28. Terror in the Dark
RAW ✔️ Source: Necromunda: Apocrypha Necromunda, originally published in Gang War 3 under the name 'In the Dark'
"It was horrifying! As we were fighting each other you just heard this rustle, then a scream as someone else was taken."
- 'Crazy Eyes' Pete, Hive Scum
In this scenario, gangs stumble into each other in the dark, but they are not alone!
Battle Type
This scenario can be played as either an Underhive or Ash Wastes battle; if this scenario is being played as an Underhive battle, vehicles and Wargear that grant the Mounted condition cannot be included in either gang's starting crew.
Battlefield
This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda: Core Rulebook.
Both gangs use the Custom Selection (10) 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: Core Rulebook.
Gang Tactics
This scenario uses the standard rules for gang tactics as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
Ending the Battle
If either gang has no models left on the battlefield at the end of any round, the battle ends immediately.
Victory
If only one gang has models remaining on the battlefield, they are victorious. Any other result is a draw.
Rewards
Credits
The victorious gang adds D6x10 credits to their Stash.
The losing gang adds D3x5 credits to their Stash.
If the battle is a draw, all gangs add D6x5 credits to their Stash.
Experience
Every fighter belonging to the victorious gang earns 1 additional XP.
Reputation
Each gang that took part in the battle gains 1 Reputation.
If either gang bottled out, they lose 1 Reputation.
Pitch Black
Battles in forgotten corners of the underhive or out in the untamed wastes are often fought in almost complete darkness. For this battle, the Visibility (3") rule is in effect as well as the Horrors in the Dark rule.
Horrors in the Dark
Wandering around in the dark in the depths of the underhive, or out in the wastes, is not without danger. Not only might gangs encounter unfriendly rivals, they might discover strange and hostile creatures. Sure enough, the gangs seem to have wandered into the hunting grounds of one or more unknown, mutated monstrosities.
When a fighter is activated, if they are not within 6" of any other fighters (from either side), roll a D6 on the following table:
D6 | Result |
|---|---|
| 1 | The fighter suffers an immediate S6, AP-1, D2 hit from an unseen assailant. If they are Seriously Injured as a result of this attack, they are dragged away into the darkness and taken Out of Action. |
| 2-3 | A nightmarish creature emerges from the shadows, seeking easy prey. The fighter cannot make any actions during this activation as they are too busy driving the creature away. |
| 4-5 | The fighter hesitates, hearing a noise in the darkness. They can only make one action this turn. |
| 6 | The fighter goes unnoticed and can act normally. |