====== Terrain ======
[[:Mechanic:General:Environment:Terrain]] is a mechanic. It is the various surfaces, obstructions and variance of an [[:Mechanic:General:Environment]] that may hinder or aid an [[:Mechanic:Category:Entity]].\\
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Any given area may be affected by a [[:Mechanic:General:Environment:Terrain]] effect such as the ones below, these effect help represent things like oil slicks, heavy radiation, ripped open hulls with jagged metal, or any other dangerous or inconvenient conditions that may be prevalent.
===== Difficult Terrain =====
[[:Mechanic:General:Environment:Terrain#Difficult Terrain]] is a type of [[:Mechanic:General:Environment:Terrain]] that causes any [[:Mechanic:Category:Entity]] moving through it to use twice as many [[:Mechanic:General:Movement:Movement Point|Movement Points]]. \\
**Example**: Moving 2 [[:Mechanic:General:Unit|Units]] would cost 4 [[:Mechanic:General:Movement:Movement Point|MP]] as opposed to the usual 2.
===== Dangerous Terrain =====
[[:Mechanic:General:Environment:Terrain#Dangerous Terrain]] is a type of [[:Mechanic:General:Environment:Terrain]]. When you enter or spend [[:Mechanic:General:Movement:Movement Point|Movement Points]] within [[:Mechanic:General:Environment:Terrain#Dangerous Terrain]], you suffer D6 [[:Mechanic:Conflict:Damage:Meat Damage]].
===== Impassable Terrain =====
[[:Mechanic:General:Environment:Terrain#Impassable Terrain]] is a type of [[:Mechanic:General:Environment:Terrain]] that cannot be moved through. [[:Mechanic:General:Environment:Terrain#Impassable Terrain]] typically requires a [Breaching Charge] or similar effect to penetrate, or an [[:Mechanic:General:Appropriate]] [[:Ability:Action]] or [[:Ability:Ritual]] to replicate those effects, recommended [[:Mechanic:Roll:Dice Pool:Difficulty]] of ~50.
===== Obscuring Terrain =====
[[:Mechanic:General:Environment:Terrain#Obscuring Terrain]] is a type of [[:Mechanic:General:Environment:Terrain]] that prevents [[:Mechanic:Conflict:Perceived|Perceiving]] an [[:Character:Entity]] hidden within or behind it with the [[:Mechanic:General:Appropriate]] [[:Character:Perception|Perceptions]], most often [[:Character:Perception#Visual]].
===== Wall =====
[[:Mechanic:General:Environment:Terrain#Wall|Walls]] are a type of [[:Mechanic:General:Environment:Terrain]]. They are a subtype of [[:Mechanic:General:Environment:Terrain#Impassable Terrain]] that additionally prevent [[:Mechanic:Conflict:Perceived|Perceiving]] and [[:Mechanic:Conflict:Acquired|Acquiring]] an [[:Mechanic:Category:Entity]] hidden within or behind them. If an [[:Mechanic:Category:Entity]] is pressed against or otherwise [[Mechanic:General:Adjacent]] to the [[:Mechanic:General:Environment:Terrain#Wall]], but can still be [[:Mechanic:Conflict:Acquired]], then they gain [[:Ability:Trait:Cover|Cover - 10]] instead.\\
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A [[:Mechanic:General:Environment:Terrain#Wall]] typically requires a [Breaching Charge] or similar effect to penetrate, or an [[:Mechanic:General:Appropriate]] [[:Ability:Action]] or [[:Ability:Ritual]] to replicate those effects, recommended [[:Mechanic:Roll:Dice Pool:Difficulty]] of ~50.
===== Obstacle =====
[[:Mechanic:General:Environment:Terrain#Obstacle|Obstacles]] are a type of [[:Mechanic:General:Environment:Terrain]]. They can vary in shape and size, but by default require a [[:Ability:Action#Double Action]] to move over and grant [[:Ability:Trait:Cover|Cover - 5]] to [[:Mechanic:General:Adjacent]] [[:Mechanic:Category:Entity|Entities]] against any [[:Mechanic:Roll:Attack|Attacks]] are [[:Mechanic:Conflict:Acquired]] over the [[:Mechanic:General:Environment:Terrain#Obstacle]] that [[:Mechanic:Category:Entity]] is [[:Mechanic:General:Adjacent]] to.
==== Changelog ====
Version 0.5c - Sep 2026
* Page moved and updated.
* Updated Wall to include Cover