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Necromunda (2017)Expand Necromunda (2017)

The Rescue

Saving Captured Gang Members (2 Gangs)

Objectives

The attacking gang is attempting to rescue their Captive fighter(s) and escape with them off the battlefield. The defending gang is attempting to detect and stop them.

A gang rallies together in an attempt to bust out a captured teammate. All for one and one for all!

Attacker and Defender

In this scenario, one gang is the attacker and the other is the defender.

Campaign Mode

In campaign mode, this scenario is only played if one gang has Captured one or more fighters from the other, the gang with Captured fighters is the attacker and the gang that has those fighters is the defender. In the unusual event that both gangs have Captured fighters from the other gang, the gang that stands to rescue the most fighters is the attacker, and the other gang is the defender. In the case of a tie, the players roll off and the high roller can choose sides.

Skirmish Mode

In skirmish mode, the players roll off and the winner decides whether they will attack or defend. Then, the attacker must select one of their gang's fighters at random, and that fighter has been Captured by the defender.

Special: Determine Crews First

Crew selection happens before setting up the battlefield because in Campaign mode there is a chance that the defender has no available fighters to stop the attacker, in which case the attacker automatically succeeds and the scenario skips directly to its conclusion.

Choose Crews

The defender is caught off guard and must protect their Captives with whoever is available, against a hand-picked attacking force.

Defender's Crew

The following steps should be followed to select the defender's Crew, which is split between a Starting Crew and Reinforcements.

Home Turf

In a skirmish, or in campaigns that don't use Territory, the defending gang has Home Turf Advantage. In campaigns that use Territory, the defending gang has Home Turf Advantage if they have at least one Turf territory.

Home Turf Hangers-on

First, if the defending gang has Home Turf Advantage, any Hangers-on they have that normally only join the Crew if the defender has Home Turf Advantage (even if it is determined by a dice roll), are part of the Starting Crew for this battle.

Idle Fighters

Second, every other fighter on the defending gang's roster that is not in Recovery or Captured and that were not part of the gang's Crew in their previous battle are part of the defending gang's Starting Crew for this battle. In Skirmish mode, none of the defending gang's roster participated in a "previous battle" because there is no continuity between battles. Therefore, all of the defender's fighters meet this criteria.

Watchmen

If the defending gang is permitted to have Hangers-on of any kind, the defender can add up to five Watchmen to their Starting Crew. Each one costs 15 credits to hire and increases the gang's Crew Rating by 50. Watchmen that survive the battle depart with all of their gear at the start of the Wrap Up step of the Post-Battle Sequence.

Fast Movers Selection

The defending player now assesses the movement speed of each of the remaining fighters from their gang that are not Captured or in Recovery. If a fighter can move at least 11'' with a Double Action, without restrictions or qualifications, they are eligible to be reinforcements in this scenario.

A fighter with 6'' or more base Movement qualifies, as does a fighter with 4'' of Movement and the Sprint Skill or 5'' of Movement and the Strider Skill. A fighter that does not have sufficient movement but has the Mighty Leap Skill or a Grapnel-Launcher does not qualify (or other similar situations), because the additional movement is restricted to certain circumstances.

Defender's Reinforcements

The defending player can select the fighter cards of any and all Fast Mover fighters they have and show each of them to the attacker to prove the criteria is met. Then, those fighter cards are stacked atop one another face up, from slowest on the bottom to fastest on the top. This forms the defender's Reinforcements deck, which is not shuffled. Neither player can look through these cards during the battle unless directed to do so, but the top card is visible to both players.

Unused Fighters

All of the defender's remaining fighter cards should be set aside; they will not be used in this battle.

Initially Undefended

If the defender has no Starting Crew but does have Reinforcements, the battle will start. Though the attacker has an enormous advantage, it is possible the defender's Reinforcements will arrive in time to make a difference.

Completely Undefended

If the defender has no Starting Crew and no Reinforcements, the battle ends before it starts. The attacker rescues their Captured fighters, and wins the battle. The defender loses the battle, and in campaign mode will lose some Reputation. Skip directly to the Victory step of this scenario.

Attacker's Crew

All of the attacking gang's fighters that are not Captured and not in Recovery are eligible for this battle. This includes any Hangers-on whose Crew Selection criteria has been met, considering this gang is the attacker and the target gang has Home Turf Advantage.

To form their Crew, the attacker can select the fighter cards of any of their eligible fighters that can infiltrate, and stack them together to form their Crew deck. Then, the attacker can select the fighter cards of up to six of their gang's other eligible fighters and add them to their Crew deck. There is no need to shuffle this deck, the attacker's deployment is not random.

Unused Fighters

All of the attacker's other fighter cards should be set aside; they will not be used in this battle.

Fighters Recover

For each fighter that was excluded from Crew selection because they are in Recovery, clear their Recovering box on their gang's roster now. Those fighters are able to take part in their gang's next battle, and are also able to take part in Post-Battle Actions after this battle.

Type of Battlefield

The players should agree whether they will fight this battle using the Zone Mortalis or Sector Mechanicus rules or optionally fight on a hybrid battlefield. If the players cannot come to an agreement, roll a D6. If the result is a 4+ it will be a Sector Mechanicus battle, otherwise it is a Zone Mortalis battle.

Set up Battlefield

A Zone Mortalis must be a 3 x 3 tile square; a Sector Mechanicus battlefield must be a 36'' x 36'' square.

The attacker must set up an 8'' to 12'' square Safehouse in the center of the battlefield. This will be the defender's base where the attacker's Captured fighters are held Captive. The attacker cannot leave this area empty, they must set up a defensible but not impenetrable base for the defender.

The defender must set up the remainder of the battlefield. The defender cannot make it impossible to get to the Safehouse; there must be at least one navigable path from each battlefield edge to the center of the battlefield.

Terrain should be relatively stable and resistant to falling over if the table is bumped; anything too likely to fall over during the course of play can be vetoed by the other player.

Safehouse Terrain Piece Example Image
Example Safehouse Terrain Piece

Set Up Captives

After the battlefield is set up, the defender places onto the battlefield all of the Captured fighters they have that belong to the attacker's gang, referred to hereafter as Captives. They can set up each of these Captive fighters anywhere within their Safehouse that is possible for the attacker to get to. If Captives are placed in a room, there must be a door. If they are set up above ground level, there must be a ladder, ramp, or elevator allowing movement to that level.

The Captive fighters are restrained and will not move around or receive Ready markers until they are freed by an attacking fighter. If a piece of terrain that represents a cage or a jail is available, it can be used to contain these fighters. Otherwise, the defender can place a few pieces of scatter terrain to make a suitable pen, or make the most of the Safehouse terrain as it is, as they prefer.

Tactics Cards

Both players may remove up to 10 Tactics Cards from their Tactics Cards decks and put them aside (those cards will not be used in this battle). Then, both players select three cards from their remaining Tactics Cards to form their hand, and shuffle the rest to form their Tactics Cards deck for this battle.

Determine Crew Rating & Underdog Status

Total the combined Crew Rating of the attacker's Crew and the defender's Starting Crew. Note that the defender's Reinforcements are not counted as part of the defender's Crew Rating. Determine Underdog Status by comparing the two gangs' Crew Ratings.

Underdog Bonus

If there is an Underdog, this scenario allows the Underdog to choose either the Reputation Bonus or XP Bonus Underdog Options.

Special Rules

A collection of special rules are in effect to simulate a sneaky jail break. There is an initial period of the attacking gang stealthily making their way to the defender's safehouse. The attacker can also bring gear with them to arm freed comrades.

The defending fighters are initially unaware. Some of them might be patrolling, some might be standing a lookout, others might be lounging around idly. If a defending fighter detects an attacking fighter, they will attempt to raise the alarm. If this happens, the defenders leap into action and battle ensues.

If careful and a little lucky the attacker can sneak in, spring their pals from the clink, and sneak back out completely undetected. However, an attacker is under no obligation to attempt a stealthy rescue if they prefer the direct approach. They can just open fire and attempt to take the defender's safehouse by force.

Attacker Special Rules

Hidden Attackers

When attacking fighters are set up on the battlefield, they are Hidden.

Hidden: While Hidden, this fighter cannot be the target of enemy fighters (however they might still be hit by weapons with the Blast or Template traits). Additionally, a Hidden fighter's close combat weapons gain the Backstab Trait; weapons that already have the Backstab Trait gain +2 to hit when the Backstab trait applies.
Blast / Template Attacks vs. Hidden

Attacks that have the Blast or Template traits may hit Hidden fighters, but only as a consequence of Scatter or if the Hidden fighter happens to be within the area of effect of an attack intended to hit a non-Hidden target. Targeting a location on the battlefield with a Blast or Template attack solely to hit a Hidden fighter is not allowed.

Captives

Captives have no gear, wear no armor, and are unarmed. An exception to this is that Captives remain equipped with any item that explicitly states that it can't be removed from a fighter (such as Bionics and Mutations). Captives have their Skills and any special innate abilities.

At the start of the battle, Captives do not receive Ready markers and cannot be activated by either player. A Captive gains Ready markers when they are freed, and normally thereafter.

Care Packages

For each of the Captives, the attacker can prepare a Care Package with up to three items taken from their gang's Stash. If they do, the attacker must write down on a slip of paper the contents of each Care Package.

Care Packages must be represented by an appropriately sized item. If something suitable is not available, a standard loot casket can be used for each one. For purposes of this scenario, Care Packages do not have Wounds and cannot be destroyed. However, they can be stolen by the defender, along with their contents! An adjacent fighter can carry one Care Package at a time, using the Carry action.

Carry (Simple): The fighter makes a Standard Move, taking a small carryable item with them as they go. Once they have finished their move, set up the carried item in base contact with the fighter. The carried item cannot be placed on top of anything else.

An adjacent fighter can equip themselves with items in a Care Package using the Interact action, if they are not already at their Equipment limit and are allowed to use the item.

Interact (Simple): The fighter may interact with or otherwise operate a console, device, or object within 1'' of the fighter for an effect dependent upon the item interacted with. This can be used to close doors, open unlocked doors and loot caskets, flip switches, and so on.

Defender Special Rules

Home Turf

If the defending gang has at least one Turf territory, the Home Turf special rules are in effect for them. However, they might lose the Turf if they lose the battle. Whenever the defender must make a Bottle Test, an additional D6 is rolled and the lowest rolling dice is discarded before determining the result. Additionally, the defending gang's fighters add 1 to all Leadership, Cool, and Will tests they make during the battle.

Lookouts and Leggers

All of the fighters from the defending gang's Starting Crew that have a Skill, Wargear, or ability that gives a bonus to Detect enemy fighters are eligible to be Lookouts or Leggers. Until the alarm is raised, Lookouts stand a stationary watch trying to Detect the enemy from a good vantage point. Similarly, Leggers wander around trying to detect the enemy up close. A gang might have no Lookouts or Leggers.

Note: Skills like Combat Focus, Combat Master, Overwatch, Hive Attunement, Sentinel, Snap Shot, and Wargear like Bioscanners and Auspexes grant a bonus to Detect enemy fighters. The Watcher ability of the Watchmen the gang might have hired to protect their Safehouse also grants a bonus to Detect enemy fighters.

Lollygaggers

The remaining fighters in the defender's Starting Crew are Lollygaggers. These fighters don't get Ready markers unless Alerted by the attackers. A gang might have no Lollygaggers.

Sneak Attack Special Rules

The attacking fighters remain Hidden and the defending fighters remain locked into their Lookout, Legger, and Lollygagger rules until an Alerted defending fighter manages to Raise the Alarm, or the battle ends.

Alerted Defenders

There are several ways that a defending fighter might be Alerted and gain the opportunity to Raise the Alarm. A Hidden fighter might move directly into the sight of a defending fighter, or might break noise discipline to make an attack. Similarly, a defending fighter might Detect a Hidden fighter.

An Alerted marker should be placed on the fighter card of a defender that has become Alerted. Even if a defender becomes Alerted, the attacker might manage to Seriously Injure or take that fighter Out of Action before they are able to Raise the Alarm.

Raising the Alarm

When activated, an Alerted defending fighter can make a Raise The Alarm (Basic) action if they are Active, Pinned, or Engaged.

Raise The Alarm (Basic): The fighter raises the alarm, alerting their allies that the enemy is upon them. All attackers lose the Hidden status. All remaining Ready markers are discarded, forcing the round to end. Starting in the next round, normal battle ensues without special rules for Lookouts, Leggers, or Lollygaggers.

Detect Hidden Fighter

If Active, a Lookout can make the Detect (Basic) action in an attempt to sense Hidden enemy fighters.

Detect (Basic): This fighter attempts to detect a Hidden fighter by making a successful Intelligence check, with Detect modifiers applied from gear, abilities, and the Hidden Fighter Detection Modifiers chart. A fighter cannot take this action if blinded or affected by low-light conditions or smoke.
Hidden Fighter Detection Modifiers

(sum all that apply)

Hidden fighter...
Modifier
...has a Blaze marker on them?
+4
...is carrying an Unwieldy weapon?
+1
...is not in Line of Sight?
-4
...is not in vision arc?
-2
...is Prone?
-1
...is in Cover?
 
    Total
-4
    Full
-2
    Partial
-1
...is how far away?
 
    -25'' or more
-4
    12''-24''
-2
    4''-6''
+1
    1''-3''
+4

Plain Sight

Whenever a Hidden attacker is within 9'' of any defending fighter that is not blinded or affected by low-light conditions or smoke, that defender is Alerted if the Hidden fighter is in their vision arc and line of sight and any of the following is true: This usually happens during a fighter's movement, in which case the movement is interrupted while a determination is made, and then the fighter can resume their movement.

  1. The Hidden fighter has a Blaze marker (or equivalent).
  2. The Hidden fighter is 1'' away.
  3. The Hidden fighter is 3'' away and not in at least full cover.
  4. The Hidden fighter is 9'' away and not in at least partial cover.
  5. The Hidden fighter grants a bonus to be Detected (such as from Burly, or the Unwieldy Trait).

Hidden Attack Noise Discipline

If a Hidden fighter makes an attack that has the Silent trait and misses, no one becomes Alerted. If a Hidden fighter makes an attack that has the Noisy trait, that fighter is no longer Hidden and all sentries become Alerted. If a Hidden fighter makes an attack against a target that is 3'' or more away from other opposing fighters, and that target is Seriously Injured or taken Out of Action, enemy sentries do not become Alerted.

Otherwise, when a Hidden fighter makes an attack refer to the following Noise Discipline Chart from top to bottom, stopping at the first row that applies to the attack (if any) to determine the outcome. If there are no relevant entries, the Hidden fighter is not exposed.

Noise Discipline Chart
Trait? Who Distance Outcome
Silent [Hit] Target Point Alerted
Area or Blast Enemies within 6'' of the Blast marker Alerted
Template Enemies within 6'' of the Template marker Alerted
Blaze Enemies within 6'' of each Blaze marker Alerted
Blinding, Demolition Enemies within 6'' of the Target Alerted
Drag, Knockback Enemies within 3'' of the Target's path Alerted
Unarmed Enemies within 1'' of the Target Alerted
No Relevant Trait Enemies within 3'' of the Target Alerted

Deployment

First, the defender sets up onto the battlefield each Lollygagger (if any) such that they are at least 6'' away from all Captive fighters and are at least 9'' away from every edge of the battlefield. The defender should be deliberate about the facing of Lollygaggers, as they won't move but might become Alerted if an attacker is within their vision arc.

Next, the defender sets up onto the battlefield each Lookout (if any) such that they are on or within 3'' of the Safehouse.

Then, the defender sets up onto the battlefield each Legger (if any) such that they are on or within 9'' of the Safehouse. The defender can set up Leggers as individual fighters that move separately, or as two-fighter teams that move together, but must inform the attacker which is which. To avoid confusion, a marker can be placed on Legger teams if necessary.

Finally, the attacker sets up each fighter in their Crew anywhere on the battlefield that is no further than 2'' from any edge of the battlefield and at least 9'' from all defending fighters. The attacking fighters are all set up Hidden.

Starting the Battle

In the first round, the attacker gains priority. All of the attacking fighters, Lookouts, and Leggers on the battlefield that are not Broken gain a Ready marker. Lollygaggers do not gain Ready markers unless Alerted, and the only action they can take if activated is Raise the Alarm.

Activations alternate as usual. When an attacking fighter activates they can do all of the things they normally could.

Lookout Activation

When a Lookout is activated, the defending player has the option to rotate that fighter up to 90 degrees in either direction or leave their facing as it is. Then, the player should check the Lookout's line of sight within their vision arc, and may select up to one enemy fighter that they can see. If they do, the Lookout attempts to spot the selected fighter by making the Detect (Basic) action, modified as previously described. If the Lookout is successful, they become Alerted and can make the Raise the Alarm (Basic) action immediately

Legger Activation

When an individual Legger or a two-fighter Legger team is activated, both players roll a D6. The player who rolled the highest wins, and the defender wins ties. The player that won the roll off can first change the facing of the Leggers being activated, and then must move them a number of inches equal to the other player's roll. The fighters of a Legger team must be moved in such a way as to remain within 4'' of each other.

For example, if the attacker rolled a 5 and the defender rolled a 5, the defender would optionally change the fighters' facing and then move them 5'' forward.

Leggers open unlocked doors along the path of their movement, closing them behind themselves. Leggers stop moving 1'' away from the edge of the battlefield, platform edges, obstacles, or impassable terrain.

When the Leggers movement is finished, the players roll off again and the winner may change the facing of the Leggers. The attacker wins ties on this roll. If this movement causes one or more enemy fighters to be in Plain Sight to a Legger, they may become Alerted as previously described.

Freeing A Captive

An attacking fighter can free one or more allied Captives by moving as close to them as the terrain allows and making the Free Captive (Basic) action.

Free Captive (Basic): An Active fighter frees one or more allied Captives by opening their cell, cutting their bonds, unshackling them, or whatever is appropriate to the situation.

Escape!

Any attacking fighter can escape at any time by moving off any edge of the battlefield. Any defending fighter can escape by moving off of any edge of the battlefield after the alarm has been raised.

Escaping fighters go Out of Action, but are unharmed. Any Captives that escape are no longer Captured and return to their gang.

Bottle Tests

Bottle Tests are made normally after the alarm has been raised. During the battle, a player may draw a Tactics Card from their deck after succeeding on a Bottle Test.

Reinforcements

At the end of each round after the first, if there are cards remaining in the defending gang's Reinforcements deck, some of them may enter the battlefield.

The defender must roll a D3 and add the number of rounds that have passed since the battle started. On an 8+, they draw the face up fighter card that is on top of their Reinforcements deck, then look at the new face up top card. If that fighter is as fast as the first fighter drawn, draw that fighter card too. Repeat this process of drawing fighter cards until the face up top card is for a slower fighter or no fighter cards remain.

If one Reinforcements fighter card was drawn, the defender chooses a board edge. If two or more were drawn, the attacker chooses a board edge. The chosen board edge becomes the defender's deployment zone for these and all further Reinforcements.

The defender plays each of the fighter cards they drew and sets up the corresponding fighters onto the battlefield such that their bases are each touching their deployment zone edge.

Ending the Battle

At the very end of each round, several criteria are checked to determine if the battle continues or not.

If there are no more Captives remaining on the battlefield, the battle ends.

If there are no more fighters from the attacker's Crew remaining on the battlefield, the battle ends.

If there are no more fighters from the defender's Starting Crew remaining on the battlefield and the defender has no fighter cards remaining in their Reinforcements deck, the battle ends.

Victory

If the Safehouse was Completely Undefended and the battle was skipped, all of the Captives escape.

If no Captive fighters were rescued, the defender wins. If all Captive fighters were rescued, the attacker wins. Otherwise, the battle ends in a draw.

Rewards (Campaign Only)

Captives

For each Captive that escaped the battlefield, the attacker erases the "Captured?" box on their roster, and the freed Captive rejoins their gang.

For each Captive that remains Captured, the defender is no longer prevented from selling them to the Guilders.

Experience

Standard XP for taking fighters Out of Action applies.

If an attacker Seriously Injures or takes Out of Action an Alerted fighter before they can Raise the Alarm, they gain an additional 1 XP.

If a defending Lookout or Legger makes the Raise the Alarm action, they gain an additional 1 XP.

If a defending fighter takes a freed Captive Out of Action before they can escape, they gain an additional 1 XP.

Reputation

The winner gains 1 Reputation.

The loser loses 1 Reputation.

If the Safehouse was defended and the attacker managed to free at least one Captive before the alarm was raised, they gain D3 Reputation.

If the Safehouse was Completely Undefended, the defender loses D3 Reputation.

Diversity Incentive

For each of the opposing gangs that a gang has never fought before this battle, a gang can gain either D3 Reputation or a pool of D3+1 XP to distribute amongst the gang's participating fighters.

Territory (Campaign Only)

Turf

If the defending gang had Home Turf Advantage and lost, the defending gang loses 1 Turf. If the attacking gang is able to gain terrain, the attacking gang gains 1 Turf.

If the defending gang had Home Turf Advantage and won, the defending player may choose to spend 50 credits immediately to lose 1 Turf and gain 1 Stronghold Special Territory.

Stronghold: The gang controls a reinforced and highly defensible location. If this territory would be lost, stolen, or destroyed the controlling player may roll a D6; on a 4+ the gang retains the Stronghold and its corresponding Territory Size. Additionally, a gang gains D3 Reputation when this territory is added to their roster and loses D3 Reputation if it is removed from their roster.
Stronghold: Gain D3 Reputation when Stronghold added, lose D3 Reputation when removed. Roll D6 if Stronghold would be lost / stolen / destroyed; 4+ it is not lost / stolen destroyed.

Post-Battle Sequence

Proceed to the Post-Battle Sequence.