All’s Swell in the Underhell – Release 5 

And so we Delve 

At long last, we find ourselves atop the Dust Wall. The journey across Necromunda’s Ash Wastes has been long and perilous, harried by nomadic raiders and blighted by choking winds. Our purses have been utterly depleted by the exorbitant fee charged by the Ferrymen to smuggle our cohort across the fortress-wall. But we have made it. Not far from us, a sentinel resolutely surveys the outside of the Dead Zone, his palms greased by the same coin we paid the Ferrymen with, an unspoken agreement to see nothing and say nothing. Through the roiling smoke and whirling ash-clouds, we can vaguely see what might be others traversing the crater. Rival gangs, most likely. We cannot tarry here too long, given our foes’ apparent head-start. But haste is a death sentence, for it is as likely as not that those miniscule shapes and shadows in the exclusion zone are the forces of that presence that haunts the minds and tales of the locals: the Malstrain. We have a map of sorts – vague approximations of landmasses scribbled by the Ferrymen, pointing out former landmarks. Places to rest, hopefully in peace. Hardly a guarantee, however. Also on the map are emblems marking traders, opportunistic sorts who take advantage of the meagre supplies inside the Dust Wall and who prey on the desperation of the gangs who tread Secundus’ soils. A far cry from the thriving bazaars of the Underhive, these merchants primarily stock equipment scavenged from the bodies of gangers who perished to the Exclusion Zone’s perils, inflated to ludicrous prices. Once their limited selection has been depleted, they move on – either to scavenge more or to take their earnings and return to the Hive Primus thousands of credits richer. Are we fearless or foolish? Will we be victors or victims? Only time will tell. And so…we delve. 

A gnawing in our gut sets in as we survey the crater. Over the horizon, the mangled corpse of Secundus looms. Emperor send that it was as dead and silent as it seems from this distance. We know all too well the dangers that lurk within. Our entire lives have been shaped by danger, for that is the lot of those unfortunate enough to dwell in the Underhive, but never like this. The Badzones of the hive pale in comparison to the stories told of the Underhells and its cloying darkness, its twisting labyrinths, its maddening whispers. But the Underhive cannot offer what Secundus can. Millennia of knowledge buried in its vaults. Ancient archaeotech secreted away for study. The famed data crystal stacks, still flickering with emerald light atop their housings. We must start our journey soon. Despite the dangers, it is far too late to turn back now. We turn our eyes outwards, towards the Wastes, seeing the titanic structure of the Hive Primus in the distance, a mere speck through the ash. Hopefully this will not be the last time we lay eyes upon it. With one solemn foot in front of the other, we make our first steps beyond the Dust Wall. With any luck, we will find shelter while the sun still graces us. Woe betide anyone caught in the open when the sun sets – freezing to death would be the most pleasant way to go, given the terrors prowling the darkness. We knew of those dangers when we set out. We would not have come here if there were any other option. Secundus is a realm for the desperate, the damned, and the deranged. Yet it is also an opportunity for the daring, the devious, the dangerous. We are all of these things and more. We are those who weigh the scales of peril and opportunity and decide to take our chances. Those who hear the tales of the Underhells and think “ours”. Those who are backed up against the wall, with no option but to move forward and hope we will come out the other side of the crucible. 

Underhells Campaign House Rules 

  • When rolling for the wandering horrors a result of “Malstrain Genestealer Prime” should be read as Malstrain Alpha 
  • If a modifier is added to the roll for the wandering horrors that +1 or -1 is added to the first dice roll not the second so rolling a 44 with a +1 would make it 54. And if this causes a 7 to be rolled (eg. 74) then the roll will count as a 66.  
  • The club will be buying a number of models to help with the campaign however it is STILL LIMITED! Should there be insufficient models when you roll for a Tyramite then you have rolled for brood scum instead. If you roll for a Malstrain Alpha and there are no models available you will need to use a Malstrain Genestealer instead. 
  • When playing the “Defend the camp” mission if the attacker leaves a model, at the end of their movement, within LOS of a sentry gun’s vision arc it will fire as described in the sentry gun rules. The alarm is now raised. Continue accordingly. The defenders has 2 sentry guns, one with Grenade Launchers and one with Heavy Stubbers. 

Defend the Camp – Phase 1 

“Hang tight girl, the Queens will be here soon. Then we’ll bust outta this joint and burn it to the ground!” 

– Mindi Mox, Toxic Queens, House Escher to her Phelynx 

In this scenario, a gang assaults another gang’s camp in order to seize a valuable prize. 

Attacker and Defender 

In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign, then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend. 

Battle Type 

This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew or Reinforcements. 

Battlefield

This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. 

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. The attacking gang uses the Custom Selection (8) method to determine their starting crew. The defender’s starting crew are their sentries. They use the Random Selection (4) method, but before drawing their crew, they can declare any number of fighters unfit (or too important) for sentry duty, removing them from their deck – they are returned to the deck after the starting crew has been drawn. The rest of the deck is then set to one side to form their Reinforcements deck. 

Deployment

The defender sets up their sentries and the Target (see opposite) anywhere on the battlefield along with two Trazior pattern sentry guns (details below). The attacker then sets up each of their fighters within 2″ of any battlefield edge. 

Gang Tactics

This mission is in Phase 1 – No Gang tactics cards can be used. 

Ending the Battle

If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately. 

Victory

If only the attacker has models remaining on the battlefield, or the Target has been taken off the battlefield, the attacker is victorious. Otherwise, the defender wins. 

Rewards

Exploration Points

The winning gang gains 2 Exploration points. 

The losing gang gains 1 Exploration point. 

Experience

The winning gang’s Leader earns D3 XP even if they did not take part in the battle. 

Reputation

The victorious gang gains D3 Reputation. 

If either gang bottled out, they lose 1 Reputation. 

Home Turf Advantage

The defender has the Home Turf Advantage as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. 

Sneak Attack

This scenario uses the Sneak Attack rules in the Necromunda Core Rulebook. 

The Target

The attacker is attempting to take something of value from the defender. If the defender has a Captive from the attacker’s gang they are automatically the Target, otherwise use a marker such as a Loot Casket to denote the Target. 

If a Captive is the Target, they are assumed to have been subdued and so do not gain a Ready marker and may not be activated. 

Any attacking fighter within 1″ of the Target may perform the Carry Target (Basic) action: 

Carry Target (Basic): If this fighter is within 1″ of the Target, they may make a Move (Simple) action, carrying the Target with them. When the action ends, the Target is placed in base contact with this fighter. 

Reinforcements

In the round that the alarm is raised, and in each subsequent round, D3 Reinforcements arrive for the defender. 

Escaping the Battlefield

If, at the start of the End phase, the Target is within 1″ of any battlefield edge, they are removed from the battlefield. Once the Target has been removed from the battlefield, any attacking fighter within 1″ of a battlefield edge may perform the Escape (Basic) action: 

Escape (Basic): Remove this fighter from the battlefield. They count as having been taken Out of Action for the purpose of Bottle checks. 

Spawn Points

Before deploying their gang, the defender places six Spawn Points anywhere they wish within 1″ of a battlefield edge and assigns them each a number from 1 to 6. 

Roaming Horrors

No Roaming Horrors are generated until the alarm has been raised. Once the alarm has been raised they are generated as described in the cheat sheet. Once they have been generated, the player with Priority rolls a D6 and places them all as close to the Spawn Point with the corresponding number as possible, at least 1″ away from other models. 

Fleeing the Battlefield

If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. 

Trazior Pattern Sentry Gun

Deployable Platform: Trazior pattern sentry guns are deployed after a gang has finished deploying all of their models and must be placed within 1″ of a friendly fighter along with a control panel. Once placed, a Trazior pattern sentry gun cannot be moved during a battle, though friendly fighters may perform the Retarget (Basic) action: 

Retarget (Basic): A Trazior pattern sentry gun within 1″ of this fighter may pivot on the spot to face another direction. 

Target Spotted: Trazior pattern sentry guns do not gain Ready markers and cannot perform actions. Each time a fighter (either friend or foe) ends their activation within a Trazior pattern sentry gun’s vision arc and their weapons range, the Trazior pattern sentry gun will perform a Shoot (Basic) action targeting the active fighter. Trazior pattern sentry guns may react this way multiple times each round. 

If a friendly fighter is within 1″ of a Trazior pattern sentry gun’s control console then the Trazior pattern sentry gun will not target the controlling gangs’ fighters. Enemy fighters are not able to override the targeting in this manner as they do not possess the access codes. 

Overheat!: Trazior pattern sentry guns often run very hot and overheat. Each time a Trazior pattern sentry gun fires, its heat level increases by D3. If the Ammo symbol is rolled on the Firepower dice, instead of performing an Ammo check, increase the Trazior pattern sentry gun’s heat level by an additional D3. 

During the Recovery & Restart step of the End phase, each Trazior pattern sentry gun’s heat level decreases by D6. If the heat level is still 6 or higher after this reduction, the Trazior pattern sentry gun shuts down and cannot fire until its heat level drops to 0. 

Mechanical Platform: A Trazior pattern sentry gun treats all Seriously Injured results of the Injury dice as Flesh Wounds. 

Easy Repair: When a Trazior pattern sentry gun is taken Out of Action, do not roll on the Lasting Injury table, it is always considered to be Out Cold. 


Zone Exploration – Phase 1 

“Check quadrant sigma again! There must be an entrance round here somewhere.” 

– Yorhla the Last Whisper, Silent Blades, House Delaque 

In this scenario, two gangs attempt to uncover evidence of archeotech hidden in Malstrain nests while fending off the forces of the Malstrain. 

Battle Type

This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew or Reinforcements. 

Battlefield

This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. 

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. Both gangs use the Hybrid Selection (3+4) method to determine their crew. 

Deployment

This scenario uses the standard rules for deployment as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. 

Gang Tactics

This mission is in Phase 1 – No Gang tactics cards can be used. 

Ending The Battle

If either gang has no models left on the battlefield at the end of any round, the battle ends immediately. 

Victory

The gang with the most Archeotech points is victorious, if both gangs have the same number of Archeotech points then the battle is a draw. 

Rewards

Exploration Points 

The winning gang gains 2 Exploration points. 

The losing and any drawing gangs gain 1 Exploration point. 

If a gang had at least 4 Archeotech points at the end of the battle, they gain an additional 1 Exploration point. 

Experience

Any fighter that increases their gang’s Archeotech points by at least 1 earns 1 XP. 

Reputation 

The victorious gang gains D3 Reputation. 

If either gang bottled out, they lose 1 Reputation. 

Hunt For Archeotech 

After the battlefield has been set up, starting with the winner of a roll-off, players take turns placing 6 Archeotech markers on the battlefield. Each Archeotech marker can be placed anywhere on the battlefield at least 6″ from a battlefield edge and 9″ from another Archeotech marker. 

Once all Archeotech markers have been placed, they are each assigned a number from 1 to 6. Any fighter within 1″ of an Archeotech marker may perform the Search for Archeotech (Basic) action: 

Search for Archeotech (Basic): The fighter makes an Intelligence test. If the test is passed then their gang increases their Archeotech points by 1. If the test is failed, the fighter’s activation ends immediately. 

Roaming Horrors 

No Roaming Horrors are placed during the first two rounds. From the third round onwards Roaming Horrors are generated as described in the cheat sheet. Once they have been generated, the player with Priority rolls a D6 and places them all as close to the Archeotech marker with the corresponding number as possible, at least 1″ away from other models. 

Fleeing The Battlefield 

If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. 


Archeo Hunters – Phase 1 

“They have the ability to PRINT weapons, we need that tech, we need the blueprints, we need the printers and we need the PLA!” 

  • Ripchain Ratchet “The Road Boss”, Dust Jackals, House Orlock 

Battle Type 

This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew or Reinforcements. 

Battlefield 

This scenario uses the standard Battlefield Set-up rules. 

Crews 

Both players use Custom Selection (D3+7) to choose their crew. 

Deployment 

This scenario uses the standard rules for deployment. 

Gang Tactics  

This mission is in Phase 1 – No Gang tactics cards can be used. 

Objectives 

The gangs are trying to crack open a vault they believe to contain an archaeo-hoard before their rivals. 

Special Rule: The Automata 

Gangs are hunting for a rumoured archaeo-hoard – but to find it, and crack it open, they need to use an abandoned mining automata. After setting up the battlefield, randomly select one of the edges that is not part of either player’s deployment area. Place a door on this edge as close to the midpoint as possible. This is the entrance to the vault. Next, place a marker or suitable model in the center of the battlefield to represent the automata. The automata has the following profile: 

Light Carapace Armour: Light carapace armour grants a 4+ save roll. 

At the start of the battle, the automata is in a powered-down state. To power up the automata, a fighter from either gang that is within 1″ of it can perform a Power Up (Simple) action. The fighter makes an Intelligence check and, if passed, the automata becomes powered up. Once powered up, the automata immediately becomes Ready and will act as a part of the gang who powered it up until it powers down. 

In the End phase, the automata returns to a powered-down state. 

Only the automata can open the vault. If the automata is powered up and activates within 1″ of the door to the vault, it can perform a Destroy Door (Double) action. Thereafter, fighters from either gang may move off the table and into the vault via the doorway. 

Ending the Battle 

If either gang has no fighters left on the battlefield at the end of any round, including fighters that have entered the vault, the battle ends immediately. 

Victory 

The gang with the most fighters in the vault at the end is the winner. If both players have the same number of fighters in the vault, or there are no fighters in the vault, the game is a draw. 

Exploration Points 

The winning gang gains 2 Exploration points. 

The losing and any drawing gangs gain 1 Exploration point. 

Experience 

Fighters gain an addition 1 XP if they entered the vault. 

In an Arbitrated scenario, fighters that send an automata Out of Action gain D3 XP. 

Reputation 

Each gang that took part gains 1 Reputation. 

The gang with the most fighters in the vault at the end gains an additional D3 Reputation. 

Roaming Horrors 

No Roaming Horrors are placed during the first two rounds. From the third round onwards Roaming Horrors are generated as described in the cheat sheet. Once they have been generated, the player with Priority numbers the tables edges that do not contain the vault door and rolls a D3, the horrors will come on from the center of this table edge, at least 1″ away from other models. 

Fleeing the Battlefield 

If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario.  


Trading Post

Here’s a first look at what’s available in the Underhells Trading Post for Week 1 of our Necromunda Campaign.

Tags:

No responses yet

Leave a Reply

Latest Articles

Caledonian Wildcats vs Crossfire Gaming Club

Crossfire Visits the Caledonian Wildcats

More Inter-club Match Ups! Last Wednesday, Crossfire Gaming Club played an inter-club match against the Caledonian Wildcats at Kinning[…]

Crossfire Wins Best Participation Game

Get a Crossfire Hoodie!

Back by Popular Demand The Crossfire Hoodies!