The document outlines a scenario for a game involving two gangs, one acting as the attacker and the other as the defender. It details the setup of the battlefield, crew selection, gang tactics, and victory conditions, including rewards for the winning gang. The battle concludes after six rounds, with specific rules for reinforcements and fleeing the battlefield.
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Star Chamber Attack
The document outlines a scenario for a game involving two gangs, one acting as the attacker and the other as the defender. It details the setup of the battlefield, crew selection, gang tactics, and victory conditions, including rewards for the winning gang. The battle concludes after six rounds, with specific rules for reinforcements and fleeing the battlefield.
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ai Rae ne! Blesséd byte Lar of Skin‘ Sipe, bs hunge s unending”
In tis scenario, a.gathering is int
} ATTACKER’AND DEFENDER
‘In this scenario, one gang is the attacker and the
“other is the defender. in a campaign, the player who
@ this scenario is the attacker. In a skirmish,
layers roll off and the winner decides whether they
wilattac of defend.
| This scenario can be played as either Zone Mortals
{of Sector Mechanicus battle; vehicles and wargear
| HP that grant the Mounted conditon cannetbe included
# neither gang's crew or Reinforcement deck
BATTLEFIELD
Set up the battlefield as described in the Battlefield
Set-up section of the Necromunda Rulebook.
CREWS
~~ This scenario uses the standard rules for choosing a
“crew as described in the Battlefield Set-Up section of
the Necromunda Rulebook. The defender uses the
‘Cuistom Selection (8) methdd. The attacker uses the
ndom Selection (03+2) method. The rest of the
ttacker’s Fighter cards are set to one side to form the
apna: deck.
es
%
i
Bs
1 defencler deploys ther starting crew within 9"
‘of the centre ofthe battlefield. The attacker then
loys their entire starting crew within 3” of any
C’mor Preybom, Propagandist, Cult of the Ravenous One
lerrupted when a rival gang attacks.
GANG TACTICS
Each player may choose two gang tactics from those
available to their gang. If, during the pre-batile
sequence, one player’s Gang Rating is less than
their opponent’, they may randomly determine
tone additional gang tactic for each {ull 100 credits
of difference.
ENDING THE BATTLE
The battle ends at the end of the sixth round.
VICTORY
If, at the end of the battle, the attacker has at least 2
fighters within 6" of the centre of the battlefield then
they are the winner. Otherwise, the defender wins
REWARDS
CREDITS
The victorious gang adds 206x10 credits to
‘their Stash. «
The losing’gang adds Déx10 credits to their Stash.
EXPERIENCE ‘
Each fighter who took part in the battle earns 1 XP.
If a fighter takes the opposing Leader Out of Action,
that fighter earns an additional D3 XP.
REPUTATION
The vietorious gang gains D3 Reputation
_ifeither gang bottled out, they lose 1 Reputation.HOME TURF ADVANTAGE
The defender has the Home Turt Advantage, SUMP CITY SINKING
Toe toe CS
REINFORCEMENTS eee ee ae ed
‘Tne attacker can use Reinforcements, as described the Cult of the Ravenous One. In order to do this,
in the Battlefield Set-up & Scenarios section of the Dake ers
Necromunda Rulebook. At the start of each End
phase, D3 attacking fighters arrive Cee er ret ey
Poe Reet ci eco ce
FLEEING THE BATTLEFIELD
If either gang voluntarily bottles out and subsequently BOSE Ce eeu bul te ke
flees the battlefield, their opponent automatically cl SU ules
wins the scenario.
aces ee eS)
he Lord of Skin and Sinew rules are both in
effect (see page 5)