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14. Downtown Dust-up

Rival gangs fight it out for control of a settlement and its people.

Source: Necromunda 2018 Rulebook

Battlefield

Standard.

Crews

  • Random (D3+4).

Tactics Cards

  • Custom (2).
  • Underdog (starting crew cost): +1 random per 100 credits.

Deployment

Roll-off to see who deploys first. Alternate placing the fighters anywhere on the battlefield, at least 6” from an already deployed fighter (friend & foe). Then take turns placing D6+6 Hive Dwellers anywhere on the battlefield, at least 6” from the edge.

Objectives

Each gang tries to run the other gang out of town, without too many of the locals caught in the crossfire.

Special Rule: Hive Dwellers

Hivers are treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice.

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Hivers do not activate normally and instead react to the actions of nearby fighters. Hivers are triggered by the following actions:

  • A fighter makes a Shoot action within 12”
  • A fighter makes a Fight action within 6”
  • A blast is placed (after scatter) within 6”
  • A fighter or hiver is hit by a ranged attack within 6”

After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered).

D6Result
1-2Damn Gangers messing up my Town! Take a single Shoot action using a stub gun at the nearest fighter (even if they didn’t trigger the local)
3-4OK, take it Easy Fella: Take no action
5-6I’m getting outta here! Become Broken (may rally in the End phase as normal by passing a Cool test)

During the End phase, take turns moving the hivers. Roll the Scatter dice for each one - on a Hit, the player moves the hiver its full Move in a direction of their choice, otherwise they make a full Move in the direction indicated (stopping if it contacts terrain or comes within 1” of another model).

Alternative Variant (Hangers-on)

A Hangers-on could be mixed into the hive dwellers, perhaps the gunfight is taking place outside an Ammo-jack’s workshop or a Rogue Doc’s clinic.

Ending the Battle

The battle ends when only one gang has fighters remaining.

Victory

If at least half of the hivers have been taken Out of Action or are Broken, it is a draw. Otherwise the winner is the gang with fighters left on the battlefield.

Rewards

Credits

  • Each gang must pay D3x10 credits or D3 Reputation per hiver that they took Out of Action.

Experience

Scenario specific rewards:

  • +1 for taking part.
  • +1 to each fighter in the winning gang.
  • +1 to each fighter in the winning gang if no locals are Out of Action or Broken.

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

  • +1 to each gang that took part in the battle.
  • +D3 +1 to the winning gang.