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
2D6 | Result |
2-5 | The Hit |
6-8 | Border Dispute |
9-12 | Fungal Horror |
Ash Wastes Scenario
2D6 | Result |
2-5 | Incoming Storm |
6-8 | Wasteland Encounter |
9-12 | The 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:
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.
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
- 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.
- 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:
Round | Weather |
---|---|
1-3 | Ash Clouds: Visibility (18″). |
4-5 | Choking Gloom: Visibility (12″). Fighters without respirators must spend a Basic action to Move. |
6 | Ash 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. |
7-9 | Great 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
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.