Necromunda Scenario: Night of The Sump Beasts At the very bottom of Hive Primus lies The Sump. It is here that the Underhive's worst creatures are spawned. Dumped chemicals and disgusting conditions cause normal beasts and even men to mutate and become blood hungry, uncontrollable monsters. The hides and fangs of these beasts are heavily sought after and very valuable, few people dare to hunt these beasts. This scenario is based around a gang who, being either very brave or very stupid, are caught in the middle of one such hunt.
GANGS: This scenario is designed to be played by 1-4 gangs, note however that an Arbitrator is essential. The gangs may or may not cooperate it is entirely up to them.
SETTING UP: This scenario can be played on a board of any size. The scenery should be set up by the Arbitrator in such a way so that it has many hiding places and dark corners. This is just to give the sump beasts more places to leap from. Also the Arbitrator should roll on the treacherous conditions table D3 times to represent the state of the sump. The gangs should start on seperate sides no more than 8 inches on to the board (roll to choose sides) this will make it seem as if they have just happed upon each other. The Arbitrator should secretly roll a D6 this is the number of sump beasts in this location. These can then be placed anywhere on the table as long as they are 12 inches from an edge and in hard cover.
PLAYING: The gangs should roll off to see who goes first. After all gangs have had their turns the Arbitrator may move his Sump Beasts.
Sump Beast
M WS BS S T W I A Ld
6 6 6 6 6 6 6 6 6
The Sump Beasts' stats are all 6. Whenever the Sump Beast loses a wound it also loses 1 point from every stat so all stats are always the same. Sump Beasts tend to pounce at their prey so to represent this they count as having 'Leap' Agility skill.
Sump Beasts are never pinned or down. If they are reduced to 0 wounds they are simply dead, the body should be removed and a counter placed where it died. This represents the valuable body of the beast which can then be picked up by a gang member. Any gang member carrying a body cannot run and can only shoot if they stand still. If they are pinned, down, taken out of action or engaged in hand to hand combat they drop the counter. Any counters which a gang member has at the end of the game is worth D6x25 creds.
Sump Beasts can regenerate wounds during the Arbitrators recovery phase. The Arbitrator rolls a dice for every wound lost that turn. Every roll of 4+ recovers one of the beast's wounds.
ENDING THE GAME: The game ends if, all of the gangs' members are down or out, all of the gangs bottle out or if all of the Sump Beasts are killed and their bodies are carried off of the board.
EXPERIENCE: +D6- Taking part
+5- For every wound caused to a rival gang member
+10- For every wound caused to a Sump Beast
+2- For carrying a body off of the board
SERIOUS INJURIES: Sump Beasts are wild untamed creatures and see all humans as potential lunch. Any fighter who rolls a 'captured' result on the serious injury table count as dead.