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1. Tunnel Skirmish / Stand-off

RAW ✔️ Source: Necromunda: Rulebook (2018), originally published in Necromunda: Underhive, Rulebook (2017)

NecroRAW

Tunnel Skirmish and Stand-off are two scenarios published in the Necromunda: Rulebook (2018). The only difference between these scenarios, apart from their titles, is how they are attributed to a specific battlefield. In Necromunda: Rulebook (2018), this attribution is indicated in the kicker — the text above the scenario title.

In the below presentation, those scenarios are combined. If a difference between Tunnel Skirmish and Stand-off exist, this will be clearly stated.

Tunnel Skirmish (Zone Mortalis)

The stakes are high when two gangs face-off in unclaimed turf, fighting for control of the surrounding area.

Stand-off (Sector Mechanicus)

Two gangs meet in neutral territory and a firefight ensues.

Battlefield

Tunnel Skirmish (Zone Mortalis)
This scenario uses the standard Battlefield Set-up rules and consists of four or six Zone Mortalis tiles.

Stand-off (Sector Mechanicus)
This scenario uses the standard Battlefield Set-up rules.

Crews

Tunnel Skirmish (Zone Mortalis)
This scenario uses the standard rules for choosing a crew. Both players use the Custom Selection (6) method, if the battlefield consists of four tiles or Custom Selection (10) if the battlefield consists of six tiles.

Stand-off (Sector Mechanicus)
This scenario uses the standard rules for choosing a crew. Both players use the Custom Selection (10) method.

Tactics Cards

Each player may select two Gang Tactics cards. 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

This scenario uses the standard rules for Deployment.

Objectives

Each gang's aim is simple: take out as many of the enemy as possible! Each gang scores points for each opposing fighter that goes Out of Action or flees the battlefield. They score three points for a Leader, two points for a Champion and one point for any other fighter.

Ending the Battle

Tunnel Skirmish (Zone Mortalis)
If one gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.

Stand-off (Sector Mechanicus)
If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.

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

Credits

Tunnel Skirmish (Zone Mortalis)
The gang that scored the most points receives 2D6x10 credits. The loser receives D3x5 credits. In the case of a draw, both gangs receive D6x10 credits.

Stand-off (Sector Mechanicus)
The gang that scored the most points receives D6x10 credits. The loser receives D3x5 credits. In the case of a draw, both gangs receive D6x5 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.