ICARIO
// Battles

Terrain & Environment

No two hexes on the battlefield are the same. Every tile stacks up to three layers - the ground itself, the weather rolling over it, and the scars left by the fighting - and a scatter of boulders, walls and debris on top. This guide explains how those layers combine into the numbers that actually decide movement, cover and sight.

The three layers

Each hex is described by three independent layers, and any combination is possible:

  1. Base terrain - the permanent ground type: plains, woodland, rock, water and the rest. Set when the map is generated and never changes on its own.
  2. Weather - an environmental overlay like fog or a blizzard that sits on top of the terrain, the same kind across a region.
  3. Battle damage - states the fighting itself creates: fire, rubble, flooding, scorched ground. These appear and spread during the battle.

On top of the three layers, individual hexes can also hold a ground item - a boulder, a wall, a debris field - placed at map generation or dropped by an ability. The four together decide what a hex costs to enter, how tall it stands for sightlines, how well you can see through it, and what hurts you for standing there.

How layers combine

The layers don't override one another - they stack, each by its own rule:

PropertyHow the layers combine
HeightAdditive. Base elevation plus every layer's height bonus and any ground item. Taller terrain blocks more sightlines.
Move costAdditive. The base terrain cost plus flat penalties from weather, damage and scatter - never less than 1 per hex.
VisibilityWorst wins. The most obscuring layer decides the hex: OBSCURED beats REDUCED beats CLEAR. One bad layer is enough to blind it.
HazardsAll apply. Every layer's hazard is active at once - a flooded hex in acid rain is both at the same time.

So a rocky hill (height) under fog (visibility) churned into mud by rain (move cost) is all three at once. Move cost feeds your path budget in Movement & Positioning; height and visibility feed sightlines in Vision & Detection.

Base terrain

The ground type is the foundation every other layer builds on. The most common types and what they're worth:

TerrainCostWhat it does
Open Plains1 tileFlat and fully exposed - maximum visibility, no cover. The default ground.
Woodland2 tilesCanopy raises the hex height by 4 and obscures it - the workhorse cover terrain.
Rocky Ground / Crater1 tileRaised stone (+2 height) gives cover against direct fire without slowing you.
Dust Flats / Snowfield1-2 tilesReduced visibility - airborne grit and deep snow cut sensor range across the hex.
Water3 tilesVery slow going and a flood hazard to electrical systems.
Ice Sheet2 tilesSlick footing - units can slide unpredictably after moving.
Thermal Vent2 tilesGeothermal heat builds up each turn you linger - a reactor-overload risk.
Slow ground is often safe ground
The terrain that costs the most to cross is usually the terrain that hides and shields you. Woodland is twice the move cost of plains, but it raises you over sightlines and breaks line of sight - frequently worth the extra MP.

Weather

Weather drapes over whole stretches of the map, modifying every hex it touches without changing the terrain underneath. Its main currency is blindness - most weather cuts how far anyone can see:

WeatherEffect
Dense FogObscures every hex it covers - sightlines collapse to close range.
Heavy RainReduced visibility, +1 move cost as terrain turns to mud, and a wet hazard to electrical systems.
BlizzardWhiteout: obscured visibility, +2 move cost, and accumulating cold.
SandstormReduced visibility, +1 move cost, and abrasive grit that degrades sensors.
Acid RainReduced visibility plus a corrosive hazard that eats unshielded armor each round.

Weather cuts both ways: it hides your advance as readily as the enemy's. A force built to fight at close range - or one carrying its own sensors - shrugs off a fog that cripples a sniper line. The exact effect of REDUCED and OBSCURED on sight range is in Vision & Detection.

Battle damage

Unlike terrain and weather, battle damage is created by the fight. Explosions, incendiary weapons and terrain-shaping abilities stamp persistent states onto hexes mid-battle, reshaping the map as the engagement wears on:

StateEffect
FireReduced visibility from smoke, +2 move cost, raised height, and heat plus structural damage to anyone standing in it.
RubbleCollapsed debris raises the hex (+2 height) for fresh cover, at +1 move cost.
Flooded+2 move cost and a flood hazard to lower systems.
Scorched GroundResidual heat that slowly stresses occupying units.
EMP ZoneResidual interference that severely degrades sensors and targeting.

Battle damage means the terrain you deployed onto is not the terrain you'll be fighting over ten rounds later. A lane that was open plains can become a wall of fire; a cleared field can fill with rubble cover. The hazards these states inflict are resolved through How Damage Works and Status Effects.

Ground scatter

Maps are seeded with ground items - discrete obstacles sitting on individual hexes. They change a hex in two ways: how much it costs to enter, and whether you can stop there at all.

ItemEffect on the hex
Debris Field+1 move cost; you can still path through and stop here.
Small BoulderRaises height (+1) and costs +2 to cross - and you can't stop on it, only path through.
Large BoulderImpassable. Blocks movement entirely and stands +2 tall, breaking line of sight.
Wall SegmentImpassable and +3 tall - a hard sightline blocker to route around.

Most scatter is destructible - boulders and walls have structure and armor, so a heavy enough weapon can blast a gap through an impassable line. Abilities place their own items too: Deploy Mine hides a trap on a hex, Drop Beacon plants a signal beacon, and a felled obstacle leaves the lane open behind it.

Elevation & height

Every hex has a base elevation, and each layer adds to it. The total is the hex's effective height, and it drives two systems at once:

  • Sightlines. A tall hex - whether from raw elevation, a forest canopy, or a wall on it - blocks line of sight across it and the hexes behind it. Standing on high ground lets you see and shoot over what would hide you on the flat. See Vision & Detection.
  • Climbing. Stepping up more than your frame's climb height is impossible, and dropping off a tall ledge is a crash descent that costs extra MP and damages you on landing. The movement side of height is in Elevation & climbing.

Because height is additive, layers compound: a rocky rise under woodland stands far taller than either alone. Reading the heights around you is how you find the firing positions that see out without being seen into.

Reshaping the ground

Terrain isn't fixed scenery - some abilities edit the map directly. Raise Terrain pushes a hex up to build instant cover or a firing platform; Resonance Quake drops terrain across an area to deny a lane or strand a unit on a ledge. Used well, you can manufacture the high ground rather than march to it.

The counter is Terrain Anchor: it roots the hex an Icaroid stands on so terrain-shaping can't raise or lower its elevation out from under it. An anchored unit keeps its footing and its sightline no matter how the enemy tries to reshape the ground - it locks the tile, not the frame, so it doesn't stop the unit being shot, only being terraformed.

Putting it together

Read a hex by its layers: the base ground sets the floor, weather and battle damage pile penalties and blindness on top, scatter blocks or slows it, and the heights all around decide who can see whom. Height adds, move cost adds, the worst visibility wins, and every hazard bites at once. Pick paths and firing positions that turn the terrain to your advantage - cover and high ground that Movement & Positioning lets you reach and Vision & Detection lets you exploit.