5. Sneak Attack
RAW ✔️ Source: Necromunda: Rulebook (2018), originally published in Necromunda: Underhive, Rulebook (2017)
A gang that really wants to make itself known may raid deep into an enemy territory, hoping to steal goods and defile something sacred.
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.
Battlefield
This scenario uses the standard Battlefield Set-up rules and consists of seven Zone Mortalis tiles. The defender places the first tile. This tile marks the centre of the battlefield. Players then take turns placing six more tiles, three each, adjacent to the first tile.
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, then 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, and a gang relic anywhere within 6" of one edge of the battlefield. The attacker then sets up each of their fighters entirely within 4" of any edge of the battlefield and must be within 4" of another member of the crew. The attacker is free to use all edges.
Objectives
The attacker is trying to defile a relic that is important to the defenders. The defenders are trying to stop them.
Gang Relics
The defender sets up a gang relic. This can be a generic token or a small terrain feature.
Add 2 to the result of any Cool checks and Leadership checks made for friendly fighters within 6" of the gang relic.
Defile The Relic
If an enemy fighter is able to get within 1" of the defender's gang relic, they can make a Defile Relic (Double) action.
Once a relic has been defiled, it no longer offers any bonuses to Cool checks and Leadership checks, and cannot be defiled again. In a campaign, a fighter who defiles a relic gains D3 XP.
Reinforcements
At the start of each End phase, the defender rolls a D3 and receives that many Reinforcements. In this scenario, Reinforcements are deployed by the controlling player anywhere that is within 1" of the edge of the battlefield and not within 12" of an attacking fighter.
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. Additionally, the leader of the winning gang is considered to have defiled the losing gang's relic.
Victory
If the defender has any fighters on the battlefield – not including Seriously Injured fighters – at the end of the battle, and their gang relic has not been defiled, they are victorious.
If the attacker has any fighters on the battlefield – not including Seriously Injured fighters – at the end of the battle, and the defender's gang relic has been defiled, they are victorious.
Any other result is a draw.
Rewards (Campaigns Only)
Credits
If the attacker defiles the defender's relic, it gains D6x10 credits. Otherwise, it gains D3x10 credits.
If the defender's relic was not defiled, it gains D6x10 credits. Otherwise, it gains D3x10 credits.
Experience
- Each fighter that took part in the battle earns 1 XP.
- If one gang had fighters on the battlefield at the end of the battle, 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.
- If the defender's relic was defiled, the defender losses 2 Reputation and the attacker gains 2 Reputation.
- If either gang bottled out, they lose 1 Reputation.