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3. Forgotten Riches

RAW ✔️ Source: Necromunda: Rulebook (2018), originally published in Necromunda: Underhive, Rulebook (2017)

Sometimes, just the rumour of a newly discovered tunnel sprawl packed with discarded riches attracts looters.

Battlefield

This scenario uses the standard Battlefield Set-up rules and consists of seven Zone Mortalis tiles. The winner of a roll-off places the first tile. The first tile placed marks the centre of the battlefield. Players then take turns placing six more tiles, three each, adjacent to the first tile.

Crews

This scenario uses the standard rules for choosing a crew. Both players use the Custom Selection (X) method. However, the number of fighters available is determined by rolling 2D6 on the table below:

  2D6  Maximum Crew Size
2-35
4-56
6-87
9-108
11-129

Tactics Cards

Each player may select three 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, then they may randomly draw an additional Tactics card for each full 100 credits of difference.

Deployment

The winner of a roll-off places a loot casket on the central tile. Players then take turns to place a loot casket in any tile that does not already contain one. Loot caskets must be placed at least 6" from any other loot caskets on the battlefield. Players take turns doing this until five caskets have been set up. Loot caskets cannot be set up in areas that are cut off from the rest of the map (for example, the small areas in the bottom corners).

Once all of the caskets have been set up, the players roll off again. The winner picks one of the tiles that does not contain a loot casket to be their territory, then sets up their entire crew on that tile, within 3" of the edge of the map. The other player then does the same on the other remaining numbered tile – if the two tiles are adjacent, they cannot set up any of their fighters within 6" of an enemy.

Objectives

Both gangs are attempting to get away with as much loot as they can carry and prevent their enemies doing the same. Each gang scores one point for each enemy fighter that goes Out of Action. In addition, each gang scores two points for each loot casket secured (not including ammo caches) on their starting tile and within 3" of the battlefield edge when the battle ends.

Horrors in the Dark

Finding such a sizeable stash of untouched loot should have been suspicious and, sure enough, this seems to be the hunting ground for one or more unknown, mutated monstrosities.

When a fighter is activated, and they are not within 8" of any other fighters (from either side), roll a D6 on the following table:

  D6  Result
1The fighter suffers a Strength 6 hit with an AP of -1 and a Damage of 2. If they are Seriously Injured as a result, they are dragged away into the darkness and taken Out of Action.
2-3A nightmarish creature emerges from the shadows, seeking easy prey. The fighter cannot make any actions during this activation as they are too busy driving the creature away.
4-5The fighter hesitates, hearing a noise in the darkness. They can only make one action this turn.
6The fighter goes unnoticed and can act normally.

Ending the Battle

If one gang has no fighters left on the battlefield at the end of any round, the battle ends immediately and the other gang scores D3 bonus points.

Fleeing the Battlefield

If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. The winning gang claims any loot caskets left on the battlefield at the end of the battle.

Victory

If one gang has secured more loot caskets than the other at the end of the battle, they are victorious. If both gangs have secured the same number, or if neither gang has secured any loot caskets, the battle ends in a draw.

Rewards (Campaigns Only)

Credits

Gangs earn D6x10 credits for each loot casket secured at the end of the battle.

Experience

  • Each fighter that took part in the battle earns 1 XP.
  • The Leader of the gang that scored the most points gains an additional 1 XP (regardless of whether they took part in the battle or not). In the case of a draw, neither Leader gains this bonus.

Reputation

  • The gang that secured the most loot caskets gains 2 Reputation.
  • Each gang gains 1 Reputation if this was their first battle against this opponent.
  • If either gang bottled out, they lose 1 Reputation.