40. Hit and Run
RAW ✔️ Source: Necromunda: Apocrypha Necromunda, originally published in the Dark Uprising Rulebook and in The Book of Ruin
"Seven proto-recidivists located. Weapons ready. Maximum lethality authorised."
- Enforcer vox log during raid of Factorum Eta-135-Gamma
In this scenario, a gang strikes from the shadows hoping to take down a powerful foe.
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.
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. The defender uses the Random Selection (D3+7) method to determine their crew. The attacker uses the Custom Selection (D3+7) method to determine their crew.
Deployment
The defender deploys their entire crew within 6" of the centre of the battlefield. After the defending crew has been set up, the attacker sets up their fighters anywhere on the battlefield at least 8" from any enemy models.
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 either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.
Victory
The side who scored the most Victory Points is the winner. In the case of a tie, the side whose Allegiance currently has Ascendancy is the winner.
Rewards
Credits (Insurrection Phase Only)
The attacker adds D6x10 credits to their Stash for each enemy fighter taken Out of Action.
Starvation (Damnation Phase Only)
A gang adds one portion of Meat to their Stash for each enemy fighter taken Out of Action.
Scavenge (Damnation Phase Only)
The victorious gang adds a Scavenging roll to their Stash.
Experience
A fighter who takes an enemy Leader Out of Action earns 1 XP.
Reputation
The victorious gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
Make Them Pay
Both sides are looking to cut down as many enemies as possible. A gang scores 1 Victory Point for each enemy fighter taken Out of Action, and an additional 2 Victory Points if the enemy gang's Leader is taken Out of Action.
Butcher and Bolt
The attackers are trying to inflict as much damage as they can without being drawn into a protracted firefight. In this scenario, attacking fighters may make the Vanish (Double) action:
Vanish (Double): This action may only be made if the fighter is out of line of sight of any enemy fighters and at least 6" from any Standing and Active enemy fighters. Make an Intelligence test for the fighter. If successful, remove the fighter from the battlefield. Fighters removed in this way do not count as having been taken Out of Action, though are also not counted as part of the crew when making Bottle checks.
I Have A Sense of Foreboding…
Only a fool wanders the hive wilderness without being on the lookout for danger. After both crews have been deployed, the defender checks to see if any of their fighters have line of sight to any attacking fighters. If a defending fighter can see an enemy model, make a Spotting test for them by making an Intelligence test for the fighter with the following modifiers applied to the dice roll:
| Modifier | Condition |
|---|---|
| -1 | The enemy model is in partial cover |
| -2 | The enemy model is in full cover |
| -3 | The enemy model is more than 12" away |
Spotting Test
If the test is passed, they may make a single Shoot (Basic) or Move (Simple) action. If there is more than one fighter in the defender's crew with line of sight to an enemy model, the defending player may choose the order in which the Spotting tests are made. Fighters may only make a single Spotting test regardless of the number of enemy models they can see.