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UNDERHIVE MONSTER SPAWN RULES v1.0 By Harun Bahri If players agree before the game starts, you may include the chance of random monsters showing up on the board during the course of the game. Thope you find random monster spawning adds an extra, exciting and dynamic element to your games and scenarios. Enjoy! STEP 1. How Monsters Spawn: At the beginning of turn 2, and every turn after before players begin their turn, whoever lost the priority roll for that turn rolls 1D6, on a 5+, alerted by the noise and proximity of the gangs, a random monster has entered the battlefield looking to feast on their flesh They're Everywhere! Additionally, whenever a gang member interacts with an ammo or loot crate (opens or carries), or, if players agree, interact with other elements on the table (like a console or door) the controlling player should roll a 1D6, on a 6+, a monster spawns nearby. NOTE: This roll is only done once per activation. For example: If a ganger spends both their activation points to carry an ammo crate, you would only roll for a monster spawning on the first activation Go to step 2 to determine what type of monster is spawned then refer below to see where this monster spawns. When a monster is spawned due to a gang member interacting with an ammolloot crate or other in-game element, the opposing player rolls 2d6 and the scatter die, Use the arrow to determine the direction and the 2D6 for the distance where the monster spawns. STEP 2. What Monster Has Appeared: Roll 2D6 and check the chart below to see what kind of monster(s) appears, then go to the next step to determine where the monster(s) spawn on the table. 2D6 Roll Monster Spawned: 2 2D3 Zombies appear 3 1D3+1 Giant Rats appear 4 1D3 Milliasaurs 5 1D3 Ripper Jacks 6 Giant Spider 7 Giant Rat 8 Lashworm 9 1D3+1 Carrion Bats 10 1D3+1 Face Eaters 1" Mutant Spawn 12 Zombie Horde! 2D3+2 Zombies appear *See the Bestiary section on page 4 for monster rules. STEP 3, Determining Where Monsters Spawn: To determine what table edge the monster appears on roll 1D6, re-rolling results of a 5 or 6. NOTE: The players should declare what number corresponds with what table edge before they roll. Otherwise, whoever is rolling, their table edge is ‘1’ and go around the table clockwise. Once the table side has been determined, place the monster(s) as close to the center and touching that table edge. Yes, it is quite possible and very likely a monster will spawn in a players’ original deployment zone and behind the gang! There are no safe places in the underhive! If terrain such as a wall or miniature makes it impossible to place the monster in the center, simply place it as logically and as closely to the center as possible. STEP 4. Monster Activations and Actions: The monster will activate and move in the very beginning of the End Phase, before bottle tests and recovery rolls are made. Like the members of a gang, each monster has 2 activation points to spend. To determine what actions a monster takes, follow the following steps in order: 1. Is the monster in combat? If the monster is currently in combat with a member of either player's gang, it will use its first action to fight. If the monster kills the model it was engaged with, it may consolidate up to 2° but must move towards the closest gang model. This may bring it into melee with another model, it will fight another round of combat this turn if it has a 2™ action point. Run through these steps again to determine its next action. 2. Is a gang member within shooting range? If the monster has a ranged weapon and there is a gang member within range, the monster will make a ranged attack 3. Determine the closest gang member If a monster is not in combat, and there isn't a gang member within shooting range, it will charge the closest gang member if there is one within their charge range. Conduct melee as normal. If there are no gang members within charge range, the monster will move towards the closest member of either gang via the fastest route possible and taking advantage of cover whenever possible. Ignore walls and terrain when determining which gang member is closest to the monster. ‘A monster may use its 2" action to move into base to base with a gang member. If this happens, there is no combat this turn, instead, combat will happen as normal when that gang member activates in the next turn. Universal Monster Rules: 1. Monsters never attack other monsters and treat them as friendly models and may be placed within 1” of each other as long as their bases don’t overlap. 2. Monsters are never pinned when hit by a ranged attack. 3. Monsters never suffer the interference ‘to hit’ penalty from engaging multiple models. 4, Monsters never take ammo tests and never run out of ammo on their ranged weapons. 5. When you wound a monster, you never roll an injury dice. When a monster loses. its last wound, it is immediately taken out of action. Monsters count the “fight” and “shoot' action as a simple action. Monster charge distance is always their Movement + 3” Monsters have a 360 field of vision. Monsters can move within 1” and engage gang members in melee. Ere Underhive Monster Bestiary COMING SOON Carrion Bats Face Eaters Giant Rats Giant Spiders Lashworms Milliasaurs Mutant Spawn Ripper Jacks Zombies

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