The Pre- and Post-battle Sequence
RAW ✔️ The Book of Judgement, p52
In a Law and Misrule Campaign, there are several important steps that take place before and after a battle, as listed below. These must be followed in the order shown, and must be done while both players are present.
Below are listed only the steps that deviate from the normal Pre-Battle Sequence and the normal Post-Battle Sequence.
Be mindful that the steps might be numbered differently from those in the normal pre- and post-battle sequence due to the additional pre-battle step "Draw intrigue" and the additional post-battle step "Make Alignment Checks" that have been added in the Law and Misrule campaign.
The Pre Battle Sequence
The pre-battle sequence has nine steps:
- Make a Challenge and Stake Racket
- Buy Advancements and Recruit Hired Guns
- Determine Scenario
- Draw Intrigues
- Set up the Battlefield
- Choose Crews
- Announce Boons
- Tactics Cards
- Deployment
3. Determine Scenario
To determine which scenario will be used, roll 2D6 on the following table:
| 2D6 | Result |
|---|---|
| 2-3 | The player with the greater number of Rackets chooses which scenario to play. If both players have the same number of Rackets, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. |
| 4-5 | Play the Looters or The Trap scenario. |
| 6-7 | Play the Ambush or the Marauders scenario. |
| 8-9 | Play the Border Dispute or the Smash and Grab scenario. |
| 10-12 | The player with fewer Rackets chooses which scenario to play. If both players have the same number of Rackets, the winner of a roll-off chooses which scenario to play. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. |
Determining The Attacker and Defender
During the Expansion phase of the Law and Misrule Campaign, where a scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. If neither player chose the scenario then both players should roll a D6, with the player who rolls the highest choosing.
During the Justice phase of a Law and Misrule Campaign, where a scenario specifies that there is an attacker and a defender, the player who issued the challenge is automatically the attacker (unless the challenged player also holds a Wastes territory – see page 100 of the Necromunda Rulebook).
4. Draw Intrigues
The players each draw three Intrigue cards and, after reading them, place them face-down beside the battlefield. Both players should read the text on each card. These Intrigues can be claimed by either player during the battle as described in the Intrigues section on page 64. Any special rules that affect the battlefield set-up should be dealt with in the Set Up Battlefield step.
The Post Battle Sequence
The post-battle sequence has eight steps:
- Wrap-up
- Make Alignment Checks
- Assign/Reassign Racket
- Receive Rewards
- Collect Income
- Post-battle Actions
- Update Roster
- Report Results
2. Make Alignment Checks
If a gang claimed one or more Intrigues from a category that did not match their alignment during the battle (as described on page 63), they must make an Alignment check for each such Intrigue claimed. To make an Alignment check:
- Roll a number of D6 as detailed in the description of the Intrigue claimed.
- If the gang is Law Abiding, roll an extra D6 for each fighter that took part in the battle equipped with an Illegal item.
On the roll of a 1 on any of the dice, the gang's actions have caused their alignment to change. The gang's alignment immediately changes.
Gangs that cannot change their alignment, such as Enforcers or Chaos Cultists, suffer a loss of 5 Reputation every time they fail an Alignment check.
6. Post-Battle Actions
Each Leader or Champion in the gang can make one post-battle action. Each of these actions is carried out one at a time, in an order of the controlling player's choice. Fighters who are In Recovery, or who have been Captured, cannot make post-battle actions. Unless otherwise stated, the same action can be made more than once. The actions that follow are always available, but others might also become available through special Rackets, skills or other means.
Trade
RAW ✔️ / OBS. ☠️ The Book of Judgement, p55
Please be aware that the rules presented below have been rendered obsolete by the Core Rulebook (2023), which introduced significant changes to the Trading Post, Black Market, and Trade post-battle actions. The original rules of the Law and Misrule Campaign are included here solely for the sake of completeness and transparency.
For updated rules, please refer to the Visit the Trading Post section of the Update Roster sequence in the Core Rulebook.
There are two types of Trade action; Regular Trade and Black Market Trade:
- A Leader or Champion belonging to a Law Abiding gang may make a Regular Trade action and visit the Trading Post, increasing the gang's chances of finding Rare items as described on page 57.
- When a Leader or Champion belonging to an Outlaw gang makes a Black Market Trade action, they increase the gang's chances of finding Rare and Illegal items as described on page 57.
Alternatively, a Leader or Champion belonging to a Law Abiding gang may attempt to make a Black Market Trade action:
- Make an Intelligence check for the fighter making the action. If the check is passed, the gang may purchase items from the Black Market. If the check is failed, it cannot.
However, when a fighter from a Law Abiding gang visits the Black Market, they will find it harder to access Rare and Illegal items. Black marketeers are often unwilling to sell their most valuable goods to those who cannot be vouched for by mutual contacts.
Finally, a Leader or Champion belonging to an Outlaw gang can make a Regular Trade action:
- Make a Cool check for the fighter making the action. If the check is passed, the gang may purchase items from the Trading Post. If the check is failed, it cannot.
However, when a fighter from an Outlaw gang visits the Trading Post, they will find it harder to access Rare items. It is often hard for the criminal classes to move around freely and find those items readily available to others.
Claim Bounties / Trade Captives / Dispose of Captives
As described on page 61, Law Abiding gangs can claim bounties for any enemy fighters belonging to Outlaw gangs that suffered a Memorable Death result on the Lasting Injury table, or that they have Captured (providing the Captive's controlling player has had the opportunity to attempt a Rescue Mission, as described on page 134 of the Necromunda Rulebook).
Alternatively, Outlaw gangs can dispose of any enemy fighters they have captured, providing the Captive's controlling player has had the opportunity to attempt a Rescue Mission.
The Captive's controlling player should be informed as soon as possible that the bounty has been claimed for their fighter, and must delete that fighter from their roster.
Medical Escort
The fighter escorts a critically injured fellow gang member to the Doc. Pick another fighter in the gang who suffered a Critical Injury during the battle and pay 2D6x10 credits from the gang's Stash. If the gang does not have sufficient funds, or does not wish to pay the full amount, no roll is made and the fighter dies. Otherwise, roll a D6 on the table below:
| D6 | Result |
|---|---|
| 1 | Complications: The fighter dies. |
| 2-5 | Stabilised: Roll a D6 – this is the second dice of a D66 roll, the first is automatically a 5. Apply the appropriate result from the Lasting Injuries table. |
| 6 | Full Recovery: The fighter goes Into Recovery, but suffers no lasting effects. |
7 Update Roster
These steps are carried out in order:
A. Delete Dead or Retiring Fighters
B. Visit the Trading Post
C. Gain Boons from Rackets
D. Distribute Equipment
E. Update Gang Rating
B. Visit The Trading Post
RAW ✔️ / OBS. ☠️ The Book of Judgement, p57
Please be aware that the rules presented below have been rendered obsolete by the Core Rulebook (2023), which introduced significant changes to the Trading Post, Black Market, and Trade post-battle actions. The original rules of the Law and Misrule Campaign are included here solely for the sake of completeness and transparency.
For updated rules, please refer to the Visit the Trading Post section of the Update Roster sequence in the Core Rulebook.
The gang can make any of the Trading Post actions described as follows, allowing them to hire new fighters and buy or sell equipment. The actions can be taken in any order and, unless specified, there is no limit to how many times a gang can perform each one. Any spent credits are deducted from the gang's Stash; any gained credits are added to the gang's Stash.
Hire a Fighter: The gang can hire a new fighter from their House List, paying for them as they did when founding the gang. No equipment is purchased for them – they receive equipment in the next step.
Gang Composition
The Gang Composition section of the House List must be honoured when hiring new fighters. For example, if a gang with a Reputation of 9 already has two Hangers-on, it cannot hire any more. Similarly, if a gang has fewer Gangers (including Specialists) than its total number of Leaders, Champions and Juves, only Gangers can be hired until this is no longer the case.
Recruit Hangers-on: The gang can spend credits to add a Hanger-on to their roster (as explained on page 83 of Necromunda: Gangs of the Underhive). Their Reputation must be sufficient to allow this. Sell Unwanted Equipment: Any equipment in the gang's Stash can be sold. The item is deleted from the Stash, and the gang gains its value in credits, minus D6x10 (to a minimum of five). Note that equipment granted as a Racket Boon cannot be sold.
Purchase Equipment: The gang can purchase any equipment from their House Equipment List at the price shown, adding it to their Stash. They can also purchase Common equipment from the Trading Post, at the price shown. They cannot use this action to purchase Rare equipment from the Trading Post – that can only be obtained with the Seek Rare Equipment action, as follows:
Seek Rare Equipment: This action is only performed once and is done to determine the availability of Rare items on offer at the Trading Post or the Black Market. Roll 2D6 to determine the availability of items, adding the following bonuses:
- +2 if the gang's Leader is making a Regular Trade post-battle action.
- +1 for each Champion making a Regular Trade post-battle action.
- +1 for every full 10 Reputation the gang has (for example, a gang with Reputation 24 would get +2).
- -2 if an Outlaw gang is attempting to purchase Rare items from the Trading Post.
- -1 if a Law Abiding gang is attempting to purchase items from the Black Market.
- +/-X as from a specified special rule. The result is the Availability level – the higher it is, the rarer the equipment that is on offer. The gang can now purchase Rare items from the Trading Post or Black Market with a Rarity value equal to or lower than the Availability level. Any items that are purchased are immediately added to the gang's Stash.
Seek Illegal Equipment: This action is only performed once and is done to determine the availability of Illegal items on offer at the Black Market. Roll 2D6 to determine the availability of items, adding the following bonuses:
- +2 if the gang's Leader is making a Black Market Trade post-battle action.
- +1 for each Champion making a Black Market Trade post-battle action.
- +1 for every full 10 Reputation the gang has (for example, a gang with Reputation 24 would get +2).
- -2 if the gang is a Law Abiding gang.
- +/-X as from a specified special rule.
The result is the Availability level – the higher it is, the more illegal the equipment that is on offer. The gang can now purchase Illegal items from the Black Market with an Illegal value equal to or lower than the Availability level.