102. Cargo Run
"Cargo ain't worth a damn if it don't get to where it's going."
- Vex Corben, Rust Roads Rider, House Orlock
In this scenario, one gang is attempting to get a precious cargo to its destination while their rivals attempt to stop them.
- 2023 Rulebook version
- Ash Wastes Rulebook version
Source: Necromunda 2023 Rulebook
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. If only one player has vehicles in their gang, they are automatically the defender.
Battle Type
This scenario is a Rolling Roads Ash Wastes battle; vehicles and wargear that grant the Mounted condition can 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. This scenario is designed to be played on a 6'x4' battlefield.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Scenario Rules: Choose Crew section. Both gangs use the Hybrid Selection (3+5) method to determine their crew.
Deployment
Players take turns, starting with the gang with the highest gang rating, placing models within 12" of the Trailing Edge. No model can be placed within 1" of an enemy model.
Gang Tactics
This scenario uses the standard rules for gang tactics as described in Scenario Rules: Gang Tactics.
Ending The Battle
The battle ends when the defender reaches their destination or if at the end of any round the vehicle carrying the cargo is destroyed or has fled the battlefield.
Victory
If the attacker destroyed the vehicle carrying the cargo, or it fled the battlefield, then they are victorious, otherwise the defender is victorious.
Rewards
Credits
The winning gang adds 4D6x10 credits to their Stash as they either get paid for delivering the cargo or sell their stolen goods.
Experience
If the vehicle carrying the cargo survived then it earns an additional 1 XP.
Reputation
The winning gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
Rolling Roads
This is a Rolling Roads scenario and follows all the rules for Rolling Roads (see page 202).
The Cargo
The defender must designate one of their vehicles to be carrying the cargo. If they have more than one vehicle then it must be the most expensive vehicle they have in their gang. The cargo has no effect on the vehicle aside from acting as an objective for the scenario.
Dangerous Roads
At the start of the second round, and each round thereafter, the defender rolls a D6 and adds the round number to see if they will reach their destination this round. On a 10 or higher, this round is the last round of the battle. Before the defender rolls the dice to see if they have reached their destination they must choose which route they are taking, and add the bonus to the dice roll as detailed below. The more dangerous the route, the higher the bonus.
Bonus | Route Effects |
---|---|
+0 | The battlefield has open sides. |
+1 | The battlefield has cliff sides. |
+2 | The battlefield has cliff sides and if any model moves less than 8" during its activation, it falls through the ash crust and goes Out of Action. Immediately make a Lasting Injury roll or Lasting Damage roll for any model removed in this way. |
+3 | The battlefield has impassable sides and is on fire! At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. |
Source: Ash Wastes Rulebook
Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
Battlefield
Standard (Ash Wastes):
- Rolling Roads.
- Recommended size: 6'x4'.
Crews
Custom (10). Vehicles can be included.
Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
Deployment
Take turns placing models (highest gang rating starts):
- Within 12" of the Trailing Edge.
- More than 1" from enemies.
Dangerous Roads
At the start of round 2 (and each subsequent round):
- Defender must choose a route (represents moving through the wastes).
- Roll to reach the destination: D6 + round number + route modifier. If the result is 10+, this is the last round of the battle.
Choose A Route
The defender must choose a route. This will affect the modifier to reach the destination. The more dangerous the rout, the higher the modifier:
Modifier | Route |
---|---|
+0 | Open sides: Models moving off the sides are Left Behind (can Rejoin later). |
+1 | Cliff sides: Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). |
+2 | Cliff sides & an ash crust: Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). In addition, models moving less than 8" during an activation goes Out of Action suffering a Lasting Injury/Damage roll as normal (falls through the ash crust). |
+3 | The battlefield has impassible sides (treat as a collision with impassible terrain if hit) and is on fire. At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. |
Ending the Battle
The battle ends if any of the following are true:
- Defenders reach the destination.
- The vehicle carrying the cargo is destroyed.
Victory
If the attacker destroyed the vehicle carrying the cargo, the attacker wins. Otherwise the defender wins.
Rewards
Credits
- Win: 4D6x10.
Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to vehicle carrying the cargo (if surviving).
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
Reputation
- +D3 (win).
- +1 to both gangs if this was the first battle against each other.
- -1 (bottle out).