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10. Sabotage

RAW ✔️ Source: Necromunda: Rulebook (2018)

A gang sneaks onto a rival's turf, hoping to put one of their territories out of commission.

Attacker and Defender

This scenario uses the Sneak Attack rules. 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.

The Target

In a campaign, the attacker chooses their target – either one of the other gang's Special Territories, or their Turf in general. They must decide this before the battlefield is set up.

Battlefield

The defender places a piece of terrain, which should be at least 2" square, to represent the attacker's target. It is recommended that this is set up as close to the centre of the battlefield as possible. Then, the battlefield is set up using the standard Battlefield Set-up rules.

Crews

The attacker uses the Custom Selection method to choose their crew. The defender's starting crew are their sentries. They use the Random Selection (5) method, but before drawing their crew, they can declare any number of fighters unfit (or too important) for sentry duty, removing them from their deck – they are returned to the deck after the starting crew has been drawn, then the rest of the deck is set to one side to form their Reinforcements deck.

Home Turf Advantage

The defender has the Home Turf Advantage.

Tactics Cards

The attacker can choose up to three Tactics cards. The defender shuffles their deck and draws two cards from it at random – however, they cannot be played until the alarm has been raised.

If, during the pre-battle sequence, one player's Gang Rating is less than their opponent's, they may randomly draw an additional Tactics card for each full 100 credits of difference.

Deployment

The defender sets up their sentries anywhere on the battlefield. The attacker then sets up each of their fighters within 2" of any edge of the battlefield, and is free to use all edges.

Objectives

The attackers are attempting to destroy their target and deal a blow to their target's territory. The defenders are trying to stop this at all costs!

Destroying the Target

The target has a Toughness of 6 and a 5+ save roll. As it is large and stationary, any ranged attacks made against it have a +2 modifier to the hit roll, and any close combat attacks hit automatically. If the target suffers 4 Wounds, it is destroyed.

In a campaign, any attacking fighter who wounds the target gains 1 XP for each wound they cause, plus 1 if they destroy it.

Taking Flight

Once the attackers have destroyed the target, they can disappear back into the shadows. Any attacking fighter that is within 1" of any edge of the battlefield at the start of any End phase can take flight if their controlling player wishes, even if they are Seriously Injured. They are removed from the battlefield, and count as being Out of Action from now on for the purposes of bottle tests.

Reinforcements

In the round that the alarm is raised, and in each subsequent round, D6 Reinforcements arrive until the entire gang has arrived.

Ending the Battle

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

Fleeing the Battlefield

If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins the scenario. The target is destroyed but Experience is not gained for doing so after the defenders have fled.

Victory

The attacker wins if, at the end of the battle, they have destroyed the target and fewer than half of their crew have been taken Out of Action. If they have not destroyed the target, the defender wins. Otherwise, the battle ends in a draw.

Rewards (Campaigns Only)

Credits

If the attackers destroy the target, they gain D6x10 credits. If they do not, the defenders gain D6x10 credits.

Experience

  • Each fighter that took part in the battle earns 1 XP.
  • If the target was destroyed, the attacker's Leader then earns 1 XP (regardless of whether they took part in the battle or not).

Reputation

  • Each gang gains 1 Reputation if this was their first battle against this opponent.
  • If the attackers destroyed their target, their Reputation increases by 3 and the defender's Reputation decreases by 1.
  • If either gang bottled out, they lose 1 Reputation.