Tunnels

A Necromunda Scenario

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.

    1-2Dark. The tunnel is very dark, making it hard to see. It is so gloomy that all shots fired are at -2 to hit. A fighter may only shoot up to 8 inches in the darkness.

    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

    D6 Result

    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.

      Profile M WS SS S T W I A Ld
      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.

Modeling your Tunnels

Obviously, in order to play this scenario you will need something to represent the tunnel entrances. If you have access to several copies of the Necromunda boxed game, you can use the tunnel entrance/gateway pieces that come with it. Because there are quite a few people that don't have more than one copy, you will probably have to make some yourselves (and that's more fun, anyway). If you are really lazy then you can just use pieces of card to represent a hole in the ground where the tunnel is. If you spend a little more time and effort, the results are much more rewarding.

You will need to make four tunnel entrances in order to play this scenario. I made my tunnel entrances out of toilet paper tubes. The picture below shows two different ways the tunnel can be made. The first one is then end of a pipe and the second one is a pipe that is half exposed with a hole blasted into it. They can be cut out with scissors and the hole in model 2 can be made by poking a hole with a knife and cuffing it out with scissors. After you cut them out, they can be glued to a cardboard base (2"x3" is about right). Next I textured the base with drywall mud to give the illusion of the tunnel disappearing into the ground. You can stop at that or you can go on to add pipes or other debris jutting out of the ground (bits of plastic sprue look good).

After you have made your tunnels the next step is to paint them. First of all, spray paint them all black. When that is dry, drybrush the base with an even mixture of Chaos Black and Skull White (I use Games Workshop paints but other brands will work just as well). As a final highlight, drybrush with Space Wolf Grey. To paint the Tunnel itself, all you have to do is drybrush it heavily with Chainmail.

If you want to add more finishing touches, you can paint parts of the tunnel with Chestnut Wash to make it appear rusted or you could add hazard strips around the edges (I cut mine out of the Necromunda catalog). It all depends on the amount of detail you want to put into them. Have Fun.


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