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59. Clandestine Rendezvous

RAW ✔️ Source: Necromunda: Apocrypha Necromunda, originally published in White Dwarf 449, Return to Zone Mortalis (12/2019)

Designer's Note: Using Gang Raid Scenarios

The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In Campaign play, these scenarios are perfect for players wishing to strike at their opponents without risking their whole gang, or for gangs who have several fighters In Recovery, allowing a gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll-off can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries.

"With sufficient creds, anyone is for sale."
- Lars Mroven, Broken Brotherhood, House Van Saar

In this scenario, a gang launches an ambush during a surreptitious meeting between a rival gang and a corrupt official.

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.

Battle Type

This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot 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 of the Necromunda Core Rulebook. The battlefield should be no larger than 2'x2'.

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. The attacker uses the Custom Selection (5) method to determine their crew. The defender uses the Custom Selection (4) method to determine their crew.

Deployment

The defender sets up the Corrupt Enforcer (see opposite) in the centre of the battlefield. The rest of the defender's crew are then deployed within 4" of the Corrupt Enforcer. The attacker then deploys their entire crew anywhere on the battlefield, at least 4" from any enemy fighter.

Gang Tactics

This scenario uses the standard rules for gang tactics as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.

Ending the Battle

If, at the end of any round, the Corrupt Enforcer is no longer on the battlefield or either gang has no fighters left on the battlefield, the battle ends immediately.

Victory

If the Corrupt Enforcer is escorted to safety, the defender is victorious. If the attacker takes the Corrupt Enforcer Out of Action, they are victorious. Any other result is a draw.

Rewards

Experience

If the Corrupt Enforcer is taken Out of Action as a result of a Fight (Basic) action performed by a fighter, that fighter earns D3 XP.

The Leader of the winning gang earns 1 XP (despite not taking part in the battle).

Reputation

If the defender is victorious, they gain 1 Reputation.

If the attacker is victorious, they gain D3 Reputation.

If either gang bottled out, they lose 1 Reputation.

From Out of the Shadows

The attacker automatically takes Priority in the first round. Additionally, during the first round, the defender must make a Cool test for each fighter when they are activated. If the test is failed, the fighter can only perform one action during their activation, instead of the usual two.


Corrupt Enforcer

The Corrupt Enforcer is on the defender's payroll, leaking information to them and protecting them from Lord Helmawr's judgement. The defenders and the Enforcer are determined to ensure this secret arrangement and that the Enforcer's identity remains secret.

Corrupt or not, the Enforcer is a formidable fighter and has the following profile. The Enforcer is controlled by the defender and counts as part of their crew.

Corrupt Enforcer

MWSBSSTWIALdClWilInt
5"4+4+3324+27+7+7+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Enforcer shotgun
- salvo ammo4"12"+1-4-24+Knockback, Rapid Fire (1)
- shredder ammo-T--2-14+Scattershot, Template
Stub gun6"12"+2-3-14+Plentiful, Sidearm
Shock staveE2"--S+1-1-Melee, Shock, Versatile

Skills: - Wargear: Flak armour

Ally of Convenience

The Corrupt Enforcer is treated by the defender as a friendly fighter and part of their crew in all respects. However, the Enforcer cannot be activated as part of a Group Activation.

Escape to Safety

The defender's objective is to get the Corrupt Enforcer to safety. The Corrupt Enforcer can take flight from the battlefield during any End phase if they are Standing and Active within 1" of any edge of the battlefield and if there are no enemy fighters within 1" of them.


note

Arbitrating the Scenario

The Arbitrator may take control of the Corrupt Enforcer. The Corrupt Enforcer should work with the defender as they have the same goal – helping the Corrupt Enforcer to escape safely. However, there is no reason for the Corrupt Enforcer to make this easy, they might want to take down as many of the attackers as possible first, ensuring their identity is kept secret. They may even decide they have been betrayed by the defender and seek some immediate vengeance for the imagined double-cross.