Badzone: Delta-7
What follows are rules for using the contents of the Badzone Delta-7 set. Players can agree to use them when setting up a Zone Mortalis battlefield, adding them to the tiles that are available.
In addition you will find a reprint of The Gauntlet [added to the Scenarios list], a special scenario first published in White Dwarf, which uses multiple Badzone Delta-7 tiles to form what must surely be the most challenging battlefield any gang could possibly encounter!
The Badzone Delta-7 tiles were a stand-alone set of Zone Mortalis tiles, one side featuring Underhive wall layouts, the other featuring layouts with more exotic terrain, detailed below.
Using These Rules On Sector Mechanicus Battlefields
Many of the rules that follow can easily be adapted for use on a Sector Mechanicus battlefield. In most cases, this is simply a matter of creating a bespoke terrain feature of suitable size, shape and appearance to represent the terrain feature as it is portrayed on the tile; however, if any additional guidelines are needed, they will be found alongside the relevant entry.
Cult Ritual Chamber
No world in the vast Imperium is immune to the taint of the Ruinous Powers, and on Necromunda its touch is as likely to be felt in the gilded salons of the spire-palaces as it is in the nighted domes of the underhive and in the overcrowded hab-zones in between. Cultists of the Chaos gods often hide their ritual gatherings by meeting in sectors entombed by rubble and waste from the upper levels or accessible only through hidden openings. Those who discover such chambers are often driven insane by unheard ramblings and scarred by unseen hands. Those few who escape unharmed and with their sanity intact are considered the fortunate ones, no matter how terrified they may be from witnessing their fellows being slowly corrupted by the laughter of thirsting gods…
If a fighter ends their activation within 6" of the Ritual Circle, make a Willpower check for them. If the check is failed, the fighter immediately becomes subject to the Insanity condition.
On A Sector Mechanicus Battlefield…
When setting up terrain for a Sector Mechanicus battlefield, a suitable terrain feature (perhaps an idol or altar) can be used in place of the Ritual Circle.
Collapsed Sections
While the metres-thick flooring plates of the hive were constructed to remain strong for thousands of years, some sections are often subjected to the touch of harshly corrosive chemicals, the natural traffic of a trade hub or recreational facility or, particularly on the lower levels, cataclysmic hive quakes. Events such as these force entire sectors to be abandoned, thus furthering the growth of the hive as it builds ever skyward. However this section collapsed, and the river of waste from the upper hive has already begun to fill the mostly abandoned lower section and solidify around the fallen ruins in the hive’s twisted self-regeneration. While such abandoned sections can prove valuable to those who would pillage the depths of the hive, these collapsed floors have caused the downfall of entire gangs as the already-weakened floor gives way to their deaths below.
A Collapsed Section features one or more large Pitfalls.
Pitfalls
Pitfalls are treated just like gaps. Fighters can attempt to leap across Pitfalls in exactly the same way as they would leap across any other gap.
Additionally, Pitfalls are Falling Hazards and a fighter risks falling into a Pitfall should they go from Standing to Prone whilst within ½" of a Pitfall. Should this happen, the fighter must make an Initiative check. If the check is passed, nothing happens. If the check is failed or if a natural 1 is rolled, the fighter will fall into the Pitfall. When a fighter falls into a Pitfall, they immediately go Out of Action and, during a campaign game, a single roll is made on the Lasting Injuries table, representing the fighter falling into a different level of the underhive.
Finally, if a weapon with the Blast trait is used and the centre of the Blast marker ends on a Collapsed Section tile, roll a D6 for each fighter on that tile. If the test is failed, the floor shifts and the fighter is moved D3" towards the nearest Pitfall (potentially falling if they move into it).
On A Sector Mechanicus Battlefield…
Pitfalls or Collapsed Sections can be represented on the ground level of a Sector Mechanicus battlefield. Craters or gratings with sections missing are an ideal way to represent such hazards. Players may also wish to set up a battlefield where there is no ground level; perhaps all the action could take place on gantries and walkways, making falling truly hazardous!
Archaeotech Device
The sprawl of tunnels that runs the breadth of the underhive is dotted with examples of ancient technology, some of it still working. Often found in chambers bedecked with icons and sigils unknown to all but the adepts of the Adeptus Mechanicus, these relics are valuable resources for any gang with an interest in technology – or with an interest in extorting credits from technology. In most cases these chambers would have been hidden behind multiple security measures, and possibly only accessible by the Adeptus Mechanicus or other apprentices sufficiently blessed to enter, but in the ancient press of the lower hive such measures have long-since been forgotten. Miraculously, some such devices still seem to function, a sign of either the Omnissiah’s continued blessing or, more likely, a valuable hidden power source.
A Standing and Active fighter within 1" of the Console can perform the following action:
Activate Device (Basic): Make an Intelligence check for the fighter. If it is passed, any weapons carried by any fighter who is currently standing at least partially on the Platform of the Archaeotech Device gain the Shock trait for the remainder of this battle. If the check is failed, any fighter who is currently standing at least partially on the Platform of the Archaeotech Device becomes Pinned then takes D6 hits – resolved using the following weapon profile:
Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
---|---|---|---|---|---|---|---|---|---|
Electric Shock | - | - | - | - | 2 | - | 1 | - | Shock |
On A Sector Mechanicus Battlefield…
Most importantly, the terrain feature representing the Archaeotech Device should have a Console; if it does not, a Door Terminal can be placed adjacent to the device to count as the Console. If the terrain feature representing the Archaeotech Device does not have a ‘Platform’ or something similar, the Activate Console (Basic) action will affect any fighters that are within 3" of the terrain feature.
Furnace Floor
A completely functional furnace in the underhive is a rare amenity, more so if it hasn’t already been claimed by one of House Goliath’s many gangs. These facilities are prized objectives for any gang looking to extract a deal with House Goliath. Even when contaminated with human remains, effluent or general waste from the hive above, such furnaces have become central to many inter-gang power struggles as deadly torture chambers, disposal units or even to curry favour with House Goliath or those in service to the Great House.
The Furnace is treated in the same way as a Pitfall, as described above. However, in a campaign battle, no Lasting Injury roll is made for any fighter that falls into a Furnace; this automatically counts as a 61-65 (Critical Injury).
In addition, the heat haze is such that any ranged attacks made across the Furnace suffer an additional -1 to hit modifier.
On A Sector Mechanicus Battlefield…
A Furnace can be represented in many ways on a Sector Mechanicus battlefield. What’s more, it does not have to be at ground level! You could model a huge furnace several stories high, or numerous smaller furnaces to represent a busy smelting works. These could be criss-crossed with overhead walkways and gantries that fighters might have to traverse, making the battlefield very hostile indeed.