48. Ritual
RAW ✔️ Source: The Book of Ruin
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.
A tear in the veil.
Battlefield
This scenario uses the Battlefield Set-up guidelines, as described on page 117 of the Necromunda Rulebook.
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. If only one player has a Corpse Grinder, Helot Chaos Cults or Chaos Corrupted gang then they are the defender regardless of who chose the scenario.
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 (10) method to choose their crew while the defender uses the Random Selection (10) method to choose their crew.
Deployment
The defender deploys their fighters anywhere within 12" of the centre of the battlefield. The attacker then deploys their fighters in base contact with any edge of the battlefield.
Ritual Leader
After deploying their fighters, the defender chooses one of their fighters to be the Ritual Leader – this can be any member of their crew. The Ritual Leader must not be disturbed if they are to complete the ritual and as long as they are the leader, they will not activate and can take no actions. If the Ritual Leader is Seriously Injured or taken Out of Action, the defender can nominate a different fighter as the Ritual Leader at the start of the following round.
Daemonic Energies
As the ritual nears completion, daemonic energies begin to ravage the battlefield. In the End phase if there is an Active Ritual Leader on the battlefield, the defender places a Ritual token. As soon as there is at least one Ritual token in play, the defender then rolls on the Daemonic Ritual table below, adding the number of Ritual tokens to the result. Note that the results on the ritual table are cumulative – so for instance, if the Dancers on the Threshold result was generated, then the Screams from the Beyond and the Tendrils of Madness effects would also be applied.
Daemonic Ritual
| D6 + Ritual Tokens | Result |
|---|---|
| 3 or less | The Veil Weakens: Eerie noises and ethereal lights fill the battlefield but otherwise there are no additional effects. |
| 4-6 | Tendrils of Madness: All fighters on the battlefield, with the exception of the Ritual Leader gain the Insanity condition. |
| 7-9 | Screams from Beyond: All fighters suffer a -2 penalty to Willpower and Cool checks, and group activations cannot be taken. |
| 10-12 | Dancers on the Threshold: Randomly select one of the fighters on the battlefield. This fighter becomes possessed by a Daemon (see "The Daemon" in Daemonic Possession). |
| 13+ | The Warp Vomits Forth: All attackers on the battlefield must make a Willpower check. Those that fail must roll an Injury dice and apply the results. The game then ends. |
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, they may randomly draw an additional Tactics card for each full 100 credits of difference.
Ending the Battle
The battle ends if a The Warp Vomits Forth result is rolled on the Daemonic Ritual table. The game also ends if at the start of any round one side has fighters on the battlefield and their opponent does not.
Victory
If the defender generates a The Warp Vomits Forth result on the Daemonic Ritual table, they are victorious. Alternatively, if at the start of any round one side has fighters on the battlefield and their opponent does not then they are the winner.
Rewards (Campaigns Only)
Experience
Each fighter that took part in the battle earns 1 Experience point.
Any fighter still on the battlefield at the end of the game earns 1 Experience point.
Any fighter who destroys a Daemon earns D3 Experience points.
Reputation
The victorious gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.