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19. Escort Mission

RAW ✔️ Source: Necromunda: Rulebook (2018)

Gangs fight over the fate of an uphive agent.

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.

Battlefield

This scenario uses the standard Battlefield Setup rules.

Crews

The attacker uses the Custom Selection (D3+5) method to choose their crew. The defender uses the Random Selection (D3+7) method to determine their crew. The remainder of the attacker's deck is set to one side to form their Reinforcements deck. The agent is an addition to the defender's crew.

Tactics Cards

The attacker can choose two Tactics cards. The defender shuffles their Tactics cards deck and draws two cards at random.

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

This scenario uses the standard rules for deployment.

Objectives

The defender is trying to guide an uphive agent to safety. The attacker is trying to prevent this.

note

Special Rule: The Agent

The agent can be represented by any appropriate model in your collection and, if possible, should look suitably different to the rest of your gang, so that the attacker can clearly tell it apart. For the duration of the game, the agent is considered to be part of the defender's crew, and uses the following profile:

MWSBSSTWIALdClWilInt
4"5+4+3324+17+6+7+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Laspistol8"12"+1-3-12+Plentiful, Sidearm

The agent is equipped with mesh armour and a displacer field and is armed with a laspistol.

Special Rule: Extraction

The defender's goal is to get the agent to the extraction point, and protect them until they can make their escape. Once the agent has reached the board edge closest to the attacker's deployment area, in the End phase, the defender rolls a D6. On a 5+, the agent has been extracted and the game ends. If the agent is not extracted, roll again in each subsequent End phase, adding a cumulative +1 each time (i.e., the second roll for extraction will be on a 4+, then a 3+, etc).

Reinforcements

During the End phase of the second round, and each round thereafter, one random Reinforcement will turn up for the attacker.

Ending the Battle

The battle ends when the agent has been extracted from the battlefield, or if they have been taken Out of Action. Otherwise, if either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.

Fleeing the Battlefield

If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins the scenario.

Victory

If the agent is extracted, the defender wins. Otherwise, the attacker is victorious.

Rewards (Campaigns Only)

Credits

If the defender extracts the agent, add D6x10 credits to their Stash.

If the attacker takes the agent Out of Action, add D6x10 credits to their Stash.

Experience

  • Each fighter that took part in the battle earns 1 XP.
  • If a fighter takes the agent Out of Action, they earn D3 XP.

Reputation

  • If the defender extracts the agent, they gain D3 Reputation.
  • If the attacker takes the agent Out of Action, they gain D3 Reputation.
  • If either gang bottled out, they lose 1 Reputation.
note

Arbitrating The Scenario

In a game that pits the Arbitrator against one or more players, the Arbitrator takes control of the agent and creates an extraction team to ferry them to safety. Use the guidelines for creating watchmen gangs to represent a Guilder hit squad sent to protect the agent. Alternatively, the powerful organisation that the agent works for might send a potent bodyguard to defend their interests, and the Arbitrator could create a small group of elite Bounty Hunters to protect the agent.