Generating an Environment
RAW ✔️ The Book of Peril, p46
If players decide to have their scenario set in a Badzone, the first step is to generate an Environment. This should be done after the scenario has been chosen but before any terrain is placed on the battlefield or, in the case of a Zone Mortalis game, before any tiles have been set up. Roll a D6 to determine the Environment:
Badzones Environments
| D6 | Environment |
|---|---|
| 1 | Ancient Manufactorum |
| 2 | Stygian Depths |
| 3 | Sump Sea |
| 4 | Dome Jungle |
| 5 | Warp-tainted |
| 6 | Unstable Dome |
Ancient Manufactorum
A forest of rusting smoke stacks rises above a maze of ancient abandoned machinery, the rumble of dormant forges audible from somewhere far below.
Effects
When setting up the battlefield, try to include at least six pieces of Industrial Terrain as detailed in the Industrial Terrain section of Badzones Terrain (see page 66). For the duration of the battle, effects from Industrial Terrain (see Badzones Terrain) will be triggered on a 4+ rather than a 6. When generating credit rewards for the scenario, players may roll the results twice and choose the higher total. If the scenario has no credit rewards then the victor gains D6x10 credits instead.
Stygian Depths
Cracks run through the very foundation of the hives creating vast yawning chasms between domes, the black criss-crossed with a web of rusting gantries.
Effects
If playing a Zone Mortalis game, discard this Environment and draw another. When setting up the battlefield, try to set up as many walkways and raised sections as possible, and allow for a path from one side of the battlefield to the other.
The ground level is an abyss and fighters must remain on the upper levels or if at ground level (i.e., level with the abyss) must remain on pieces of terrain. If a fighter falls into the abyss, make an Initiative check for them. If they fail, they go Out of Action. If they pass, they become a Reinforcement (see page 119 of the Necromunda Rulebook) and may return to the battlefield in the following round.
Sump Sea
A bubbling morass of toxic goo, the sump boils up from below, flooding entire levels with an ocean of waste and forcing fighters to take to boats or bridges to cross it.
Effects
If playing a Zone Mortalis game, discard this Environment and draw another. When setting up the battlefield, try to set up as many walkways and raised sections as possible, and allow for a path from one side of the battlefield to the other.
The ground level is a Sump Sea and fighters must remain on the upper levels or, if at ground level (i.e., level with the sea), must remain on pieces of terrain. If a fighter falls into the Sump Sea, place them where they have fallen – falling into the Sump Sea doesn't cause any damage.
Fighters in the Sump Sea may take no actions activated. When a fighter in the Sump Sea activates, make a Strength check for them. If they fail, they go Out of Action. If they pass, they can swim up to their Movement characteristic. If they reach a ladder or terrain piece, they may climb to safety. Place the fighter on the edge closest to where they left the Sump Sea.
Dome Jungle
Local flora and fungi has claimed the dome for their own, the crumbling remains of habitation completely overgrown by twisting creepers and deadly Carnivorous Plants.
Effects
When setting up the battlefield, try to include at least six large areas of Carnivorous Plants terrain, as detailed in the Carnivorous Plants section of Badzones Terrain.
For the duration of the battle, the Strength of Carnivorous Plants is increased by 1 and the range of their attacks is increased by 3" (see Badzones Terrain). In addition, if players are using the rules for destroying Carnivorous Plants then all wounded plants heal 1 Damage point in the End phase.
The thick foliage and drifting spores limit vision. Shooting attacks made at Long range suffer an additional -1 to hit in addition to any other modifiers.
Warp Tainted
Something terrible happened here once and the veil between reality and the Warp has worn thin, its malign energies still bleeding into the hive from the beyond.
Effects
When a fighter fails a Willpower check or a Cool check, they gain an Insanity marker (and become subject to Insanity as detailed on page 51 of the Necromunda Rulebook) in addition to any other effects for failing the check.
When a fighter rolls on the Lasting Injuries table as a result of being taken Out of Action while Engaged or with a Coup de Grace action, roll twice and choose the higher result.
A fighter who takes an enemy fighter Out of Action with a Melee weapon or a Coup De Grace action gains 1 extra Experience point in addition to any Experience gained from taking an enemy fighter Out of Action.
Unstable Dome
An ancient war, forgotten quake or simply the march of centuries has rendered the dome unstable and ready to collapse given the slightest hint of violence.
Effects
When a Blast marker is placed, but before working out its effects, roll a D6. On a 5 or 6, place another Blast marker of the same size in contact with the first at a point determined by the Scatter dice. Now work out the attack's effects against fighters under both Blast markers.
Fighters who become Prone on a raised platform or other piece of raised terrain must make an Initiative check to see if they fall, even if they are not within ½" of the edge.
Doors and other structures with Toughness and Wounds characteristics count their Toughness as 2 lower than normal, to a minimum of 1.