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
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.