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27. Sumptown Showdown

RAW ✔️ Source: Necromunda Weekender Event (February 2018)

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Event Exclusive Necromunda Scenario

To celebrate the release of the Necromunda Orlock gang boxed set, we present a special scenario featuring some of the most famous sons of House Orlock ever to seek their fortune in the underhive - the Sump Dogs!

The Sump Dogs are one of the largest and most infamous House Orlock-allied gangs in Hive Primus, with its crews controlling many of the great ash gates connecting the Palatine Cluster to the wastes. When Roky and his crew killed the chief of the Wynd Stryder Clan on a road run, the Waster elders set a bounty on their hides - one the Carrion Queens and Ironlords were only too happy to collect.

Crews

For this scenario, one player takes on the role of the Sump Dogs, using the Orlock gang roster presented on the opposite page. The other player should run the Carrion Queens or the Ironlords using the Fighter cards from the Necromunda: Underhive boxed game. Alternatively, the other player can create a gang worth 1,500 credits using the gang creation rules found in Gang War.

Battlefield

This scenario can be played on either a Zone Mortalis or a Sector Mechanicus battlefield as chosen by the players. The Sump Dogs player should set up the battlefield placing doors, barricades and traps (see below) to defend their Turf.

Deployment

First, the Sump Dogs player sets up their entire crew within 12" of the centre of the board. The other player then sets up each of their fighters within 2" of any board edge.

Sump Dog Territory

Roky is no fool and knows that even though the enemy can't cross the Ash Gate gunzones and enter the hive, they have the scrip to get others to do their dirty work. Expecting an attack, the Sump Dogs have placed traps and obstacles to slow down the attackers. While the Sump Dog player is setting up the board, they may place three frag and/or melta traps anywhere on the board. In addition, Roky and his crew have stashed spare guns and extra ammo in hiding places throughout their Turf. For the duration of the game, fighters in the Sump Dogs crew can re-roll any failed Ammo checks that roll a natural 1. Finally, any doors on the board start the game locked (see page 64 of Necromunda: Underhive), though the Sump Dogs have the codes to operate them as normal if they wish.

Home Turf Advantage

The Sump Dogs have the Home Turf Advantage (see page 52 of Gang War).

A Big Bounty

The Wynd Stryders really want the Sump Dogs taught a lesson, and are willing to pay well to get results. For this scenario, the attacking gang gains the services of the Bounty Hunter Gor Half-horn (see Gang War Two or the Forge World website) without having to pay his hiring fee. Alternatively, the attacking player may either choose one of the unique Bounty Hunters from Gang War Two, or create their own using the rules from page 14 of Gang War Two and include them in their crew for free.

Tactics Cards

Each player may choose two Tactics cards from either the Gang Tactics card deck or their House Tactics card deck

Ending the Battle

The battle ends if either player has no fighters on the board at the end of a game round.

Victory (Skirmish Only)

If there are any Sump Dogs left on the board when the game ends, the Sump Dogs win, otherwise their opponents are victorious.

Rewards (Campaigns Only)

Credits

If the attackers either take out all of the Sump Dogs, or force them to flee the board, then the Wynd Stryders pay up and their gang can add 3D6x10 credits to their Stash.

experience

Each fighter that took part in the battle earns 1 Experience.

If an attacker takes Roky Out of Action then they earn D3 Experience.

Reputation

If the Sump Dogs are the only ones with fighters on the board at the end of the game, they gain D6 Reputation.

If the attacking gang is the only one with fighters on the board at the end of the game, they gain D3 Reputation.

If either gang bottled out, they lose 1 Reputation.

Sump Dogs, House Orlock Gang (1,500 Credits)

Roky and his boys have a reputation as some of the meanest runners to ride the ash roads of the Palatine Spider Points. Silt storms, cannibal scavvies or rogue dusters are just another day on the roll for the Sump Dogs. Of course, the gang spend most of their time running the maelstrom-locks around Ash Gate 17 and making sure none of the other Houses get any ideas of muscling in on Orlock territory.

Each member of the Sumpdogs present at the Sumptown Showdown has been given a profile, starting skills, wargear and equipment so they can go toe-to-toe against the Carrion Queens or the Iron Lords, whose details can be found on the Fighter cards provided in Necromunda: Underhive. These details can be copied onto blank Fighter cards if you wish.

Leader, Roky

MWSBSSTWIALdClWilInt
5"3+3+3334+24+5+5+5+

Weapons: Sawn-off shotgun, servo claw Starting Skill: Commanding Presence Wargear: Blasting charges, frag grenades, krak grenades, photo goggles

Champion, Zed 'Hackjaw'

MWSBSSTWIALdClWilInt
5"4+3+3324+25+6+6+6+

Weapons: Harpoon launcher Starting Skill: Nerves of Steel Wargear: Frag grenades

Champion, Zeke

MWSBSSTWIALdClWilInt
5"4+3+3324+25+6+6+6+

Weapons: Autopistol, stub gun Starting Skill: Ballistics Expert Wargear: Frag grenades

Lander

MWSBSSTWIALdClWilInt
5"4+4+3314+16+7+7+7+

Weapons: Autopistol, fighting knife Wargear: Krak grenades

Narkos

MWSBSSTWIALdClWilInt
5"4+4+3314+16+7+7+7+

Weapons: Fighting knife, stub gun Wargear: Photo goggles, respirator

Grimm

MWSBSSTWIALdClWilInt
5"4+4+3314+16+7+7+7+

Weapons: Combat shotgun with salvo and shredder rounds Wargear: Respirator

'Gunner' Ski

MWSBSSTWIALdClWilInt
5"4+4+3314+16+7+7+7+

Weapons: Autogun Wargear: Blasting charges

Mo Two-fist

MWSBSSTWIALdClWilInt
5"4+4+3314+16+7+7+7+

Weapons: Two stub guns Wargear: Krak grenades

Joh Krow

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5"4+4+3314+16+7+7+7+

Weapons: Autopistol, fighting knife Wargear: Frag grenades

Jackson

MWSBSSTWIALdClWilInt
5"4+4+3314+16+7+7+7+

Weapons: Combat shotgun with salvo and shredder rounds Wargear: Blasting charges

Weapon Profiles

WeaponRg SRg LAc SAc LSAPDAmTraits
Sawn-off shotgun4"8"+2-3-16+Plentiful, Scattershot
Servo claw-E--S+2-2-Melee
Harpoon launcher6"18"+2-5-315+Drag, Impale, Scarce
Autopistol4"12"+1-3-14+Rapid Fire (1), Sidearm***
Stub gun6"12"+2-3-14+Plentiful, Sidearm***
Autogun8"24"+1-3-14+Rapid Fire (1)
Fighting knife-E--S-11-Backstab, Melee
Combat shotgun
- salvo ammo4"12"+1-4-24+Knockback, Rapid Fire (1)
- shredder ammo-T--2-14+Scattershot, Template