It Came From the Sump

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    Whenplaytestinghis scenario, usedone of the ChaosSpawnmodels rom the Studio Chaos aftny to representthe Thing.Thereare all sorts f bitsand pieces hatyoucan use omodelyour own creaturesike t.entaclesromBeasts of Nurgle, parts from Creat lJnclean Ones, oralmostanything rom a Lictor!

    income from this territory this weekunless hey manage o drive off themonster. f they fail to drive it off ork i l l i t tus ing he spec ia l cenar iorules given below) then it willdestroy that territory completely -cross t off the gang's ist! If theydrive it off, they may keep theteritory and use it normally fromthat point on. However, the Thing isstill alive andstill hungry, and n thenext week it will move into anotherterritory - or perhapsevenback intothe sameone!

    Yffiffi S#ffiffi&tr$@The Thing from the Sump is aunique and extremely toughcreature.Being largely made up ofslime and gunk, it is completelyimmune to most normal weapons.The best you can hope forwith a regular weapon s to drive it back slightly. The only waythe gangs can think to destroy it is by submerging it in aparticularly noxious toxichem pool. Fortunately for the gangssuch pools are not uncommon amongst many parts of theUnderhive.The only problem s how to push t in...This scenarioshould be played whenever a gang tries to fightoff the Thing from the Sump, with the Arbitrator setting up thetable and controlling the Thing. When setting up for thisscenarioyou shouldplace something o represent he toxichempool that the gang s trying to drive the Thing in to. This shouldhave several gantries and walkways overhanging it for theThing to be blasted off - it's not so stupid that it will just walkinto the pool ! The toxichem pool should be placed about n themiddle of the gaming area.Anything falling into the toxichemis instantly kilied, and any equipment s lost permanently!Randomly select a table edge - the Thing will staft in themiddle of this edge. The gang may then set up anywherewithin 8" of the opposite table edge. The gangers have twoobjectives. Ideally, they would like to destroy the creature, sothat they can claim the bounty on it, and not have to worryabout it attacking any more of their tenitories. However, ifthey cannot destroy it, they at least want to drive it off out oftheir tenitory. The Thing is destroyed f any hit forces it backso that it cannotavoid falling into the toxichem. It is driven offif any hit forces t off a table edgeandout ofthe playing area.See the following section for ruies on driving the Thing backwith weapon hits. The gang must take bottle tests as normalwhen they have suffered 25Ea castalties, but must also testeach ime the Thing devours one of the gang.The Thing just wants to eat as many gangersas possible. talways takes he first tum in this scenario.

    E"SSffi ffitrruffi trffi#ffi Yffiffi ffiWffiffiA number of special rules apply to the Thing from the Sump,making it a unique adversary.Wounds: The Thing from the Sump startswith six Wounds. Infact its entire profile stafis at six. However, every time itsuffers a Wound its entire profile gets reduced by one, so thatthe whole profile will always remain at the same evel as thenumberof Wounds t has emaining.

    TheThing 6 6 6 6 6 6 6 6 6Regeneration: The Thing from the Sump can regenerateWounds (and the rest of its profile) during the recovery phase.During each f its recovery phases, oll a dice for each Woundthat the Thing currently has missing. On a ro11 f 4, 5, or 6, theWound is regenerated.Remember that the rest of the profilewill also regenerate at the same time. The Thing from theSump will continue to regenerate even if reduced to zeroWounds. The only way it can be killed is by submerging t inthe toxichem.Movement: The Thing from the Sump can neither run norcharge. It therefore always moves at its Movementcharacteristic speed.Note, however, that this will drop if theThing suffers any wounds. The Thing may freely move overany obstacles without penalty, and may climb up or downwalls as f they were ladders.Pinning: The Thing from the Sump cannot be pinned. Nor canit be taken man down, man out, or suffer flesh wounds. Theonly way to stop, or damage, t is by the methods describedabove.Also, it need never take agility tests o avoid falling offheishrs if hit.

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    Shooting: The Thing from the Sump may lash out with onetentacle for each of its Attacks. Note that this means hat as itsuffers wounds t will be able to throw out fewer tentacleseachturn. Each tentacle has a range of 12". Roll to hit as normal.For each hit, pull the target 1 closer o the Thing. If it is pulledinto contact, then fight as normal in the hand-to-hand combatphase. These attacks can pull gang members off high levels.Any hit by a tentacle will cause hat gang member to becomepinned, even if it does not pull them into the Thing itself. TheThing has a 360' line of sight.

    Hand-to-hand combat: TheThing from the Sump cannotcharge. Instead, itautomatically fights a round ofhand-to-hand ombat against

    anything that it is in contact with during the hand-to-handcombat phase. However, both the Thing and its hand-to-handopponents may move off freely in their movement phasesthey are not locked in combat. Any gang member unfortunateenough to be absorbedby the Thing is lost permanently,alongwith all his weapons and equipment!Push-backs: Every time the Thing from the Sump suffersa hit(even if it can't damage it), from shooting or hand-to-handcombat, t is driven back 1 . It is particularly susceptible o hitsfrom flamer weapons,which drive it back 1D6" instead of just1". Move the model of the Thing directly away from theattacker. f this pushes t over the edge of a high level, then itwill fall to the ground and suffer damage as normal.Feeding Frenzy: When the Thing from the Sump senses oodnearby, t will sometimesgo into an uncontrollable frenzy toget to it. Roll 1D6 at the start of each Thing turn. On a 1, 2, or3, it is controllable and may be played as he Arbitrator wishes.However, on a ro11 f 4,5, or 6, the Thing is affectedby itsFeeding Frenzy. t must move at full speed owards the nea.restvisible gangmember,but will always selecta target n the openover one in cover. The Thing will always lash with as manytentacles as possible at this one target. Note, however, thateven when in a frenzy the Thing will not move into a toxichempool voluntarily, and will try to move around t. The only wayto force it into a toxichem pool is to blast it there!Leadership: The Thing never bottles out and is immune to allpsychology. It is assumed to automatically pass anyLeadership test it is required to make, and so its Leadershipvalue is never actually used.

    IF THEY STJRV|I/EAs the Thing stomps and slimes its wayaround the Hive, bounty on itsmetaphorical head gets bigger andbigger. Every time the Thing is involvedin a battle which it survives (whether itgets driven off or not) its bountyincreasesby the roll of a dice times ten.This amount is added to the income ofwhichever gang eventually manages tokill it.Experience s awarded o gang membersfighting the Thing as follows:+D6 Survives. Each surviving gangfighter earnsD6 experiencepoints. Evenfighters who are aken man down or manout receive experience or taking part.+D6 Driving off the Thing. If theThing is driven off, each survivinggangmember gets a further D6 experiencepoints, on top of the D6 for surviving.This bonus is also awarded f the Thinsis killed.+10 Killing the Thing. If the Thing iskilled, the gang member who blasted itinto the toxichem pool gains 10experiencepoinfs.

    The last three membersof the gang areambushedby the Thing,and those that can fleefor their lives...

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    il,.j -..:.].ii,:-:li;t',,j':.tl :! ..:i:l = :...During playtesting of this scenarioone thing became clear -the Thing is tough! Most novice gangsgot two or threegangerstaken out without any chance of killing the Thing! For thisreasonyou can allow more experiencedgangs o comehuntingfor the creature. f a novice gang can find someone o fight thescenario or them, in exchange or cash or purely for the gloryand bounty, then you may allow them to try and fight off theThing instead of the appointed gang. Note that the territoryunder attack doesnot change, so if they fail to drive off or killthe Thing it is still the original gang that suffers the loss.Also during playtesting we played around with a fewother ideas that you might like to ffy. One of the mostdangerouswas having the Thing split into severalsmallerThings if it got hit by a particularly high Strengthweapon, such as a lascannon.These would then quicklyregenerate nto full-sized Things, which could each gooff and attack other territories! Another idea was to havethe Thing grow larger and tougher every time itconsumeda gang member, with its profile permanentlyincreasing by one for each victim devoured. Note thatboth these abilities make the Thing even more deadly, soshould only be considered if you have a lot of veryerperienced angs n your campaign.

    . ' .". . ' i ," i ;"r i : . : i , - ;=i,. . . . . , , : , . ' , ' .-' , - . , :,Of course, there's no reason why you have to make yourmonster B-movie scenarios he same as mine. There are allsorls of other creatures hat you could use nstead,and all sortsof different ways of incorporating them into your Necromundacampaigns.Adrian had a whole host of ideas or having a moresinister, hidden creature hunting gang members over thecourse of a campaign,which he's outlined below. You can takeany of these deas asa starting point for your own campaigns- just let your imagination run wild. Necromunda s the perfectsetting to capture that senseof dark foreboding that is such anessentialcomponentof any B-movie, so make the most of itl

    Adrian: Steve and I were talking about the It CameFrom The Sump scenario and the conversationtriggered off a whole load of ideas for altemativescenariosyou could try based on other B-movies. Myfavourite idea was for a more sinister plot, with anunseen creature preying on gang members. Themonster attack could be a random event, or organisedby the Arbitrator. Every game there is an increasingchance of a single ganger being snatched and killedduring any turn, with both gangs immediately bottlingout when the killing happens. Perhaps the event istriggered when one of the gangs bottles out. The beast lashes out as the gang runs for it, enraged at the cowardice beingdisplayed (how like a Khorne Bloodletter or a Spyrer to slay a coward, for example), cutting down a random gang member.Whichever way you do it, the beast's actions have no apparentpattern to them (at least to start with), in order to increase hetension. The creature doesn't have to be somethingyou invent yourself - it could be a Genestealer, Bloodletter, a Spyrer, aPsyker or even a mysterious plague of some kind!The deathscould increase n regularity as he campaign continues and the gangsbecome subject o psychological effects suchas ear ot frenzy. Gangers are reduced to gibbering wrecks or transformed into blood-mad fiends desperate o uncover the beastresponsible or the deaths.Suspicion s rife on all sides. Convinced that the other gangsare somehow nvolved in the attacks,fulI scale war breaks out between Houses. Fighting is fierce as gangersset upon gangers,but still the deathsgo on. The levelof fear amongst he gangswould becomevery real.fet another idea is for the Arbitrator to finally reveal the monster through clues left over the course of several games,or asingle event during a normal game. A reward is posted for the death or capture of the beast, the gangs competing to track itdown as quickly as possible. Maybe, as more and more games are played, gangs acquire clues, a glimpse of the beast, afootprint, anything that might give the gang an idea about the creature.The gang with the most clues earns he right to try tocapture or kill the monster. n order to lure the creatureout into the open a lone uve is used asbait, the rest of the gang eithertrapping it with web pistols or blasting t with a lascannon,dependanton how greedy they are or how desperate hey are to seeit dead!