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81. Defile the Relic

RAW ✔️ Source: Necromunda: Hive War, Rulebook

A gang that really wants to make itself known may raid deep into an enemy's territory, hoping to steal goods and defile something sacred.

Battlefield

Set up the battlefield as shown below, with a gang relic (R) placed in the centre of the green deployment zone.

R = Gang Relic

Crews

Both players use the Random Selection (5) method to choose their starting crew.

Deployment

This scenario uses the attacker and defender deployment rules (see page 78). The defender deploys their crew within the green deployment zone, the attacker within the red deployment zone.

In addition, this scenario uses Sneak Attack rules (see page 85). The defender's starting crew are treated as Sentries until the alarm is raised.

Additional Rules

As well as the Sneak Attack rules, this scenario makes use of the following additional rules:

Reinforcements

This scenario uses the Reinforcements rules (see page 84). However, reinforcements will not arrive after the alarm has been raised. Reinforcements will arrive as normal from the start of the turn after the alarm was raised.

Home Turf Advantage

In this scenario, the defender has the Home Turf Advantage (see page 84).

Objectives– Defile the Relic

Expecting an attack from their enemies, the defenders have set up a guard around a sacred relic in order to protect it from harm. The attackers are hoping to sneak in and defile the relic undetected:

  • If an enemy fighter is able to get within 1" of the defender's gang relic, they can make a Defile Relic (Double) action.
  • Once relic has been defiled, it no longer offers any bonuses to Cool checks and Leadership checks, and cannot be defiled again.

Ending the Battle

The battle ends at the end of the sixth round. If at any point before this either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.

Victory

If the defender has any fighters on the battlefield – not including Seriously Injured fighters – at the end of the battle, and their gang relic has not been defiled, they are victorious.

If the Attacker has any fighters on the battlefield – not including Seriously Injured fighters - at the end of the battle, and the defender's gang relic has been defiled, they are victorious.

Any other result is a draw.

Designer's Note: Adding Extra Levels

If players wish, this scenario can be played on a battlefield that features more than one level, by adding to the height of the walls and columns at the centre of the battlefield, and by linking these together with ladders, stairs and platforms. The Sentries can then be placed above the battlefield when they are deployed, allowing them a better view of the surrounding area, and proving a more realistic experience for both the attacker and the defender.

note

Linking Games Together

If players wish to link their games together (as described on page 87), the members of the victorious gang are becoming experienced fighters. A fighter belonging to the victorious gang, chosen by the controlling player, may immediately improve one of their characteristics by 1. Roll on the table below to determine which characteristic is improved:

D6 RollCharacteristic
1Move
2Weapon Skill
3Ballistic Skill
4Strength
5Toughness
6Attacks

Note that, to improve WS or BS, the number should be lowered by 1. For example, if a fighter with WS 4+ gains an improvement, their WS becomes 3+. In all other cases, simply increase the characteristic by 1.