By David Bell
![]() |
The floors of the underhive are virtually covered with air ducts, empty water pipes, and various other types of tunnels. Gang fighters can use these underground passageways to their advantage during a fight If a gang has control of tunnels, they allow the fighters to deploy behind their enemy's lines. This scenario represents two gangs fighting for control over the entrances to a tunnel network. The game is basically a gang fight with an objective. TERRAIN Each player takes turn setting up terrain as normal. After all of the other terrain has been placed, each player sets up a tunnel. A tunnel consists of two tunnel entrances placed at least 10 inches apart and no more than 16 inches away from each other. GANGS Both players roll a D6. The lowest roller can pick which table edge to deploy on and he sets up his gang first. The highest roller sets up second. STARTING THE GAME Both players roll a D6 and the player with the highest score receives the first turn. ENDING THE GAME If either gang fails its bottle test, or if one side voluntarily bottles out, then the game ends immediately. When the game is over, if the winning gang has fighters in the tunnels and the other gang doesn't, then the winning player has captured the tunnel entrances and can mark a Tunnels territory down on his gang sheet. EXPERIENCE +d6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out receive experience for taking part. +5 Per Wounding Hit A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time a fighter scores a hit and wounds his target. Though you can score multiple wounds from one shot using some weapons only 5 points are earned when this happens, not 5 points per wound. +6 Tunnels. If a fighter enters a tunnel and comes out the other side, he gains 5 Experience points. A fighter only gets this bonus once. He doesn't get 5 more points every time he goes through the tunnel. +10 Winning Leader. The leader of the winning gang eams an extra 10 Experience points. TUNNEL RULES A gang fighter may enter a tunnel and walk through it just as if it were open ground. Move the model to the table edge when the fighter enters the tunnel to represent the fact that he is .under" the table as opposed to on top of it. A fighter in a tunnel may ignore any ground cover, buildings or enemy models that are on the table 'above" him. This means that a fighter may run even when he is officially within 8 inches of an enemy. Shooting. A fighter may shoot up to 5 inches into the tunnel from outside at -1 to hit, as long as he has a line of sight to the tunnel entrance. A fighter may shoot out of the tunnel without any penalties as long as he is within 5 inches of the exit. A fighter may attack the tunnel entrance itself. It has a toughness of 5 and 3 wounds. If it sustains 3 wounds then it is destroyed and the tunnel is effectively blocked off. A fighter trapped on the inside can attempt to free himself during the hand to hand combat phase. The rubble has a toughness of 3 and 1 wound. The same applies to fighters trying to hack their way in. Light. As soon as a fighter enters the tunnel, roll a D6 to see how light it is. This affects how well fighters can shoot while in the tunnel.
3-4 Shadows. The light in the tunnel is bad making it hard to judge distances. All shots fired are at -1 to hit. A fighter may only shoot up to 12 inches 'in the shadows. 6-6Light. The light in the tunnel is just as bright as it is outside. There are no penalties to shooting and a fighter may shoot the entire distance of the tunnel (up to 16 inches.) Hazards. There is a chance that a fighter will run into something nasty or hazardous while he is in the tunnel. At the beginning of every movement phase roll a D6 for every gang fighter in the tunnel at that time. On a roll of a 1 or 2, roll another D6 and refer to the Tunnel Hazards Table. TUNNEL HAZARDS TABLE
1 : Orb SpiderIll The unsuspecting fighter into the lair of an Orb Spider. He must make an initiative test on a D6 to avoid being trapped in the Orb Spider's web. If the fighter is entangled, then the spider will attack causing a S3 hit. To escape a web, the fighter rolls a D6 and adds his strength. If the total is 8+ then the fighter is set free.
Spider 3 3 0 3 3 1 1 1 5 2 : Cave In. The roof of the tunnel begins to crumble. The fighter must make an initiative test on a D6 to avoid being hit by failing rubble. If the test is failed the fighter is struck by the fallen debris and takes a S3 hit. Now roll another D6. 1-3: nothing happens. 4-6: the tunnel is effectively blocked off in front of the fighter. He must hack his way through the rubble as described above. 3 : Trap. The fighter has stumbled on a cunningly laid trap. The fighter must make an initiative test on a D6 to avoid the trap. If the test is failed then the fighter takes a S3 hit. 4 : Trip. The fighter trips on some jutting debris and counts as being pinned for a turn. 5 : Ammo Box. The fighter has stumbled on a box of ammo lying on the floor of the tunnel. He may use it at any time to re-roll any one failed ammo roll. Once R is used it is worthless and must be discarded. 6 : Gust of Wind. A gust of wind blows into the tunnel, invigorating the fighter and giving him a sudden burst of energy. He may move D3 more inches if he wishes.
|