Many planets are little more than farming worlds where most of the surface is given over to the production of food. This produce is shipped out to feed the billions of inhabitants of the teeming hive worlds of the Imperium.
Roll 2D6:
| Roll | Feature | Effect |
|---|---|---|
| 2 | A Deep River or Lake | Choose either a deep river or a lake. A river must flow onto the battlefield from one table edge and out from another, cannot spring out from nowhere, cannot simply end, and cannot extend over half the table length unless your opponent agrees. Cannot be crossed by vehicles except at a bridge or ford. Troops treat it as very difficult terrain, rolling 1D6 for their movement distance across it. Skimming vehicles and jump pack equipped troops can cross as long as they do not end their movement in it. Must include at least one crossing point (at least two if it extends over half the table length). A lake should not be larger than 12" square and has the same terrain effects as a deep river. |
| 3 | Shallow River, Stream or Irrigation Canal | Choose either a shallow river (which counts as difficult terrain), a stream or a canal. Positioned as for a deep river or lake, with the same crossing point requirements. |
| 4 | Crop Field | A field of tall crops, which can be surrounded by a hedge or fence. Troops and vehicles moving through it are subject to the difficult terrain rules. Troops inside count as in cover (6+ save) because it is difficult to see them; vehicles do not count as in cover. Can be of almost any size, but 6" to 12" square is a fairly good size to use. |
| 5 | Detritus | An area including barrels, piles of junk, parts from wrecked vehicles, pipes, old ammo crates, discarded machinery and so forth. Good cover for units hiding amongst it, but does not impede infantry movement. Bikes, cavalry and vehicles count detritus as difficult ground. Should cover an area of 6" to 12" in diameter. |
| 6 | A Wood or Plantation | Difficult to move through and counts as difficult ground. Units inside count as in cover. A plantation is a wood with the trees planted in straight lines, or it might be made up of more exotic plants or giant alien fungi. Can be of almost any size, but 6" to 9" square is a fairly good size to use. |
| 7 | A Hill or a Wood/Plantation | Choose either a wood/plantation or a hill to place on the battlefield. |
| 8 | A Hill | Hills do not usually affect movement, but they provide excellent firing positions for heavy weapons and ordnance. |
| 9 | Walls, Pipelines or Fences | Place up to 12" of continuous walls, fences, ditches, pipelines or any other linear obstacle. Can be crossed, but infantry are likely to be slowed down so treat them as moving through difficult terrain; cavalry likewise treat obstacles as difficult terrain. Whether bikes and vehicles can cross or break through them depends on the obstacle used. Most obstacles make excellent defensive positions and provide cover, but some, like chain link fences, will not offer much protection though they are still difficult to cross. |
| 10 | Structure | A single building, from a small wooden hut to a water tower, grain silo, tall apartment block or shrine. Might be ruined, and may have up to 6" of adjoining walls, pipelines or fences. |
| 11 | A Farm Complex | A group of several buildings (two to four is enough). May have up to 12" of adjoining walls, pipelines or fences. |
| 12 | A Steep Hill | Difficult to move over (counts as difficult ground), and may have cliffs on one side making it impossible to move over except by jump packs or skimmer vehicles. |