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55. War in the Shadows

RAW ✔️ Source: The Book of Ruin

Designer's Note: Setting Up Multi-Player Games

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.

Designer's Note: Campaign Rewards

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.

Scouts fight it out to gain a toehold for their gangs.

Battlefield

This scenario uses the Battlefield Set-up guidelines, as described on page 117 of the Necromunda Rulebook.

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 (1) method to choose their crew. The chosen fighter may not be their Leader or a Champion, and may not have a Wounds characteristic of more than 1. The remaining fighters in each player's gang are held off the table as Reinforcements as described on page 119 of the Necromunda Rulebook.

Deployment

Fighters do not begin the battle on the battlefield, but will move onto the battlefield after the battle has begun using the Forward Scouts rule.

Forward Scouts

The purpose of the player's starting crew is to act as scouts, infiltrating the battlefield and taking out any enemy scouts they encounter. In the first turn, starting with the player who has priority, each player takes turns placing one of their fighters anywhere on the battlefield. These fighters cannot be placed in base contact with another fighter and must be out of line of sight of all enemy fighters. Once placed, the fighter becomes Ready and may immediately activate and perform a single (Simple) or (Basic) action.

Reinforcements

Players use Reinforcements as detailed on page 119 of the Necromunda Rulebook. In the End phase of the second round, and each round thereafter, a random fighter will arrive on the battlefield. This fighter must be deployed within 2" of a friendly fighter. Reinforcements cannot be deployed in line of sight of any enemy fighters. If there are no friendly fighters on the battlefield or if there are no places they cannot be placed outside of enemy line of sight then they may not be deployed.

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 finishes at the end of round 10 or if only one gang has any fighters remaining on the battlefield at the end of any round.

Victory

The gang with the most fighters on the battlefield at the end of the battle is the winner. If two or more gangs have the same number of fighters on the battlefield at the end of the battle, the gang who Seriously Injured or took Out of Action the most enemy fighters is the winner.

Rewards (Campaigns Only)

Experience

Each fighter that took part in the battle earns 1 Experience point.

Reputation

The victorious gang gains D3 Reputation.

If any gang bottled out, they lose 1 Reputation.