TEXT: Even f)eelrer Underground
  The second instalment to Gang War 3's campaign
  By Tom Nevyton
  For thase of you ufiio were Jortunate 
  and tnsiglttful 
  enough 
  to purcbase 
  issue tbree of Gang
  war trtk is a continuation 
  of tbe Deeper 
  (Jnderground 
  campaign, 
  Many oJyou may u;ell baae
  started 
  to deoelop 
  the campaign 
  along your 
  ouvn lines to suit your 
  oum sqile of plajt, 
  uhich
  is great. 
  Sorne of you ruay baue missed. last issue's introduction 
  and t tis ma! 
  se/ve u;ell as
  a couple 
  of stand 
  apart 
  scenarios. 
  But, for 
  tbose ofyou 
  usbo are eager to see tbe eaents in
  tbe Hindsk 
  biae unfold 
  and. wisb to tap tte rnysteries 
  of the Keeper 
  and tlte Brotlterhood 
  oJ
  Odo, look nofurtben..
  NEW TERRITORIES
  In 
  the 
  nightmare 
  hive 
  of
  Hindsk, 
  it is vital that each
  Gang Leader is responsible for
  finding food and shelter for his
  gang. I've compiled 
  a new
  table of territories along with
  some 
  old 
  ones 
  from 
  the
  Outlanders rules. You may find
  that there are territories which
  have similar names or rules to
  existing ones, don't 
  worry
  because you'll only have to use
  them for this campaign.
  Territories are determined 
  by
  first halving (rounding up) the
  number 
  of fighters 
  in your
  gang. 
  This 
  represents 
  how
  many 
  territories 
  you 
  may
  occupy 
  at once. 
  You 
  may
  abandon a teritory 
  if it is not
  very good (i.e. if you roll up Air
  Ducts three times, you may
  want to do this!), but you can
  only abandon one territory at a
  time, and then if you end up
  with another bad place, you
  must spend at least one tufn in
  that 
  area. 
  Otherwise, 
  this
  would 
  just result in people
  rolling, 
  and re-rolling 
  until
  they get four Spaceports, or
  something like that. Hindsk is
  vast, so it is possible to occupy
  the same territory twice. Many
  of these territories (names and
  rules 
  alike) 
  have appeared
  before in either Necromunda
  or Outlanders. The idea of me
  introducing 
  special new ruIes
  and names for territories is to
  give the player an idea of the
  derelict and alien environment
  of the lost hive.
  GRUB'S UP
  In addition to the amount of
  credits generated from each of
  the territories, there are also
  Food 
  Points. In 
  the 
  more
  'civilised' hives of Necromunda
  food may be expensive but is
  usually 
  readily 
  available.
  Hindsk is an old abandoned
  hive, the vast majority 
  of its
  population 
  destroyed 
  by 
  a
  catasrophe, 
  so all available
  food has either been scavenged
  by the few survivors or rotted
  away. Returning to Hive Primus
  is out of the question as each
  of the gangs taking 
  part are
  wanted 
  by 
  a 
  far 
  more
  intimidating 
  force 
  than 
  the
  Guilders - the Adeptus Arbites.
  Each gang now has to forage
  for food such as edible fungal
  growths and feral animals.
  After each battle roll 1D6 for
  each model in your gang. This
  is similar to foraging, except
  that every gang member has to
  do this if they want to survive.
  You must roll equal to or lower
  than the ganger's lnitiative.
  This represents each model
  finding 
  enough 
  food 
  to
  nourish 
  themselves for one
  day. If this is failed then the
  ganger 
  has 
  failed 
  to 
  find
  sufficient 
  food 
  to 
  sustain
  himself. This is where the Food
  Points come into play Add up
  all of the Food Points of all of
  your territories and rhis gives
  you the sum ofsubsistence that
  you may spend on your gang.
  Determine how much a ganger
  1 
  The fighter is at -1 WS
  until he passes his next food
  test.
  2 
  The fighter is ar -1 BS
  he passes his next food test.
  3 
  The flghter is at -1 S until
  he passes his next food test.
  4 
  The fighter is at -1 T until
  he passes his next food test.
  5 
  The fighter is at--1 I ufltil
  he passes his nex lood test.
  6 
  The fighter is at,1 Ld
  he passes his next food test
  
  D56
  11 
  Air Ducts 
  D6,D6
  12-13 
  Sewer Outlet 
  lO/D3
  L4 
  Mine Shaft 
  rO/2D6 
  In addition to the stated income of the mine a ganger may
  be sent to the lower levels to investigate. RoII 1D6:
  1 - The ganger does not return, perhaps he was eaten
  by something!
  2 -'fhe ganger returns empty handed.
  I - The ganger finds D6 Food Points.
  4 - The ganger finds D6 creds.
  5-6 - You may roll on the Arcane weapons table
  1,J-16 vastes 
  10/10
  2l-22 
  Collapsed 
  10+D6lD6
  Infrastructure
  23-25 
  Plaza 
  1O/D6
  26 
  Warehouse 
  5+D6D6
  37 
  Extraction Plant 
  D6/IO
  32 
  poison-pool* 
  5/2D6 
  *The inlet pipe to this fetid pool spews a stream of effluent
  into the pool. By using steel rope nets you can dredge the
  pool for useful items. Roll Ld6:
  1-3 - You get a load of sludge and nothing else!
  4 - You find scrap worth D6 creds.
  5 - You find scraP worth 1O creds.
  6 - You may roll on the Arcane weapons table
  33-35 
  Tunnels 
  5/5
  36 
  Open Gutter 
  10+D6l10+D6
  47-42 
  Cooling Unit 
  D6/tO
  43 
  Abandoned*x 
  2D6/15 
  *xThis area has fluctuating levels of radiation which can
  Reactor Core 
  become dangerous. After each batde roll 1D6:
  1-3 - The levels are too low to cause a problem
  4-5 - Every member of the gang takes a Strength 3 hit
  with no saves - roll for any iniuries immediately.
  6 - Every member takes a Strength 4 hit with no saves
  and must make a successful Toughness test or
  permanently lose 1 point of Toughness!
  44 
  Fusion plant*x 
  ZD6/2D6 
  **SeeAbandoned Reactor Core.
  45 
  Factory Stack 
  5+D6/5+D6
  46 
  Ruined Dome 
  2D6/1.O
  51 
  Refuse River* 
  4D6/O 
  *See Poison Pool above.
  52 
  Sewer Channel+ 
  2O/O 
  *See Poison Pool above.
  53 
  Antemae Cradle D3+5/D6
  54 
  Comm-Uplink 
  L5/1.5
  t5-r6 
  Computer Core 
  1O+D6D6
  61-62 
  Power-Plant** 
  5/3D6 
  x*See Abandoned Reactor Cofe.
  63 
  Cooling Towers 
  1O/2D6
  64-65 
  Spaceport*x* 
  D6/4D6 
  **+This territory is rich in Archeotech but is highly unstable.
  Ifwhen rolling for Creds you roll any doubles the area
  collapses and becomes wastes fiom then on,
  66 
  Crashed .r^11*** 
  D6/2D6 
  ***See Spacepon.
  
  Eusy.DeePey
  fails his foraging test by and
  this is the amount that must be
  deducted 
  from 
  the 
  total
  amount 
  of Food Points that
  you have in your stash (NOTE:
  unlike credits in Necromunda,
  which are generated per turn.
  Food points diminish in each
  territory until there is none left
  The credit system, however,
  still funcrions as it did in
  Necromunda).
  Alternatir.ely, vou could send
  another member of the gang
  who passed the initial food test
  last time to trv and find enough
  for his comrade. In doing this
  the generous gang member
  must deduct -1 from his next
  food test.
  In 
  the 
  event 
  that 
  a gar'g
  member has not fulfiled 
  the
  obligations of the food test you
  must roll on the Starvation
  Table and apply the result.
  Before embarking 
  upon 
  tbe
  next 
  scenarios 
  in 
  tbe
  carnpaign 
  it may be a good
  ideafor tbe players to play out
  a 
  feut 
  of 
  the 
  standard
  scenarios from 
  tbe rulebook
  just to get themselues a bit of
  experience 
  as tbe going 
  is
  about to get tougb...
  Scenario 3:
  A Shot in the Dark...
  During 
  the night, your gang
  was assaulted by a mysterious
  assailant bearing 
  an exotic
  heary 
  weapon 
  firing 
  high
  velocity shells. The figure was
  clad in arcane armour 
  and
  wore 
  a 
  distinctive 
  badge
  unmistakably an agent of the
  Imperium.
  Fonunately, no one was killed,
  and the attacker dissapeared as
  mysteriously 
  as 
  he 
  had
  appeared. He has driven you
  down 
  into 
  a bottle 
  neck
  waiting to pick off your gang
  later. The street ends at the
  entrance to an underground
  passage and having no other
  option 
  you lead your gang
  down into the unknown...
  TERRAIN
  You will need to have access to
  the card floor plans from Space
  Hulk or 'Warhammer 
  Quest.
  The tabletop 
  needed to lay
  these out should be 12" by 36
  and an exit point should be
  marked in the centre of the
  board edge from where 
  the
  gang(s) start.
  NEW ROOMS
  This scenario requires you to
  navigate through an unknown
  maze of corridors and tunnels
  to the exit that was detected by
  your 
  leader's 
  dopparay-
  magnetic 
  scannef (nou 
  tbat
  GRIG FUNCHED under tbe beauy lire spelaing
  lbe arcane 
  ueapon 
  utlelded 
  by the
  Imperial 
  sbrine. 
  Steadillt, 
  rising 
  up from 
  bis
  hiding place, Grig scuttled along tbe lengtb of
  the half-pipe. daring tbe sbards of aspbalt tbat
  bis aduersary's pouerful 
  cannon cburned up.
  Taking careful aim, be alloued 
  tt split-second
  for 
  his bionic 
  eye-fitters 
  lo adjust 
  before
  squeezing tbe trigger ol his Plasnta pistol and
  lettlng 
  a burst of concentrated 
  super-beat
  escape from bis firearm. 
  Tbe u)hite-bot burst of
  plasma melted a statue of tbe Emperor, and
  struck 
  the attacker 
  in tbe face. 
  There was a
  brigbt flash. 
  Standing 
  triumphantl)), 
  GriB
  surueled tbe spire. uaiting for the smoke to
  cleax
  Afigure clad in steaming. ornate jade ar/nour
  adorned u)ttb wbat appeared to be some kind
  of Imperial 
  seal and 
  uteartng 
  a distinctiae
  iuoty, daemonic 
  sleull-mask rose Lo its feet.
  Whateuer it uas it had suruiued a plasma bolt
  at marcimuft, power Ihe figure raised lts huge
  barrelled 
  weapon ancl scanned the scme for
  possible 
  targets. 
  Gritting 
  hk 
  teetb 
  and
  Besluring 
  to his comrades, 
  Grtg scurried 
  off
  i:ffit:;f:..,.* 
  teaatng ripples offihby water
  mlsterious assailant. Grtg's mind raced. Some
  sort of bounty hunter? Here? In a deserted,
  Zornbie ridden biue? Who utas lefi aliae to hire
  sucb a killer? Surely it couldn't be an Arbites
  agent that 
  bad follouted 
  tbem? Tbey had
  ynasbed tbe tubecar after use and trauelled so
  farfrom 
  Hiue Pimus lhat lhey uere conuinced
  tbey would be safe. Maltbe he, or it, uas trying
  to deJmd tbeir bome. Anryay, 
  shoot first, ask
  questions later - tbe second most important
  rule ol Underbiue suniua! 
  (the lirst rule is to
  be someutbere eke tuben the sbooting stails!).
  He primed the mergt 
  cetls of bis ptasma pistol,
  cornforted 
  bjt tbe reassuring 
  humming 
  of
  pouer 
  building 
  up inside. 
  His gang tuere
  taking couer in a gutter, croucbing in tbe loul
  smclling 
  ffiuuium, 
  as tbe shells tabined past.
  Some of bis comrades, 
  bouteuer exerched 
  tbe
  better part of tbeir aalouti and returned flre.
  Following 
  the trajectonl 
  of the incomtng fire.
  Grlg guessed. tbat 
  tbeir 
  attacker 
  must 
  be
  positioned 
  someruhere btsh up. He spotted a
  sbadouy mouernent on tbe distant spire of an
  
  mDeepT!4&grcutd
  1 
  Straight Corridor
  2 
  Ieft Turn
  3 
  Right Turn
  4 
  Cross Roads
  5 
  T-junction
  6 
  Long straighr
  (2 x Straight sections)
  on the Random Events Thble to
  see what, if any, beasties are
  encountered.
  GANGS
  It would be far easier to run
  this scenario individually 
  for
  each of the gangs involved with
  the arbitrator 
  taking conuol 
  of
  the random encounters. That
  said though, and provided you
  have access to enough 
  card
  plans, you 
  could 
  run 
  this
  scenario for as many gangs as
  you desire all at once (they
  have all been chased by the
  Inquisition to this specific area
  of the Hive). That would allow
  the race out of this sector to
  become very competitive 
  and
  allow 
  the gangs to hamper
  each other on the way
  If running 
  this scenario for
  multiple 
  gangs you will need a
  separate entrance point for
  each 
  of 
  them. 
  Each 
  gang
  involved 
  should roll a dice at
  the 
  start 
  and 
  the 
  highest
  scoring gang may staft first
  working in descending order.
  ENDING THE GAME
  The game ends as soon as the
  gang(s) reaches the exit point
  on the tabletop. There is no
  loot or treasure to find, your
  leader is only concerned about
  gettifig 
  away from 
  a cenain
  skull-faced psychopath...
  The ob1'ective is to reach the
  exit on the board within 
  six
  tufns.
  EXPERIENCE
  Experience is earned as stated
  below:
  *D6 Survives.If 
  ^ gang
  fighter survives the
  battle then D6 points are
  earned. Even fighters
  who are wounded and
  taken out of action
  receive experience for
  taking paft.
  +D6 Killing a Beastie. If a
  gang fighter kills a
  random encounter
  beastie he receives
  D6 points.
  +1O Winning 
  Qang Leader.
  The first Gang Leader to
  reach the exit point
  (or if there is only one
  gang running, if they do
  so within six turns)
  earns an extra 10 points.
  u.)as a stroke of luck be bad.
  one on bim! - Ed). Using the
  same 
  principal 
  of 
  room
  changing 
  as in Warhammer
  Quest and the first scenario,
  (Depot Raid from issue three
  of Gang War). The squares on
  the floorplans 
  are used to
  indicate 
  movement 
  - 
  ofle
  square is one point of move.
  Each gang leader holds the
  flashlight for this scenario, and
  each model may run, only if all
  models are present in the same
  room at that time. This rule
  shows the leader stopping
  every now and then to see if
  everyone 
  is alright. 
  Models
  may be held up, if they were
  busy fighting a cfeature of if
  another model has a faster
  movement.
  At the end of each turn rhe
  players should each make a roll
  D6 
  Result
  l-2 
  l\orlhing happens
  3-4 
  Rat Attack! The gang
  is attacked by D3 Giant
  Rats.
  5 
  Spidet Attack! 
  The
  gang is attacked by D3
  'Wolf Spiders.
  6 
  Zof,ibie 
  Attack! 
  The
  gang is attacked by D3
  Zombies.
  
  Eam De eper u nd.ergro u n d
  Scenario 4:
  Pit }laster
  After managing to lose vour
  mysterious 
  assailant in the
  rnaze of tunnels _vou discor-er
  an ancicnt chapel to rest in.
  Unfortunately 
  the chapel is
  already occupied 
  by some
  vicious looking Pit Slaves ancl
  Scum. Under ovrruhelming
  odds, your 
  gang has been
  quickly 
  subdued 
  and your
  leader dragged off to who
  knows what fate.
  TERRAIN
  As this is a one-on-one pit fight
  the only terrain that you will
  need will just be the Fighting
  Pit 
  card 
  room 
  from
  Warhammer Quesr. Failing that
  any room 
  or chamber x.ili
  suffice 
  as 
  movcment 
  is
  unnecessary.
  PIT FIGHTING
  Each 
  gang 
  leader 
  has 
  to
  parricipare in a Pit Fight called
  the Pit Master Tournament
  although, fortunately for them,
  only the final bout against the
  Keeper's champion is actually
  to the death (no-one's brave
  enough to tell Headgrinder
  Ehen to stop!). The terms for
  the tournament 
  are that there
  are five group stages consisting
  of 
  two 
  combatants. 
  The
  GRIG STARED IN aute. Tbe end of tbe tunnel
  became a corridar 
  leading to tbe sanctutt 
  of a
  beautifut 
  sf:rine. Each taall uas dominated 
  b1t
  a zuircdotu made from 
  pieces af exquisitely
  pai*ted 
  stained 
  glass, amber, 
  top6z 
  afid
  rubies, uery rare stoltes and miner"als - Grig
  bad seen tbem before but only in books and on
  data slides but neaerfor real, cailing out to bis
  inner sense of greecl as tbey uere. As beams oJ
  Iigbt filtered 
  in from 
  Necrotnunda's 
  dirty
  atft'zosphere and hit tbe prtsmJike 
  windous
  tbE: plalted a cacapbo?ty of colours onto Grig's
  Tbelt could na longer be in tbe Und.erbiae,
  litbe, female figure grasping two sbort swords,
  Tbe second 
  was 
  clad 
  in 
  an 
  asb 
  waste
  camouflaged 
  smock 
  bolding 
  a tong staff,
  Prtmiilue 
  ueaponr)), but appearances can be
  deceiuing. He rahed bis pistok.
  'Don't trtoue,' Grig said. Inside, lte maraelled
  at bott bis oaice echoed around 
  tbe ancient
  building's 
  walls.
  'Drop your tueapons and back auay.'
  Tbe figures starled to moue cautiously towards
  birn. Deliberately intending to miss, befired a
  lott-pouered 
  sbot ofl at lbe u)oman. 
  tbat
  balted ber progress-
  'l mksed on purpose. Now don't force me to
  correct my aim.'Grtg 
  said dryty.
  'No, no.' said a cold uoice. 'I tbink it witl be
  you utbo uilt be laying doton your weapons.'
  Grig uthirted 
  round and uas confronted 
  by a
  pale, cloaked 
  man standing 
  directly 
  bebind
  him. Grig narrotued 
  bis eyes as be gazed at the
  gloutingpendant 
  around the m?sterious man's
  neck. Suddenly a flasb of recognition bit him.
  He remembered 
  he bridge and tbe bordes of
  zombies. ln a blur he leuelled both pistols and
  fired 
  bolts of pla"vna 
  and laser. Tbe cloaked
  man's body seemed to glow a bigbt 
  orange
  bue. Grig looked on witb a mixture of sbock
  and ause.
  The man grinned 
  almost 
  maniacalty 
  and
  began to cbant 
  in tubat sounded 
  a mos!
  ancient and euil tongue. As tbe chanting rose
  in pitcb 
  Grtg's mind 
  uas assaulted by the
  foulest of tisions. He dropped his pistols and
  held bis ears tightly. 
  but tbe borrific 
  images
  incteased 
  in tbeir intensity forcing 
  bim to
  screatn in agony. Then euerytbing Laent blark...
  not if tbere u'ere *indows, 
  tbis mext be part of
  Hinsk spire, Grig tbougbt. 
  The mixture 
  of tbe
  uarm 
  spectrum gaue tbe place a hedonistic,
  l4tzantine appearancer in stark contrast to the
  gotbic 
  arches and... that 
  imnense, 
  bizarre
  construclion clirectty abead of them.
  Tbere was a buge conical 
  shaped stnrcture
  tttbich appeared 
  to be sowe sart af engine or
  naehine 
  corrstructed on tbe attar of tbe sbrine.
  A multitude 
  of hoses. pipes and ualues snaked
  along tbe floor, rusbing up ftom c-racks in tbe
  grou*l 
  to join 
  onto this colossal mainframe.
  Tbe biue, orzce known as Hindsk, 
  utas a u,reek.
  No* anly tltis skeletal subsil-ucture, 
  and some
  of tbe louter babitatlon 
  leuels remained intact.
  Grig uon"dered batt a place as dellcate and. as
  beautiful 
  as thb 
  could. saruiue 
  wbat 
  eaer
  apocal))ptic 
  dkaster 
  bad befallen tbe biue.
  The sound ctf sbarpened metal scralling against
  cold ferocrete braught him to bis seases aned in
  one lightninglast 
  Jtuid mouement be uthipped
  out 
  his pistols 
  and pointed 
  them in tbe
  direction 
  ol tbis disturbance. 
  The cybernetic
  irnplant 
  in his qrc itrcreased tbe sltarpness of
  bis uision, 
  and 
  be manle out 
  tr0o people
  standiflE 
  before tbe ma.cbine. Tbe first 
  was a
  
  otbers all in rous wbicb stretcbed upuards lo
  tbe ceiling. The room utas also cube-sbaped,
  u)ilh a rusl)l double-door in tbe far left comer
  adjacent to wbicb was a wincb pouered lift. Tbe
  otber cages utere inbabited 
  by otber figures,
  some quietly garbling 
  rubbtsh to themselues
  ubile otbers uere trJ)ing to lick small utater-
  droplets from 
  the utires for 
  nourishment.
  Amongst tbe otbers, Grtg recognised some of his
  gang 
  members 
  sitting 
  cramped, 
  quietlJ)
  collecting tbeir tboughts. or being prodded and
  poked 
  by lbeir 
  mad cellmates. He started
  counting lo see if anyone was missing. He could
  make out the tuoJuues. Npinski, and Pinkeye:
  tbey were a couple of columns aboue hlm. He
  couldjust see tbefaint outline ofNastikou in tbe
  GRIG \ HEAD HL|RT, Lears coated his ingle
  organic 4)e. ubilst 
  slatic. or sonze dkfuptor
  field. 
  interlered 
  witb 
  the other. Slcttuty he
  becante aware of bis surroundings - be was in
  some kind of cell. the last tbing be rernembered
  uas the sbady figure of the Wyrd. He considered
  bk situation - caplured b! an insane Wyrd uitb
  pouers ouer tbe dead uhilst on lbe run from
  Imperial agents ubo appeared to baue one of
  lheir top operaliues afler bim. Tbings were nol
  looking gootl. Not looking good at all.
  By btinking out the remaining tachrynat fluids,
  be managed 
  to get a clearer 
  uiew of bis
  sunoundings. 
  The cell utas a small cube of
  mesb. barely large enougb to bold bis struggling
  The man laugbed loudly but wben he stopped
  his tone became deadly serious.
  'No. It ain't. Haue you seen tbe Keeper yet? Tbe
  Keeper... Dark cloak and big nose?'
  'You coulcl sqt that ue'ue been acquainled.'
  said Grig dryly.
  'We all haue bere pal.'said 
  bis erstuthlle
  companion zoauing bis barul ro encompass all
  of tbe cells.
  't bope that you're good in a fight, up close I
  mean. because tbe Keeper doesn't appreciate tbe
  use of lirearms in tbe arena. It ruins tbe shou'.'
  said. tbe bunched man. yinning 
  and disptaYng
  a row of broken lellow teetb.
  'Great, nou I'm figbtinglor 
  my tife. and for bis
  sick pleasure.' said Grig uitb resignalion.
  'And the entertainffient 
  of hurtdreds of others.
  Nearly all the people left in this rat's ass of a
  ruined hiue support tbe Keeper, and make up
  part of bis priuale army. Tbose that speak out
  againsl bim are ordered ro ftgbt eatb otber to
  tbe deatb in tbe arena.' tbe small, disbeuelled
  old man leaned a little closer..
  'Tben there's people tihe me. People ubo are parl
  of tbe reuolution.' Grig u.tas inlrigued.
  And ubo are your people?'
  'We are the Brotherhood of Odo, all tbat
  remains of a mining compan)) sen! here from
  rbe Squdt Homeworlds 
  centuries ago. Tbere's
  been an on going war bettaeen us and the
  Keeper more or less since the great catattropbe.
  But. tbere is also anolber 
  more myslerious
  plqter in lbis game..'
  Tbe double doors suung open, grinding against
  lbe concrete floor and ecboing througbout tbe
  large, clinglt room.
  'Wbat am I supposed to do?' Implored Grig o[ bis
  newly fourul confidant.
  'Try to stay aliue and tae'll talk later!' laughed
  tbe old Squat. At tbat point. a tall man dressed
  in ash uaste camouflage smocks entered the
  room. His face utas couered by a bbck mask.
  Grig recognised him immecliately. He strode
  ouer to Grig's cage and utorked at lbe rusly
  pacllock. Griggaue a sarcastic smile to tbe Squat
  next to him as his captor wrmched bim out of
  tbe cell utitb surprtsing strengtb.
  'Yer in lhe first bout,' he said witb a sneer. He
  pointed at the Squat. 'Yerfigbtin'him.'
  . He sau that his cell uas joined by many
  corner and Oumnrou the HeauJ) who uas
  probably 
  going to burst a blood uessel any
  momenL Grigfelt 
  sony for bim. be was being
  prouoked by a gibbn'ing idiot nexl to bim, and
  already 
  tbe cage uas too cramped for 
  bis
  considerable bulk. NexL lo bim Grtg could bear
  Cbestikou's grufl uoice bickering witb a small,
  beauily muscled, bearded man. He was more or
  less positiue that all oJ bis gang taere here.
  He uas considering their predicaTnent, u)hen a
  slubby finger jabbed at bis shoulder through a
  gap in tbe mesb. Grig turned arul sneered. Tbe
  man rxexl to birn was dressed most bizarrely, be
  sported a balaclaua witb goggtes and bis bowed
  form was couered in a dirty broun cloak, wbicb
  resembled an old solar sail once used on
  ancient spacecraft. Tbe man spoke to Grig no
  louder tban a utbisper.
  'You're new bere. bub?'. Grig nodded.
  'Tbm you uson'l knout uhat's in store for you.-
  'Anytbings better lban this.' Grig mumbled.
  
  PIT IIASTER 
  TOURNA}TENT
  Group 1 
  Gronp 2
  Quarter-tr'inal 
  Semi-tr'inal
  tr'inal
  Gang l-eader t
  Vs
  Gang Leader 2
  Gang Leader 3
  Vs
  Gang Lcader 4
  Gang l-eader 5
  Vs
  Gang Leader 6
  Gang Leader 7
  vs
  Gang Leader 8
  Victor Group I
  .+ 
  Vs
  lchtaal
  ->
  Victor 
  Group 
  I
  + V s
  G.imley
  Victor Group f
  -+ 
  Vs
  Kleeva
  +
  Victor Group I
  + V s
  Stynx
  Vlctor Group 2
  Vs
  Wcor Group 2\.
  \
  Victor Ouerters
  v s +
  Victot Ouarters
  :vlctot ercupZ ,/
  v s a
  Victor Group 2
  Victor Semis
  V5
  Headgrindel
  Ichtaar 'The &rimal'
  Ichtaar is actually an undercover agent for the Inquisition and
  has managed, thus far, to in-filtrate the Keeper's coven and
  fights for him in the pits as one of rhe renowned prize flghters.
  The Inquisitiofl needs to discover a lot more about the Keeper's
  plans before they can charge in guns blazing and are on the
  look out for suitable 'expendable' recruits to help them to
  these ends.
  Ld
  A
  w
  M
  10
  WS
  B S S
  T
  4 >
  WEAPONS:
  5 4 2
  Armoured Gauntlets.
  SKfLLS! 
  Dod.ge (Agllity Sl<tll), Pamy (Combat Skill).
  PSYCHOLOGY: 
  Immune to all Psychology
  SAVE: 
  Mesh armour 5*.
  winners ofeach group go on to
  fight 
  each 
  other 
  in 
  each
  successive round 
  stage until
  the final stage when the winner
  must 
  fight 
  the 
  keeper's
  champion.
  In the group stage, comprising
  of every gang taking pan in the
  campaign, 
  each gang leader
  randomly draws an opponent
  from 
  amongst 
  the 
  other
  leaders. They then fight 
  a
  continuous 
  round 
  of close-
  combat using any armour and
  close-combat 
  equipment 
  and
  weapons that they possess.
  There is no Bottle test or
  anlthing 
  and the bout ends
  immediately when one of the
  combatants is taken down. The
  winner of each bout will then
  proceed to the next one.
  The remaining 
  gang leaders
  will 
  be drawn 
  against each
  other until there is four left in
  the tournament and then they
  are 
  drawn 
  against 
  the 
  Pit
  Master's prize fighters.
  After each stage each leader is
  healed to his maximum quota
  ofwounds.
  Any gang leaders who fail to
  make it past the group stage
  
  will be enslaved and must fight
  as part ofthe Keeper's army In
  doing this, they still take part
  in the campaign, but are under
  direct orders from the Keeper.
  If you win the first round, you
  get the choice of either alllng
  with 
  the Keepe! 
  or for the
  Inquisition 
  who 
  will 
  make
  themselves known later.
  If you manage to come up
  trumps in the winner's bracket
  the 
  Keeper 
  will 
  unleash
  Headgrinder'The 
  Masher',
  who is the reigning Pit Fighter
  champion.
  EXPERIENCE
  Experience is earned as stated
  below:
  *D6 Loses. lf a garg leader
  loses a stage of the
  tournanent but survives
  he earns D6 points.
  +1O Winning 
  Group 1.
  Each Gang Leader who
  gets through grouP 1 of
  the tournament earns
  10 points.
  +10 Winning 
  a round.
  Each Gang Leader who
  gets through a round
  earns 10 points.
  +1O Winning 
  Quarters.
  Each Gang Leader who
  gets through the quafter
  finals of the tournament
  earns 10 points.
  D6+lOWinning 
  Semis.
  Each Gang Leader
  who gets through the
  semi finals of the
  tournament eafns
  D6* 10 points.
  2D6 Winning 
  the Final.
  +25 Ifa Gang Leader
  manages to beat Head-
  grinder and wins the Pit
  Master's Toumament he
  earns 2D6+25 points!
  FINAL OUTCOME
  There 
  are 
  four 
  possible
  outcomes at this stage in the
  campaign. 
  They 
  ^te 
  the
  following:
  Lose group stage: AIIywith
  the Keeper.
  Iflin group stage; 
  Allywith
  the Inquisition.
  f)rong Grimley 'The Reefcake'
  Grimley is a Sqriat warrior 
  -from 
  the Brotherhood 
  of Odo.
  Needless to say, his people have suffered much at the hands of
  the Keeper and his bloodthirsty 
  minions 
  and would 
  show an
  opponent that managed to better him in the pits considerable
  fespect.
  M W S B S S T ' S f l I A L d
  3 5 3 5 4 2 5 2 1 0
  WEAPONS: 
  Massive Axe.
  SK|LLS: 
  Berserk Charge (Ferocity Skill).
  PSYCHOLOGY: 
  Immune to all Psychology.
  SAVE: 
  Plate armour 4+.
  Kleeva
  Kleeva is a Scaly, armed with a gtgafltic axe with which he rends
  his opponents aprt 
  at close ranges. Kleeva hates the Keep€r
  and his minions with a vengeance and is biding his time for the
  most opportune moment to strike.
  M I $ T S B S S T W I A L d
  WEAPONS: 
  Massive Axe.
  SKlLLtl: 
  Body Slam (Muscle Skill).
  PSYCHOLOGY: 
  Immune to all Psychology.
  SAVE: 
  Scales 5f .
  Stynx 'The Raneid'
  An heir 
  of mystery 
  surrounds 
  the man known 
  as Stynx.
  Obviously not indigenous to the Hindsk hive no-one can be
  assured of his true motives.
  M \ T S B S S T W ' I A I d
  IfUEAPONS: 
  Double-handed sta.ff
  SKfLLS: 
  Dodge (Aglhty Sktll),
  Disarm (Combat Skill).
  PSYCHOLOGY: 
  Immune to all Psychology.
  SAVE: 
  Mesh amour 5*.
  
  Ileadgrinder'The llasher'
  Headgrinder is a huge Pit Slave, completely insane who gers a
  perverse and sensual thrill when ever he kills an opponent.
  Headgrinder 
  has six mechanical 
  arms, each ending 
  in a
  particulady nasty death-dealing contraption.
  M
  v/s
  B S S
  T
  Ld
  A
  w
  10
  6
  WEAPONS:
  SKILLS:
  Buzz Salg Claw; Hammerx2, Chainswordx2.
  Step Aside, Counter Attack (Combat Skill)
  Riller Rep (Ferocity Skill).
  PSYCHOLOGY: 
  Immune to all Psychology.
  ISAVE: 
  Armour Plating 3f Save.
  SPECIAL RULES:
  Many Arms: Because he has many arms, Headgrinder may
  use all of his close-combat weapons at once.
  2D6
  )
  3
  4
  5
  6
  7
  8
  9
  10
  l 1
  t2
  Result
  Reload
  Shotgun Shells
  (any type)
  Bolas
  Bolas Launcher
  Dartgun
  DartAmmo
  Ciwy Bomb
  Mkl Plasma Gun
  Plasma Battery
  Mk1 Plasma Pistol
  Garrot Wire
  . 
  Win Winner's bracket:Ally
  with the Squats.
  . 
  Beat Headgrinder:
  You may choose your allies.
  I have arranged this part of the
  campaign 
  in such a way, that
  newer 
  players will 
  probably
  either 
  be working 
  for 
  the
  Inquisition, 
  or the Keeper,
  both 
  of which 
  will 
  provide
  essential 
  items 
  and 
  skills,
  which you will need to finish
  off 
  this 
  campaign. 
  More
  experienced 
  players will 
  be
  rewarded 
  with 
  being able to
  ally with 
  Krutfoot 
  and the
  Brotherhood 
  of 
  Odo 
  and
  perhaps glean some of the
  Squat's technology secrets. The
  battles that will follow when
  you are allied to the Squats will
  also be substantially harder.
  After each battle you may send
  your gangers to the outlaw
  Trading Post and may trade for
  common 
  items 
  as normal
  except that following 
  afe never
  available: Meltagun, 
  Plasma
  weapons, any Grenades or
  Grenade 
  launchers, 
  Missile
  launchers, Ratskin Maps and
  anlthing 
  else the arbitrator
  considers 
  would 
  not 
  be
  available in Hindsk Hive.
  Ammo 
  clips, Shotgun Shells,
  and Laser cells will enable any
  model using weapons which fit
  these items to add +2 to their
  ammo rolls for one battle onlv
  ARCANE WEAPONS
  The Hindsk Hive is very old
  and has been left in a state of
  near 
  abandonment 
  and
  disrepair 
  for centuries 
  (and
  you lhought the Underhive
  was bad!). For this reason most
  of the sophisticated equipment
  has long since broken down or
  been 
  snatched 
  up 
  by the
  Keeper and his minions. There
  are, however, 
  many 
  arcane
  weapons still in use and these
  are sometimes 
  available for
  trade or can be found in the
  dark recesses of the Hive.
  Bolas: 
  (or should that be
  Bolai?) These consist of two
  heary metal spheres linked by
  a long elastic cord or chain,
  which 
  when 
  thrown 
  or
  BOLAS
  Short 
  Long 
  To Hit
  Range 
  Range 
  Short 
  Long 
  Str 
  Dam 
  Save 
  Am.mo
  L2 
  36 
  O 
  -2 
  Special 
  6+
  DARTGUN
  Short 
  Long 
  To Hit
  Range 
  Range 
  Short 
  Long 
  Str 
  Dam 
  Save 
  Ammo
  18 
  24 
  +2 
  +2 
  4 
  +1, 
  5+
  CMYY BOMB
  Short 
  Long 
  To Hit
  Range 
  Range 
  SLgft 
  Long 
  Str 
  Dam 
  Save 
  Ammo
  As Grenade
  3 r
  
  launched 
  from 
  a 
  Bolas
  Launcher, 
  will 
  wrap 
  itself
  around 
  the 
  limbs 
  of 
  an
  opponent, 
  rendering him out
  of action for a turn. These were
  used by the PD.F. for crowd
  control, 
  rather 
  like 
  a very
  primitive version of a glue gun.
  The PD.F. versions used four
  cornerweights, linked to a net
  to trap 
  as many people 
  as
  possible. Bolas shot from 
  a
  launcher use these kind of
  nets, and have r 2" template.
  When hit by a Bolas Template,
  the enemy model(s) 
  will 
  be
  ensnared on a 4*, 
  and will
  have to spend an entire turn
  untangling 
  themselves. They
  may do nothing 
  else during
  that time. Hand'thrown 
  Bolas
  can only target single models.
  When 
  throwing, 
  the thrower
  suffers a -1 penalty 
  to hit,
  because of the inaccuracy of
  throwing 
  such a weighty 
  and
  cumbersome 
  obiect. 
  Like
  grenades, the range depends
  upon the usef's strength.
  Dartgun: 
  This is an extremely
  old weapon, 
  once used by
  Guild assassins for silent kills.
  It 
  is, 
  however, 
  remarkablY
  accurate, and there is no need
  to fit a silencer to one of these
  weapons. 
  Darts 
  have 
  little
  affect 
  on 
  personal 
  armour
  though, and in that respect are
  not suited to gang warfare at
  close ranges. Dart rounds, like
  Ammo clips give the user the
  same 
  bonus 
  when 
  taking
  ammo tests.
  Darts are near useless against
  armour 
  and so all models
  wearing 
  any form 
  of armour
  receive an additional 
  .{-l to
  their saving throw.
  Ciwy 
  Bomb: 
  This is a crude
  version 
  of 
  the 
  incendiary
  fragmentation 
  grenade, known
  as a Frag. It is little more than a
  bottle filled with petroleum or
  any other flammable spirit lit
  by a rag fuse. The bomb can
  still 
  cause 
  havoc 
  amongst
  lightly 
  armoured 
  individuals,
  as the flying shards of glass are
  very similar to the shrapnel
  produced by Frags.
  Mark 
  1 Plasma Gun: This is
  a very old and unpredictable
  version of the more modern
  weapon. The rules for this
  weapon have been detailed in
  previous 
  40K 
  publications,
  such as Codex Chaos, and the
  Legion of the Damned. But for
  those of you who don't know
  the rules they behave much in
  the same way as a normal
  Plasma Gun, but the weapon's
  cells are far more erratic, and
  may 
  cause 
  the 
  gun 
  to
  malfunction. whenyou 
  roll the
  Sustained Fire dice consult the
  table below.
  On a roll of aJam or a 3 on the
  Sustained 
  Fire 
  dice, 
  the
  weapon is destroyed and can
  also no longer be used.
  Like 
  Ammo 
  Clips, 
  Plasma
  Batteries 
  are 
  essential 
  for
  powering 
  Mk1 
  Plasma
  weapons. Unlike Ammo CIiPs
  however, they do not give the
  same bonuses on ammo rolls,
  you simply cannot fire a Plasma
  weapon 
  without 
  a Battery
  fitted.
  Gafrot 
  Wire: 
  This is a very
  cheap and simple weapon. It is
  sharp and flexible, 
  used by
  Spider Hunters for snares and
  traps. It is so sharp, that it can
  cut through flesh and bone, if
  the pressure exerted on the
  tafget 
  is 
  gfeat 
  enough.
  Assassins still 
  often 
  use a
  Garrot Wire thrower, 
  a small
  mechanism that can fit into the
  palm of the hand. V/hen fired,
  the wire wraps 
  itself around
  the victims' limbs or throat,
  and with a brisk tug, the user
  can cause horrific 
  wounds.
  This is a simpler version of the
  far more deadly Harlequin's
  Kiss used by the alien Eldar.
  In Close-Combat, if the result
  is a tie, a model equipped with
  a 
  Garrot 
  Wire 
  will 
  win,
  regardless of Initiative. If both
  models have a wire, then the
  result 
  will 
  be 
  down 
  to
  Initiative.
  WHERE NEXT?
  This is a fairly important 
  stage
  to 
  the 
  campaign 
  as 
  it
  determines 
  the 
  eventual
  allegiance and direction 
  each
  of the participating 
  gangs will
  take. Each of the three paths
  that the gangs will 
  embark
  upon 
  at 
  this 
  scage 
  will
  eventually 
  divide 
  into 
  other
  paths, and then even more
  sub-paths. I have planned the
  campaign structure 
  in a way
  that there 
  are five possible
  endings, some good, some not
  so good, some triumPhant and
  others... well, you know!
  Until 
  next 
  tinxe, may 
  you
  auoid. tbe KeePer and retain
  ltour eternal soul...
  Sustained 
  Fire 
  Roll 
  Result
  1 
  Overheats and cannot be used next turn.
  2 
  Leaks plasma on a 4+ , tlae user takes D3 53 hits.
  J 
  Explodes causing a 56 hit on the user.
  JAM 
  Explodes killing the user.
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Senarios/even_deeper__underground.pdf