Playing Necromunda Games in Cycle 3
We have included all the basics below for setting up games of Necromunda and playing them, as well as what scenarios are available, the Lasting Injury Table and details on the Post-Battle Sequence to help make things easy. We will also have a printable version available.
Issuing Challenges
Who Can Issue Challenges & When?
From Campaign Cycle 3 onwards, it will be left to individual players to issue challenges against one another. However there are some restrictions over who can challenge initially.
Week 1 | The bottom 10 gangs based on ratings may issue challenges |
Week 2 | Anyone my issue challenges |
Week 3 | Anyone my issue challenges |
To issue a challenge, a player can call out a rival, staking a claim over the territory they wish to take off of them. The challenge doesn’t have to be answered right away, as long as a game is played between both parties in that Cycle, the challenge counts as having been responded to.
If the first challenge that a player receives is not answered, then the challenging gang will take control of that territory at the end of the Cycle.
Note: Additional challenges past the first can be ignored with no negative impact. These only need to be played if the challengee wishes to play the game.
How to Issue a Challenge
There are a few extra steps on top of the norm when it comes to issuing challenges:
- Use the Challenge Corner channel in our Discord Server to issue a challenge to a rival gang and state which territory they own that you want to stake a claim on.
- Decide if you want to play an Ash Wastes game (with vehicles) or a normal game.
- Determine the scenario on the night as normal.
Still Want a Game But Don’t Have a Challenge?
Each Cycle we will have a selection of optional scenarios to play, where territory will not be at stake but gangs still have the chance to gain XP, fame and income.
Generating Scenarios in Cycle 3
ROLL FOR SCENARIO
Players can either roll a D6 each and combine them, or one player can roll for the scenario. Alternatively, if one of a gang’s fighters has been captured by another gang, rather than challenging for a Territory, that gang may issue a challenge to the captors to play the Rescue Mission scenario.
Ash Wastes Scenario
2D6 | Result |
2-4 | Settlement Raid |
5-8 | Wasteland Encounter |
9-12 | Fuel Hunt |
Standard Scenario
2D6 | Result |
2-4 | Ambush |
5-8 | Border Dispute |
9-12 | Manufactorum Raid |
BATTLEFIELD SETUP
Starting with the defender (or the winner of a roll-off if the scenario does not specify a defender), players alternate placing terrain features upon the battlefield. Once one player passes, then the other player may place one more piece of terrain.
Then, starting with the defender again, players alternate placing obstacles and other small terrain features. Once one player passes, the other player may place one more terrain feature.
Finally, each player places a Loot Casket anywhere on the battlefield.
LOOT CASKETS
Unless otherwise stated, both players place a loot casket anywhere on the battlefield after setting up their gang.
Opening Loot Caskets
If a Loot Casket is opened by a fighter, roll a D6 on the table below to determine its contents:
D6 | Result |
1 | Dangerous Goods: The casket has been booby trapped. Replace it with a frag trap. |
2-3 | Ammo Cache: The Loot Casket contains a number of commonly used ammo clips, weapon parts and loose munitions. Replace the Loot Casket with an Ammo Cache. |
4-6 | A Tidy Sum: The casket contains some items of small value. Add D3x10 credits to the gang’s Stash. |
Ammo Cache
Before an Ammo test is made for any fighter within 1″ of an ammo cache, the controlling player can declare that the fighter will ransack the ammo cache. Add 2 to the result of the Ammo test. Additionally, a fighter with a weapon with the Scarce trait may ignore that trait if they are within 1″ of an ammo cache. However, should a natural 6 be rolled for an Ammo test while ransacking the ammo cache, the ammo cache is exhausted and removed from play.
Frag Trap
A trap can be set off by any fighter coming within 2″ (for any reason). If a fighter comes within 2″ or finds a Frag Trap when opening a Loot Casket, roll on the table below to determine what happens:
D6 | Result |
---|---|
1 | Trap is a dud, remove it from the battlefield |
2-3 | Trap isn’t triggered and stays in place |
4-6 | The Trap goes off! The victim ends their movement if they get pinned/injured/stalled etc |
Booby traps can be shot at, with -1 in short range and -2 in long range. If hit, roll a D6:
D6 | Result |
---|---|
1-2 | Nothing happens |
3-4 | It’s triggered |
5-6 | It’s destroyed without going off |
REINFORCEMENTS
If a gang has Reinforcements available, the scenario will describe how they arrive:
- Reinforcements always arrive at the end of the End phase. The scenario will state the round(s) on which Reinforcements arrive and how many arrive.
- Reinforcements are randomly determined. For each model drawn, a D6 is rolled. On a 3+, the controlling player deploys them. On a 1-2, the enemy player deploys them.
- Unless instructed otherwise by the scenario, Reinforcements are deployed on any battlefield edge, and not within 6″ of an enemy model.
HOME TURF ADVANTAGE
If a scenario indicates that one gang has the Home Turf Advantage, they gain the following benefits:
- When making a Bottle check, roll two D6 and discard the highest.
- Models add 1 to the result of any Rally tests.
BALANCING
Some Gangs will have a higher rating than others, which will continue as the campaign progresses.
To help with balancing, and make games a bit closer, the Underdog gang (with the lower rating) will be able to spend the value of the difference on any the following:
Cost | Benefit |
100 | 1 Additional Tactics Card |
200+ | Up to half the value on Hive Scum. i.e. an Underdog gang with a rating 500 below their opponent could spend 250 credits on Hive Scum |
400 | You May include a Campaign Bounty Hunter for this battle |
Underdog gangs may choose to mix and match between these benefits.
For example, an Underdog gang with 600 rating below their opponent may decide to take 2 additional Tactics Cards and use 200 credits on Hive Scum.
Recruiting Hive Scum
You can recruit a maximum of 5 Hive Scum that will aid your gang for the battle.
Campaign Bounty Hunters
We are including our own Bounty Hunters that are operating in the area. For gangs with quite a large difference between them and a rival, their house may pay for a random Bounty Hunter to join them on this mission.
HANGERS ON
Should the defender’s gang contain any hanger’s on, they will need to roll for them individually to find out if they take part in the battle.
Campaign Cycle 3 – Ash Wastes Scenarios
D6 Result 2-4: Settlement Raid
One gang attempt a daring raid on an opponent.
ATTACKER & DEFENDER
The gang who issued the challenge is the attacker, the other is the defender. Otherwise, randomise one gang to choose who to be attacker and defender.
BATTLEFIELD
One half of the board should be the wastes, the other half should be a settlement. Size approximately 3’x3′ to 4’x4′
CREWS
- Attacker: Custom (6) (Ash Wastes: Vehicles can be included).
- Defender: Random (D3+2) + Reinforcements (Ash Wastes: Vehicles can be included as Reinforcements).
HOME TURF ADVANTAGE
Defender:
- Bottle tests: Roll 2D6 and discard the highest.
- Rally tests: +1.
- Hangers-on: Included in the crew on a 4+ (roll individually).
DEPLOYMENT
- Defender: Entire crew in the settlement half.
- Attacker: With 6″ of the opposite edge (wastes).
TACTICS CARDS
- Custom (2).
OBJECTIVES
Each gang scores points:
- 1 point per enemy fighter Out of Action.
- 2 points per enemy vehicle Out of Action (wrecked).
- D3 points for being the last gang on the battlefield.
The attacker has a special objective granting additional points, roll a D3:
- Bushwack:
- +1 point per enemy Champion Out of Action.
- +2 points if the enemy Leader is Out of Action.
- Scrag: After deployment, nominate 1 fighter in the enemy’s crew to be the target.
- +1 point if the target is Out of Action.
- +1 point for Coup de Grace against the target.
- Mayhem: After an attacker has Seriously Injured an enemy, the attacker can leave the battlefield by ending an action within 1″ of their edge. The attacker counts as Out of Action for the purposes of Bottle tests.
- +1 point if the attacker leaves.
If the attacker bottles out, points can no longer be scored from these objectives.
REINFORCEMENTS
- Defender: D3.
- Start of each End phase.
- Within 1″ of any battlefield edge and at least 12″ from enemies (deployed by the controlling gang).
ENDING THE BATTLE
The battle ends (at the end of any round) if max one gang remains on the battlefield.
VICTORY
The gang that scored the most points is the winner. Otherwise it is a draw.
REWARDS
CREDITS
- D6x10 (win).
- D3x5 (lose).
- D3x10 (draw).
EXPERIENCE
Scenario specific rewards:
- +1 to the winning Leader, regardless of whether they took part in the battle or not (in case of a draw, neither Leader gets this bonus).
REPUTATION
- +2 to the winner.
- +1 to both gangs if this was the first battle against each other.
- -1 to any gang that bottled out.
D6 Result 5-8: Wasteland Encounter
Two gangs chance upon each other in the wastes, and a vicious battle erupts.
ATTACKER & DEFENDER
The gang who issued the challenge is the attacker, the other is the defender. Otherwise, randomise one gang to choose who to be attacker and defender.
BATTLEFIELD
Standard (Ash Wastes). Size approximately 3’x3′ to 4’x4′
CREWS
Both Gangs: Random (D3+1) + Reinforcements (Ash Wastes: Reinforcements can include vehicles).
TACTICS CARDS
- Random (2)
DEPLOYMENT
Randomise a gang to place the first fighter:
- Within 12″ of the centre.
Then, gangs alternate to place all remaining fighters, starting with the gang(s) that didn’t place the first fighter:
- Anywhere at least 12″ from enemies.
REINFORCEMENTS
- D3 per gang.
- Start of each End phase.
- Within 2″ of a random battlefield edge and at least 2″ from other models.
FLEEING THE BATTLEFIELD
If either gang voluntarily bottles out and flees the battlefield, the opposing player automatically wins.
ENDING THE BATTLE
The battle ends (at the end of any round) if max 1 gang remains.
VICTORY
The only remaining gang is the winner. Otherwise it is a draw.
REWARDS
CREDITS
- D3x10 (win).
- D3x5 (draw).
EXPERIENCE
Scenario specific rewards:
- +1 to the winning Leader, regardless of whether they took part in the battle or not (in case of a draw, neither Leader gets this bonus).
REPUTATION
- +D3 (win).
- +1 to both gangs if this was the first battle against each other.
D6 Result 9-12: Fuel Hunt
Two gangs fight over scattered fuel supplies.
ATTACKER & DEFENDER
The gang who issued the challenge is the attacker, the other is the defender. Otherwise, randomise one gang to choose who to be attacker and defender.
BATTLEFIELD
Standard
CREWS
Both Gangs: Custom Selection (D3+7).
DEPLOYMENT
- Standard
GANG TACTICS
- Random (2)
ENDING THE BATTLE
If either gang has no models left on the battlefield or there are no more fuel caches on the battlefield at the end of any round, the battle ends immediately.
RUNNING LOW ON FUEL
The vehicles of both gangs are running on vapours. Each time a vehicle is activated, before it performs any action roll a D6. On a roll of 1, the vehicle changes its Status to Stationary and Stalled as the engine stutters.
FLEEING THE BATTLEFIELD
If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.
LOOTING THE BATTLEFIELD
The gangs are hunting for fuel caches and will loot any that they find! Roll 2D6 to determine the number of fuel caches, these can be represented by Loot caskets, barrels, consoles or any other small pieces of terrain. Players then take turns placing these objects on the battlefield, starting with the player who has Priority. Fuel caches must be at least 6″ from a battlefield edge, and at least 3″ from a battlefield object.
A fighter within 1″ of a fuel cache can make a Loot (Double) action to see if it contains anything useful:
Loot (Double): Roll a D6. On a 4, 5 or 6, the fighter finds some fuel and their gang gains 1 Fuel point. On a 1, the fuel explodes like a frag trap. Regardless of the result of the roll, once a fuel cache has been interacted with, remove it from the battlefield.
VICTORY
The side who gathered the most Fuel points is the winner.
REWARDS
CREDITS
Each gang adds D3x10 credits to their Stash for each Fuel point they have.
EXPERIENCE
Each fighter that gained a fuel point earns 1 XP.
REPUTATION
The victorious gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
Campaign Cycle 3 – Standard Scenarios
D6 Result 2-4: Ambush
A gang sets a trap for their rivals, hoping to catch them unawares…
ATTACKER & DEFENDER
The gang who issued the challenge is the attacker, the other is the defender. Otherwise, randomise one gang to choose who to be attacker and defender.
BATTLEFIELD
Defender can place all scatter terrain. The centre can only have scatter terrain within 12″ (no large terrain).
CREWS
- Attacker: Custom (8).
- Defender: Random (D3+5).
TACTICS CARDS
- Attacker: Custom (2).
- Defender: Random (2).
- Underdog (starting crew cost): +1 random per 100 credits.
DEPLOYMENT
- Defender: Set up each fighter one by one (in any order) within 6″ of the centre. However, roll a 6+ per fighter when setting up to have that fighter set aside instead.
- Attacker: Anywhere at least 12″ from any defender, or 6″ if no defender can draw LOS to the fighter.
- Defender: Set up each fighter that were set aside, anywhere at least 3″ from any attacker.
SURPRISE ATTACK
The attacker has Priority in the first round. The attacker can activate D3 fighters before the first defender activates.
In addition, during the first round, each fighter must pass a Cool check when activating, or the fighter can only make one action this turn (instead of the normal 2).
SLIPPING THE NET
Defenders within 1” of a battlefield edge at the start of the End phase can escape (even if Seriously Injured). Escaping fighters count as being Out of Action for the purposes of Bottle tests.
FLEEING THE BATTLEFIELD
If the defender voluntarily Bottles out and flees the battlefield, the attacker automatically wins the scenario. The attacking Leader is considered to have defiled the gang relic.
ENDING THE BATTLE
The battle ends when only one gang has fighters remaining (at the end of a round).
VICTORY
The attacker wins if more defenders were taken Out of Action than those who escaped (fleeing fighters do not count). Otherwise the defender wins.
REWARDS
EXPERIENCE
Scenario specific rewards:
- +1 to each escaping defender.
- +1 to the attacking Leader if no defenders escaped (regardless of whether they took part in the battle or not).
REPUTATION
- +1 to the winning attacker.
- +2 to the winning defender.
- -1 to any gang that bottled out.
D6 Result 5-8: Border Dispute
Each gang is seeking to secure their Turf and drive off the other gang – and the best way to do this is to defile the other gang’s relic.
ATTACKER & DEFENDER
The gang who issued the challenge is the attacker, the other is the defender. Otherwise, randomise one gang to choose who to be attacker and defender.
BATTLEFIELD
Standard
CREWS
- Both Gangs: Hybrid Selection (D3+3) + Reinforcements
DEPLOYMENT
Players roll off and the winner picks one half of the battlefield to be their turf & randomly sets up one fighter in their turf, 1″ away from the centre of the battlefield. The other player then does the same in the opposite half of the battlefield (their turf).
Then, starting with the player that set up the first fighter, the players take turns setting up the remaining fighters in their starting crew using the standard rules for deployment.
Finally, each player places a gang relic in their own turf. This can either be a generic token or a small terrain feature. The gang relic must be set up at least 5″ away from any edge of the battlefield.
GANG RELICS
Add 2 to the result of any Cool tests and Leadership tests made for friendly fighters within 6″ of their gang relic.
DEFILE THE RELIC
A fighter within 1″ of an enemy gang’s relic may perform the Defile Relic (Double) action.
Defile Relic (Double): The relic is defiled by the activating fighter. Once a relic has been defiled, it no longer offers any bonuses to Cool tests and Leadership tests, and cannot be defiled again.
REINFORCEMENTS
At the start of each End phase, each player rolls a D3 and receives that many Reinforcements. These are deployed one at a time, starting with the player that has the Priority marker and alternating until all Reinforcements are deployed.
FLEEING THE BATTLEFIELD
If either gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. Additionally, if the losing gang’s relic hasn’t been defiled, a random fighter from the winning gang is considered to have defiled it
ENDING THE BATTLE
If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.
VICTORY
If one gang has any fighters on the battlefield – not including Prone and Seriously Injured fighters – at the end of the battle, and their gang relic has not been defiled, they are victorious. Any other result is a draw.
REWARDS
CREDITS
If a gang’s relic was not defiled, they add D6x10 credits to their Stash. Otherwise, they add D3x10 credits to their Stash.
EXPERIENCE
- If a fighter defiles an enemy gang’s relic, they earn D3 XP.
- The victorious gang’s Leader earns D3 XP (regardless of whether they took part in the battle or not).
REPUTATION
If one gang’s Relic was defiled and the other’s was not, the gang with the defiled Relic loses D3 Reputation and the other gang gains D3 Reputation. If either gang bottled out, they lose 1 Reputation.
D6 Result 9-12: Manufactorum Raid
A raid against a rival House’s Manufactorum.
ATTACKED & DEFENDER
The gang who issued the challenge is the attacker, the other is the defender. Otherwise, randomise one gang to choose who to be attacker and defender.
BATTLEFIELD
Standard.
CREWS
- Attacker: Custom.
- Defender: Random (D3+5) + Reinforcements.
TACTICS CARDS
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
DEPLOYMENT
Standard. Then the attacker places 3 bomb markers at least 12” from another marker and at least 16” from the attacker’s deployment area. These are the points where the attacker must plant their bombs.
SPECIAL RULE: BOMBS
The attacking crew is carrying a collection of homemade explosives to blow up machinery vital to the rival House.
Attackers must spend a Double action (Plant Bomb) if B2B with a bomb marker (including disarmed bombs):
- Gain 1 XP.
The planted bomb has a counter which starts with 1.
In the End phase, roll a D6 for each bomb, adding the result on its counter. On a 7+, the bomb explodes:
- Strength 6, Damage D3, Blast (5”), Knockback.
Otherwise, increase the counter’s number by 1.
Defenders can spend a Double action (Disarm Bomb) if B2B with a armed/planted bomb:
- Make an Intelligence test:
- Success: Disarmed, gain D3 XP.
- Fail: If the roll was a double, the bomb explodes.
A disarmed bomb must be rearmed by an attacker using the Plant Bomb (Double) action. The counter is reset to 1.
REINFORCEMENTS
- Defender: D3.
- Each End phase (starting on the 2nd round).
FUNCTIONING MANUFACTORUM
The Industrial Terrain in this scenario is fully functioning. Terrain activates on a 3+ rather than a 6+.
ENDING THE BATTLE
The battle ends when at least 1 condition is true:
- Only one gang has fighters remaining.
- All 3 bombs explode.
VICTORY
If all 3 bombs explode, the attacker wins. Otherwise, the defender wins.
REWARDS
CREDITS
- 2D6x10 to the winning defender.
- D6x10 to the Attacker for each Bomb detonated.
EXPERIENCE
Scenario specific rewards:
- +1 to each fighter that plants or rearms a bomb.
- +D3 to each fighter that successfully disarms a bomb.
REPUTATION
- +D3 to the winning attacker.
- +D6 to the defender if no bombs explode.
- +D3 to the defender if 1 or 2 bombs explode.
- -1 for bottling out.
Lasting Injury Table
D66 | LASTING INJURY |
11 | Lesson Learned: The fighter goes into Convalescence but gains D3 Experience. |
12 | Impressive Scars: The fighter gains a set of impressive scars as testament to their bravery. Increase the fighter’s Cool by 1. This bonus only applies once, treat all further results as Out Cold. |
13 | Horrid Scars: The fighter has been horrifically disfigured, leaving them with a fearsome visage. The fighter gains the Fearsome skill. If they |
14 | Bitter Enmity: The fighter bears a bitter grudge against the gang that inflicted this injury. When fighting a battle against the gang that inflicted this injury, the fighter gains the Berserker skill. If they already have the Berserker skill or roll this result a second time, treat it as Out Cold |
15-26 | Out Cold: The fighter misses the rest of the battle, but avoids any long term injuries. The fighter recovers in time to perform post-battle actions. |
31-36 | Convalescence: The fighter goes into Convalescence. |
41 | Old Battle Wound: At the end of each battle this fighter participates in roll a D6, on a 1 the fighter goes into Convalescence. |
42 | Partially Deafened: The fighter suffers no penalty if they are partially deafened, however, suffering this injury again reduces their Leadership by 1. |
43 | Humiliated: The fighter goes into Convalescence and their Leadership and Cool characteristics are each decreased by 1. |
44 | Eye Injury: The fighter goes into Recovery and their Ballistic Skill characteristic is decreased by 1. |
D66 | LASTING INJURY |
45 | Hand Injury: The fighter goes into Recovery and their Weapon Skill characteristic is decreased by 1. |
46 | Hobbled: The fighter goes into Recovery and their Movement characteristic is decreased by 1. |
51 | Spinal Injury: The fighter goes into Recovery and their Strength characteristic is decreased by 1. |
52 | Enfeebled: The fighter goes into Recovery and their Toughness characteristic is decreased by 1. |
53 | Head Injury: The fighter goes into Recovery and their Intelligence and Willpower characteristics are each decreased by 1. |
54 | Multiple Injuries: The fighter is not dead but has suffered many serious wounds. Roll a further D3 times on this table re-rolling any results of Captured, Multiple Injuries, Memorable Death, Critical Injury or Out Cold. |
55-56 | Captured: The fighter might be Captured. |
61-65 | Critical Injury: The fighter is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see Medical Escort) in the post-battle sequence, they will die. |
66 | Memorable Death: The fighter is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. |
Post-Battle Sequence
Prone & Seriously Injured
Prone or seriously injured fighters who fled or remained on the battlefield at the game’s end must test to see if they succumbed to their injuries. On a D6 roll of a 3+ they survive without any complications. However, on the result of a 1 or 2, they must then roll on the Lasting Injury table.
COLLECT INCOME
After a battle, each gang collects income from each Territory they control that generates income, as detailed for that Territory. The total amount of credits generated from each gang’s Territories is then added to the gang’s Stash.
Each gang has a Home Settlement that cannot be lost and provides the following:
Home Settlement |
Income: The gang earns D6x10 credits from this Territory when collecting income.Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free. |
Post Battle Actions
Each fighter in the gang that has the Gang Hierarchy (X) special rule can make one post-battle action. Fighters who are in Recovery, or who have been Captured, cannot make post-battle actions. The actions below are always available, but others might also become available through special Territories, skills or other means.
- Trade
- Sell to Guilders
- Claim Bounties
- Dispose of Captives
- Medical Escort
D6 | Result |
1 | Complications: The fighter dies. |
2-5 | Stabilised: Roll on the Lasting Injury table, re-rolling any results of Captured, Critical Injury or Memorable Death. Apply the result, in addition the fighter goes into Recovery. |
6 | Full Recovery: The fighter goes into Recovery, but suffers no lasting effects. |
UPDATE ROSTER
During this step of the post-battle sequence, gangs can dispose of dead and injured fighters, scrap damaged vehicles, purchase new equipment and models, and more.