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Treacherous Terrain
By David Cammack A.K.A. Redsunz2000
The Treacherous Terrain Generator is intended for use in all Scenarios.
Simply roll several D66 to generate some patches of Treacherous Terrain to add to the battlefield.

If you want to make the desert even more dangerous, combine treacherous terrain with a roll on the “desert perils table“ from “Perils of Da Desert” - see WD 227, p62-65 - a chart for storms, shifting sands, ferocious fungi, small desert nasties, big desert nasties & wild stuff.
D66Result
11 Crevasses
A crevasse is a series of large cracks in the ground that has been formed through years without rain and caused by earthquakes. Crevasses count as very difficult ground. This is due to vehicles getting their tracks stuck in a crack. Crevasses usually cover an area about 6” - 18” long by 1” - 6” wide.
12 Washes or stream
Choose either a wash or stream. A wash is a dried up riverbed that quickly fills during rains (i.e. a wadi). Rushing waters form washes which causes the banks to be relatively steep and high (similar to cliffs). Washes are therefore treated very difficult ground. Streams are considered difficult ground and must include at least one ford or bridge. If the stream extends over half the table length, then it must include at least two crossing points.
13-14 Hot lake
A hot sulphurous lake bubbles up out of the ground. Difficult ground. In addition, make an armour saving throw for every foot model still in the lake at the end of their move. Models which fail their save suffer an automatic S4 hit.
15-16 Fungus grove
A fungus grove is a stand of tall fungus, usually near the cliffs of The Skid. Counts as difficult ground. Models in among the fungus will count as being in cover. D3 squigs will be found within the grove, but they will only come into play when an ork enters the grove. A grove area can be of almost any size, but 6” x 12” is a fairly good size.
21-22 Tar pits
An area of bubbling, volcanically-heated tar. This counts as very difficult ground. Vehicles moving through tar pits are immobilised automatically for the rest of the game unless towed out by another vehicle (not a bike or cutta) on slow manoeuvres. In addition, make an armour saving throw for every foot model still in the pits at the end of their move. Models which fail their save suffer an automatic S5 hit. Tar pits are 3-4” diameter each. Place 2-4 tar pits over a 12” diameter area.
23-24 Vitrified sand
An area of glassy melted sand. Turning vehicles on this area is at -2 to leadership tests, as the surface is slippery. It has no effect on models on foot. The area will be approximately 12” in diameter.
25-26 Crater
A single large impact crater or 2-4 small ones: place a single crater of up to 6” diameter or several smaller ones across an area of approximately 18” in diameter. Craters provide cover and concealment to mobs on foot. Models on foot deployed at the beginning of a game in Craters count as being hidden. Counts as 5+ cover save for models on foot. Difficult ground.
31-36 Dunes
Dunes are 1-4 very low hills. Dunes provide cover and concealment to mobs on foot. Models on foot deployed at the beginning of a game in Dunes count as being hidden. Counts as 5+ cover save for models on foot. Difficult ground.
41-43 Low hill
Low hills, which do not affect movement. Hills block visibility and are impossible to shoot or move through.
44-46 Cacti
An area of cacti is notoriously difficult to move through so it will count as very difficult ground to models on foot (i.e. impassable to vehicles). Models in among cacti will count as being in cover. A cacti area can be of almost any size, but 6” x 12” is a fairly good size. If you prefer have 2-4 smaller patches within an area of 18” diameter instead of one large patch.
51-52 Steep hill/cliffs
A steep hill is difficult to move over (it counts as difficult ground), and may have cliffs on one side making it impossible to move over (impassable).
53-56 Crags/rock spires
Crags are large rock formations usually found in the form of pillars. Crags block visibility and are impossible to shoot or move through. Impassable.
61-62 Abandoned fort
An old fort and mine entrance. This represents an abandoned fort whose mob have died out or moved on to a less dangerous region. It counts as 3 Scrap counters at the end of the battle to the side that won and did not bottle out, as chunks can be torn off it. Otherwise follow the rules in Da Uvver Book for Da Fort special rule on p.90.
63-64 Victory objective
The victory objective is a prominent terrain piece such as a supply dump, working scrap mine or rich seam of scrap, image of Gork or Mork, etc. which becomes the attacker’s prime objective. As such it will be placed in the defender’s table edge after the attacker and defender are determined. The nob who maintains control of this terrain piece at the end of the game (i.e. the mob which has not bottled out), receives 10 extra experience points.
65-66 Dust lake/seam
A dust lake is almost impossible to spot until a vehicle drives into it. Then the vehicle will find itself mired in difficult ground and sink. This is not an isolated area of the board, but roll 2D6 for every vehicle each turn it moves, at the end of its turn - on a double 1 the vehicle is stuck in the fine layer of dust. The vehicle will be classed as immobile for the rest of the game (and any big guns etc mounted on it cannot be used for the rest of the game). It has no effect on models on foot.