Hostile Environment

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Hostile Environment

N2 Human Sphere & Paradiso Content, to be updated!
This page contains second edition content from Human Sphere and Campaign Paradiso.

In such as massive area as the Human Sphere, with wide and varied frontier territories ranging from deep space to wild planetary surfaces, the conduct of special operations can encounter extremely dangerous environmental or biotical conditions.

The threats Infinity troops may have to face will vary depending on environmental conditions. These could be alien or human-designed micro-organisms hostile to human life, or maybe aggressive fauna such as highly developed predators or swarms of tiny voracious or poisonous creatures - the possibilities are wide and varied.

No matter the nature of the environmental threat, these Hostile Environment Rules unify all possibilities into a single system that simplifies the game mechanics, allowing it to be automatic and easy.

In game terms, when in an area marked as a Hostile Environment, each time a figure rolls a previously determined dice result (A 20, for example) due to an Order declaration or ARO (It is not applied to Guts Rolls or ARM rolls, for example) it can suffer Damage, and it must make an ARM Roll.

The number the player gets on the dice roll to provoke the damage is always the natural number rolled on the dice, ignoring Modifiers applied to that roll. For example, in a Hostile Environment where 20 is the number that triggers damage, if the player gets a 20 when rolling the dice for Shooting, the rule will be applied even if that player had a Modifier of -3 to that BS roll.

The ARM Roll caused by a Hostile Environment ignores Cover Modifiers.

Depending on the nature of the environmental threat, the scenario, or just a mutual accord between players, the [[ARM Roll can be replaced by a BTS Roll or even a PH Roll.

One of the necessary conditions for applying the Hostile Environment Rule is that the Order starts or ends or is performed inside an area previously designated as a Hostile Environment (See Hostile Environment Game Example-1).

The game conditions under which the ARM Roll is applied will vary depending on the Hostility Level of the environment, determined by the scenario, by mutual accord between players or through a d20 roll on the following chart.

Insecure 1-5 Only if roll dice is 20.
Adverse 6-10 Only if roll dice is 19 or 20.
Dangerous 11-14 Only if roll dice is 18 or more.
Aggressive 15-17 Only if roll dice is 17 or more.
Lethal 18-19 Only if roll dice is 16 or more.
Savage 20 Only if roll dice is 14 or more.

The Attribute required for the ARM, BTS o PH Roll and the Damage value or the effect can be determined by the scenario, by mutual accord between players or through a d20 roll on the following chart.

1-3 PH Immobilized
4-6 PH -3 Immobilized
7-10 ARM/BTS 10
11-14 ARM/BTS 11
15 ARM+BTS 11
16-18 ARM/BTS 12
19 ARM/BTS 12 (DA Special Ammunition)
20 ARM/BTS 13

Note*:The Immobilized status caused by the Hostile Environment rule can only be removed by a troop possessing the Engineer Special Skill, it is not removed by the use of Reset.

IMPORTANT: The roll on the Hostility Level-Attribute-Damage Chart must be made before Deployment.

As determined by the scenario, or by mutual accord between players, a dice roll can be made for each of the Hostile Environments on the game table, or just one roll for all of them.

In the same manner, the areas of effect of the Hostile Environments will be determined the scenario or by mutual accord between players. They can be the area of a Circular Template, zones of the game table delimited by scenery items, or even one of the of the two halves of the table or the whole table itself!

Variable Hostility Level. Some scenarios, or a mutual agreement between players, can see the addition of this rule. Due to the variability of the Hostile Environment, rolls on the Hostility Level-Attribute-Damage Chart may be made before the start of each game turn instead of prior to Deployment. So in this way, the game conditions change each turn.

Example of table configuration using the Hostile Environment Rule

Players A and B decide to provide more variety for their skirmish battles by adding some areas with Hostile Environment to the game table.

First, they decide to create a Hostile Environment area with a Dangerous Hostility Level covering 4 inches on either side of the central line of the table. So, while inside that area, each time a figure gets an 18 or more on its dice rolls in Order or ARO, it will suffer the consequences.

Once the conditions under which the Hostile Environment rule is applied are determined, both players must decide the intensity of the attack they might suffer from the Hostile Environment. By mutual accord, they decide it will be Damage 10, the equivalent of a d20 roll with a result between 7-10 on the Attribute-Damage Chart. And they decide that ARM is the Attribute to be rolled against. Now they have the Hostile Environment zone totally configured.

To make the game more intense, they also decide to add two areas equivalent to a Circular Template, one on each side of the table. Both are Aggressive Hostility Level areas, so figures may suffer consequences for each roll made inside the Templates in which they get a 17 or more. To balance things, both players decide to choose the equivalent of a d20 roll with a result between 1-3 on the Attribute-Damage Chart, so figures must succeed at a PH roll to avoid being Immobilized.

To finish, both players decide the area between scenery items they have placed on the game table will be a Variable Hostility Level zone. So, when each game turn starts, they will make the rolls necessary to determine the changeable conditions of that area of the game table.

And so, in this easy way, these players have created agame completely different from ones they have played before.

Hostile Environment Game Examples

Hostile Environment Game Example-1

An Auxilia unit, composed of an Auxilia and an Auxbot, is inside an area marked as Aggressive Hostility Level zone (ARM Roll if 17 or more is rolled on the dice), causing Damage 11 applied against ARM.

The Auxilia and Auxbot declare the same Order, to Move and Shoot. The Movement ends outside the Hostile Environment area, and it is at the end of their Movement where they both decide to shoot. The Auxilia must perform the corresponding rolls for his shots, but not the Auxbot, as it has a Flamethrower which is a Direct Template Weapon which doesn't require a roll.

The Auxilia succeeds on one roll, getting a 9, but the other two rolls of his Burst fail, getting a 17 and a 19.

Now the player must apply the Hostile Environment rule because the figure, even though shooting outside the Hostile Environment zone, started his Order inside the zone. Moreover, he must make 2 ARM Rolls, because he got 2 rolls that, following the Hostile Environment rule, cause Damage. However, his Auxbot doesn’t suffer damage because it has not rolled dice thanks to its Flamethrower.

Hostile Environment Game Example-2

A Yu Jing Ninja is engaged in Close Combat against an ALEPH Myrmidon inside a Hostile Environment with Lethal Hostility Level (ARM Roll if 16 or higher is rolled on the dice). When making the CC rolls, the Myrmidon gets an 18, a result that activates the Hostile Environment Rule.

The Ninja gets a 17, a Critical success, but it is also a value that activates the Hostile Environment rule. Both figures must make an ARM Roll due to the environment.

Hostile Environment Game Example-3

A Moderator in his active turn shoots at a Zhanshi who is behind cover inside an Insecure Level Hostile Environment (ARM Roll if 20 is rolled). The Zhanshi replies in ARO by shooting but gets a 20 on his BS Roll. As the Moderator got two successes on his BS Rolls, the Zhanshi must make two ARM Rolls, counting the Cover Modifier, against to the Moderator’s shots and also an ARM Roll due to the Hostile Environment, but this one is made without applying the Cover Modifier.

Hostile Environment Game Example-4

A Daktari, a Nomad Doctor, placed in a secure area, activates her Zondbot, a Ghost:Servant Remote,declaring a Move and Doctor Order. The Zondbot Moves towards an Unconscious figure and enters an area previously designated as Adverse Level Hostile Environment (ARM Roll if 19 or 20 is rolled). However, the Daktari gets a 20 on the WIP Roll when using her Doctor Special Skill.

In this situation, the player cannot apply the Hostile Environment rule because the figure which declares the Order and rolls the dice is not inside the Hostile Environment, and the figure which is inside the Hostile Environment is not declaring or making any roll.

Hostile Environment Game Example-5

A Hassassin Ragik decides to perform an AD: Combat Jump and land inside a Hostile Environment area. However, he fails his PH Roll and the Dispersion obliges him to land outside the Hostile Environment area. The player does not have to apply the Hostile Environment Rule as the Hassassin has neither started, ended, nor performed the Order inside the Hostile Environment area.

Hostile Environment Game Example-6

An Akal Sikh Commando performs an AD: Combat Jump, but fails his PH Roll and the Dispersion causes him to land inside a Hostile Environment area. The player must apply the Hostile Environment rule, as the Sikh Commando has ended his Order inside the Hostile Environment area

Hostile Environment Game Example-7

A Kurgat who is inside an Adverse Level Hostile Environment (ARM Roll if 19 or 20 are rolled) gets a 20 when rolling dice for Shooting. This area has been declared to act against the BTS Attribute, with Damage of 12 (DA Special Ammunition). This type of Special Ammunition would normally force him to make two ARM Rolls, but in this case, as BTS was chosen as the resisting Attribute, the figure has to make two BTS Rolls.

See Also:

Special Terrain Rules