D66 Chart Four : 41-46
41
Reflective Crystals
42
Blizzard
43-44
Slime Build-Up
45-46
Lighting Limitations
45-46 : Further D6 Roll
1-3
Poor Lighting
4-5
Intense Light
6
Pitch Black

41: Reflective Crystals
Rare geological conditions have created strange rock formations that reflect and refract laser weaponry in a random fashion. Troopers find that when firing at enemies in cover, the shots often ricochet right back at them!

After the terrain has been set up, determine with your opponent which clumps of cover contain reflective crystals. Rock clusters, rubble heaps, and boulders are good examples of terrain that may contain crystals. The crystals only reflect laser weaponry - lasguns, lascannons, scatter lasers, star cannons, and the like. Any squad firing these weapons at targets in this type of cover has to roll 2D6 after figuring out the "to hit" results of all the shots fired. If the dice score is 8 or higher, then the shots reflect harmlessly into the sky or ground. If the result is 7 or less, then some shots have reflected right back at the squad! Roll a D6. The firing squad immediately suffers this many hits at the Strength and AP of the weapon fired. So yes, this can bring about a situation where a single Lascannon shot refracts and reflects up to six shots right back at the gunner!

In the case of the 2D6 roll to determine whether shots reflect or not coming up as boxcars (i.e., a score of 2), then 2D6 shots are reflected back at the original firing squad!

42: Blizzard
Blizzards create a large number of problems on the battlefield. Poor visibility and driving winds are just plain difficult to deal with when a combat action is taking place.

The blizzard will move 12" onto a randomly determined short table edge at the start of Turn 1. This area is affected by the conditions outlined below. At the start of Turn 2 and each following turn, the blizzard expands a further 12" onto the table until the table is completely within the storm's grasp.

All movement within the blizzard is considered to be in difficult terrain. Skimmers may only move a maximum of 10". In addition to this, the skimmer must take a difficult terrain test as if it were a normal vehicle in difficult terrain. This does not affect how many weapons a skimmer can fire, only it's movement.

Accurate firing is reduced to 12". For targets beyond 12", 6's are needed to hit regardless of the shooter's BS. You could combine these Blizzard conditions with the Frigid Cold rules for a truly treacherous environment!

43-44: Slime Build-up
The battlefield is covered in a thin layer of mucous-like slime. This goo may be from a recent Tyranid occupation or just a natural product of the planet's fauna. However it came to be, the layer of slime has made movement very tricky. Treat all clear areas of the battlefield as normal – the slime has no effect here. However, in any areas of the table normally considered difficult terrain, the slime is a problem.

Models moving through difficult terrain roll only 1D6 for movement to account for the slime. If a 1 is rolled, then roll a D6 again. If a further 1 is rolled, the squad has become tripped up or trapped by the slime. Any other result on the second D6 roll has no effect. During the next turn, the trapped squad may not move or shoot - they're stuck! However, the enemy may still assault the slimed squad, in which case the enemy gets +2 Attacks for charging instead of the standard +1! Vehicles traversing difficult terrain in these conditions have a rough time keeping control and become immobilized on the D6 roll of a 1 OR 2.

45-46: Lighting Limitations
Something as simple as lighting can dictate the outcome of a battle. Unprepared troops can blunder around in the dark or be blinded by intense sun flares.

- 1-3: Poor Lighting
The cover of night and poorly lit worlds lead to dim fighting conditions. Use the rules for Night Fighting found in the Special Scenario Rules section of the Warhammer 40,000 rulebook. In addition to this, all firing suffers -1 to hit, except if the target is a vehicle.

- 4-5: Intense Light
Solar activity has led to intense lighting conditions. This can cause targeter malfunctions and troopers to become temporarily blinded. Before the game, choose a short table edge. This edge represents the source of the light. All firing at targets in this direction suffer -1 to hit. Use your best judgment for determining whether a shot is penalized or not, and roll a D6 if there are any disputes!

- 6: Pitch Black
Some worlds are lightless while underground actions almost always suffer from extremely poor lighting conditions. Use the rules for Night Fighting found in the Special Scenario Rules section of the Warhammer 40,000 rulebook. However, use a multiplier of 2 instead of 3 for spotting distances. In addition, all firing is at -1 to hit.


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