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31-32
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Intense Heat |
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33-34
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Frigid Cold |
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35
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Flaming Pools |
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36
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Geysers |
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1-3
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Acidic Blast |
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4-5
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Scalding Hot |
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6
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Deadly Microbes |
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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.
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