ENVIRONMENTS
ADVERSE CONDITIONS: In addition to any special rules that apply
for each environment, some missions will call for adverse conditions, such
as bad weather. Unless the mission requires it (or you just want an extra
challenge), do not apply the Adverse Conditions to an environment.
ENCOUNTER BLIPS: Most hostile environments are represented by
encounter blips- a mix of lurking enemies, unpredictable hazards, deadly
traps, and occasional lucky finds. The encounter blips are somewhat generic,
and rely on an environment to dictate what effects they have, so be sure
you have an environment in mind before running a mission that uses encounter
blips!
GOAL: Some missions require the players to find goals. If the
mission does not use goal blips, treat any GOAL found as a LOOT blip.
BOGUS: Unless the mission states otherwise, these blips are
worthless and harmless- remove from play once revealed.
LOOT: This blip represents something valuable, worth picking
up. Spend an action while adjacent to pick it up. Some loot is heavy, and
must be carried (see RC for details on carrying).
Heavy loot will be indicated in the description.
TRAP: Most traps are removed once they go off. Remember that
Tech priests, Engineers, and Squats may reroll any trap roll!
AMBUSH: this blip represents an enemy model that will attack
as soon as it is revealed. Have the player to the left run the enemy. Typically
the enemy will melee (or shoot if their melee chances are poor), then move
away from the revealer. At that point, the revealer may continue their
move and hopefully dispatch the troublesome enemy. If enemies are still
alive on the board, give them their own turn at the end of the last player's
turn. Enemies may not reveal or interact with encounter blips, and ignore
all hazards.
HAZARD: Each area has it's own unique array of hazards. Each
hazard blip has a number from 1 to 6 on it- look up the number on the environment's
Hazard Chart to see what kind it is. Most hazards are persistant- IE, once
they've gone off, they remain there unless someone can shut them down.
You will be affected by the hazard if you are within it's area when it
is revealed, or if you move into it's area after being revealed, or if
you stay in it's area for a full turn (you only have to roll for the hazard
once per turn per model). Note that Vehicles will be affected by hazards
unless otherwise noted. If the vehicle ignores the hazard, troops in an
open vehicle (such as a bike) will still be hit by the hazard! Remember
that Missionaries may reroll any hazard roll!
OBJECTIVE: These only apply if the Mission requires them. If
you find an Objective during a mission that does not use them, treat it
as a BOGUS.
BOGUS: Like the name suggests, this blip turns out to be nothing.
Remove the blip and carry on as normal.
URBAN RUINS- A Necromunda underhive, a decaying
Space Hulk, or a post apocalyptic city.
SCENERY SET UP: Place lots of buildings, barricades, catwalks, and
other urban terrain. Each building sector has OOO of damage already!
ALTERNATIVE: For tunnel games, use Space Hulk tiles (as described in CATACOMBS
section of RC).
SPECIAL RULES: BUILDINGS. The buildings are literally falling apart.
You do not have to force entry unless the building is occupied by enemy
troops.
ADVERSE CONDITIONS: FIRE. Treat the whole board as in smoke. Add +1
to all trap and hazard rolls.
LOOT: You found a valuable relic in amongst the debris. It's worth
oo
points of CAP.
TRAP: Collapse. Roll OO vs. Armor. If on
an upper level, drop to the level below. Otherwise, place
debris that blocks move through that area (2"), and place yourself on the
far side of the debris.
AMBUSH: Mutant attack! Move 6, Armor 1, 1 hit, melee: OOO W,
shooting: ooo W X (kills user on fail)
HAZARDS: All hazards have a 3" area, and are persistant.
1: Power lines. Roll OO vs. armor: Graze =Stun, Kill=
KO.
2: Steam Jet. Roll OO vs. armor. Any damage = Wound (will
not kill).
3: Entangled. Lose all remaining move / actions this turn.
4: Toxic Waste. Roll o, ignores armor, graze = Wound.
(vehicles may ignore).
5-6: Gas Leak. Roll 1 white. If you roll anything, a spark
ignites the gas and causes an explosion- roll OO vs. armor, Graze=Wound,
Burn. If you fire any weapons or a grenade goes off while in the area,
it automatically sets off an explosion.
JUNGLE DEATHWORLD- A world teeming with
deadly life forms in fierce competition for survival!
SCENERY SET UP: Place jungle foliage and alien plants in winding sections,
forming a maze of dense cover. Intersperse with rivers, lakes, or swamps.
Ancient, overgrown temples or ruins are also suitable.
SPECIAL RULES: DENSE JUNGLE- If you try to move through a section of
jungle instead of going around it, roll your melee vs. OO (add +1
if you use a bladed weapon). If you win, proceed as normal. If you tie,
take 2" off your movement. If you are grazed, you must end your move in
the jungle. If you lose, you are stunned! Vehicles move at half normal
speed in addition to any other move penalties. SWAMPS- you may move across
shallow rivers, lakes or swamps at half your normal move rate. However,
any blips placed in the water will be revealed by anyone passing even within
3" of them. Before revealing it, move the blip to the position of the model
that triggered it!
ADVERSE CONDITIONS: DON'T WANDER OFF... The jungle seems to deliberately
attack models when they are alone. A model that is not adjacent to another
model is a loner. If a "loner" makes an attack or picks up something, or
if a model takes extra move, immediately roll once on the Hazard table
below. The hazard is not persistant and has no area effect.
LOOT: You've found some valuable trinket on the decaying remains of
an unfortunate soul. It's worth oo points of CAP. For tougher
games, LOOT will be accompanied by a rat swarm: M8, A0, H3, OOO,
Swarm, Small.
TRAP: You are grabbed by the jaws of a Carniverous Plant! Roll
your melee and consult the following chart. 0: You are eaten whole!
Unless the plant is killed later on, your equipment cannot be recovered.
1-2:
Still
struggling with the plant, you can do nothing else this turn. Unless the
plant is killed, roll again on your next turn. 3-4:
You manage to
break free, but the plant is still alive and dangerous.
5+: You
have killed the plant! Engaging in combat: Carniverous plants have
2 armor and 3 hits. Any model that moves within 1" of the plant must roll
on the chart above unless another model is already trapped (as 1-2 above),
in which case roll your melee vs. the plant's armor. If you fire at a carniverous
plant while someone is trapped inside, you must roll vs. both models (plant
first). If you have a reroll, you may use it to try to lower the score
against the trapped model. Carniverous plants will not attack vehicles.
Remove the trap blip if the plant is killed.
AMBUSH: Runner selects one of the following: LIZARDMAN- M6, A1, H1,
Melee
OO, Shield (-o), Charge, Frenzy. --OR-- 2x SKINK:
M8, A0, H1, Melee o, Shooting O W - Reload, Poison..
HAZARDS: All hazards have a 3" area, and are persistent.
1: Spore Mold. Roll o, ignores armor. Graze=Wound. (Closed
vehicles may ignore)
2: Needle Spitter. Roll oo vs. armor. Poisonous: Tie=Wound.
3: Face Eater. Roll oo vs. armor. Incapacitating: Tie=Stunned
(even multi-hit models).
4: Ripper Swarm. Roll oo vs. armor, 3 times in a row.
Graze=Wound.
5: Lash Weeds. Rolls OO vs. melee. Graze=Wound.
6: Strangle Vines. Roll OO vs. melee. Graze=Stun. Kill=KO.
Tie= trapped*. Win= escapes.
*Trapped models may not move and have -1 melee. They may attempt to
escape on their next turn- check as normal. You may rescue an adjacent
Trapped model by successfully beating the Strangle Vines in melee (takes
an action).
DESERT WASTELAND- A barren plain of cracked
earth, sandstorms, bleached bones and rusting debris.
SCENERY SET UP: Place rocky crags, clumps of cactus and rocks, twisted
rusting metal, and giant skeletons on a flat tabletop.
SPECIAL RULES: NONE
ADVERSE CONDITIONS: SANDSTORM. Add +1 to Dust Devil hazard rolls. Visibility
is reduced to 8" max range, and all models are treated as in darkness.
At the end of each turn, roll oo vs. models that are not adjacent
to cover or in a building or vehicle. Graze=Stun, Tie=KB (half the model's
move in inches, random direction). Vehicles must roll once on the wipeout
chart (see Vehicle Rules for details).
For results that move the vehicle forward, move the vehicle BACKWARD instead.
LOOT: You manage to find some salvageable equipment. Worth oo
points of CAP, but must be carried.
TRAP: Landslide. Place a Heavy Flamer template such that the
round end covers both the blip and the model revealing it, and aim the
pointy end at the nearest cliff, hill, or board edge. For each model under
the template, roll OO vs. armor. Graze = Stun. Remove the trap blip
after it goes off.
AMBUSH: Mutant attack! Move 8, Armor 1, 1 hit, melee: OO W,
shooting: as autopistol.
HAZARDS: All hazards have a 3" area, and are persistent.
1: Dust Devil. Roll oo vs. Armor. Does 3" KB (random
direction). Graze=Stunned. Kill=KOed.
2: Crumble Rock. Roll OOO+3: if > your move, you may
not move any further this turn. Check to get out too!
3: Biohazard. Roll o, ignores armor, graze = Wound. (Vehicles
may ignore).
4: Sand Gulper. Roll OOO vs. melee. Graze=Wound, Kill=Swallowed
whole- lose the model and any carried items.
5: Corrosive Cloud. Roll o x armor: You must discard
that many weapons, pieces of equipment, or grenades, as they have been
eaten away.
6: Sink Hole. Roll OO and add your armor value. If the
result is 5 or more, your model is sucked in, and may not move! Each turn
afterwards that you spend in the hole, take 1 stun (vehicles ignore the
damage but are permanently trapped). Adjacent models may try to pull a
victim out by spending an action: Roll OO and add the victim's armor
value- BIG models may reroll. If the roll is 3 or less, they pull you out.
If a model is not pulled out before the end of the game, lose the model
and any carried items.
PRIMAEVAL WORLD- Turbulent worlds, still
forming and changing. Wracked by storms, primitive atmospheres, and volcanic
activity.
SCENERY SET UP: Place black, jagged, broken terrain such as rock spires,
chasms, and lava plains. Intersperse with rivers or lakes of molten lava.
SPECIAL RULES: LAVA- if a model or vehicle lands in or attempts to
move through lava, roll OOO vs. armor (graze= Wound). Models that
have touched lava during any part of their move may either move or take
an action, not both.
ADVERSE CONDITIONS: METEOR STORM. At the end of each turn, each player
must roll a red die. They must place that many 2" Blast templates anywhere
on the board such that each template completely covers at least one of
their models. Then deviate each template D6 inches in a random direction
(use deviation dice, a spinner, etc. to determine direction). Finally,
treat each template as a Frag grenade. Models that are not under top cover
may not hide from meteors!
LOOT: Precious metals and gemstones: worth ooo CAP.
TRAP: Glass Bomb. As Frag, but 3" area. Remove the trap blip
after it goes off.
AMBUSH: Blob attack! Move 6, Armor 1, 6 hits, melee: OOO W.
Area and Line effect weapons add +1 vs. Blobs.
HAZARDS: All hazards have a 3" area, and are persistent.
1-2: Jets of steam. 3" Blast area. Roll oo vs. armor.
Graze = Stun.
3: Sulphuric Gas. Roll o, ignores armor. Graze = W.
4: Primordial Soup. Roll oo vs. armor. Tie = W.
5-6: Earthquake Fissure. Roll 1 red / 2" of move, (round down).
If you roll a 2 or more, you jump to safety. Roll of a 1= Stunned.. Roll
of zero: Fall into lava! (see Special Rules above).
ICY WASTES- Frozen wastelands, Ice Worlds,
snow covered battlefields, continent-wide glaciers.
SCENERY SET UP: Place a mix of flat snowy plains and jagged icy cliffs.
Clumps of snow capped evergreen trees or barren granite outcrops are suitable
too.
SPECIAL RULES: FREEZING COLD- Any KOed models that have not been rescued
by the end of the game will die of exposure! (does not apply to models
KOed in the last turn of the game).
ADVERSE CONDITIONS: BLIZZARD. Treat the board as in darkness. No flying
allowed. All movement is at 1/2 normal (round up).
LOOT: A Cache of food, or a warm shelter. Spend an action to take advantage:
worth oo of LOY.
TRAP: Avalanche! Place a Heavy Flamer template such that the
round end covers both the blip and the model revealing it, and aim the
pointy end at the nearest crag, slope, or board edge. For each model under
the template, roll OO vs. armor. Graze = Stun. Kill= KOed. Remove
the trap blip after it goes off.
AMBUSH: This should be a model worth roughly 5 points, suitable for
the environment or mission.
HAZARDS: All hazards have a 3" area, and are persistent.
1-2: Snow Drift. Roll OOO+3: if > your move, you may
not move any further this turn. Check to get out too!
3-4: Thin Ice. Freezing cold water can cripple troops
and vehicles. Roll O, ignore armor. Graze= stun, Kill = Kill.
5: Jagged Ice. Roll oo vs. Armor. Graze= wound.
6: Hidden Crevasse. Roll 1 red / 2" of move (round down). If
you roll a 2 or more, you jump to safety. Roll of a 1= Stunned.. Roll of
zero: Trapped in Crevasse (as KOed). Even multi-hit models and vehicles
must take the stunned or KOed result (instead of taking hits).
NO MAN'S LAND- A barren, muddy maze of
trenches, a secret base, or a well defended installation.
SCENERY SET UP: Place Barbed wire, trenches, barricades, tank traps,
ruins, etc. Any buildings should be armored (see RC
for details). Use all the BOGUS blips, and place blips along choke points
such as gaps in defences, entrances to buildings, roads, etc.
SPECIAL RULES: BARBED WIRE- If a foot troop or light vehicle tries
to move past, the wire rolls two whites in melee vs. the model. If they
tie or lose, they must end their movement in front of the wire. If they
win, take off 1" of movement and continue moving. If you want to try to
clear a path through the wire, spend an action adjacent to it and roll
your melee. If you get a 4 or higher (+P applies), you may make a 1" wide
gap in the wire. Beasts may try to jump over the wire (see Vehicles
for details on jumping). TANK TRAPS- Vehicles may not move over or past
these obstacles. Vehicles may move over barbed wire (-1" movement). BUILDINGS-
you must force entry into any buildings, even unoccupied ones. SMOKE-For
an easier game, the board may be covered by smoke, providing cover to everyone
on the board.
ADVERSE CONDITIONS: DOWNPOUR. Treat the board as in darkness. No flying
allowed. All movement is at 1/2 normal (round up).
LOOT: You found an enemy Cache of weapons- choose either 2 Frag Grenades
-OR- 1 point worth of Melee, Pistol, or Basic Weapons.
TRAP: You've set off a boobytrap! It has a 2" Blast area. Roll
OO+P
vs. armor. Graze = wound. Remove the trap blip after it goes off.
AMBUSH: This should be a model worth roughly 3 points, suitable for
the type of enemy (the most common foot soldier is appropriate).
HAZARDS: All hazards have a 3" area, and are persistent.
1-2: Muck. Roll OOO+3: if > your move, you may not move
any further this turn. Check to get out too!
3-4: Minefield. Roll a white die- if you roll anything, you
have set off a mine! (As trap above).
5: Background Radiation. Roll o, ignores armor, graze
= Wound. (Vehicles may ignore).
6: Chemical Agent. Roll O+1, armor counts, graze = Wound.
(Vehicles may ignore).
ANCIENT TEMPLE- Dusty, ominous, winding
passages of a Catacombs, Necropolis, or Chaos Temple.
SCENERY SET UP: Place Warhammer Quest tiles for underground games,
or disturbing statues and temples for above ground games.
SPECIAL RULES: If underground, follow the standard rules as described
in CATACOMBS section of RC. Be sure to check
out the Giant Spiders! mission too.
ADVERSE CONDITIONS: EARTHQUAKE. Occasional shaking makes exploration
even more perilous. At the end of the turn, each player must roll a white
die - if you roll anything, you must select one model and roll once on
the trap table for that model!
LOOT: Ancient idol or mysterious device: worth oo+1 CAP, but
lose
oo LOY if you accept the CAP.
TRAP: Roll a D6 on the following chart.
1-2: Crushing Walls. Roll oo vs. Armor. Graze=Stun. Place
survivors on the far side of the blip. Once set off, the 3" it was in is
now impassable!
3-4: Poison Arrows. Roll oo vs. Armor. Tie=Wound. Remove
the trap blip after it goes off.
5-6: Giant Boulder. Boulder will roll straight towards you,
and keeps rolling until it hits a wall or board edge- check for all models
in it's path!. Roll 2 red dice, +2. If < your move, you may try to avoid
being crushed by moving out of the way of the boulder using your normal
move. If you do not get out of the boulder's path, you are
crushed! If crushed, roll OO+1 vs. Armor, graze = Wound.
AMBUSH: This should be a model worth roughly 5 points, suitable for
the environment or mission- for example, Necrons, Daemons, Giant Spiders,
etc.
HAZARDS: All hazards have a 3" area, and are persistent.
1: Noxious Gas. Roll o, ignores Armor. Graze=Wound.
2: Spike Pit. Roll oo vs. Armor. Ends your move. Once
set off, you may try to jump it- if you fail, treat as falling in.
3: Curse. Roll o. Add that total to any future Hazard,
Trap, or Attack rolls made against that character!
4: Scything blades. You must roll OO vs. melee X times
in a row. X= 5-(move divided by 2, round down).
5: Evil Eye. Roll o. On a 1, one of your weapons (random)
goes off with you as the target. On a 2, one of your Grenades (random)
goes off with you at the center!
6: Writhing Mass. (of snakes, spiders, bugs, slime, etc.) Roll
OO
vs. melee. Tie= Wound. If you have a burn weapon, you may fire it before
the melee by spending an action- add the roll to your melee!
DAEMON WORLD-Terrains corrupted by the influences
of Chaos
SCENERY SET UP: Chaos scenery, charnel piles, etc.
SPECIAL RULES: SPIKES: melee OO to pass (does not take an action).
May not parry. Tie= must stop move without passing the spikes.
ADVERSE CONDITIONS: THE FOG. As darkness, plus any models killed
by hazards or enemies turn into a zombie! OPT: All enemies have HORROR
ability.
LOOT: oo worth of CAP, plus Ambush by a chaos renegade: M6 A1
H1 OO melee oo W J shooting.
TRAP: Warp out! Remove model from board. They will
reappear directly on the next Hazard blip revealed.
AMBUSH: Chaos Marine- M6 A2 H1 OOOO melee oo K KB RAP
shooting
HAZARDS: All hazards have a 3" area, and are persistent.
1: Poison cloud. Roll o, ignores armor, kill = turn into
a zombie!
2: Ensnared. OOO vs. melee to get out. If
flying, losing this roll = model lost!
3: Poltergeist. Moved 8" in a random direction, as KB.
4: Screaming faces. Melee attack OOOO.
5: Freak out. You must attack the nearest friendly model
with your most effective attack- or, lose 1 purity seal instead.
6: Curse. Any future attacks or hazards on that model
will be at +1 (cumulative).