Hangers-On Scenarios: Necromunda: Gangs of The Underhive, As Well

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HANGERS-ON SCENARIOS

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.

BATTLEFIELD MISSION OF MERCY


This scenario uses the Battlefield Set-up guidelines, as The Rogue Docs and their attendant Hive Scum are on a
described on page 117 of the Necromunda Rulebook. mission of mercy. The Rogue Doc and Hive Scum cannot
take the Coup de Grace action. Neither side is willing to
CREWS kill the docs, so if a Rogue Doc is hit by an attack, they
This scenario uses the standard rules for choosing a crew, are Pinned as normal but otherwise unaffected. Finally,
as described on page 118 of the Necromunda Rulebook. the presence of the docs means fighters who go Out of
Both sides use the Random Selection (5) method to Action need not roll on the Lasting Injuries table, and
determine their crew. In addition, both sides add a crews do not need to make Bottle tests.
Rogue Doc and a Hive Scum armed with a Stub Gun to
their crew. ENDING THE BATTLE
The battle ends in the End phase of any round if one side
DEPLOYMENT has at least three of their fighters (not counting the Rogue
Both players roll off, with the winner placing one of their Doc and Hive Scum) in contact with their battlefield edge,
opponent’s fighters (with the exception of the Rogue or only one gang has fighters remaining on the battlefield.
Doc and the Hive Scum) anywhere on the battlefield.
Players take turns until all fighters (with the exception of VICTORY
the Rogue Doc and the Hive Scum) are deployed. The When the battle ends, if one player has at least three of
player who won the roll-off then randomly determines their fighters in contact with their battlefield edge and
a battlefield edge and places their Rogue Doc and their opponent does not, they are the winner. Otherwise,
Hive Scum in contact with the edge and each other; the result is a draw.
their opponent then does the same on the opposite
board edge. REWARDS
THE AFTERMATH EXPERIENCE
A brutal gang fight has taken place, and the battlefield Each fighter who took part in the battle earns 1
is strewn with downed fighters. All fighters (with the Experience point.
exception of the Rogue Doc and Hive Scum) begin the
battle Prone and Seriously Injured, and on 1 wound if they Each fighter who made it back to their battlefield edge
have multiple wounds. All fighters (with the exception earns 1 Experience point.
of the Rogue Doc and Hive Scum) also count all their
weapons as Out of Ammo. Recovery rolls for Seriously REPUTATION
Injured fighters may be made as normal at the end of The victorious gang gains D3 Reputation.
each round, and weapons may be reloaded once a fighter
has recovered from being Seriously Injured.

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DOME RUSH
Two gangs follow a Dome Runner into dangerous territory looking for loot.

BATTLEFIELD DOME RUN


This scenario uses the Battlefield Set-up guidelines, as In the End phase of each round, the player with Priority
described on page 117 of the Necromunda Rulebook. moves the Dome Runner. The Dome Runner must move
their maximum distance and end their move at least 5"
CREWS from where they started. After the Dome Runner has
This scenario uses the standard rules for choosing a crew, moved, the player who moved them may place a loot
as described on page 118 of the Necromunda Rulebook. casket and/or a booby trap (of their choice) within 6" of
Both sides use the Custom Selection (10) method to their final position (see the Necromunda Rulebook for
choose their crew. details on loot caskets and booby traps). Alternatively,
they may remove a booby trap from within 6".
DEPLOYMENT
Players roll off with, the winner choosing one corner of As the gangs are trying to follow the trail left by the
the battlefield and deploying their entire crew within 6" of runner, they don’t want to kill them.
this corner. Their opponent then places their entire crew
within 6" of the opposite corner. A Dome Runner is then If the runner is hit by an attack, they are Pinned as normal
placed in the centre of the battlefield. but otherwise unaffected.

ENDING THE BATTLE


The battle ends when one gang has opened three loot
caskets or only one gang has fighters remaining on
the battlefield.

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.

Each loot casket opened by a gang adds D6x10 credits to


their stash.

EXPERIENCE
Each fighter who took part in the battle earns 1
Experience point.

REPUTATION
The victorious gang gains D3 Reputation.

If either gang bottled out, they lose 1 Reputation.

118
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.

Targets can be attacked just as if they were fighters, REPUTATION


benefiting from range and cover as normal. When a The victorious gang gains D3 Reputation.
target is hit, remove it from the battlefield. The points
for taking out a target varies as follows (add multiple
instances together):

• The target was at long range: 2pts


• The target was in partial cover: 2pts
• The target was in full cover: 3pts
• The target was over 24" away: 4pts
• Shooting the target risked hitting a friendly fighter: 2pts
per fighter at risk

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