Units moving through dense terrain tend to slow down or stop altogether. They may become temporarily lost and need to find their bearings or could be physically slowed down by picking their way through difficult ground full of potholes and tangling vegetation. This means that units sent into some areas are not entirely under the control of the force commander (ie you) any more.
Normal. Standard rules apply, no additional effects on moving troops.
Difficult. A unit of troops that is moving into, out of, or through difficult terrain rolls two D6 and uses the highest roll as the maximum distance it may move that turn.
Diagram: Difficult Terrain Test — a squad moves across mixed jungle and open ground. Only the models moving into the jungle are limited to a 3" move (shown by 3" arrows), while models moving through the open can still move the full 6" (shown by 6" arrows), with scatter dice illustrating the difficult terrain roll.
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 | 2D6* |
| 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 winds | -1D6**** |
| Sand storms, chemical storms*** | -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.