54. Urban Renewal
RAW ✔️ Source: The Book of Ruin
Multi-player games can be a great way to kick off a Necromunda campaign, or bring one to a close. These kinds of games are also a good way to introduce new players and gangs into existing campaigns, as it allows weaker gangs and more inexperienced players to fight it out without being the sole focus of their opponent. When setting up a multi-player game, the Arbitrator should consider the relative strengths of the different gangs involved, and potentially adjust the scenario to suit. This could mean placing the strongest gangs in the most exposed place on the battlefield – or farthest from the objective – or even having the stronger gangs randomly select their crews while the weaker gangs get to choose their fighters.
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.
Bring it down!
Battlefield
This scenario uses the Battlefield Set-up guidelines, as described on page 117 of the Necromunda Rulebook. When setting up the battlefield, players should place a large piece of terrain in the centre of the table. In a game of Zone Mortalis, this piece of terrain can be represented by a pillar or similar piece of hive structure. This piece of terrain is known as the Structure.
Crews
This scenario uses the standard rules for choosing a crew, as described on page 118 of the Necromunda Rulebook. Players use the Custom Selection (6) method to choose their crew.
Deployment
This scenario uses the standard rules for deployment from page 119 of the Necromunda Rulebook.
Destructible Terrain
In this scenario the gangs are attempting to be the first to bring down a dome, ideally while causing lots of damage to their rivals. Fighters can attack the Structure with either ranged or melee attacks just as if it were another fighter. Melee attacks automatically hit. Ranged attacks cannot be made against the Structure from further than 12" away as they need to hit precise locations. The Structure has a Toughness of 9 and 10 wounds. When it loses its last wound, it is destroyed and removed from the battlefield.
Once the Structure has been destroyed, the dome will start to collapse and the fighters must run for their lives! In the End phase, if the Structure is destroyed measure out an area 6" from the centre of the battlefield. This area is now counted as impassable terrain and any fighters in this area are removed from the battlefield and must roll an Injury dice. In each subsequent End phase this radius will increase by 6" (i.e. 12", then 18", etc), until the entire battlefield is impassable.
Once the Structure has been destroyed, fighters may move off the battlefield via any edge. Fighters who leave the table in this way count as being Out of Action but do not need to roll on the Lasting Injuries table.
Collateral Damage
Each time the Structure takes damage, the whole battlefield shudders and debris rains down from above. All fighters on the battlefield must make an Initiative check or become pinned (potentially falling if they are within 1" of a ledge). If a natural dice roll of 1 is rolled for this check, the fighter takes a Strength 3 hit in addition to being Pinned.
Tactics Cards
Each player may choose two Tactics cards from their Tactics deck. The player or players with the lowest total crew rating may draw an additional random Tactics card.
Ending the Battle
The battle ends once the entire battlefield becomes impassable, or if at the start of any round there is only one gang that has any fighters remaining on the battlefield.
Victory
The gang with the most fighters to escape the battlefield is the winner, provided they did at least 1 point of damage to the Structure. If more than one gang had the same number of fighters escape the battlefield, the gang who dealt the most damage to the Structure is the winner. Otherwise, the battle ends in a draw.
Rewards (Campaigns Only)
Experience
Each fighter that took part in the battle earns 1 Experience point.
Each fighter who dealt damage to the Structure earns 1 Experience point.
Each fighter who successfully escaped the battlefield earns 1 Experience point.
Reputation
The victorious gang gains D3 Reputation.
Any gang who had at least one fighter escape the battlefield gains 1 Reputation.
If any gang bottled out, they lose 1 Reputation.