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2. The Trap

“I don’t give a damn what ya think ya heard, ain’t no one foolish enough to attack us here!”
- Patrol Sergeant Y24-J 'Lucky', Precinct Beta-Brass, Palanite Enforcer

In this scenario, one gang has ambushed another and is attempting to take out as many of the defenders as possible; the defenders are trying to return the favour.

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.

Battle Type

This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot 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.

Crews

This scenario uses the standard rules for choosing a crew, as described in the Scenario Rules: Choose Crew section. Both gangs use the Custom Selection (6) method to determine their crew.

Deployment

The defender splits their fighters into as many groups as they wish, each containing at least two fighters. They then choose one group and set it up within 2" of the centre of the battlefield.

The attacker then sets up their entire crew within 6" of any battlefield edge.

Finally, the defender sets up the rest of their crew. First they nominate a group, then roll a D6. On a 1-5, the fighters in that group must be set up within 2" of the fighters already deployed in the centre of the battlefield. On a roll of 6, they may be set up anywhere on the battlefield that is not within 2" of an enemy fighter.

Gang Tactics

This scenario uses the standard rules for gang tactics as described in Scenario Rules: Gang Tactics.

Ending The Battle

If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately and the other gang scores D3 bonus Victory Points.

Victory

If one gang has scored more Victory 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

The victorious gang adds D6x10 credits to their Stash. The losing gang adds D3x10 credits to their Stash. In the case of a draw, both gangs add D6x10 credits to their Stash.

Experience

The Leader of the victorious gang earns D3 XP (regardless of whether they took part in the battle or not).

Reputation

The winner gains D3 Reputation. If either gang bottled out, they lose 1 Reputation.

Home Turf Advantage

The defender has the Home Turf Advantage as described in Scenario Rules: Gang Tactics.

Decimate The Opposition

Both gangs score Victory Points for each enemy fighter that they take Out of Action; three for a Leader, two for a Champion and one for any other fighter.

Surprise Attack

Instead of rolling for Priority in the first round, the defender rolls a D6, adding 1 to the result for each fighter they were able to set up outside the centre of the battlefield. If the result is 7 or higher, the defender takes Priority in the first round. Otherwise, the attacker takes Priority in the first round instead.

Additionally, during the first round, make a Cool test for each fighter when they are activated. If the test is failed, the fighter can only make one action in this round, instead of two.