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Necromunda (2017)Expand Necromunda (2017)

The Tunnel Run

Ω : Zone Mortalis Only

Escaping Fumigation (2-4 Gangs)

Objectives

Gangs are trapped in a venting section of tunnels just as bulkheads seal shut and a purge cycle begins. The only way out is a maintenance hatch in the central pressure chamber.

At the start of the battle, the objective is nominally to do battle against opposing gangs. Without warning, the bulkheads slam shut and Toxic Gas seeps onto the battlefield. After this, the real objective becomes a race to escape.

The Fallen

At the end of the battle, the gang with the fewest Fallen wins. In this scenario, fighters are counted as being Fallen if they are taken Out of Action by an Injury roll, an attack or Coup de Grace, a Tactics Card or ability used against them, or by dropping to 0 Toughness by any means. To avoid argument at the end of the battle, players should collectively keep track of all the Fallen as they are taken Out of Action.

Attackers

In this scenario, all of the gangs are considered to be attackers.

Type of Battlefield

This scenario may only be fought on a Zone Mortalis battlefield.

Set up Battlefield

Players will procedurally set up a Zone Mortalis battlefield, as described below. Deployment zones are determined later, thus there is incentive to set the battlefield up fairly.

First, a fully enclosed central pressure chamber with no doors should be set up as the center tile, and a marker representing an Escape Hatch should be set up dead center on this tile. Then priority should be rolled for, and in priority order each player must place a tile fully adjacent to the center tile until all four sides are placed. Then players place further tiles to occupy the four corners, forming a 3 x 3 square.

Continuing in priority order, each player may rotate one of the eight outer tiles in place 90 or 180 degrees or pass to the next player. After each player has had an opportunity to do this, each player may place one piece of scatter terrain or up to three small objects such as barrels in any of the eight outer tiles.

Next, each player must place a Ductway on one of the walls of the central chamber. Finally, each player may place one more Ductway on a wall on one of the non-central tiles.

Choose Crews

In this scenario all gangs use the All Eligible Fighters method to choose their gang's Crew.

Determine Crew Rating & Underdog Status

Crew Rating and Underdog Status are calculated considering all eligible fighters. Underdog Status is calculated by comparing the Crew Rating of each gang. In the case of a 3 or 4 player battle, each gang should compare their Crew Rating for the battle to the average of the Crew Ratings of the opposing gangs to determine Underdog Status, and subsequently there can be more than one Underdog (up to all of the gangs).

Underdog Bonus

This scenario allows Underdog gangs to gain the XP Bonus Underdog Option.

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.

Tactics Cards

Each player may remove up to 15 Tactics Cards from their Tactics Cards decks and put them aside (those cards will not be used in this battle). Each player shuffles their remaining Tactics Cards together to form their gang's Tactics Cards decks, and places their deck face down near the battlefield for later use.

Deployment

Priority is rolled for now, with roll offs in the case of ties. Then, players are ranked in priority order from highest to lowest. The player with the highest priority chooses an edge of the battlefield as their deployment zone. In a two person battle, the opposite edge is the other player's deployment zone. Otherwise, players choose a remaining battlefield edge as their deployment zone in descending priority order.

Infiltration

In priority order, each player may select up to one fighter in their Crew that can infiltrate and set them up onto the battlefield so that they are adjacent to either side of a Ductway on one of the outer eight tiles. Each infiltrator after the first must be at least 1'' away from any opposing fighters.

All Remaining fighters

Continuing in priority order, each player sets up onto the battlefield the remaining fighters in their Crew such that each fighter's base is no further than 2'' away from the edge of their deployment zone, and at least 1'' away from opposing fighters.

Starting the Battle

The battle starts and the first round is fought normally using the Battle Sequence.

The Toxic Gas

At the very start of the second round of combat, before Priority is rolled for, bulkheads slam shut around the edges of the battlefield preventing exit in that direction. Then, Toxic Gas seeps into the battlefield.

At the start of each End Phase, immediately before the Recovery step, a D6 must be rolled for each fighter on the battlefield. If the result is higher than the target's modified Toughness, that fighter suffers a Flesh Wound. If this reduces the fighter to 0 modified Toughness they go Out of Action. Do not make a Lasting Injury roll for the fighter, they go into Recovery.

Abilities and equipment that improve a fighter's Toughness to resist the Gas trait, such as a Respirator or Hazard Suit, apply. Fighters that are immune to the Gas trait are not affected by this Toxic Gas.

Draw Tactics Cards

After the first round, during the Ready Fighters step of the Battle Sequence, each player may choose to not give one of their fighters a Ready marker to instead gain a Tactics Card. If they do, the player draws up to three Tactics Cards from their deck and keeps any one of them for their hand, returning the remainder to the top or bottom of their Tactics Cards deck in any order.

Exiting The Battlefield

After the first round, fighters exit the battlefield by moving onto the Escape Hatch in the central chamber, by any means. Fighters that do so are removed from the battlefield and are unharmed.

Bottle Tests

Bottle Tests are not made during this battle.

Ending the Battle

The battle ends when there are no more fighters remaining on the battlefield.

Victory

If there are no Fallen, the battle ends in a draw for all gangs. Otherwise, the gang with the fewest Fallen wins, and all other gangs lose. If there is a tie for fewest, the battle ends in a draw for the tied gangs and a loss for any other gangs.

Rewards (Campaign Only)

Experience

Standard XP for taking fighters Out of Action applies.

Each fighter who exited the battlefield by using the Escape Hatch gains 1 XP.

If a gang is the winner, that gang's Leader gains 1 XP.

Reputation

A gang with no Fallen gains 1 Reputation.

A gang that had no fighters escape the battlefield by using the Escape Hatch loses 1 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.

Post-Battle Sequence

Proceed to the Post-Battle Sequence.