157. Underhells Encounter
Source: The Book of Desolation (2024)
Battle Type
This scenario is an Underhive battle; vehiclesand 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 choosingacrew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. Both gangs use the Random Selection (4) method to determine their crew. The rest of each gang’s Fighter cards are shuffled together to form the Reinforcements decks.
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 scenario uses the standard rules for gang tactics as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook comparing Gang Ratings instead of starting crew.
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 one gang has fighters left on the battlefield at the end of the battle, they are victorious. Any other result is a draw.
Rewards
Exploration Points
The victorious gang gains 2 Exploration points.
The losing gang and any drawing gangs gain 1 Exploration point.
Experience
The victorious gang’s Leader earns D3 XP evenif they did not take part in the battle.
Reputation
The victorious gang gains 2 Reputation.
Running Out Of Ammo
The gangs have been exploring the Underhells for a long time and ammo supplies are running low. All ranged weapons gain the Scarce trait unless they have the Plentiful trait, in which case they lose the Plentiful trait.
Vox Lock
After the battlefield has been set up, starting with the winner of a roll-off, each player takes it in turn to place 3 Spawn Points anywhere on the battlefield, at least 9" away from any battlefield edge and 12" away from another Spawn Point.
The Spawn Points are then each assigned a number from 1 to 3. At the start of each End phase, before step 1 – Bottle Checks, the player with Priority scatters each Spawn Point 2D6" in a random direction. If the Spawn Point ends up off the battlefield or on impassable terrain, move it the least distance possible to have it remain on the battlefield and not in impassable terrain.
Roaming Horrors
Starting in the second round, Roaming Horrors are generated as described on page 82. If a weapon with the Blast (3"/5"/*) trait was fired during the round, add 1 to the roll to generate Roaming Horrors.
Once they have been generated, the player with Priority rolls a D3 and places them all as close to the Spawn Point with the corresponding number as possible, at least 1" away from other fighters.
Reinforcements
At the start of each End phase, each player receivesone Reinforcement. These are deployed one at atime, starting with the player that has the Priority marker and alternating until all Reinforcements are deployed.