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Scenario Complications

RAW ✔️ Source: The Book of Ruin

Many dark things fester and grow within the shadows of the underhive. The hardy denizens of these dark places have become inured to the day-to-day horrors of underhive flora and fauna through constant exposure to the dangers of their home. But other things can lurk in hidden corners and dark places, things that will test the mettle of all but the hardiest of gangers...

Scenario complications can be used to add an extra element of risk and excitement to any battle played using one of the 'core' scenarios from the Necromunda Rulebook. There is of course nothing that prevents them from being used in conjunction with any of the narrative scenarios detailed elsewhere in this supplement and others, but players should be aware that, by their very nature, some narrative scenarios are already very complicated. Adding further complications to them could be considered overkill!

Scenario complications fall into several broad categories. The first of these, the Horrors of the Underhive, is presented here. Future supplements will both expand upon the options presented here and add more, be it new categories of complication or additions to existing categories.

Horrors of the Underhive

The idea of a wandering monster will not be a new one to most gamers. Anyone who has ever played a roleplay game of any type will be familiar with the concept of encountering a Horror of the Underhive on their travels. Indeed, the concept is not a new one to Necromunda either, the Beast's Lair (see page 121 of the Necromunda Rulebook) can be considered to be a Horror of the Underhive, albeit one that doesn't wander around looking for trouble so much as it simply tries to defend its home from invaders!

Using Horrors of the Underhive

If both players agree or at the Arbitrator's discretion, a Horror of the Underhive can be added to any of the twelve core scenarios presented on page 124 of the Necromunda Rulebook. Their inclusion should be agreed by the players before battle commences. Alternatively, the Arbitrator can choose to introduce a wandering monster as a surprise element for their players once a battle is underway. There are two broad types of Horror of the Underhive: Possessed Hivers and Xenos Abominations.

These types are further divided into three classes, representing the level of threat the Horror of the Underhive will pose to any that encounter it: Peril Minoris; Peril Secundus and Peril Extremis. A Peril Minoris, for example, can be introduced to a scenario between two relatively inexperienced gangs, complicating matters without rendering a victory for either side impossible. By contrast, a Peril Extremis Horror of the Underhive is best saved as a complication for a battle between two very experienced, well-developed gangs.

Deploying Horror of the Underhive

From the start of the second round onwards, there is a chance that a Horror of the Underhive will show up. At the start of each round, after rolling for Priority, either the player with priority or the Arbitrator rolls a D6 on the table below. If the wandering monster cannot be deployed as described, it is not deployed this round. Roll again at the start of the next round:

 D6 Result
1-3Nothing happens.
4A Horror of the Underhive appears and is placed either by the player with priority or the Arbitrator within the deployment zone of the player with Priority, but not within 6" of any fighter.
5A Horror of the Underhive appears and is placed either by the player with priority or the Arbitrator within 6" of the centre of the battlefield, but not within 6" of any fighter.
6A Horror of the Underhive appears and is placed either by the player with priority or the Arbitrator anywhere on the battlefield that is not within 6" of any fighter.

Generating A Horror of the Underhive

To determine the class of Horror of the Underhive that shows up during a battle, look up the gang rating of the gang with the lowest rating taking part in the battle on the table below, then roll a D6 to determine the type. Alternatively, the players or the Arbitrator may choose either the category of Horror, the type of Horror, or both:

Gang RatingClass of Horror
1,000-1,300Peril Minoris
1,301-1,600Peril Secundus
1,601 and abovePeril Extremis
 D6 Type of Horror
1-3Possessed Hiver
4-6Xenos Abomination

Activating A Horror of the Underhive

Unlike normal fighters, Horrors of the Underhive activate at the start of the End Phase, before Bottle tests are made. Control of a Horror of the Underhive automatically belongs to the Arbitrator. If there is no Arbitrator, both players roll a D6, re-rolling ties. The player that rolls the highest takes control of the Horror of the Underhive for the duration of its Activation.

During its Activation, a Horror of the Underhive can perform Actions just like a normal fighter. However, the Horror of the Underhive treats all fighters on the battlefield as enemy fighters, including those belonging to the player that has control of it.

Defeating A Horror of the Underhive

Should a gang face and defeat a Horror of the Underhive, the rewards are high:

  • Any fighter that inflicts a wound on a Horror of the Underhive that is not saved gains 1 Experience point.
  • Any fighter that takes a Horror of the Underhive Out of Action gains 2 Experience points.
  • When a fighter takes a Horror of the Underhive Out of Action, their gang gains 1 Reputation point.

Possessed Hiver

One of the greatest threats to humanity is that of the psyker. Every year ever more humans manifest latent psychic powers. Many are rounded up by local authorities and processed accordingly. Such souls are fortunate indeed for they are offered the opportunity to contribute useful service to their Emperor and His Imperium, rather than risk destabilising His laws and endangering the innocent with the sin of their existence. Sadly, many more go undiscovered. These heretics invariably give in to temptation and use their powers. What is particularly tragic is that many don't even realise they are using psychic powers at all; most simply consider themselves to be particularly lucky, intuitive or otherwise blessed. In manifesting these powers, they open themselves up to the predations of the Warp and the foul entities that reside therein. An unguarded, untrained mind is an open invitation to such an obscene creature to invade the physical universe. Every time an untrained psyker uses their abilities, they risk possession.

The victim of a possession becomes little more than a passenger inside their own body, a body which now plays host to something hostile, dangerous and utterly evil. Trapped inside their own mind and unable to control themselves, the psyker can do little but scream silently in endless torment as they play witness to the terrible actions of their own body. The fortunate ones are quickly released from their plight by death; their bodies cut down by enemies or hive authorities, and the Daemon banished back beyond the veil. The truly unfortunate can play host to a cunning Warp entity for many years, perhaps even decades, looking on helplessly from within as the Daemon mimics the personality and mannerisms of the host, all the while growing stronger…

MWSBSSTWIALdClWilInt
Peril Minoris Possessed Hiver5"4+4+3334+25+5+6+9+
Peril Secundus Possessed Hiver5"3+4+4443+35+4+5+9+
Peril Extremis Possessed Hiver5"2+3+5553+45+3+4+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Daemonic Talons-E--S-22-Cursed, Melee, Rending

Skills: Bull Charge, Catfall, Dodge, Nerves of Steel, Non-sanctioned Psyker, Rain of Blows, True Grit

Wargear: Bio-booster (representing an inhuman resilience to harm), Photo-goggles (representing a preternatural ability to see in low light), Respirator (representing a daemonically imbued resistance to hostile environments).

Special Rules

Daemonic Speed: At the discretion of the controlling player, rather than performing two actions when activated, a Possessed Hiver of any class may instead perform D3 Actions during their Activation.

Peril Extremis: If an enemy fighter wishes to make a Fight (Basic) or Shoot (Basic) action that targets this fighter, they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends immediately.

Daemonic Invulnerability: The entity possessing the hiver is a creature of the Warp, almost invulnerable to mundane weapons. It confers much of this invulnerability onto its host. The Possessed Hiver has a save roll which cannot be modified by Armour Penetration. The roll is determined by the class of the Possessed Hiver:

  • Peril Minoris: 6+ save roll.
  • Peril Secundus: 5+ save roll.
  • Peril Extremis: 4+ save roll.

Wyrd Powers

All Possessed Hivers have the following Wyrd powers:

Telekenesis

Levitation (Basic), Continuous Effect: The Possessed Hiver rises up on invisible aetheric updrafts, floating just above ground level as they are held aloft by a writhing curtain of Warp energy. For as long as this Wyrd Power is maintained, the Possessed Hiver's Movement is increased by 3" and they ignore all terrain, may move freely between levels without restriction, and can never fall. They may not however ignore impassable terrain or walls and may not end their movement with their base overlapping an obstacle or another fighter's base. Furthermore, they cannot be Pinned. As this fighter is only levitated a few inches above the ground, this ability does not affect lines of sight or the use of cover.

Pyromancy

Scouring (Basic): Coruscating balefire erupts from the Possessed Hiver's eyes or outstretched hands, engulfing the enemy. Immediately make a ranged attack with the following weapon:

WeaponRg SRg LAc SAc LSAPDAmTraits
Scouring-T--2-21-Blaze, Template

Possessed Hivers also have a number of additional Wyrd powers, generated by rolling a D6 on the table below. The number of additional Wyrd powers a Possessed Hiver has is based on their class:

  • A Peril Minoris Possessed Hiver has one additional Wyrd power.
  • A Peril Secundus Possessed Hiver has two additional Wyrd powers.
  • A Peril Extremis Possessed Hiver has three additional Wyrd powers.
D6Power
1Telekinesis – Assail (Basic): Immediately make a ranged attack against an enemy fighter or an obstacle within 12" and line of sight. If hit, move the target D3" in any direction.
2Pyromancy – Flame blast (basic): continuous effect: for as long as this wyrd power is maintained, one weapon with the melee trait carried by this fighter gains the Blaze trait.
3Chronomancy – Freeze Time (Double): All fighters that are within 6" of this fighter when Activated during the following round may only take a single action.
4Technomancy – Weapon Jinx (Simple): Choose an enemy fighter within 18" of this fighter. The enemy fighter must immediately make an Ammo check for one of their weapons, chosen by this fighter.
5Telepathy – Terrify (Double): Choose an enemy fighter within 18" of this fighter. The enemy fighter must make a Nerve test with -3 to the roll or become subject to the Broken condition.
6Biomancy – Quickening (Basic): Continuous Effect: For as long as this Wyrd Power is maintained, increase this fighter's M by 3 and their WS, BS and I by 1 (to a maximum of 2+).

Xenos Abomination

The galaxy is a dark and hostile place for humanity. Untold legions of xenos threaten its continued existence and endlessly encroach upon the borders of the Emperor's sacred domain. Even worlds such as Necromunda, solid bastions of Mankind, far from the frontiers of the Imperium and fortified against threat, are not safe from the insidious presence of xenos infiltrators. Of course, not all aliens come to Necromunda under the shroud of secrecy. Many come as visitors, brought either by the endless flow of trade through the Eye of Selene, or as crew aboard void craft. Such creatures are tolerated for the useful service they provide and are housed for the duration of their stay within the secure walls of the Stranger's Spire. Even so, they are never accepted or made welcome – for they remain filthy xenos!

Yet other foul aliens are brought to Necromunda through means more insidious. Every year, the number of alien beasts smuggled into Hive Primus alone numbers in the millions. Many are brought to entertain the masses in the fighting pits and permissible quotas are always too low, forcing the Slave Lords to smuggle in much of their stock. Others are brought as raw materials for the chems trade or to provide the base organic components required for industrial servitors. Still others arrive as luxury items for the rich and the noble; for the skin on their backs and the meat on their bones.

Others have been here for generations. They breed and reproduce in the shadows, hidden from sight and safe from the righteous retribution of Necromunda's human masters. Many have dark agendas, seeking to destabilise Helmawr's domain from within. Others are base animals, merely hoping to survive and prosper. All have one thing in common – when disturbed they will show their true, savage nature.

The following section allows you to create Xenos Abominations for your games by selecting the profile, weapons, skills and special rules to suit almost any model you may wish to use. Players should agree these details prior to the start of the battle. Arbitrators are free to create an Xenos Abomination to suit their needs.

First, choose a profile for the Xenos Abomination from one of the following charts:

Peril Minoris Xenos Abomination Profiles

MWSBSSTWIALdClWilInt
6"3+6+2334+25+6+7+10+
5"5+6+3423+37+7+7+10+
3"4+6+3325+25+5+5+4+

Peril Secundus Xenos Abomination Profiles

MWSBSSTWIALdClWilInt
6"3+6+3344+36+4+7+10+
5"4+6+3433+37+5+7+10+
4"4+6+4334+35+4+5+4+

Peril Extremis Xenos Abomination Profiles

MWSBSSTWIALdClWilInt
7"3+6+4453+36+3+6+10+
6"4+6+4543+47+4+6+10+
5"4+6+5544+35+3+5+10+

Once a profile is selected, it is time to choose weapons, Wargear and skills for the Xenos Abomination. How many of each a Xenos Abomination can take depends upon its class:

WeaponsWargearSkills
Peril Minoris Xenos Abomination112
Peril Secundus Xenos Abomination223
Peril Extremis Xenos Abomination334
WeaponRg SRg LAc SAc LSAPDAmTraits
Venomous bite-E----2--Melee, Toxin
Razor-sharp Talons-E--S+1-11-Melee, Rending
Writhing TentaclesE3"--S-11-Entangle, Melee, Versatile
Spearing Spines and Bony GrowthsE1"--S+12-Melee
Web shooter-T--2-2+Silent, Template, Web

Skills: A Xenos Abomination can choose its skills from the following sets: Agility, Brawn, Combat or Ferocity.

Wargear: Bio-booster (representing an inhuman resilience to harm), Mesh armour (representing a chitinous or scaly hide), Photo-goggles (representing an ability to see in low light or an acute sense of smell), Respirator (representing a resistance to hostile environments).

tip

As an example, it is possible to create a Purestrain Genestealer using the above options that could look something like this:

Purestrain Genestealer

MWSBSSTWIALdClWilInt
6"4+6+4543+47+4+6+10+
WeaponRg SRg LAc SAc LSAPDAmTraits
Razor-sharp Talons-E--S+1-11-Melee, Rending
Venomous bite-E----2--Melee, Toxin

Skills: Dodge, Evade, Nerves of Steel, Rain of Blows Wargear: Bio-booster, Photo-goggles