This table represents terrain typical of that found on a Necron tomb world. Necron structures may also be encountered on other worlds, in which case make two rolls on the relevant terrain chart for every one you make on the Tomb World chart. For example, a Necron tomb may be encountered in a world's arctic wastes, in which case, use the Ice World terrain generator from the Warhammer 40,000 rulebook. If a feature rolled here is inappropriate to the actual terrain type you have chosen to fight your battle across, re-roll the result on the appropriate chart.
The Necron Tomb World terrain generator can be used to generate terrain for battles being fought within the tomb itself, or on the surface of a Necron world. The description of each feature includes descriptions of both environments where this is relevant.
| 2D6 | Terrain | Description |
|---|---|---|
| 2 | Sandstorm | Sandstorms are dangerous and frequent occurrences on the dead worlds favoured by the Necrons as locations for their tombs. Roll a D6 at the beginning each player turn. On a 6, all movement that game turn counts as being over difficult terrain, and rolls of 6 are required to hit with shooting attacks over 12", regardless of the firer's Ballistic Skill. Inside a tomb, storms will still be encountered and will be of a far more sinister nature. |
| 3 | Abyss | An artificial bottomless chasm, roughly 6" by 12" in area with a single walkway crossing it. Vehicles may not cross the walkway, and any infantry crossing will fall and be lost on a D6 roll of 1. |
| 4 | Obelisks or Columns | Place D6 standing stones in a regular pattern agreeable to both players, with each stone roughly 12" apart. Inside the tomb these may be huge structural columns. |
| 5 | Mesa | A raised, flat plateau of rock, 3" to 9" high and covering an area up to 12" by 12". Climbing up the mesa counts as passing through difficult ground but once at the top models suffer no movement penalties and receive no extra cover saves. Inside the tomb these features will be raised plinths or ziggurats of a far more regular shape but with an identical effect. |
| 6 | Rocky Ground | An area of ground strewn with boulders, loose rocks or shifting sands, making movement difficult. An area of up to 12" by 12" is covered, and will count as difficult ground. In the tomb interior this result represents areas of ground that have become damaged and unstable over the aeons. |
| 7 | Ruined Tomb Structure | An area roughly 6" by 6" of semi-ruined walls and tumbled rubble. This provides cover to infantry, and counts as difficult ground for vehicles. |
| 8 | Tomb Entrance | A Necrontyr structure no more than 6" by 6", which may be on the ground or on a wall. |
| 9 | Large Tomb Structure | A large, impressive Necron edifice covering an area of around 12" by 12". Up to four smaller structures may be placed within 6", all providing cover to infantry and impassable to vehicles. |
| 10 | Dried River Bed | A shallow channel placed so that it enters the table at one edge and exits at another. Movement along the river bed is unaffected, but models moving into or out of it count as moving through difficult ground. Infantry in the channel receive cover from shooting from outside, and vehicles count as being hull down to shots from outside the channel. Similar, more regular features are sometimes found within the tomb itself, often the result of floor sections collapsing. |
| 11 | Power Conduit | Arcane power arcs through this 3" diameter structure, making movement near it extremely dangerous. Any model ending its move within 6" will be struck and automatically wounded on a D6 roll of 1. Armour saves are allowed as normal. Vehicles take an automatic glancing hit on a 1 or 2. |
| 12 | Adeptus Mechanicus Research Post | A small cluster of up to four pre-fabricated buildings and up to 12" of connecting light barricades. Inside the tomb, this may be the remains of a small camp, representing a previous, doomed attempt to penetrate the tomb's secrets. |