Arid Worlds


Arid Features

      Most arid regions are composed of flat, rocky ground. There are rarely any large terrain features other than sand dunes. What features there are, are small and low to the ground. This does not mean, however, that units remain in lign of sight, it just means that you have to change the way you think about cover.
      Below are a list of various terrain types found in arid regions and the rules governing them. References are made to the terrain types found in Warhammer 40k Rule book. A chart is provided at the end for easy reference.
      The following terain is not found in arid or desert regions:

Open Ground
Open ground is considered open terrain except that no in ground fortifications are allowed due to the shifting sands and fluctueting state of the landscape. In ground fortifications include trenches, emplacements, and concealed bunkers.
Rough Ground
Large areas of deserts are littered with obstacles such as scrub bushes or strewn with rocks, such areas are for the purpose of gaming referred to as rough ground. For movement purposes rough ground counts as open terrain to take account of the many small scrub bushes and rocky out crops troops are allowed to hide in rough ground.
Wadis
A wadis is a gully formed by the infrequent rain storms that hit arid regions. Unlike other gullies, wadis usually have very steep sides and are treated as difficult terrain for units crossing it and as open terrain for units moving along it. Units already in it may hid from those outside. Units in a wadi recieve hard cover bonuses when fired upon by those outside of it. Units may not hide from other units in the same wadi.
Oasis
An oasis is usually a clump of vegitation which surrounds a permanent or semi-permanent water source. For gaming purposes treat the oasis like a small wood. figures within one inch of the edge of th oasis may fire out and be fire upon. The oasis provides soft cover for these units. Deeper than one inch into the oasis, troops cannot be seen, nor can they see out. An oasis is considered difficult terrain for those moving through it.
Rocky Out Crops
Rocky outcrops appear quite frequently in some arid regions. These are formed from very hard rock that has been constantly blasted by the very strong winds typical in these areas. As a result these out crops often take outlandish shapes. Rocky outcrops are considered very difficult terrain and provide hard cover for troops hiding behind them.
Dunes
Sand can pile up into dunes of varying height. Wheeled vehicles treat dunes ans Very Difficult terrain. All other units treat dunes as difficult terrain. Units may hide in or behind dunes. No ground fortifications may be constructed in or behind dunes. Buildings do not exist in dunes. Although most dunes are isolated terrain types in an arid region on certain arid planets , the sand has accumulated to such a depth that no other surface feature is visible.
Sangars
Since troops are unable to dig trenches and foxholes, they usually pile rocks into low walls behind which they hide. Troops hiding behind sangars recieve hard cover bonuses when attacked across the front of a sangar. Sangars may be purchased at a cost of 10 points per 2" length. They have a AV of 15. If a shot penetrates the sangar, it is destroyed and removed from play.

Arid Conditions

      Weather in arid and desert regions is hot and dry. The effects of this on game mechanics are small. It is assumed that all vehicles and troops have been prepared for fighting in arid conditions, so rules for mechanical falure/heat exhaustion are not included. How ever there are some climatic condidtions that do effect game play:wind and dust.

Wind
The wind is always blowing in arid regions. Sometimes it is a mild breeze and at others, a blinding sandstorm. It is assumed that games do not take place durring a sand storm, so the following rules account only for strong breezes. In arid regions, vision is hampered by dust kicked up by breezes and the haze coming off the hot ground. To account for this, a -1 to hit modifier is made for shooting at short range, with a -2 modifier for long range.
Dust
Arid regions are very dusty. Wheeled, tracked, hover, and skimmer vehicles which move in an arid region kick up a cloud of dust. Walking vehicles, such as dreadnoughts, only produce a dust cloud when they run or charge. For gaming purposes, this cloud is as wide as the vehicle and extends behind it from its final position to its starting position. The dust cloud is 12" high and remains in place till the start of that players next turn. Units within 1" of a dust cloud may fire at targets outside of it with a -1 to hit penalty. Units out side a dust cloud may fire into it at targets within 1" of the edge of it with a -1 to hit penalty. Units may not see through a dust cloud.

Arid Terrain Chart
TerrainTypeCoverHideTo HitSpecial Rules
DunesVery difficulthardyes-No fortifications
HazeClimateNoneNo-1/-2Short/Long Range
OasisDifficultSoftYes-1Treat as woods
OpenOpenNoneNo0-
Rocky
Outcrop
Very DifficultHardYes-2-
SangarFortificationHardYes-2AV of 15
WadiDifficultHardYes0-
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These rules were written by J. Michael Tisdel for Games workshop and originaly published in Citadel Journal#16 all rights are Games workshops and I will gladly remove upon request. If you like this article contact Games Workshop about a subscription I highly recomend it. 1