Death World

Artuo IV is subject to frequent and random phenomenon that can devastate and twist those on the planet. As such, the fauna and flora of the planet have been twisted by these strange occurrences to create powerful and unique alien creatures that attack anything on sight. During missions that use the death world special rule roll a d6 at the beginning of each players turn and consult the appropriate table.

Indigenous Hazards (1-3)
  1. Self-Detonating Fauna: Target Unengaged Unit in terrain. Large Blast S8 AP3
  2. Carnivorous Flora: Chose a Terrain piece. All Models must take an initiative test or take a S4 AP- hit.
  3. Nothing Happens
  4. Deadly Spores: Chose a terrain piece. All Non-ork models must pass a toughness test or take a S1 AP3 hit.
  5. Indigenous Beast: Target unengaged unit in terrain. D6 S5 AP- hits.
  6. Lasher Nest: Chose a terrain piece. All inside take a S2 AP- hits.
Strange Phenomenon (4-6)
  1. Gravitic Anomaly: Target unengaged infantry and roll d6. 1-3 Gains jump infantry rule this turn. 4-6 Remove and deep strike right away. (Target units choice)
  2. Burning Sky: All Deep Strikers take dangerous terrain tests and at AP2
  3. Nothing Happens
  4. Time Rift: Target unengaged infantry and roll d6. 1-3 Speed Up: Move/run/fallback/charge +2 Inches and +1 Attack. 4-6 Slow down -2 move/run/fallback/charge inches and -1 attack (to min of 1)
  5. Ghastly Hallucinations: Target d3 unengaged units. They must take pinning tests.
  6. Unstable Reality: All Psykers peril on double numbers for the turn

Death World

Artuo IV Campaign Eversor sheareraehs