Your 2D6 throw has obtained 2. Please, make an additional D6 throw.
Apply a -1 To Hit penalty to an attacking unit that charges a defending unit with at least 50% of its frontage in contact with the obstacle.
Due to the mud and undergrowth in the surrounding area, reduce the Movement of any unit that is at least partially within 6" of the terrain feature by an additional -1.
Fences are twisted, knotted constructions of wood and slats. Though primarily intended to confine livestock, determined warriors may also use a fence as a makeshift bastion to keep enemies at bay.
This low linear obstacle must be between 6" and 12" in length. Defending units must have at least 50% of their frontage in contact with the obstacle. If straight, it does not protect against flank or rear charges.
Grants Heavy Cover to units positioned behind it with at least 50% of their frontage in contact with the obstacle.
Apply a -1 To Hit modifier against the defending unit in the first round of close combat.
Walls are a common sight, marking boundaries between fields, estates, and even burial grounds. Though rarely taller than chest height, they provide an incredibly effective improvised defensive position and can save warriors sheltering behind them from otherwise fatal encounters with arrows, crossbow bolts, and shot.
This low linear obstacle must be between 6" and 12" in length. Defending units must have at least 50% of their frontage in contact with the obstacle. If straight, it does not protect against flank or rear charges.
Grants Light Cover to the defending unit with at least 50% of its frontage in contact with the obstacle.
If a unit completes a charge against a defended Blazing Barricade, each model in contact with the obstacle immediately suffers one Strength 4 hit, with no AP. Armour, Ward and Regeneration saves are allowed.
The original Blazing Barricades were magical obstacles created by High Elf mages during their struggle to survive the first Daemonic incursions. Though millennia have passed, the magic that birthed them still lingers in the soil.
This low linear obstacle must be between 6" and 12" in length. Defending units must have at least 50% of their frontage in contact with the obstacle. If straight, it does not protect against flank or rear charges.
Grants Heavy Cover to units behind it, and enemy units charging in the first round of close combat suffer a -1 To Hit modifier.
Units belonging to the Forces of Destruction that are in contact with the obstacle must halve their Initiative, rounding up.
Within the Empire, it is common practice for a Warrior Priest to bless any wall that may serve in battle against the foul creatures of Chaos. Such enchantments endure long after they are laid, even surviving the destruction of the wall itself. Many Imperial fields and fortress walls are bordered by stones taken from Blessed Bulwarks, retaining a fragment of their sacred power.
This low linear obstacle must be between 6" and 12" in length. Defending units must have at least 50% of their frontage in contact with the obstacle. If straight, it does not protect against flank or rear charges.
A unit with the majority of its models at least partially in contact with a Ghost Fence causes Fear; if it already causes Fear, it instead causes Terror until the end of the turn in which it leaves contact.
A Ghost Fence counts as Dangerous Terrain, though it does not reduce Movement, being more ethereal than earthly.
A Ghost Fence is a barrier with little physical substance: merely a line of posts or stakes from which hang cursed fetishes and totems, bound with daemonic or Undead spirits through forbidden rituals. Only a brave — or foolish — warrior would cross it without good reason… or powerful magical protections.
This low linear obstacle must be between 6" and 12" in length. Defending units must have at least 50% of their frontage in contact with the obstacle. If straight, it does not protect against flank or rear charges.
Grants Heavy Cover to units behind it. In addition, enemy units charging in the first round of close combat suffer a -1 To Hit modifier, and the defending unit gains Magic Resistance (-1).
However, except for Undead units, for each turn a unit is protected by the wall, it suffers 1D6 Strength 1 attacks from scarabs. Armour, Ward and Regeneration saves are allowed.
This barrier of magical insects and living sands still reflects the dark power of the ancient kingdoms of Nehekhara. Yet swarms of enchanted scarabs may eventually suffocate an unwary defender.
This low linear obstacle must be between 6" and 12" in length. Defending units must have at least 50% of their frontage in contact with the obstacle. If straight, it does not protect against flank or rear charges.