Skip to main content

35. Manufactorum Raid

RAW ✔️ The Book of Peril, p80

Designer's Note: Badzones Environments

Many of the Badzones Environments, such as the Sump Sea or the Stygian Depths, can have a big impact on how a scenario plays out. Sometimes, this will mean a little bit of planning on the part of the players to decide how the hazardous environment fits in with the scenario and how they set up the battlefield. For instance, when playing the Toll Bridge scenario over a Sump Sea, the bridge is most likely a central gantry between two structures and the 'river' below it represents an especially deep part of the sea or an especially toxic one. In scenarios which use specific terrain or markers, such as the Manufactorum Raid or Fungal Horror, if an area of the board is impassable or hazardous, such as the ground in Stygian Depths, then the terrain or markers should be put in places where the fighters can reach and interact with them.

A raid against a rival House's manufactorum.

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 Battlefield Set-up guidelines, as described on page 117 of the Necromunda Rulebook, and may either be a Zone Mortalis or a Sector Mechanicus battlefield.

Crews

This scenario uses the standard rules for choosing a crew, as described on page 118 of the Necromunda Rulebook. The attacker uses the Custom Selection method to choose their crew. The defender uses the Random Selection (D3+5) method to choose their crew. Any defending fighters not on the board at the start form the defender's Reinforcements.

Deployment

This scenario uses the standard rules for deployment from page 119 of the Necromunda Rulebook.

Bombs

The attacker's crew are carrying a collection of homemade explosives to blow up machinery vital to the rival House. After both crews are deployed, the attacker should place three markers on the table (suitably industrial-looking terrain or tiles are especially appropriate locations to place these). Each marker must be at least 16" from the attacker's deployment area and no closer than 12" to another marker. These are the points where the attacker must plant their bombs.

Any fighter in the attacker's crew makes the Plant Bomb (double) action if they are in base contact with one of the markers to plant a bomb. Players should indicate that the bomb has been planted by flipping over the marker or placing a frag trap or similar marker on it. Once the bomb has been planted, it remains on the table until the end of the game. Place a dice next to the bomb with the number 1 face-up – this is its counter.

During the End phase, the attacker rolls a D6 for each bomb, adding the result on its counter to the roll. On a 7+, the bomb explodes, otherwise increase the number on its counter by 1. If the bomb explodes, count it as if it were a frag trap (see page 135 of Necromunda: Gangs of the Underhive), except it has a Strength of 6 and inflicts D3 Damage.

Defending models may try to disarm bombs once they have been planted. To disarm a bomb, a fighter must be in base contact with it and make the Disarm Bomb (Double) action and pass an Intelligence check. A disarmed bomb must be rearmed by an attacker following the same procedure as planting a bomb, and has its counter reduced to 1. If the Intelligence check to disarm a bomb fails and is also a double, then it explodes, as detailed above.

Functioning Manufactorum

The Industrial Terrain in this scenario is fully functioning. When seeing if a piece of Industrial Terrain activates, or is activated, this occurs on a 3+ rather than a 6 (see Smokestacks, page 67).

Reinforcements

The defender use Reinforcements (see page 119 of the Necromunda Rulebook). At the end of the second round, and each round thereafter, D3 random fighters will arrive in the End phase.

Tactics Cards

Each player may choose two Tactics cards from their Tactics deck. 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.

Ending the Battle

If either player has no fighters on the board at the end of a round, the game ends. The game also ends if all three bombs explode.

Victory

If the bombs all go off, the attacker is the winner, otherwise the defender is victorious.

Rewards (Campaigns Only)

Credits

If the defender wins, they get paid for the successful defence and they can add 2D6x10 credits to their Stash.

Experience

Each fighter that took part in the battle earns 1 XP. Any attacking fighter that successfully plants or rearms a bomb earns 1 XP.

Any defending fighter that successfully disarms a bomb earns D3 XP.

Reputation

If all of the bombs go off then the attacker earns D3 Reputation.

If none of the bombs explode then the defender gains D6 Reputation. If only one or two of the bombs explode, the defender earns D3 Reputation instead.

If either gang bottled out, they lose 1 Reputation.

note

Arbitrating the Scenario

Manufactorums are often heavily fortified as they are the lifeblood of a House's wealth. In this scenario, the Arbitrator can take on the role of the defender, creating a factory militia to defend the machinery. Militias can be created using the guidelines for Watchmen gangs found in the Necromunda Rulebook.