2 - Space Hulk - Close Corridor fighting within a ship, No Vehicles/Jump Infantry,  Deep Strike available through teleport/warp

3 - Desert/Tundra - Minimal Terrain D3 Terrain per Table Quarter.

                D6           Terrain/Effect

                 1             Dried Lake Bed - Same as Crater

                 2             Dried River Bed - Same as Wall/Trench when inside

               3-4            Butte - Unsalable Hill that can be landed on 3-5" at top

                5              Spire - non-scalable Hill that can't be landed on 3-5" at Base

                6              Plateau - Hill with 1 side non-scalable
4 - Farm Stead - Farm Houses, Fences, Rectangular fields, Hinders Infantry, no affect on Vehicles and No Hills
5 - 9 - Standard Agri-World Terrain

10 - Siege! - An Attack against an Entrenched Enemy.  **Special Rules**  Players make 2 Lists one at +250 pts

                

Set Up: Roll off to see who is the Attacker and Defender.  Defender sets up Terrain, Defender may then purchase Defensive Fortifications with an Additional 250pts see Below.  Defender uses Normal List, Attacker uses their +250 point List


Bunker! - 50pts Structure - AR 11, Capacity 10 Models - All units may fire from any side, Entry Points 2

Command Center -  200 Pts -  AR 14, 2 x Capacity 15 & 1 Capacity 10 (Top Level); All Units may fire from Front, Bottom has 1 Entry Point per Section Top may be accessed from the bottom levels or Roof.  Comes with 2 TL Heavy Bolter Emplacement or suitable equivlent and 2 Walls 12" Walls

Century Tower - 25pts - AR 10 (Open Top), Capacity 5, + Search Light

Fence/Razor Wire - 10pts - Infantry must make Difficult Terrain test to cross does not block Line of Site

Walls - 20 pt - Infantry must make Difficult Terrain test to cross count as 4+ Cover Save, AR8 for Tanks Ramming, Unit on other side counts as Tank Shock if successful

Teleport Beacon - 30 pts - Place an Marker 4" wide to denote a Teleport Becon, Defensive Units may deepstrike withing 6" of the Beacon without Scattering.  Marker Profile AR10 All Around, Destroyed with a Penitrating or Glancing Hit 


Emplacement - 15 pts + [Cost of Weapon] - weapon must be available as a heavy weapon for infantry. (No Battle Canon Emplacements) BS of Best Infantry. AR 10

Mine Field - 20 pts - Place 3 Mine tokens & secretly write down which token represents your Mine Field, reveal when any unit comes within 6" of token,  that unit takes a D6 S4 hits, normal armor saves apply. Vehicles  take an additional D6 of Armor Penetration.

Dragon's Teeth - 15 pts- 6" of impassable Terrain for Vehicles, 4+ Cover for Infantry.

11 - Jungle Fight - Entire Board is Jungle, Rules for Difficult Terrain are enforced. D3 Per Table Quarter



           D6           Description

            1             Clear Hill

            2             Wooded Hill

           3-4          Clearing - D6+2 Inch Radius

           5-6          Wild Pack

          Use Small Template or suitable Marker. On the Movement phase use Scatter Die +D6 for Movement,Has Furious Assault, Hit and Run, and Fleet, Roll for number when assigned, Fall Back 3D6 Inches

                             #    WS  BS    S    T    W    I    A   Ld   Sv

                          2D6    3      0      2    3     1    5    2    4    5+


12 - Moonscape - **Special**

All Armor Saves are Decreased by 1 to a minimum of +6 Save unless no Armor save is normaly allowed.  Due to the Vacume of Space and the chance to puncture a hole is sealed armor.

All Infantry units can move as if they had Jump Pack, once they finish their move roll a D6 and the Scatter Die, the unit moves in that direction in addition to their normal movement.  If this moves them into Base to Base with an enemy unit then that unit loses any chance for shooting and is considered to have assulted in the subsequent assault phase.

Note units with Jump Packs are considered to have stableizer to make them land on target.