Week 3 Deluge!
Boomtown – Week Three: Deluge
Boomtown shuddered this week as a chain of underground explosions tore through the lower sectors. Some say reckless gangers triggered ancient demolition charges buried deep beneath the hive. Others believe the Guilds themselves ordered the blasts to reshape the battleground—or punish those who defied them. Whatever the truth, the damage is done.
Collapsed substructures have ruptured forgotten pipelines, releasing a foul, sludgy flood across multiple zones. It stinks like sump sewage, glows like chemical waste, and nobody’s eager to find out which is worse. Whole rackets are now underwater, and routes once safe are slick with bubbling runoff that eats through boots, lungs, and armor alike.
The flooding has reshuffled the map and forced every gang to adapt. What was once secure is now a deathtrap. What was once worthless may now be key. Watch your footing—because in Boomtown, the ground itself is no longer safe.
** Here is a 2d6 scenario generator list. All matches (except rescue missions) must be fought off this list.
2. Stand‑Off
3. Border Dispute
4. The Trap
5. Smash & Grab
6. Forgotten Riches
7. Escape the Deep
8. Ghast Harvesr
9. Caravan Heist
10. Daylight Robbery
11. The Big Score
12. Scavenge (using insurrection phase credits)
**If scenarios mention zone mortalis tiles, use the 12" terrain tiles at the store, placed edge to edge.
Furthermore, at the start of the match before deployment, roll on the following Hazardous conditions table.
Roll 1D6 before deployment:
1. Bad Air
2. Toxic Downpour
3. Choking Clouds
4. Critter Swarm
5. Flooded
6. Shutdown
1 – Bad Air
The massive hive ventilators in this zone have shut down, leaving the air thin, stale, and laced with unfiltered contaminants. Breathing feels like inhaling ancient dust in a sealed tomb.
Effects:
Fighters cannot make two Move actions in a single turn unless they are equipped with a respirator.
Weapons with the Blaze trait have their Strength reduced by 1 (minimum 1).
Fighters hit by Blaze weapons do not catch fire or become subject to the Blaze condition.
2 – Toxic Downpour
Polluted runoff or chemical discharge rains from above, turning the battlefield into a dripping deathtrap. Before the battle begins, roll a D6 to determine the nature of the rain:
1–2: Chem Rain – All fighters suffer -1 to their armor save rolls (Field Armours unaffected).
3–4: Irradiated Coolant – Fighters take -1 Toughness when making Toughness tests or Wound rolls. Additionally, fighters are Revealed, even in Pitch Black.
5–6: Waste Run-Off – Fighters get a +2 bonus to attempts to extinguish Blaze conditions.
3 – Choking Clouds
Toxic fog clouds billow through the zone, making aiming difficult and covering fighters in grime.
Effects:
-1 to hit with shooting attacks at Short range, -2 at Long range.
Blast markers always scatter, even on a direct hit.
Stray Shots may now hit fighters within 2" of the line between the attacker and target (instead of the usual 1").
4 – Critter Swarm
The explosions have disturbed nests of hive vermin—rats, sump roaches, crawling insects—and they now swarm the battlefield in a frenzied wave.
Effects:
At the End phase of each round, each player rolls a D6 for every fighter:
On a 1, the fighter is attacked by the swarm and must make a Strength check. If they fail, they become Prone.
If they were already Prone and fail, they must make a save roll: On a fail, they suffer a Flesh Wound, or if Seriously Injured, they are taken Out of Action.
5 – Flooded
The zone's surface level has become a shallow toxic mire, filled with a noxious mix of chemical runoff, sewage, and sump discharge. While upper gantries and raised platforms remain dry, the ground floor is a dangerous place to fall.
Effects:
At the end of each End phase, roll a D6 for each Prone or Seriously Injured fighter that is on the ground surface level:
On a roll of 1, the fighter slips beneath the surface and is taken Out of Action, immediately make a roll on the Lasting Injuries table for that fighter.
Note: Fighters on elevated platforms, walkways, or structures above the flood line (1 inch above the table surface or more) are unaffected by this hazard.
6 – Shutdown
An ancient failsafe has activated—whether due to the explosions or something older. The lights go out, doors lock, and the dome powers down into darkness and silence.
Effects:
The entire battlefield is under the Pitch Black rules (Necromunda Rulebook, p. 120). Visibility is drastically reduced and only fighters with appropriate gear (e.g., Photo-goggles, Infra-sights) can operate effectively in the dark.
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