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Spiders of the Sump

RAW ✔️ Source: Apocrypha Necromunda: Spiders of the Sump

Designer's Commentary: Battles On The Sump Seas

Presented below are the rules for [...] Sump Sea Environments, allowing you to recreate the events described in Apocrypha Necromunda: Spiders of the Sump. If the Arbitrator wishes, these new rules may be included in their campaign.

Sump Sea Environments

The sump seas, whether they are in the midnight realm beneath a hive or the storm-lashed expanses of the surface, are deadly and unforgiving environments. If a battle takes place on the sump seas then the entirety of the Battlefield Surface (see Necromunda: Book of the Outlands) is considered to be Sump. The Sump has the following rules:

  • Only Waterborne or Skimmer vehicles can traverse the Sump. Tracked, Walker or Wheeled vehicles cannot be fielded in a sump seas environment.
  • Fighters subject to the Mounted condition are considered to be riding on small craft, grav-cutters, sump creatures, etc, that can operate in a sump seas environment.
  • If, for any reason, a fighter not subject to the Mounted condition starts their activation not on either a piece of terrain or a vehicle with the Waterborne or Skimmer rule (and they themselves do not have a special rule such as flight that allows them to ignore terrain), then they must test to see if they drown (see below).
  • As soon as a fighter who is not subject to the Mounted condition falls or moves onto the Sump then their activation ends.
  • Fighters on the Sump are considered to be in Full Cover and cannot become Prone and Pinned (note, this means that fighters subject to the Mounted condition are not affected by the "I Get Knocked Down…" rule). If a fighter on the Sump ever becomes Prone and Seriously Injured, they are instead taken Out of Action.
  • Fighters that fall onto the Sump do not take falling damage.

Drowning

If a fighter begins their activation on the Sump, they must check to see if they start to drown. Make a Strength check for the fighter. If they pass, they may move D6" in any direction (which may get them back onto a vehicle or terrain piece). If they fail, then they remain in place and suffer a Flesh Wound. In both cases their activation immediately ends.

Additional rules