D66 Chart Three : 31-36
31-32
Intense Heat
33-34
Frigid Cold
35
Flaming Pools
36
Geysers
36 : Further D6 Roll
1-3
Acidic Blast
4-5
Scalding Hot
6
Deadly Microbes

31-32: Intense Heat
Some planets are located close to one or more suns, making their surface very, very hot. Vehicles overheat, troopers collapse, and weapons malfunction.

When fighting in such an environment, all vehicle, biker, skimmer, jump pack, and walker movement is halved (rounding down). If you decide to move further, roll a D6 after the extended movement is complete. A roll of 5+ indicates the vehicle overheats and stalls. This means death for skimmers. However, all other vehicles cannot move (or use their jump pack) next turn and may only fire one weapon despite their stationary situation.

Models do not gain an extra Attack during assaults because the heat is just too draining.

All laser and Melta weapons now suffer from the Gets Hot special rule.

33-34: Frigid Cold
Some planets are extremely distant from their system star, cloaking these worlds in frigid wastelands. These planets are not the best place to fight a battle, but sometimes there is no other choice. Troops do not fight effectively, crevasses appear, and skimmers freeze up.

Charging models do not gain an extra Attack during assaults because the cold is just too debilitating.

Hidden crevasses can appear at a moment's notice. Use the rules for Sinkholes, with the exception that affected models are merely immobilized for the rest of the battle rather than destroyed.

Intake valves tend to freeze up on skimmers in these conditions. Roll a D6 before moving a skimmer. If a 1 is rolled, the valve clogs and the skimmer drops from the sky. Consider it destroyed.

35: Flaming Pools
Small pools of highly flammable liquids can be found in any ash or chem wasteland, on death worlds, and hot worlds near a system star. Though only as few inches deep, the pools may ignite instantaneously.

Each flaming pool should fit within a 12"x 12"area, but no larger. Determine how many you wish to use with your opponent during set up. Coloured paper could easily be used to represent a pool.

All squads and vehicles moving through or ending their movement in a flaming pool must roll 2D6. If a 7 is rolled, the pool flares up, otherwise nothing happens. Squads caught in a flare suffer 1D6 S6 hits. armour saves are taken as normal.

For vehicles this counts as an S5 hit against the lowest armour Value present. Open-Topped vehicles count this as an S6 hit instead. Glancing Hits caused in this manner ignore results of 5 and 6. Penetrating Hits ignore results of 4,5, and 6. In both cases (glancing and penetrating) keep rolling until you get an valid result.

36: Geysers
When a battle takes place on a field of geysers, commanders need to take care to avoid them. They can be unpredictable, and a tank parked on top of one could lead to disaster!

Players take turns placing six coins (or some other suitable marker to represent a geyser spout) anywhere on the table as they see fit. Once the markers have been placed, number them 1-6. At the start of each player's turn, roll a D6. The number rolled corresponds to the numbered marker on the tabletop. This geyser immediately erupts with one of the effects below.

- 1-3: Acidic Blast
Corrosive geysers are nasty. They spew noxious liquids that eat exposed troopers and slowly peel armour away from vehicle frames.

When an acidic geyser erupts, roll 2D6. This is the area of the acid blast effect. Any models caught within this radius take an S2 AP3 hit as the acid eats through armour rapidly. This effect will always wound on a 6, even if the target is considered to have too high a Toughness value.

Vehicles in the radius of the eruption immediately reduce their armour Values by 1 point (all of them) for the duration of the game. This effect is cumulative. If a vehicle's armour is reduced three times, it becomes immobilized. At five times, a weapon of the opponent's choosing is destroyed. At six times, another weapon is destroyed in the same manner. At seven times the vehicle is considered destroyed.

- 4-5: Scalding Hot
Scalding hot gouts of steam obscure parts of the battlefield, creating targeting problems.

When a steam vent erupts, place the Ordnance template on top of the geyser marker to represent the scalding steam cloud. Any models caught within the template or moving through it will take an immediate S3 AP6 hit. The template will stay in place on the table for a full game turn. Any shooting through the steam cloud is at -1 to hit. Weapons fired through the cloud at a vehicle count the target as Hull Down.

- 6: Deadly Microbes
Sometimes, geysers spew seemingly harmless mists of water. At other times, the mist is loaded with highly infectious, flesh-eating microbes!

Randomly determine a target squad within 12" of the erupting geyser. If only one squad is within 12", then it is the target of the attack. In terms of vehicles, Open-Topped vehicles and bikers are affected. Regular vehicles are immune to the microbes.

The targeted squad must roll equal to or higher than the current number of models within the squad to avoid infection. A 12 is always a success. If the target rolls lower than the number of models present, it has become infected with the airborne flesh-eating microbes. Note that squads of 12 or more need to roll a 12 in order to avoid infection, otherwise your troops' insides start liquefying.

Mark infected squads with a counter. At the start of the infected squad's next turn and each of their turns until the end of the game, they must take D6 armour saves. Each failure is removed as a casualty. Squads that have an armour save of 6 or no save at all (use the majority save if mixed values are present) must make D6+3 armour saves instead. This effect persists until the squad is wiped out, or the game ends.


Armies of the Warhammer 40,000 Universe
Black Templars
Dark Angels Orks
Catachans
Dark Eldar Space Marines
Chapter Approved
Eldar Tau
Chaos Space Marines Imperial Guard Tyranids
Daemonhunters Necrons Witch Hunters