6. Smash & Grab
- Necromunda: Core Rulebook (2023)
- Necromunda: Rulebook (2018)
RAW ✔️ Necromunda: Core Rulebook (2023), p206; originally published in Necromunda: Underhive, Rulebook (2017) and Necromunda: Rulebook (2018)
"Defend the cargo at all costs, or no one's getting paid!" - Fredriik Jargen, Prime Movers, House Van Saar
In this scenario, one gang aims to steal some loot caskets the other gang has been paid to protect.
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.
Battlefield
This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Scenario Rules: Choose Crew section. The attacker uses the Custom Selection (8) method to choose their crew. The defender uses the Hybrid (3+D6) method to choose their crew.
Deployment
This scenario uses the standard rules for deployment as described in Scenario Rules: Gang Tactics.
Additionally, the defender sets up five loot caskets within their deployment zone, at least 4" from the edge of the battlefield. No other loot caskets are used in this scenario.
Gang Tactics
This scenario uses the standard rules for gang tactics as described in Scenario Rules: Gang Tactics.
Ending the Battle
If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.
Victory
The attacker wins if, at the end of the battle, they have opened at least three loot caskets. Otherwise, the defender wins.
Rewards
Credits
The defender adds D6x10 credits to their Stash for each loot casket which was not opened.
Experience
The victorious gang Leader earns D3 XP (regardless of whether they took part in the battle or not).
Reputation
The victorious gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
Loot Caskets
The defender cannot open any loot caskets; they will not be paid for any that are tampered with.
If the attacker opens a loot casket, instead of rolling on the usual table, use the table below:.
| D6 | Result |
|---|---|
| 1 | Booby Trapped: The loot casket was rigged to explode! Place the 5" blast maker centred over the loot casket, every model hit by it suffers a S4, AP -, D1 hit. Then remove the loot casket. |
| 2-5 | Valuable Goods: Add D6x10 credits to the attacking gang's Stash. Then remove the loot casket. |
| 6 | Jackpot: Add 3D6x10 credits to the attacking gang's Stash. Then remove the loot casket. |
Fleeing the Battlefield
If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. If the attacker wins in this way, roll for each remaining loot casket ignoring each result of Booby Trapped.
RAW ✔️ Source: Necromunda: Rulebook (2018), originally published in Necromunda: Underhive, Rulebook (2017)
One gang is moving valuable merchandise for a Guilder contact. The other gang wants the loot!
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 standard Battlefield Set-up rules and consists of six Zone Mortalis tiles.
Crews
The attacker uses the Custom Selection (10) method to choose their crew. The defender uses the Random Selection (D6+3) method.
Tactics Cards
The attacker can choose two Tactics cards. The defender shuffles their Tactics cards deck and draws two cards at random.
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.
Deployment
This scenario uses the standard rules for deployment.
Additionally, the defender sets up five loot crates within their deployment zone, at least 4" from the edge of the battlefield. Without the attacker seeing, three are set up with the ammo side facing up, one will be set up with the blank side facing up, and one will be set up with the blank side facing up and a frag trap inside. All are set up with the lids on, keeping the contents secret until opened.
Objectives
The attacker wants to steal the Guilders' loot crates. The defender is determined to drive off the attacker empty-handed.
Special Rule: Loot Caskets
The defender cannot open any loot caskets; they will not be paid for any that are tampered with.
If the attacker opens a loot casket, do not roll to see what the contents are. Instead, remove the lid. If ammo is showing, this is an ammo casket. If nothing is showing, the casket has no value. If it contains a frag trap, the trap is triggered immediately and the casket removed from play.
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 one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. If the attacker wins in this way, they earn rewards for the remaining loot caskets with no risk of detonating a frag trap. If the defender wins in this way, they gain rewards for unopened loot caskets at the end of the battle.
Victory
The attacker wins if, at the end of the battle, they have opened more loot caskets containing ammo than are left unopened on the battlefield. Otherwise, the defender wins.
Rewards (Campaigns Only)
Credits
The attacker gains D6x10 credits for each loot casket they open that contains ammo.
The defender gains 2D6x10 credits for each loot casket which contained ammo that was not opened.
Experience
- Each fighter that took part in the battle earns 1 XP.
- If at least two loot caskets which contained ammo were opened by the attackers, their 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.
- The defender loses 1 Reputation and the attacker gains 1 Reputation for each loot casket which contained ammo the attacker opened.
- If the attacker opened a loot casket that contained a frag trap, they lose 1 Reputation.
- If either gang bottled out, they lose 1 Reputation.