4. The Marauders
RAW ✔️ Source: Necromunda: Rulebook (2018), originally published in Necromunda: Underhive, Rulebook (2017)
Starting a fight in an enemy's territory takes guts. Winning it builds a gang's reputation!
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 (6) method to choose their crew. The defender uses the Random Selection (D3+2) method. After the defender has dealt out their starting crew, the rest of their 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 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.
Objectives
Each gang scores one point for each enemy fighter that goes Out of Action. In addition, the attackers have a special objective, determined by rolling a D3 on the table below:
| D3 | Result |
|---|---|
| 1 | Bushwhack: The attacker scores one additional point for each enemy Champion taken Out of Action, and two additional points if the enemy Leader is taken Out of Action. |
| 2 | Scrag: After deployment, the attacker nominates one enemy fighter in the enemy's starting crew. If this fighter is taken Out of Action, the attacker scores one extra point, two if the enemy fighter was taken out by a Coup de Grace action. |
| 3 | Mayhem: Once an attacking fighter has Seriously Injured an enemy fighter, the attacking fighter can leave the battlefield – if they end an action within 1" of either short edge of the battlefield, they are removed from play and the attacker scores one point, and count as being Out of Action from now on for the purposes of Bottle tests. |
If the attackers bottle out, they cannot score any more points for the above objectives.
Special Rule: Desperation
In this battle, the defenders automatically pass any Bottle tests. The defender may still voluntarily bottle out.
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 one gang has no fighters left on the battlefield at the end of any round, the battle ends immediately and the other gang scores D3 bonus points.
Victory
If one gang has scored more points than the other at the end of the battle, they are victorious. If both gangs have scored the same number of points, the battle ends in a draw.
Rewards (Campaigns Only)
Credits
The gang that scored the most points receives D6x10 credits. The loser receives D3x5 credits. In the case of a draw both gangs receive D3x10 credits.
Experience
- Each fighter that took part in the battle earns 1 XP.
- The Leader of the gang that scored the most points gains an additional 1 XP (regardless of whether they took part in the battle or not). In the case of a draw, neither Leader gains this bonus.
Reputation
- The gang that scored the most points gains 2 Reputation.
- Each gang gains 1 Reputation if this was their first battle against this opponent.
- If either gang bottled out, they lose 1 Reputation.