Agri-world terrain

An agricultural world, or 'agri-world', is a planet that is dedicated entirely to the production of agricultural goods.

Random terrain generator

Table 1. Agri-world terrain generator
D6 1 2 3 4 5 6

1

Fields

Fields

Farmstead

Hill

Plantation

Reservoir

2

Fields

Fields

Farmstead

Hill

Plantation

Reservoir

3

Fields

Fields

Herd

Hill

Barn

River

4

Fields

Farmstead

Herd

Hill

Barn

River

5

Fields

Farmstead

Herd

Plantation

Barn

River

6

Fields

Farmstead

Herd

Plantation

Reservoir

Settlement

Terrain types

Barn

A single large agricultural storage building.

Game effects

Treat as usual for a building.

Farmstead

A small collection of agricultural buildings, outhouses and equipment. Often surrounded or integrated with an enclosing wall or fence, and usually serviced by a road, or at least a dirt track.

Game effects

Treat as usual for buildings and such, but with this optional rule if you and your opponent agree:

  • Optional — the "Get off my land" special rule: Farmers in this region are particularly cranky. Any Infantry unit that approaches within 10 cm of a farmstead during the Movement phase is subject to the Snap Fire rule.

Fields

Depending on the season and the effects of war, fields might contain crops, be recently ploughed, razed, or simply fallow. Fields can vary enormously in scale — from small fields associated with a private landholding, to very large fields that might be occupied by massive harvesting machines.

Tips for representation
  • Use a suitable area terrain item — perhaps a realistic-looking miniature field of crops, or simply a sheet of felt or other flexible in a suitable colour or pattern.

  • Or, use linear features such as hedgerows, walls and fences to define the perimiter of the field.

  • Or, use both of the above options together for a nice combined effect.

Game effects

Treat as open ground, with this difference:

  • Infantry units in a field count as 'in cover' on the Firepower table (but do not receive an Infantry Armour bonus).

Herd

A large herd of animals that are grazing on the land.

Game effects

Add these effects to those of the underlying terrain (usually open ground or a field):

  • For herds of regular-sized creatures: Infantry units that move through a herd count it as dangerous terrain; Vehicle and War Engine units are unaffected (the creatures move out of the way).

  • For herds of megafauna: Infantry and Vehicle units that move through a herd count it as dangerous terrain; War Engine units are unaffected (the creatures move out of the way).

For simplicity, there is no need to move the boundaries of the herd itself during the course of the game.

Plantation

Plantations are similar to woods, but the trees (or similar flora) are of a uniform type, planted in straight lines.

Game effects

Treat as woods, with this difference:

  • Plantations are not dangerous terrain for Vehicle units.

Reservoir

A body of water, to store water to supply nearby habitation and industry. Reservoirs contain deep water and have steep sides, and usually have attendant attendant pumping stations, connected canals, and perhaps a dam at one end (depending on the local topography, of course).

Game effects

Treat as impassable for all ground units.

River

A natural river, or a series of canals for irrigation, drainage or transport.

Game effects

Treat as usual for a river.

Settlement

A cluster of buildings, mainly residential — perhaps a village outskirts of a town or city. Usually serviced by roads.

Game effects

Treat as usual for buildings and roads.

Related information