This is a list of Terrain types in the HeroScape universe.
See also: Terrain-Influenced Special Abilites
Color: Bright green top, brown sides
Color: Light brown/tan top, brown sides
Color: Dark grey top, brown sides
Color: Blue tile (sometimes sparkly if from 1st edition)
Effect: When a single spaced figure steps here, they must end their movement, unless they have an ability that specifies they don't (such as Slither, or Flying). Double-spaced figures only have to stop here if their leading end and their non-leading end are both on a water space at the same time.
Note: You can see the sparkles and the transparency in the tile on the right
Color: Grey uniformly-rough surface (cobbles) top, grey/tan sides
Effect: If you begin your movement on a road space (for double spaced figures, both spaces must be on the road) then you may move up to three additional spaces. The additional spaces must also all be on road spaces.
Appearance: Tall, green, and tree like
Effect: None, they only block line of sight
Height: Varies (10, 11, 12, or 15)
Color: Black top, red sides
Effect: Any figure remaining on a lava tile at the end of the round must roll one attack die. If you get a skull, then that figure recieves a wound. Some figures are immune to lava field.
Effect: When a figure moves onto a molten lava tile, the controlling player must roll the twenty-sided die. If the player rolls a 1-19, destroy the figure. If you roll a 20, then the figure has somehow managed to survive. A double-space figure that passes through lava must also roll the twenty-sided die. Otherwise, treat lava like water. Some figures are immune to molten lava and can freely move through it.
Color: White top, white sides
Effect: Snow spaces are considered heavy snow unless pre-determined in the scenario to be normal spaces. As heavy snow, snow must be counted as two spaces when moving. When a figure with flying lands in heavy snow, the last space still counts as 2. Some figures are immune to snow and can move through it normally.
Height: For moving up heavy snow, count the sides only as one, and the tops as two.
Color: Transparent blue/white
Effect: Ice spaces are considered slippery ice unless pre-determined in the scenario to be normal spaces. As slippery ice, ice must be counted as two spaces when moving. When a figure with flying lands in slippery ice, the last space still counts as 2. Some figures are immune to ice and can move on on it regularly.
Appearance: Large white ice mountains
Effect: None, some figures can move through them. Otherwise, they only block line of sight. The bases double as ice hexes when not used.
Height: Varies (7 or 5/7/9 or 7/9/11/11 or 9/9/17/17/17/17)
Color: Dark green top, green sides
Color: Dark Green.
Effect: Same as water, except movement does not stop when entering swamp water. Counts as normal water for any special abilities.
Appearance: Greenish base with a large palm-like tree or a bush/ferns with large green leaves
Effect: Small, medium, or large figures adjacent to trees/brush receive an additional defense die when attacked by a non-adjacent attack. The defense bonus does not increase with the amount of trees the figure is adjacent to.
Appearance: Light grey top, dark grey sides
Effect: None, but certain powers can be enhanced if standing on them.
Appearance: Black Tile (like water)
Effect: Figures in shadows receive additional defense dice. Double-spaced figures only receive a defense boost if their leading and non-leading ends are both on a shadow space at the same time.
Appearance: Grey glaciers
Effect: None, they only block line of sight (bases double as shadow hexes when not used).
Height: Varies (7 or 5/7/9)