The plan of the mad Magos is revealed. The finest fighters of Helicon have been replaced with gene-hanced replicas of themselves. Perfect Skitarii infiltrators with subdermal implants, lightning reactions, and the memories of all those who have died and been reclaimed by the moon. They can’t be reasoned with, they don’t feel pity, or remorse, or fear. And they absolutely will not stop, ever… until you are dead.
All scenarios contain a Murder Cyborg hidden among the fighters.
Additionally, the strange devices previously ransacked by gangs turned out to be atmospheric stabilisers. The Badzone effects from the previous week are still in effect. You may permanently eliminate these effects from your settlement by removing a Xenoculum, Archeotech Device or Malefic Artifact from your gang list.
Storm clouds gather overhead. Settlements are plagued by swarms of cyber-flies and sentient oozes, while crushing winds and unpredictable night cycles disguise the moon rebuilding itself into new and terrifying configurations.
All settlements are affected by a permanent Badzone Event. The particular event is determined by checking the scenario’s defender and their settlement starting location. The event affects both defender and attacker.
As part of a misguided attempt to build every kind of scenario objective or narrative prop mentioned in every Necromunda scenario (which at time of writing is about a hundred), this time I turned my hand to one of my favourite scenarios, Ghast Harvest.
As part of my “build a honking great 54mm warehouse” project I envisioned some large scatter pieces to fill the aisles and cargo holds of the far future, but weren’t scale-dependent like cargo containers.
I shamelessly stole this idea from a regular at my FLGS Asgard Wargames many moons ago and I’ve kept it in the memory bank ever since (Thank you Ben Cane!). Now I had the time and justification to give it a go.