14. Downtown Dust-up
RAW ✔️ Source: Necromunda: Rulebook (2018)
Rival gangs fight it out for control of a settlement and its people.
Battlefield
This scenario uses the standard Battlefield Set-up rules.
This scenario represents gangs fighting it out in the middle of a crowded settlement; perhaps in the tunnels of a drinking hole, a shanty town main street or an underhive marketplace. If the players have any appropriate settlement scenery (such as saloon tables, market stalls or shanty dwellings), they can set up the battlefield to represent one of these locales.
Crews
Players use the Random Selection (D3+4) to choose their crew – representing two crews that have stumbled into each other while letting the locals know who is in charge.
Tactics Cards
Each player may select two Gang 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
Players roll off to see who deploys first. Players alternate placing their fighters anywhere on the battlefield, provided that they are at least 6" from an already deployed fighter (either friend or foe). The players should then place D6+6 Hive Dwellers (represented with appropriate models or counters), taking turns to place one anywhere on the battlefield at least 6" from the edge.
Objectives
The players' goal is to run their opponent's gang out of town, without getting too many of the locals caught in the crossfire.
Special Rule: Hive Dwellers
This scenario should include D6+6 Hive Dwellers, deployed as described previously and as detailed.
For all intents and purposes, the Hive Dwellers are treated like fighters and use the rules for movement, stray shots, being Engaged and pinning as normal. However, if they are reduced to 0 wounds, they are automatically taken Out of Action without rolling any Injury dice.
Hive Dwellers do not activate normally and instead react to the actions of nearby fighters. Hive Dwellers are triggered by the following actions:
- A fighter makes a Shoot action within 12"
- A fighter makes a Fight action within 6"
- A Blast marker is placed (after scatter) within 6"
- A fighter or hiver is hit by a ranged attack within 6"
After working out the effects of the action that triggered the Hive Dweller, roll a D6 on the table below. Note that if there is more than one Hive Dweller triggered by the action, roll a separate D6 for each one:
| D6 | Roll Result |
|---|---|
| 1-2 | Damn gangers messing up my Town! – The local pulls a gun and takes a single Shoot action with a stub pistol at the nearest fighter (even if they didn't trigger the local). |
| 3-4 | OK, take it easy fella – The local stands their ground, taking no action. |
| 5-6 | I'm getting outta here! – The local legs it, becoming Broken (they may rally in the End phase as normal by passing a Cool test). |
During the End phase, players should take turns moving the Hive Dwellers. Roll the Scatter dice for each one – on a hit, the player moves the Hive Dweller its full Move in a direction of their choice, otherwise they move it a full Move in the direction indicated (stopping if it contacts terrain or comes within 1" of another model).
Ending the Battle
If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.
Victory
A gang is the winner if it is the only one with any fighters left on the battlefield and no more than half the Hive Dwellers have been taken Out of Action or are Broken – otherwise, it is a draw.
Rewards (Campaigns Only)
Credits
Hive authorities don't like it when people start shooting bystanders and the Guilders inevitably demand recompense for damage done to their holdings.
For every Hive Dweller a gang was responsible for sending Out of Action, they must pay D3x10 credits – if they can't pay, or won't pay, they instead lose D3 Reputation.
Experience
- Each fighter that took part in the battle gains 1 XP.
- If, at the end of the battle, at least half of the Hive Dwellers are not Out of Action or Broken, the victorious gang's fighters that participated in the battle each gain an additional 1 XP – if no locals are Out of Action or Broken, increase this to 2 XP.
Reputation
- Each gang that took part in the battle gains 1 Reputation (the Hive Dwellers will at least remember their name).
- If the gang is the only one with fighters left on the battlefield, and no more than half of the hivers have been taken Out of Action or are Broken, it gains D3+1 Reputation.
Arbitrating The Scenario
If this is an Arbitrated scenario, the Arbitrator controls the hiver dwellers. After the players have deployed all of their fighters, the Arbitrator can place D6+6 Hive Dwellers anywhere on the battlefield. Whenever the actions of the fighters would cause a Hive Dweller to activate, instead of rolling a dice, the Arbitrator chooses what the Hive Dweller's reaction will be.
If the Arbitrator wants to make the scenario more challenging for the players, they might even create a Guilder Watchmen gang to show up on round three and try to restore order – or just crack some heads!
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ |