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.
- 2023 Rulebook version
- 2018 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.
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.
Source: Necromunda 2018 Rulebook
Designed for: Zone Mortalis
Although gangs usually prefer a fair fight, there are times when an enemy just needs takingdown…
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
The defender places the first tile. This tile marks the centre of the battlefield. Then take turns placing 4 more tiles, 2 each, adjacent to the first tile, forming a cross. The defender may place all the barricades.
Crews
- Custom (10)
Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
Deployment
The defender divides the crew into 2 or more groups. The defender then chooses one group and set up a fighter from that group in the centre of the central tile, then sets up the rest of the fighters in that group within 2” of the first fighter.
Then the attacker sets up their entire crew within 6” of the edge of the outer tiles, however they wish.
Finally, the defender set up the rest of their crew. Roll a D6 for each group. On a 6, they may be set up anywhere on the battlefield, at least 2” from an enemy fighter. Otherwise they must set up within 2” of the fighters already deployed in the central tile.
Surprise Attack
The defender rolls a D6, adding 1 to the result for each fighter they were able to set up outside their deployment zone. On a 7+, the defender automatically takes Priority in the first round. Otherwise, the attacker takes Priority.
During the first round, make a Cool test for each fighter when they are activated. If failed, the fighter can only make one action this round instead of two.
Objectives
Take out as many of the enemy as possible! Each gang scores points for each enemy fighter that goes Out of Action or flees:
- 3 points for a Leader
- 2 points per Champion
- 1 point for any other fighter
- D3 points for being the last gang on the battlefield.
The points rarely makes a difference. It’s mainly about being the last gang standing. Presumably fleeing fighters count as OoA (universal rule) since anything else is not spelled out.
Ending the Battle
The battle ends when only one gang has fighters remaining (at the end of a round).
Victory
The gang that scored the most points is the winner. Otherwise it is a draw.
Rewards
Credits
- +D6x10 to the winner.
- +D3x5 to the loser.
- +D3x10 to both gangs in case of a draw.
Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to the winning Leader (regardless of whether they took part in the battle or not). In case of a draw, neither Leader gets this bonus.
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
- +2 to the winner.
- +1 to both gangs if this was the first battle against each other.
- -1 to any gang that bottled out.