TEXT: © 2003 Thomas Weisgerber
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  The Underhive is full of industrial waste of Hive City and the Underhive itself which often forms large
  wastezones in deserted areas. In some of this wastezones with the right mixture of chemicals and other
  fluids, and the right environmental conditions, crystals are formed. Some of these crystals can be sold to
  the guilders, who use them for ornaments or sell them to Hive City. But searching for crystals in the
  wastezones is dangerous, as most of the waste is toxic and emits dangerous gases.
  In this scenario two gangs encounter each other while searching for crystals in the wastezones and each
  tries to drive the other off and grab the Crystals for itself.
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  It is suggested that the terrain is set up within an area
  4’ x 4’or slightly smaller so that the gangs start off a
  reasonable distance apart. You have to place several
  toxic waste pools on the table which represent the
  chemical fluids and other industrial waste which
  formed the crystals.
  Once you have placed the terrain you must place a
  number of Crystal counters on the table to
  represent the valuable crystals. Roll a D6 to see how
  many counters there are.
  Each player takes it in turn to place a counter. Roll a
  D6 to see which player goes first. Crystal counters
  must be placed at the edge of a toxic waste pool,
  more than 8” from the edge of the table and at least
  4’ away from each other. Note that the counters are
  placed before deciding which edge the gangs will
  play from, so it is a good idea to put the counters
  towards the middle of the table.
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  Once all the Crystal counters have been placed each
  player rolls a dice. The low scorer chooses which
  table edge he wishes to set up on, and places all of his
  gang fighters within 8” of that edge. His Opponent
  then sets up within 8” of the opposite table edge.
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  Both players roll a D6 and the highest scoring player
  takes the first turn.
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  Whenever a fighter gets within 1” of a toxic waste
  pool he is in danger of getting into a cloud of toxic
  gas which emits from the pool. On a D6 roll of 5+
  the fighter is hit by a cloud of toxic gas. Notice that
  a fighter also gets in danger of getting into a cloud of
  gas if he is within 1” of a waste pool at the start of
  his own turn. However only roll to see if a fighter is
  hit by a cloud of gas once a turn, not several times,
  although the fighter may get within 1” of a waste
  pool several times during his move.
  Fighters hit by gas are not pinned as a result. In
  other words, although ‘hit’ the targets are not
  actually struck or hurt so the hit doesn’t count in
  quite the same way as a regular weapon hit.
  Any model hit by gas must roll a D6. If the score is
  less than the target’s toughness it is not affected by
  the gas. If the score is equal to or more than the
  target’s toughness it is affected as described below.
  A roll of 6 always affects the target regardless of his
  toughness.
  A fighter wearing a respirator or filter plugs can
  re-roll a failed toughness test against toxic gas.
  Scavvies and Scalies have a natural resistance
  against toxic gas, as they live in this toxic
  environment for their whole life.
  If a fighters is affected by toxic gas roll a D6.
  1
  They’re Crawling All over Me! The toxic
  gas influences the victim’s brain and causes
  hallucinations. The victim is convinced that
  he is covered with spiders, plague rats, or
  other unpleasant creatures. The victim is
  pinned in place by sheer horror just as if he
  had been hit by a shot. He cannot test to
  avoid this and can do nothing for his next
  turn.
  2
  Over There! The toxic gas influences the
  victim’s brain and he is convinced the enemy
  is all around him, hiding behind every piece
  of cover, lurking just out of sight, ready to
  drop from above. The victim does not move
  this turn but must blast of with any weapon
  he has in a totally random direction. Roll a
  scatter dice to see which direction he shots. If
  any model, friend or foe, lies in the direction
  indicated then it becomes a target just as
  normal.
  3
  Run For It! The toxic gas influences the
  victim’s brain and he is overcome with terror,
  his eyes widen and he starts to dribble and
  gibber. The model is automatically and
  immediately broken as if he had failed a
  leadership test and broke his nerve. Move the
  model 2D6” away from the enemy.
  4
  Flesh Wound. The gas is slightly toxic and
  attacks the victim’s lungs as he inhales it.
  From now on the fighter has problems with
  
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  © 2003 Thomas Weisgerber
  breathing which affects his fighting abilities
  in the same way as a usual flesh wound.
  5
  Down. As the fighter inhales the gas he
  coughs a few times and falls to the ground
  gasping for air. Turn the model over or face
  down, to show that the fighter has gone
  ‘down’.
  6
  Out Of Action. The gas is highly toxic. The
  fighter coughs a few times, gasps for air and
  falls to the ground unconsciously. The fighter
  is out of action for the rest of the game.
  Fighters who go down as an effect of the toxic gas
  may try to recover as usual at the end of the player’s
  turn. If trying to recover don’t roll on the above chart,
  instead roll on the standard injury chart, as if hit by a
  usual weapon. However if the fighter goes out of
  action while trying to recover follow the rules below.
  Fighters who go out of action as an effect of the
  toxic gas they inhaled have to roll on the special
  toxic injury chart below instead of the normal
  serious injury chart.
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  Crystal counters may be picked up by any model that
  is in base-to-base contact with the crystal or manages
  to get into base-to-base contact with its standard
  movement (i.e. it may not run) and spends the rest of
  the turn loosening the crystal. The model cannot shoot
  or fight in hand-to-hand combat during that turn. A
  fighter can carry any number of Crystals without
  affecting his movement or ability to shoot or fight.
  Fighters who go out of action drop Crystal counters
  where they happen to be at the time. Remove the
  model but leave the counters in place. Models can
  transfer crystals to other models in base-to-base
  contact during the shooting phase, but neither model
  may shoot during the turn.
  If a fighter takes an enemy out of action in hand-to-
  hand combat he automatically captures any crystals
  the model is carrying.
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  The fight continues until one of the gangs is driven
  off or until one gang has all of the crystals in its
  possession as described below.
  If a gang fails a Bottle roll, or one player volunteers
  to bottle out, the game ends immediately. The gang
  that bottles out loses and the winner is left in
  possession of the battlefield.
  If a gang succeeds in capturing all the Crystal
  counters, and the fighters carrying them are within
  8” of their own table edge at the start of their turn,
  the game ends and that gang has won.
  The winner of the scenario may claim any Crystal
  counters which are loose on the table when the game
  ends.
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  Fighters who take part in the Crystal Search
  scenario earn Experience points as noted below.
  +D6
  Survives. If the fighter survives the battle
  then D6 points are earned. Even fighters who
  are wounded and taken out of action receive
  experience for taking part.
  +1
  Per Crystal Counter. If a fighter is carrying
  crystals at the end of the game he receives +1
  point per counter.
  +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 the fighter scores a hit and wounds his
  target. Although it is possible to inflict
  several wounds from one shot using some
  weapons, only 5 points are earned when this
  happens not 5 points per wound.
  +10
  Winning Gang Leader. The gang leader of
  the winning side earns an extra 10 Experience
  points.
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  After the game is over each gang is allowed to cash
  in its crystals. The income generated is added to the
  income from the gang’s territory. Each Crystal
  counter is worth 2D6 x 5 credits. If you have a
  Guilder Contact territory you may add an extra 10
  credits for each crystal.
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  The chemicals, slime and other liquids which form
  the waste pools are in most cases highly toxic. So if
  a fighter falls in one of these pools for any reason
  (e.g. falling down from a higher level of a building)
  he is in big trouble. Although he might manage to
  get out of the toxic waste conscious (which he
  should if he wants to survive), his condition is too
  bad to fight any longer. Treat the model as out of
  action for game purpose, if rolling for serious
  injuries roll on the toxic injury chart below instead
  of the normal serious injury chart.
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  Roll a D6 to see what serious injury the fighter has.
  1
  Dead
  2
  Head Wound
  3
  Old Battle Wound
  4
  Full Recovery
  5
  Horrible Scars
  6
  Impressive Scars
  To get a complete description of these injuries see
  the Necromunda rulebook on page 82.
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/05 Homebrew - Necromunda 1st & 2nd Editions/crystal_search.pdf