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46. Takeover

RAW ✔️ Source: The Book of Ruin

Designer's Note: Campaign Rewards

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.

By order of Lord Helmawr, I seize this territory!

Battlefield

This scenario uses the Battlefield Set-up guidelines, as described on page 117 of the Necromunda Rulebook, with the exception of placing three landmarks.

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.

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) to select their crew.

Deployment

This scenario uses the standard rules for deployment from page 119 of the Necromunda Rulebook with the exception of the Surprise Assault rule (see below).

Surprise Assault

The attacker is making a prepared assault against the defender's territory. In this scenario the attacker always deploys first.

Landmarks

In this scenario the attacker is attempting to capture a number of key points – or landmarks – to take control of the local area. When setting up the table the defender should designate three landmarks. This can be any point on the battlefield, and can be represented by either a token or piece of terrain. Landmarks should be placed no further than 18" from the centre of the battlefield and no closer than 12" to another landmark (if the landmark is a piece of terrain, measure these distances from its centre). Landmarks cannot be placed within or surrounded by impassable terrain.

At the beginning of the battle the defender is considered to control all landmarks. For the attacker to take control of a landmark, they must have more fighters than the defender within 3" of the landmark (or 3" of the landmark's centre point if it is a piece of terrain) in the End phase. Once a landmark has been captured, it remains in the control of the attacker.

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 then they may randomly draw an additional Tactics card for each full 100 credits of difference.

Ending the Battle

The battle finishes at the end of round 10, at the end of any round in which the attacker has captured all three landmarks, or if at the start of any round only one gang has fighters remaining on the battlefield.

Victory

If the attacker captures all three landmarks or there are only attacking fighters left on the battlefield at the end of any round, the attackers are victorious, otherwise the defender wins.

Rewards (Campaigns Only)

Credits

The attacker adds D6x10 credits to their gang's stash for each landmark they capture.

The defender adds 2D6x10 credits to their gang's stash if they are the winner.

Experience

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

A fighter who participates in the capture of a landmark earns 1 Experience point.

Reputation

The victorious gang gains D3 Reputation.

If either gang bottled out, they lose 1 Reputation.