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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).
Access Terminal (Basic)

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

CategoryTypeNotesDangerous?Random?Controlled?
Archeotech DeviceBadzone Delta 7ShockControlled
Collapsed SectionsBadzone Delta 7Blast, Pitfall
Cult Ritual ChamberBadzone Delta 7Insanity
DoorsLocked, Mind the DoorControlled
Flooded PassageBadzone Delta 7Seriously Injured, End phase
Fungus SprawlBadzone Delta 7GasHostile
Furnace FloorBadzone Delta 7Pitfall, heat haze
LiftRemote
Malfunctioning GeneratoriumBadzone Delta 7DeactivateHostileControlled
Pitfalls
Promethium CacheBadzone Delta 7Explosive
Promethium TankObjective, Kaboom!, Fuel Slicks, Liquid Creds, Free Fuel, Unleash a Jet of GasExplosiveRandom
Secure VaultBadzone Delta 7Door, Locked, Terminal
Sewage ChannelBadzone Delta 7Pinned, Out of Action
Sludge FarmBadzone Delta 7
StillsGasExplosive
Toxic Sludge-1T, Prone, End phase
Unlit CorridorsBadzone Delta 7Pitch Black
Ventilation TunnelBadzone Delta 7
Waste CompactorBadzone Delta 7Same as Protein ReclamatorControlled
Xenos Nesting ChamberBadzone Delta 7Hostile
WatchtowerGang StrongholdSentries

Badzone Terrain

Industrial Terrain

TypeSpecial RulesDangerous?Random?Controlled?
Service HatchesCrawlways, Improvised Cover, Hiding Place
SmokestacksBelching Smoke, Foul Air, Flammable FumesRandomControlled
Industrial Claws and HooksQuick Climbing, Death From Above, Hauling CargoControlled
Plasma Pipes and GeneratorsHigh Pressure Plasma, Harsh Glow, Plasma CanistersExplosiveControlled
Promethium Pipes and ReservoirsHigh Pressure Gas, Fuel Slicks, Free FuelExplosiveRandomControlled

Hive Ruins

Sub-categoryType & Special RulesDangerous?
Ancient ImperiumHoly Imperialis, Mechanicus Arcana, Ancient Terminal
Abandoned HardwareCranes and Servohaulers, Medicae Station, Ancient Terminal
Forgotten OrdnanceUnexploded Ordnanc, Fuel Drums and Ammo Crates, Vox Relay, Force BarriersFuel Drums and Ammo Crates are explosive

Carnivorous Plants

TypeSpecial RulesDangerous?
Barbed VenomgorseBarbed Snares, Wasting ToxinHostile
Shardwrack SpinesWalls of Spines, Spitting SpinesHostile
Grabble WeedCrawling Horror,Viscous TonguesHostile