D66 Chart Five : 51-56
51
Ash Storm
52
Electrical Storm
53-54
Vicious Fauna
55-56
Xeno Swarm
55-56 : Further D6 Roll
1-3
Flesh!
4-5
Tanks!
6
Brains!

51: Ash Storm
Ash storms are no picnic. Choking clouds affect troops, visibility is severely reduced, and skimmers are nearly useless.

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

All movement within the ash storm is considered to be in difficult terrain. Skimmers may only move a maximum of 6". In addition to this, the skimmer must take a difficult terrain test as if it were a normal vehicle crossing difficult terrain. This does not affect how many weapons a skimmer can fire, only its movement.

Accurate firing is reduced to 8". For targets beyond 8", 6's are needed to hit – regardless of the shooter's BS.

52: Electrical Storm
Powerful electrical disturbances in the vicinity of a battle can wreak havoc on vehicles and guidance systems. For the most part there's nothing you can do but hope for the best!

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

Vehicles, bikers, and Crisis/Broadside Battlesuits caught within the storm face the possibility of electrical shortages and fluxes every moment the storm persists. At the start of each game turn, roll a D6 for each vehicle within the storm. A 5+ indicates that a powerful electrical surge has affected one of the vehicle's delicate systems. Roll a further D6 to see what happens. A roll of 1 means the vehicle shuts down for this turn and the next. It may not move or fire. A roll of 2-3 indicates a random weapon has been destroyed or taken offline. A roll of 5-6 will immobilize the vehicle and allow it to fire only one weapon this turn.

53-54: Vicious Fauna
All forms of cover on the tabletop are infested with deadly fauna. These could be strangle-vines, Venus mantraps, ash clams, spine cactus, weeping ferns, chokers, killer kudzu, poison moss, or a thousand other types of horrid plantlife. Foot troops are affected by these conditions and operate under the rules below, while vehicles are immune.

When a squad enters cover or starts its turn in cover, roll 2D6. A roll of 7 or doubles indicates something has gone wrong. Roll a further D6. A result of 1 or 2 indicates a casualty amongst the squad. Remove one model. A result of 3-6 indicates a model of the owning player's choice is struggling with the fauna and may still come out of the ordeal alive if the model passes an armour save. If the model fails, then remove it from play.

55-56: Xeno Swarm
Horrible groups of voracious xeno lifeforms can blacken the sky on battlefields and even attack ground forces. There is a multitude of types, but generally they fall into one of three broad categories. Before forces are deployed, roll a D6 to determine how many swarms will be present on the table. Use small blast templates or suitably sized markers to represent the swarms. Take turns placing the swarms along the mid-line of the table that separates the two players.

A swarm moves 3D6 inches in a direction determined by the Scatter die at the start of each game turn. The swarm will halt once it makes contact with the first viable target in its path. Reposition the swarm template so that it touches as many models in the unfortunate squad as possible. A swarm continues to move in this fashion every turn unless a "hit" is rolled on the Scatter die. In this case, move the swarm in the direction of the "i" in "hit," resolve any effects, and then remove it from play. The swarm has exhausted itself!

Feel free to mix up the three swarm types listed here if you want to use more than one type during a game!

- 1-3: Flesh!
This type of swarm is dangerous only to foot troopers and bikers. The swarm will simply ignore regular vehicles. Razor sharp teeth, claws and stingers make short work of the target, no matter what type of armour they happen to be wearing.

Models touched by the swarm template are enveloped by the seething mass and suffer an S2 hit with no saving throw allowed! This effect will always wound on a 6, even if the target is considered to have too high a Toughness value.

- 4-5: Tanks!
This type of swarm is dangerous only to vehicles and bikers. The swarm will simply ignore regular foot troopers. These swarms are attracted to heat, excrete acid, or carry an electric charge, making them bad news for the moving parts of a vehicle.

A vehicle touched by the swarm template will immediately become immobilized on a 5+ with a D6 as the creatures clog intakes, drive shafts, treads, and pester/devour crewmen.

- 6: Brains!
This type of swarm is dangerous only to psykers and synapse creatures. The swarm will simply ignore anything else. These strange creatures hunger for warp energy and will stop at nothing to get it!

A psyker touched by the swarm template has to fight off the warp-charged creatures or die. The psyker under attack and the swarm itself both roll 2D6. The higher roll survives the attack and stays on the table. Reroll any ties. If the swarm fails, it is removed from play. The same goes for a losing psyker.


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