18. Archaeo-hunters
RAW ✔️ Source: Necromunda: Rulebook (2018), originally published in Gang War 3
Gangs fight over ancient technology deep in the underhive.
Battlefield
This scenario uses the standard Battlefield Set-up rules.
Crews
Both players use Custom Selection (D3+7) to choose their crew.
Tactics Cards
Each player can choose two Tactics cards.
If, during the pre-battle sequence, the total Credits value of fighters in one player's starting crew is less than their opponent's, they may randomly draw an additional Tactics card for each full 100 credits of difference.
Deployment
This scenario uses the standard rules for deployment.
Objectives
The gangs are trying to crack open a vault they believe to contain an archaeo-hoard before their rivals.
Special Rule: The Automata
Gangs are hunting for a rumoured archaeo-hoard – but to find it, and crack it open, they need to use an abandoned mining automata. After setting up the battlefield, randomly select one of the edges that is not part of either player's deployment area. Place a door on this edge as close to the midpoint as possible. This is the entrance to the vault. Next, place a marker or suitable model in the centre of the battlefield to represent the automata. The automata has the following profile:
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 5+ | 5 | 5 | 5 | 6+ | 3 | 12+ | 2+ | 6+ | 10+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Meltagun | 6" | 12" | +1 | - | 8 | -4 | 3 | 4+ | Melta, Scarce |
| Heavy rock cutter* | - | E | - | - | S+4 | -4 | 3 | - | Melee, Rending, Unwieldy |
The automata is equipped with light carapace armour and is armed with a meltagun and a heavy rock cutter. The automata cannot be Pinned.
At the start of the battle, the automata is in a powered-down state. To power up the automata, a fighter from either gang that is within 1" of it can perform a Power Up (Simple) action. The fighter makes an Intelligence check and, if passed, the automata becomes powered up. Once powered up, the automata immediately becomes Ready and will act as a part of the gang who powered it up until it powers down.
In the End phase, the automata returns to a powered-down state.
Only the automata can open the vault. If the automata is powered up and activates within 1" of the door to the vault, it can perform a Destroy Door (Double) action. Thereafter, fighters from either gang may move off the table and into the vault via the doorway.
Ending the Battle
If either gang has no fighters left on the battlefield at the end of any round, including fighters that have entered the vault, the battle ends immediately.
Fleeing the Battlefield
If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. The winner gains an additional D6x10 credits for each of their fighters that are still on the battlefield and not Seriously Injured at the end of the battle.
Victory
The gang with the most fighters in the vault at the end is the winner. If both players have the same number of fighters in the vault, or there are no fighters in the vault, the game is a draw.
Rewards (Campaigns Only)
Credits
A gang adds D6x10 credits to their Stash for each fighter in the vault at the end of the battle.
Experience
- Each fighter that took part in the battle gains 1 XP.
- Fighters gain an addition 1 XP if they entered the vault.
- In an Arbitrated scenario, fighters that send an automata Out of Action gain D3 XP.
Reputation
- Each gang that took part gains 1 Reputation.
- The gang with the most fighters in the vault at the end gains an additional D3 Reputation.
Arbitrating The Scenario
The Arbitrator can take control of the automata, or introduce more than one automata, to make the scenario more challenging. An Arbitrator controlled automata begins the scenario powered up, and fighters must move into base contact with them and make Intelligence tests to take control of them for a round. Unless controlled by a gang, each automata will fight to defend the vault. The Arbitrator can also include a variety of automata, armed with different weapons or with differing profiles.