Back to Necromunda Page

This is a new scenario for brave Necromundan Warriors. It
involves assaulting an Imperial Depot Station, and if succesful
will result in great rewards, but it has its risks....
It does involve at least one Imperial Guard squad, so it helps
if one player owns a 40k IG army, along with the codex for
reference.

Setup :

Setup half of the table as normal, the other half contains the depot. The depot is a basic structure surrounded by a wall with two gates (use whatever is suitable - eg. the imperial firebase, bastion) The wall need not be complete, nor in a decent state of repair. Some necromundan terrain may be placed around the depot, enough to provide some cover - not much but some

Depotr~1.gif (4037 bytes)

 

The Imperial player sets up all of their forces first, within the depot and/or the 6-8" gap. The attacker(s) then set up all of their forces within the Necromundan terrain, but not within 8" of an Imperial Model

Conditions : The attacker(s) decide whether treacherous conditions should apply or not. Event cards from the Necromunda battle book may not be used.

Forces : The attacker(s) get all of their gang members, none may use vents, tunnels or infiltration.  The Imperial player gets a Commissar plus a ten man Imperial Guard squad per up to 2000 pts of Gang rating attacking.

  M Ws Bs S T W I A Ld
Commissar 4 5 5 4 4 2 5 2 10
IG Trooper 4 3 3 3 3 1 3 1 7


Commissar : Boltgun, Sword, Frag grenades, Laspistol, Flak armour, Immune to psychology, Never pinned, True grit, Leadership
Troopers : Lasgun, Frag grenades, Flak armour, True grit
Sergeant : Laspistol, Sword, Frag grenades, Flak armour, True grit

One member of the squad may carry a special weapon, and one a heavy weapon. The sergeant may take additional assault weapons.

Starting : Each side rolls a d6, with the attackers adding a +2 bonus The highest scoure goes first

Ending : The game ends if all gangs have bottled out - the imperials win. NB : The imperials will NOT bottle out at all.
If the imperials have less than 30% of his starting troops left, AND the commissar is out of action, then the attackers win!

Experience :
+2d6 - surviving the fight
+5 - per wounding hit
+10 - taking commissar 'out'
+2 - inside depot at end of game

Treasure! :
    If the attackers win the game, then they may loot the depot, but quickly because more Imperials may arrive any minute (leaves open the possibility of another scenario?). The loot may be shared in any mutually agreeable way (co-operate will 'ya?)

Total loot =
    d6 lasguns
    d6 flak jackets
    d4 sets of frag grenades
    d3 random special weapons
    50% chance of random IG heavy weapon
    50% chance of d3 boltguns
    50% chance of a suit of carapace armour
    25% chance of d3 power weapons (use rare trade chart)
    5% chance of a needle rifle
    1% chance of a rhino available!

(rules for rhinos will be published later)

Captured Gangers : If any gang members are captured by the imperials, they are handed over to the authorities and executed. The equipment is confiscated. Remove the member and equipment from the roster.

1