Encounter Terrain Types and Environmental Effects
Twelve standard terrain types for personal-scale encounters, with cover density, movement modifier, visibility, hazards, and the LaGrange setting they live in.
Every personal-scale encounter happens in one of these terrain types (or a hybrid of two adjacent ones -- GM may apply BOTH cover densities and pick the harsher movement modifier). Each row gives the GM and the engine the Mechanical fingerprint needed to populate an encounter map without re-deriving rules.
Cover density maps directly to Cover and Concealment Bonuses: sparse = partial at 25% of firing positions, moderate = partial at 50%, dense = full cover or concealment at 50% of positions, no = line of sight clear.
Movement modifiers are expressed as a multiplier or flat penalty, not both. Use the higher (worse) value when two terrain types overlap.
Hazards here are persistent (fire, Vacuum, radiation) and affect everyone without a check -- listed separately from improvised hazards (a deck of cards on the floor, oil slicks) which the GM adds ad hoc.
Rows are anchored in LaGrange context: named factions (Confederation Core, Legion, Families, Day One, Ironball) and named biome archetypes (Rim frontier, Jungle river world, void ship interior). Each terrain is anchored in a distinct LaGrange institution, economy, or hazard ecology; Day One and Fold-echo sites remain exceptional.
Rules Reference
| Field | Value |
|---|---|
| Data / T01 Core Plaza / Acoustics Note | |
| Data / T01 Core Plaza / Acoustics Typed | loud |
| Data / T01 Core Plaza / Cover Density Typed | sparse |
| Data / T01 Core Plaza / Encounter Hook | Public brawl, interdiction of a runner, hush-handoff gone wrong, Family envoy under cover. |
| Data / T01 Core Plaza / La Grange Setting | Confederation Core -- upper-hive commerce level |
| Data / T01 Core Plaza / Move Cost Per Cell | 1 |
| Data / T01 Core Plaza / Move Mod Note | |
| Data / T01 Core Plaza / Name | Core Hive Public Plaza |
| Data / T01 Core Plaza / Scale Fit Typed | personal |
| Data / T01 Core Plaza / Terrain Id | t01-core-plaza |
| Data / T01 Core Plaza / Visibility Note | |
| Data / T01 Core Plaza / Visibility Typed | full |
| Data / T02 Core Maint Tunnel / Acoustics Note | |
| Data / T02 Core Maint Tunnel / Acoustics Typed | normal |
| Data / T02 Core Maint Tunnel / Cover Density Typed | moderate |
| Data / T02 Core Maint Tunnel / Encounter Hook | Cultist ambush (Day One shrine in tunnel cul-de-sac), smuggling handoff, rat swarm feeding on a corpse. |
| Data / T02 Core Maint Tunnel / La Grange Setting | Confederation Core -- lower sub-hive utility zone |
| Data / T02 Core Maint Tunnel / Move Cost Per Cell | 1 |
| Data / T02 Core Maint Tunnel / Move Mod Note | 5 ft squares, tight |
| Data / T02 Core Maint Tunnel / Name | Core Hive Maintenance Tunnel |
| Data / T02 Core Maint Tunnel / Scale Fit Typed | personal |
| Data / T02 Core Maint Tunnel / Terrain Id | t02-core-maint-tunnel |
| Data / T02 Core Maint Tunnel / Visibility Note | |
| Data / T02 Core Maint Tunnel / Visibility Typed | limited |
| Data / T03 Core Residential / Acoustics Note | Quiet (during sleep cycle); Loud (during day cycle) |
| Data / T03 Core Residential / Acoustics Typed | quiet |
| Data / T03 Core Residential / Cover Density Typed | moderate |
| Data / T03 Core Residential / Encounter Hook | Family-syndicate hit, apartment raid, witness intimidation, child hostage (avoid). |
| Data / T03 Core Residential / La Grange Setting | Confederation Core -- mid-hive family unit |
| Data / T03 Core Residential / Move Cost Per Cell | 1 |
| Data / T03 Core Residential / Move Mod Note | |
| Data / T03 Core Residential / Name | Core Hive Residential Block |
| Data / T03 Core Residential / Scale Fit Typed | personal |
| Data / T03 Core Residential / Terrain Id | t03-core-residential |
| Data / T03 Core Residential / Visibility Note | |
| Data / T03 Core Residential / Visibility Typed | limited |
| Data / T04 Rim Badlands / Acoustics Note | Normal (calm); Loud (storm) |
| Data / T04 Rim Badlands / Acoustics Typed | loud |
| Data / T04 Rim Badlands / Cover Density Typed | sparse |
| Data / T04 Rim Badlands / Encounter Hook | Bandit interception, derelict crawler holdout, weird-west lone-rider duel, weather-stranding. |
| Data / T04 Rim Badlands / La Grange Setting | Rim frontier world -- wild dirt zone outside port |
| Data / T04 Rim Badlands / Move Cost Per Cell | 1 |
| Data / T04 Rim Badlands / Move Mod Note | open; vehicles x1 only on roads |
| Data / T04 Rim Badlands / Name | Rim Badlands Surface |
| Data / T04 Rim Badlands / Scale Fit Typed | both |
| Data / T04 Rim Badlands / Terrain Id | t04-rim-badlands |
| Data / T04 Rim Badlands / Visibility Note | Full (clear day); Limited (sandstorm) |
| Data / T04 Rim Badlands / Visibility Typed | full |
| Data / T05 Rim Derelict / Acoustics Note | Quiet (some sections); Normal (mechanical groans) |
| Data / T05 Rim Derelict / Acoustics Typed | quiet |
| Data / T05 Rim Derelict / Cover Density Typed | dense |
| Data / T05 Rim Derelict / Encounter Hook | Hulk crawl, scavengers vs boarders, lost stash, Fold-echo shrine (rare, scary). |
| Data / T05 Rim Derelict / La Grange Setting | Rim frontier -- beached hull hulk or ark-ship wreck |
| Data / T05 Rim Derelict / Move Cost Per Cell | 2 |
| Data / T05 Rim Derelict / Move Mod Note | zero-grav sections; x1/2 low-G crawls |
| Data / T05 Rim Derelict / Name | Rim Derelict Interior |
| Data / T05 Rim Derelict / Scale Fit Typed | personal |
| Data / T05 Rim Derelict / Terrain Id | t05-rim-derelict |
| Data / T05 Rim Derelict / Visibility Note | no power |
| Data / T05 Rim Derelict / Visibility Typed | none |
| Data / T06 Void Corridor / Acoustics Note | always -- hull resonance |
| Data / T06 Void Corridor / Acoustics Typed | loud |
| Data / T06 Void Corridor / Cover Density Typed | moderate |
| Data / T06 Void Corridor / Encounter Hook | Boarding action (see TBL-BOARDING-ACTIONS), mutiny aboard ship, intrusion by stowaway. |
| Data / T06 Void Corridor / La Grange Setting | Any void vessel (confederation patrol, Legion frigate, family yacht) |
| Data / T06 Void Corridor / Move Cost Per Cell | 1 |
| Data / T06 Void Corridor / Move Mod Note | 5 ft wide; no side-step |
| Data / T06 Void Corridor / Name | Void Ship Interior Corridor |
| Data / T06 Void Corridor / Scale Fit Typed | personal |
| Data / T06 Void Corridor / Terrain Id | t06-void-corridor |
| Data / T06 Void Corridor / Visibility Note | Full (powered) / Limited (red alert) |
| Data / T06 Void Corridor / Visibility Typed | full |
| Data / T07 Void Cargo / Acoustics Note | reverberating |
| Data / T07 Void Cargo / Acoustics Typed | normal |
| Data / T07 Void Cargo / Cover Density Typed | moderate |
| Data / T07 Void Cargo / Encounter Hook | Smuggler ambush, pirate loot-dispute, container open onto stowed creature, tractor accident. |
| Data / T07 Void Cargo / La Grange Setting | Any large vessel -- holds, freighters, transports |
| Data / T07 Void Cargo / Move Cost Per Cell | 1 |
| Data / T07 Void Cargo / Move Mod Note | |
| Data / T07 Void Cargo / Name | Void Ship Cargo Bay |
| Data / T07 Void Cargo / Scale Fit Typed | personal |
| Data / T07 Void Cargo / Terrain Id | t07-void-cargo |
| Data / T07 Void Cargo / Visibility Note | |
| Data / T07 Void Cargo / Visibility Typed | limited |
| Data / T08 Void Engine / Acoustics Note | |
| Data / T08 Void Engine / Acoustics Typed | loud |
| Data / T08 Void Engine / Cover Density Typed | dense |
| Data / T08 Void Engine / Encounter Hook | Sabotage run (TBL-BOARDING-ACTIONS step 8), emergency reactor containment, rogue engineer mutiny. |
| Data / T08 Void Engine / La Grange Setting | Capital-grade military or industrial ship |
| Data / T08 Void Engine / Move Cost Per Cell | 2 |
| Data / T08 Void Engine / Move Mod Note | machinery blocks |
| Data / T08 Void Engine / Name | Void Ship Engine Room / Reactor Hall |
| Data / T08 Void Engine / Scale Fit Typed | personal |
| Data / T08 Void Engine / Terrain Id | t08-void-engine |
| Data / T08 Void Engine / Visibility Note | |
| Data / T08 Void Engine / Visibility Typed | limited |
| Data / T09 Jungle River / Acoustics Note | animal noise masks Stealth -2 at >30 ft |
| Data / T09 Jungle River / Acoustics Typed | normal |
| Data / T09 Jungle River / Cover Density Typed | dense |
| Data / T09 Jungle River / Encounter Hook | Patrol ambush, river-stalker hunt, Anvil-legion outpost raid, dawn-descent horror on the bank. |
| Data / T09 Jungle River / La Grange Setting | Ghala Bend river frontier -- cartel gunboat country beneath a predatory canopy |
| Data / T09 Jungle River / Move Cost Per Cell | 2 |
| Data / T09 Jungle River / Move Mod Note | terrain obstacles; boats x2 (current) |
| Data / T09 Jungle River / Name | Jungle River World Bank |
| Data / T09 Jungle River / Scale Fit Typed | both |
| Data / T09 Jungle River / Terrain Id | t09-jungle-river |
| Data / T09 Jungle River / Visibility Note | |
| Data / T09 Jungle River / Visibility Typed | limited |
| Data / T10 Ironball Arena / Acoustics Note | |
| Data / T10 Ironball Arena / Acoustics Typed | loud |
| Data / T10 Ironball Arena / Cover Density Typed | none |
| Data / T10 Ironball Arena / Encounter Hook | Gladiatorial bout, gang-vs-gang, crowd-rouser surprise, death-trap environmental shift (saw-floor rises). |
| Data / T10 Ironball Arena / La Grange Setting | Ironball -- the gladiatorial orbital stadium |
| Data / T10 Ironball Arena / Move Cost Per Cell | 1 |
| Data / T10 Ironball Arena / Move Mod Note | |
| Data / T10 Ironball Arena / Name | Ironball Arena Floor |
| Data / T10 Ironball Arena / Scale Fit Typed | personal |
| Data / T10 Ironball Arena / Terrain Id | t10-ironball-arena |
| Data / T10 Ironball Arena / Visibility Note | |
| Data / T10 Ironball Arena / Visibility Typed | full |
| Data / T11 Family Garden / Acoustics Note | artificial |
| Data / T11 Family Garden / Acoustics Typed | quiet |
| Data / T11 Family Garden / Cover Density Typed | moderate |
| Data / T11 Family Garden / Encounter Hook | Party-crash at a Family soiree, assassination attempt on an envoy, duel-of-honour, betrayal-in-a-bower. |
| Data / T11 Family Garden / La Grange Setting | Decadent -- Family private orbital estate or yacht park |
| Data / T11 Family Garden / Move Cost Per Cell | 1 |
| Data / T11 Family Garden / Move Mod Note | |
| Data / T11 Family Garden / Name | Family Orbital Garden Atrium |
| Data / T11 Family Garden / Scale Fit Typed | personal |
| Data / T11 Family Garden / Terrain Id | t11-family-garden |
| Data / T11 Family Garden / Visibility Note | |
| Data / T11 Family Garden / Visibility Typed | full |
| Data / T12 Day One Shrine / Acoustics Note | until the rite begins |
| Data / T12 Day One Shrine / Acoustics Typed | quiet |
| Data / T12 Day One Shrine / Cover Density Typed | moderate |
| Data / T12 Day One Shrine / Encounter Hook | Cult rite interrupted, desecration of a relic, psion-wars mid-argument, Day One rescue of a kidnapped convert (rare). |
| Data / T12 Day One Shrine / La Grange Setting | Day One enclave -- fold-tainted ritual space (used sparingly) |
| Data / T12 Day One Shrine / Move Cost Per Cell | 1 |
| Data / T12 Day One Shrine / Move Mod Note | |
| Data / T12 Day One Shrine / Name | Day One Ritual Chamber |
| Data / T12 Day One Shrine / Scale Fit Typed | personal |
| Data / T12 Day One Shrine / Terrain Id | t12-day-one-shrine |
| Data / T12 Day One Shrine / Visibility Note | eternal twilight |
| Data / T12 Day One Shrine / Visibility Typed | none |
Notes
Movement Modifier Resolution / Note: When two terrain types overlap on a single scene, pick the WORSE movement modifier and apply BOTH hazard lists (use the higher of two of the same damage type -- but additive where types differ).
Columns
terrainId
| Field | Value |
|---|---|
description | Unique key for the terrain entry. |
label | Terrain ID |
name | terrainId |
name
| Field | Value |
|---|---|
description | Display name of the terrain type. |
label | Terrain |
name | name |
laGrangeSetting
| Field | Value |
|---|---|
description | Which LaGrange biome / faction this terrain is anchored in. |
label | Setting |
name | laGrangeSetting |
scaleFit
| Field | Value |
|---|---|
description | Personal / Vehicle / Both; combat scale this terrain is most often used at. |
label | Scale Fit |
name | scaleFit |
coverDensity
| Field | Value |
|---|---|
description | None / Sparse / Moderate / Dense; maps to TBL-COVER-BONUSES. |
label | Cover Density |
name | coverDensity |
movementMod
| Field | Value |
|---|---|
description | Multiplier or penalty to movement (in 5 ft squares). |
label | Movement Mod |
name | movementMod |
visibility
| Field | Value |
|---|---|
description | Full / Limited (concealment 20%) / None (total concealment / darkvision needed). |
label | Visibility |
name | visibility |
hazardsPresent
| Field | Value |
|---|---|
description | Persistent hazards: fire, vacuum, radiation, weather, fauna, structural. |
label | Hazards |
name | hazardsPresent |
acoustics
| Field | Value |
|---|---|
description | Quiet (Stealth +5) / Normal / Loud (Stealth -5, Perception+2 to hear). |
label | Acoustics |
name | acoustics |
encounterHook
| Field | Value |
|---|---|
description | What kind of scene this terrain typically hosts in LaGrange. |
label | Encounter Hook |
name | encounterHook |
coverDensityTyped
| Field | Value |
|---|---|
description | Typed enum: none / sparse / moderate / dense. |
label | Cover Density (Typed) |
name | coverDensityTyped |
visibilityTyped
| Field | Value |
|---|---|
description | Typed enum: full / limited / none. |
label | Visibility (Typed) |
name | visibilityTyped |
visibilityNote
| Field | Value |
|---|---|
description | Conditional visibility qualifiers. |
label | Visibility Conditions |
name | visibilityNote |
scaleFitTyped
| Field | Value |
|---|---|
description | Typed enum: personal / vehicle / both. |
label | Scale Fit (Typed) |
name | scaleFitTyped |
acousticsTyped
| Field | Value |
|---|---|
description | Typed enum: quiet / normal / loud. |
label | Acoustics (Typed) |
name | acousticsTyped |
acousticsNote
| Field | Value |
|---|---|
description | Conditional acoustics or qualifiers. |
label | Acoustics Conditions |
name | acousticsNote |
moveCostPerCell
| Field | Value |
|---|---|
description | Per-cell movement cost: 1=x1 speed, 2=x1/2 speed, 4=x1/4 speed. |
label | Move Cost Per Cell |
name | moveCostPerCell |
moveModNote
| Field | Value |
|---|---|
description | Conditional or additional movement constraints. |
label | Movement Modifier Notes |
name | moveModNote |
hazards
| Field | Value |
|---|---|
description | Structured list of hazard objects. |
label | Hazards (Typed) |
name | hazards |
Data / T01 Core Plaza / Hazards
Crowd traffic
| Field | Value |
|---|---|
effect | narrative:non-combatant collision |
name | Crowd traffic |
saveDC | 0 |
saveKind | none |
trigger | ambient |
Drone surveillance
| Field | Value |
|---|---|
effect | rule:Security bots call Legion patrol |
name | Drone surveillance |
saveDC | 0 |
saveKind | none |
trigger | ambient |
Data / T02 Core Maint Tunnel / Hazards
Live power conduits
| Field | Value |
|---|---|
effect | damage:1d6:electrical |
name | Live power conduits |
saveDC | 0 |
saveKind | none |
trigger | contact |
toxic coolant drips
| Field | Value |
|---|---|
effect | narrative:toxic coolant drips |
name | toxic coolant drips |
saveDC | 0 |
saveKind | none |
trigger | ambient |
rats
| Field | Value |
|---|---|
effect | narrative:disease check |
name | rats |
saveDC | 0 |
saveKind | disease |
trigger | ambient |
Data / T03 Core Residential / Hazards
Door chimes
| Field | Value |
|---|---|
effect | narrative:stealth interrupted |
name | Door chimes |
saveDC | 0 |
saveKind | none |
trigger | ambient |
thin walls
| Field | Value |
|---|---|
effect | rule:bullets pass through to adjacent units |
name | thin walls |
saveDC | 0 |
saveKind | none |
trigger | ambient |
fire code violations
| Field | Value |
|---|---|
effect | narrative:fire code violations |
name | fire code violations |
saveDC | 0 |
saveKind | none |
trigger | ambient |
Data / T04 Rim Badlands / Hazards
Sandstorms
| Field | Value |
|---|---|
effect | visibility:none |
name | Sandstorms |
note | 1d4 hours |
saveDC | 0 |
saveKind | none |
trigger | ambient |
radiation pockets
| Field | Value |
|---|---|
effect | status:Sickened |
name | radiation pockets |
saveDC | 12 |
saveKind | con |
trigger | ambient |
rust-cattle stampede
| Field | Value |
|---|---|
effect | narrative:rust-cattle stampede |
name | rust-cattle stampede |
saveDC | 0 |
saveKind | none |
trigger | ambient |
Data / T05 Rim Derelict / Hazards
Vacuum pockets
| Field | Value |
|---|---|
effect | vacuum-exposure |
name | Vacuum pockets |
saveDC | 15 |
saveKind | fort |
trigger | enter |
fold-bleed
| Field | Value |
|---|---|
effect | narrative:Day One sedition |
name | fold-bleed |
saveDC | 0 |
saveKind | none |
trigger | ambient |
scavenger fauna
| Field | Value |
|---|---|
effect | narrative:scavenger fauna |
name | scavenger fauna |
saveDC | 0 |
saveKind | none |
trigger | ambient |
structural collapse
| Field | Value |
|---|---|
effect | rule:structural collapse |
name | structural collapse |
saveDC | 12 |
saveKind | reflex |
trigger | ambient |
Data / T06 Void Corridor / Hazards
Vacuum breach
| Field | Value |
|---|---|
effect | xref:TBL-VOID-SYSTEM-DAMAGE:6 |
name | Vacuum breach |
saveDC | 0 |
saveKind | none |
trigger | ambient |
fire suppression gas
| Field | Value |
|---|---|
effect | rule:suffocation |
name | fire suppression gas |
note | 1d4 rounds |
saveDC | 13 |
saveKind | con |
trigger | ambient |
interior mag-locks
| Field | Value |
|---|---|
effect | narrative:interior mag-locks |
name | interior mag-locks |
saveDC | 0 |
saveKind | none |
trigger | ambient |
Data / T07 Void Cargo / Hazards
Loose cargo in micro-grav
| Field | Value |
|---|---|
effect | damage:1d4:bludgeoning |
name | Loose cargo in micro-grav |
saveDC | 0 |
saveKind | none |
trigger | move-through |
explosive containers
| Field | Value |
|---|---|
effect | narrative:explosive containers |
name | explosive containers |
saveDC | 0 |
saveKind | none |
trigger | ambient |
unsecured cargo nets
| Field | Value |
|---|---|
effect | narrative:unsecured cargo nets |
name | unsecured cargo nets |
saveDC | 0 |
saveKind | none |
trigger | ambient |
Data / T08 Void Engine / Hazards
Heat
| Field | Value |
|---|---|
effect | damage:1d6:fire |
name | Heat |
note | within 10 ft of reactor |
saveDC | 0 |
saveKind | none |
trigger | per-round |
radiation
| Field | Value |
|---|---|
effect | status:Sickened |
name | radiation |
saveDC | 13 |
saveKind | con |
trigger | hourly |
electrical arcing
| Field | Value |
|---|---|
effect | damage:2d6:electrical |
name | electrical arcing |
saveDC | 14 |
saveKind | reflex |
trigger | ambient |
Data / T09 Jungle River / Hazards
River-Stalkers
| Field | Value |
|---|---|
effect | narrative:predator |
name | River-Stalkers |
saveDC | 0 |
saveKind | none |
trigger | ambient |
leeches
| Field | Value |
|---|---|
effect | rule:leeches |
name | leeches |
saveDC | 12 |
saveKind | con |
trigger | hourly |
sudden fog
| Field | Value |
|---|---|
effect | visibility:limited |
name | sudden fog |
saveDC | 0 |
saveKind | none |
trigger | ambient |
paramilitary patrols
| Field | Value |
|---|---|
effect | narrative:paramilitary patrols |
name | paramilitary patrols |
saveDC | 0 |
saveKind | none |
trigger | ambient |
Data / T10 Ironball Arena / Hazards
Audience debris
| Field | Value |
|---|---|
effect | rule:rolled as ranged attack |
name | Audience debris |
saveDC | 0 |
saveKind | none |
trigger | ambient |
arena traps
| Field | Value |
|---|---|
effect | narrative:GM call |
name | arena traps |
saveDC | 0 |
saveKind | none |
trigger | ambient |
rival combatant
| Field | Value |
|---|---|
effect | narrative:rival combatant |
name | rival combatant |
saveDC | 0 |
saveKind | none |
trigger | ambient |
blood-slip
| Field | Value |
|---|---|
effect | status:Prone |
name | blood-slip |
saveDC | 10 |
saveKind | reflex |
trigger | ambient |
Data / T11 Family Garden / Hazards
Service robots
| Field | Value |
|---|---|
effect | narrative:non-hostile |
name | Service robots |
saveDC | 0 |
saveKind | none |
trigger | ambient |
genetically modified fauna
| Field | Value |
|---|---|
effect | narrative:could be hostile |
name | genetically modified fauna |
saveDC | 0 |
saveKind | none |
trigger | ambient |
Family pets
| Field | Value |
|---|---|
effect | rule:pet escalation |
name | Family pets |
saveDC | 15 |
saveKind | cha |
trigger | ambient |
security-baton zephyrs
| Field | Value |
|---|---|
effect | narrative:security-baton zephyrs |
name | security-baton zephyrs |
saveDC | 0 |
saveKind | none |
trigger | ambient |
Data / T12 Day One Shrine / Hazards
Fold-bleed
| Field | Value |
|---|---|
effect | status:Frightened |
name | Fold-bleed |
saveDC | 15 |
saveKind | will |
trigger | hourly |
unstable gravity
| Field | Value |
|---|---|
effect | narrative:unstable gravity |
name | unstable gravity |
saveDC | 0 |
saveKind | none |
trigger | ambient |
psionic echoes
| Field | Value |
|---|---|
effect | narrative:psionic echoes |
name | psionic echoes |
saveDC | 0 |
saveKind | none |
trigger | ambient |
captive echoes of past celebrants
| Field | Value |
|---|---|
effect | narrative:captive echoes of past celebrants |
name | captive echoes of past celebrants |
saveDC | 0 |
saveKind | none |
trigger | ambient |