Special Terrain Rules
Special Terrain zones are areas of the battlefield with special game rules. Players can situate them freely and mark their perimeter in a number of different ways, up to and including building their own thematic scenery.
Special Terrain rules are an easy way to spice up your Infinity games with new tactical challenges, and create interesting, asymmetrical battlegrounds.
- 1 Special Terrain
- 2 MOV Difficulty
- 3 Saturation
- 4 Visibility Conditions
- 5 Types of Terrain
- 6 Hostile Environment
- 7 Special Terrain Suggestions and Example
- Mark Special Terrain areas when you set up the game table, before the game starts.
- These areas must have well-defined, recognizable limits whether they are represented by templates, pieces of scenery, or any other means.
- In game terms, Special Terrain areas have infinite height unless otherwise specified.
- Players must discuss and agree on the specific characteristics of each Special Terrain while setting up the game table.
- Special Terrain areas are categorized according to their MOV Difficulty, Saturation, Visibility Conditions and Type of Terrain.
- Each Special Terrain must have one Type of Terrain and at least one other characteristic.
Area of Effect of Special Terrain Zones
The Area of Effect of a Special Terrain zone is the area in where its special effects are applied.
Any trooper in base contact with a Special Terrain zone, or whose base or Silhouette Template is covered at least partially by Special Terrain zone, is equally affected by the Effects of the zone.
Traversing certain areas of the battlefield can be challenging to regular soldiers. Terrain hindrances are codified into two possibilities: Difficult Terrain and Very Difficult Terrain.
This characteristic describes the existence of solid obstacles that can limit the effectiveness of projectiles that traverse the area.
Due to thick vegetation, jagged rocks, snow, sandstorms and any number of other reasons, some areas obscure a soldier's vision and his ability to aim accurately. This is represented by the following game rules. Vision-obscurant areas are divided into two categories:
|Visibility MODs never stack with other Visibility MODs. If an area would be affected by two or more Visibility Zones of whatever type, apply only the most obscuring.
For example, if a Low Visibility Zone (-3 MOD) coincides with a Poor Visibility Zone (-6 MOD), treat that area as a Poor Visibility Zone. If two Poor Visibility Zones coincide, apply only one single -6 MOD.
Visibility Conditions and AD: Combat Jump
You cannot use AD: Combat Jump nor place the Landing Zone Template inside of, or in contact with, an area with Low, Poor, or Zero Visibility Conditions.
Types of Terrain
This characteristic describes the type of environment that dominates the area.
For now, the Types of Terrain available for Infinity games are:
Aquatic Terrain is any area of open water or partially submerged land. Examples of Aquatic Terrain include oceans, lakes, rivers, marshes, and swamps.
Desert Terrain describes open areas that receive very little rainfall. These areas are usually severely hot and covered in sand; they are always dry and void of open water. Examples of Desert Terrain include sand dunes, rocky grounds, and desolate savannas.
Mountain Terrain encompasses areas high above sea level – usually rocky and sparsely vegetated – as well as artic and subarctic ecoregions. Examples of mountain terrain include low, mid, and high mountain areas; ravines, fjords, cliffs, arctic plains covered in ice and snow, and tundra regions.
Jungle Terrain describes densely vegetated areas of any kind. Examples of Jungle Terrain include rainforest, jungle, dense woodlands, and thickly grown alien biomes.
Zero-G Terrain is any area where gravity is low to nonexistent. Movement and orientation in these circumstances requires different skills than on solid ground. Zero-G Terrain includes areas with and without an atmosphere, including the vacuum of space.
Examples of Zero-G Terrain include spacecraft cargo bays, the outer rings of small space stations or orbitals, outside a flagship's hull, a space boarding operation, a derelict spaceship, and a moon base whose artificial gravity is malfunctioning.
Special Terrain Suggestions and Example
|EXAMPLES||TYPE OF TERRAIN||MOV DIFFICULTY||VISIBILITY CONDITIONS||SATURATION||HOSTILITY LEVEL|
|Open sea||Aquatic||Very Difficult||--||No||Insecure|
|Swamp||Aquatic||Very Difficult||--||Saturation Zone||Insecure|
|Rocky ground||Desert||Difficult||--||Saturation Zone||--|
|Sand dunes||Desert||Very Difficult||--||No||Adverse|
|Low mountain or steep hills||Mountain||Difficult||--||No||--|
|High mountain||Mountain||Very Difficult||Low Visibility||Saturation Zone||Adverse|
|Woods||Jungle||Difficult||Low Visibility||Saturation Zone||Insecure|
|Jungle||Jungle||Very Difficult||Low Visibility||Saturation Zone||Adverse|
|Dense jungle||Jungle||Very Difficult||Poor Visibility||High Saturation Zone||Dangerous|
|Primeval forest||Jungle||Very Difficult||Zero Visibility||High Saturation Zone||Dangerous|
|Storm||Aquatic/Desert/Mountain/Jungle||--||Increases Visibility Conditions by one level||--||--|
|Engine Room||-- (Optional: Zero-G)||-- (If Zero-G: Difficult)||Low Visibility||Saturation Zone||--|
|Generator Room||-- (Optional: Zero-G)||-- (If Zero-G: Difficult)||White Noise||Saturation Zone||--|
|Energy Core Room||-- (Optional: Zero-G)||-- (If Zero-G: Difficult)||Low Visibility + White Noise||--||--|