



WIP Jungle for our Hive Exterior Skirmishes
Gonna have one half of the board Hive interior and the other Hive exterior.
Have some House Rules for the jungle as well:
Jungle Infection Table
If Out-of-Action in jungle battles:
Roll D6:
1-3 = roll on Jungle Infection table
4–6 = no effect
Jungle Visibility
Maximum visibility: 12”
(unless elevated over): 6”
Jungle Hazard Rolls
At the start of the battle roll 1D6. The battle suffers the condition below:
1 - humid
2 - spores
3 - razor vines
4 - radiation
5 - Warp disturbances
6 - nothing
Humid - At beginning of battle roll D6 for any weapons with:
Plasma
Melta
Power
Grav
Rad
Blaze
On a 4+ that weapon has become corroded, first ammo check auto fails.
Spores - Spore could fills the air, all ranged attacks outside of 6” suffer -1 to hit.
Razor Vines - all climbing vines become razor vines, now when climbing take -2 to M and take an I test, if failed take S2 D0 hit with knockback(use scatter dice for fall direction)
Predators - all Cool Checks and Will Powerchecks suffer -1
Radiation - On activation take toughness test (roll T or below) if failed suffer rad status effect until end phase (roll 1D6 on 4+ suffer flesh wound)
Warp Distribution - No group activations (unless exotic beast)
D66 JUNGLE INFECTION TABLE
11–13 — Fever
Miss next battle.
Gain immunity to fever afterward
If rolled again gain +1 to movement next battle.
14–16 — Blood Parasites
-1 Toughness for next battle.
21–23 — Hallucinations
-1 Cool for next battle
24–26 — Jungle Boot Rot
Movement reduced by 1 for next battle
31–33 — Toxic Exposure
Must sit out next battle.
But gains: Chem Resistant** **(permanently)
(Immune to freson effects)
34–36 — Neural Fungus
Random skill temporarily disabled next battle. Roll D6 to decide.
41–43 — Glowing Veins
Fighter emits faint green light.
Cannot benefit from Pitch Black concealment.
BUT - fighter may reroll one failed Cool test per battle.
44–46 — Machine Whisper
Fighter hears mechanical voices. Gains +1 to ammo checks for next battle only.
51–53 — Jungle Adaptation
Fighter must sit out next battle but permanently gains: +1 Initiative in jungle battles
54–56 — Corrupted Scar Tissue
Fighter must sit out next battle but First Flesh Wound ignored each battle (permanently)
61–63 — Spore Symbiosis
Fighter must sit out next battle but becomes immune to Gas (permanently)
64–66 — The Mark Below
Something ancient touches the fighter’s mind.
Arbitrator secretly records this.
Later possibilities:
possession, visions, awakening protocols, hidden coordinates, chaos mutation. This can become a major narrative hook later.