Varying Terrain Difficulty

Source: 3rd-A-Palooza (3.5) Rulebook v1.4, p. 5

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.