Dangerous Terrain represents lethal environmental hazards, such as active minefields or lava fields, that occupy a fixed footprint within the Play Area. Unlike Difficult Terrain, which imposes numerical movement penalties, Dangerous Terrain poses a direct threat to the physical integrity of any Unit attempting to traverse its boundaries. Maneuvering through these features requires the resolution of specific checks that can result in immediate Casualty removal and mid-activation status changes.
- A Hazard Check is triggered immediately whenever any portion of a Unit Base enters or crosses the boundary of a Dangerous Terrain feature. The active player must roll 1d6 to resolve the check. If the result is a 1 or a 2, the Unit suffers 1d3 Wounds. These Wounds are applied immediately and cannot be negated by standard Save Rolls or defensive Keywords. Opposing players are strictly prohibited from expending Tactical Points to modify the result of the damage roll.
- If a Unit sustains at least one Wound during a Hazard Check, that Unit immediately receives a Shaken Token (if it does not already have one). This morale penalty is applied at the point of contact within the current Activation Phase. Units possessing the Unhindered Keyword or the Aerial Unit Type are categorized as immune to environmental hazards and may traverse Dangerous Terrain without the requirement of performing a Hazard Check.