53. Meat for the Grinder
RAW ✔️ Source: The Book of Ruin
Multi-player games can be a great way to kick off a Necromunda campaign, or bring one to a close. These kinds of games are also a good way to introduce new players and gangs into existing campaigns, as it allows weaker gangs and more inexperienced players to fight it out without being the sole focus of their opponent. When setting up a multi-player game, the Arbitrator should consider the relative strengths of the different gangs involved, and potentially adjust the scenario to suit. This could mean placing the strongest gangs in the most exposed place on the battlefield – or farthest from the objective – or even having the stronger gangs randomly select their crews while the weaker gangs get to choose their fighters.
In an Uprising Campaign, if the scenarios are played during the Damnation phase, then any credit rewards are ignored. Instead, players will gain 1 portion of Meat for each enemy fighter they took Out of Action, and 1 Scavenging roll if they are the winner. In a scenario using loot counters or loot caskets, each one of these is also worth 1 Scavenging roll to the gang who claims it.
The weak become meat.
Battlefield
This scenario uses the Battlefield Set-up guidelines, as described on page 117 of the Necromunda Rulebook.
Crews
This scenario uses the standard rules for choosing a crew, as described on page 118 of the Necromunda Rulebook. Each player uses the Custom Selection (3) method to choose their crew. However, the three fighters they choose must be the three members of their gang with the lowest cost.
Deployment
This scenario uses the standard rules for deployment from page 119 of the Necromunda Rulebook.
Desperation
To prove their worth in a society turned even more savage and ruthless, the weakest members of the gang must fight it out. For this initiation the fighters are desperate to prove themselves and will go to great lengths to stay in the fight. For the duration of this scenario all fighters are considered to have the True Grit, Iron Jaw and Unstoppable skills if they do not already possess them. In addition, fighters may use weapons not normally allowed to them (see Scavenged Weaponry).
Scavenged Weaponry
Fighters in this scenario begin the game without any of their weapons or wargear – these are considered to be safely back in the gang's Stash. Instead they must scavenge weapons from the battlefield. After both sides have deployed their crews, but before the first round begins, each player takes turns – starting with the player who has priority – to place two loot caskets or tokens on the battlefield. These caskets or tokens cannot be placed within 10" of a fighter or within 4" of another casket or token.
A fighter in base contact with one of these caskets or tokens can take a Loot (Basic) action to remove it to gain a random weapon. Roll on the table below to see what kind of weapon it is. If a fighter with a weapon is taken Out of Action, make a note of what weapon they were carrying and place a marker on the spot they were killed on. Other fighters may then pick up this weapon with a Loot (Basic) action.
Scavenged Weapons
| 2D6 | Weapon |
|---|---|
| 2 | Heavy Stubber |
| 3 | Flamer |
| 4 | Autogun |
| 5 | Shotgun with Solid and Scatter ammo |
| 6 | Auto Pistol |
| 7 | Stub Gun |
| 7 | Axe |
| 9 | Stiletto Knife |
| 10 | Sword |
| 11 | Power Axe |
| 12 | Heavy Rock Cutter |
Note: Scavenged Weapons are of the poorest quality and are considered to have automatically failed an Ammo check after they are used, regardless of the result of the Firepower dice.
To help remember which fighters are armed with which scavenged weapons, players can replace their models with those carrying appropriate equipment. Alternatively, if players have spare weapons from their bits box, these could be placed on or next to the fighter's base to denote they are carrying the weapon. Spare weapons can also be left on the battlefield in place of a marker if the fighter is killed, allowing other fighters to pick it up.
Tactics Cards
Each player may draw two random Tactics cards from their Tactics deck. The player or players with the lowest total crew rating may draw an additional random Tactics card.
Ending the Battle
The battle ends at the end of any round in which only one gang has fighters left on the battlefield.
Victory
If only one gang has fighters left on the battlefield at the end of the battle, they are victorious. If more than one gang has fighters left on the battlefield at the end of the battle and the battle was fought as part of an Uprising Campaign, the gang whose Allegiance currently has Ascendancy is the winner. Otherwise, the battle ends in a draw.
Rewards (Campaigns Only)
Credits
The victorious player can sell off the scavenged weapons (otherwise they are lost) for 2D6x10 credits. These credits are immediately added to their gang's Stash.
Experience
Each fighter that took part in the battle earns 1 Experience point.
Any fighters that are still on the battlefield at the end of the battle earns 1 Experience point.
Reputation
The victorious gang gains D3 Reputation.
If any gang bottled out, they lose 1 Reputation.