36. The Conveyer
RAW ✔️ The Book of Peril, p82
Many of the Badzones Environments, such as the Sump Sea or the Stygian Depths, can have a big impact on how a scenario plays out. Sometimes, this will mean a little bit of planning on the part of the players to decide how the hazardous environment fits in with the scenario and how they set up the battlefield. For instance, when playing the Toll Bridge scenario over a Sump Sea, the bridge is most likely a central gantry between two structures and the 'river' below it represents an especially deep part of the sea or an especially toxic one. In scenarios which use specific terrain or markers, such as the Manufactorum Raid or Fungal Horror, if an area of the board is impassable or hazardous, such as the ground in Stygian Depths, then the terrain or markers should be put in places where the fighters can reach and interact with them.
A battle between gangs as they descend through the hive.
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender. In a campaign, the player who chose this scenario is the attacker. In a skirmish, players roll off and the winner decides whether they will attack or defend.
Battlefield
This may either be played as a Zone Mortalis or a Sector Mechanicus game. When setting up the board, the defender begins by placing a tile of their choice or a piece of terrain roughly 12" in diameter in the centre of the table. This tile or piece of terrain is the platform. The attacker then sets up the rest of the board around the platform. After setting up the terrain, the attacker places four loot caskets or markers on the battlefield within 12" of the edges of the platform.
Crews
This scenario uses the standard rules for choosing a crew, as described on page 118 of the Necromunda Rulebook. Players use the Custom Selection (10) method to choose their crew.
Deployment
The defender deploys all of their fighters on the platform. The attacker deploys their crew anywhere on the table at least 16" from the platform.
The Platform
In each End phase, the defender rolls a dice to see if the platform moves. Roll a D6, adding a cumulative +1 to the result for each turn the platform has remained stationary. On a 6+, the platform moves. When the platform moves, remove any tiles or terrain from the board with the exception of the platform. Fighters not on the platform are removed from the board and any conditions on them are removed, though they do not count as having gone Out of Action. The attacker now sets up the table around the platform in any configuration they choose, placing four new loot caskets or markers (as detailed in the Battlefield section of this scenario) and deploys any of their fighters (with the exception of any on the platform and any that have been taken Out of Action) within 12" of the platform.
Changing Environments
If players are using the Badzones Environments and Events, each time the platform moves, randomly choose a new Environment for the battlefield. If the Dome Collapse Event is generated, the Platform immediately moves (as detailed above). Conversely, while the Shutdown Event is in play, do not test to see if the platform moves.
Tactics Cards
Each player may choose two Tactics cards from their Tactics deck. 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 draw an additional Tactics card for each full 100 credits of difference.
Ending the Battle
The battle ends if either there are no defenders left on the board, or the players have played nine complete rounds.
Victory
If the defender has no fighters on the board at the end of a round, the attacker is the winner. If the players play all nine rounds, the defender is victorious.
Rewards (Campaigns Only)
Credits
If the defender wins, each loot casket or marker on the platform at the end of the game adds D6x10 credits to their gang's Stash.
Experience
Each fighter that took part in the battle earns 1 XP.
Any attacking fighter that is on the platform when it moves earns 1 XP.
Any defending fighter still on the platform at the end of the game gains 1 XP.
Reputation
The attacker gains D3 Reputation if the game ends before round nine.
The defender earns D3 Reputation if all nine rounds are played.
Arbitrating the Scenario
In this scenario, the Arbitrator could take on the role of the attacker creating a gang of watchmen, cultists or similar foes to oppose the defender – perhaps the platform is passing through a region controlled by a Genestealer Cult, or an area infested with sump spiders, the creatures drawn to the prey slowly descending through their lair. The Arbitrator, either as the attacker or Arbitrating a game between players could also control the environments that the platform passes through, designing specific battlefields beforehand to create the most interesting or challenging levels possible. These can be based on the Badzones Environments or of the Arbitrator's own devising.