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7. Prisoner of the Cult

RAW ✔️ Necromunda: Hive Secundus Rulebook, p136

"They don't always kill their prey. They have something far worse in mind..."
- Progan Rex, Mercator Horologis

In this scenario, a gang must rescue one of their own from the clutches of the Cult of the Second Son.

Battlefield

The Malstrain places both playmats with their long edges touching and then sets up three doors on the Hunting Ground.

Crews

The Secundan Incursion gang uses the standard rules for choosing a crew, as described on page 122, and the Hybrid Selection (4+D3) method. The Malstrain has 11 MP to build their forces with.

Deployment

The Bait is placed in the centre of the battlefield, then the Malstrain deploys four Brood Scum within 6" of the Bait. The Secundan Incursion gang I choose one of the short battlefield edges and deploys their entire crew within 1" of it.

Reinforcements

At the end of each End phase, D3 Reinforcements arrive for the Malstrain.

Ending the Battle

The battle ends after nine rounds or if at the start of any round, the Secundan Incursion gang have either no models or just the Bait remaining on the battlefield.

Victory

If the Bait is freed, the Secundan Incursion gang are victorious. Any other result is a victory for the Malstrain.

Rewards

Experience

The Bait earns an additional 1 XP if they are freed.

If a fighter frees the Bait, they earn an additional D3 XP.

The Bait

This scenario may only be selected if the Malstrain has captured a fighter. Any captured fighters are the Bait.

The Bait can never gain a Ready marker, cannot attempt to flee the battlefield and cannot be activated or be attacked by either player.

Non-Bait Secundan Incursion gang fighters can perform the following action:

Free Bait (Basic): Pick a Bait within 1" and roll a D6. If the result is a 3 or higher, the Bait is freed. Ona 1 or 2 however, the Bait is not freed and remains restrained.

In addition, in the End phase of each round, the Secundan Incursion gang player may declare that one or more Bait will attempt to escape their bonds. For each Bait that does so, roll 2D6 and add their Strength. On a 13 or more, they break loose and are freed; on a 6 or less, however, they injure themselves and suffer a Flesh Wound.

Freed Bait gain a Ready marker in the following Priority phase and can be activated as normal from then on, and can flee the battlefield in the usual manner. Their rescuers immediately return their equipment to them (if the fighter has multiple equipment sets, randomly determine which equipment set is handed back to them).