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

FieldValue
Data / T01 Core Plaza / Acoustics Note
Data / T01 Core Plaza / Acoustics Typedloud
Data / T01 Core Plaza / Cover Density Typedsparse
Data / T01 Core Plaza / Encounter HookPublic brawl, interdiction of a runner, hush-handoff gone wrong, Family envoy under cover.
Data / T01 Core Plaza / La Grange SettingConfederation Core -- upper-hive commerce level
Data / T01 Core Plaza / Move Cost Per Cell1
Data / T01 Core Plaza / Move Mod Note
Data / T01 Core Plaza / NameCore Hive Public Plaza
Data / T01 Core Plaza / Scale Fit Typedpersonal
Data / T01 Core Plaza / Terrain Idt01-core-plaza
Data / T01 Core Plaza / Visibility Note
Data / T01 Core Plaza / Visibility Typedfull
Data / T02 Core Maint Tunnel / Acoustics Note
Data / T02 Core Maint Tunnel / Acoustics Typednormal
Data / T02 Core Maint Tunnel / Cover Density Typedmoderate
Data / T02 Core Maint Tunnel / Encounter HookCultist ambush (Day One shrine in tunnel cul-de-sac), smuggling handoff, rat swarm feeding on a corpse.
Data / T02 Core Maint Tunnel / La Grange SettingConfederation Core -- lower sub-hive utility zone
Data / T02 Core Maint Tunnel / Move Cost Per Cell1
Data / T02 Core Maint Tunnel / Move Mod Note5 ft squares, tight
Data / T02 Core Maint Tunnel / NameCore Hive Maintenance Tunnel
Data / T02 Core Maint Tunnel / Scale Fit Typedpersonal
Data / T02 Core Maint Tunnel / Terrain Idt02-core-maint-tunnel
Data / T02 Core Maint Tunnel / Visibility Note
Data / T02 Core Maint Tunnel / Visibility Typedlimited
Data / T03 Core Residential / Acoustics NoteQuiet (during sleep cycle); Loud (during day cycle)
Data / T03 Core Residential / Acoustics Typedquiet
Data / T03 Core Residential / Cover Density Typedmoderate
Data / T03 Core Residential / Encounter HookFamily-syndicate hit, apartment raid, witness intimidation, child hostage (avoid).
Data / T03 Core Residential / La Grange SettingConfederation Core -- mid-hive family unit
Data / T03 Core Residential / Move Cost Per Cell1
Data / T03 Core Residential / Move Mod Note
Data / T03 Core Residential / NameCore Hive Residential Block
Data / T03 Core Residential / Scale Fit Typedpersonal
Data / T03 Core Residential / Terrain Idt03-core-residential
Data / T03 Core Residential / Visibility Note
Data / T03 Core Residential / Visibility Typedlimited
Data / T04 Rim Badlands / Acoustics NoteNormal (calm); Loud (storm)
Data / T04 Rim Badlands / Acoustics Typedloud
Data / T04 Rim Badlands / Cover Density Typedsparse
Data / T04 Rim Badlands / Encounter HookBandit interception, derelict crawler holdout, weird-west lone-rider duel, weather-stranding.
Data / T04 Rim Badlands / La Grange SettingRim frontier world -- wild dirt zone outside port
Data / T04 Rim Badlands / Move Cost Per Cell1
Data / T04 Rim Badlands / Move Mod Noteopen; vehicles x1 only on roads
Data / T04 Rim Badlands / NameRim Badlands Surface
Data / T04 Rim Badlands / Scale Fit Typedboth
Data / T04 Rim Badlands / Terrain Idt04-rim-badlands
Data / T04 Rim Badlands / Visibility NoteFull (clear day); Limited (sandstorm)
Data / T04 Rim Badlands / Visibility Typedfull
Data / T05 Rim Derelict / Acoustics NoteQuiet (some sections); Normal (mechanical groans)
Data / T05 Rim Derelict / Acoustics Typedquiet
Data / T05 Rim Derelict / Cover Density Typeddense
Data / T05 Rim Derelict / Encounter HookHulk crawl, scavengers vs boarders, lost stash, Fold-echo shrine (rare, scary).
Data / T05 Rim Derelict / La Grange SettingRim frontier -- beached hull hulk or ark-ship wreck
Data / T05 Rim Derelict / Move Cost Per Cell2
Data / T05 Rim Derelict / Move Mod Notezero-grav sections; x1/2 low-G crawls
Data / T05 Rim Derelict / NameRim Derelict Interior
Data / T05 Rim Derelict / Scale Fit Typedpersonal
Data / T05 Rim Derelict / Terrain Idt05-rim-derelict
Data / T05 Rim Derelict / Visibility Noteno power
Data / T05 Rim Derelict / Visibility Typednone
Data / T06 Void Corridor / Acoustics Notealways -- hull resonance
Data / T06 Void Corridor / Acoustics Typedloud
Data / T06 Void Corridor / Cover Density Typedmoderate
Data / T06 Void Corridor / Encounter HookBoarding action (see TBL-BOARDING-ACTIONS), mutiny aboard ship, intrusion by stowaway.
Data / T06 Void Corridor / La Grange SettingAny void vessel (confederation patrol, Legion frigate, family yacht)
Data / T06 Void Corridor / Move Cost Per Cell1
Data / T06 Void Corridor / Move Mod Note5 ft wide; no side-step
Data / T06 Void Corridor / NameVoid Ship Interior Corridor
Data / T06 Void Corridor / Scale Fit Typedpersonal
Data / T06 Void Corridor / Terrain Idt06-void-corridor
Data / T06 Void Corridor / Visibility NoteFull (powered) / Limited (red alert)
Data / T06 Void Corridor / Visibility Typedfull
Data / T07 Void Cargo / Acoustics Notereverberating
Data / T07 Void Cargo / Acoustics Typednormal
Data / T07 Void Cargo / Cover Density Typedmoderate
Data / T07 Void Cargo / Encounter HookSmuggler ambush, pirate loot-dispute, container open onto stowed creature, tractor accident.
Data / T07 Void Cargo / La Grange SettingAny large vessel -- holds, freighters, transports
Data / T07 Void Cargo / Move Cost Per Cell1
Data / T07 Void Cargo / Move Mod Note
Data / T07 Void Cargo / NameVoid Ship Cargo Bay
Data / T07 Void Cargo / Scale Fit Typedpersonal
Data / T07 Void Cargo / Terrain Idt07-void-cargo
Data / T07 Void Cargo / Visibility Note
Data / T07 Void Cargo / Visibility Typedlimited
Data / T08 Void Engine / Acoustics Note
Data / T08 Void Engine / Acoustics Typedloud
Data / T08 Void Engine / Cover Density Typeddense
Data / T08 Void Engine / Encounter HookSabotage run (TBL-BOARDING-ACTIONS step 8), emergency reactor containment, rogue engineer mutiny.
Data / T08 Void Engine / La Grange SettingCapital-grade military or industrial ship
Data / T08 Void Engine / Move Cost Per Cell2
Data / T08 Void Engine / Move Mod Notemachinery blocks
Data / T08 Void Engine / NameVoid Ship Engine Room / Reactor Hall
Data / T08 Void Engine / Scale Fit Typedpersonal
Data / T08 Void Engine / Terrain Idt08-void-engine
Data / T08 Void Engine / Visibility Note
Data / T08 Void Engine / Visibility Typedlimited
Data / T09 Jungle River / Acoustics Noteanimal noise masks Stealth -2 at >30 ft
Data / T09 Jungle River / Acoustics Typednormal
Data / T09 Jungle River / Cover Density Typeddense
Data / T09 Jungle River / Encounter HookPatrol ambush, river-stalker hunt, Anvil-legion outpost raid, dawn-descent horror on the bank.
Data / T09 Jungle River / La Grange SettingGhala Bend river frontier -- cartel gunboat country beneath a predatory canopy
Data / T09 Jungle River / Move Cost Per Cell2
Data / T09 Jungle River / Move Mod Noteterrain obstacles; boats x2 (current)
Data / T09 Jungle River / NameJungle River World Bank
Data / T09 Jungle River / Scale Fit Typedboth
Data / T09 Jungle River / Terrain Idt09-jungle-river
Data / T09 Jungle River / Visibility Note
Data / T09 Jungle River / Visibility Typedlimited
Data / T10 Ironball Arena / Acoustics Note
Data / T10 Ironball Arena / Acoustics Typedloud
Data / T10 Ironball Arena / Cover Density Typednone
Data / T10 Ironball Arena / Encounter HookGladiatorial bout, gang-vs-gang, crowd-rouser surprise, death-trap environmental shift (saw-floor rises).
Data / T10 Ironball Arena / La Grange SettingIronball -- the gladiatorial orbital stadium
Data / T10 Ironball Arena / Move Cost Per Cell1
Data / T10 Ironball Arena / Move Mod Note
Data / T10 Ironball Arena / NameIronball Arena Floor
Data / T10 Ironball Arena / Scale Fit Typedpersonal
Data / T10 Ironball Arena / Terrain Idt10-ironball-arena
Data / T10 Ironball Arena / Visibility Note
Data / T10 Ironball Arena / Visibility Typedfull
Data / T11 Family Garden / Acoustics Noteartificial
Data / T11 Family Garden / Acoustics Typedquiet
Data / T11 Family Garden / Cover Density Typedmoderate
Data / T11 Family Garden / Encounter HookParty-crash at a Family soiree, assassination attempt on an envoy, duel-of-honour, betrayal-in-a-bower.
Data / T11 Family Garden / La Grange SettingDecadent -- Family private orbital estate or yacht park
Data / T11 Family Garden / Move Cost Per Cell1
Data / T11 Family Garden / Move Mod Note
Data / T11 Family Garden / NameFamily Orbital Garden Atrium
Data / T11 Family Garden / Scale Fit Typedpersonal
Data / T11 Family Garden / Terrain Idt11-family-garden
Data / T11 Family Garden / Visibility Note
Data / T11 Family Garden / Visibility Typedfull
Data / T12 Day One Shrine / Acoustics Noteuntil the rite begins
Data / T12 Day One Shrine / Acoustics Typedquiet
Data / T12 Day One Shrine / Cover Density Typedmoderate
Data / T12 Day One Shrine / Encounter HookCult 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 SettingDay One enclave -- fold-tainted ritual space (used sparingly)
Data / T12 Day One Shrine / Move Cost Per Cell1
Data / T12 Day One Shrine / Move Mod Note
Data / T12 Day One Shrine / NameDay One Ritual Chamber
Data / T12 Day One Shrine / Scale Fit Typedpersonal
Data / T12 Day One Shrine / Terrain Idt12-day-one-shrine
Data / T12 Day One Shrine / Visibility Noteeternal twilight
Data / T12 Day One Shrine / Visibility Typednone

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

FieldValue
descriptionUnique key for the terrain entry.
labelTerrain ID
nameterrainId

name

FieldValue
descriptionDisplay name of the terrain type.
labelTerrain
namename

laGrangeSetting

FieldValue
descriptionWhich LaGrange biome / faction this terrain is anchored in.
labelSetting
namelaGrangeSetting

scaleFit

FieldValue
descriptionPersonal / Vehicle / Both; combat scale this terrain is most often used at.
labelScale Fit
namescaleFit

coverDensity

FieldValue
descriptionNone / Sparse / Moderate / Dense; maps to TBL-COVER-BONUSES.
labelCover Density
namecoverDensity

movementMod

FieldValue
descriptionMultiplier or penalty to movement (in 5 ft squares).
labelMovement Mod
namemovementMod

visibility

FieldValue
descriptionFull / Limited (concealment 20%) / None (total concealment / darkvision needed).
labelVisibility
namevisibility

hazardsPresent

FieldValue
descriptionPersistent hazards: fire, vacuum, radiation, weather, fauna, structural.
labelHazards
namehazardsPresent

acoustics

FieldValue
descriptionQuiet (Stealth +5) / Normal / Loud (Stealth -5, Perception+2 to hear).
labelAcoustics
nameacoustics

encounterHook

FieldValue
descriptionWhat kind of scene this terrain typically hosts in LaGrange.
labelEncounter Hook
nameencounterHook

coverDensityTyped

FieldValue
descriptionTyped enum: none / sparse / moderate / dense.
labelCover Density (Typed)
namecoverDensityTyped

visibilityTyped

FieldValue
descriptionTyped enum: full / limited / none.
labelVisibility (Typed)
namevisibilityTyped

visibilityNote

FieldValue
descriptionConditional visibility qualifiers.
labelVisibility Conditions
namevisibilityNote

scaleFitTyped

FieldValue
descriptionTyped enum: personal / vehicle / both.
labelScale Fit (Typed)
namescaleFitTyped

acousticsTyped

FieldValue
descriptionTyped enum: quiet / normal / loud.
labelAcoustics (Typed)
nameacousticsTyped

acousticsNote

FieldValue
descriptionConditional acoustics or qualifiers.
labelAcoustics Conditions
nameacousticsNote

moveCostPerCell

FieldValue
descriptionPer-cell movement cost: 1=x1 speed, 2=x1/2 speed, 4=x1/4 speed.
labelMove Cost Per Cell
namemoveCostPerCell

moveModNote

FieldValue
descriptionConditional or additional movement constraints.
labelMovement Modifier Notes
namemoveModNote

hazards

FieldValue
descriptionStructured list of hazard objects.
labelHazards (Typed)
namehazards

Data / T01 Core Plaza / Hazards

Crowd traffic

FieldValue
effectnarrative:non-combatant collision
nameCrowd traffic
saveDC0
saveKindnone
triggerambient

Drone surveillance

FieldValue
effectrule:Security bots call Legion patrol
nameDrone surveillance
saveDC0
saveKindnone
triggerambient

Data / T02 Core Maint Tunnel / Hazards

Live power conduits

FieldValue
effectdamage:1d6:electrical
nameLive power conduits
saveDC0
saveKindnone
triggercontact

toxic coolant drips

FieldValue
effectnarrative:toxic coolant drips
nametoxic coolant drips
saveDC0
saveKindnone
triggerambient

rats

FieldValue
effectnarrative:disease check
namerats
saveDC0
saveKinddisease
triggerambient

Data / T03 Core Residential / Hazards

Door chimes

FieldValue
effectnarrative:stealth interrupted
nameDoor chimes
saveDC0
saveKindnone
triggerambient

thin walls

FieldValue
effectrule:bullets pass through to adjacent units
namethin walls
saveDC0
saveKindnone
triggerambient

fire code violations

FieldValue
effectnarrative:fire code violations
namefire code violations
saveDC0
saveKindnone
triggerambient

Data / T04 Rim Badlands / Hazards

Sandstorms

FieldValue
effectvisibility:none
nameSandstorms
note1d4 hours
saveDC0
saveKindnone
triggerambient

radiation pockets

FieldValue
effectstatus:Sickened
nameradiation pockets
saveDC12
saveKindcon
triggerambient

rust-cattle stampede

FieldValue
effectnarrative:rust-cattle stampede
namerust-cattle stampede
saveDC0
saveKindnone
triggerambient

Data / T05 Rim Derelict / Hazards

Vacuum pockets

FieldValue
effectvacuum-exposure
nameVacuum pockets
saveDC15
saveKindfort
triggerenter

fold-bleed

FieldValue
effectnarrative:Day One sedition
namefold-bleed
saveDC0
saveKindnone
triggerambient

scavenger fauna

FieldValue
effectnarrative:scavenger fauna
namescavenger fauna
saveDC0
saveKindnone
triggerambient

structural collapse

FieldValue
effectrule:structural collapse
namestructural collapse
saveDC12
saveKindreflex
triggerambient

Data / T06 Void Corridor / Hazards

Vacuum breach

FieldValue
effectxref:TBL-VOID-SYSTEM-DAMAGE:6
nameVacuum breach
saveDC0
saveKindnone
triggerambient

fire suppression gas

FieldValue
effectrule:suffocation
namefire suppression gas
note1d4 rounds
saveDC13
saveKindcon
triggerambient

interior mag-locks

FieldValue
effectnarrative:interior mag-locks
nameinterior mag-locks
saveDC0
saveKindnone
triggerambient

Data / T07 Void Cargo / Hazards

Loose cargo in micro-grav

FieldValue
effectdamage:1d4:bludgeoning
nameLoose cargo in micro-grav
saveDC0
saveKindnone
triggermove-through

explosive containers

FieldValue
effectnarrative:explosive containers
nameexplosive containers
saveDC0
saveKindnone
triggerambient

unsecured cargo nets

FieldValue
effectnarrative:unsecured cargo nets
nameunsecured cargo nets
saveDC0
saveKindnone
triggerambient

Data / T08 Void Engine / Hazards

Heat

FieldValue
effectdamage:1d6:fire
nameHeat
notewithin 10 ft of reactor
saveDC0
saveKindnone
triggerper-round

radiation

FieldValue
effectstatus:Sickened
nameradiation
saveDC13
saveKindcon
triggerhourly

electrical arcing

FieldValue
effectdamage:2d6:electrical
nameelectrical arcing
saveDC14
saveKindreflex
triggerambient

Data / T09 Jungle River / Hazards

River-Stalkers

FieldValue
effectnarrative:predator
nameRiver-Stalkers
saveDC0
saveKindnone
triggerambient

leeches

FieldValue
effectrule:leeches
nameleeches
saveDC12
saveKindcon
triggerhourly

sudden fog

FieldValue
effectvisibility:limited
namesudden fog
saveDC0
saveKindnone
triggerambient

paramilitary patrols

FieldValue
effectnarrative:paramilitary patrols
nameparamilitary patrols
saveDC0
saveKindnone
triggerambient

Data / T10 Ironball Arena / Hazards

Audience debris

FieldValue
effectrule:rolled as ranged attack
nameAudience debris
saveDC0
saveKindnone
triggerambient

arena traps

FieldValue
effectnarrative:GM call
namearena traps
saveDC0
saveKindnone
triggerambient

rival combatant

FieldValue
effectnarrative:rival combatant
namerival combatant
saveDC0
saveKindnone
triggerambient

blood-slip

FieldValue
effectstatus:Prone
nameblood-slip
saveDC10
saveKindreflex
triggerambient

Data / T11 Family Garden / Hazards

Service robots

FieldValue
effectnarrative:non-hostile
nameService robots
saveDC0
saveKindnone
triggerambient

genetically modified fauna

FieldValue
effectnarrative:could be hostile
namegenetically modified fauna
saveDC0
saveKindnone
triggerambient

Family pets

FieldValue
effectrule:pet escalation
nameFamily pets
saveDC15
saveKindcha
triggerambient

security-baton zephyrs

FieldValue
effectnarrative:security-baton zephyrs
namesecurity-baton zephyrs
saveDC0
saveKindnone
triggerambient

Data / T12 Day One Shrine / Hazards

Fold-bleed

FieldValue
effectstatus:Frightened
nameFold-bleed
saveDC15
saveKindwill
triggerhourly

unstable gravity

FieldValue
effectnarrative:unstable gravity
nameunstable gravity
saveDC0
saveKindnone
triggerambient

psionic echoes

FieldValue
effectnarrative:psionic echoes
namepsionic echoes
saveDC0
saveKindnone
triggerambient

captive echoes of past celebrants

FieldValue
effectnarrative:captive echoes of past celebrants
namecaptive echoes of past celebrants
saveDC0
saveKindnone
triggerambient