Battlefield Conditions

Advantageous Terrain: Generally, if one army occupies a position of superiority (such as being atop a hill, wedged in a narrow canyon, or protected by a deep river along one flank and a forest on the other), the defending army increases its AC by 2.

Ambush: In order to attempt to ambush an army, the entire ambushing army must have concealment. The ambusher attempts an Maneuver check against the target army. If successful, the battle begins but the target army doesn’t get to act during the Tactics phase. Otherwise, the battle proceeds normally.

Battlefield Advantage: If an army is particularly familiar with a battlefield (perhaps by training there for a long period of time), its Maneuver rolls and AC increase by 2.

Darkness: Darkness reduces all armies’ attack rolls and AC by 4.

Dim Light: Dim light reduces all armies’ attack rolls by 2.

Fog: Fog reduces damage by half, prevents ranged attacks beyond range 1, and gives all armies a +2 bonus on Maneuver checks to disengage.

Fortifications: An army located in a fortification adds the fortification’s Defense to its AC against attacks from outside the walls. A settlement or terrain improvement's Defense is determined by the types of buildings it contains, as detailed in the kingdom-building rules.

Rain: Rain prevents attack rolls beyond range 2, and reduces ranged attack rolls by 1.

Roads: Roads make movement considerably easier. Armies move at twice their normal speed along roads (note that difficult terrain penalties still apply, so a road effectively cancels difficult terrain).

Sandstorm: A sandstorm counts as fog and deals 1 hp of damage to all armies during each combat phase.

Snow: Snow counts as fog, and makes all normal terrain into difficult terrain.

Wind: High winds make aiming difficult, imposing a -2 penalty to ranged attacks.