Any unit moving through Difficult Terrain has its movement costs doubled. For example, a unit will expend 2" for every 1" when moving through Difficult Terrain.
Units must still be able to fit within the terrain and comply with any other specific rules related to the terrain type.
Difficult Terrain does not block movement entirely; it simply doubles the movement spent to travel through it.
Cover Terrain must be assigned a number. Such as Cover 2.
Units that are touching or in contact with Cover terrain cause a +X modifier to the Perception stat of attackers when targeted by ranged or projectile attacks.
Targets that are shooting or being shot behind cover will cause a +X modifier to the perception stat of the attack where X is the cover of the terrain peice +1.
The Cover does not completely block the shot; it only provides an advantage by making it harder for projectiles to hit their target.
Cover applies to the Perception of the unit taking the shot at those in cover, not the attack, and is effective only against ranged or missile-type attacks, not melee attacks.
Shooting from cover causes no benefit or deficit to those in it.
Impassable Terrain cannot be walked through with normal movement. Units must find another path or route to circumvent this terrain.
No unit can shoot through Impassable Terrain. Projectiles cannot pass through this type of terrain, blocking any line of sight and effectively preventing ranged attacks from targeting anything beyond it.
Units must treat Impassable Terrain as an absolute barrier, and it cannot be interacted with unless specified by special rules or abilities.
Hazardous Terrain reduces all stats of units touching it by 1. This cannot lower Wounds, Destiny, Faith, or Affinity.
Obscuring Terrain does not allow units to be targeted by ranged attacks or abilities.
Obscuring Terrain does allow units to fight in melee.
Obscuring Terrain does not stop area effects that do not target, such as being within range of an aura.