Badzones Terrain
RAW ✔️ The Book of Peril, p64
Hive cities are ecosystems unto themselves, with a huge variety of environments and inhabitants. In the upper body of the city, hab zones rub shoulders with industrial sectors, the drone of engines a constant companion. Here, regions are dominated by forests of ancient machines, their endless labours providing the wealth of Necromunda's industrial output. Further downhive, manufactorums give way to abandoned domes and ruined workshops, the inhabitants living in the remains of once-prosperous settlements. Closer to hive bottom, true wilderness takes hold. Here, weird wildlife and carnivorous plants turn the plasteel corridors and chambers into deadly jungles – their depths hiding entire forgotten worlds.
Games of Necromunda can be played on almost any kind of terrain, the diversity of the hive world and its environments offering players a huge range of options. The core rules cover interacting with most standard kinds of terrain. However, if players choose, they can add additional rules allowing fighters to interact with the terrain to a greater degree, or to make terrain more dangerous or interesting. This section provides additional rules for using Citadel Sector Mechanicus, Death World and Warhammer 40,000 Objectives in games of Necromunda.
While the rules in the section are intended to work with Citadel terrain, they can very easily be adapted to any kind of industrial worlds or death world scenery pieces. Players are encouraged to experiment when creating their own battlefields, mixing different kinds of terrain together to make interesting boards to fight over. Perhaps the battle is taking place on gantries above a hostile jungle-filled dome, the ground level of the board covered in carnivorous plants, forcing fighters to do battle across the elevated walkways. Alternatively, players could create functioning manufactorums, with production lines and active machinery, perhaps even adding partially constructed Warhammer 40,000 vehicles like a Leman Russ Battle Tank or Chimera Armoured Transport for the gangers to fight around.
Industrial Terrain
Like thousands of worlds within the Imperium, Necromundan hives are built using ancient designs and technologies, the secrets of which are lost to humanity. Machines and industrial structures are common to the depths of the underhive, all cast from the Standard Construction Templates of the Adeptus Mechanicus. The function of most of these structures has been long forgotten, and many more have ceased to work in any meaningful way. Even so, gangs fight over them, sometimes utilising their ancient systems to gain an advantage against their rivals.
Industrial Terrain introduces additional rules for using Sector Mechanicus terrain in games of Necromunda. These rules can be applied to almost any battlefield, and given the range and diversity of Sector Mechanicus terrain, as well as the kinds of terrain players might create for themselves, have been designed to be used with a wide variety of scenery pieces.
Industrial Terrain is a catch-all term for the highly industrialised scenery common to the hives of Necromunda, and encompasses the majority of the Citadel Sector Mechanicus terrain, but can equally represent terrain from players' own collections. When choosing a scenario, if both players agree, these rules will apply to their games. If playing an Arbitrated game then the Arbitrator can decide if they wish to use the rules for Industrial Terrain.
In any game where Industrial Terrain is being used, players should make sure that they are clear on which rules apply to which structures. In most cases this will be obvious, with hatches, hooks and smokestacks all easily identifiable. For some terrain, such as promethium pipes, the players might agree that only certain pipes are filled with promethium, or that all pipes are promethium pipes. The important thing, however, is that both players are aware what each piece of terrain represents before beginning the game.
Dangerous Industrial Terrain
Some kinds of Industrial Terrain are considered dangerous, usually because they might explode if hit by a stray round. Dangerous Industrial Terrain, as indicated in its description, can be targeted with attacks and might be hit with Stray Shots. A fighter can purposefully attack a piece of Dangerous Industrial Terrain with either a ranged or a Melee weapon, counting the terrain as if it were an enemy fighter and choosing a point on the terrain as their target. If a ranged attack against an enemy fighter using a piece of Dangerous Industrial Terrain as cover misses, roll to see if the terrain is hit using the rules for Stray Shots, just as if the terrain were another fighter. If a piece of terrain is hit by a Stray Shot, the point hit will be the area of the terrain closest to the original target.
If Dangerous Industrial Terrain is hit, don't make any saves or roll to wound, instead refer to the terrain's description to see what the effects are.
Service Hatches
Doors, hatches and covers stud the walls and floors of domes, providing access to the ancient machinery thrumming within. Gangs can use these to move about the battlefield, but the tunnels they connect to are twisting, and getting lost is a real danger.
Crawlways: A fighter can use a hatch to traverse the battlefield. If a fighter ends a Move (Simple) within 1" of a hatch, they can be removed from the battlefield. In the End phase of the following round, make an Intelligence check for the fighter. If they are successful, their controlling player must place them standing within 1" of any other hatch anywhere on the battlefield, provided that they can be set up so that they are not within 1" of an enemy fighter and so that their base does not overlap that of another friendly fighter or an obstacle. If they fail then the controlling player's opponent may place the fighter within 1" of any hatch on the battlefield or choose to leave them off the battlefield – in which case the fighter must make an Intelligence check in the next End phase and if successful can be placed, as explained above.
Improvised Cover: Fighters in contact with a hatch can use it as cover, angling it between them and their attackers. A fighter within 1" of a hatch can make a Cower (Simple) action to give themselves partial cover. Should they move, voluntarily or otherwise, the benefits of this cover are lost.
Hiding Place: Fighters can hide within hatches. If a fighter ends their movement within 1" of a hatch, they can be removed from the battlefield. Place a marker next to the hatch to show that the fighter is hiding in it. While a fighter is hiding, they cannot take actions or be targeted by ranged attacks from more than 3" away. Fighters may Engage and attack a fighter in hiding by moving or charging into base contact with their hiding place. In this case, place the hiding fighter on the battlefield in base contact with the fighter who Engaged them and conduct combat as normal. In any End phase, the fighter may re-emerge from the hatch, provided that they can be set up so that they are not within 1" of an enemy fighter and so that their base does not overlap that of another friendly fighter or an obstacle.
Smokestacks
Whilst most of the most toxic by-products of hive industry are expelled into the wastes, some by necessity or simply for ease are pumped into the domes of the underhive. Smokestacks provide outlets for furnaces, refineries and forges, casting their noxious fumes into the air.
Belching Smoke: In each End phase, roll a D6 for each Smokestack on the battlefield to see if it activates. On a 6, it activates and belches smoke and fumes. Until the End phase of the following round, the area within 6" of the Smokestack counts as line of sight blocking terrain.
Foul Air: A Smokestack that is active creates an area of foul air. While within 6" of the Smokestack, a fighter may not take more than a single Move (Simple) action in their turn, unless they are equipped with a respirator.
Flammable Fumes: A Smokestack that is active, creates an area of flammable fumes around itself. Hits from weapons with the Blaze trait against fighters within 6" of the Smokestack count their Strength as 1 higher.
Industrial Claws And Hooks
Industrial structures are often hung with lifting claws or hooks for the moving of heavy goods. In the forgotten places of the underhive, fighters use these ancient mechanisms to climb crumbling structures, lift caskets and wounded comrades to safety or even as improvised weapons.
Quick Climbing: Draw an invisible vertical line from the Claw itself, or from where the Claw connects to the structure, down to ground level. A fighter within 3" of this line can make the Climb (Simple) action to ascend or descend, as described on page 63 of the Necromunda Rulebook.
Death From Above: A fighter within 3" of a Claw can make a Trigger Claw (Basic) action to drop the Claw on an enemy fighter who is within 3" of the invisible vertical line (as described above) and on a lower level than the attacker. The fighter being attacked must make an Initiative check to avoid the Claw, otherwise they take a Strength 5 hit that deals 1 Damage.
Hauling Cargo: A fighter within 3" of a claw can make a Hook Cargo (Simple) action to lift either a Seriously Injured fighter or loot casket (or similar item that can be carried) up or down to any point within 3" of the Claw, provided that there is space to place the model.
Plasma Pipes And Generators
White-hot plasma courses through the hives like arterial blood, its motive heat powering countless ancient systems and devices. Where this plasma interacts with machinery, it can be either a useful tool or deadly peril for fighting gangs. Plasma pipes and generators are Dangerous Industrial Terrain.
High Pressure Plasma: If a Plasma Pipe or Generator is hit by a ranged or melee attack, roll a D6 and add the attacking weapon's Strength. If the result is a 9 or higher, the machine's iron skin has been pierced, unleashing a spray of burning plasma. Centre the 5" Blast marker on the point that was hit. Any fighter touched by the marker must pass an Initiative check or suffer a hit from a plasma grenade.
Harsh Glow: In scenarios using the Pitch Black rules, Plasma Pipes and Generators illuminate everything within a 6" radius of themselves. In addition, in any battle, not just those that use the Pitch Black rules, infrasights and photo goggles provide no benefit when targeting fighters within 3" of a Plasma Pipe or Generator.
Plasma Canisters: These count as ammo caches, but only for plasma weapons (i.e., plasma pistol, plasma gun, plasma cannon and combi-weapons with a plasma component), and fighters may move them in the same way as loot caskets. Plasma Canisters may be used as improvised weapons by any fighter in base contact with them – count them as plasma grenades that incur a -2 penalty on hit rolls. Once a canister has been used as an improvised weapon, remove it from the battlefield.
Promethium Pipes And Reservoirs
Volatile promethium pipes and reservoirs can be found throughout the underhive. Gangs regularly tap into these lines to steal fuel from the Guilders or create makeshift flame weapons, though this is not without its peril. In a firefight, stray rounds and grenades can rupture these pipes or crack open the side of a reservoir – at best creating oily slicks, at worst sparking flaming explosions. Promethium pipes and reservoirs are Dangerous Industrial Terrain.
High Pressure Gas: If a Promethium Pipe or Reservoir is hit by a ranged or melee attack, roll a D6 and add the attacking weapon's Strength. If the result is a 9 or higher, the machine's iron casing has been pierced and unleashes a jet of fuel. Centre the 5" Blast marker on the point that was hit. Any fighter touched by the marker must pass an Initiative check or become subject to the Blind condition just as if they were hit by a weapon with the Flash trait. If the weapon that hit the pipe or reservoir has the Blaze Trait, any fighter touched by the marker must pass an Initiative check or suffer a hit from a flamer instead.
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Flamer | - | T | - | - | 4 | -1 | 1 | 5+ | Blaze, Template |
Fuel Slicks: In a system as ancient as a hive city, things are constantly falling apart. In the End phase, roll a D6 for each length of Promethium Pipe or each Reservoir on the battlefield to see if they activate. On a 6, fuel leaks from the pipe or reservoir and any Move (Simple) or Charge (Double) actions that take a fighter within 3" of the terrain piece require an Initiative check after the move is completed. Fighters that fail this check become Prone and Pinned. If the fighter was performing a Charge (Double) action, they must end their movement 1" away from any enemy fighters and therefore are not Engaged.
Free Fuel: Weapons with both the Blaze and Scarce Traits lose the Scarce Trait whilst the fighter is within 3" of a Promethium Pipe or Reservoir. If the weapon doesn't have the Scarce Trait then it gains the Plentiful Trait instead while within this range.
Control Panels
Control Panels exist on some pieces of Sector Mechanicus terrain, or might be freestanding pieces of scenery placed next to a piece of Industrial Terrain, such as the door terminals from Necromunda: Underhive. Players should agree beforehand what constitutes a Control Panel, and a Control Panel should be clearly identifiable. A fighter within 1" of a Control Panel can make an Access Terminal (Basic) action. Make an Intelligence check with a -2 modifier for the fighter. If successful, they can immediately activate one of the terrain piece's effects, such as Fuel Slicks, Belching Smoke or Death from Above. Alternatively, the fighter can shut the terrain's mechanisms down until the following round's End phase, or if already shutdown, re-activate it. While a piece of terrain is shutdown, it has no additional rules associated with it – i.e., pipes cannot be ruptured, Smokestacks won't belch smoke, Claws can't be used for quick climbing, etc.
Hive Ruins
For every area of a hive that echoes to the sound of workers and machines, there is another that has become a silent graveyard. In these forlorn domes and forgotten chambers, the detritus of the millennia gather. Many of these lost treasures can be looted, reason enough for gangs to go after them, and some can even be turned against a gang's enemies. Hive Ruins introduces rules for a variety of Citadel terrain pieces, including the Honoured Imperium set, Galvanic Servo Haulers, Munitorum Armoured Containers and the Sector Imperialis Objectives. These rules have also been designed to work with terrain players might make themselves, or that they might already have as a part of their collection.
Ancient Imperium
Thousands of years of human habitation have left strange relics scattered throughout the underhive. These rare objects can inspire or aid gangs, or make for valuable objectives to fight for – and then sell for creds later.
Holy Imperialis: Forgotten statues of Space Marines, fallen Aquila and stained glass windows depicting Imperial Saints are some of the powerful icons of the Imperium that might be found in the underhive. Fighters within 6" of a Holy Imperialis draw courage from the presence of such relics and the knowledge that the distant Emperor watches over them, adding 2 to the result of any Willpower checks they must make. Fighters opposed to the Imperium, such as Chaos or Genestealer Cultists, find such edifices deeply intimidating, and so while within 6" of them subtract 2 from dice rolls when making Willpower checks.
Mechanicus Arcana: Strange devices are often abandoned in the underhive, long forgotten by their previous owners. At the end of the battle, if a gang has at least one fighter within 1" of a piece of Mechanicus Arcana and their opponent does not, they gain an additional D6x10 credits in addition to any other scenario rewards.
Ancient Terminal: Arcane control systems left behind by the hive's builders can be found throughout the underhive, most are dead and broken, though some flicker with the last vestiges of life. A fighter within 1" of an Ancient Terminal may make an Access Terminal (Double) action. Make an Intelligence check for the fighter with a -2 modifier to the roll. If successful, the fighter has acquired some useful secrets from the ancient machine and should roll a D6. On a 1 or 2, their gang gains D6 Reputation. On a 3 or 4, their gang gains D6x10 credits. On a 5 or 6, the fighter gains D6 Experience points. If the Intelligence check was both successful and a double, they gain 2D6x10 credits in addition to any other rewards. Once an Ancient Terminal has been interacted with, it becomes inert and has no further effect on the game.
Abandoned Hardware
Heavy machinery litters the hives, the remains of periods of expansion or construction. Fighters that know how can coax their ancient systems to life and use them as makeshift weapons or to aid their fellow gangers.
Cranes and Servohaulers: Abandoned industrial cranes and haulers can sometimes be hacked by enterprising fighters. A fighter in base contact with a Crane or Hauler can make a Jury Rig (Double) action. Make an Intelligence check for the fighter. If it is successful, the fighter can move the terrain piece up to 10" (moving with it if they wish). Haulers cannot climb ladders but can go up ramps or be driven off ledges (suffering and inflicting damage just as if they were a falling fighter). Alternatively, the fighter can use the Hauler or Crane's claw (if it has one) using the rules for Industrial Claws and Hooks previously.
Medicae Station: Auto-chirurgeons are rare and valuable artefacts, sometimes found hidden away in the ruins of abandoned medicae centres or hab structures. In the End phase, a Seriously Injured fighter within 3" of a Medicae Station can make an Intelligence check instead of making a Recovery test as normal. If successful, count their Recovery test as if they had rolled a Flesh Wound. If they fail, instead count the result as Out of Action.
Vox Relay: Forgotten sections of the hive's extensive comms network can still be found in the underhive – and some of it even still works! A fighter within 3" of a Vox Relay can be included in a group activation performed by a Leader or Champion regardless of range. This does not increase the number of fighters that may participate in the group activation, only the range.
Force Barriers: Force barriers are remnants of restricted zones or heavy industry. Sometimes, gangs manage to get these ancient pieces of tech working to defend their turf. Each Force Barrier consists of two pylons, usually placed on either side of a corridor or doorway. Fighters hit by ranged attacks through a pair of pylons count as being equipped with a refractor field. Should this refractor field burn out, the pylons cease working for the remainder of the battle and no fighter may claim this bonus.
Forgotten Ordnance
Promethium barrels and ammo crates fill halls and domes across the underhive. Some of these have been stored for centuries or even longer, their contents long-since perished, others however hold useful – if dangerous – bounty for an enterprising gang.
Unexploded Ordnance: Sometimes, a large unexploded bomb remains lodged in the depths of the hive. Unexploded ordnance should be limited to one or two pieces of terrain and should be placed within 12" of the centre of the battlefield. In the End phase of each round after the first, place a token next to the unexploded ordnance. An Active fighter within 3" of the unexploded ordnance can make a Disarm (Double) action. If they do, and then pass an Intelligence or Cool check, remove a token from the bomb. In the End phase of the third round and each round thereafter, after adding a token to the bomb, roll a D6. If the result is less than the number of tokens next to the bomb, it explodes! When the bomb explodes, all fighters within 6" have an Injury dice rolled against them and suffer the result. Armour rolls may not be made. In addition, all fighters on the board must make an Initiative check or become Pinned. Remove the Unexploded Ordnance from the table.
Fuel Drums and Ammo Crates: Drums and crates make for good cover, if potentially dangerous cover. Treat Fuel Barrels and Ammo Crates as Dangerous Industrial Terrain. If a fuel barrel or ammo crate is hit by a ranged or Melee weapon attack, roll a D6 and add the Strength of the weapon. If the result is a 7 or higher, it explodes as if it were a frag grenade and is then removed from the board.
Munitorum Containers: Abandoned containers can contain either loot or hidden dangers, or both! Treat Munitorum Containers as loot caskets with the exception that they cannot be moved, but once opened, may be looted once each turn. Roll once on the Loot Casket table each time a Munitorum container is looted.
Treasure Casket: The fighters have chanced upon an ornate chest of uphive pedigree, perhaps stashed by thieves intending to return later. The Treasure Casket is treated as a Loot Casket, but when opened roll on the following table instead of the one presented in the Necromunda Rulebook.
| D6 | Result |
|---|---|
| 1 | Click! The casket is fitted with a fiendishly clever needle-trap. The fighter that opened the crate must roll an Injury dice and apply the result, with no save possible. |
| 2-3 | Fancy Threads: The fighter that looted the casket immediately gains the Uphive Raiments Status Item. |
| 4-6 | A Noble's Ransom: The fighter that looted the casket immediately gains one item from the Personal Equipment section of the Trading Post, chosen by the controlling player. |
Designer's Note: High Value Targets
Sometimes, an especially valuable object or individual will find its way into the underhive, with scores of gangs scrambling to be the first to claim them. Players can, if they choose, nominate a piece of terrain as representing a High Value Target. This will add a valuable bonus objective to the scenario that both gangs can claim. High Value Targets should be placed in the centre of the board or equidistant from both gangs' deployment areas. This can be anything from a downed escape pod to a lost servitor. Fighters may drag a High Value Target as if it was a loot casket. If a gang can get the target back to their own deployment area, they can claim it in the End phase, adding D6 Reputation and 2D6x10 credits to their gang. High Value Targets are also especially suitable to some scenarios such as Escort or Fighter Down, the piece of terrain replacing the uphive agent or downed fighter respectively.
Carnivorous Plants
Horrific strains of plant life thrive in certain parts of the underhive, spiny forests spawned from alien seeds or grown from chemical soup. Hivers learn from an early age to avoid these kinds of deadly vegetation, though underhivers sometimes have no choice, and gangers actively lure their enemies into such hazardous environments.
Carnivorous Plants introduces a collection of dangerous plant life to games of Necromunda. These rules have been designed to work with the Barbed Venomgorse, Shardwrack Spines and Grapple Weed Citadel terrain pieces, though they can be applied to any appropriate terrain that players might have in their collection.
Barbed Venomgorse
Barbed Venomgorse grows in the ruined depths of the hive, where its venomous barbs snare scavengers and predators alive. Those unfortunate enough to get stung find their strength leaving them, until they can barely stand, let alone fend off the plant's throttling vines.
Barbed Snares: If any part of a fighter's movement takes them within 3" of a Barbed Venomgorse (measuring this distance from the plant's branches), once the fighter has completed their movement, they must make an Initiative check. If they fail, they take a Strength 3 hit that causes 1 Damage and has the Web Trait. Unmodified Armour rolls may be made against this hit as normal.
Wasting Toxin: In the End phase, a fighter who has taken at least one hit from a Barbed Venomgorse must make a Strength check or reduce their Strength characteristic by 1. If the fighter's Strength reaches 0, they count as having been taken Out of Action and are removed from the battlefield.
Shardwrack Spines
Shardwrack Spines are groves of diamond-hard blades able to carve through flesh and bone as easily as a power sword. Worse still, the plant can shoot its spines at nearby creatures, its spine bursts triggered by movement or gunfire, with each deadly missile able to punch through flesh with ease.
Walls of Spines: If a fighter's movement takes them within 3" of any Shardwrack Spines (measuring this distance from the plant's branches), once the fighter has completed their movement, they must make an Initiative check. If they fail, they take a Strength 2 hit with an AP of -3 that causes 1 Damage.
Spitting Spines: In the End phase of each round, roll a D6 for each grove of Shardwrack Spines. On a 4+, it shoots spines at the closest fighter within 12". Count this attack as being from an autopistol with a BS of 4+. If the attack scores more than one hit, it must spread these out to as many models as possible. This attack cannot run out of ammo.
Grapple Weed
Known to underhive settlers as the 'crawling horror', Grapple Weed can uproot itself to seek out its prey. More than one gang and Guilder caravan has awoken to find their camp surrounded by a forest of Grapple Weed, the quivering fronds of the plants eagerly awaiting their next meal.
Crawling Horror: In the End phase of each round, each section of Grapple Weed moves 2D6" towards the nearest fighter, whether they are visible or not. During this movement, the Grapple Weed must avoid impassable terrain but is otherwise unimpeded by terrain. It must stop its movement if it comes within 1" of another model.
Viscous Tongues: In the End phase of each round, after it has moved, each grove of Grapple Weed will make a single attack against any models within 3" of it (measuring this distance from the plant's branches). Count this attack as a Flail (see page 128 of Necromunda: Gangs of the Underhive) with a Strength of 4 and a WS of 3+. Models attacked by Grapple Weed do not count as being Engaged by it.
Designer's Note: Destroying Carnivorous Plants
For simplicity, Carnivorous Plants are treated like other pieces of terrain and so cannot be destroyed. However, if players wish, they can allow fighters to clear areas of plant life and remove them from the battlefield. Most weapons are pretty ineffective against vegetation, bullets and blasts doing little more than breaking a few branches. Melee attacks are equally futile, the time required to hack apart a Barbed Venomgorse is quite considerable – not to mention the fact that the plant will be fighting back! Only attacks using flames or caustic chemicals can hope to cause any lasting damage.
Only Template weapons with the Blaze or Gas traits can damage Carnivorous Plants. If a plant takes a hit from one of these weapons, roll a D6. On a 1 or 2, the attack has had no significant effect. On a 3, 4 or 5, place a Damage token next to the plant. On a 6, place two Damage tokens next to the plant. Once the plant has five Damage tokens, it is destroyed and should be removed from the battlefield.