So these 40k battles seem to take place on pretty much the same world and I think that is a little boring so you people should help me out with some rules for fighting on different worlds.
Fighting on a windy world!
All skimmers at the end of the movement phase scatter D6 inches!
Poisnous plants!
The Chigg'hi plant- The Chigg'hi plant is a bush that emits a cloud of spores that when inhailed cause EXTREME paranoia and fear. Any unit found within six inches of this plant at the begining of the movement phase take a moral test (NO MATTER WHAT RULE YOU HAVE) and if passed act normaly, but if failed they fall back 2D6 inches and Fearless units lose Fearless for the rest of that turn. Tanks and Monsterous creatures act normally.
The Zowanna Tree- The Zowanna Tree is a tall tree with long vines that reach out and grab whatever comes close enough. Any unit within 8 inches of the Zowanna tree take D3 strength 3, AP - hits. If the unit is on flying bases then the strength of the hit is 4. Tanks and skimmers take a difficult terrain test.
Dying planet
A dying planet won't go quietly.
Turn 1- The planet starts breaking apart
Take difficult terrain test. skimmers are un affected.
Turn 2- BIG SHIFT!
Roll a D6 scatter for all terrain and take D6 strength 4 ap - hits on units in terrain.
Turn 3- Crack
Roll a scatter die in the middle of the table and which ever way the die points draw a line from the center to the table edge. Any unit the line passes through takes D3 Strength 10 AP - hits.
Turn 4- Hot Lava!
The world starts spitting out lava as the world breaks apart. Every tank that is not a skimmer must take a Strength 8 AP 1 Hit on it's front armour.
Turn 5- The calm...
The world get's earily quiet and the sky darkens. This turn is fought with the night fighting rules.
Turn 6- BOOM!!!
Everything dies.
So what do you think? Anyone have any ideas that they would like to share?