Finally, this is the list of Terrains in the SimChamber. This is not the be-all and end-all list, however; players may mutually decide to have a custom Terrain for their battles.
PlainsType: Ground
Element: Wind
Effect: None
SpaceType: Space
Element: Neutral
Effect: None
Colony ExteriorType: Space
Element: Neutral
Effect:
Obsticles: Units on this Terrain gain: Damage Received -10%
Colony InteriorType: Space/Ground
Element: Neutral
Effect: None
BaseType: Ground
Element: Neutral
Effect:
Base Support: Units on this Terrain gain: HP/EN Regen 10%
Shallow WaterType: Water
Element: Water
Effect:
Tides: All players gain: Dodge Cost +3.
Refraction: All non-
(B)-type weapon damage targeting a unit in this Terrain is reduced by 50%
Deep WaterType: Water
Element: Water
Effect:
Deep Pressure: All players gain: Dodge Cost +10.
Refraction: All non-
(B)-type weapon damage targeting a unit in this Terrain is reduced to 1.
DesertType: Ground
Element: Fire
Effect:
Overheat: Resource cost of all EN-based attacks are increased by 25%, with a minimum increase of 1 EN
SnowType: Ground
Element: Wind
Effect:
Cool-Down: Resource cost of all EN-based attacks are decreased by 25%, to a minimum cost of 1 EN.
ForestType: Ground
Element: Earth
Effect:
Rough Terrain: All players gain: Damage Received -10%
MountainType: Ground
Element: Earth
Effect:
Rocky Terrain: All players gain: Damage Received -25% and Dodge Cost +3
VolcanoType: Ground
Element: Fire
Effect:
Overheat: Resource cost of all EN-based attacks are increased by 25%, with a minimum increase of 1 EN.
Lava Flow: All players lose 1 HP each turn. This damage cannot be prevented.
Scorched EarthType: Ground
Element: Fire
Effect:
Attenuation: All players gain: Weapon Damage +20%.
Overheat: Resource cost of all EN-based attacks are increased by 25%, with a minimum increase of 1 EN.
RuinsType: Ground
Element: Earth
Effect:
Ruins: All players gain: Damage Received -35% and Dodge Cost +7. All Dodge Cost is X abilities of Grounded units in this Terrain are negated.
SandstormType: Ground
Element: Wind
Effect:
Sandstorm: All players gain: Dodge Cost +3. All Snipe abilities are disabled.
CityType: Ground
Element: Neutral
Effect:
Buildings: All players gain: Damage Received -10% and Dodge Cost +3
Take Cover: Pay half your Dodge Cost (cannot go lower then your minimum Dodge Cost) to negate a single non-
(S) or non-
DESTROY attack phase from one source. 10 uses.
Electromagnetic FieldType: Ground or Space
Element: Neutral
Effect:
Electromagnetic Jamming: All
(G)-type weapons and EWAC disabled. All players gain: Dodge Cost -3. All Stealth type abilities' charge time reduced by 1.
ArmosphericType: Space
Element: Neutral
Effect:
Atmospheric Re-entry: All players lose 1 HP each turn. This damage cannot be prevented.
Solar System IIType: Space
Element: Neutral
Effect:
Solar System II: Every 5th turn, all players receive the following attack:
Solar Ray
(S)-
DESTROY:L2. Target's Dodge cost +5
MS BattleType: Ground or Space
Element: Neutral
Effect:
Stray Shot: Every 5th turn, all players receive the following attack:
Beam Rifle
(B)- 6 damage
Missile BarrageType: Ground or Space
Element: Neutral
Effect:
Missiles: Every turn, all players receive the following attack:
Missile
(PG)- 20 damage
Chaotic FieldType: Space/Ground/Water
Element: Special
Effect:
Chaotic Plane: This Terrain cannot be changed into another Terrain by any means, nor can a player change out of this Terrain.
Element Irregularity: Each turn, the Element of this Terrain will change to another Element using the following order: Neutral, Holy, Wind, Fire, Earth, Water, Darkness. This order loops. Players may choose to reverse the loop prior to the fight during application. Neutral will always start first.
Einst SpaceType: Space
Element: Neutral
Effect:
Einst Plane: This Terrain cannot be changed into another Terrain by any means, nor can a player change out of this Terrain. All Einst AI units in this Terrain have their HP/EN increased by 50%.
Universe Reset: Every 10 turns (or a turn number determined by players/GM), all players have their Rank reduced by 1. If this reduction affects any rank-based resources (IE: Shields, PT Overloads), then any unused resources are lost. If a player is at Private and suffers this effect, then their Pilot Class is turned to Classless until end of battle.
JupiterType: Space
Element: Neutral
Effect:
Multiple Terrains: This Terrain cannot be changed into another Terrain by any means, nor can a player change out of this Terrain. All players start in
Cyclone Terrain. During the Transform Phase, players may decide to pay 10 PCs to change the Terrain for all players, after turn 3. The Terrains are as follows:
Cyclones Element: Wind
High Pressure Winds: All players gain: Dodge Cost +10
Thunderstorms Element: Wind and Fire
Medium Pressure Winds: All players gain: Dodge cost +5
Lightning Thrash: Every other turn, all players receive the following attack:
Lightning Bolt- 70 damage
(Aff: Fire) Liquid Ice Element: Water
Liquid Ice: Damage dealt by
(B)-type damage targeting a unit in this terrain is reduced by 75%. All players gain: Dodge Cost +15
Extreme Depth Element: Earth or Water (designate while switching)
Extreme Pressure: All players gain: Dodge Cost +20 and Resource cost of all weapons and abilities increased by 50%
Evil PlumberType: Ground
Element: Neutral
Effect:
Eario bad!: This terrain can't be changed into any other terrain by any means, nor can any player change out of this terrain until Eario loses all his lives.
Low Ceiling!: Units cannot fly.
Eario Hax0rs!: Eario has 500 HP. Eario cannot dodge. Eario is immune to all status attacks (including DESTROY:L3). Each turn if Eario is alive, all players receive a POW (S)- 100 damage attack that also deals PARALYZE. This damage cannot be reduced or negated. Eario has 10 lives and respawn charge time is 1 turn (or turns determined by players or a GM). Any player may attack Eario as if he is an enemy. Eario cannot block and his HP and turns are kept track by the players themselves.
Ebanis' BackyardType: Ground
Element: Neutral
Effect:
Fight Capital of the SimChamber: If an attack made in this Terrain is dodged, a Simchamber moderator may decide that this attack instead targets the next player to post in another fight that is currently in Ebanis' Backyard. Any left-over MAP hits may also be carried forward into the other match, as well. Any Terrain changes which affect Ebanis' Backyard affects all other fights using Ebanis' Backyard.