Bog \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / Bog \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / Bog \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ***** Bog ******************************************************************** - Native: Ogr Tro Ran Wyv Hyd - Entry forbidden to non-native, non-flying characters. A flying non-native character may not end its move on a Bog hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ MOUNTAINS / Level 2 \ _______/ \_______ /C5 \ /E5 \ / Level 2 \ /"Level 1 \ _______/ \_______/" \_______ /B4 \ /D5 " " \ "/F4 \ / Level 1"\ /"Level 1 \ "/ Level 2 \ _______/ "\_______/" \_______/ \ /A3 \ /C4 " " \ /E4 \ / / "\ / Level 1 \ / Level 1"\ / / "\_______/ \_"_"_"_/ "\_______/ \ /B3 " " \ "/D4 \" /F3 " " \ \ / "\ "/ Volcano \" / Level 1 \ \_______/ "\_______/ Level 2 \_______/ \ /A2 \ /C3 " " \ /E3 \ / / \ / v\ /"Level 1 \ / / \_"_"_"_/ v\_______/" \_"_"_"_/ \ "/B2 \" "/D3 " " \ "/F2 \ \ "/ Level 1 \" "/ Level 1 \ "/ Level 2 \ \_"_"_"_/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 " " \ / / Level 1 \ /" "\ /" v\ / / \_"_"_"_/" "\_______/" v\_______/ \ "/B1 \v /D2 " " \ "/F1 " " \ \ "/ Level 2 \v / \ "/ Level 1 \ \_______/ \_"_"_"_/ \_______/ \ \ /C1 \" /E1 \ / v bottom of cliff \ /"Level 1 \" / "\ / " bottom of slope \_______/" \_______/ "\_______/ \ /D1 \ / \ /" \ / \_______/" \_______/ \ / \ / \_______/ ***** Plain ****************************************************************** - On the printed maps, differences in shade serve to distinguish different elevations, lighter shades being higher. However, since it is impractical to reproduce shades here, locations are labeled as "Level (number)" where higher numbers are higher elevations. All hexes not labeled in this manner are at Level 0 (except trees, which block line-of-sight at any level). - A rangestrike may pass through a character if it is at a lower elevation than both the rangestriker and the target. ***** Slope ****************************************************************** - Native: Ogr Lio Min Uni Dra Col - A non-flying, non-native character is slowed when moving up across a slope. - A native character adds one die when striking down across a slope. - A non-native character loses a skill-factor when striking up across a slope. - A rangestrike may cross one or two slopes only if the hex atop at least one slope is occupied by either the rangestriker or the target. - A rangestrike may cross three slopes if the rangestriker or the target is directly atop the first slope and the other is atop the third slope. - A rangestrike may cross a slope or slopes before or after crossing a cliff if the rangestriker or target occupies the hex atop the cliff. ***** Volcano **************************************************************** - Entry forbidden to all except Dragons. - Dragons add two dice (+ slope bonus) when striking from a volcano. - A Dragon in the volcano increases the strike-number of any rangestrike directed against it by 1. - A Dragon adds two dice to any rangestrike made from a volcano. ***** Cliff ****************************************************************** - Non-flying characters may not cross cliffs. - Characters cannot strike across a cliff. - Adjacent characters separated by a cliff are not in contact with each other. - A rangestrike may cross a cliff only if the rangestriker is atop the cliff and the target is not at the base of the cliff, and vice versa. - A rangestrike may cross one cliff before or after any number of slopes provided the rangestriker or the target occupies the hex atop the cliff. - A rangestrike may pass through a character if the character is at the base of a cliff and either the rangestriker or target is directly atop it. ****************************************************************************** ****************************************************************************** _______ /D6 \ PLAINS / \ _______/ \_______ /C5 \ /E5 \ / \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ****************************************************************************** ****************************************************************************** _______ /D6 \ SWAMP / \ _______/ \_______ /C5 \ /E5 \ / Bog \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / Tree \ / Tree \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / Bog \ / Bog \ / Bog \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / Tree \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / Bog \ / \_______/ \_______/ \ / \ / \_______/ ***** Bog ******************************************************************** - Native: Ogr Tro Ran Wyv Hyd - Entry forbidden to non-native, non-flying characters. A flying non-native character may not end its move on a Bog hex. ***** Tree ******************************************************************* - Entry forbidden to all non-flying characters. A flying character cannot end his move in a tree hex. - Rangestrike may not pass through a tree hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ TOWER / \ _______/ \_______ /C5 \ /E5 \ / \ / \ _______/ \_#_#_#_/ \_______ /B4 \ #/D5 \# /F4 \ / \ #/ Level 1 \# / \ _______/ \_#_#_#_/ \_#_#_#_/ \ /A3 \ #/C4 \ /E4 \# / / \ #/ Level 1 \ / Level 1 \# / / \_______/ \_#_#_#_/ \_______/ \ /B3 \ #/D4 \# /F3 \ \ / #\ #/ Level 2 \# /# \ \_______/ #\_______/ \_______/# \ /A2 \ #/C3 \ /E3 \# / / \ #/ Level 1#\ /#Level 1 \# / / \_______/ #\_______/# \_______/ \ /B2 \ /D3 # # \ /F2 \ \ / #\ / Level 1 \ /# \ \_______/ #\_______/ \_______/# \ /A1 \ /C2 # # \ /E2 # # \ / / \ / #\ /# \ / / \_______/ #\_______/# \_______/ \ /B1 \ /D2 # # \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / # bottom of wall \ / \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ***** Plain ****************************************************************** - On the printed maps, differences in shade serve to distinguish different elevations, lighter shades being higher. However, since it is impractical to reproduce shades here, locations are labeled as "Level (number)" where higher numbers are higher elevations. All hexes not labeled in this manner are at Level 0 (except trees, which block line-of-sight at any level). - A rangestrike may pass through a character if it is at a lower elevation than both the rangestriker and the target. ***** Wall ******************************************************************* - A non-flying character is slowed when moving up across a wall hexside. - Any character gains a skill-factor when striking down across a wall. - Any character loses a skill-factor when striking up across a wall. - Any rangestrike loses a skill-factor for each wall that it crosses going up. - A rangestrike may cross a single wall only if the rangestriker or the target occupies the hex directly at the top of the wall. - A rangestrike may cross two walls only if either the rangestriker or the target occupies the tower's center hex and neither one occupies a hex directly beneath the outer walls. ****************************************************************************** - Clarification: The center hex of the tower should have been printed in a lighter shade than the other six hexes of the tower. ****************************************************************************** ****************************************************************************** _______ /D6 \ TUNDRA / \ _______/ \_______ /C5 \ /E5 \ / Drift \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / Drift \ / Drift \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / Drift \ / Drift \ / Drift \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / Drift \ / Drift \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / Drift \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ***** Drift ****************************************************************** - Native: Tro Wbe Gia Col - A non-native character is slowed when entering a drift hex. - A non-native character suffers one hit of damage at the start of each strike phase it spends in a drift hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ WOODS / \ _______/ \_______ /C5 \ /E5 \ / \ / Tree \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / Tree \ / \ / \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / Tree \ / Tree \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / Tree \ / \_______/ \_______/ \ / \ / \_______/ ***** Tree ******************************************************************* - Entry forbidden to all non-flying characters. A flying character cannot end his move in a tree hex. - Rangestrike may not pass through a tree hex. ******************************************************************************