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.
-
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.
-
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.
-
Under Cover: Some events have things coming down from above, under cover means the model has something between them and the 'sky'. If you're playing on a Zone mortalis board, this event has no effect.
Badzone Table
| D79 Result | # in Deck | Name | Effect |
|---|---|---|---|
| 10–12 | 3 | Power Outage | Visibility is reduced to 3". All machinery and powered terrain immediately stop functioning. (Once) |
| 13–15 | 3 | Critters Attack | Each fighter must pass a Strength check or become Pinned, then suffers a Strength 2 hit. (Persistent, Discard on a 3+) |
| 16–18 | 3 | Horde of Rats | D2+1 Underhive Rats spawn at a random spawn point (Persistent) |
| 19–21 | 3 | Falling Crates | On each tile, place a Loot Casket at the center, then scatter it D6+6". (Once) |
| 22–24 | 3 | Grid Overload | Remove Pitch Black if in effect. Otherwise each fighter must pass an Initiative test or become Blinded (Photo-Goggles help) (Once) |
| 25–27 | 3 | Reinforcements | In the End Phase, a random fighter from each gang arrives as a reinforcement.(Once) |
| 28–30 | 3 | Grid Fluctuation | Roll on the Visibility table and apply the new Visibility level (Once) |
| 31–33 | 3 | Vent Rupture | Select D3+2 random tiles, then place a Smoke Vent at the center and scatter it D6+6". (Once) |
| 34–36 | 3 | Unnerving Whispers | Any model with no other model within 3" must take a Nerve test or become Broken. (Persistent, Discarded on 5+) |
| 37–39 | 3 | Scrapalanch | Select 3 random tiles. Place a Scrap Pile at the center of each, then scatter them D6+6". (Once) |
| 40–42 | 3 | Hazy | All ranged attacks suffer –1 to hit at Short range and –2 at Long range. (Persistent, Discard on 4+) |
| 43–44 | 2 | Dome Quake | Each fighter must pass an Initiative test or become Pinned. Vehicles must make a handling check (Once) |
| 45–46 | 2 | Howling Wind | Each fighter must pass a Strength check or be scattered D3". Vehicles must make a handling check (Persistent, Discarded on a 3+) |
| 47–48 | 2 | Toxic Downpour | Every fighter not under cover must test as if hit by a Rad-phage weapon. (Persistent, Discarded on 2+) |
| 49–50 | 2 | Gunk Downpour | Every model not under cover gains the Gunked condition. (Persistent, Discarded on 2+) |
| 51–52 | 2 | Static Storm | All Las and Plasma weapons gain Unstable and Shock. Vehicles stall. (Persistent, Discarded on 4+) |
| 53–54 | 2 | Haunting Whispers | Any model with no other model within 3" must take a Willpower test or gain the Insane condition. (Persistent, Discarded on 4+) |
| 55–56 | 2 | Collapsed Structure | Randomly remove one large structure. All models on it fall. (Once) |
| 57–58 | 2 | Headhunters | D3 Hive Scum with Autoguns spawn at a random spawn point in the End Phase. (Persistent, Discarded on 4+) |
| 59–60 | 2 | Wyld Magic | A random fighter in each gang becomes a Psyker, as if they had consumed Ghast. (Persistent, Discarded on 3+) |
| 61–62 | 2 | Mines Detected | Select a random tile. Place D3+1 Frag Mines at its center, then scatter each D3+3". (Once) |
| 63–64 | 2 | Gas Spill | Fighters can only take one action (including doubles) unless equipped with a Respirator. (Persistent, Discarded on 4+) |
| 65–66 | 2 | Cold Snap | Fighters cannot move further than their Move unless they have a Hazard Suit. Blaze weapons suffer –1 Strength. (Persistent, Discarded on 4+) |
| 67–68 | 2 | Pillar of Flame | Place a Large Blast in the center of a random tile. It scatters D6+6" each End Phase. Models touched take S3, AP-1, D1, Blaze. (Persistent, may leave table) |
| 69–70 | 2 | Rats Awaken | Replace one Beast Lair with a Monster Nest (Underhive Rats). (Once) |
| 71–72 | 2 | Zombies Awaken | Replace one Beast Lair with a Monster Nest (Underhive Zombies). (Once) |
| 73–74 | 2 | Machine Curse | Each fighter must roll a 3+ or immediately make an Ammo check with each of their ranged weapons. (Once) |
| 75–76 | 2 | Floodwater | Each Seriously Injured fighter must roll a 2+ in the end phase before rolling for recovery, or go Out of Action. Pinned fighters automatically remove the Blaze condition. (Persistent, Discard on 5+) |
| 77 | 1 | Zombie Horde | D2+1 Underhive Zombies spawn at a random spawn point. (Persistent) |
| 78 | 1 | The Beast Awakens | Place the Abomination of Badzone 12 at a random spawn point. (Once) |
| 79 | 1 | Smokeout | The battlefield is covered in Smoke (treat all open areas as affected by Smoke). (Persistent, Discard on 2+) |
| 80 | 1 | Collapsed Section | Remove a random tile with no player models. It becomes impassable terrain. (Once) |
| 81 | 1 | Lightning Strikes | Roll a D6 for each model. On a 1, scatter a Small Blast D6". Models under the blast take S3, AP-2, D1; models under the hole take S6, AP-3, D2. (Persistent, Discard on 4+) |
| 82 | 1 | Genestealer Awakens | A Malstrain Genestealer spawns at a random point. (Persistent, Discard on 2+) |
| 83 | 1 | Treasure | Place a golden Loot Casket on a random tile. Worth 2D6×10 credits to whoever holds it at game end. (Persistent, Discard on 2+) |
| 84 | 1 | Disappearance | Roll a D6 for each fighter. On a 1, remove them from the battlefield. They may later return as reinforcements. (Once) |
| 85 | 1 | Wild Snake Spill | Fighters on the battlefield surface gain Intoxicated unless they have a Respirator. They may also be set Blaze on a 2+. (Once) |
| 86 | 1 | Bounty Hunter | Each player places a Big Game Hunter at least 12" from any other model. They target the opponent’s Leader (or a Champion if none). (Once) |
| 87 | 1 | Sludge Jelly | Any 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) |
| 88 | 1 | Blood God Waxes | Any fighter that takes another Out of Action must pass a Willpower test or gain the Insane condition. (Persistent) |
| 89 | 1 | Dome Collapse | In each End Phase, roll D6+1. If the result is lower than the current round number, the game immediately ends and all models remaining on the battlefield go Out of Action. Models touching a battlefield edge may voluntarily leave during the End Phase before this roll is made. |