D66 Chart Six : 61-66
61-62
Warp Rift
63-64
Unstable Reality
65
Daemon Gate
66
Time Disruption
66 : Further D6 Roll
1-2
Speed Up
3-4
Slow Down
5
Mixed Time
6
Time Slip

61-62: Warp Rift
A visible rift in reality occasionally manifests on unstable worlds like those near the Eye of Terror. Movement and all firing through the rift are completely unpredictable. The rift runs along the centre of the table, thus separating the two forces.

Roll a D6 whenever a squad or model wishes to fire across the rift along the centre of the table. On the roll of a 1, the target becomes so hard to track through the rift that any firing would be useless. The squad or model that rolled the 1 may not fire this turn.

When the majority (more than half) of a squad or model moves across the rift, halt its movement and roll 2D6 along with the Scatter die. Move the squad or model in the direction and distance in inches indicated by the dice. For squads, place all models within 3" of this new location. Once the squad or model has been relocated, it may continue with whatever movement it had left.

If a "hit" is rolled on the Scatter die, then the squad or model may continue with its movement as normal and ignore the effects of the warp rift.

If a double comes up on the 2D6 roll and a "hit" is rolled, the squad disappears from the battlefield never to be seen again!

63-64: Unstable Reality
The very fabric of reality is in a constant state of flux due to rare circumstances beyond comprehension. Shots pass right through targets and tanks blink in an out of existence. All models on the table may take a 5+ invulnerable save. Vehicles may roll a special save when they receive a Glancing or Penetrating Hit – on the D6 roll of a 5+ ignore the shot completely.

65: Daemon Gate
Violent warp storms can saturate a planet with malignant energy and provide the powers of Chaos with an opportunity to enter the universe. The very atmosphere crackles with barely restrained power as the stuff of nightmare drops into reality from nowhere.

At the start of each player's turn, roll a D6. On the roll of a 6, a group of Daemons manifests on the battlefield. Place D6 Daemons (chosen by the player whose turn it is) in the centre of the table. This player controls the newly formed Daemon unit, effectively making it part of his army!

66: Time Flow Disruption
Sometimes the Warp completely disrupts the flow of time, speeding things up to a blur or jumping to events that took place minutes ago. In a battle this can be beneficial or detrimental – such is the fickle nature of the Warp.

- 1-2: Speed up
All models may add +2 to their movement actions. This means that most troops now move 8" and assault 8". Vehicles may move up to 8" and still fire one weapon, while fast vehicles can move up to 14" and still fire one weapon.

In assaults, all models gain +1 Attack on top of any other modifiers like charging or having additional weapons.

- 3-4: Slow down
All models may subtract -2 from their movement actions. This means that most troops now move 4" and assault 4". Vehicles may move up to 4" and still fire one weapon, while fast vehicles can move up to 10" and still fire one weapon.

In assaults, models do not gain +1 Attack for charging.

- 5: Mixed Time
Mix the Speed up and Slow down rules into one game. At the start of each game turn, roll a D6 to see which effect takes place. 1-3 means Speed up, and 4-6 means Slow down.

- 6: Time Slip
When time loses meaning, destroyed troops return to fight again and commanders can't plan effectively since they have no idea where their troops will be in 5 minutes!

When a squad is wiped out or a model removed from play, place a numbered counter to mark the spot where they were destroyed. Write down the counter number and the squad it corresponds to on a scrap piece of paper. At the start of each player's turn, he may roll a D6 for each counter he owns. Each roll of 6 will bring the squad or model the counter represents back into play!

Also, at the start of each player's turn, the opponent chooses one squad or model currently on the battlefield and rolls a D6. If a 5+ is rolled, the squad or model blinks out of reality for the remainder of the turn. Place a counter to remind you where the squad or model used to be. It will return to play at the start of the owning player's next turn.

About the Author
Since "20 hours of Space Hulk a week" and "excellent modeling and painting skills" don't count as previous experience on most job applications, Ty Finocchiaro figured he'd better get a job with GW or end up panhandling the mean streets in a tinfoil suit. So here he is, producing great articles for Black Gobbo.


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