Agri-World Terrain Generator (Roll 2D6)
Not all the worlds of the Imperium are industrialised balls of rock dedicated to housing a huge population or churning out war materials or indeed, verdant death traps where mere survival is the inhabitants’ sole occupation. Many worlds are in fact little more than farming worlds or civilised garden worlds where the rich and influential go to take advantage of the beautiful landscapes on offer.
2- A Deep River or Lake
Choose either a deep river or lake. A river must be placed so that it flows onto the battlefield from one table edge and out from another side. It cannot spring out from nowhere and cannot simply end. A river cannot extend more than half of the length of table unless your opponent agrees that it may do so.
A deep river cannot be crossed by vehicles except at a bridge or ford. Troops treat it as very difficult terrain and as such, roll 2D6 and pick the lowest when attempting to cross. Models that may ‘Move Through Cover’ must take a standard difficult terrain test with 2D6 instead of 3. Skimmers and Jump Troops that start/end their move in a deep river/lake must make a dangerous terrain test.
A deep river must include at least one crossing point although may have as many as are available as long as both players agree.
A lake should not be larger than 12” square and has the same terrain effects as a deep river.
Deep rivers/lakes do not confer a cover save!
3- Shallow River, Stream or Irrigation Canal
Choose either a shallow river, stream or canal (which counts as difficult terrain). Rivers, streams and canals must be positioned as for a deep river or lake above, but do not require a crossing point although they may have as many as are available as long as both players agree. A shallow river/stream/canal does not confer a cover save.
4- Crop Field
A field of tall crops which can be surrounded by a hedge or fence and counts as area terrain. Troops and vehicles moving through a crop field are subject to the difficult terrain rules. Units inside the crop field receive a 5+ cover save as they are difficult to see. Vehicles and Monstrous Creatures are still subject to the same cover requirements however.
A crop field can be as large as the player has available in their terrain collection, but 6” to 12” square is an appropriate size to use.
5- Detritus
An area of detritus will include barrels, piles of junk, parts from wrecked vehicles, pipes, ammo crate and so forth. Detritus is area terrain that provides a 4+ cover save for units hiding amongst it, but does not impede infantry movement.
Bikes, cavalry, monstrous creatures and vehicles count detritus as difficult terrain. Detritus should cover an area of 6” to 12” in diameter.
6- Wood/Plantation
A wood is area terrain and can be of almost any size although 6” to 12” is good. A wood counts as difficult terrain and provides a 4+ cover save. A plantation is a wood with the trees planted in straight lines but is otherwise treated the same as a wood. A wood does not have to be made out of traditional trees, it might be made up of exotic plants or alien fungi or whatever is to hand in the players’ terrain collection.
7- A Hill or Wood/Plantation
Choose either a wood or a hill to place on the battlefield.
8- A Hill
Hills do not usually affect movement (players’ discretion) but they do provide excellent firing positions for heavy weapons and ordnance.
9- Walls, Pipelines or Fences
Place up to 12” of continuous walls, fences, pipelines or any linear obstacle. These usually provide a 4+ cover save but that will depend on what the players have to hand. Fortified defence walls may provide a 3+ cover save, whereas a fence may provide a 5+ cover save.
Obstacles can be crossed by infantry if both players agree it is feasible to do so. Doing so counts as moving through difficult terrain. Vehicles may cross them at the players discretion as some ‘walls’ such as tank traps would render the terrain impassable for vehicle models whereas razor wire would not slow down a vehicle at all. Skimmers and Jump Troops (using their jump packs) may cross these obstacles to the normal rules.
10- Structure
A single building. This could be anything from a small wooden hut to a water tower or apartment block. The building may be complete or ruined and may have up to 6” of adjoining walls, pipelines or fences.
11- Complex
A group of several buildings (two to four is enough) which can be ruined or complete and may have up to 12” of adjoining walls, pipelines or fences. A complex can represent a farm, a leisure resort, military outpost or whatever the players have to hand.
12- A Steep Hill
A steep hill counts as difficult terrain any may have cliffs on various sides making it impossible to move over except by jump troops or skimmers.
Tyrano-forming.
Bad puns aside, this is an optional rule you can use if playing on an agri-world where one player commands a Tyranid army and wish to represent the vegetation being influenced into berserk growth by Tyranid spores. Each time you roll a 6 when rolling the D3 to decide how many pieces of terrain should be placed in the square, roll another D3. The second throw will tell you, out of your three terrain rolls for that square, how many should be made on the Jungle Death World terrain generator instead.
Not all the worlds of the Imperium are industrialised balls of rock dedicated to housing a huge population or churning out war materials or indeed, verdant death traps where mere survival is the inhabitants’ sole occupation. Many worlds are in fact little more than farming worlds or civilised garden worlds where the rich and influential go to take advantage of the beautiful landscapes on offer.
2- A Deep River or Lake
Choose either a deep river or lake. A river must be placed so that it flows onto the battlefield from one table edge and out from another side. It cannot spring out from nowhere and cannot simply end. A river cannot extend more than half of the length of table unless your opponent agrees that it may do so.
A deep river cannot be crossed by vehicles except at a bridge or ford. Troops treat it as very difficult terrain and as such, roll 2D6 and pick the lowest when attempting to cross. Models that may ‘Move Through Cover’ must take a standard difficult terrain test with 2D6 instead of 3. Skimmers and Jump Troops that start/end their move in a deep river/lake must make a dangerous terrain test.
A deep river must include at least one crossing point although may have as many as are available as long as both players agree.
A lake should not be larger than 12” square and has the same terrain effects as a deep river.
Deep rivers/lakes do not confer a cover save!
3- Shallow River, Stream or Irrigation Canal
Choose either a shallow river, stream or canal (which counts as difficult terrain). Rivers, streams and canals must be positioned as for a deep river or lake above, but do not require a crossing point although they may have as many as are available as long as both players agree. A shallow river/stream/canal does not confer a cover save.
4- Crop Field
A field of tall crops which can be surrounded by a hedge or fence and counts as area terrain. Troops and vehicles moving through a crop field are subject to the difficult terrain rules. Units inside the crop field receive a 5+ cover save as they are difficult to see. Vehicles and Monstrous Creatures are still subject to the same cover requirements however.
A crop field can be as large as the player has available in their terrain collection, but 6” to 12” square is an appropriate size to use.
5- Detritus
An area of detritus will include barrels, piles of junk, parts from wrecked vehicles, pipes, ammo crate and so forth. Detritus is area terrain that provides a 4+ cover save for units hiding amongst it, but does not impede infantry movement.
Bikes, cavalry, monstrous creatures and vehicles count detritus as difficult terrain. Detritus should cover an area of 6” to 12” in diameter.
6- Wood/Plantation
A wood is area terrain and can be of almost any size although 6” to 12” is good. A wood counts as difficult terrain and provides a 4+ cover save. A plantation is a wood with the trees planted in straight lines but is otherwise treated the same as a wood. A wood does not have to be made out of traditional trees, it might be made up of exotic plants or alien fungi or whatever is to hand in the players’ terrain collection.
7- A Hill or Wood/Plantation
Choose either a wood or a hill to place on the battlefield.
8- A Hill
Hills do not usually affect movement (players’ discretion) but they do provide excellent firing positions for heavy weapons and ordnance.
9- Walls, Pipelines or Fences
Place up to 12” of continuous walls, fences, pipelines or any linear obstacle. These usually provide a 4+ cover save but that will depend on what the players have to hand. Fortified defence walls may provide a 3+ cover save, whereas a fence may provide a 5+ cover save.
Obstacles can be crossed by infantry if both players agree it is feasible to do so. Doing so counts as moving through difficult terrain. Vehicles may cross them at the players discretion as some ‘walls’ such as tank traps would render the terrain impassable for vehicle models whereas razor wire would not slow down a vehicle at all. Skimmers and Jump Troops (using their jump packs) may cross these obstacles to the normal rules.
10- Structure
A single building. This could be anything from a small wooden hut to a water tower or apartment block. The building may be complete or ruined and may have up to 6” of adjoining walls, pipelines or fences.
11- Complex
A group of several buildings (two to four is enough) which can be ruined or complete and may have up to 12” of adjoining walls, pipelines or fences. A complex can represent a farm, a leisure resort, military outpost or whatever the players have to hand.
12- A Steep Hill
A steep hill counts as difficult terrain any may have cliffs on various sides making it impossible to move over except by jump troops or skimmers.
Tyrano-forming.
Bad puns aside, this is an optional rule you can use if playing on an agri-world where one player commands a Tyranid army and wish to represent the vegetation being influenced into berserk growth by Tyranid spores. Each time you roll a 6 when rolling the D3 to decide how many pieces of terrain should be placed in the square, roll another D3. The second throw will tell you, out of your three terrain rolls for that square, how many should be made on the Jungle Death World terrain generator instead.