Hazards
Hazards apply special rules or alter the battlefield during setup. The numbered indices correspond to dice rolls on the Hazard Table when determining a crew's Home Turf, or when determining a Hazard during game setup. [Rulebook pg. 39, 50–51]
Nomadic
A roll of 10 on the Hazard Table means the crew is Nomadic — no Home Turf Hazard or Facility, but the total Rating Limit during crew creation increases to 300 (instead of the standard 250). [Rulebook pg. 30]
1: Irradiated
[Rulebook pg. 50]
Add two Radiation Tokens to the Deployment Pool. In this game, Radiation Tokens affect all models within 5", rather than 3". [Rulebook pg. 50]
Home Turf Ploy: Flareup. You may Enact this Ploy at the start of any Round. Until the end of the Round, increase the affecting range of all Radiation tokens by 2". [Rulebook pg. 50]
2: Minefield
[Rulebook pg. 50]
After resolving a Get Moving Action, roll a die for each model that moved more than 6". On the roll of a 1, that model has Stepped on a Mine. That model, and all other models within 3", Suffer 1 Injury. [Rulebook pg. 50]
Home Turf Ploy: Defuse. You may enact this ploy when one of your models has Stepped on a Mine. Before resolving the Injury, make a Defuse Test (4I) with the affected model. If Passed, the mine does not explode and no models Suffer an Injury. If Failed, your crew gains 1 XP. [Rulebook pg. 50]
3: Bog
[Rulebook pg. 50]
Any area of the Battlefield not containing Major or Minor Terrain is part of the Bog. Whenever a model makes a Get Moving Action, or is given a Movement Order, it cannot move further than 4" if any part of its move would pass through the Bog. [Rulebook pg. 50]
Home Turf Ploy: Easy Target. You may enact this Ploy at the start of any Round. Until the end of the Round, when a model makes an Attack Test against a model in the Bog it adds a Bonus Die to its Dice Pool. [Rulebook pg. 50]
4: Security Turrets
[Rulebook pg. 50]
Place two Security Turrets to the Deployment Pool. Security Turrets are Enemy models to both crews and can be attacked by models from either side. No player controls a Security Turret; any tests it makes are resolved by the player with the Initiative Token. When either player Passes, each Security Turret makes an Open Fire Action against the nearest Visible Model. The Turret cannot suffer Harm and is Incapacitated if it suffers an Injury. [Rulebook pg. 50]
Home Turf Ploy: Verification. You may enact this Ploy at the start of any Round. Choose a model. That model is not Visible to Security Turrets for the rest of the game. [Rulebook pg. 50]
5: Low Visibility
[Rulebook pg. 50]
During this game, each model has a Visibility Range (X"). X equals twice the model's Perception statistic. Models cannot Target other models with any Action or Effect if the target is outside of the Active model's Visibility Range. [Rulebook pg. 50]
Home Turf Ploy: Floodlights. You may enact this Ploy at the start of any Round. Until the end of this Round, your models may target models outside of their Visibility Range. [Rulebook pg. 50]
6: Barren
[Rulebook pg. 51]
When placing Major Terrain, no piece can be placed within 12" of another. During this game, when making an Open Fire Action against Wide Open targets, add 2 Bonus Dice to the Dice Pool, rather than 1. [Rulebook pg. 51, Errata Q2 2026]
Home Turf Ploy: Still and Clear. You may enact this Ploy at the start of any Round. Until the end of this Round, all Ranged Weapons (for both Friendly and Enemy models) without the CQB Trait increase their Range by 6". [Rulebook pg. 51]
7: City Ruins
[Rulebook pg. 51]
When placing Terrain, place a minimum of 6 pieces of Major Terrain and 8 pieces of Minor Terrain. If the Battlefield is not large enough, place as much as you can. When creating a Dice Pool for a Ranged Attack, models gain an additional Bonus Die to their Pool if they are 2" or Higher than their Target. [Rulebook pg. 51]
Home Turf Ploy: Dead Drop. You may enact this Ploy at the start of any Round. Place two Search Tokens onto the Battlefield at least 6" away from any model or other Search Token. Afterwards, your Opponent may place one Search Token in the same manner. [Rulebook pg. 51]
8: Unstable Fuel
[Rulebook pg. 51]
Add two Search Tokens into the Deployment Pool, for a total of four. During this game Search Tokens and Radiation Tokens can become the Targets of Attack Actions, treated as Enemy models by Weapon Traits. If a token suffers at least one Hit, it Explodes: all models within 1" Suffer an Injury, and all models within 3" Suffer 1 Fatigue; then remove the Token. [Rulebook pg. 51]
Home Turf Ploy: Remote Explosives. You may Enact this Ploy at the start of your Turn. Choose one Search or Radiation Token on the Battlefield. That Token Explodes. [Rulebook pg. 51]
9: Harrowed
[Rulebook pg. 51]
All models without the Natural Leader Perk reduce their Control Area by half (rounding down). [Rulebook pg. 51]
Home Turf Ploy: Theatrics. You may enact this Ploy after any model fails a Confusion Test. Instead, that model Passes the test and must make an Attack Action with an equipped Weapon against the closest Visible model. This Attack may Target Friendly models. [Rulebook pg. 51]