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12. Last Stand

RAW ✔️ Source: Necromunda: Rulebook (2018)

NecroRAW

Do not confuse this scenario with the Underdog scenario titled "The Last Stand" published in White Dwarf 482, Underdogs (11/2022).

The Guilders are gunning for a gang and will take them down at any cost!

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

The attacker uses Custom Selection (D3+6) to choose their crew – the remainder of their Fighter cards become their Reinforcement deck. The defender uses Random Selection (D3+5) to choose their crew.

Home Turf Advantage

The defender has the Home Turf Advantage.

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

Deployment

The defender deploys their entire crew within 6" of the centre of the board. Then the attacker deploys their entire crew within 2" of any board edge – the attacker's fighters need not be set up together and can be spread out to surround the defenders if they wish.

Objectives

The defender must hold out as long as they can, while the attacker must wipe them out.

Reinforcements

At the start of each End phase, the attacker receives D6 Reinforcements.

Special Rule: Outnumbered!

The attacker has assembled a large assault force to bring down the defender and will stop at nothing to take them out. At the end of the first round, and each round thereafter, the attacker may bring on D6 Reinforcements, using the rules for Reinforcements. Additionally, when one of the attacker's fighters goes Out of Action, instead of rolling on the Lasting Injury table, remove the model from the battlefield and place their fighter card in the Reinforcement deck – allowing them to return to the battle later. Fighters returned in this way are considered to be fresh combatants and any Conditions they may have been subject to when removed no longer apply.

Ending the Battle

If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.

Victory

If the defender has any fighters on the battlefield (who are not Prone and Seriously Injured or Broken) by the start of round seven then they are the winner. Otherwise, the attacker is victorious.

Rewards (Campaigns Only)

The rewards for this scenario depend upon how long the defenders were able to hold out before being wiped out or fleeing the battlefield:

RoundDefenderAttacker
1-2-3 Reputation, 0 credits+3 Reputation, 2D6x10 credits
3-4+1 Reputation, D3x10 credits+2 Reputation, D6x10 credits
5-6+2 Reputation, D6x10 credits+1 Reputation, D3x10 credits
7++3 Reputation, 2D6x10 credits-3 Reputation, 0 credits

Experience

  • Each fighter that took part in the battle gains 1 XP.
  • Defending fighters (who are not Seriously Injured or Broken) still on the battlefield by round seven gain an additional D3 XP.
note

Arbitrating the Scenario

If this is an Arbitrated scenario, the Arbitrator can take on the role of the attacker, and create their own gang of watchmen or hired thugs using roughly the same credits total as the defender's gang. Alternatively, this scenario can be run as a multi-player game, with two or more gangs, possibly with the aid of the Arbitrator's own watchmen, attacking the defender. If this is a multi-player game (and the total Rating of the combined attacking gangs is at least double that of the defender's), do not use the Outnumbered special rule.