20. Fighter Down
- Necromunda: Apocrypha Necromunda
- Necromunda: Rulebook (2018)
RAW ✔️ Source: Necromunda: Apocrypha Necromunda
"Ain't no-one given ya permission to die yet Brack, now on your feet – we're getting outta here."
- Jarg 'Forge-fist', Iron Golems, House Goliath
In this scenario, a gang tries to rescue their injured comrade before the underhive can claim them.
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 or Reinforcements.
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.
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.
Both gangs use the Random Selection (D3+2) method to determine their crew, with the exception that the attacker must also randomly choose one Ganger or Juve belonging to their gang to be the wounded fighter (see opposite) before choosing the rest of their crew. The rest of each gang's Fighter cards are shuffled together to form the Reinforcements decks.
Deployment
This scenario uses the standard rules for deployment as described in the Battlefield Set-up & Scenarios section of the Necromunda: Core Rulebook.
In addition, the attacker should place the wounded fighter Prone and Seriously Injured within 8" of the centre of the battlefield, anywhere that is not within 6" of any other 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 wounded fighter is either taken Out of Action or escapes the battlefield, or either gang has no fighters left on the battlefield, the battle ends immediately.
Victory
If the wounded fighter is taken Out of Action, the defender is victorious. If the wounded fighter escapes the battlefield, the attacker is victorious. Otherwise, the battle is a draw.
Rewards
Credits
The victorious gang adds D6x10 credits to their Stash.
Experience
If a defending fighter takes the wounded fighter Out of Action, they earn 1 XP.
Reputation
The attacker gains D3 Reputation if the wounded fighter escapes the battlefield.
The defender gains 1 Reputation if the wounded fighter is taken Out of Action.
If either gang bottled out, they lose 1 Reputation.
The Wounded Fighter
For the purposes of this scenario, the wounded fighter is considered to have suffered a Serious Injury, one which they cannot recover from during the course of this battle – do not roll to see if they recover in the End phase. Instead, they remain Seriously Injured until they are either taken Out of Action by an enemy fighter, or they escape the battlefield. The wounded fighter may perform a Crawl (double) action as normal when activated.
The wounded fighter may only be taken Out of Action by a Coup de Grace (Simple) action. In other words, they cannot be shot from a distance and, should they be hit by a template of any sort, will be unaffected.
Friendly fighters may help the wounded fighter to safety by performing the Carry Fallen Comrade (Double) action:
Carry Fallen Comrade (Double): If this fighter is within 1" of the wounded fighter, they may move a distance up to their Movement characteristic, carrying the wounded fighter with them. At the end of this movement, the wounded fighter is placed anywhere within 1" of this fighter.
Escaping The Battlefield
The wounded fighter can escape the battlefield during any End phase if they are both within 1" of an edge of the battlefield and within the attacker's deployment zone, and if there are no enemy fighters within 1" of them.
Reinforcements
At the start of the second End phase, and each End phase thereafter, each player rolls a D3 and receives that many Reinforcements. These are deployed one at a time, starting with the player that has the Priority marker and alternating until all Reinforcements are deployed.
Carrion Hunters
In the underhive there are countless predators skulking in the shadows – all on the lookout for easy prey. Carrion Hunters represent mutated rats, murder-pedes, rust vultures and other vile creatures. At the Arbitrator's discretion, Carrion Hunters can be added to this scenario, further complicating matters for the gangs. Carrion Hunters have the following profile:
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | 6+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 11+ |
Weapons: Carrion Hunters are armed with an assortment of beaks, claws and mandibles, all of which count as unarmed attacks. Deployment: Carrion Hunters can be represented by any suitable models. After rolling for Priority at the start of the first round, the player with Priority rolls D6+3 to determine how many Carrion Hunters are present. The players then take turns, starting with the player with Priority, to place these creatures anywhere on the battlefield at least 8" from any fighters – including the wounded fighter. Activating the Carrion Hunters: At the start of each End phase, starting with the player with Priority, players take turns moving the Carrion Hunters. Any Carrion Hunter that ends its movement in base contact with a fighter will immediately perform a Fight (Basic) action, targeting that fighter – after this attack has been resolved, move the Carrion Hunter D3" directly away from the fighter. The fighter may not make Reaction attacks.Special Rules
RAW ✔️ Source: Necromunda: Rulebook (2018)
A gang searches for a lost companion before the underhive gets them for good.
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 Set-up rules.
Crews
Both players use the Random Selection (D3+2) method to choose their crew, with the exception that the attacker randomly chooses one of their Gangers or Juves to be the wounded fighter (as follows) before choosing the rest of their crew. The remainder of each player's gang is held off the table as Reinforcements.
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. The attacker should place the wounded fighter face-down within 8" of the centre of the board.
Objectives
The attacker wants to recover their wounded comrade. The defender has other plans for the fallen fighter.
Special Rule: The Wounded Fighter
For the purposes of this scenario, the wounded fighter is considered to have suffered a Serious Injury, one which they cannot recover from – do not roll to see if they recover in the End phase as you would normally. Instead, they remain Seriously Injured until they either go Out of Action or are carried off the board. They may still make Crawl (Double) actions as normal.
The wounded fighter may be taken Out of Action with the Coup de Grace action as normal. Friendly fighters may make the Carry (Double) action if they activate within 1" of the wounded fighter, allowing them to move up to their movement and taking the wounded fighter with them. If the wounded fighter begins their activation within 1" of the board edge closest to the attacker's deployment area, they may move off the board.
Special Rule: Carrion Creatures
In the underhive, there are countless predators skulking in the shadows – all on the lookout for easy prey. Carrion Creatures represent mutated rats, murder-pedes, rust vultures and other vile creatures. Use the following profile to represent these critters:
Carrion Creature
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | 6+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 11+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Unarmed attack | - | E | - | - | S | 1 | - | - |
Carrion creatures may be armed with various beaks, claws, mandibles and so forth, but they count as being unarmed and make unarmed attacks.
Carrion creatures can be represented by any suitable models. After the wounded fighter and both gangs have been deployed, the player with Priority rolls D6+3 to find out how many carrion creatures are present. Players then take turns, starting with the player with Priority, to place these creatures on the battlefield at least 12" from any fighters – including the wounded fighter. In each End phase, players take turns moving the carrion creatures, starting with the player that has Priority. Any carrion creature that ends its movement in contact with a fighter will make a Melee (Basic) action against it – after this action has been resolved, move the creature D3" directly away from the fighter. The fighter may not make Reaction attacks.
Reinforcements
During the End phase of the second round, and each round thereafter, D3 random Reinforcements will turn up for each gang. In this scenario, Reinforcements are deployed by the controlling player anywhere that is within 1" of the edge of the battlefield and not within 12" of an attacking fighter.
Ending the Battle
The battle ends when the wounded fighter is either taken Out of Action or escapes the board. If either player has no fighters on the board at the end of a round, the game also ends.
Victory
If the wounded fighter is taken Out of Action, then the defender is victorious. Otherwise, the attacker is the winner.
Rewards (Campaigns Only)
Experience
- Each fighter that took part in the battle earns 1 XP.
- If a fighter takes the wounded fighter Out of Action, they earn 1 XP.
Reputation
- The attacking gang earns D3 Reputation if they get the wounded fighter off the board.
- The defender gains 1 Reputation if they take the wounded fighter Out of Action.
- If either gang bottles out, they lose 1 Reputation.
Arbitrating the Scenario
If this is an arbitrated scenario, the Arbitrator can take control of the carrion creatures or introduce their own underhive predators. The Arbitrator may also place the creatures anywhere on the board, and may even opt to keep secret what the carrion creatures are, marking their position with tokens and only revealing what they are when they come within 3" of a fighter.
Alternatively, the Arbitrator might take on the role of the defender, creating a cannibal cult that is hunting for the wounded fighter. The Arbitrator may even wish to model a cannibal cult using the Chaos Cultist roster printed in White Dwarf.