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Scenario Modifiers

Roaming Horrors

Spawn Points

6 Spawn points are set up at the start of each battle, each player places 1 in turn until all are placed. This is done before deployment.

Spawn points must be placed at least 12” away from another spawn point. Additionally, at least 2 spawn points must be placed on no man's land, and 2 must be placed within 12” of the board edge closest to each player.

In each end phase spawn Roaming Horrors at a random spawn point based on the table below*:

D66Adversaries
11-26D3 Malstrain Tyramites
31-36D3 Brood Scum
41-46D3 Brood Scum 1 Brood Leader
51-65Malstrain Genestealer
66Malstrain Genestealer Prime

*This table may be different if the campaign ruleset modifies it.

Primes And Leaders

If a fighter is indicated as being a Prime or Leader, increase its Attacks and Wounds characteristics by 1. Treated as champion for XP purposes.

Many Minds Move as One

If when activating any roaming horror that isn’t a Genestealer. You may group activate up to 3 hive scum / Termites in any combination.

Scum Loadout

Unless there’s a specific model you wish to use, the following generic profile is used when a Brood Scum Roaming Horror is spawned:

Autogun, Photo-goggles, Stub-gun, Fighting Knife

Activating Roaming Horrors

Each time a player completes an activation with one of their fighters, a Horror will activate before their opponent(s) activate a fighter. Horrors are controlled by the player who just completed their activation, though they must follow their Nature. Each Horror may only activate once in each round.

Horror Natures

The nature of the Horror determines how it will act. Unless otherwise noted, Horrors always move toward the nearest non-Roaming Horror fighter.

Cautious (Brood Scum): The Horror will move to within weapon range and attack if possible, sticking to cover. They will not expose themselves unless they can take a shot. If they are already in cover with a potential target, they will aim and shoot. If engaged, they will fight.

Aggressive (Malstrain Genestealers and Tyramites): The Horror will move so as to get within charge range or charge when possible. If engaged, they will fight.

Killing Horrors

Unless otherwise noted, Horrors do not follow the normal rules for resolving hits and are removed if an Injury dice would be rolled and applied to them. Models can earn XP and Kill points for killing Horrors – Primes and Leaders count as Champions and all other Horrors count as Gangers for this purpose.

Horrors And Ammo

Horrors do not need to make Ammo rolls and their weapons never run out of ammo.


Terrain Features

The Sump

  • As soon as a fighter falls or moves onto the Sump their activation ends. Fighters that fall onto the Sump do not take falling damage.
  • If a fighter begins their activation on the Sump, they must check to see if they start to drown. Make a Strength check for the fighter. If they pass, they may move D6" in any direction. If they fail, then they remain in place and suffer a Flesh Wound. In both cases their activation immediately ends.
  • Fighters on the Sump are considered to be in Full Cover and cannot become Prone and Pinned.
  • If a fighter on the Sump ever becomes Prone and Seriously Injured, they are instead taken Out of Action.
  • Models with flight, skimmers, boats etc. ignore all of the above, unless they are seriously injured.

Underhive Market

The Local Markets are not as lawless as the rest of the underhive, if only barely. In order to safely trade goods the local merchants have paid the local Enforcers to run protection, these Market Enforcers

If any model makes an attack that goes into, out of, across, or within the market area they have angered the Market Enforcers and are marked as “Wanted” You can use tokens to keep track. Additionally, any Model that uses a Heavy, Blast, or Template weapon and would become Wanted, instead is upgraded to Wanted: Dead as they're far too dangerous to be left to their own devices.

When activating the Enforcers, only models that are Wanted are eligible to be targeted. Enforcers will always prioritise Wanted: Dead Models over Wanted ones if they are able to shoot one this activation, (They won't run across the board ignoring all wanted models).

If no models are Wanted; skip the activate Roaming Horrors step.

Models can avoid becoming wanted when attacking by using a Silent Non-Template weapon, or by using any type of Knife. Power, Stiletto, etc.

Market Enforcers

The merchants have paid off the local Palanite Enforcers to run protection on the market.

Palanite Enforcers activate in the same manner as Roaming Horrors with the (Cautious) nature. Although they will never leave the market area. If they get knocked out of the market they will instead try to get back inside rather than attack. Additionally, guards in the tower will never leave their tower. If you attack/take a hostile action against a Market Enforcer you become Wanted: Dead. Unless you take the Enforcer out of action with a silent/knife weapon.

If you don’t have any Palanite Enforcers feel free to use any other models you have, maybe the merchants paid a local gang for protection instead

Corroded Tiles

All sorts of industrial runoff ends up splashed on the endless floors of the underhive.

Corroded Tiles have sections marked out where liquids have settled into a pool, at the start of the battle roll once to determine what all pools of liquid on the battlefield are.

Vehicles that cross pools of runoffs splash the liquid, any Fighters within 2" of the splashed pool must act as if they have just crossed it themselves.

Gunk Runoff

A pool of sticky gunk ensnares all that attempt to cross.

  • Models standing on the Gunk Runoff become subject to the blaze condition on a 2+ when hit with a blaze weapon.
  • Models that go prone on the Gunk Runoff become subject to the Gunked condition
  • Fighters crossing the Gunk Runoff must use 2" of movement per 1" crossed.
Lubricant Runoff

Lubricant has been splashed all over the Underhive floor.

  • Fighters crossing Lubricant Runoff must pass an initiative test or immediately go prone and pinned.
  • Fighters attempting to stand up on Lubricant Runoff must either first pass an initiative test or use a double action to stand.
  • Vehicles crossing the Lubricant Runoff must make a handling check.
Corrosive Runoff

A Corrosive substance is slowly eating into the floorplate.

  • Models crossing Corrosive Runoff take a Strength 2 AP -2 D1 hit. This does not pin the model.
  • Fighters pinned on a Corrosive Runoff take a Strength 5 D1 hit with no save allowed in the end phase.
Toxic Runoff

A Toxic pool spells death for any who enter.

  • Fighters crossing Toxic runoff must make a toughness test or suffer an injury roll. (Hazards and Masks help with this)
  • Fighters on a Toxic runoff go out of action if they are seriously injured at the start of the end phase.

Lava Pit

Found mostly in the forges of the Underhive, a large lava pit sits at floor level, ready to receive items(or scummers) for incineration.

Any fighter unfortunate enough to fall into a lava pit immediately goes out of action, additionally, they roll on the table below rather than the usual lasting injury table.

D6Result
1Out Cold
2-3Critical Injury
4+Memorable Death

If a vehicle somehow ends up in the lava pit it is immediately wrecked and rolls on the below table rather than the regular table.

D6Result
1Persistent Rattle
2-3Lasting Damage*
4+Write-Off

Generator

Generators that power the local area, just don't get too close if they're running.

Generators can start the battle either running or in standby mode. This can be toggled if a fighter is within 1" of the terminal makes a Access Terminal (Basic) action.

Any Model that comes within 2" of a running generator is at risk of getting shocked. Immediately interrupt the current action and roll a D6 and consult the table below:

D6Result
1-2Lucky Escape - Model may continue on as normal
3-4Small Shock - Model takes an immediate strength 3 AP - D1 hit, then goes prone
5Big Shock - Model takes an immediate strength 5 AP -2 D2 hit, then goes prone
6Vaporised - Model takes an immediate strength 10 AP -3 D3 hit, then goes prone

Keep Grounded: Fighters may Crawl to avoid being shocked by the generator.

Grinder

One of the many industrial grinders found in the underhive, everything can be thrown in the grinder.

Grinders can start the battle either running or in standby mode. This can be toggled if a fighter is within 1" of the terminal makes a Access Terminal (Basic) action.

Any fighter unfortunate enough to fall into a running grinder or is on the grinder when it's toggled on immediately goes out of action, additionally, they roll on the table below rather than the usual lasting injury table.

D6Result
1Out Cold
2-3Critical Injury
4+Memorable Death

If a vehicle somehow ends up in the grinder it is immediately wrecked and rolls on the below table rather than the regular table.

D6Result
1Persistent Rattle
2-3Lasting Damage*
4+Write-Off

Sump Vats

Bubbling sludge filled vats are commonplace in the underhive.

Treat these as The Sump.