Cycle 6

Playing Necromunda Games in Cycle 6

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

The Downward Spiral

As the Campaign is starting to wrap up, resources are running dry to fuel an all out war amongst so many gangs! To Reflect this, gangs may only collect income from a Maximum of 2 territories at the end of a game.

Any Skills/abilities/hangers on that bring in extra income are unaffected.

MISSIONS

More or less the same as previous cycles, 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 or pick one you both want to play instead of rolling randomly.

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
2-5The Hit
6-8Border Dispute
9-12Fungal Horror

Ash Wastes Scenario

2D6Result
2-5Incoming Storm
6-8Wasteland Encounter
9-12The Great Big Robbery

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: The Hit

A gang sneaks into enemy territory to take out a leader

ATTACKER & DEFENDER

The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.

BATTLEFIELD

Standard.

CREWS

  • Attacker: Custom (D3+5).
  • Defender: Random (D3+5) + Leader + Reinforcements.

TACTICS CARDS

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

DEPLOYMENT

  1. Defender: Leader + 2 fighters within 12” of the centre of the battlefield. Roll a 5+ for each remaining fighters to place that fighter anywhere. Otherwise place that fighter within 8″ of the Leader.
  2. Attacker: Within 2” of any battlefield edge and at least 6” from enemies.

REINFORCEMENTS

  • Defender: 1.
  • Each End phase (starting on the 2nd round).

THE TARGET

The attacker is gunning for the defender’s Leader. The Attacker has Priority for the first round. In the first round, the defender’s fighters may only make a single action in each activation.

ENDING THE BATTLE

The battle ends when only one gang has fighters remaining.

VICTORY

If the defender’s Leader is Seriously Injured or taken Out of Action, the attacker is victorious. Otherwise, the defender is the winner.

REWARDS

EXPERIENCE

Scenario specific rewards:

  • +1 for taking part.
  • +D3 to attacking fighters for wounding the defender’s Leader.
  • +D3 to the defending Leader if not taken Out of Action or Seriously Injured at the end of the battle.

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

  • The attacker gains +D3 if the defender’s Leader is Seriously Injured or +D6 if the defender’s Leader is taken Out of Action.
  • +D3 to the defender if their Leader is still on the board at the end of the battle.
  • -1 to any gang that bottled out.

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: Fungal Horror

Gangs fight to survive a rapidly growing jungle.

BATTLEFIELD

Standard.

CREWS

Custom (10).

TACTICS CARDS

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

DEPLOYMENT

Standard.

SPECIAL RULE: GROWING HORROR

The battlefield is rapidly becoming overgrown by a fungal horror, and with each round, the Carnivorous Plant spreads.

At the start of the battle, place a marker on the centre of the board (for Zone Mortalis, choose the central-most tile). This represents the fungal horror. The area within 12” (or the tile) of the marker is overgrown with writhing questing vines.

  • Fighters beginning or ending the activation in this area gains the Blaze condition (counts as being coated in flesh-eating spores).
  • Fighters may take no more than 1 Move action (unless equipped with a respirator).
  • Seriously Injured fighters go Out of Action.
  • Line of sight in this area is limited to 6” (clouds of spores).

In each End phase, the player with Priority rolls a D6 for each Fungal Horror marker. On a 4+, place a new marker 12” in a random direction from it (or the closest tile in a random direction). If this point is off the board, place the marker on the edge instead.

ENDING THE BATTLE

The battle ends when at least 1 condition is true:

  • Only one gang has fighters remaining (at the end of a round).
  • 9+ Fungal Horror markers on the battlefield (at the start of any End phase).

VICTORY

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

REWARDS

EXPERIENCE

Scenario specific rewards:

  • +1 for taking part.

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.

Ash Wastes Scenarios
D6 Result 2-5: Incoming Storm

Both gangs must battle not just with their rivals, but a rapidly approaching ash storm!

BATTLEFIELD

Standard (Ash Wastes).

CREWS

Custom (10). Vehicles can be included.

TACTICS CARDS

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

DEPLOYMENT

Randomize a gang to choose a battlefield edge and set up the entire crew within 6″. The opponent sets up within 6″ of the opposite edge.

INCOMING STORM

Gangs attempt to wipe each other out before the full force of the storm descends…

  • The battle lasts for 9 rounds.
  • Do not generate weather conditions, instead use the table below.

The following are in effect, depending on the round:

RoundWeather
1-3Ash Clouds: Visibility (18″).
4-5Choking Gloom: Visibility (12″). Fighters without respirators must spend a Basic action to Move.
6Ash Cyclone: Visibility (9″). The Cyclone is a Blast (24″) that starts in the centre of the battlefield and in each end phase scatters 3D6″ (stopping if contacting a battlefield edge). Fighters that start or end touched by the Blast becomes Pinned.
7-9Great Storm: Pitch Black. Randomize a battlefield edge. When moving towards that edge, double the movement. Movement away from that edge is halved. In each End phase, all models are moved D6″ directly away from the edge (roll separately per model).

LOST IN THE STORM

From round 6 onwards, there is a chance models may become lost in the storm. When activating outside 2″ of a friendly model, pass an Intelligence test or become lost. Cannot take any actions and lose Ready marker.

ENDING THE BATTLE

The battle ends (at the end of any round) if any of the following are true:

  • Max 1 gang remains.
  • Round 9.

VICTORY

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

REWARDS

CREDITS

  • Win: D3x10.

EXPERIENCE

Scenario specific rewards:

  • +1 for taking part.
  • +1 if the battle ends before round 9.
  • +1 if still on the battlefield at the end of round 9.

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 (win).
  • +1 to both gangs if this was the first battle against each other.

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: The Great Big Robbery

Two gangs fight over a lone cargo hauler, trying to claim its riches before its escorts turn up

BATTLEFIELD

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

  • Mark a road (6″-8″ wide) along the centre of the battlefield.
  • No terrain can be placed on the road.
  • Place a large vehicle (High Value Cargo) in the centre of the battlefield, facing directly towards the Leading Edge.

CREWS

  • Custom (7).

Vehicles can be included.

TACTICS CARDS

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

DEPLOYMENT

The deployment zones are 6″ from each opposite battlefield edge (not Trailing or Leading Edge).

The winner of a roll-off chooses one side (not Trailing or Leading Edge), the loser has the opposite side.

Alternate placing the crew one model at a time, starting with the gang that won the roll-off.

ROLLING ROADS

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

HIGH SPEED PURSUIT

_This scenario happens at high speed with the High Value Cargo attempting to shake off both gangs. _

During the Move Battlefield step of the Rolling Roads phase, any vehicles that have at least half of the Leading Edge within the front vision arc are not moved towards the Trailing Edge with the rest of the battlefield.

This may result in those vehicles colliding with other models or terrain (resolved as normal).

IMPLACABLE ADVANCE

Note that the High Value Cargo remains on the centre of the battlefield (cannot be moved).

CLEAR ROAD

No terrain can be placed on the road.

HIGH VALUE CARGO

Both gangs are trying to loot what they can from a passing vehicle before its escorts arrive. The High Value Cargo attempts to shake off both gangs while voxxing in for support.

Use a large vehicle (for example the Ridgehauler) as the main objective for this battle:

  • Cannot be targeted by attacks.
  • Remains on the centre of the battlefield (cannot be moved).
  • Treated as solid terrain.
  • Fighters within 1″ can spend a Basic action (Loot Cargo) and pass an Intelligence test to gain 1 Cargo point.

ESCORT INCOMING

Starting on the 3rd round (and each subsequent round), roll a D6 + Round number. If the result is 9+, this is the last round of the battle (before the escort arrives and the gangs scatter).

ENDING THE BATTLE

The battle ends if any of the following are true:

  • High Value Cargo’s escorts arrive.
  • Max 1 gang has models remaining (at the end of a round).

VICTORY

The gang with the most Cargo points is the winner. Otherwise it is a draw.

REWARDS

CREDITS

  • D6x10 per Cargo point.

EXPERIENCE

Scenario specific rewards:

  • +1 for taking part.
  • +1 for gaining at least one Cargo point.

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 (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.