TEXT: Down amongst the Dead Men
  A Necromunda Scenario
  By Greg Smith and Charles Lister
  My gaming group had the
  good fortune to be invited to
  demonstrate at the Games
  Da'y L999, and for that event,
  Greg concocted rhe following
  scenario - using our
  campaigns Escher Gang, a
  Iarge amount of Zombies and
  some really old Judge and
  Ambull (more on them later)
  figures. Although initially
  daunted by the wonderful
  display at the event, once we
  got started it all seemed to go
  well - especially as we were
  kindly supplied with rationsl!
  It was pleasantly surprising
  how many people wandered
  over to see our little game
  considering what else was
  going on and due to the mass
  interest in the Ambulls, in
  particular, I thought we
  should write up the scenario
  so others can have a go.
  The scenario depicts that in
  the aftermath of a hivequake,
  the notorious Karloth Valois
  has arisen from the Abyss with
  a horde of Plague Zombies to
  wreak his revenge on the
  Hive. Several settlements were
  quickly overwhelmed, the
  lucky ones being killed, the
  others joining the increasing
  mass of walking dead. Only a
  few Adeptus Arbites manning
  the remnants of checkpoint
  13 stood between Valois and
  his hordes and the devastated
  hivers.
  Outnumbered, the few
  defenders of Law fought hard
  against the shambling mass of
  zombies, but Karloth had a
  ace up his sleeve, he had been
  busy in the Abyss, and had
  found a ancient Warp Gate, of
  unknown Province.
  It lead to the notorious world
  of Luther Mclnttyre D( home
  of the renowned Ambulls. His
  powers enabled him to
  influence several of the beasts
  which he now unleashed on
  theJudges. The hungry and
  angryAmbulls made short
  work of several Judges and if
  it had not been for the arrival
  of a local gang, who had
  recognised the danger to their
  own territory 
  and families,
  they would have fallen too
  soon. However, their arrival
  managed to hold back the
  tide of horror long enough
  for additional reinforcemenrs
  to arrival and contain the
  zombies.
  This scenario, is in essence,
  quite simple, Karloth wants to
  slaughter all those who stand
  in his path ofVengeance and
  the Judges and Gang want to
  stop him dead - literally if
  possible.
  TERRAIN
  The defender(s) sets up the
  terrain as shown in the map,
  there should be line of
  t2
  
  fencing, barbed wire,
  obstacles and the like to mark
  the defensive wall, and one
  large building to represent
  the remnants of the
  Checkpoint building.
  More buildings should be
  placed at the rear of the table
  to repfesent the outskirts of
  the settlement.
  GANGS
  The Adeptus Arbites (]udges)
  set up first, in or within 6" of
  the checkpoint building, the
  Bike is not moving at the start
  of the Game.
  Karloth Valios, an Ambull and
  2D6+6 Zombies enter on the
  first turn.
  The Gang Members arrive on
  their first turn.
  Additionally, Karloth's player
  should roll 1d6 at the start of
  each of his turns - that many
  additional Plague Zombies
  arrive and enter on his table
  edge. As long as Karloth is
  not Out of Play this roII is
  made - even if he is down.
  Once he is Out of Play no
  more Zombies arrive.
  STARTING THE GAME
  Karloth takes the first tum
  and enters with his horde of
  Zombies and one Ambull,
  anl"where along his table
  edge, moving as normal, he
  andlor the Ambull can
  run/charge if they wish,
  subject to normal rules.
  Plague Zombies move 2D6" in
  the normal fashion, unless of
  course they start within 9" of
  Ikrloth, when they roll 3D6"
  and pick the two dice for their
  move distance.
  The Judges take the second
  turn and the Gang move onto
  the table (same rules as
  above) at the same time. For
  the purposes of this scenario.
  theJudges and Gang take the
  salne tufn.
  ENDING THE GAME
  If the Judges are all killed (or
  down) and the Gang has
  Bottled (or all dead/down),
  the games ends, similady if
  Frarloth and all his minions
  are destroyed (unlikely).
  Otherwise the game ends
  when both players have taken
  eight turns, when Adeptus
  reinforcements arrive.
  EXPERIENCE
  The usual experience awards
  apply:
  *d6 survives,
  *5 per wounding hit,
  * 10 to Gang Leader if meets
  objectives (see below).
  In addition the following
  awards are made.
  t5 for surviving h-to-h
  combal with a Ambull (per
  round),
  * L0 for killing an Ambull.
  oBJECTNTES
  The Gang leader needs to
  stop the Zombies and in the
  best case, keep at least one
  Judge alive to reap the
  rewards. Should at least one
  Judge be alive AND the gang
  did not bottle out the
  defending leader receives *15
  Experience and may have
  either Watchmen Status (see
  Outlanders p8) or an
  additional territory of his
  choice.
  Should the Gang NOT bottle
  out but the Judges are all
  killed (not just down) the
  leader gains +10 experience
  and a *2 modifier on the
  Outlaw table (for next 2d6
  games) or 2d6x10 credits
  reward.
  Should the Gang Bottle Out
  there is no additional
  rewards.
  
  There is no experience for
  Karloth or his horde - but ir is
  reward enough to watch them
  shamble menacing across,
  consuming all in their path.
  SPECIAL RULES
  You will not be surprised to
  find that there are lots of
  th€se!
  1. Kadoth
  Rules for Karloth and Plague
  Zombies can be found on
  page 80 andi8, 
  respectively,
  of Outlanders.
  2. Ambulls
  Natives of the dangerously hot
  polar rock deserts of Luther
  Mclntyre D( attempts at
  domestication have resulted
  in them being found on many
  planets in the Imperium. They
  have huge barrel chested
  bodies and ape like stance.
  Both the legs and the arms
  end in iron hard claws used
  for tunnelling through the
  soft stone that covers their
  native land. Ambulls pursue
  Crawlers and other creatur€s
  through the tunnels and their
  huge laws are used to grab
  their prey from the loose
  rubble. They adapt well to
  most environments and will
  eat all manner of living
  creatures.
  M  W S  B S  S  T  W  I  A L d
  6  
  5  
  0 5 5 3 5 3 8
  Ambulls are huge ferocious
  creatufes that cause Fear and
  due to their size and power
  do not suffer from pinning.
  As they have Strength 5,
  opposing armour rolls are at
  -2 to save.
  3. TheJudges
  The Adeptus presence at the
  Checkpoint is represented by
  several Judges, one of which
  is a patrol judge on a bike.
  None oftheJudges have to
  take ammo rolls as their
  equipment is well maintained
  and supplied. The Sanctioned
  Psyker does not have to make
  roll on the Perils of the Warp
  table if he rolls a 2 ot ^ L2,
  but her powers are then
  exhausted for the rest of the
  game - on a roll of 2 the
  power can be used as normal
  for that attack.
  Judges (Adeptus Arbites)
  M  W S  B S  S  T  W  I  A L d
  4 4 3 r 4 1 a
  t4
  Standard Equipmentr Bolt
  Pistol, Boot Knife, equivalent
  of Carapace armour (4f).
  Standard Skills: True Grit.
  In addition: The two Street
  Judges, Joe and Armitage,
  have Crack Shot, Rapid Fire
  (Bolt Pisrol) and the IronJaw
  skill (or chin).
  The Sanctioned Psyker, (or
  Psi-Judge) Cassie, has Doclge,
  Step Aside and the Psychic
  powers: Mental Assault,
  Mental Strength and Zen
  Shootist
  The PatrolJudge is on a Bike
  (See Gang War 1 for rules,
  what do you mean you
  haven't got it?) which has a
  autocannon on a centerline
  mount (ffxed forward 90o arc)
  and he is additionally
  equipped with a shorgun wirh
  Solid, Scatter, Hotshot and
  Bolt ammunition.
  Note: As you may have noted,
  these rules are NOT those
  officially created for the
  Adeptus, (as seen in Batdes in
  the Underhive). We were
  using our old Judge Dred
  figures - and these rules take
  account of that - should you
  wish to use the "standard"
  Adeptus rules you may wish
  to increase the horde andlor
  not use the gang. one
  rationale (if you need it) is
  that these are actually
  auxiliaries recruited from the
  Hive - hence the sanctioned
  psyker- to help bring the
  Imperial Law to the lower
  depths of the Underhive - or
  like us you can use them
  because they were what we
  have and they looked good.
  In the same way you may
  notice, if the photos come
  out, that we used Kaleb Dark
  for Karloth - for the same
  reasons.
  4. General
  Between the horde, the
  checkpoint and the
  settlements beyond is a
  
  defensive ferrceAlarriel 
  t
  mi:rture of formerly powered
  fence (now off-line), barbed
  and razor wire and the like.
  There is only a small entrance
  gap as depicted on the map.
  A figure that starts their
  movement turn in contact
  v/ith the barrier/fence 
  may
  spend all their movement to
  clamber over/through. 
  The
  fence/barrier 
  provides cover
  as normal. (-1 to hit if firing
  through, negated if standing
  against it.)
  ADDITIONALLY
  When we played it at the
  Games Day we found that the
  Judges were overwhelmed 
  a
  bit too quickly as we had fwo
  Ambulls and the Gang did not
  arrive until turn t!vo. This
  meant that, after a shon and
  very brutal fight in the
  checkpoint building, the
  Judges were slaughtered,
  leaving the Gang alone to
  fight the horde - which was a
  geat fight - but somewhat
  worrying 
  for me running 
  my
  Escher Hell-Kats!!
  I lost a juve and a Ganger
  (and counted myself lucky),
  but Callisto with her swords
  once again cut a swathe
  through the Zombies -
  swords have OFTEN been a
  life saver against Zombies -
  literally - though not for my
  departed (and consumed
  heavy).
  The scenario outline abovc
  has a few changes to reflect
  this. but if you do no think
  this a big enough challenge to
  the gang - by all means give
  Karloth an extra Ambull
  andlor say that ifhe rolls a 6
  for Zombies he gets an
  Ambull instead (not as well as
  the Zombies!).
  One of the highlights of
  subsequent testing was the
  exploits in hand to hand of
  the PSI-Judge Cassie - who
  took out 8 Zombies in the
  course of the game and
  survived with not a scratch.
  tlth-
  lfh
  rypr@K 
  &I'
  n--------
  .ttl
  lll 
  Aw
  l l l r
  -T-- 
  |
  tl
  lsnoerfM@
  [--r
  tl
  / [, @mg 
  @mt
  (u) rl
  \-/ll
  ->
  E'
  T't
  redsfio
  (Map by tbe autbor)
  15
  
  This feat was only outdone
  (posthumously) by the
  unknown bounty hunter
  hired by the Shadows (a
  Deiaque gang) who fought a
  Ambull for THREE rounds of
  hand-to-hand combat,
  wounding it once, before
  succumbing to its claws.
  Once he fell - so did half thc
  gang - a warning to those
  who want to take on
  Ambulls!!
  16
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Senarios/down_amongst_the_dead_men.pdf