Cycle 4 & 5

Playing Necromunda Games in Cycles 4 & 5

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.

Main Changes

DOWNTIME

During downtime you should have got the additional benefits:

  • +250 credits to spend on new equipment from their Gang Equipment List or to recruit new fighters, vehicles and/or Hangers-on.
  • Any Captured fighters are released. The gang that had Captured them receives half their credits value.
  • Any Juves or Prospects with three or more Advancements, they may be promoted. Their characteristics and credits value are unaffected, but their Type is changed as described in their fighter entry.
  • Any Fighters that are ‘In Recovery’ are now considered as recovered and should be readded to the roster.

Make sure to add them before starting Cycle 4 game if you haven’t already.

BALANCE

Some gangs are doing a bit better than others, to help balance this, we are sticking a hard limit of only being able to collect income from a Maximum of 3 territories at the end of a game.

MISSIONS

More or less the same as Cycle 3, although we have changed up the missions available, do check them below. If both players agree, you may opt to play a mission from a previous Cycle.

TACTICS CARDS

We are now allowing all Tactics Cards, you may continue to use the ones provided by the club or expand these, print your own copies or use the GW printed versions. We will retain the minimum of 12 to maximum of 16 Cards in a Deck limit but you may pick the ones you want.

OPTIONAL MISSIONS

If both players agree, instead of playing games from the list below they may instead play scenarios from the optional missions, which have more of a fun focus or are designed for multiple players.

Generating Scenarios

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.

Standard Scenario

2D6Result
2-5Downtown Dust-Up
6-8Border Dispute
9-12Claim the Spire

Ash Wastes Scenario

2D6Result
2-5Dustbowl Skirmish
6-8Wasteland Encounter
9-12Breakthrough

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:

D6Result
1Dangerous Goods: The casket has been booby trapped. Replace it with a frag trap.
2-3Ammo 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.
4-6A 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:

D6Result
1Trap is a dud, remove it from the battlefield
2-3Trap isn’t triggered and stays in place
4-6The 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:

D6Result
1-2Nothing happens
3-4It’s triggered
5-6It’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 
400You 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.

Standard Scenarios

D6 Result 2-5: Downtown Dust-Up

Rival gangs fight it out for control of a settlement and its people.

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: Random (D3 +4).

TACTICS CARDS

  • Custom (2).
  • Underdog (starting crew cost): +1 random per 100 credits.

DEPLOYMENT

Roll-off to see who deploys first. Alternate placing the fighters anywhere on the battlefield, at least 6” from an already deployed fighter (friend & foe). Then take turns placing D6+6 Hive Dwellers anywhere on the battlefield, at least 6” from the edge.

SPECIAL RULE: HIVE DWELLERS

Hivers are treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice.

MWSBSSTWIALdClWilInt
5″5+5+3314+17+8+9+9+

Hivers do not activate normally and instead react to the actions of nearby fighters. Hivers are triggered by the following actions:

  • A fighter makes a Shoot action within 12”
  • A fighter makes a Fight action within 6”
  • A blast is placed (after scatter) within 6”
  • A fighter or hiver is hit by a ranged attack within 6”

After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered).

hit, roll a D6:

D6Result
1-2Damn Gangers messing up my Town! Take a single Shoot action using a stub gun at the nearest fighter (even if they didn’t trigger the local)
3-4OK, take it Easy Fella: Take no action
5-6I’m getting outta here! Become Broken (may rally in the End phase as normal by passing a Cool test)

During the End phase, take turns moving the hivers. Roll the Scatter dice for each one – on a Hit, the player moves the hiver its full Move in a direction of their choice, otherwise they make a full Move in the direction indicated (stopping if it contacts terrain or comes within 1” of another model).

ENDING THE BATTLE

The battle ends when only one gang has fighters remaining (at the end of a round).

VICTORY

If at least half of the hivers have been taken Out of Action or are Broken, it is a draw. Otherwise the winner is the gang with fighters left on the battlefield.

REWARDS

CREDITS

  • Each gang must pay D3x10 credits or D3 Reputation per hiver that they took Out of Action.

EXPERIENCE

Scenario specific rewards:

  • +1 to each fighter in the winning gang if no locals are Out of Action or Broken.

REPUTATION

  • +1 to to each gang that took part in the battle.
  • +D3 + 1 to the winning gang.

D6 Result 6-9: 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

TACTICS CARDS

  • Custom (2).
  • Underdog (starting crew cost): +1 random per 100 credits.

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 8-12: Claim the Spire

Two gangs seek to seize the spires of the Underhive. Soon both gangs become embroiled in a fight across towers and gangways, all in order to claim victory and proclaim their house as Lord of the Spires.

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

Lay out the terrain so that it creates a series of large spires and tall structures close to the centre of the board. Each spire should have plenty of levels for gangers to fight upon as well as a series of walkways linking them to each other. Scatter terrain is still placed as normal.

CREWS

  • Both Gangs: Custom 8 + Reinforcements.

TACTICS CARDS

Both gangs get the following Tactics Cards in this mission:

  • Frag Trap, Blood Dept & Last Gasp.

DEPLOYMENT

Standard.

OBJECTIVES

Each gang is trying to claim the highest ground they can, whilst also inflicting heavy losses upon their rival gang. At the end of each turn, the gang with the highest-placed model scores 1 point (if both gangs are tied then they each score 1 point). Additionally, each gang scores 1 point for each enemy ganger that goes Out of Action.

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

The battle ends when only one gang has fighters remaining.

Additionally, if a gang Bottles Out, the battle also ends on a 6+ at the end of the following round. Otherwise, roll again at the end of each subsequent round, adding 1 to the result for each additional time this roll is made; in other words, the second time this roll is made, the battle will end on a 5+ and so on.

VICTORY

If only one gang has fighters remaining at the end of the battle, they are victorious. Otherwise, at the end of the battle, whichever gang has scored the most points is declared the winner.

REWARDS

CREDITS

  • D3x10 credits to the winner

EXPERIENCE

  • The victorious gang’s Leader earns +1 XP (regardless of whether they took part in the battle or not).

REPUTATION

  • +3 to the winner.
  • +1 to both gangs if this was their first battle against each other.
  • -1 to any gang that bottled out

Ash Wastes Scenarios

D6 Result 2-5: Dustbowl Skirmish

Two gangs encounter each other in the midst of the wastes and a fight breaks out!

BATTLEFIELD

Standard (Ash Wastes). Size approximately 3’x3′ to 4’x4′.

CREWS

  • Custom (can include vehicles).

TACTICS CARDS

  • Custom (2).
  • Underdog (starting crew cost): +1 random per 100 credits.

DEPLOYMENT

Standard.

PITCH BLACK

In the changeable conditions of the ash wastes, visibility is not always as good as in the underhive, protected as it is from the outside elements. The Battlefield Conditions will often also dictate the use of the Visibility (X”) rule. At the start of the battle one of the players must roll on the table below.

D6Effect
1Full Night Cycle: The Visibility (3″) rule is in effect.
2-3Near Night: The Visibility (6″) rule is in effect.
4-5Near Day: The Visibility (12″) rule is in effect.
6Full Day Cycle: The Visibility (24″) rule is in effect.

In addition to the usual effects, the following rules apply while the Visibility (X”) rule is in effect for an Ash Wastes battle:

  • All weapons use the Long Range accuracy modifiers, regardless of actual distance.

ENDING THE BATTLE

The battle ends when any of the following are true:

  • Only one gang remains on the battlefield.

VICTORY

The last remaining gang is the winner. Otherwise it is a draw.

REWARDS

CREDITS

  • D6x10 (win).
  • D3x10 (draw).

EXPERIENCE

Scenario specific rewards:

  • +1 for taking part.
  • +2 for taking an enemy Leader Out of Action.

Standard rewards:

  • +1 for taking an enemy Out of Action.
  • +1 for taking an enemy Leader or Champion Out of Action.
  • +1 for killing an enemy (during the battle).
  • +1 for Rallying.

REPUTATION

  • +D3 to the winner.
  • -1 for bottling out.

D6 Result 6-8: Wasteland Encounter

Two gangs chance upon each other in the wastes, and a vicious battle erupts.

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: BREAKTHROUGH

In this scenario, one gang tries to force its way past a roadblock thrown up by their enemies.

ATTACKER & DEFENDER

Tie-breaker for determining the attacker:

  1. Only gang with vehicles.
  2. Gang who chose the scenario.
  3. Roll-off (the winner can choose attacker/defender).

The other gang is the defender.

BATTLEFIELD

Standard (Ash Wastes & Rolling Roads) with the following exceptions:

  • Roughly 4’x4′.
  • Mark a road (6″-8″ wide) along the centre of the battlefield.
  • Defender: Set up a roadblock within 12″ of the centre of the battlefield (across the road), using barricades and defensible positions.

CREWS

  • Attacker: Custom (6).
  • Defender: Random (D3+1) + Reinforcements.

Vehicles can be included.

TACTICS CARDS

  • Custom (2).
  • Underdog (Gang Rating): +1 random per 100 credits.

DEPLOYMENT

  1. Defender: Anywhere within 12″ of the centre.
  2. Attacker: Within 3″ of the Trailing Edge.

ROLLING ROADS

One gang tries to force its way past a roadblock thrown up by their enemies. The enemies then give chase!

This battle starts as an Ash Wastes battle.

At the start of each round (before determining Priority), if an attacker is closer to the Leading Edge than the Trailing Edge, the battle becomes a Rolling Roads battle with open sides:

  • Models moving off the sides are Left Behind (can Rejoin later).

REINFORCEMENTS

  • Defender: 1 (random).
  • Start of each End phase.
  • Within 1″ of a battlefield side and outside 12″ of enemies (deployed by the controlling gang).

ENDING THE BATTLE

The battle ends if any of the following are true:

  • 4 rounds after the battle becomes Rolling Road.
  • Max 1 gang has models remaining (at the end of a round).

VICTORY

The last remaining gang is the winner. Otherwise it is a draw.

REWARDS

CREDITS

  • Attacker: D6x10 per Mobile friendly vehicle on the battlefield.
  • Defender: D3x10 per wrecked enemy vehicle.

EXPERIENCE

Scenario specific rewards:

  • +1 for taking part and winning.

REPUTATION

  • +D3 (win).
  • -1 (bottle out).

Lasting Injury Table

D66LASTING INJURY
11Lesson Learned: The fighter goes into Convalescence but gains D3 Experience.
12Impressive 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.
13Horrid Scars: The fighter has been horrifically disfigured, leaving them with a fearsome visage. The fighter gains the Fearsome skill. If they 
14Bitter 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
15-26Out 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.
31-36Convalescence: The fighter goes into Convalescence.
41Old Battle Wound: At the end of each battle this fighter participates in roll a D6, on a 1 the fighter goes into Convalescence.
42Partially Deafened: The fighter suffers no penalty if they are partially deafened, however, suffering this injury again reduces their Leadership by 1.
43Humiliated: The fighter goes into Convalescence and their Leadership and Cool characteristics are each decreased by 1.
44Eye Injury: The fighter goes into Recovery and their Ballistic Skill characteristic is decreased by 1.
D66LASTING INJURY
45Hand Injury: The fighter goes into Recovery and their Weapon Skill characteristic is decreased by 1.
46Hobbled: The fighter goes into Recovery and their Movement characteristic is decreased by 1.
51Spinal Injury: The fighter goes into Recovery and their Strength characteristic is decreased by 1.
52Enfeebled: The fighter goes into Recovery and their Toughness characteristic is decreased by 1.
53Head Injury: The fighter goes into Recovery and their Intelligence and Willpower characteristics are each decreased by 1.
54Multiple 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.
55-56Captured: The fighter might be Captured.
61-65Critical 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.
66Memorable 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
1Complications: The fighter dies.
2-5Stabilised: 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.
6Full 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.