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 combat, with a scattering of boulders, walls, debris, and deployed items 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. 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. These may be caused by regional weather patterns, weapons, or even some structures.
  3. Battle damage - states the fighting itself creates: fire, rubble, flooding, scorched ground. These appear during the battle in response to weapons fire and other actions.

On top of the three layers, individual hexes can also hold a ground item such as a boulder, a wall, a debris field. These may be placed at map generation, dropped by an ability, or caused by damage to or destruction of other ground items. The four layers together decide the movement cost to enter a hex, height bonuses or penalties for standing on it, how well you can see through it, and what effects are inflicted for standing there or passing through.

How layers combine

PropertyHow the layers combine
HeightAdditive. Base elevation plus every layer's height bonus and any ground item. Taller terrain blocks more sightlines, lower terrain offers more opportunities for concealment.
Move costAdditive. The base terrain cost plus flat penalties from weather, damage and scatter. This value is never less than 1 per hex.
VisibilityHeight-driven. A layer's visibility is a bonus or penalty to height that only applies to Vision & Detection into, out of, and through a tile. Height changes may restrict sight through the hex, conceal or reveal units standing in it, and/or prevent sight out of it.
HazardsAll apply. Every layer's hazard is active at once; a volcanic hex with acid rain active applies both hazards at the same time.

So a rocky hill (height) under fog (visibility height penalty) churned into mud by rain (move cost) is all three at once. Move cost feeds your path budget in Movement & Positioning; the combined height feeds 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 - no obstruction, no cover. The default ground.
Woodland2 tilesCanopy raises the hex height by 4 - it blocks sightlines through the hex and conceals anyone in it. The workhorse cover terrain.
Rocky Ground1 tileRaised stone (+2 height) gives cover against direct fire without slowing you.
Dust Flats2 tilesSunken, low-profile ground (-2 height) - defilade that conceals a unit sitting in it, though it doesn't block sightlines passing over. The suspended grit also leaves you Sensory Disrupted: you spot as though you were two height shorter, and shoot slightly worse for it.
Snowfield2 tilesA soft, cold, wet powder that a heavy Icaroid will quickly sink into (-2 height). The deep snow is difficult to move through, but can suppress fires somewhat, causing a 25% reduction to Burning damage.
Water3 tilesVery slow going, and it leaves you Wet. A wet frame conducts electricity better than normal, increasing incoming electrical damage. However, it also smothers the burning condition.
Ice Sheet2 tilesSlick, unstable footing reduces mobility until you reach solid ground. However, the freezing temperature and wet conditions smother fire a bit better than snow, reducing incoming Burning damage by 33%.
Thermal Vent2 tilesIntense geothermal activity sets units crossing this hex on fire, overwhelming heat dispersal systems. You take a stacking burn each turn you linger, so don't stick around here any longer than necessary.
Revetment Line2 tilesA dug-in earthwork, worth sitting in if you expect incoming fire. It leaves you Fortified: much harder to hit and far more resistant to area blasts. However, sitting lower also means you can't see as far - a unit here has its effective visibility height reduced by 3.
Ferrocrete Ruins2 tilesTall, burnt-out husks of structures. Very difficult to see or move through, but the structures are strong enough to support an Icaroid, allowing you to easily see the surrounding terrain (or be seen).
Null Scar1 tileAn anti-Ichor lattice underfoot leaves you Nulled, suppressing Ichor Glyph bonuses on the Icaroid unless you have resistance to nulling effects. While crossing this terrain is a quick way to get around, an extended engagement from there may be devastating if your builds rely heavily on Ichor.
Caustic Pan1 tileA pool of caustic chemicals applies Corrosion, stripping a layer of armor plating from every part each round. More dangerous the heavier your armor is.
Cinder Field3 tilesDeep ash and cinders are slow to wade through, and the airborne grit leaves you Suppressed, reducing your accuracy until you're clear.
Mire3 tilesThick, tangled roots and soft peat that leaves you Entangled, costing movement and evasion. Unlike water, the only thing that can save you from this is hovering.
Scree Slope2 tilesLoose rock, sand, and debris on a slope. While slightly higher than the surrounding terrain, the unstable footing that reduces your mobility.
Resonance Bloom1 tileRaw Ichor crystal around a vent. Standing on it empowers your weapons with bonus damage, making this ground type worth contesting.
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 FogA tall obscuring bank (+4 height) - sightlines through it collapse to close range, and units inside it are concealed.
Heavy RainLight obstruction (+2 height), +1 move cost as terrain turns to mud, and it leaves units in it Wet - the same soaking water gives, so electrical fire bites much harder.
BlizzardWhiteout (+4 height), +2 move cost, and cold that saps the mobility of anything caught in it.
SandstormAbrasive obstruction (+3 height), +1 move cost, and grit that fouls optics - units inside it shoot less accurately.
Acid RainLight obstruction (+2 height) plus a corrosive hazard that eats unshielded armor - biting each unit that starts its turn in it or moves through it.
Resonance StormLight obstruction (+2 height), +1 move cost, and a destabilizing hazard that deals 10 armor-ignoring structure to every component plus a heavy stability jolt each round. Seeded by the Chorus Tempest Chorale.

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. How a hex's height blocks and conceals sight 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
FireBillowing smoke raises the hex height (+3) - blocking sightlines and concealing anyone in it - plus +2 move cost. A unit that starts its turn in it, or moves through it, catches fire and takes burning damage. After two rounds the blaze burns out into scorched ground.
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 lightly stresses occupying units for a few rounds before cooling.
EMP ZoneResidual interference - a unit lingering inside has its sensors and targeting degraded each round.

Most battle damage is laid by the fighting itself. Incendiary and plasma blast weapons set the ground on fire wherever they strike - each affected hex has a chance to ignite, and the Immolator Artillery is built to blanket whole tiles in flame. A fire spreads its smoke and heat for two rounds, then decays to scorched ground, which itself cools away a few rounds later. Plasma-trail and terrain-melting weapons leave the same trail of fire behind them.

Hazard tiles take effect when a unit starts its turn standing in one, and again for every hazard hex it moves through during that turn. A hazard applied to the tile under a unit does nothing the instant it appears, but it will take effect before the unit has an opportunity to escape.

Battle damage can also reshape the terrain. An open field can become a wall of fire with judicious use of weapons or ichor effects. Battle damage and weather stack independently - a hex can be both under a resonance storm and on fire, or burning under acid rain. Every layer's hazard takes effect at once. The effects these states inflict are resolved through How Damage Works and Status Effects.

Ground scatter

Maps are seeded with ground items. They change a hex in two ways: how much it costs to enter, and whether you can stop there at all. Most of them can be destroyed. Some of them (especially ones placed by faction Icaroids) also sometimes provide bonus effects (or penalties) to nearby units.

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. Units cannot stop on it, but may path through.
Large BoulderImpassable. Blocks movement entirely and stands +2 height taller than the tile, which may break line of sight.
Wall SegmentImpassable and +8 height; very little can see past a wall.

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 - and height is what blinds - move cost adds, 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.