101. Cargo Run
Do not confuse this scenario with the Underdog scenario also titled "Cargo Run" published in White Dwarf 482, Underdogs (11/2022), p129.
"Cargo ain't worth a damn if it don't get to where it's going."
- Vex Corben, Rust Roads Rider, House Orlock
In this scenario, one gang is attempting to get a precious cargo to its destination while their rivals attempt to stop them.
- Necromunda: Core Rulebook (2023)
- Necromunda: Ash Wastes Rulebook
RAW ✔️ Necromunda: Core Rulebook (2023), p214
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend. If only one player has vehicles in their gang, they are automatically the defender.
Battle Type
This scenario is a Rolling Roads Ash Wastes battle; vehicles and wargear that grant the Mounted condition can be included in either gang's starting crew.
Battlefield
This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section. This scenario is designed to be played on a 6'x4' battlefield.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Scenario Rules: Choose Crew section. Both gangs use the Hybrid Selection (3+5) method to determine their crew.
Deployment
Players take turns, starting with the gang with the highest gang rating, placing models within 12" of the Trailing Edge. No model can be placed within 1" of an enemy model.
Gang Tactics
This scenario uses the standard rules for gang tactics as described in Scenario Rules: Gang Tactics.
Ending the Battle
The battle ends when the defender reaches their destination or if at the end of any round the vehicle carrying the cargo is destroyed or has fled the battlefield.
Victory
If the attacker destroyed the vehicle carrying the cargo, or it fled the battlefield, then they are victorious, otherwise the defender is victorious.
Rewards
Credits
The winning gang adds 4D6x10 credits to their Stash as they either get paid for delivering the cargo or sell their stolen goods.
Experience
If the vehicle carrying the cargo survived then it earns an additional 1 XP.
Reputation
The winning gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
Rolling Roads
This is a Rolling Roads scenario and follows all the rules for Rolling Roads (see page 202).
The Cargo
The defender must designate one of their vehicles to be carrying the cargo. If they have more than one vehicle then it must be the most expensive vehicle they have in their gang. The cargo has no effect on the vehicle aside from acting as an objective for the scenario.
Dangerous Roads
At the start of the second round, and each round thereafter, the defender rolls a D6 and adds the round number to see if they will reach their destination this round. On a 10 or higher, this round is the last round of the battle. Before the defender rolls the dice to see if they have reached their destination they must choose which route they are taking, and add the bonus to the dice roll as detailed below. The more dangerous the route, the higher the bonus.
| Bonus | Route Effects |
|---|---|
| +0 | The battlefield has open sides. |
| +1 | The battlefield has cliff sides. |
| +2 | The battlefield has cliff sides and if any model moves less than 8" during its activation, it falls through the ash crust and goes Out of Action. Immediately make a Lasting Injury roll or Lasting Damage roll for any model removed in this way. |
| +3 | The battlefield has impassable sides and is on fire! At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. |
RAW ✔️ Necromunda: Ash Wastes Rulebook, p158
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender. In a campaign, the player who chose this scenario is the attacker. In a skirmish, players roll off and the winner decides whether they will attack or defend. If only one player has vehicles in their gang, they are automatically the defender.
Battle Type
This scenario is an Ash Wastes battle. Vehicles can be included in both crews.
Battlefield
Set up the battlefield as described in the Battlefield Set-up section (see page 133). This scenario is designed to be played on a 6'x4' battlefield.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up section (see page 134). Both crews use the Custom Selection (10) method to determine their crew.
Deployment
Players take turns, starting with the gang with the highest gang rating, placing models within 12" of the Trailing Edge. No model can be placed within 1" of an enemy model.
Gang Tactics
Each player may choose two gang tactics from those available to their gang.
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 determine an additional gang tactic for each full 100 credits of difference.
Ending the Battle
The battle ends when the defender reaches their destination or as soon as the vehicle carrying the cargo is destroyed.
Victory
If the attacker destroyed the vehicle carrying the cargo then they are the winner, otherwise the defender is victorious.
Rewards
Credits
The winning gang adds 4D6x10 credits to their Stash as they either get paid for delivering the cargo or sell their stolen goods.
Experience
Each model who took part in the battle earns 1 XP.
If the vehicle carrying the cargo survived then it earns 1 XP.
Reputation
The winning gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
Objectives
The defender must get their cargo to its destination while the attacker must stop them.
Rolling Roads
This is a Rolling Roads scenario and follows all the rules for Rolling Rods (see page 130).
The Cargo
The defender must designate one of their vehicles to be carrying the cargo. If they have more than one vehicle then it must be the most expensive vehicle they have in their gang. The cargo has no effect on the vehicle aside from acting as an objective for the scenario.
Dangerous Roads
At the start of the second round, and each round thereafter, the defender rolls a D6 and adds the round number to see if they will reach their destination this round. Ona 10 or higher, this round is the last round of the battle. Before the defender rolls the dice to see if they have reached their destination they must choose which route they are taking, and add the bonus to the dice roll as detailed below. The more dangerous the route, the higher the bonus.
| Bonus | Route Effects |
|---|---|
| +0 | The battlefield has open sides. |
| +1 | The battlefield has cliff sides. |
| +2 | The battlefield has cliff sides and if any model moves less than 8" during its activation, it falls through the ash crust and goes Out of Action. Immediately make a Lasting Injury roll or Lasting Damage roll for any model removed in this way. |
| +3 | The battlefield has impassable sides and is on fire. At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. |