65. Khimerix Hunt
RAW ✔️ Source: House of Blades
While the scenarios presented here have been designed specifically for House Escher gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang.
The Khimerix Hunt can make for an interesting Arbitrated battle, with the Arbitrator taking control of the Khimerix, or perhaps multiple Khimerix, and having the hunters become the hunted. Back from the Dead is intended to represent the creation of a Death-maiden, but could equally represent any ganger abandoned by their comrades fighting to make it back to their gang hideout.
Something's stalking the gang's turf.
Battlefield
This scenario uses the battlefield Set-up guidelines, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.
Both gangs use the Custom Selection (D3+7) method to determine their crew.
Deployment
This scenario uses the standard rules for deployment as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.
Gang Tactics
Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the total credits value of fighters in one player's starting crew is less than their opponent's, they may randomly determine one additional gang tactic for each full 100 credits of difference.
Ending the Battle
The battle ends when only one gang has fighters remaining on the battlefield or the Khimerix is taken Out of Action.
Victory
The side that took the Khimerix Out of Action is the winner. If the battle ended because only one gang had fighters on the battlefield and the Khimerix was still at large then the battle is a draw.
Rewards
Credits
The gang that took the Khimerix Out of Action adds 2D6x10 credits to their stash.
Experience
Each fighter who took part in the battle earns 1 XP.
The fighter who took the Khimerix Out of Action earns D3 XP.
Reputation
The victorious gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
The Khimerix
The Escher have released a newly-created Khimerix into the underhive and are using a rival gang to train the half-wild beast. At the beginning of the battle, the Khimerix begins in hiding and is not deployed on the table. The Khimerix uses the profile found on page 56 – it has a gaseous eruption breath weapon, razor-sharp talons and scaly hide.
0-1 Khimerix (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Chemical cloud breath | 6" | 12" | +1 | - | 3 | -1 | 1 | - | Blast (3") |
| Talons | - | E | - | - | S | -1 | 2 | - | Melee, Pulverise |
| In options: | |||||||||
| Gaseous eruption breath | - | T | - | - | - | - | - | - | Gas, Template |
| Razor-sharp talons | - | E | - | - | S+1 | -2 | 3 | - | Melee, Rending |
Skills: Crushing Blow
Wargear: None
Special Rules: Regeneration Regeneration: Unless this fighter has a Blaze marker on it, an Escher Khimerix may perform the following action: Regeneration (Simple) – Roll a D6. On a 4+, this fighter immediately heals one lost wound. An Escher Khimerix is armed with a chemical cloud breath weapon and talons.Special Rules
Skill Access
Weapons
Options
RAW ✔️ Source: House of Blades
The first time blood is spilled, however, it may show itself. Whenever a fighter, in either player's gang, suffers a Flesh Wound, takes a Serious Injury or is taken Out of Action, after resolving the effects of the Injury dice, the player whose fighter was injured rolls a D6. If the result is 5+ then the Khimerix appears.
Each additional time the roll is made in the same round, add 1 to the dice result. Once the Khimerix has appeared, do not roll for it again to appear this round.
The Khimerix is placed on the table by the player who rolled to see if it arrived, in base contact with the injured fighter, or on the point where the fighter was located if they have been taken Out of Action. It then immediately takes an action as detailed on the following table, going down the list of Triggers until one that applies to its condition and position on the battlefield is met. The Khimerix then takes the action indicated.
Khimerix Actions
| Trigger | Action |
|---|---|
| Fighter in base contact | Fight (Basic) Action |
| Closest fighter within 9" | Charge (Double) Action |
| Closest fighter within 12" | Move (Simple) Action, then Shoot (Basic) Action |
| Khimerix wounded | Regeneration (Simple) Action |
| None of the above | Return to the Shadows (i.e., remove from the battlefield) |
The Khimerix will always target the closest fighter with its attacks. If there are two fighters equally distant then randomly determine its target.
Back to The Shadows
If the Khimerix is in base contact with a Seriously Injured fighter in the End phase, and there are no other fighters within 6" of it, it will drag its prey off into the shadows, removing itself and the fighter from the table (the removed fighter counts as having gone Out of Action). In addition, if the Khimerix is wounded by an attack, after making a save for it (if any), but before applying damage, make an Initiative roll for the creature. If successful, the Khimerix suffers a single wound, ignoring Weapon Traits, and is removed from the battlefield. In both cases, it will not appear again this round, but may appear in later rounds as detailed above.
Bigger Problems
While the Khimerix is within 12" of a fighter, they can only choose it as a target for their attacks.