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125. Cargo Run

RAW ✔️ White Dwarf 482, Underdogs (11/2022), p129

NecroRAW

Do not confuse this Underdog scenario with the scenario also titled "Cargo Run" published in Necromunda: Core Rulebook (2023), p214 and Necromunda: Ash Wastes Rulebook, p158.

In this scenario, the Underdog tries to destroy a valuable shipment before the other gang can escort it to its destination.

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Battle Types

Cargo Run is an Ash Wastes Rolling Roads battle.

The Underdog

This [scenario] makes frequent reference to an 'Underdog'; an Underdog is defined as a gang whose Gang Rating is at least 400 credits fewer than its opponent's. Note that you cannot use Underdog gang tactics when playing one of these scenarios.

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Attacker and Defender

In this scenario, the Underdog is the attacker; the other gang is the defender.

Battlefield

Set up the battlefield using the Battlefield Set-up guidelines for Rolling Roads, as described in the Ash Wastes Rulebook.

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. Both gangs use the Custom Selection method to determine their crew.

Deployment

The attacker deploys their starting crew at least 18" away from the Trailing Edge. The defender then deploys their starting crew within 6" of the Trailing Edge.

Cargo Delivery

The defending gang is trying to deliver valuable cargo through the wastes. After both gangs have deployed their starting crews, the defender places three Cargo Crates on the battlefield - these can be placed on friendly vehicles if the defender wishes. These can be represented by any token or marker, though Loot caskets are ideal.

Cargo Crates are treated as Loot caskets for the purposes of actions. If a fighter successfully opens a Cargo Crate, instead of rolling to determine the Cargo Crate's contents, it is destroyed. If a Cargo Crate ever leaves the battlefield, it is automatically destroyed.

Ending the Battle

The battle ends when either only one gang has models remaining on the battlefield or after six rounds.

Victory

The defender wins if, at the end of the battle, at least two of the Cargo Crates are on the battlefield and held by a friendly model. Any other result is a victory for the attacker.

Rewards

Credits

The defender adds D6x10 credits to their Stash for each Cargo Crate on the battlefield.

The attacker adds D6x5 credits to their Stash for each Cargo Crate they destroy.

Experience

Each fighter who took part in the battle earns 1 XP.

Each fighter in the attacking gang earns 1 XP for each Hull Point they remove from a defending vehicle.

Each fighter in the attacking gang earns D3 XP for each Cargo Crate they destroy.

Reputation

The victorious gang gains D3 Reputation.

If either gang bottled out, they lose 1 Reputation.