Hangers-On Scenarios: Necromunda: Gangs of The Underhive, As Well
Hangers-On Scenarios: Necromunda: Gangs of The Underhive, As Well
Hangers-On Scenarios: Necromunda: Gangs of The Underhive, As Well
HANGERS-ON SCENARIOS
Hangers-on are vital to the survival of any Necromunda gang. Without Rogue Docs to patch
up fighters, Ammo-jacks to check their weapons and Sloppers to feed them, most gangs
wouldn't last long at all. But what happens when Hangers-on get caught in the crossfire?
ecromunda is not all big hair, against another – and there being no
USING EXISTING SCENARIOS
bulging muscles and blazing time for the Hangers-on to seek cover –
There are a number of
guns; some members of a gang it can be fun to create specific scenarios
scenarios in the Necromunda
actually work for a living! Behind that focus on them. There are many ways
Rulebook that are perfect for
the scenes and in the gang’s hideout, the to create fun scenarios centred on
using Hangers-on to
Hangers-on see to everything from hot Hangers-on. Perhaps the gang’s Slopper
represent key elements of the
meals (just don’t ask what kind of meat was cooking a particularly nasty
game. In a Downtown Dust-
that is) to digging bullets out of gangers underhive critter and it’s gotten loose, or
up, Hangers-on could be
(who sometimes even survive the maybe a Look-out needs to sneak
mixed into the hive dwellers;
experience). Most of the time, these through an enemy gang’s turf to deliver a
perhaps the gunfight is taking
Rogue Docs, Ammo-jacks, Sloppers, message. Players could even play
place outside an Ammo-jack’s
Dome Runners and other support scenarios that pit their Hangers-on
workshop or a Rogue Doc’s
fighters stay well clear of the battlefield, against each other outside of the
clinic. Hangers-on like the
their contribution to the gang too gang – rival Rogue Docs having a
Dome Runner might be one of
valuable to risk getting permanently showdown hunting for an important
the defenders in a Caravan
terminated by a stray bullet. Sometimes, body in the local corpse factory or two
Heist, or maybe they are
though, a sudden assault, underhive Dome Runners racing across a battlefield
leading the way for the
ambush or simple bad luck will thrust laden with underhive perils.
caravan to make sure it has a
them into the thick of it, and when that
clear path. Escort Mission
happens, they’d better be ready! Over the following pages, you will find
could be used with any
three special scenarios, each one
Hanger-on, the gang having
In this article, we explore different ways centred on a different Hanger-on. The
to get them to safety or take
for arbitrators and players to get their rules for Hangers-on can be found in
them out, while Fighter Down
Hangers-on onto the battlefield. While Necromunda: Gangs of the Underhive, as well
is perfect for the inclusion of
sometimes they might turn up as a result as in the various ‘House of’ books (such
a Rogue Doc.
of one gang defending their home turf as House of Iron).
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NEW RULES
MERCY MISSION
In the aftermath of a gang battle, both sides try to get their fallen fighters to safety.
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DOME RUSH
Two gangs follow a Dome Runner into dangerous territory looking for loot.
VICTORY
If one gang opened at least three loot caskets or their
opponent has no fighters on the battlefield at the end of
the battle they are the winner. Otherwise, the result is
a draw.
REWARDS
CREDITS
The winner adds 2D6x10 credits to their stash.
EXPERIENCE
Each fighter who took part in the battle earns 1
Experience point.
REPUTATION
The victorious gang gains D3 Reputation.
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NEW RULES
TARGET PRACTISE
Two gangs test their aim in an Ammo-jack’s bullet emporium.
BATTLEFIELD Record the total points for each side and the individual
This scenario uses the Battlefield Set-up guidelines, as points for each fighter. In the End phase, the crew with
described on page 117 of the Necromunda Rulebook. the highest points total may move the Ammo-jack
Note, however, that the battlefield should include a anywhere on the battlefield and count it as part of their
number of large open areas and numerous long-range crew for the following round. If a fighter makes an attack
firing lines where possible. against an enemy fighter, immediately move the Ammo-
jack to within 6" of them and make an attack from the
CREWS Ammo-jack against the offending fighter. If the Ammo-
This scenario uses the standard rules for choosing a crew, jack is attacked, the crew who attacked them immediately
as described on page 118 of the Necromunda Rulebook. loses the scenario.
Both players use the Custom Selection (5) method to
choose their crew. ENDING THE BATTLE
The battle ends when one player gets to 50 points or only
DEPLOYMENT one gang has fighters remaining on the battlefield.
Starting with the winner of a roll-off, one player lines their
fighters up (each within 2" of another) 6" from the centre VICTORY
of the battlefield. Their opponent then lines up their own The gang that gets to 50 points first is the winner.
fighters opposite the enemy crew and also 6" from the Otherwise, the result is draw.
centre of the battlefield. An Ammo-jack is then placed
between the two sides. REWARDS
SHOOT-OUT CREDITS
At the start of each round, before activating any fighters, The winning gang adds 3D6x10 credits to their stash.
the players place targets on the battlefield. These can be
represented by dice, tokens or even models, provided EXPERIENCE
they are obviously targets and it is obvious which player Each fighter who took part in the battle earns 1
placed them. The players alternate placing three targets, Experience point.
starting with the player who has Priority. Targets must be
placed within line of sight and weapon range of at least Each fighter who personally scored more than 20 points
one enemy fighter, though they may be placed in cover. earns 1 Experience point.
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