2. The Trap
- Necromunda: Core Rulebook (2023)
- Necromunda: Rulebook (2018)
RAW ✔️ Necromunda: Core Rulebook (2023), p208; originally published in Necromunda: Underhive, Rulebook (2017) and Necromunda: Rulebook (2018)
"I don't give a damn what ya think ya heard, ain't no one foolish enough to attack us here!"
- Patrol Sergeant Y24-J 'Lucky', Precinct Beta-Brass, Palanite Enforcer
In this scenario, one gang has ambushed another and is attempting to take out as many of the defenders as possible; the defenders are trying to return the favour.
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign, then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend.
Battle Type
This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot be included in either gang's starting crew.
Battlefield
This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Scenario Rules: Choose Crew section. Both gangs use the Custom Selection (6) method to determine their crew.
Deployment
The defender splits their fighters into as many groups as they wish, each containing at least two fighters. They then choose one group and set it up within 2" of the centre of the battlefield.
The attacker then sets up their entire crew within 6" of any battlefield edge.
Finally, the defender sets up the rest of their crew. First they nominate a group, then roll a D6. On a 1-5, the fighters in that group must be set up within 2" of the fighters already deployed in the centre of the battlefield. On a roll of 6, they may be set up anywhere on the battlefield that is not within 2" of an enemy fighter.
Gang Tactics
This scenario uses the standard rules for gang tactics as described in Scenario Rules: Gang Tactics.
Ending the Battle
If either 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 Victory Points.
Victory
If one gang has scored more Victory 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
Credits
The victorious gang adds D6x10 credits to their Stash. The losing gang adds D3x10 credits to their Stash. In the case of a draw, both gangs add D6x10 credits to their Stash.
Experience
The Leader of the victorious gang earns D3 XP (regardless of whether they took part in the battle or not).
Reputation
The winner gains D3 Reputation. If either gang bottled out, they lose 1 Reputation.
Home Turf Advantage
The defender has the Home Turf Advantage as described in the Battlefield Set-up & Scenarios section.
Decimate the Opposition
Both gangs score Victory Points for each enemy fighter that they take Out of Action; three for a Leader, two for a Champion and one for any other fighter.
Surprise Attack
Instead of rolling for Priority in the first round, the defender rolls a D6, adding 1 to the result for each fighter they were able to set up outside the centre of the battlefield. If the result is 7 or higher, the defender takes Priority in the first round. Otherwise, the attacker takes Priority in the first round instead.
Additionally, during the first round, make a Cool test for each fighter when they are activated. If the test is failed, the fighter can only make one action in this round, instead of two.
RAW ✔️ Source: Necromunda: Rulebook (2018), originally published in Necromunda: Underhive, Rulebook (2017)
Although gangs usually prefer a fair fight, there are times when an enemy just needs taking down…
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
In this scenario, the defender places the first tile. This tile marks the centre of the battlefield. Players then take turns placing four more tiles, two each, adjacent to the first tile, forming a cross. In this scenario, the defender may place all of the barricades.
Crews
This scenario uses the standard rules for choosing a crew. Both players use the Custom Selection (10) method.
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, then they may randomly draw an additional Tactics card for each full 100 credits of difference.
Deployment
The defender sorts their Fighter cards (however they wish) into piles of two or more, each pile representing a group of defenders. The defender then chooses one group and sets up one of its fighters in the centre of the central tile, then sets up the rest of the fighters in that group within 2" of the first.
Then the attacker sets up their entire crew. Fighters can be deployed within 6" of the edge of the battlefield, on any of the outer tiles, however they wish.
Finally, the defender sets up the rest of their crew. First they nominate a group, then roll a D6. On a 1-5, the fighters in that group must be set up within 2" of the fighters already deployed in the central tile. On a roll of 6, they may be set up anywhere on the battlefield that is not within 2" of an enemy fighter.
Surprise Attack
The defender rolls a D6, adding 1 to the result for each fighter they were able to set up outside their deployment zone. If the result is 7 or higher, the defender automatically takes Priority in the first round. Otherwise, the attacker takes Priority instead.
Additionally, during the first round, make a Cool check for each fighter when they are activated. If the check is failed, the fighter can only make one action in this round, instead of two.
Objectives
The attackers are attempting to take out as many of the defenders as possible; the defenders are trying to either return the favour or escape. Both gangs score three points for a Leader, two points for a Champion and one point for any other fighter that is taken Out of Action.
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.