Crossfire: Types of Terrain Feature
I wanted a list of all the Terrain types in one
place. The list is compiled from
Crossfire and Hit the Dirt. House Rules are in italics.
Terrain Types in Crossfire are
characterised by the following attributes:
-
Shape: Area feature or Linear
feature.
-
Protective Cover from Indirect
Fire
-
Protective Cover from Direct
Fire
-
Block LOS
| Feature |
Shape |
Indirect Cover |
Direct Cover |
Block LOS |
| Hill |
Area |
No |
Yes |
Yes |
| Contour Lines |
Area |
No |
No |
Yes/No |
| Crest |
Linear |
No |
Yes |
Yes |
| Cliff |
Linear |
No |
No |
Yes |
| Depression |
Area |
No |
No |
Yes/No |
| Bridge |
Linear |
No |
Yes |
Yes |
| Stream, Ditch, Sunken Road |
Linear |
Yes/No |
Yes/No |
Yes/No |
| Woods, Orchard (in season), Boulder
Fields |
Area |
Yes |
Yes |
Yes |
| Rough Ground, Orchard (out of
season), Rock Fields |
Area |
Yes |
Yes |
No |
| Fields (in season) |
Area |
No |
Yes |
Yes |
| Fields (out of season) |
Area |
No |
Yes |
No |
| Wall |
Linear |
Yes |
Yes |
No |
| Hedge / Bocage |
Linear |
Yes |
Yes |
Yes |
| Structure: Building, Building Complex, Hard Point, Bunker |
Area |
Yes |
Yes |
Yes |
| Entrenchments |
Area |
Yes |
Yes |
No |
| Road |
Linear |
No |
No |
No |
Hills in standard
Crossfire
Crossfire offers Hills. If you use these in combination with
Hit the Dirt style
Contour Lines then treat the normal hills as a contour line with Rough Ground on
top.
Hills:
Block LOS. Protective Cover from Direct Fire only.
HD capable AFVs can go hull down.
Hills in Hit the Dirt
Hit the Dirt doesn't use the
Hills of the standard game, and introduced Contour Lines, Crests
and Cliffs in their place.
Contour Lines:
Block LOS if cross 2 contour lines forming a ridge. Higher stands can see
over lower hedges (and walls), crests and fields (in or out of season); in this situation hedges (and walls)
and fields provide protective cover as normal, but crests do not. Contour
Lines can contain other terrain features.
Note: being on a Hit the Dirt style hill
formed from contour lines provides no protective cover, and is not a feature for
hidden deployment purposes.
Crests:
Block LOS unless the spotter or target are touching the crest. Protective Cover
from Direct Fire if target is touching the Crest and the Line of Fire crosses
it.
Cliffs:
Block LOS unless the spotter or the target is touching the cliff face.
. Vehicles may not traverse cliffs.
Other stands take 3 move actions to do so, like a Linear Obstacle*.
Depressions:
Invulnerability from all Fire from enemy outside the Depression - except
from stands on Hills, or on the edge of the depression, which may see them and
fire on them with no penalty. A
Depression may contain other terrain features, which must be entirely within the
Depression; such features do not block ground level LOS, except Woods.
Bridge:
It blocks LOS regardless of how LOS crosses the bridge. Otherwise treat the
crown of the Bridge as a Crest running at right angles to the traffic lanes.
Streams (also Ditch and Sunken Road):
Linear Obstacle*. Possibility of
protective cover when inside.
Anti-tank Ditch:
Linear Obstacle*. Possibility of
protective cover when inside. Chance of Bogging down when crossing.
Woods, Orchard (in season), Boulder
Fields: Block LOS. Protective Cover from all Fire.
Rough Ground, Orchard (out of
season), Rock Fields:
Protective Cover from all Fire.
Fields (in season):
Block LOS. Protective Cover from Direct Fire only.
Fields (out of season):
Protective Cover from Direct Fire only.
Barbed Wire:
Linear Obstacle*. Chance of getting Hung-up.
Hedge/Wall:
Linear Obstacle*. Target touching the feature gains protective cover from
indirect fire and also from direct fire if the Line of Fire crosses the feature.
Hedges: Also Block LOS unless the spotter or target is touching it. Thorn
Hedges: Also chance of getting Hung-up with automatic +1 modifier. Bocage:
Also Impassable to Guns; fully tracked vehicles (i.e. tanks and such like) can
cross, but expose their belly when doing so (no protective cover when on the
hedge, +1 to enemy ACC and ARM 0).
Road Block: Linear
obstacle* to vehicles. These must
roll 3+ on 1d6 to cross. Failure
loses initiative. Success removes
the road block.
Buildings:
Impassable to vehicles. Block LOS. Protective cover from all fire, except
Direct Fire HE. May be occupied by up to 2 stands unless otherwise specified
(PCs & FOs are not counted in the limit).
Occupants do not see “over” intervening terrain.
Building Complexes:
Unless otherwise specified, contiguous clusters of 3 or more buildings
constitute a Building Complex; a multi-story building is always a Building
Complex vertically. Treat as a
Building and in addition … No Reactive Fire when Target moving between
sections of same complex. No Direct
fire between sections of same Complex.
Bunker/Hard Point: Treat
as a Building except … provides superior Protective Cover when shot at from
protected sides. They can be
entered/exited from any un-protected side, or if all 4 sides are protected, from
the rear. They can be attacked in
close combat from any side.
Entrenchments: Provide
Protective Cover from Direct Fire from one direction and from Indirect Fire.
Entrenched stands lose their protective cover as soon as they Move.
Roads:
Vehicles on roads don't bog down.
* Linear Obstacle:
Moving up to, across, and away from a linear obstacle are separate Move actions. |