This is the sixth week of the Moon of the Mad Magos Necromunda campaign being run at Asgard Wargames.
Weekly Event: No Place Like Home
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.
Settlement Location | Badzone Event |
Factorum Runoff | Sludge jellies |
Boneyards | Critter swarm |
Ghost Town | I’ve got a bad feeling about this |
The Depths | Labyrinth |
Edge of the Hive | Howling Winds |
Factorum Runoff: Sludge Jellies
Vile predatory sludges hide within vents, drains and ducts, waiting to envelop and consume the unwary.
Nominate at least six pieces of liquid terrain such as barrels, vents, puddles, or pipes (players can pick two each). If a fighter ends their movement within 1” of these terrain pieces, roll a D6. On a 1, they are attacked by a sludge jelly!
Check Toughness. If failed, the jelly paralyses them and they become Seriously Injured – mark the fighter to show they have been jellied.
- If a jellied fighter receives assistance during the Recovery phase, they remain Seriously Injured but remove their jelly marker. They may attempt to recover as normal next turn.
- If a jellied fighter receives no assistance, they automatically go Out of Action. Roll for lasting injuries as normal.
Boneyards: Critter swarm
Swarms of cyber-flies burst from vents and grates, creating a crawling and biting carpet beneath the fighters’ feet.
At the beginning of each End Phase, roll a D6 for every fighter. On a 1 they have been attacked by the critter swarm.
Check Strength. If failed, what happens next depends on their current status:
- If Standing, they become Pinned.
- If Pinned, they make an armour save. If failed, they suffer a Flesh Wound.
- If Seriously Injured, they make an armour save. If failed, they go Out of Action. Roll for lasting injuries as normal.
Ghost town: I’ve got a bad feeling about this
The grind of machinery falls silent and the local wildlife scuttle back to their holes. Even the sound of footsteps on the settlement thoroughfare are silent, as though the moon is holding its breath, waiting for something terrible to happen…
All Nerve checks are at an additional -2 modifier.
If a Hive Scum, Bounty Hunter, Hanger-On (including Brutes) or Delegation fighter becomes Broken, they flee the battlefield and count as having gone Out of Action. No lasting injury is rolled for them, they are simply removed from play.
The Depths: Labyrinth
The under-moon is a maze at the best of times, but here it seems to have taken on a life of its own. Fighters find themselves easily separated as the walls shift around them.
When a fighter activates, if they cannot draw line of sight to another fighter (friend or foe) they must check Intelligence. If failed, they are lost in the labyrinthine depths.
The opposing player repositions the lost fighter anywhere within 12” of their original location (but not within impassable terrain or within 1” of another fighter).
Edge of the hive: Howling winds
The settlement is blasted with a storm gale. Fighters battle the winds to keep their footing and find their targets.
- Ranged attacks made at Long Range suffer and additional -1 modifier to hit.
- Blast markers always scatter an additional D6” (so they scatter 2D6” if they miss).
- When a Gas weapon is used, roll a D6 before resolving its effects. On a 4+ the gas dissipates in their air and the attack has no effect.
- When a Smoke weapon is used, roll a D6. On a 4+ the smoke is swept away by the winds and the marker is immediately removed.
- Fighters who become Prone within 0.5” of an edge must re-roll successful Initiative checks to prevent falling.