Ash Wastes Terrain Generator

Source: Core Rulebook 3E, p. 125

A 2D6 terrain table for hive-world ash wastes, covering toxic rivers, sludge, chem wastes, ruins, mines and settlements.

Polluted by thousands of years of intense industry the surface of many hive worlds has become a toxic wasteland of chemicals and ash.

Roll 2D6:

Roll Feature Effect
2 Toxic River Impassable to all infantry, cavalry, bikes and vehicles. Must flow onto the battlefield from one table edge and out from another; cannot spring from nowhere or simply end. Cannot extend over half the table length unless your opponent agrees. Cannot be crossed except at a bridge, though skimmer 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).
3 Sludge Stream or Canal Counts as difficult ground for infantry, cavalry and bikes, though the banks may provide cover. Positioned as for a toxic river, with the same crossing point requirements. Does not count as difficult ground for vehicles.
4 Sludge Beds An area of thick sludge-covered ground no larger than 9" by 9". Counts as difficult ground to infantry, bikes and cavalry, but is flat and provides no cover. Vehicles are not affected by sludge.
5 Detritus An area including barrels, piles of junk, wrecked vehicles, pipes, spare tyres, crates and suchlike. Provides cover for troops hiding amongst it, but does not impede movement. Bikes, cavalry and vehicles count detritus as difficult ground. No larger than 12" by 12".
6 Rocks An area of rock-strewn ground no larger than 12" by 12". Provides cover for infantry and counts as difficult ground for all units. Very large rocks will be impassable to vehicles.
7 Ash Dunes Two to three small hills formed by wind-blown ash. Moving over the soft dunes counts as difficult ground.
8 Craters Provide cover for infantry inside them and do not impede movement. Very large craters might provide cover for vehicles but would count as difficult ground.
9 Chem Wastes An area of toxic or acidic chemicals no larger than 9" by 9". Roll a D6 for each model that enters the area. On a roll of 1, infantry, cavalry or bike models take a Strength 4 hit, armour saves can be taken as normal. Vehicles that roll a 1 become immobilised as if they had moved into difficult ground (the tyres or tracks melt!).
10 Old Ruins An abandoned building or a group of several buildings (one to four is enough). These buildings could once have been anything from a shanty town to a prison block or a temple. May have up to 12" of adjoining dilapidated walls or fences.
11 Mine A working or disused mine with strophead, transport tubes or rails and so on. Two to four buildings should be sufficient. May have up to 12" of adjoining walls or fences.
12 Settlement A complex of buildings (two to four is enough). Buildings provide excellent cover for infantry and if large enough may also provide cover for vehicles. May have up to 12" of adjoining walls or fences.