Special Terrain Features
Declarations
When using special terrain, make sure to declare declare everything so all involved parts are clear on which rules apply.
Activating/Deactivating Terrain
Some terrain have effects that can be activated/deactivated in 1 or 2 ways:
- Random: Activates on a 6+ in each End phase. The effects of the activation lasts until the next End phase.
- Controlled: If within 1” of a Terminal or Control Panel, a fighter can pass an Access Terminal (Basic) action (Intelligence test with a -2 modifier) to activate or deactivate one of the terrain piece’s effects.
- Activated: Lasts until the End phase.
- Deactivated: Remains deactivated until the next round’s End phase (all special effects are disabled).
If within 1” of a terminal, make an Intelligence test with a -2 modifier.
If successful, activate or deactivate the special effect for a piece of terrain. Activation lasts until the End phase. Deactivation lasts until the next round’s End phase.
Explosive Terrain
Some kinds of terrain are considered explosive and might explode if hit: Targeted by an attack (melee/ranged): As if it was a fighter. Choose a point on the terrain as the target. Stray shot: If a ranged attack misses against a fighter using this type of terrain as cover, roll to see if the terrain is hit by Stray Shots as if it was a fighter. The point hit will be the area of the terrain closest to the original target. Explosive terrain can only explode once. Refer to the terrain’s special rules to see the effect of being hit.
List of Special Terrain Features
Category | Type | Notes | Dangerous? | Random? | Controlled? |
---|---|---|---|---|---|
Archeotech Device | Badzone Delta 7 | Shock | Controlled | ||
Collapsed Sections | Badzone Delta 7 | Blast, Pitfall | |||
Cult Ritual Chamber | Badzone Delta 7 | Insanity | |||
Doors | Locked, Mind the Door | Controlled | |||
Flooded Passage | Badzone Delta 7 | Seriously Injured, End phase | |||
Fungus Sprawl | Badzone Delta 7 | Gas | Hostile | ||
Furnace Floor | Badzone Delta 7 | Pitfall, heat haze | |||
Lift | Remote | ||||
Malfunctioning Generatorium | Badzone Delta 7 | Deactivate | Hostile | Controlled | |
Pitfalls | |||||
Promethium Cache | Badzone Delta 7 | Explosive | |||
Promethium Tank | Objective, Kaboom!, Fuel Slicks, Liquid Creds, Free Fuel, Unleash a Jet of Gas | Explosive | Random | ||
Secure Vault | Badzone Delta 7 | Door, Locked, Terminal | |||
Sewage Channel | Badzone Delta 7 | Pinned, Out of Action | |||
Sludge Farm | Badzone Delta 7 | ||||
Stills | Gas | Explosive | |||
Toxic Sludge | -1T, Prone, End phase | ||||
Unlit Corridors | Badzone Delta 7 | Pitch Black | |||
Ventilation Tunnel | Badzone Delta 7 | ||||
Waste Compactor | Badzone Delta 7 | Same as Protein Reclamator | Controlled | ||
Xenos Nesting Chamber | Badzone Delta 7 | Hostile | |||
Watchtower | Gang Stronghold | Sentries |
Badzone Terrain
Industrial Terrain
Type | Special Rules | Dangerous? | Random? | Controlled? |
---|---|---|---|---|
Service Hatches | Crawlways, Improvised Cover, Hiding Place | |||
Smokestacks | Belching Smoke, Foul Air, Flammable Fumes | Random | Controlled | |
Industrial Claws and Hooks | Quick Climbing, Death From Above, Hauling Cargo | Controlled | ||
Plasma Pipes and Generators | High Pressure Plasma, Harsh Glow, Plasma Canisters | Explosive | Controlled | |
Promethium Pipes and Reservoirs | High Pressure Gas, Fuel Slicks, Free Fuel | Explosive | Random | Controlled |
Hive Ruins
Sub-category | Type & Special Rules | Dangerous? |
---|---|---|
Ancient Imperium | Holy Imperialis, Mechanicus Arcana, Ancient Terminal | |
Abandoned Hardware | Cranes and Servohaulers, Medicae Station, Ancient Terminal | |
Forgotten Ordnance | Unexploded Ordnanc, Fuel Drums and Ammo Crates, Vox Relay, Force Barriers | Fuel Drums and Ammo Crates are explosive |
Carnivorous Plants
Type | Special Rules | Dangerous? |
---|---|---|
Barbed Venomgorse | Barbed Snares, Wasting Toxin | Hostile |
Shardwrack Spines | Walls of Spines, Spitting Spines | Hostile |
Grabble Weed | Crawling Horror,Viscous Tongues | Hostile |