u/Footruub

Image 1 — WIP Jungle for our Hive Exterior Skirmishes
Image 2 — WIP Jungle for our Hive Exterior Skirmishes
Image 3 — WIP Jungle for our Hive Exterior Skirmishes
Image 4 — WIP Jungle for our Hive Exterior Skirmishes

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.

u/Footruub — 2 days ago