You might want to try making various sorts of terrain harder or easier to move through for extra variation. This is easily done: simply roll one, two or three D6 for a unit moving through the terrain. You must decide first on how tough you think the terrain should be. The more dice you roll the easier the terrain is to move through - so you might decide a muddy field is 3D6 while a tidal mud flat is one D6. This can also be used to represent moving on worlds with particularly high or low gravity in comparison to Earth - for example on a high gravity world you might decide that you roll 3D6 and pick the highest for movement even when you are crossing open ground.
On this chart there are examples of what effect different terrain has on troop movement. In addition, you may want to have a look at the random Terrain Generator charts in the Battles Book section.
| Terrain | Effect |
|---|---|
| Sand or ash dunes | 3D6* |
| Muddy or water-logged ground | 3D6* |
| Ice, thin ice** | 3D6* |
| Thick bracken, dense undergrowth | 3D6* |
| Steep hillsides, magnetic anomalies | 3D6* |
| Dense woodland, jungle | 2D6* |
| Rubble slag heaps, crumbling rock | 2D6* |
| Thick mud, deep snow, deep water | 1D6 |
| Marsh**, peat bogs** | 1D6 |
| Boiling mud****, tar pits**** | 1D6 |
| High gravity world, strong wings [sic] | -1D6**** |
| Sand Storms, checmical storms [sic] *** | -1D6**** |
| Low gravity world | +1D6 |
*Pick highest score on any one dice to find distance moved. **Models ending move in terrain are destroyed on a D6 roll of 1. ***Models ending their move in terrain must make an armour save or suffer 1 wound. ****Normal movement IS REDUCED by D6". Count clear terrain as difficult terrain.