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EPISODE: BOUNTY ON THE MUTANT
RATING: EASY 1
BAIL:2
A rise in local mutant attacks has brought a bounty on their skins.

SETUP: Mix 2 random blips per player in with an additional 3 mutant blips per player. Place the blips randomly on the board.
If you can set up sewers (use Space Hulk rules), do so and be sure to place several blips down below. All gangs start on any board edge.
SPECIAL: Mutants in this scenario have move 8, 0 armor, 1 hit, autopistol, melee ooo.
For a tougher game (medium rating), use move 8, 1 armor, 1 hit, autopistol, melee OO.
Remember that mutants move on the end of the turn of the player who discovered them, and will move towards and attack the nearest target, or attack and then move. If they cannot attack this turn, they may hide. Anyone can run mutants, but the players must agree on any moves being appropriate (or roll off if the mutant has targets of equal distance).

GOAL: For every mutant killed or KOed by your gang: +1 Credit

GOAL: Whichever gang kills the last mutant:+1 Fame

(Fight ends when all blips are revealed and the last mutant is killed).



EPISODE: BORDER DISPUTE
RATING: EASY 2
BAIL:1
Gangs make a show of force, and race to mark the highest point with their graffiti.

SETUP: Mark the center of the board as the highest point, and place 2 blips per gang anywhere but in the high point.
Start on any board edge. If there are more than three gangs in play, pick 2 high points.
SPECIAL: No hired guns may be taken for this scenario.
GOAL: Any member other than your leader or heavy wounds or KOs an opponent: +1 Exp.

GOAL: First gang to get all members into the high point: +2 Fame. (Fight Ends)



EPISODE: SEWER CRAWL
RATING: EASY 3
BAIL:2
A newly discovered network of tunnels and sewers attracts the attention of the local gangs brave enough to investigate.

SETUP:
Set up sewers (see Space Hulk rules). Randomly place 4 blips per player, and place
1 "Point of interest" marker per player in the sewers (in hard to reach places). Gangs start on any board edge.
SPECIAL: You may want to treat all the sewers as in darkness if you don't have enough board sections that are obviously dark.

GOAL: Spend an action adjacent to "Point of Interest": +1 Exp.
(Remove the marker)

GOAL: Reveal the last blip: +1 Fame.

(Game ends when all Point of Interest markers and all blips have been revealed).


EPISODE: PROPERTY DAMAGE
RATING: EASY 4
BAIL:2
Mutants have holed up in some abandoned buildings. Clear the unwanted pests out.

SETUP: Place lots of mutant blips and hole blips, plus one random blip per player. Roll 3 red dice on each structure and deduct that many hits from it (Most structures have 1 armor and 10 hits, by the way).
SPECIAL: Outsiders: instead of running your normal gang, you may play the mutants. For each mutant you move off the board, you gain +1 Fame. Take your normal earnings as if your gang had survived the scenario. Mutant players may double the amount of Fame they gain for rescuing mutants! Outsiders / mutants do not earn any points for destroying buildings!

See Rules Crusade for information on damaging buildings.

GOAL: Destroy a building sector: +1 Fame.
If you do so from the inside, add: +1 Exp.
GOAL: Kill a Mutant:+1 Credit

(Fight ends when all blips are revealed and all mutants have been killed or have escaped).



EPISODE: ROAD SERVICE
RATING: EASY 5
BAIL:2
An upper hive vehicle has been abandoned down town. Everyone wants it

SETUP: Place a car in board center, and place 3 blips per gang. All gangs start on any board edge.
SPECIAL: Even outsider gangs may capture the car! To capture it, one of your gang members must climb inside the driver's seat and spend an action to try to start it. Roll a red- on a 1, 2, or 3, the vehicle starts, and the driver may drive it on their next turn.

GOAL: First gang to get the car off the board: + 1 Car!

(Fight ends when all the blips are revealed and the car is off the board).



EPISODE: BAR FIGHT
RATING: EASY 6
BAIL:2
Gangs in town for drinks begin fighting, but must obey the local town rules. Outsiders take advantage of the distraction

SETUP: Place the Bar in the middle of the board. Players take turns placing 1 member anywhere on the board (leaders must
start at least 6" away from the bar). Continue placing until all members are on the board. If any Outsider gangs are present,
place 3 blips per outsider gang outside the bar. Outsiders must start on any board edge.
SPECIAL: All gang members may have a club for the duration of this fight. Gangs may not grab blips,
nor may they loot or capture enemy models, UNLESS they are Outsiders. Outsiders IGNORE all the
normal goals below, and may grab blips instead (or loot, kill, and capture if they want to).

GOAL: For each enemy member killed: -2 Fame
(Outsiders may ignore this).
GOAL: If you have a member (not your leader) in the bar at your turn end: +1 Fame per turn.

GOAL: For each enemy member KOed: +1 Exp. (+3 Exp. If a leader)

FIGHT ENDS WHEN: All but one of the gangs have reached their Bail value (ignoring Outsiders).



WATCHMEN
RATING:
MEDIUM 1 BAIL:1
Gang X (not an Outsider!) is hired to protect the local settlement from raiders.

SETUP: Gang X places 2 loot blips per gang anywhere in town (Max 2 blips per Sector), and may start anywhere on the board.
Other gangs start on any board edge.
SPECIAL: Gang X may take 1 credit worth of Hired Guns for every opposing gang, free of charge!
Gang X may not pick up loot blips. They do not have to bail . The raiding gangs may not take any hired guns.

GOAL: Gang X bails other gangs and loot is left over: +1 Fame, +1 Credit / Loot
(This will end the fight).
GOAL: Gang X survives: +1 Experience.
GOAL: Raiding gang grabs a loot blip: +1 Equipment card

(Fight ends if all loot taken)



EPISODE: AMBUSH
RATING:
MEDIUM 2 BAIL:1

Gang X is bringing home a supply of loot, when it is ambushed by loot hungry gangs...

SETUP: Gang X takes 2 random equipment cards per opposing gang, and starts on one board edge. All other gangs may start on any board edge other than gang x's. Gang X may look at and use any equipment they draw!

SPECIAL: If a member of Gang X is stunned, wounded, or killed, they must drop one equipment card of their choice. (place card on table, adjacent to the model). If Gang X is in a Car, the Car must drop 1 equipment card if damaged. Gang X may voluntarily drop a card, but cannot pick up a card once dropped. Any other gang can pick up a card just like picking up a loot blip. Gang X may ignore bail, and may NOT play treaty. Gang X must take at least 5 members along if their gang can support that many (so they won't leave everyone behind).
GOAL: Gang X gets any member off the opposite side of the board: +1 Exp/opposing gang, + remaining equipment.
GOAL: Ambushing gangs can gain equipment by picking it up.

(Fight ends if gang X gets away, or all of the equipment is picked up).


EPISODE: SHOWDOWN
RATING:
MEDIUM 3 BAIL:2
The local town is being terrorized by outsider gangs. Several clan gangs arrive to settle the dispute...

SETUP
: Place 1 "innocent bystander" per gang, anywhere in town. Gang X (an outsider gang) may start anywhere in town. Clan gangs start on any board edge. (for more than 3 gangs, pick 2 gang Xs).
GOAL: Gang X gets off the board with an "innocent bystander": +1 Fame (in addition to slavery/cannibal bonuses).
GOAL: First gang member to take out a member of Gang X: +1 Fame
GOAL: Clan Gang that does the most damage to Gang X (or the gang that bails gang X if a tie): +5 Fame.
(Fight ends when gang X is bailed or when all bystanders are captured).
EPISODE: THE SUMP
RATING:
MEDIUM 4 BAIL:3
A valuable new territory has been discovered- in the middle of a sump. Watch your step!

SETUP: The ground level is gooey sludge. Place a territory in the middle of the board with as many catwalks connecting to it as possible. Place 2 blips per gang, on any access ways to or within the territory. You may place barricades as stepping stones.
Any mutant blips tie in melee or vs armor may do 1" of knockback, and they may move normally (and can't drown) in sludge.
SPECIAL: If a model ends up in the sludge, roll a red at the end of your turn. If you roll a 3, they drown, taking their weapons with them! While in sludge, you may either move or take an action, not both. If on dry land, you may pull a model out of the sludge for 1 action if they are within an inch of you. METHANE: If you max out on 1 die with any non-melee weapon, a 2" explosion centered on you will go off! Roll 2 whites, ignores cover, Wounds on a graze, does KB from front of firing model.
NOTE: If a gang has less than 5 members, they may still capture the territory by moving all their members into it.

GOAL: First gang to get 5 members in new territory and kick out all outsiders: +1 Territory, Game Ends.

GOAL: Outsiders may draw two equipment cards for any loot blips they find!

EPISODE: TROPHY HUNT
RATING:
MEDIUM 5 BAIL:2
Capturing enemy fingers, ears, locks of hair, etc. can show off your gang's prowess, earning respect and fear.

SETUP: Start on any board edge. Place 1 blip per gang near board center.


GOAL: Each opponent KOed in Melee: +1 Rep
GOAL: Each opponent you KO at range, and then loot: +1 Rep
GOAL: The fight ends when only 2 or less gangs are left on the board.



EPISODE: ESCAPE FROM UNDER HIVE
RATING:
MEDIUM 6 BAIL:2
A Spire President's hover limo has crashed in the underhive, and all the gangs are scrambling to "rescue" him

SETUP: Draw two blips per gang plus one special blip to indicate the leader. Place the blips randomly near the center of the board. The first gang to find the President may control him. Other gangs may take control by moving more members adjacent to the President than the current controller. The President: Move 6, Armor 1, Hits 5, Melee ooo Reroll, Bolt Pistol.
SPECIAL: Outsiders may not control the President, they may only kill him.
A gang that is in control of the President may ignore any bail result while in control.

GOAL: Gang gets the leader off the board (Ends Fight): +1 Rep, +1 Exp,
+1 Credit/opposing gang.

GOAL: Outsider Gang kills the President (Ends Fight): +2 Rep, +1 Exp.
GOAL: Cannibal Gang captures the President (dead or alive):+2 Rep.

EPISODE: HIVE RIOT
RATING:
MEDIUM 7 BAIL:2
Gangs are uniting to raid the upper hives, but Gang X informs the Arbites of the plan in exchange for some Credits.

SETUP: Gang X plays a squad of Arbites, starting in the board center. Squad size depends on number of opposing gangs.
Gang X places 2 loot blips and two random blips per gang, knowingly, anywhere on the board (Maximum 2 blips per sector).
All gangs start on any board edge. Gangs must force entry into any building, even if unoccupied!
SPECIAL: ALL Arbites have armor 2 are armed with a Bolt Pistol and a Melta Bomb. Base melee is one white.
1 Gang: 3 Arbites (move 6, 1 hit) armed with: (Shotgun + Choke, Targeter) or (Bolter + Targeter)
2 Gangs: + 1 Arbites Leader (move 6, 5 hits, Shotgun + Choke, Targeter). He may attack twice / turn and may reroll melee.
3 Gangs: + 1 Arbites (move 5, 1 hit) armed with: Grenade Launcher + Targeter, 2 Smoke bombs and 2 Gas Grenades.
For each addit. Gang: + 1 Sentry gun or 2 Booby traps, and + 1 Krak grenade or 1 Frag case (see Equipment cards for details).


GOAL: Gang KOs, Kills, or does 2 hits on an Arbites: +1 Exp.
GOAL: (Fight ends when all gangs are bailed or all blips revealed and all loot taken.)
GOAL: Gang X gains 2 Rep per enemy gang bailed. They earn no Rep or Exp, however.

EPISODE: GRAND OPENING
RATING:
MEDIUM 8 BAIL:2
A new territory has been discovered in an unexplored dome and all gangs are converging on the site!

SETUP: Place new territory in center of board. Draw 4 blips per gang and place them around or in the new territory.
Be sure there is no gap greater than 4" between any blips that leads to the territory. All gangs start on any board edge.

SPECIAL:
All blips will be revealed when a model moves within 2" (so watch out for hazards!).
Outsider gangs may not capture the territory, but may pick up loot blips at any time.
Normal gangs may NOT pick up loot until the territory has been captured.
A gang may ignore Bail as long as they have at least 1 member in the territory.
If a gang has less than 5 members, they may still capture the territory by moving all members into it.

GOAL: First gang to get 5 members in new territory and kick out all outsiders: +1 Territory

(Fight ends when all blips have been revealed and all loot has been grabbed).


EPISODE: WIND STORM
RATING:
MEDIUM 9 BAIL:2
The hive's storm barrier has failed, and deadly winds from the ash wastes tear through the hive.

SETUP: Place 3 blips per player. Declare wind direction. Pick start points on any board edge but the Upwind edge.
At the end of each round (each gang has gone), roll a "wind" Red die on each model: Graze= S Kill= KO, KB= model's move.
If you can get adjacent cover between you and the wind or can get inside a building, you may add 1 to your armor vs. wind.
SPECIAL: Targets over 1" away get cover from all the dust (as smoke). Nomad gangs extend this range to 6".
Wind only rolls a white die vs. Nomads instead of a red. All Outsider Gangs may accomplish the goals too!

Mutants are nasty Ash Waste beasts: Move 8, Armor 1, 1 hit, OO melee (no ranged attacks). They ignore wind!

GOAL: Spend 3 actions on the upwind board edge to seal the hole: +2 Rep, +1 Exp.

GOAL: Each mutant killed: +1 Credit
(Game ends when all blips have been revealed and all loot has been grabbed).

EPISODE: NIGHT OF THE LIVING DEAD
RATING: MEDIUM 10 BAIL:2
A strange plague has swept the hive, leaving hundreds of zombies running loose searching mindlessly for food

SETUP: Get some markers to keep track of zombies. Place 10 markers per player in a "pool".
Gangs take turns setting up anywhere on the board (Infiltrators get first pick).
Place 3 zombies per player per turn on random board edges, and move them before any of the gangs.
Zombies move at the head of the turn order from then on.
SPECIAL: Zombies move towards and melee the nearest target. Zombies never take extra move, and have a random movement:
4+ 2 Reds in ". Armor 1, 1 hit, Melee OO. Zombies ignore Wounds and KO! They do not ignore Stun, kill or knockback.
If you are killed in melee by a zombie, replace your model with another zombie! Use chits to keep track of killed zombies.

NOTE: You may not capture or eat Zombies, even if Cannibals! Models wounded by a Zombie roll a -1 on the wound chart.

GOAL: If you kill a zombie, and for every 5 killed after the first: +1 Rep OR +1 Credit.
GOAL: If you kill the last Zombie: +1 Rep
GOAL: If you are wounded by a zombie: -1 Rep.
GOAL: If you stay for 3+ turns: +1 Exp.
(Game ends when all mutants killed or all gangs bailed).



EPISODE: HIVE QUAKE
RATING:
MEDIUM 11 BAIL:2
Ancient supports give way, and rumbling tremors spread through the underhive

SETUP: Roll a D6 -1 for each gang (not Outsiders). If the roll is less than your number of territories, you may not collect cash from your territories at the end of this fight!
Now, draw out all the HOLE hazards, and add 3 random blips per gang to them and place evenly on the board.


SPECIAL: Roll 3 reds on every building for collateral damage. Holes roll 3 reds on any building or catwalk they touch when found.


GOAL: Destroy a building: (see Rules Crusade for info) +1 Exp.

GOAL: "Ride" a collapsing building: +1 Fame.
(Fight ends when all blips revealed and all loot has been grabbed).




EPISODE: RAID
RATING:
MEDIUM 12 BAIL:3
Gang X's surplus territory has been targeted by the other gangs for a raid. (Gang X = gang with most territory).

SETUP: Gang X starts in their territory in the middle of the board and may start hidden. Gang X draws and knowingly places
3 blips per raiding gang, anywhere but within 6" of the territory. Raiding gangs start on any board edge.
SPECIAL: Gang X may not capture loot if there is a raider in their territory.


GOAL: Gang X survives: +1 Fame / Opposing gang
GOAL: If you can get more of your members in the territory than Gang X, you may capture the territory! (Ends the Fight)
GOAL: If all the blips are revealed before the territory can be captured, the fight will end.


EPISODE:GENESTEALER INVASION / CHAOS INVASION
RATING:
MEDIUM 13 BAIL:3
Insidious creatures have been discovered in the hive, and they threaten the entire area! Clear them out or else.
SETUP: Gang X (the poorest gang) is fortunately far away from the event, and will be running the baddies this game.
Randomly place 3 blips per gang- mutant blips = baddies, of course. All gangs start anywhere on the board.
Place manhole covers, vents, or hatches near the center of the board (entry ports). Gang X rolls 2 red dice per player, and may bring in that many baddies from any entry port or board edge. The baddies may immediately move and attack this turn.
SPECIAL: All baddies move and attack on Gang X's turn - Gang X goes last. Baddies can be Chaos or `Stealers and have 1 hit.
Also, at the beginning of Gang X's turn, roll 1 white / gang: any roll > 0 = draw 1 random Chaos or Tyranid card.
If gang X rolls a 3, or a Mutant blip is revealed, they may place a Super Baddie (listed second below) worth 3 regular baddies.
CHAOS Beastman: Move 8, Armor 1, Melee OO, Shield. Chaos Marine: Move 6, Armor 2, 1 hit, Bolter, Melee OO.
`STEALERS Genestealer: Move 8, Armor 1, Melee OO, Rage. Hybrid: Move 6, Armor 1, Melee oo, Heavy Weapon.

GOAL: For every 3 Baddies killed (or 1 super baddie): +1 Exp
GOAL: Gang X may take their normal Fame and Credit incomes, free of any dangers caused by the fight
GOAL: If you Bail before the fight ends, lose 1 territory! (Fight ends when all blips revealed, all baddies are killed)



EPISODE: CRUSADE
RATING: HARD 1
BAIL:3
Gangs reclaim dangerous and unexplored territory, while Outsiders try to protect it.

SETUP: Place 1 territory per outsider gang. Outsiders may start anywhere on the board. Place a stack of 10 random blips in each territory. Then place 3 blips per gang elsewhere on the board. Outsiders may hire Ratskins. Any mutants revealed may be run by an outsider gang.

SPECIAL: To capture a territory, you must reveal the last blip in the stack. To reveal blips in a stack, spend an action and roll a white die. You will reveal the number rolled. Stacked blips will only affect the model revealing them and are then discarded.
Add +1 to any hazard rolls. Mutants have 1 armor, 1 hit, autopistol, OO melee and are not discarded- they attack immediately,
and then may move 8" and attack again on the Outsider's turn (multiple outsider gangs alternate any discovered mutant blips).
Outsiders may capture territory just like any other gang!. Outsiders may ignore bail.


GOAL: Reveal last blip in a territory: +1 Territory

(Fight ends when all blips are revealed).




EPISODE: GENESTEALER CULT
RATING
: PAINFUL A BAIL:3
The poorest gang becomes a Genestealer Cult! A vigilant hunt has started, but they're getting out of the hive dead or alive

SETUP:Gang X starts anywhere on the board and must field all members. All other gangs start on any board edge.
Gang X starts with 3 Genestealers and 1 Hybrid per opposing gang, plus a Magus that has 2 psyker skill cards per opposing gang. They may trade in 2 hybrids for 1 heavy weapon hybrid if they wish. Gang X may not take any hired guns.
SPECIAL: Gang X does not have to pay to "Buy out" of the campaign! Total up their Out Points after this scenario.
GENESTEALER: Move 8, Armor 1, Hits 1, Melee OO, Climb, Rage (move twice and melee), may only attack closest target.
HYBRID: Move 6, Armor 1, Hits 1, Melee Oo, Autogun.
HVY WEAP. HY: Move 4, Armor 1, Hits 1, Melee O, Heavy Weap. (`Stealers and Hybrids do not count toward BAIL).
MAGUS: Move 6, Armor 1, Hits 5, Melee OO (If Gang X bails and Magus is killed, FIGHT ENDS).

GOAL: Every 3 vigilante gangers Gang X can kill: +1 Out Point
GOAL: Every Stealer, Hybrid, Ganger or 2 juves of Gang X killed by a Vigilante gang: +1 Credit
GOAL: Gang X's Leader or Magus Killed by Vigilante gang: +5 Credit


EPISODE: TYRANID INVASION!
RATING:
: AAGH! A BAIL:4
The genestealer cult from the last fight has led a Tyranid deep exploration team to the Hive. Can your gang survive?

SETUP: Gangs may start anywhere. Pick one board edge for the Tyranids to invade from. Start the Tyranids with 80 points worth of blips per gang. Tyranids go first.
SPECIAL: (See the Rules Crusade Enemy Chart for details on Tyranid forces and their points values).


Any gang that survives this scenario may Buy out at a flat rate of 20 credits.
If they don't have enough credit, they must play the scenario again!
GOAL: For every 10 points of Tyranids killed:+1 Credit
GOAL: gang makes it through the scenario without bailing:+2 OP
(Fight ends when all gangs have bailed or all Tyranids have been killed).
EPISODE: CHAOS CULT
RATING:
PAINFUL B BAIL:3
The poorest gang becomes a Chaos Cult! A vigilant hunt has started, but they're getting out of the hive dead or alive

SETUP:Gang X starts anywhere on the board and must field all members. All other gangs start on any board edge.
Gang X starts with 15 points of Chaos troops per opposing gang, plus three Chaos Cards per opposing gang,
plus a Daemon lord or Dreadnought. Gang X may not take any hired guns.
SPECIAL:
(See RC Enemies chart for statistics on chaos troops, including point values).
(Chaos Forces do not count toward BAIL).
GOAL: Every 3 vigilante gangers Gang X can kill:+1 Out Point
GOAL: Every Ganger or 2 juves of Gang X killed by a Vigilante gang: +1 Credit
GOAL: Every 5 points of Chaos troops killed by a Vigilante gang: +1 Credit

(If Gang X bails and all Chaos troops are killed, FIGHT ENDS).



EPISODE:CHAOS INVASION
RATING:
AAGH! B BAIL:4
The Chaos cult from the last fight hassummoned Chaos forces into the Hive. Can your gang survive?

SETUP: Gangs may start anywhere. Pick one board edge for the Chaos to invade from. Start the Chaos forces with 70 points worth of blips per gang, plus 1 Chaos Card per gang. Chaos goes first.
SPECIAL: (See the Rules Crusade Enemy Chart for details on Chaos forces and their points values).


Any gang that survives this scenario may Buy out at a flat rate of 20 credits.
If they don't have enough credit, they must play the scenario again!

GOAL: For every 10 points of Chaos killed: +1 Credit
GOAL: gang makes it through the scenario without bailing:
+2 OP
(Fight ends when all gangs have bailed or all Chaos troops are killed).


AND HERE'S SOME SPOOKY BONUS SCENARIOS! Try them at your own risk...


EPISODE:REANIMATOR
RATING:
MEDIUM 14 BAIL:3
A renegade Doctor has set up a lab deep in the underhive, and is conducting insidious experiments! Gang X is selling out the Clan gangs to the Doctor in exchange for cash...
SETUP: Gang X (an outsider gang) will run the baddies this game, as their gang has made a pact with the Doctor. Baddies ignore bail!
Place an armored building in the center of the board, on top of a hill (The Doctor's lab). Place 2 loot blips per opposing gang in the lab.
Place two manholes per opposing gang anywhere on the board as entry points for zombies. Start with the Doctor, plus two bodyguards per opposing gang (or 5 zombies per opposing gang if you run out of bodyguard models). Place the Doctor inside the lab, and the bodyguards anywhere on the board.

The Doctor: Move 6, Armor 2, Hits 5. Shooting: Needler (range 12"max., fail = J) Melee OO.
Needler ammo: Halluce- Oo, graze=Stun, Kill=control for 1 turn! Toxin- OO, graze=Wound.
Bodyguard: Move 6, Armor 2, Hits 1. Shooting: Bolter. Melee: OO. Special: any tie will cause a wound to their opponent!
Zombie: Move 4+OO (may not take extra move). Armor 1, Hits 1. No shooting. Melee OO. Special: ignores Wound and KO effects!


SPECIAL: All baddies move and attack on Gang X's turn. At the start of the turn, roll 1 red die per manhole- that many zombies may be placed next to the manhole, and may move and attack as normal. Zombies must move towards and attack the nearest target, unless within 6" of the Doctor (then can be controlled normally). At the end of Gang X's turn, roll a red die and remove that many hits from the Doctor!
If any gang member is killed during the fight, keep an eye on them. As soon as nobody has a direct line of sight to them, they turn into a zombie! At this point, gang X may play them as normal (return the original dead model to the owner, including all carried items).

Gangs with Faith skills: Persecute may be used on the Doctor and his bodyguards, OR the zombies, not both.
Also, Persevere will prevent "killed" gangers and heavies from becoming zombies!

GOAL: Kill a bodyguard: +1 Exp, +1 Fame.
GOAL: Kill the Doctor: +5 Fame.
GOAL: Gang X kills any opponents: +1 credit / 2 Fame value of opponent. (no normal bonuses are awarded for gang X).
GOAL: (Fight ends when all gangs are bailed, or when the loot is grabbed and the Doctor has been killed or has left).


EPISODE:PIT OF DESPAIR
RATING:
MEDIUM 15 BAIL:XX
Several gangs have been trapped while searching for Archeotech deep in the underhive. Worse still, they are being hunted by insidious alien creatures. Can they find the exit before the creatures find them? (Gang X was wise in avoiding the underhive, and will run the creatures).

SETUP: After setting up scenery, place some kind of entry port at board center (like manholes or an alien hive pod). All clans start on the opposite end of the board from most of the scenery. Place all the mutant blips and five random blips per clan in amongst the scenery and away from the board edges. Also, mark one blip as the "exit" and place it randomly on the board.

SPECIAL: The entire board is in Darkness. Gang X gets 1 Lictor, plus 3 genestealers, 4 termagants, and 1 tyranid per opposing gang. When a blip is revealed, Gang X may place either a Genestealer or a Lictor, and they will attack as soon as they are revealed. Surviving creatures continue to move during gang X's turn (gang X goes last). On Gang X's turn, one Tyranid Warrior or 3 Termagants may move out from the entry port and attack as normal. Once the exit has been found, gang X must place all remaining models at the entry port in the center of the board, and attack with them on his turn. EXIT: once the exit is found, any miniature that can move adjacent to it and spend an action may escape. There is no bail value- you must get to the exit or never get out alive...

 CREATURES MOVE  ARMOR  HITS  Weapon  MELEE  Notes PTS
 Genestealer 8 1 1 May only attack nearest target. OO Climb, Charge 3
 Termagant 8 0 1 oo8" (Fleshborer) / ooo (Spike rifle) ooo / oo  1 in 3 may have rifle 3/2 
 Tyranid 8 2 2 OO (-OR- Melee+OO RO). Climb. OO Scythe  BIG but KB applies 10
 Lictor 8 2 2  Leap, Climb, Dive OOOO+1 RO melee. Scythes.  15

CLIMB- may climb any surface as a ladder. CHARGE- may melee after extra move.
LEAP- May add +2 to any jumping rolls. DIVE- may avoid any 1 attack- mark as hidden and as stunned.

GOAL: Grab any loot, etc. found.
GOAL: For every 2 Genestealers, 4 termagants, 1 lictor or 1 Tyranid killed, +1 Fame, +1 Experience.
GOAL: Gang that finds the exit: + 2 Fame.
GOAL: Gang X gets the standard awards for playing, + 1 extra credit.

(Fight ends when all gang members that are still alive have exited).


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