The Razing

Stealthy Sabotage (2 Gangs)

Battlefield

Members of a gang attempt to sneak into enemy territory and destroy a critical resource or treasured relic.

All your base are belong to us.

The scenario uses the battlefield set up guidelines, with some mild alterations as decribed below, and may either be a Zone Mortalis or a Sector Mechanicus battlefield. A Sector Mechanicus battlefield should be at least 24" x 24". A Zone Mortalis battlefield should use at least four tiles.

The defender sets up an object within 6'' of the center of the battlefield. This object will be the attacking gang's target; it should be represented with a reasonably sized terrain piece or objective marker.

The object might be a relic, a loot box, a pipe section, or anything similar that the players agree to. If the defender has a flavorful piece of terrain or similar object modeled that represents something of importance to their gang, they may use this to add a little extra flavor to the game. In the event that no agreement can be reached by the players, use a relic marker from the Necromunda boxed set.

Regardless of the object chosen, the target has 5 Toughness, 5 Wounds, and a 4+ save roll. Normal line of sight and cover rules apply to shooting attacks made against the target. Active Fighters within 1'' of the target may automatically hit it with a single melee attack as a Simple action. If the target is reduced to 0 Wounds, it is destroyed.

In campaign mode, if the target has not been damaged by the end of the third round the defending gang gains 1 Reputation and each defending fighter still on the battlefield gains 1 additional XP.

Attacker Defender

In this scenario, one gang is the attacker and the other is the defender. In a campaign, the player who chose this scenario is the attacker. In a skirmish, players roll off and the winner decides whether they will attack or defend.

Sneak Attack

The Sneak Attacks special rules are in effect for this battle and should be read and applied carefully as they have a major impact on the execution of the battle until one of the defending fighters manages to take the Raising The Alarm action. After the alarm is raised, the remainder of the battle is fought using standard Battle Sequence rules.

In campaign mode, if the alarm has not been raised by the end of the third round the attacking gang gains 1 Reputation and each attacking fighter still on the battlefield gains 1 additional XP.

Attacker Special Rules

The Hidden special rules are in effect for the attacker.

Defender Special Rules

Several special scenario rules are in effect for the defender. First, the Sentries special rules are in effect for the defender.

Second, if the defending gang has at least one Turf the Home Turf special rules are in effect for the defender.

Third, if after the defending gang's crew is formed the defending gang has additional fighters remaining, the Random Edge Reinforcements option is in effect for the defender.

Finally, if the defending gang's player chose to use a gang relic as the attacker's target when setting up the battlefield, the Relics option is in effect for the defender.

Underdog

This scenario allows the Reputation or XP Underdog Options (player's choice).

Crews

The attacker uses the Custom Selection method to choose their crew. The attacking crew is kept secret from the defender; until an attacking fighter is deployed their fighter card remains face down. The attacking player may look at their own Fighter cards at any time, but the defender may not.

The defending player takes all of their available fighter cards and shuffles them together to form a deck, then uses the Random Selection (2D3 + 1) method to form their crew. If undrawn fighter cards remain they are set aside to form the defending gang's Reinforcements deck.

If the defending gang has Home Turf advantage and has any Hangers-ons whose Crew Selection criteria indicate they may join the crew, this is determined now.

Once the defending gang's crew has been formed, the attacking gang's player must inform the defending gang's player how many bounties are on their hidden fighters. Note that the attacking gang's player does not have to indicate which fighters have bounties on them, they only have to communicate the total number of bounties. If the defending gang's player decides to hire a Bounty Hunter at this time the Bounty Hunter is set aside and may enter the battle later as a Reinforcement once an attacking fighter with a bounty upon them has been revealed.

Tactics Cards

The attacker can choose up to three Tactics Cards. The defender shuffles their Tactics Cards deck and draws three Tactics Cards from it at random. The defender cannot play Tactics Cards until after the alarm is sounded; any of the defender's Tactics Cards that would normally be played before the battle started may be played immediately after the alarm is sounded.

Deployment

Every fighter in the defender's crew is a sentry. The defender sets up their sentries anywhere on the battlefield.

The attacker then sets up each of their fighters within 2'' of any edge of the battlefield. Attacking fighters may be set up on separate edges. Attacking fighters may be set up Hidden if they are set up at least 6'' away and outside of the vision arc of all defending fighters.

Objectives

The attacker is attempting to destroy their target, which is the object chosen by the defender during battlefield setup. The defender must first detect that they are under attack, and then defend the target as best as they can.

Escape!

Any fighter who is not a sentry can escape by moving off of any battlefield edge. Escaping fighters are removed from the battlefield, and count as being taken Out of Action for the purposes of Bottle tests.

If a Broken fighter of either gang randomly rolls enough inches of movement for that fighter to leave the battle by moving off a battlefield edge (observing all the rules for how Broken fighters move), the Broken fighter leaves the battlefield and is considered to have been taken Out of Action by the opposing gang.

Ending the Battle

Bottle tests are not made during the first three rounds unless the defending gang is using a gang relic and that relic has been defiled, in which case the attacker does not have to make bottle tests but the defending gang does per the Relics special scenario rules. Starting at the end of the fourth round bottle tests are made normally by both gangs, as necessary.

If a gang must make a Bottle test, the gang's player may opt to voluntarily concede; if the opposing player(s) agree the conceding player withdraws their gang from the battle. All of their Active, Pinned, and Broken fighters are removed from play. Any of their fighters who are Engaged break free and withdraw without retaliation and are removed from play. For any of their fighters who are Seriously Injured the fighter is removed from play but a D6 is rolled for them; on a 1 or 2 a Lasting Injury roll must be made for that fighter. This counts as having bottled out.

If the defending player concedes, the attacking player is considered to have destroyed the objective.

Victory

If one of the gangs concedes, the other gang automatically wins. Otherwise, if the attacking gang destroyed the target the attacking gang wins. If the attacking gang failed to destroy the target, the defending gang wins.

Rewards (Campaign Only)

Turf

If the defending gang had Home Turf advantage and lost, the defending gang loses 1 Turf. If the defending gang has one or more Special Territories roll D6; if the result is a 1 the lost Turf is one of the gang's Special Territories (defending player's choice).

If the defending gang had Home Turf advantage and won, the defending player may choose to upgrade that Turf to become a Stronghold Special Territory.

Stronghold: The gang controls a reinforced and highly defensible location within the hive. When this territory is added to a gang's roster the gang gains D3 Reputation. If this territory would be lost or stolen by any means the controlling player may roll a D6; on a 4 or more the gang retains the Stronghold and its corresponding Territory Size. When this Territory is removed from a gang's roster, that gang loses D3 Reputation.

Experience

Standard XP for taking fighters Out of Action applies.

Each fighter who participated in the battle gains 1 XP.

If the target was not damaged by the end of the third round each defending fighter who was still on the battlefield at that time gained 1 additional XP.

If the alarm was not raised by the end of the third round each attacking fighter who was still on the battlefield at that time gained 1 additional XP.

Each attacking fighter who managed to inflict any number of Wounds on the target gains 1 additional XP. Note that if a particular fighter inflicted more than 1 Wound they gain 1 additional XP total, not one per Wound inflicted.

The attacking fighter who destroys the target gains 1 additional XP.

If the defending gang used a gang relic as the target, an attacking fighter who defiles the gang relic gains D3 XP as per the Relics special scenario rules.

If a gang is the winner, that gang's Leader gains 1 XP.

Reputation

Each gang gains 1 Reputation if they have never fought a battle against the opposing gang.

If the target was not damaged by the end of the third round the defending gang gained 1 Reputation.

If the alarm was not raised by the end of the third round the attacking gang gained 1 Reputation.

If the attacking gang bottles out, they lose 1 Reputation.

If there is a winner, the winning gang gains 1 Reputation.

Variants

The basic template of this scenario can be modified, allowing for variants with slightly different stakes or different tactical options.

The Heist

In this variant, the attacking gang is trying to steal a target from the defending gang, instead of attempting to destroy it. It is similar to The Raid Scenario, but with the added complexity of Sneak Attack and sentries which favors certain sneaky gangs.

The default Razing scenario is basically unchanged in this scenario, except that during the battlefield set up instead of placing a gang relic or terrain piece as the attacker's target, the defending player places a loot box or other carryable object as the attacker's target; this target does not have Wounds and cannot be attacked or destroyed. Any text in the basic scenario that refers to destroying the target is re-interpreted to refer to stealing the target. To steal the target, a fighter of the attacking gang simply has to carry the target off a battlefield edge.

Victory

If one of the gangs concedes, the other gang automatically wins. Otherwise, if the attacking gang was able to steal the target the attacking gang wins. If the attacking gang failed to steal the target, the defending gang wins.

Rewards (Campaign Only)

Turf

If the defending gang had Home Turf advantage and lost, they do not lose any Turf.

Experience

Standard XP for taking fighters Out of Action applies.

Each fighter who participated in the battle gains 1 XP.

If the target was not stolen by the end of the third round each defending fighter who was still on the battlefield at that time gained 1 additional XP.

If the alarm was not raised by the end of the third round each attacking fighter who was still on the battlefield at that time gained 1 additional XP.

The attacking fighter who steals the target gains 1 additional XP.

If a gang is the winner, that gang's Leader gains 1 XP.

Reputation

Each gang gains 1 Reputation if they have never fought a battle against the opposing gang.

If the target was not stolen by the end of the third round the defending gang gained 1 Reputation.

If the alarm was not raised by the end of the third round the attacking gang gained 1 Reputation.

If the attacking gang bottles out, they lose 1 Reputation.

If there is a winner, the winning gang gains 1 Reputation.

Loot

If the attacking gang managed to steal the target, the attacking player may either choose to take an item from the defending gang's Stash and put it into their gang's Stash immediately, or steal up to 3D3 x 10 credits from the defending gang's Stash and add it to their gang's Stash immediately.