45. Public Execution
RAW ✔️ Source: Necromunda: Apocrypha Necromunda, originally published in the Dark Uprising Rulebook and in The Book of Ruin
If the attacker chooses, this scenario can be played in place of the Rescue Mission scenario to recover a fighter who has been Captured. The prisoner is replaced with the Captured fighter. If they are freed, they do not automatically attempt to flee the battlefield; instead they become Ready and join the attacker's crew armed with the weapons on their Fighter card (it can be assumed the attackers brought some extra guns with them). If the attacker does not manage to save the
Captive fighter, however, they are removed from the attacker's gang roster just as if they had been Sold to the Guilders (see the Necromunda Core Rulebook).
"Execution to occur at the end of the second work cycle outside Precinct-Fortress Echo-Blue. Attendance is mandatory."
- Vox Broadcast, Echo Sector, Hive Arcos
In this scenario, a gang must save one of their own before time runs out.
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 or Reinforcements.
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 attacker uses the Custom Selection (D3+7) method to determine their crew. The defender uses the Random Selection (D3+5) method to determine their crew. The rest of the defender's Fighter cards are shuffled together to form the Reinforcements deck.
Deployment
The defender deploys their crew first, starting by placing the prisoner (as follows) in the centre of the battlefield, and then their fighters within 6" of the prisoner. The attacker then deploys their crew within 2" of any battlefield edge.
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 the prisoner has been removed from the battlefield or either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.
Victory
If the prisoner was executed then the defender wins, otherwise the attacker is victorious.
Rewards
Credits (Insurrection Phase Only)
The attacker adds 2D6x10 credits to their gang's Stash if they successfully save the prisoner.
The defender adds D6x10 credits to their gang's Stash if they successfully execute the prisoner.
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 may add one Scavenging roll to their Stash.
Experience
If the prisoner was freed, the fighter who freed them earns 1 XP.
Reputation
The victorious gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
Execution Clock
Place a D6 next to the prisoner or on the edge of the battlefield with the number six face up. This dice represents the Execution Clock and counts down the prisoner's last moments.
In the End phase of any round, the clock is temporarily halted until the next End phase if any of the following is true:
- The attacker has at least one Standing and Active fighter within 3" of the prisoner.
- No fighter in the defending gang can draw a line of sight to any fighters in the attacker's gang.
- One of the attacking fighters is in possession of and able to use a Chrono-crystal.
In the End phase of a round in which the clock was not temporarily halted, turn the dice to reduce the number shown by one for each of the following:
- If the defender has at least one Standing and Active fighter within 3" of the prisoner.
- If one or more defenders were taken Out of Action this round.
- If the defending gang's Leader was taken Out of Action.
When the dice would count down to 0 or less, roll an Injury dice for the prisoner. On any result other than a Flesh Wound, they are removed from the battlefield and the execution is successful. On a result of a Flesh Wound, they are taking their time to die. Roll for them again in the following End phase, adding another Injury dice to the roll for each round they have been dying.
The Prisoner Fleeing the Battlefield
If the defender voluntarily bottles out and subsequently flees the battlefield, the attacker automatically rescues the prisoner and wins the scenario.
The prisoner is well restrained and consigned to their fate. A prisoner can be represented by a token or any appropriate model in either players' collection. Until freed by the attacker, the prisoner takes no part in the battle, cannot be targeted by attacks and is unaffected by weapons with the Blast (X") or Template traits. An attacking fighter may free the prisoner as a Double action if they begin their activation within 1" of them. Once freed, the prisoner will attempt to flee the battlefield. Once the prisoner has been freed, the Execution Clock rules no longer apply – the prisoner has slipped the noose!
In each End phase, the attacker moves the prisoner 3D6" toward the nearest board edge, remaining at least 1" away from enemy fighters. The fleeing prisoner counts as a fighter for all purposes and can be targeted by the defending gang (use the Ganger, or equivalent, profile from your gang's House List). The prisoner never gains a Ready marker and will flee again in each End phase as detailed above. As soon as the prisoner reaches the board edge, remove them from the table.
Reinforcements
The defender can use Reinforcements. At the end of the second round, and each round thereafter, a random fighter will arrive in the End phase.