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Badzone Events

The Badzone is anything but stable, the ground shifts, tunnels collapse, and horrors emerge from the dark.

The following rules describe how to use the Badzone Event Table during the game.


The Event Phase

At the start of each round, before determining Priority, resolve the Event Phase.

  1. Generate a new event: Roll on the Badzone Event Table (D64).

    • If the event is marked Once, resolve it and discard it.
    • If the event is Persistent, place it in play. If the same event is already in play, discard the duplicate and roll again.
  2. Resolve events in play: Apply the effects of all Persistent events currently in play, starting with the oldest and proceeding in the order they were drawn.

This sequence repeats at the start of every round, before Priority is rolled.


Keywords

Some Badzone Events have special keywords. Apply these as follows:

  • Persistent
    The event remains in play until it is specifically discarded. Apply its effects every Event Phase.

  • Persistent, Discarded on X+
    At the end of each End Phase, roll a D6. On the indicated result (e.g., 4+), the event ends and the card is discarded, otherwise it triggers again the next Event Phase.

  • Once
    The event is resolved immediately when drawn, then discarded. It has no ongoing effect.

Clarifications

  • Tiles: If you're not using the standard 12x12 tiles, instead mark out 12x12 sections of the battlefield.

  • Spawn Points: If using this table, you'll need to place some spawn points as part of battlefield setup.

  • Visibility: If multiple events alter visibility, apply the most recent result. All changes to visibility remain until it's changed again.

  • Roaming Horrors: Roaming Horrors are not affected by the badzone event table.

  • Battlefield Surface: This effects all models on the floor of the battlefield, even if they fly etc.

Badzone Table

D64 Result# in DeckNameEffect
1–33Power OutageVisibility is reduced to 3". All machinery and powered terrain immediately stop functioning. (Once)
4–63Critters AttackEach fighter must pass a Strength check or become Pinned, then suffers a Strength 2 hit. (Persistent, Discard on a 3+)
7–93Horde of RatsD2+1 Underhive Rats spawn at a random spawn point (Persistent)
10–123Falling CratesOn each tile, place a Loot Casket at the center, then scatter it D6+6". (Once)
13–153Grid OverloadRemove Pitch Black if in effect. Otherwise each fighter must pass an Initiative test or become Blinded (Photo-Goggles help) (Once)
16–183ReinforcementsIn the End Phase, a random fighter from each gang arrives as a reinforcement.(Once)
19–213Grid FluctuationRoll on the Visibility table and apply the new Visibility level (Once)
22–243Vent RupturOn each tile, place a Smoke Marker at the center, then scatter it D6+6". (Once)
25–262Dome QuakeEach fighter must pass an Initiative test or become Pinned. Vehicles must make a handling check (Once)
27–282Howling WindEach fighter must pass a Strength check or be scattered D3". Vehicles must make a handling check (Persistent, Discarded on a 3+)
29–302Toxic DownpourEvery fighter not in under cover must test as if hit by a Rad-phage weapon. (Persistent, Discarded on a 2+)
31–322Gunk DownpourEvery model not in under cover gains the Gunked condition. (Persistent, Discarded on a 2+)
33–342Static StormAll Las and Plasma weapons gain the Unstable and Shock traits. All Vehicles become stationary and stalled (Persistent, Discarded on a 4+)
35–362Haunting WhispersAny model with no other model within 3" must take a Nerve check. (Persistent, Discarded on a 5+)
37–382Collapsed StructureRandomly remove one large structure from the battlefield. All models on it fall. (Once)
39–402HeadhuntersD3 Hive Scum with Autoguns spawn at a random spawn point End Phase (Persistent, Discarded on a 4+)
41–422Wyld MagicA random fighter in each gang becomes a Psyker, as if they had consumed Ghast. (Persistent, Discarded on a 3+)
43–442Mines DetectedSelect a random tile. Place D3+1 Frag Mines at its center, then scatter each D3+3". (Once)
45–462Gas SpillFighters can only take a single action unless equipped with a Respirator. (Persistent, Discarded on a 4+)
47–482Cold SnapFighters cannot move further than their Move characteristic during an activation unless they have a Hazard Suit. Blaze weapons suffer –1 Strength. (Persistent, Discarded on a 4+)
49–502Pillar of FlameRandomly select a tile and place a Large Blast in the center. It scatters D6+6" each End Phase. Any model touched by the Blast suffers a S3, AP-1, D1 hit with the Blaze trait. (Persistent, may leave the table)
51–522Rats AwakenRandomly replace one Beast Lair with a Monster Nest (Underhive Rats) (Once)
53–542Zombies AwakenRandomly replace one Beast Lair with a Monster Nest (Underhive Zombies) (Once)
551Zombie HordeD2+1 Underhive Zombies spawn at a random spawn point (Persistent)
561The Beast AwakensPlace the Abomination of Badzone 12 at a random spawn point (Once)
571Collapsed SectionRemove a random tile with no player models on it from the battlefield. It becomes impassable terrain.(Once)
581Lightning StrikesRoll a D6 for each model. On a 1, scatter a Small Blast D6". Models under the Blast suffer a S3, AP-2, D1 hit. Models under the hole instead suffer a S6, AP-3, D2 hit. (Persistent, Discarded on a 4+)
591Genestealer AwakensA Malstrain Genestealer spawn at a random spawn point (Persistent, Discarded on a 2+)
601TreasureSelect a random tile and place a golden Loot Casket at its center. It is worth 2D6×10 credits to whoever holds it when the game ends. (Persistent, discard on a 2+)
611DisappearanceRoll a D6 for each fighter. On a 1, remove them from the battlefield. They may later return as reinforcements. (Once)
621Wild Snake SpillFighters on the battlefield surface gain Intoxicated (giving them a -2 with ranged attack rolls and +2 to cool checks) unless equipped with a Respirator. Additionally, they may be set Blaze on a 2+. (Once)
631Bounty HunterEach Player places a Big Game Hunter at least 12" from any other model. They will exclusively target the opponents Leader (if no Leader, target a Champion instead). (Once)
641Sludge JellyAny fighter that moves within 1" of terrain (not scatter) or liquid during their activation must roll a D6. On a 1, they become Seriously Injured. If not assisted in the Recovery phase, they go Out of Action. (Persistent)