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Environmental Conditions

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One of the the things about Inquisitor is the 'battle for the Emperor's Soul' takes place right across the Galaxy, from the icy wastes of Valhalla to the polluted hives of Necromunda. In the awareness section of the rulebook there is a brief mention of the effects the environment has on games of Inquisitor and as an avid Necromunda fan, I have seen many Treacherous Conditions rolls cause great hilarity and anguish as the game balance is redressed.

It is from this starting point I was inspired to write 80 different environmental conditions for Inquisitor and the effects they have on the game. The areas I have covered are Wind, Fog, Light, Fauna, Rain, Flora, Surface Layer and Water.

As well as providing area wide effects these environmental conditions could easily be terrain specific. No longer will that old dilapidated building be just another building, now it could be infested with spiders or termites, or covered with vines. With minimal alteration they can represent almost any environment you care to imagine.

The conditions have been written in a table form to allow easy cross-reference and so, if your feeling uninspired you can randomly generate an environment. There are 10 more at the end that use a mixture of environments to create different settings, such as a volcanic eruption or windswept desert.
D100 Result
1-10 Nothing out of the ordinary
11-20 Winds
11 Whirlwind: A powerful vortex of wind 2" in diameter moves randomly round the board using the scatter dice. Any character caught in the vortex is flung 2D6" in a random direction and will take damage from falling or impacts as normal. Characters can't see or shoot through the vortex and the whistling sounds produced reduces all hearing ranges by 5.
12 Howling Winds: Vicious winds are blowing through the upper stories of the buildings making them unnavigable. The battle must take place on the ground level. Anyone who tries to climb higher will simply be blown away (2D10 yards in a random direction) and suffer damage accordingly.
13 Blustery Conditions: The wind is gusting in all directions making shooting difficult. As a result the penalties for range are doubled and it is so hard to hold a bead on the target that skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used.
14 Blown Away: Anyone above ground level must pass a Strength test each turn or be knocked prone. Those characters that fall prone within a yard of the edge will fall off if they fail an Initiative test and suffer damage as usual. Skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used.
15 Hang on to your Hats: There is an extra -1% to hit per yard to the target and skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used.
16 Icy Blast: A cold artic wind is blowing through the area and the wind chill is reducing the temperature considerably. Those characters who are unused to the cold or not wrapped up warmly will be 'chilled to the bone'. The characters affected (GM's discretion) must pass a toughness test or add D6 to their injury total, as the cold lowers their body temperature.
17 Tropical Currents: Warm, moist air is blowing across the area, raising the temperature. The characters who are unused to the heat or not dressed appropriately will start to suffer from heat stroke. Those characters affected (GM's discretion) must pass a toughness test or add D6 to their injury total, as they start to 'cook' in the heat. Also they might start to see things. For every 10 damage a character suffers due to the heat they must pass a sagacity test or roll on the hallucinagenic toxin table.
18 Calm: The air is extremely still, allowing sounds to carry further. All sounds can be heard an extra 50% further away.
19 Dust Devils: D6 small pillars of dust 1" in diameter move randomly round the board using the scatter dice. Any character caught in a dust cloud will stumble D3" in a random direction and must pass an Initiative test or be blinded for a turn. Characters will take damage from falling and can't see or shoot through the vortex.
20 Headwind: The wind is blowing very strongly in one direction. Randomly determine which way it is blowing. All characters moving against the direction of the wind suffer -1 to all movement rates and those moving with the wind gain +1 to all movement rates.
21-30 Fog
21 Toxic Fog: The fog consists of a nasty mixture of gases. Roll a D3 to determine the type of gas. 1=Hallucinogens, 2=Choke & 3=Stun. Characters must pass a toughness test or be affected by that toxin as per the rules.
22 Pea Souper: Vision range is reduced to only 10 yards. Skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used. The dense fog absorbs the sound waves, halving all hearing ranges.
23 Thick Fog: Vision range is reduced to only 16 yards. Skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used. The dense fog muffles sounds, halving all hearing ranges.
24 Patchy Clouds: Vision range is reduced to only 20 yards. Skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used.
25 Morning Mist: The area is shrouded in mist, which is cold, damp and hangs in the air. When a character walks through the mist he disturbs it, leaving a swirling trail. The path a character takes will remain visible until their next turn.
26 Disapating Clouds: The fog suddenly lifts, revealing the battlefield and allowing those characters with a cool head to take advantage. All characters should take a Nerve test and whoever passes by the most goes first this turn. Whoever passes by the second most amount goes second, and so on. It is up to the GM to decide whether players turns revert to their usual order for the rest of the game.
27 Drifting Fog: Thick banks of fog are drifting across the board occasionally obscuring characters from view. At the end of each characters turn roll a D6, and on a 4+ they are hidden from the other characters on the board by the fog. It is hard to hold a bead on the target so skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used.
28 Methane Gas: There are pockets of methane gas that have accumulated among the buildings. Any character that shoots from cover and misses by more than 15% sets off a pocket of gas. Treat the explosion as a frag grenade centred on the firing model.
29 Choking Gas: The fog consists of a choking mixture of gases. Characters must pass a toughness test or stumble D3 yards in a random direction.
30 Acidic Fog: There is a nasty acidic cloud covering the area. It will burn any exposed skin -including the inside of the lungs! Any character who has exposed skin adds D3 to their injury total for every turn spent in the fog. In addition those who are not using breathing apparatus must pass a toughness test each turn or start coughing up blood (the chest location starts bleeding).
31-40 Light: Infra-goggles allow characters to ignore the effects of bad light. Photo visors and Photo contacts double the maximum vision range.
31 Pitch Black: Visibility is down to only 8 yards. Skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used.
32 Grim Darkness: Visibility is down to only 16 yards. Skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used.
33 Very Gloomy: Visibility is down to only 24 yards. Skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used.
34 High Noon: The sun is shining brightly from one random table edge. Characters facing that edge suffer an extra -10% to hit.
35 Long Shadows : The sun is low in the sky, casting long shadows across the area allowing all characters to move and hide as one action. Those characters with infra-goggles, photo contacts and photo visors can see other characters that have hidden in this way.
36 Starless night: Low cloud is blocking out the light from the celestial bodies reducing vision ranges to 1/10th of a characters initiative. Skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used.
37 Moonlit: It is a clear night and the area is illuminated by the moon and stars. Vision ranges are reduced to a quarter of a characters initiative. Skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used.
38 Hazy Afternoon: A heat haze is rising from the ground obscuring the view at long range. Characters suffer an extra -10% to shooting and awareness based tests with targets over 20 yards away.
39 Dusk: The sun has nearly set and visibility is down to only 50 yards. Vision range is reduced by 5 yards per turn, down to a minimum of 10 yards.
40 Dawn: The sun is just below the horizon and will appear any minute. Currently visibility is down to only 10 yards but will increase by 5 yards per turn.
41-50 Fauna
41 Bats: Characters on higher walkways must pass a nerve test as bats swarm round their heads. Those who fail hit the deck, and will fall off if they are within a yard of the edge and fail an Initiative test.
42 Plague Of Flies: Flies are swarming through the area, making it hard to concentrate. All tests are at an extra -10% and the noise means that hearing ranges are halved.
43 Rats: Rats are running all over, making a nuisance of themselves. All hits in combat are at an extra -10% to hit and skills such as Deadeye Shot, Crack Shot, Rocksteady Aim, Fast Shot, Marksman and Rapid Fire cannot be used.
44 Spiders: Spiders have covered the area in thick cobwebs which hang from every surface. They hinder movement and are a real nuisance. In areas which are covered with cobwebs sprinting is a risky action and if failed the character must spend their next two actions disentangling themselves and regaining their bearings (pause for breath).
45 Cockroaches: Cockroaches cover the floor and make a loud crunching sound as they are stepped on. This sound can be heard 10 yards away preventing characters from sneaking.
46 Face Eaters: In areas infested with face eaters there is a 10% chance a character will be attacked at the start of their turn. If they are they must pass an initiative test to dodge the flying vermin.
If the test is failed then a face eater has latched itself onto that character. This and every subsequent turn the character must pass a toughness test (minus 10% for every turn they have been smothered) or fall unconcious. Whether the character sucessfully removes the face eater or not they will be left with facial scarring.
NB. A character may only be attacked by one face eater at a time.
47 Termites: The area has been ravaged by termites leaving the whole area unstable. At the end of every turn roll a D10 for each model on an upper storey. On score of 8+ the floor gives way beneath them and they fall to the level below, taking damage for falling as normal.
48 Lashworms: These tiny creatures live in crevices where they wait to attack. They have an almost invisible hair like tail which protrudes from its hiding place. It senses movement and will lash out to try and grab a morsel of flesh before retreating to its den to digest its catch. Characters who pass within 2 yards of a lash worms hiding place must pass an initiative test or suffer D6 damage to a random location as it grabs at them.
49 Sludge Jellies: Sludge Jellies lash out from their murky homes in an effort to grab any possible food that might be wandering by. If any character passes with 5 yards of a potential home for a sludge jelly roll a D10 and consult the table below.

1. No one home.
2. No one home.
3. Jelly not hungry - The Sludge Jelly isn't hungry right now but tries to grab you all the same. The character must pass an initiative test or be knocked prone.
4. Sludge Jelly not hungry - The Sludge Jelly isn't hungry right now but tries to grab you all the same. The character must pass an initiative test or be knocked prone and stunned for D3 turns.
5. Baby Jelly - A baby Sludge Jelly tries to grab hold of you. Pass an initative test or be pinned for a turn as the jelly pins you down but isn't strong enough to move you. 5 pts of damage will destroy the tendrils holding the character.
6. Old Jelly - An elderly Sludge Jelly tries to grab hold of you. Pass an initative test or take D6 damage to a random location and be pinned for a turn as the jelly pins you down but isn't strong enough to move you. 5 pts of damage will destroy the tendrils holding the character.
7. Young Jelly - A Sludge Jelly tries to grab hold of you. Pass an initative test or take D6 damage to a random location and be pinned as the jelly drags you a yard a turn to a watery grave. If the character fails to break free before they are pulled into the pool they will be eaten. 10 pts of damage will destroy the tendrils holding the character.
8. Ugly Jelly - A Sludge Jelly tries to grab hold of you. Pass an initative test or take D6 damage to a random location and be pinned for D3 turns as the jelly drags you a yard a turn to a watery grave. If the character fails to break free before they are pulled into the pool they will be eaten. 15 pts of damage will destroy the tendrils holding the character.
9. Big Jelly - A Sludge Jelly tries to grab hold of you. Pass an initative test or take D6 damage to a random location and be pinned for D3 turns as the jelly drags you two yards a turn to a watery grave. If the character fails to break free before they are pulled into the pool they will be eaten. 15 pts of damage will destroy the tendrils holding the character.
10. Dinner time! A Sludge Jelly tries to grab hold of you. Pass an initative test or take D6 damage to a random location and be pinned for D3 turns as the jelly drags you two yards a turn to a watery grave. If the character fails to break free before they are pulled into the pool they will be eaten. 20 pts of damage will destroy the tendrils holding the character.
50 Ash Clams: These giant clams live in ash and rubble. They are very sensitive to vibrations and should any creature pass over its hiding place it will instinctively open it gaping shell. Although it will try and consume any creature that comes too close, a man is far too large and will be trapped by the foot.
If a character is on ash or rubble roll a D10 every turn. On a roll of 7+ they are attacked and must pass an initiative test or be unable to move. If the clam sustains 15 points of damage it will let go. The damage must be caused in close combat as any shots could injure the trapped character.
51-60 Rain
51 Acid Rain: The rain is a mix of acidic pollutants and will burn any exposed skin. Any character who has exposed skin adds D3 to their injury total for every turn spent in the rain. Also characters who suffer damage as a result of the rain must pass a nerve test or run for cover. They will not venture out into the rain again until they have recovered their nerve.
52 Lightning: A fierce electrical storm is brewing and threatens to strike any time. Roll a D10 at the start of every turn. If the roll is 8+ then lightning strikes the board. To work out the point at which the lightning strikes, choose a corner of the board to measure from and roll two D100's. The first tells you the percentage across the board and the second the percentage up the board.
Any character within 1 yard of this point suffers a hit equivalent to both a Frag and a Haywire grenade. (If play is taking place at night then anyone looking at the point of the lightning strike is affected as if a Photon Flash Flare has just gone off) The affects of the haywire grenade lasts D3 turns. In addition the thunder clap produced will reduce all hearing ranges to a tenth of what they are usually for the duration of this turn.
53 Snow Storm : A blizzard is sweeping across the region reducing visibility to almost nothing. Vision range is down to only 1/10th of a characters initiative and the snow is slowly accumulating. Every turn the depth of the snow increases by 1/4 of a yard. (see 72 for the effects of this)
54 Hail Stones : These large ice crystals fall from the sky with great speed and in large quantities. They can produce an almost deafening roar as they impact with the ground, before melting. Hail storms are usually sort lived (D6 turns) and are more of a nuisance than a hazard. For the duration of the storm initiative is halved for vision based tests and hearing ranges are quartered.
55 Lava Bombs: Lava bombs are falling from the sky reeking havoc. Any character in the open who is not keeping their wits about them is likely to be struck by these volcanic hazards. All characters not under cover must spend 1 action per turn looking around (pass an initiative test) or will be hit by D3-1 lava bombs (ignore a negative result).
Each lava bomb will hit a random location and do 2D3 damage.
56 Light Rain: Light rain is falling across the area making it harder to see. All range modifiers are doubled.
57 Heavy Rain: Rainclouds have set in and it is raining heavily. All range modifiers are tripled and all hearing ranges are reduced by a quarter.
58 Torrential Rain: The is a torrential downpour making it hard to see or hear very far. All range modifiers are quadrupled and all hearing ranges are halved.
59 Ash fall: Thick, black ash is falling from the sky covering the area and obscuring the view. All range modifiers are doubled and the ash is slowly accumulating at a rate of 1/4 yard per turn (see 71 for the effects of this).
60 Sleet: Somewhere between rain and snow, this soggy ice is demoralising rather than dangerous. As well as doubling range modifiers, sleet means that characters who sustain more than 15 points of damage in a turn must pass a leadership test or get demoralised and wander off. They will return to the fight once they are attacked or convinced to by another character passing a leadership test.
61-70 Flora
61 Fungus: Fungus of various kinds is growing aIl over the area. If the fungi is trodden on or brushed past roll a D10 to see if it is ripe. On a roll of 7+ the fungi is ripe and has just burst. Roll another D10 and consult the chart below to see what type of fungi it is, and so its effects.

1. Hallucinogenic- Treat as if a hallucinogenic grenade has gone off where the fungi was touched.
2. Choke- Treat as if a choke grenade has gone off where the fungi was touched.
3. Stun- Treat as if a stun grenade has gone off where the fungi was touched.
4. Scare- Treat as if a scare grenade has gone off where the fungi was touched.
5. Healing- Remove up to 3 levels of location injury in any combination.
6. Bloodfire- Treat as if a bloodfire grenade has gone off where the fungi was touched.
7. Flash- Treat as if a photon flash flare grenade has gone off where the fungi was touched.
8. Blind- Treat as if a blind grenade has gone off where the fungi was touched.
9. Smoke- Treat as if a smoke grenade has gone off where the fungi was touched.
10. Roll D3 more times on this table and combine the results (Ignore conflicting results).
Fungus can take 10 points of damage before being destroyed.

62 Acho Grass: Acho grass is seemingly mundane but it has a clever mechanism for dispersing its seeds. It secretes an air born irritant that causes passing mammals to sneeze violently scattering the seeds.
A character passing through acho grass must pass a toughness test or will be stunned for a turn as they sneeze violently. The sound can be heard from 15 yards away. (Obviously those wearing breathing apparatus will not have to test). If characters try to crawl through the grass they test at half toughness.
A patch of acho grass can take 10 points of damage before being destroyed.
63 Cacti: Common to many desert words these spiky monoliths are only harmful to those creatures foolish enough to get too close. Any character that touches a cactus suffers a strength D10 hit to D3 random locations. A cactus can take 25 points of damage before being destroyed.
64 Pitcher plants: There are several types of this plant that release strange chemicals to try and lure its prey to its death. Although no actual danger to humans it can cause them to feel rather ill.
There are three main types of Picher plant and their effects can be felt from up to 10 yards away. Take a toughness test with a modifier of -5x(10-no.yards from plant). If failed roll a D6 to see what type it is.

1. Rotting Flesh- Although this is very attractive to insects it causes humans to become nauseous. Characters will spend the next turn vomiting (which can be heard from 10 yards away) and blocking out the smell. After this they will smell nothing till they decide to take the block off.
2. Choke- The character is stunned for a turn. They must test next turn as well. If they fail for 5 turns in a row they fall unconscious.
3. Frenzy- The character sees wild visions and becomes frenzied attacking the closest enemy target in hand to hand combat. The effects will last for D3 turns including this one.
4. Madness- Roll on the madness table (pg85 UkWD260).
5. Hallucinogenic- Roll on the hallucinogen (pg89 IQ rule book).
6. Stun- The character is stunned for 1 turn for every 10% or part of they failed their toughness test by.
A Picher plant can take 15 points of damage before being destroyed.

65 Metaphose: Metaphose is not harmful in itself. However it has a unique defence mechanism if a creature comes too close it changes colour and pattern rapidly in order to confuse it. If a character comes within 5 yards of the plant the plants defence mechanism is triggered. Any character looking at the plant must pass an initiative test or be stunned for a turn.
If metaphose takes more than 10 points of damage it will be destroyed.
66 Brain Leaf: What makes this plant remarkable is its ability to detach its leaves, which are capable of flying through the air for many meters, propelled by a wing-like undulation. Each leaf is equipped with rasping hooks and intrusive nerve bundles, a leaf aims to attach itself to a living creature, injecting fibres which grow throughout the host's nervous system until it becomes a mere tool of the plant. Whilst incapable of high intellect, a Brainleaf can direct its victims in a sensible and rational way, enabling them to use weapons and equipment...
If a character approaches within 6 yards of a brain leaf plant it will try and attack it and take them over. They must either parry or dodge the leaf following the normal rules for combat. If they dodge or parry, the plants attack is unsuccessful this turn. If they counter attack they get a free attack on the plant.
If the plant is successful the character must pass a toughness test or fall unconscious. Whether they pass or not every turn including this they must take a willpower test. Every turn the plant is attached to them take another 10 points off the characters Wp.
If they fail a willpower test the plant takes them over. Once they have been taken over assuming they are still conscious the GM controls them.
If the leaf fails to hit or it is removed (this requires 3 successful actions in a row in one turn) the leaf is dies. The main plant itself can take 15 points of damage before it is destroyed.
67 Thorns: Thorns in the 41st millennium are only really a hazard to those people with no armour on. The massive thorns dig into unprotected flesh, wrenching chunks from it. For every turn spent in the thorns roll a random location. If it has no armour on that location take D3 damage to it and it is bleeding or spend the entire next turn disentangling you escaping with only minor scratches.
Thorns can take 20 points of damage before being destroyed.
68 Vines: Many ancient buildings are covered in vast growths of vines making the original structure indistinguishable under the dense growth. For any building covered in vines all vertical surfaces can be climbed as if a ladder was there. A vine will take 10 points of damage before being destroyed.
69 Bloater Plant: This bizarre plant grows in marshy and swampy areas with large amounts of rotting vegetation. It collects methane gas into a large balloon like sac used to transport the seeds away from the parent plant. When the plant reaches maturity the stem shrivels and the next strong gust of wind causes the stem to snap. The methane is used to lift the seeds away slowly releasing the methane as is rises.
(Needless to say being in a clump of ripe bloater plants can be very hazardous). Any character who misses whilst shooting into or through a clump of bloaters must roll a D10. On a roll of 7+ the clump is ripe and explodes with the same effect as a Frag grenade.
70 Rubber Moss: Rubber moss carpets large areas and although not dangerous in itself, its growth is thick, incredibly bouncy and highly unstable.
Any character may crawl across rubber moss with no penalty. If they try to walk there is a 40% chance they will start bouncing (running 60%, sprinting 80%). If they do start bouncing they will bounce D3 yards in a random direction. If they land on more rubber moss they will bounce another D3 yards in a random direction and continue to do so until they land on solid ground.
If a character falls onto rubber moss they take no damage from falling instead they are bounced 2D6 yards in a random direction. If they land on more rubber moss they are bounced a further 2D6 yards in a random direction until they land on solid ground where they take damage to a random location equal to the last distance they travelled and fall prone.
A patch of rubber moss can take 10 points of damage before being destroyed.
71-80 Surface Layer
71 Ash: A thick layer of ash covers the battlefield, hindering movement. The distance characters are able to move depends on how deep the ash is.
0.5 yards deep - Maximum movement is down to 6 yards per action. Running is a risky action and if failed the character will fall prone.
1 yard deep - Maximum movement is down to only 4 yards per action. In addition the hearing ranges to hear this movement and any damage from falling are halved.
1.5 yards deep - Maximum movement is down to only 2 yards per action. In addition characters halve damage from falling onto the ash, movement through the ash cannot be heard more than 2 yards away and halve damage for the purposes of knockback.
72 Snow: A layer of fresh snow has formed drifts across the battlefield, hindering movement. The distance characters are able to move depends on how deep the snow is.
Same as above
Snow is however very cold, and prolonged exposure can cause frostbite, hypothermia and even death. For every turn a character spends in the snow without the correct protection (GM's discretion) they must pass a toughness test (-10% for every turn spent in the snow) or add 2D6 to their injury total.
73 Ice: A sheet of ice covers the area making movement treacherous. Any movement faster than a crawl is a risky action. If failed the character will fall prone and skid a number of yards equal to half the movement rate they were just using (i.e. if they were walking, they will skid 2 yards). Damage is doubled for the purposes of knock back.
74 Savanna Grassland: Dense grass D6 yards high covers the ground level. It is easy to hide in so characters can run and hide as one action and there is -20% to spotting characters among the grass.
75 Tropical Jungle: The dense foliage hinders awareness. Vision based tests are at -10%, range modifiers are doubled and hearing ranges are halved.
76 Desert Sand: Sand dunes cover the area making it impossible to sprint. Also all damage from falling is halved.
77 Gravel: Any movement faster than a 3 yards per action produces a loud crunching sound which means movement can be heard an extra 50% away. Damage is doubled for the purposes of knock back as it is easy to slip on the loose gravel.
78 Swamp: Although generally the swampy ground is soft under foot preventing sprinting, it is not hazardous. It can be a nuisance at times as the ground sinks too far trapping a characters foot. At the start of every turn roll a D10, and on a roll of 10 the character has got a foot stuck. They must spend actions trying to pass a strength test and free their foot. For every turn their foot is stuck there is an extra -5% modifier to their strength test as the effort saps their strength.
79 Leaves: A layer of fallen leaves has covered the area. If characters spend time looking at the ground they will be able to see where other characters have gone.
80 Metallic Decking: The metal decking amplifies sounds, tripling hearing ranges and reducing sneaking to a yard an action.
81-90 Liquid
81 Sea of Goo: The ground level is covered in a layer of thick, stinking slime restricting movement to only 2 yards per action.
82 Sludgy Surface: A thin layer of bright green slime is covering the ground level meaning that characters wishing to move faster than a walk must pass an initiative test or fall prone.
83 Eutrophicated river: Thick layer of plant growth covers the river that flows through the area, making swimming hazardous. Swimming in the river is a risky action and if failed the character is trapped by weeds, which takes two actions to escape from.
84 Pit of Despair: The ground level is one giant pool of disgusting gloop. Those who fall in take no damage from falling and swimming is reduced to only one yard per turn as the gloop is so thick.
85 Tidal Wave: All characters lower than 8 yards above ground level are washed 3D10 up board and take damage as normal. D3 turns later the back wash will return down the board washing characters on ground level D10 yards back down the board, causing damage as normal.
86 Sewers Blocked: Fetid water is rising from the drains, and starting to flood the area. It is rising at the rate of 1/4 yard per turn (The GM should secretly roll a D10 to see how high it will go!).
87 Flash Flood: With a deafening roar, water sweeps through the area catching those on the ground floor in a powerful surge. Characters must pass a strength test or be washed D10 yards in the direction of flow, taking damage as normal.
88 Canal: The board is divided by a deep, stagnant canal. Anyone who falls in must pass an initiative test or swallow some of the foul water. If they swallow some of the water they must pass a toughness test or be affected by choke.
89 Fast Flowing River: A fast flowing river passes through the area. Those models who wish to cross it are swept 3 yards down stream every turn.
90 Streams: Many small streams run through the area. Crossing them is a risky action, which if failed causes the character to fall prone.
91-100 The Full Monty
91 Volcanic Eruption: It's time to leave, the sky is literally falling in. (28 or 29, 55, 59, 71)
92 Tropical Storm: A storm is brewing, and that's just the weather. (13, 52, 58)
93 Desert: Miles of sand and nothing else to see. (19, 34, 50, 63, 76)
94 Artic Outlook: How will you cope in the artic wastes? (16, 53, 72)
95 Rush Hour in Rio: Life in a concrete jungle is more hazardous than it sounds. (21, 35, 43 or 44, 51, 61, 86)
96 Monsoon: Its monsoon season and the rain is falling, but will you survive the floods? (20, 24, 58, 78, 87)
97 Armageddon: The end of the world is nigh! (11, 28, 32, 45, 52, 85)
98 Sewer: This stinks! (18, 28, 33, 43, 61, 81 or 82)
99 Catacomb: Dark, dusty and quiet. A little too quiet perhaps... (18, 32, 44, 68, 77)
100 Roll D3 times on this table, ignoring conflicting results.



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