Generating Events
RAW ✔️ The Book of Peril, p50
Once the Environment has been generated, the battlefield can be set up, following any additional guidelines in the Environment's description. Both players should familiarise themselves with the effects of the Environment, as it will generally affect the entire battlefield and can significantly change things, such as movement or interacting with terrain.
The other component of a Badzone is Events. These are effects that will last for one or more rounds, adding additional perils to the battlefield, and over the course of a game it is likely that there will be several of these.
At the start of the first round, randomly generate an Event, either by rolling D66 on the table that follows, or using the Badzone Environments Events cards. The Event's effects are applied for that round. Note that some Events may have secondary effects, as indicated later, depending on the Environment. In the End phase, the players roll a D6 against the Event's Discard Trigger. If it is equal to or higher than this number, discard the Event and generate a new Event, placing it immediately into play.
If players are using dice to generate their Events and the same Event is generated twice in a row, the Event will instead either be a Shutdown (if the first dice of the D66 roll was an odd number), or a Hive Quake (if the first dice of the D66 roll was an even number). If an Event has been in play for three full rounds then there is no need to roll against its Discard Trigger, it is automatically discarded and replaced. When an Event is discarded, remove all of its effects from the board, such as markers, terrain or creatures it might have generated.
Badzone Events table
| D66 | Event |
|---|---|
| Odd - Repeat Event | Shutdown |
| 11-12 | Critter Swarm |
| 13-14 | Howling Winds |
| 15-16 | Choking Clouds |
| 21-22 | Toxic Downpour |
| 23-24 | Spore Clouds |
| 25-26 | Brainleaf Outbreak |
| 31-32 | Bad Air |
| 33-34 | Sludge Jellies |
| 35-36 | Giant Rats |
| 41-42 | Lair of the Beast |
| 43-44 | Things in the Dark |
| 45-46 | Gunk Tank |
| 51-52 | Labyrinth |
| 53-54 | Old Cache |
| 55-56 | Static Storm |
| 61-62 | I've got a Bad Feeling about this... |
| 63-64 | Witch's Lair |
| 65-66 | Mutie Tribe |
| Even - Repeat Event | Dome Collapse |
Yawing chasms, bottomless sump seas and dome collapses are all potentially fatal perils that can befall a fighter. In a Skirmish game, it can be imagined that combatants who plummet to their death or vanish beneath the toxic surface of a gunk tank are gone for good – another victim of the underhive. In a campaign, however, it can be frustrating if that newly-minted Leader and their expensive gun gets knocked off a ledge and must be stricken from the gang roster. As a general rule, unless both players agree otherwise, any Environmental Effect or Event that takes a fighter Out of Action only results in a single roll on the Lasting Injury table. We can assume that they were saved at the last minute from the sump, or only fell onto an outcrop rather than down all the way into the depths of the hive.
Shutdown
Perhaps triggered by the battle, ancient failsafes kick in and the entire dome goes into shutdown – doors lock tight, lights go out and all machinery grinds to a halt.
Effects
The battlefield becomes subject to the Pitch Black rules, see page 120 of the Necromunda Rulebook.
All terrain pieces become inert and generate no additional effects beyond those laid out in the core rules (i.e., counting as impassible, blocking line of sight, being climbable, etc).
All doors seal and cannot be opened normally (see page 52 of the Necromunda Rulebook), but may still be forced.
Additional Effects: This Event has no additional effects. Discard on a 4+.
Critter Swarm
A swarm of hive critters – rats, roaches, spiders or similar – burst from vents and grates, creating a crawling and biting carpet beneath the fighter's feet.
Effects
In the End phase of each round, each player rolls a D6 for each of their fighters. On the roll of a 1, these fighters are attacked by Critter Swarms and must make a Strength check. If they fail, they become Prone. If the fighter was Prone already and they fail the Strength check, they must make a save roll or suffer a Flesh Wound, or if they are Seriously Injured must make a save roll or be taken Out of Action.
Additional Effects: If the Environment is a Dome Jungle, fighters are attacked on the roll of a 1 or 2.
If the Environment is Warp-tainted, a fighter attacked by a Critter Swarm must also make a Willpower check or gain an Insanity marker.
If the Environment is an Ancient Manufactorum, when a piece of Industrial terrain activates, or is activated, a Critter Swarm will attack all fighters within 1" of the terrain piece.
Discard on a 5+.
Howling Winds
A huge ventilation fan hangs above the dome blasting its inhabitants with a storm gale, fighters battling the winds to keep their footing and find their targets.
Effects
Shots taken at Long range suffer a -1 to hit in addition to any other modifiers, and Blast markers will always scatter even if a hit is scored.
Hits from weapons with the Gas or Smoke traits have no effect on a roll of 4+. Roll after firing but before working out their effects.
Fighters who go Prone within ½" of the edge of a platform or level must re-roll successful Initiative checks to see if they fall.
Additional Effects: If the Environment is Stygian Depths, Long range shots suffer a -2 to hit, and Gas or Smoke weapons have no effect on a 3+.
If the Environment is a Dome Jungle, plants can make attacks from an additional 6" away rather than 3".
If the Environment is an Unstable Dome, place two additional Blast markers when placing a Blast marker, rather than just one.
Discard on a 5+.
Choking Clouds
Ash from the wastes or toxic fog from hive bottom fill the battlefield, making visibility more difficult and covering fighters in a layer of grimy dust.
Effects
Shooting attacks made at Short range are at -1 to hit, while shooting attacks at Long range are at -2 to hit. Blast markers will always scatter even if a hit is scored.
Stray Shots potentially hit fighters within 2" of the line between attacker and target, rather than just 1".
Additional Effects: If the Environment is Stygian Depths, fighters on the highest level of terrain ignore the effects of the Choking Clouds unless they are making attacks at targets on a lower level.
If the Environment is a Sump Sea, fighters either in the sea or level with it ignore the effects of the Choking Clouds unless they are making attacks at targets on a higher level.
If the Environment is an Ancient Manufactorum, when a piece of industrial terrain activates, until the end of the round, the area on it and within 3" of it ceases to be subject to the Choking Clouds effects.
Discard on a 5+.
Toxic Downpour
Foul liquid rains down from above, perhaps released from some waste facility or run-off from one of the water reclamation facilities filled with pollutants.
Toxic liquid rains down from overhead. Roll a D6:
| D6 | Result |
|---|---|
| 1-2 | Chem Rain: -1 save modifier (Field Armours are not affected). |
| 3-4 | Irradiated Coolant: -1T for Toughness tests or Wound rolls. Fighters become Revealed (Pitch Black). |
| 5-6 | Waste Run-off: +2 modifier when attempting to put out the flames (Blaze). |
Warp-tainted: +2 penalty to Willpower tests.
Sump Sea: The sea rises when this Event comes into play. Remove any terrain level with the sea. Fighters who were on this terrain are now in the sea.
Dome Jungle: In the End phase (before removing this Event), Carnivorous Plants heal all damage dealt to them.
Effects
Toxic liquid rains down from overhead. Roll a D6 to see what kind of rain it is:
- 1-2 Chem Rain – Fighters count their save as 1 worse while this Event is in effect (note that Field Armours are not affected by Chem Rain).
- 3-4 Irradiated Coolant – Fighters lower their Toughness by 1 when making Toughness checks or for the purposes of Wound rolls. Fighters count as having Revealed markers on them if the Pitch Black rules are in effect.
- 5-6 Waste Run-off – Fighters with a Blaze marker add 2 to the dice result if attempting to put out the flames. Otherwise, the rain is not harmful… just unpleasant.
| 1-2 | Chem Rain – Fighters count their save as 1 worse while this Event is in effect (note that Field Armours are not affected by Chem Rain). |
| 3-4 | Irradiated Coolant – Fighters lower their Toughness by 1 when making Toughness checks or for the purposes of Wound rolls. Fighters count as having Revealed markers on them if the Pitch Black rules are in effect. |
| 5-6 | Waste Run-off – Fighters with a Blaze marker add 2 to the dice result if attempting to put out the flames. Otherwise, the rain is not harmful… just unpleasant. |
Additional Effects: If the Environment is Warp-tainted, in addition to the effects above Willpower checks are at +2 penalty.
If the Environment is a Sump Sea, the sea rises when this Event comes into play. Remove any terrain level with the sea. Fighters who were on this terrain are now in the sea.
If the Environment is a Dome Jungle, in the End phase (before removing this Event), Carnivorous Plants heal all damage dealt to them.
Discard on a 3+.
Spore Clouds
Virulent spores fill the dome, drifting on the hive winds and making the air dangerous to breathe as they seek out new hosts for their parent plant.
Effects
After a fighter completes their activation, their controlling player must roll a D6. On a 1, they have attracted a swarm of spores. Roll a D6 to see what effects the spores have:
| 1-2 | Centre a choke grenade on the fighter and work out its effects. |
| 3-4 | Centre a scare grenade on the fighter and work out its effects. |
| 5-6 | Centre a smoke grenade on the fighter and work out its effects. |
Additional Effects: If the Environment is a Dome Jungle, use 5" Blast markers for the grenade's effects rather than 3" Blast markers, and count the radius of the smoke grenade as 2" larger.
If the Environment is an Ancient Manufactorum, whenever an industrial piece of terrain activates, or is activated, roll a D6. On a 1, all fighters on or within 1" of the terrain piece are affected by a random grenade effect.
If the Environment is Stygian Depths, the grenade's effects do not use Blast markers and will only affect the fighter who triggered the spores, while the radius of the smoke grenade is 1.5", rather than 2.5".
Discard on a 4+.
Brainleaf Outbreak
The dome is home to Brainleaf growths, their questing fronds seeking out victims to dominate into doing their bidding.
Effects
When making Recovery tests for Seriously Injured fighters (see page 73 of the Necromunda Rulebook), if a Seriously Injured or Out of Action result is rolled, the fighter becomes a Brainleaf Zombie (see below). At the end of the game, fighters who became Brainleaf Zombies automatically go into Recovery, though suffer no other adverse effects.
Additional Effects: If the Environment is a Dome Jungle, in addition to the risk to Seriously Injured fighters when making Recovery tests, when a fighter is taken Out of Action, rather than removing them from the battlefield, they instead immediately become a Brainleaf Zombie.
If the Environment is an Unstable Dome, roll a D6 after a weapon with the Blast trait is used but before removing the Blast marker from the board. On a 4+, the fighter who used the Blast weapon places D3 Brainleaf Zombies in contact with the Blast marker.
If the Environment is an Ancient Manufactorum, hatches and vents might conceal Brainleaf Zombies. If a fighter uses either a hatch, vent or ductway, roll a D6 when they would emerge from the hatch or ductway. On a 5 or 6, place the fighter as normal – however, they are now a Brainleaf Zombie.
Discard on a 4+.
Brainleaf Zombies In Arbitrated Scenarios
There are many strange and disturbing things lurking down in the depths of the hive, from brainleaf thralls and sump virus victims, to spider venom madmen and plague zombies. Any of these can be used to represent a zombie horde controlled by the Arbitrator.
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 2D6" | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ |
Weapons: Clubs (or guns used as clubs) or fists and teeth (count as unarmed attacks).
Brainleaf Zombies cannot be Pinned, automatically pass any Cool checks they are required to take and ignore all Injury dice results except Out of Action. A Brainleaf Zombie that has been taken Out of Action is not removed from the board and instead counts as having suffered a Seriously Injured result. In the Recovery phase, Seriously Injured Brainleaf Zombies stand back up, recovering from their injuries but taking no other action. The only way to remove a Brainleaf Zombie from the battlefield is by making a Coup de Grace action against it while it is Seriously Injured.
Brainleaf Zombies subject to the Blaze condition are not automatically Broken and cannot attempt to put out the fire. Brainleaf Zombies can only take a single action each activation, and move 2D6" when taking a Move action. However, should their movement take them into base contact with an enemy, they are considered to have made a Charge action and immediately make an attack.
Enemies taken Out of Action by a Brainleaf Zombie are replaced with a Brainleaf Zombie in the End phase.
Bad Air
The huge machines that regulate the hive's air have failed in this region and the atmosphere is stale and thin, like a tomb sealed away from the world for centuries.
Effects
Fighters cannot make two Move actions in their turn unless they are equipped with a respirator.
Weapons with the Blaze trait reduce their Strength characteristic by 1, to a minimum of 1, and fighters hit by weapons with the Blaze trait do not become subject to the Blaze condition.
Additional Effects: If the Environment is Stygian Depths, fighters level with the abyss or within ½" of the edge of a platform or level with it ignore the effects of the Bad Air.
If the Environment is a Dome Jungle, the plants are less aggressive and can only make attacks from 1" away.
If the Environment is an Ancient Manufactorum, when a piece of Industrial Terrain activates, the area on it and within 3" of it ceases to be subject to the Bad Air effects until the end of the round.
Discard on a 4+.
Sludge Jellies
Vile predatory sludges hide within the vents, drains and ducts of the battlefield, waiting to envelop and consume the unwary.
Effects
Any liquid terrain such as pools, puddles or toxic spills might hide a Sludge Jelly. Vents, ductways and hatches might also hide these horrors. When a fighter ends a Move action within 1" of a piece of liquid terrain or uses a ductway, vent or hatch, roll a D6. On a 1, they have been attacked by a Sludge Jelly.
A fighter attacked by a Sludge Jelly must make a Toughness check. If they pass, they have made a narrow escape and finish their turn or can use the ductway, vent or hatch normally. If they fail, they have become paralysed and will soon be consumed by the Sludge Jelly.
If another fighter does not assist them (see page 73 of the Necromunda Rulebook) before the following End phase, the paralysed fighter goes Out of Action. If they are assisted, they become Seriously Injured instead.
Additional Effects: If the Environment is a Sump Sea, there are Sludge Jellies in the sea and fighters who fall in it will be attacked automatically.
If the Environment is a Dome Jungle, Carnivorous Plants count as liquid terrain for determining when Sludge Jellies might attack.
If the Environment is Warp-tainted, a fighter attacked by a Sludge Jelly that passes their Toughness check must then make a Willpower check or gain an Insanity marker.
Discard on a 4+.
Giant Rats
A nest of giant Necromunda rats has claimed the dome as its own, and will viciously defend it against interlopers.
Effects
When this Event comes into play, players, starting with the player with Priority, take turns placing D3+3 Giant Rats (see Necromundan Giant Rat) on the battlefield. These rats may be placed anywhere, provided that they are at least 1" away from another fighter and not within either players' deployment area.
In the End phase (before checking to remove this Event), each Giant Rat will charge any fighter within 8", otherwise they will move 2D6" in a direction indicated by the Scatter dice, stopping if they come into contact with impassable terrain but otherwise moving up and down terrain without restriction. Once all the Giant Rats have been moved, players add another D3 Giant Rats to the board as above.
Cawdor fighters using Bomb Delivery Rats suffer a -3 to their Intelligence check to direct their Bomb Rat if there is a Giant Rat within 12" of them.
If an Exotic Beast is within 6" of a Giant Rat when their owner activates then the Exotic Beast must attempt to charge it.
Additional Effects: If the Environment is an Unstable Dome, roll a D6 after a weapon with the Blast trait is used. On a 4+, the fighter who used the Blast weapon places D3 Giant Rats in contact with the Blast marker.
If the Environment is an Ancient Manufactorum, when a piece of Industrial Terrain activates or is activated, the players place D3 Giant Rats in contact with the terrain piece, taking turns placing them as above.
If the Environment is a Sump Sea, when a fighter falls into the sea, place D3 Giant Rats in the sea at least 6" away from them – players taking turns placing them as above. Giant Rats can move without restriction in the sea.
Discard on a 5+.
Lair of the Beast
A massive hive beast lairs within this dome, slumbering beneath the battlefield, its tentacles questing in its sleep until it finds a prey worthy of its appetite.
Effects
After both crews have deployed but before the first fighter activates, add three Beast's Lair markers to the battlefield (see page 121 of the Necromunda Rulebook). Players take turns placing these, starting with the player who has Priority. Beast's Lair markers must be placed at least 12" from each other or a deployed fighter, and may not be placed in either players' deployment area.
If a Beast's Lair marker is destroyed, the player who destroyed it may place a new Beast's Lair marker on the battlefield following the guidelines above.
Additional Effects: If the Environment is an Ancient Manufactorum, when a piece of Industrial Terrain activates or is activated, any of its hatches count as Beast's Lair markers until the end of the round.
If the Environment is Stygian Depths, Beast's Lair markers can be placed in the abyss and will attack fighters who pass above them. Count fighters passing over a Beast's Lair marker as being 6" from the marker, regardless of their actual distance, unless it would be closer.
If the Environment is an Unstable Dome, after making an attack using a weapon with the Blast Trait roll a D6. On a 5 or 6, place a Beast's Lair marker centred on one of the Blast markers generated by the attack.
Discard on a 5+.
Things in the Dark
Darkness and shadows rule the underhive, though here they grow especially thick, and within their blackness foul creatures stalk, preying upon all who walk there.
Effects
While this Event is in play, use the Horrors in the Dark rule from page 139 of the Necromunda Rulebook.
Shooting attacks made at Long range suffer a -1 to hit in addition to any other modifiers, unless a fighter is equipped with photo goggles or a thermal sight.
Additional Effects: If the Environment is a Dome Jungle, when testing for Horrors in the Dark, fighters will be attacked unless they are within 8" of two other fighters rather than one.
If the Environment is Warp-tainted, when rolling on the Horrors in the Dark table, a fighter must roll two D6 and choose the lower result.
If the Environment is a Sump Sea, fighters in the sea must roll on the Horrors in the Dark table when they activate.
Discard on a 5+.
Gunk Tank
Sludge and waste spurt periodically into the dome, pumped down from uphive and potentially showering fighters in disgusting goo.
Effects
In the Priority phase, before rolling for Priority, each player rolls a D6 for each of their fighters. On a 1, the fighter gains the Gunked condition.
Gunked fighters reduce their Movement characteristic by 1 (to a minimum of 1) and don't add D3" to their movement when making a Charge action. In addition, their Initiative characteristic is reduced by 1 (i.e., Initiative 3+ becomes Initiative 4+, etc).
Gunked fighters are more flammable and catch fire on a 2+, rather than a 4+, when hit by a weapon with the Blaze trait.
Additional Effects: If the Environment is an Ancient Manufactorum, when a piece of Industrial Terrain activates or is activated, all fighters within 1" of the piece of terrain must test to see if they get Gunked.
If the Environment is a Sump Sea then fighters who fall in the sea are automatically Gunked.
If the Environment is an Unstable Dome, fighters touched by Blast markers must also test to see if they get Gunked.
Discard on a 3+.
Labyrinth
At the best of times the underhive is a maze, though here it is especially tangled, and fighters might find themselves easily separated from their allies and all alone.
Effects
When a fighter that is without line of sight to another fighter (either friend or foe) activates, they must make an Intelligence check.
Fighters who fail this check become lost and are placed anywhere on the battlefield within 12" of their current position by their opponent. They may not be placed in impassable terrain or within 1" of another fighter.
Additional Effects: If the Environment is Warp-tainted, fighters who become lost gain an Insanity marker.
If the Environment is a Dome Jungle, lost fighters who become lost within 6" of a Carnivorous Plant may be placed anywhere on the battlefield provided it is within 6" of a Carnivorous Plant.
If the Environment is Stygian Depths, fighters who fall into the abyss become lost, rather than going Out of Action.
Discard on a 4+.
Old Cache
Forgotten militia armouries, abandoned settler storehouses and lost gang caches are hidden throughout the underhive for those with the wit to find them.
Effects
Fighters can take the Scavenge (Double) action to search for loot. Roll a D6, adding 1 to the result for each other friendly fighter within 6". On a 6+, place a loot casket in base contact with the fighter.
For the duration of the battle, fighters may re-roll failed Ammo checks.
Grenades do not automatically run Out of Ammo for the rest of the game if they fail an Ammo check, and may be reloaded in the same way as other weapons.
Additional Effects: If the Environment is an Ancient Manufactorum, fighters will find loot caskets on a 4+, rather than a 6+.
If the Environment is Warp-tainted, fighters who make the Scavenge action and fail to find a loot casket must make a Willpower check or gain an Insanity marker.
If the Environment is an Unstable Dome, an attack with a grenade misfires if a Hit is rolled on the Scatter dice regardless of the result of the D6 roll.
Discard on a 3+.
Static Storm
Vast superconductors power entire levels of the hive, their constant motion periodically unleashing static storms into the underhive amid crackling blue lightning.
Effects
Energy weapons (plasma, melta, las weapons, etc.) gain the Unstable trait if they did not already have it. If the weapon already has the Unstable trait, it automatically overloads if the Ammo symbol is rolled on the Firepower dice.
When a fighter moves into base contact with another fighter, both fighters suffer a Strength 1 Damage 1 hit. Work out these hits before completing any other actions, such as the attacks that are part of a Charge action.
In a scenario using the Pitch Black rules, any fighter who moves during their activation gains a Revealed marker.
Additional Effects: If the Environment is an Ancient Manufactorum, when a piece of Industrial Terrain activates, or is activated, all fighters within 1" of the terrain suffer a Strength 1 Damage 1 hit.
If the Environment is a Dome Jungle, attacks against fighters made by Carnivorous Plants inflict D3 Strength 1 Damage 1 hits in addition to any other effects.
If the Environment is Stygian Depths, fighters suffer D3 hits rather than 1 hit when moving into base contact with another fighter.
Discard on a 3+.
I'Ve Got A Bad Feeling About This…
The grind of machinery falls silent and even the local wildlife scuttle back into their holes, as if the underhive is holding its collective breath – waiting for something terrible to happen.
Effects
Fighters suffer a +2 penalty to any Nerve tests they are required to take.
Hired Guns and Hangers-on who become Broken are removed from the battlefield and count as having gone Out of Action, though need not make a roll on the Lasting Injuries table.
Additional Effects: If the Environment is Warp-tainted, fighters who fail a Nerve test gain an Insanity marker in addition to any other effects.
If the Environment is a Dome Jungle, fighters who begin or end their activation within 3" of a Carnivorous Plant must make a Nerve test.
If the Environment is Stygian Depths, fighters who fail a Nerve test while within ½" of the edge of a platform or level may jump. Make a Willpower check for the fighter. If they fail, they jump into the abyss.
Discard on a 5+.
Witch'S Lair
A Wyrd has taken up residence in the area, and is none too pleased that fighters have disturbed their solitude, bringing both violence and the chance of discovery.
Effects
In the End phase, each player randomly selects one of their fighters who is Standing. This fighter is the target of the Wyrd's attack.
Make a Willpower test for the chosen fighter. If they fail, they must immediately make an attack against the nearest fighter. If they are Engaged, randomly choose one of their Melee weapons to make the attack with. If they are Active, randomly choose one of their ranged weapons instead.
Additional Effects: If the Environment is Warp-tainted, randomly choose two fighters to be attacked by the Wyrd rather than one. Work out their attacks in the order they were chosen.
If the Environment is a Sump Sea, fighters attacked by the Wyrd will attempt to jump into the sea rather than make attacks. If they cannot jump into the sea, move them as close to the sea as possible.
If the Environment is Stygian Depths, fighters attacked by the Wyrd will attempt to jump into the abyss rather than make attacks. If they cannot jump into the abyss, move them as close to the abyss as possible.
Discard on a 4+.
Mutie Tribe
A feral tribe of Muties has claimed this region as theirs and want to drive off the invaders, doubtless completely unaware of the vast world beyond their dome.
EFFECTS In the Priority phase of each round, each player rolls a D6 for each of their fighters that is Standing and Active. On the roll of a 1, that fighter is attacked by Muties armed with mutie bows (see below). Make shooting attacks against these fighters. These attacks are considered to be made at Long range, with a BS of 5+. Fighters do not benefit from cover against Mutie attacks.
| Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | |
|---|---|---|---|---|---|---|---|---|---|
| Mutie bow | 9" | 18" | - | -1 | 2 | +1 | 1 | - | - |
When a fighter is attacked by Muties, they can choose to discard their Ready marker for this round and roll the Firepower dice for one of their ranged weapons (making an Ammo check if it comes up with the Ammo symbol). If they do so then ignore the effects of the Mutie attack for them and any other fighters within 6" of them.
Additional Effects: If the Environment is a Dome Jungle, fighters are attacked on the roll of a 1 or 2.
If the Environment is Warp-tainted, the first fighter selected is attacked by a Wyrd rather than a normal Mutie. Make a Willpower check for the fighter. If they fail, they take a Strength 5 Damage 2 hit. If they pass, they gain an Insanity marker instead.
If the Environment is an Ancient Manufactorum, Mutie attacks are made with reclaimed autoguns (see page 124 of Necromunda: Gangs of the Underhive) rather than mutie bows.
Discard on a 5+.
Dome Collapse
The mighty hive shifts on its foundations, domes crashing into each other, sludge seas draining, chasms closing or opening, and entire levels falling down into the regions below.
Effects
Every fighter on the battlefield becomes Pinned. Note that this may cause fighters within ½" of the edge of a level or platform to fall.
Discard the current Environment and generate a new one. The effects of the new Environment come into play immediately.
Additional Effects: This Event has no additional effects.
Discard Immediately.