Difference between revisions of "Terrain & Scenery Structures"
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This chapter makes reference to additional rules that players may use to make their matches more realistic and complete, thus increasing and improving the game experience of Infinity N4. These rules are optional and must be agreed by players beforehand. | This chapter makes reference to additional rules that players may use to make their matches more realistic and complete, thus increasing and improving the game experience of Infinity N4. These rules are optional and must be agreed by players beforehand. | ||
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=== [[Types of Terrain]] === | === [[Types of Terrain]] === | ||
− | This characteristic describes the type of environment that dominates the area. [[Types of Terrain | | + | This characteristic describes the type of environment that dominates the area. [[Types of Terrain | [read more...]]] |
=== [[Difficult Terrain]] === | === [[Difficult Terrain]] === | ||
− | Some of the battlefield’s zones may feature certain advantages or impairments to the Movement of Troopers attempting to cross them. [[Difficult Terrain | | + | Some of the battlefield’s zones may feature certain advantages or impairments to the Movement of Troopers attempting to cross them. [[Difficult Terrain | [read more...]]] |
=== [[Saturation]] === | === [[Saturation]] === | ||
− | This characteristic describes the existence of solid obstacles that can limit the effectiveness of projectiles that traverse the area. [[Saturation | + | This characteristic describes the existence of solid obstacles that can limit the effectiveness of projectiles that traverse the area. [[Saturation | [read more...]]] |
=== [[Visibility Conditions]] === | === [[Visibility Conditions]] === | ||
− | 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. [[Visibility Conditions | | + | 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. [[Visibility Conditions | [read more...]]] |
== Special Terrain Suggestions and Examples == | == Special Terrain Suggestions and Examples == | ||
− | {| class="wikitable-dark" | + | {| class="wikitable-dark wikitable-dark-firstbold" |
|- | |- | ||
! EXAMPLE !! TYPE OF TERRAIN !! DIFFICULT TERRAIN !! VISIBILITY CONDITIONS !! SATURATION | ! EXAMPLE !! TYPE OF TERRAIN !! DIFFICULT TERRAIN !! VISIBILITY CONDITIONS !! SATURATION |
Latest revision as of 10:34, 15 October 2020
This chapter makes reference to additional rules that players may use to make their matches more realistic and complete, thus increasing and improving the game experience of Infinity N4. These rules are optional and must be agreed by players beforehand.
Special Terrain
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.
SPECIAL TERRAIN |
- 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 area.
- When preparing the game table, the players must assign the characteristics that define each Special Terrain area: Difficult Movement, Saturation, Visibility Conditions and Type of Terrain.
- Each Special Terrain must have the Type of Terrain characteristic and at least one other characteristic.
Area of Effect of Special Terrain Zones
- In Infinity N4, the Area of Effect of a Special Terrain zone is the area in where its special effects are applied. Any Trooper in Silhouette contact with a Special Terrain zone, or whose base or Silhouette Template is covered at least partially by a Special Terrain zone, is equally affected by the Effects of the zone.
Characteristics of the Terrain
Terrain can be used to improve the game experience and has a series of combined characteristics that allow for multiple gaming options.
Types of Terrain
This characteristic describes the type of environment that dominates the area. [read more...]
Difficult Terrain
Some of the battlefield’s zones may feature certain advantages or impairments to the Movement of Troopers attempting to cross them. [read more...]
Saturation
This characteristic describes the existence of solid obstacles that can limit the effectiveness of projectiles that traverse the area. [read more...]
Visibility Conditions
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. [read more...]
Special Terrain Suggestions and Examples
EXAMPLE | TYPE OF TERRAIN | DIFFICULT TERRAIN | VISIBILITY CONDITIONS | SATURATION |
---|---|---|---|---|
Beach | Aquatic | Yes | -- | No |
Open sea | Aquatic | Yes | -- | No |
Swamp | Aquatic | Yes | -- | Saturation Zone |
Rocky ground | Desert | Optional | -- | Saturation Zone |
Sand dunes | Desert | Yes | -- | No |
Low mountain or steep hills | Mountain | -- | -- | No |
Arctic plains | Mountain | Optional | -- | No |
Mid-mountain | Mountain | Yes | -- | No |
High mountain | Mountain | Yes | Low Visibility | Saturation Zone |
Woods | Jungle | Optional | Low Visibility | Saturation Zone |
Jungle | Jungle | Yes | Low Visibility | Saturation Zone |
Dense jungle | Jungle | Yes | Poor Visibility | Saturation Zone |
Primeval forest | Jungle | Yes | Zero Visibility | Saturation Zone |
Zero-G | Zero-G | Yes | -- | No |
Storm | Aquatic /Desert/ Mountain /Jungle | -- | Increases Visibility Conditions by one level | -- |
Engine Room | Optional Zero-G | Yes if Zero-G | Low Visibility | Saturation Zone |
Generator Room | Optional Zero-G | Yes if Zero-G | White Noise | Saturation Zone |
Energy Core Room | Optional Zero-G | Yes if Zero-G | Low Visibility + White Noise | -- |