BITU Tales From The Underhive
BITU Tales From The Underhive
BITU Tales From The Underhive
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The object of the scenario is for the players to fight their way
out, past the hordes of Plague Zombies that are closing in on
them, and escapeback uphive. This is not easy.Not only is no
one quite sure of the way, but for every Zombie blown away or
dismembered another two seem to appear to take its place.
Pustulant hands claw at the gangers' feet as they flee, the
rotting victims of the Zombie Plague eager to feed upon fresh
flesh.And the gangersonly have so much ammo...
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The Arbitrator should set up all the terrain for this scenario The gangers always get the first turn. lf more than one player
himself. There are several terrain features that should be is participating,then either let them sort olrt their own turn
placedduring this stage.Firstly, there must be an escapepoint sequence,or deciderandomly ifthey are unableto do this (tut,
somewhere on the table. This can be anything you like, tutl They'll have to learn to co-operatesooneror later... ). The
perhapsa hatchwayon a piece of tenain, or a large open pipe Arbitrator then takes his turn norma11y.However, at the end of
leading off out of sight. Make sure that it is something quite each Zombie turn the Arbitrator may ro11a dice and place that
definite,though,ratherthanjust a point on the table.This is the many extra Zombies on the table.Thesear"edeployedjust like
only way the gang members can escape.Unfortunately, at the the initial Zombies, anywhere outside the sanctuary,but no
startof the game,none of the playersknow where this point is. closerthan 8" to any gang member.In addition,they have the
Only when one of their modelsapproacheswithin eight inches extrarestdctionthat they must be placedwithin 8" of a Zombie
of the escaperoute should you reveal its exact location. Note already on the table. If there are no Zombies on the table
that there are no bottle tests in this scenario - none of the alreadythen the new onesmay ignore this restriction-
sangerswould know where to run. Neither can the gangers
The game continuesuntil all the gang membersinvolved have
escape off any tabie edge. The only way out is through the
either been taken out of action or have managedto escape.
designatedescaperoute.
Secondly,you shoulddefine a "sanctuary"in the middle of the At the end of the game, instead of rolling on the norrnal injury
table. This is an area that the Zombies are unable to enter. table fbr gangerstaken out of action, roll on rheZontbie Plague
Perhapslight shinesdown from uphive on this particularspot, Table below.
or maybe the strange, ancient looking obelisks that circle it Make no mistake,surviving this scenariois (or at least should
cLeate an aura that the Zombies fear. While we were be) very difficult. Anyone who survivesand makestheir way
playtestingthe scenarioI useda ruined templeas the sanctuary back uphive wil1, without a doubt, earn a reputationas one of
- I felt that this gave the right sort of feel to the game, creating
the most iron-hard, tough gangers in the Hive. Instead of
a sort of holy "sacredzone". acquiring experiencefor escapingfrom the Zombie lair, any
The playersmust deploy first. The unfortunatesmust be placed
anywhere inside the sanctuary at the start of the game. Roll a
dice to see how many Zombies the Arbitrator (or Zombie
player) startswith. These may be deployedanywhereoutside
the sanctuary,but no closer than 8" to any gang member.
surviving gangmembersshouldmake a roll on
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D6 Roll Result o u t t h eb e n e f i to
s f t h e i ro u t i n g .
1 Killer Rep. Stories of the gang member's brutal and bloody
escapefrom the Zombie lair quickly spread through the Hive. The gang ,' jri+fil.;ii,:1iir#s-"ijR,s'FlEitr
member automatically gets the Killer Reputatioizskill. As it stands,this scenariois designedlbr fairly
2 Discovery. Crawling their way back uphive, the gang member novice gangs.However,it is a simple matterto
stumbles upon an ancient and well-hidden opening. Roll another dice to rnakeit easieror tougherfor the players.If you
determine what sort of territory the opening leads to. The gang may add feel the need to make it easier, the most
this territory to those it already possesses. straightforwardway is to limit the maximum
1-2 Old Ruins number of Zombies on the table at one time.
3 Spore Cave Making the sanctuary larger, or making the
4 Tunnels escaperoute closer to the sanctuary,or more
5 Vents obvious,are also effectivechanges.
6 Archeotech Hoard
Conversely, to make the scenario more
3 Archeotech. During the battle against the Zombies, the gang
difficult, you can make the sanctuarysmaller,
member stumbled across a strange and ancient looking device. The
and hide the escaperoute away in a distant
ganger may add this item of Archeotech to his equipment list. Roll on the
corner of the table. To make it more difficult
Archeotech table in the Outlandersrulebook to find out exactly what sort
still, you could tell the playersthat during their
of device it is.
tumbling journey into the Underhive,they lost
4 Iron Will. Having faced the horrors of the Zombie lair, little ammo supplies,so that they must now make
that the Hive has to offer now will perturb this gang leader. The gang ammo checkson a roll of five or six, insteadof
leader automatically acquires the Iron Will skill. Re-roll this result for just the normal roll of six. To nake it really,
any gang member other than the gang leader. really tough, you can always introduce some
5 ttl remember when...
" Your gang member now has some extra enemiesother than the Zombies.Perhaps
truly frightening first hand anecdotesto keep the Juvesin line. After each there are also someScavviesor Scalieslurking
game that this gang member participates in, instead of working for amongstthe shadows,or maybe even Karloth
income or searchingfor rare trade items, they may try and impress some Valois himself is guiding the Zombies?
Juvesenoughto join the gang.Roli a dice, and on a roll of 6 you may add Additionally, you can make the sanctuary
a new Juve to your gang just as if you had a Settlement teftitory. slightly less safe- maybe you could allow the
6 Cruel and Pitiless. Constantly haunted by nightmares of the Zombies to enter this area if they can pass a
fight with the Zombies, the gang member has been left cold and heartless. leadershiptest,or say that after a fixed number
The gangerhas becomecompletelycruel and pititess,and any time this of turns the Zombiesovercometheir fear of the
character takes out an opponent in hand-to-hand combat you may force sanctuaryand may then enter it freely.
them to re-roll their serious injury ro11if they make a full recovery.
Ihis scenario can also be played solo or without an
Arbitrator quite easily. Shuffle together eight or ten
playing cards, one of which is an ace. Scatter these at
suitablelocations around the table top. Whenever you
get within eight inches of one of these cards you may , , ; ' . 1=: : ;, ,; , : ;. . "':,:,1..,] : : , , . ,; : ' : : .: = , ,:,; , : ; , ' , , . . . .
rurn it over, the ace representing the escaperoute. Each turn
the Zombies will move at full pace towards the nearestganger. Of course,there are still countlessother variants and ideas that
When placing new Zombies, detemine randomly where they you can steal from your favourite B-movies. Rather than
are placed as follows: randomly select a Zombie already on the develop theseinto ful1 blown scenarios,I've just given some
table. Then roll a normal dice toqether with a scatterdice to basic plot outlines that
determinehow far and in which direction the new Zombie
is placed from the existing one. You can even team up
with severalof your mates to play the scenariotogether 1n
this way. You can each take it in tums to move and fight
with the Zombies. It helps if one of the players has a
Warhammer Undead anny, so that you can borrow all his
Zombiesto use! ?ER*o*
Remember that these events are terrifying and unusual tSiF$ rHH
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even by Necromundan standards,so they should only
really be run as a one off. This sort of scenario is much
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too dangerous for regular play! Once you've played it .:,=:.:.ffry
through, you can always try and devise some follow on ,il"[,]#_jTJllituP#, q
scenariosto carry on the theme (yes, just like with the t"*'r,,*. o'i
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movies, you too can have several cheesy sequels!) iffi1frff.:Iffir:ffis,kr$l
Perhaps after retuming uphive the gang decides to
mount an expedition back down to the depths to *ffi.#l##ffffigy,;:;
recover any gang members who didn't manage to
escape.Or maybe the Zombies manage to follow the
gangers after they escape, finding a route to the
Gang's base! Pretty soon total carnage erupts as the
Zombie plague spreads throughout the hive, with
armies of brain-dead flesh-eatersfighting against the
massedgangsdefendingtheir homes...
you can work up properly yourselves.You can ue Hive of the
Living Dead as an exampleof how to do this sort of thing. It's
really not very difficult to create your own scenariosonce you
get into it, so why not give it a go?