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20. Fighter Down

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:

MWSBSSTWIALdClWilInt
6"5+6+3313+19+7+9+11+

Weapons: Carrion Hunters are armed with an assortment of beaks, claws and mandibles, all of which count as unarmed attacks.

Special Rules

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.