
Monster Hunt
Battlefield
Objectives
Crew Size
Deployment
Victory
Rewards
Credits
Experiance
Reputation
Tactics Cards
Ending the Battle

Monster Hunt
"Die, you thrice-cursed beast! I shall see you destroyed even if I have to slay you with my bare hands!"- Haagan Valgotha, Captain of the Hydra
In this scenario, gangs fight for the right to claim the bounty for a massive beast.
Battle Type
This scenario can be played as either an Underhive or Ash Wastes battle; if this scenario is an Underhive battle, vehicles and Wargear that grant the Mounted condition cannot be included in either gang's starting crew.
Battlefield
This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda: Core Rulebook.
Both gangs use the Hybrid Selection (D3+7) method to determine their crew.
Deployment
This scenario uses the standard rules for deployment as described in the Battlefield Set-up & Scenarios section of the Necromunda: Core Rulebook.
Gang Tactics
This scenario uses the standard rules for gang tactics as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
Ending the Battle
If, at the end of any round, either gang has no fighters left on the battlefield, or the Sump Horror has been taken Out of Action, the battle ends immediately.
Victory
If the Sump Horror is taken Out of Action, the gang that achieved this feat is victorious. Otherwise, the battle is a draw.
Rewards
Credits
The victorious gang adds 3D6x10 credits to their Stash.
Experience
Each fighter that caused the Sump Horror to lose a wound earns 1 XP.
If the Sump Horror is taken Out of Action as a result of a Fight (Basic) action performed by a fighter, that fighter earns an additional D3 XP.
Reputation
Each gang that took part in the battle gains 1 Reputation.
If one gang is victorious, that gang gains an additional D6+1 Reputation.
If either gang bottled out, they lose 1 Reputation.
The Sump Horror!
The gangs are trying to bag a massive sump horror (as well as scrag the competition), though first they must flush the creature out. The horror is attracted to wounded prey. Whenever a fighter suffers a Flesh Wound or is Seriously Injured, the player whose fighter was injured places a Beast's Lair marker anywhere within D6" of their fighter. These markers follow all the rules for the Beast's Lair (as described in the Necromunda Core Rulebook).
Once four Beast's Lair markers have been destroyed, the Sump Horror itself will emerge. Replace the final destroyed Beast's Lair marker with a larger marker or an appropriate model. The Sump Horror has the following profile:
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
4" | 4+ | 6+ | 7 | 6 | 8 | 4+ | 4 | 9+ | 2+ | 6+ | 12+ |
Weapons: The Sump Horror is armed with monstrous appendages:
Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
Monstrous appendages | E | 4" | - | - | 3 | -3 | 2 | - | Melee, Versatile |
Skills: Hurl, Nerves of Steel, Spring Up Special Rules: Impenetrable Hide, Acting on Instinct
Special Rules
Impenetrable Hide: The Sump Horror is protected by a thick hide and scaly skin, granting it a 4+ save.
Acting on Instinct: The Sump Horror does not think or reason like a human. Instead, at the start of each End phase, the Sump Horror will activate and act on instinct alone. To determine the Sump Horror's actions when activated in this way, refer to the table below:
Trigger | Action |
Fighter is within 4" | Fight (Basic) action, and/or Coup de Grace (Simple) action |
Closest fighter is within 10" but not within 4" | Move (Simple) action followed by a Fight (Basic) action |
None of the above | Move (Simple) action |
The Sump Horror will always move towards the closest fighter, and will always target the closest fighter with its attacks. If there are two fighters equally distant then randomly determine its target.