Death worlds are among the most dangerous planets in the galaxy. Death worlds vary a great deal, from jungles filled with voracious and homicidal wildlife to barren, rock-strewn wildernesses tortured by volcanoes, meteor strikes or ion storms. This is an example of a terrain generator for a jungle death world.
Roll 2D6:
| Roll | Feature | Effect |
|---|---|---|
| 2 | Marshes | Insanely dangerous and count as difficult terrain to all units. Roll a D6 for any model which enters a marsh; on a roll of 1 it is drowned, sunk, eaten, corroded or otherwise done away with. Should cover an area about 12" in diameter. |
| 3 | Crumble Rock | Looks solid, but disintegrates on contact. Counts as difficult terrain to all units and provides no cover. An area of crumble rock will be 6" to 12" square. |
| 4 | Thermotropic Vines | Plants attracted to heat sources – like creatures and vehicles. They grow extremely quickly and will smother anything which stays still for long enough. Count as difficult ground to anything crossing them, but do provide cover. If a unit ends its movement in an area of thermotropic vines it suffers a single Strength 5 hit on a D6 roll of 4 or more. Armour saves may be taken as normal and hits on vehicles are resolved against their rear armour value. Will cover an area no more than 6" square. |
| 5 | Venus Mantrap | A catch-all name for a variety of carnivorous, sessile plant forms capable of capturing and consuming human sized (or larger) creatures. Mark its location with a counter, coin or small terrain piece. Any unit which moves within 6" of a venus mantrap suffers D6 Strength 4 hits, with no armour piercing value. Even vehicles will be attacked, resolve the attacks against the armour facing the mantrap. The venus mantrap cannot be attacked back as it is mostly underground and very well concealed. |
| 6 | Jungle | Notoriously difficult to move through so counts as difficult ground. Units in the jungle count as in cover. Can be of almost any size, but 6" to 12" square is a fairly good size to use. |
| 7 | Jungle or Hill | Choose either a jungle or a hill to place on the battlefield. |
| 8 | A Hill | Place a hill on the battlefield. This will not affect movement or provide cover, but will give a better firing position to whoever holds it. |
| 9 | Overgrown Settlement | A settlement which has been overrun by the death world's deadly denizens. Comprises a group of several buildings (two to four is enough) and may have up to 12" of adjoining walls or fences. All movement within the settlement counts as being in difficult terrain. |
| 10 | Spitting Cactus/Strangle Vines | Treat this as an area of jungle, but any time that a unit is moving through it and rolls a double for its movement distance the unit is attacked. The unit suffers D6 hits due to cacti spitting poisoned needles at them, vines whipping around troopers' necks and all sorts of other nastiness. Make armour saves for each model hit. Vehicles are unaffected, but have the usual chances of getting immobilised. |
| 11 | Carnivore Lair | Could be a cave, something lurking in the trees or some kind of alien trapdoor spider. If a unit moves within 6" of the carnivore lair one model will be attacked and swallowed whole on a D6 roll of 4 or more, no armour save. The carnivore lair may not be attacked. |
| 12 | Boiling Mud/Tar Pits | An area of bubbling, volcanically heated mud or tar. Counts as very difficult ground (only roll 1D6 to see how far units can move through them), but they do provide cover. Vehicles will be immobilised automatically if they move into a mud or tar pit. In addition, make an armour saving throw for every model still in the pits at the end of their move. Models which fail their save are broiled alive. The mud/tar pits can be up to 12" square. |