22. The Hit
RAW ✔️ Source: Necromunda: Rulebook (2018)
A gang sneaks into enemy territory to take out a leader.
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.
Crews
The attacker uses the Custom Selection (D3+5) method to choose their crew. The defender's crew includes their Leader, while the rest of their crew is determined using the Random Selection (D3+5) method. The remainder of the defender's gang is then held off the table as Reinforcements.
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
The defender deploys first, placing their Leader and two other fighters within 12" of the centre of the battlefield. Then, the defender rolls a D6 for each of the remaining fighters in their crew. On a 5+, the defender may place them anywhere on the board – otherwise they must deploy within 8" of the Leader. The attacker then deploys their fighters within 2" of any battlefield edge and at least 6" from any enemy models.
Objectives
The attacker wants to remove an enemy gang leader. The leader of the defending gang has other thoughts!
Reinforcements
During the End phase of the second round, and each round thereafter, one random Reinforcement will turn up for the attacker.
Special Rule: The Target
The attacker is gunning for the defender's Leader and has sent in a team to get the job done – but they had best be quick before the rest of the enemy gang show up to stop them! In this scenario, the attacker has Priority for the first round. In the first round, the defender's fighters may only take a single action each during their activation.
Ending the Battle
If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.
Victory
If the defender's Leader is Seriously Injured or taken Out of Action, the attacker is victorious. Otherwise, the defender is the winner.
Rewards (Campaigns Only)
Experience
- Each fighter that took part in the battle earns 1 XP.
- Any attacking fighter that wounds the defender's Leader earns D3 XP.
- If the defender's Leader is not Seriously Injured or Out of Action at the end of the game they gain D3 XP.
Reputation
- The attacker gains D3 Reputation if the defender's Leader is Seriously Injured. If the defender's Leader is taken Out of Action, they earn D6 Reputation instead.
- If the defender's Leader is still on the board at the end of the game, their gang gains D3 Reputation.
- If either gang bottles out, they lose 1 Reputation.
Arbitrating The Scenario
Sometimes a gang leader will cross the wrong people and get a bounty put on their head. The Arbitrator can use this scenario to represent an assassin squad sent after the player's Leader, or if it is played as part of a campaign it could represent retribution from one of the uphive noble houses for the gang leader's misdeeds. The Arbitrator can create a watchman hit squad or assassin gang. Alternatively, the forces gunning for the Leader might unleash a nest of murder servitors or monsters to take them out, allowing the Arbitrator to draw upon any models in their collection when creating the attacking crew.