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The Eye of Selene

The Eye of Selene is a vast space station that guards the orbit of the Hive World Necromunda. Constructed on the orders of Cinderak Helmawr following her victory in the Two-Faced War, it stands as both a fortress and a gateway to the planet below.

Once completed, the Eye of Selene secured Necromunda’s orbit. Every vessel entering or leaving the planet must pass through its docking bays, and every cargo shipment and crew manifests falls under its scrutiny. In the cold void above the hive world, control of the station means control of Necromunda’s lifeblood of trade, travel, and warfare.

This supplement provides all the rules needed to wage gang warfare aboard the Eye of Selene. Whether used as a standalone setting or integrated with another campaign pack, these rules allow you to bring the dangers of low gravity, pressurised compartments, and sudden hull breaches into your Necromunda games.


Fighting on the Eye of Selene

The Eye of Selene is not a world built for war - though war finds it all the same.
Its corridors are narrow, its compartments sealed, and its ceilings low enough that a misfired shot can punch through bulkhead plating. Every firefight is fought in the press of steel and echoing void, where even a single explosion can vent an entire section into nothingness.

The rules of engagement aboard the Eye are shaped by the station itself. Heavy machinery and beasts of burden have no place here - only the desperate, the disciplined, and the mad dare to fight in its suffocating halls.

Vehicles and Mounts

The Eye of Selene’s corridors and compartments are far too confined for vehicles or riding beasts of any kind.
Vehicles and mounts are not permitted in battles fought aboard the Eye of Selene.

Booby Traps

The Eye of Selene’s pressurised walls and volatile conduits make even a small detonation a catastrophic risk. Booby Traps and Mines are not permitted in battles fought aboard the Eye of Selene.

Visibility Boundaries

The Eye of Selene is a patchwork of light and shadow - lumen-flooded corridors give way to blackened maintenance bays and smoke-choked chambers.
Because each section tracks its own Visibility, fighters may find themselves looking from one lighting condition into another.

To simplify interactions, Visibility is determined by the target’s location.
If a fighter is standing in a section with 3" Visibility, they can only be seen or targeted from within 3", regardless of how bright the attacker’s section is.
Equipment or effects that increase a fighter’s visibility range (such as photo-goggles) allow them to ignore or extend this limitation as normal.

Wargear

Some wargear is more common on the Eye of Selene as it's specialised for this environment, you can see that wargear on the Trading Post page.

Battlefields of Selene

The Eye of Selene makes the underhive look spacious.
Built under the constraints of vacuum engineering and Imperial cost-cutting, the station is a labyrinth of narrow corridors and sealed compartments - a maze of pressure doors, bulkheads, and airlocks stitched together by failing conduits and flickering lumen strips.

Each section of the station is designed to function as a self-contained environment, able to be isolated at a moment’s notice in the event of hull breach, infestation, or rebellion.
Large portions of the Eye are deliberately left exposed to the void - a crude but effective deterrent to vermin, scavvers, and anything else that shouldn’t be crawling between the walls.

The battlefields of Selene are constructed out of the following parts:


Compartments

Each compartment aboard the Eye of Selene is a sealed, self-contained environment - a tiny world of steel and recycled air. Designed to be isolated at a moment’s notice, these chambers form the backbone of the station’s survival systems, keeping the void at bay one bulkhead at a time.

Some still serve their intended function - habitation blocks, cargo holds, or control stations. Others have long since fallen into ruin, their air recyclers clogged with ash and their lumen strips flickering like dying stars. In these forgotten spaces, gunfire echoes endlessly, and the only law is the seal that holds.

Constructing Compartments

Compartments on the Eye of Selene are represented by 12"x12" tiles, each forming a self-contained section of the battlefield.
A single compartment may be used as-is, or multiple tiles may be joined edge-to-edge to create larger chambers called sections - things like hangars, cargo bays, or habitation blocks.

Each compartment must have at least one connecting corridor, which represents the pressurised passageways linking different sections of the station.
At every point where a corridor meets a compartment, place a pressure door - these act as the only safe means of passage between sealed environments.

The areas of open void between compartments are not part of the battlefield.
No movement, line of sight, or measurement can be made across the void.
Models cannot jump, fly, or otherwise traverse these spaces.

Section Variables

Each section tracks its own Oxygen and Visibility levels separately from the rest of the battlefield.
If a power or ability would change these variables across the entire battlefield, the controlling player instead selects one section to be affected.


Corridors

The corridors of the Eye of Selene are its arteries - narrow, reinforced tunnels of steel and conduit through which crew, data, and recycled air endlessly flow. Every inch is lined with cables, vox-relays, and flickering lumen strips, all humming with the weary pulse of a machine that has never known silence.

For the station’s inhabitants, these passageways are both lifeline and deathtrap. A sealed hatch can mean safety, but a single hull breach or decompression warning turns the same stretch of corridor into a coffin. Many have learned to fight in these confines, where every ricochet screams and every spark threatens to puncture the void.

Constructing Corridors

Corridors on the Eye of Selene are represented by 6"x6" tiles, each one forming a distinct segment such as a straight, corner, T-junction, or cross-junction.
A single corridor section may be used as-is, or multiple tiles may be joined to create more complex layouts and interconnecting pathways.

Pressure doors may be placed at regular intervals along longer corridors. A good rule of thumb is to divide long runs into groups of four tiles, placing a pressure door between each group to represent bulkhead isolation systems.

Battles fought entirely within the sealed passageways and maintenance tunnels of the Eye of Selene are known as Void Zone engagements - brutal, claustrophobic firefights fought in the vacuum-shielded arteries of the station.


Pressure Doors

Every compartment and corridor aboard the Eye of Selene is sealed by heavy pressure doors - thick slabs of plasteel designed to contain atmosphere, fire, or worse. Once, they were the station’s first line of defence against hull breaches and decompression. Now, most creak on corroded hinges or grind half-shut on broken servos, their warning runes flickering dimly through layers of grime.

To those who dwell within the Eye, these doors are both sanctuary and snare. A sealed hatch can keep the void at bay... or trap you with it. Veteran patrols learn the hard way that when the alarms start to wail, it’s not just air that gets cut off.

Pressure Door Setup

Pressure doors should be placed as described above, typically positioned at the junction between corridors and compartments, or between longer corridor sections.

Before the battle begins, randomise the state of each pressure door on the battlefield:

D6Door State
1–2Open - passage is clear.
3–4Closed - may be opened as normal.
5–6Locked - may only be opened by interacting with a terminal or bypassing the mechanism.

Each pressure door has a control terminal mounted on either side, allowing fighters to attempt to operate or override as per the core rulebook.

Closed pressure doors, locked or otherwise, can be targeted by attacks and are automatically hit. All doors have a Toughness of 5 and 4 Wounds; if a door is reduced to 0 Wounds, it is removed from the battlefield.


Miscellaneous Features

The Eye of Selene is more than metal and corridors - it’s a living machine, a cathedral of function where every surface hums with ancient purpose. Scattered across its decks are countless systems and subsystems, many older than the gangs who now fight over them. These relics of Van Saar engineering are as vital to survival as they are dangerous to tamper with.

Docking Bay

Every gang dreams of holding a docking bay - it’s the only sure way on or off a section of the Eye. Once used for shuttle maintenance and cargo transfer, most bays now lie dormant and airless, their deck lights long extinguished. But to a crew with access to a shuttle, each one represents a chance to strike fast, unseen, and utterly without warning.

Docking Bays are used in missions that feature shuttle reinforcements. Each docking bay is a potential entry point for arriving fighters.
By default, a docking bay functions as an ordinary bulkhead wall section and cannot be moved through.

However, when a gang declares a Reinforcement Shuttle arrival during the End Phase, one designated docking bay is chosen as the landing site.
At that moment, the bay connects to a 6"x6" corridor section, representing the shuttle’s airlock and interior passage. Reinforcement fighters are deployed within this corridor as they disembark.

After deployment, the controlling player may decide whether the pressure door between the docking bay and the battlefield begins the next round open or closed.

Oxygen Scrubbers

The Eye of Selene breathes through its scrubbers. Deep in every compartment, banks of chemical filters and rusting ducts drag the worst of the station’s air through thick layers of reclaimer foam and volatile reagents. Each scrubber hums with the low, constant rasp of strained machinery - the sound of survival.

Oxygen Scrubbers are man-sized life-support units that keep compartments habitable. There should be at least 1 Oxygen Scrubber in each section.
As long as there are no Hull Breaches in their section, each active scrubber restores 1 Oxygen Token to its section during the End Phase, up to the section’s maximum Oxygen capacity.

Scrubbers can be toggled on or off using an Override (Basic) action by any fighter within 1".
When switched off, a scrubber does not replenish Oxygen.
When on, a scrubber continues to function even if there are Hull Breaches.

Override (Basic):
Make an Intelligence test for the fighter performing the action.
Friendly fighters within 1" of the same console provide +1 to the test.

Destroying Oxygen Scrubbers:
Scrubbers may be targeted and destroyed.
They have 2 Wounds, are Toughness 5, have no Armour Save, and can be attacked in the usual manner (typically counting as an inanimate target).
If an Oxygen Scrubber is reduced to 0 Wounds, remove it from the battlefield - its section immediately loses D3 Oxygen Tokens as the air filtration collapses.

Master Cogitator

Every compartment on the Eye of Selene is governed by a Master Cogitator - a relic of its original design meant to let station crews maintain control during emergencies. Built into reinforced housings of ceramite and plasteel, these consoles link directly to a section’s pressure doors, lighting grids, and environmental systems. When the alarms sound, it’s the console that decides who gets sealed in and who gets vented.

Master Cogitators are man-sized consoles that may be placed within sections.
Up to one Master Cogitator may be placed per section.
If randomising setup, roll a D6 for each section - on a 4+, it contains a functional Master Cogitator.

Fighters within 1" of a Master Cogitator may attempt to interact with it using an Override (Basic) action.
If successful, the controlling player may choose one of the following effects:

  • Change the state of one Pressure Door within the same section to Open, Closed, or Locked.
  • Change the Visibility within the section to 3", or restore it to normal.

Override (Basic):
Make an Intelligence test for the fighter performing the action.
Friendly fighters within 1" of the same console provide +1 to the test.

Maintenance Vents

The Eye of Selene’s countless maintenance vents form a hidden network of crawlspaces and narrow access tubes that snake between the station’s bulkheads. Originally built to allow servitors and drones to service the interior systems without depressurising entire sections, these tunnels are now a favourite route for smugglers, scavvers, and anything else that prefers not to be seen.

Even the smallest vent can stretch across the void between sealed sections, but they’re barely wide enough for a single fighter to crawl through - and when a hull breach alarm sounds, the automated shutters slam tight, sealing the passage in an instant.

Maintenance Vents function in the same way as Ductways in standard Zone Mortalis battles, with the following adjustments:

  • Placement:
    Vents are placed between sections, spanning across the void that separates them.
    Each vent must be no more than 6" long and connect two section walls directly.
    Vents cannot intersect existing corridors or pressure doors.

  • Setup:
    Before rolling for Priority in the first round, each player rolls one D6 per section.
    For each result of 5+, that player may place one Maintenance Vent connected to that section, linking it to another legal wall or section.

  • Hull Breaches:
    If a Hull Breach occurs in any section connected by a vent, all vents linked to that section immediately lock down and cannot be used for the remainder of the battle.

  • Using Maintenance Vents:
    Fighters may use the Crawl Through Vent (Double) action, exactly as described for Crawl Through Ductway (Double) in the core rules, to move between connected vents. Due to their narrow structure, fighters cannot make ranged attacks through Maintenance Vents.

    Crawl Through Vent (Double):
    The fighter enters one end of the vent and is immediately placed at the other end, in base contact with the exit point, facing any direction.

Low Gravity

The Eye of Selene was never meant to mimic a planet’s pull. Most of its decks operate under minimal gravitic field strength - just enough to keep boots planted, until the shooting starts.

The following modifiers apply to battles fought under Low Gravity conditions aboard the Eye of Selene:

  • No Fall Damage:
    Fighters do not suffer damage from falling, regardless of distance.

  • Increased Knockback:
    Any form of involuntary movement (such as from Knockback, Hurl, etc.) is doubled in distance.

  • Zero-G Leaps:
    Fighters may leap in any direction, including horizontally or upward, up to a distance equal to their Movement (M) characteristic.
    They no longer require an edge or ledge to leap from.

    To leap, a fighter must make an Initiative test.
    If the test is passed, they land safely at the chosen location.
    If failed, the fighter drifts off-course - instead of landing where intended, they scatter D3" in a random direction.
    If this movement would carry them into a wall, terrain feature, or obstacle, they stop immediately and become Pinned.
    If they come to rest in open air, they drift gently downward and are not Pinned upon landing.

  • Stable Descent:
    Fighters automatically pass Initiative tests when jumping down from heights or ledges.

  • Weapon Recoil:
    In low gravity, even the kick of a bolt shell or plasma blast can send a fighter drifting.
    All attacks made with a Strength 4 or higher weapon gain the Knockback trait while Low Gravity is in effect.
    If a weapon already has Knockback, it instead pushes its target an additional 1" when triggered.

  • Shooter Recoil:
    After resolving an attack made with a Kinetic, Plasma, or Melta weapon with Strength 4 or higher, the firing fighter must make a Strength test.
    If failed, they are pushed 1" directly backward from the attack’s firing direction.
    This movement cannot cause damage but may alter the fighter’s position - potentially leaving them exposed, or drifting into danger.

Note: Use common sense for edge cases. If it’s a gun that looks like it should kick, it probably does.


Atmosphere

Oxygen is life aboard the Eye of Selene — and its absence is death. Most of its inhabitants need it, and the ones that don’t have it much worse. Oxygen is power here; whoever controls the air, controls the station.

Each section and corridor on the Eye of Selene is lined with scrubbers and sensors that keep the place barely habitable. When a leak is detected, however, life support systems immediately cut off to prevent the remaining atmosphere from being vented into the void.

When fighting aboard the Eye, each section’s atmosphere level is tracked separately. Under normal conditions, there is no effect. But as oxygen levels drop, fighters begin to weaken, falter, and eventually succumb to asphyxiation.

Atmosphere Setup

At the start of each battle — unless otherwise stated - the battlefield begins at normal atmospheric levels.
The initial Oxygen capacity of each component is as follows:

  • Compartment: 6 Oxygen Tokens
  • Corridor: 2 Oxygen Tokens

This is cumulative. For example, a section made up of three compartments would begin with 18 Oxygen Tokens in total (6 per compartment).

Track each section’s Oxygen using the token holder or an appropriate marker.

Equalising Pressure

Water finds its own level, the same can be said for atmosphere.

Pressure doors divide the Eye into isolated atmospheric pockets. Within each pocket, the remaining oxygen attempts to equalise across connected compartments and corridors.

During the End Phase, attempt to level out the oxygen in each contiguous section of the battlefield.
If perfect equalisation isn’t possible, oxygen is only transferred between components if doing so wouldn’t result in the donor component ending up with less oxygen than the recipient.

Atmosphere cannot transfer through sealed Pressure Doors or across void spaces.

Example:
If a section made up of two compartments suffers a Hull Breach in one compartment and loses 3 Oxygen before the breach is sealed, the compartment that suffered the breach will retain 4 Oxygen Tokens, while the neighbouring compartment will retain 5.

Decompression

Some pressure doors are best left sealed.

If a pressure door separating two areas with different Oxygen levels is opened, decompression occurs as atmosphere violently rushes from the higher-pressure area into the lower-pressure one.

When the door opens, immediately compare the two sections’ Oxygen levels.
If they are unequal, all fighters within X" of the door (where X equals the difference in Oxygen Tokens between the two sections) must make a Strength check:

  • Fighters in the higher-pressure section are pulled D3" toward the door.
  • Fighters in the lower-pressure section are pushed D3" away from the door.
  • Any fighter moved in this way is then Pinned.

This movement will be doubled thanks to low gravity environment

If this movement would cause a fighter to collide with terrain or an obstacle, that fighter immediately suffers a S3, AP–, D1 hit with the Concussion trait.

Example:
If one compartment has 5 Oxygen and the other has 2, the pressure difference is 3. All fighters within 3" of the door must test, potentially being thrown D3" by the violent rush of air.

Asphyxiation

Asphyxiation ranks third among the causes of death aboard the Eye of Selene - right behind industrial accidents and gang-related homicides.

When a fighter activates within a corridor or compartment that contains fewer than the maximum number of Oxygen Tokens, they must test to see if they are beginning to asphyxiate.

Roll a D6 when the fighter activates. If the result is higher than the number of Oxygen Tokens remaining in that compartment the following occurs:

  • The fighter may only make one action this activation instead of two (See here for the Errata on this).
  • If the compartment has no Oxygen Tokens remaining, the fighter also suffers one Flesh Wound as they begin to lose consciousness. Fighters that go OOA this way are just out cold (No need to roll on the injury table)

There is equipment available to offset the risks of asphyxiation:

  • Respirators grant a –2 modifier to this roll.
  • Oxygen Tanks or Void Suits negate the need to roll entirely, as they supply the wearer with a sealed, independent air source.

Example:
A fighter activates in a compartment with 3 Oxygen Tokens. The player rolls a D6 and scores a 5 - higher than the current Oxygen level - meaning the fighter gasps for breath and may only perform one action this turn.

Zero Oxygen Sections

When all Oxygen Tokens have been depleted from a compartment or corridor, the area is considered to be in hard vacuum.
The following effects immediately apply:

  • All fighters currently affected by Blaze automatically have the condition extinguished.
  • Any Smoke tokens in that section are immediately dispersed in the End Phase.
  • Gas and Flame weapons cannot be fired within or into that section, as there is no atmosphere to sustain combustion.

Note:
Weapons that create chemical or vacuum-safe effects (such as plasma or melta weapons) are unaffected unless stated otherwise.


Hull Breaches

The walls of the Eye of Selene are not as sturdy as they appear. Centuries of strain, patchwork repairs, and the relentless pull of vacuum have left the station’s hull paper-thin in places. One misfired shot can spell doom for an entire section.

Hull Toughness

Though reinforced, the bulkheads of the Eye are far from invulnerable.
Any battlefield edge may be targeted or struck incidentally during combat.

For the purposes of attacks, hull walls are considered to have Toughness 5 and no Armour Save.
If a wall section is Wounded by any attack, a Hull Breach immediately occurs at that location.

Template weapons can never cause a hull breach. Blasts can only cause a hull breach when they would scatter off the board, Hull breach is placed where the hole is when it leaves the board.

When a Hull Breach occurs:

  • Place a suitable Hull Breach marker at the point of impact.

  • That breach remains until sealed by a rule, scenario effect, or fighter action.

  • All Pressure Doors connected to the affected section immediately lock as emergency protocols engage.
    Any fighter standing in a doorway when the door seals is resolved exactly as per the core rules:

    If a fighter is standing in an open doorway when the door closes (i.e. they are in the way of the closing door), they must make an Initiative check.
    If the check is passed, they move up to 2" in a direction of their choice, but cannot end within 1" of an enemy fighter.
    If they cannot clear the doorway, or if the test is failed, the fighter suffers an automatic S6, AP–, D2 hit.
    If they survive, move them the shortest distance necessary so that they are no longer obstructing the door (randomise which side if directly between both sides).

Hull Breaches

Each Hull Breach represents a deadly rupture through which the station’s precious atmosphere is slowly torn away into the void. Even the smallest fracture can turn a sealed section into a deathtrap within minutes.

During the End Phase, resolve all Hull Breaches in the following order:

  1. Atmospheric Loss:
    Each Hull Breach within a component causes it to lose 1 Oxygen Token.
    This loss occurs before equalising pressure as normal.

  2. Suction Effect:
    Every fighter within 6" of a Hull Breach is pulled ½" directly toward the breach.
    (This becomes 1" under Low Gravity conditions.)
    If a fighter is within range of multiple breaches, they are only moved once — toward the nearest one.

  3. Fatal Proximity:
    Any fighter who would be moved into contact with the Hull Breach marker is immediately taken Out of Action, as they are torn apart or crushed against the breach by decompression forces.

Fighters equipped with the appropriate wargear may attempt to patch the breach. Once patched, remove the marker - the Hull Breach has no further effect.

Stray Shots

In the pressurised confines of the Eye, a stray shot can do far more damage than in the underhive.

Whenever a fighter misses with a ranged attack, extend the line of fire beyond the intended target for the remaining range of the shot.
If that line passes uninterrupted to the battlefield edge, that wall is considered hit by the same attack profile.

Resolve the hit against the wall’s Toughness 5 as normal.
If it is wounded, a Hull Breach occurs exactly as described above.

Example:
A fighter armed with a boltgun fires at an enemy 8" away and misses. The shot continues for its remaining 16" of range and strikes the wall behind. The attack is resolved against the wall’s T5, and if it wounds, a Hull Breach erupts, venting the compartment.