56. End Times
RAW ✔️ Source: The Book of Ruin
Multi-player games can be a great way to kick off a Necromunda campaign, or bring one to a close. These kinds of games are also a good way to introduce new players and gangs into existing campaigns, as it allows weaker gangs and more inexperienced players to fight it out without being the sole focus of their opponent. When setting up a multi-player game, the Arbitrator should consider the relative strengths of the different gangs involved, and potentially adjust the scenario to suit. This could mean placing the strongest gangs in the most exposed place on the battlefield – or farthest from the objective – or even having the stronger gangs randomly select their crews while the weaker gangs get to choose their fighters.
In an Uprising Campaign, if the scenarios are played during the Damnation phase, then any credit rewards are ignored. Instead, players will gain 1 portion of Meat for each enemy fighter they took Out of Action, and 1 Scavenging roll if they are the winner. In a scenario using loot counters or loot caskets, each one of these is also worth 1 Scavenging roll to the gang who claims it.
And so the world ends…
Battlefield
This scenario uses the Battlefield Set-up guidelines, as described on page 117 of the Necromunda Rulebook.
Crews
This scenario uses the standard rules for choosing a crew, as described on page 118 of the Necromunda Rulebook. Players use the Custom Selection (10) method to choose their crews.
Deployment
This scenario uses the standard rules for deployment from page 119 of the Necromunda Rulebook.
It's The End of the World
The last hours of the hive are at hand and all that remains is for the remaining survivors to battle it out to the bitter end. At the start of each round, players should consult the End Times table and apply the results depending on the round number. All effects are cumulative.
End Times
| Round | Effect | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1-3 | Insanity Reigns: At the beginning of the round each fighter on the battlefield must make a Willpower check or gain an Insanity marker. | ||||||||||||||
| 4-6 | Spontaneous Mutation: Roll a D6 for any fighter suffering from the Insanity condition and apply the following random characteristic bonus for the duration of the round:
| ||||||||||||||
| 7+ | Daemonic Incursion: When a fighter is taken Out of Action, place the 5" Blast marker on them before removing them from the battlefield. Any fighter touched by this marker becomes possessed by a Daemon (see "The Daemon" in Daemonic Possession). Note that unlike the Daemonic Possession scenario, these Daemons will not jump between bodies and remain in play until they are exorcised by an Underhive Exorcism or the battle ends. |
The Last Stratoplane
What little hope survives for the gangs is to reach the last stratoplane fleeing the dying hive. In the End phase of round 3, and in each subsequent round, the players should roll a D6. On a 5+ the transport arrives. When it arrives, place a marker in the centre of the table to represent the transport's cargo ramp (alternatively if players have an appropriate aircraft model they could place that on the battlefield instead). Then roll the Scatter dice and move the marker 12" in the direction indicated (moving the marker or model so it is not touching any impassable terrain).
Fighters can embark on the transport, and be removed from the battlefield, if they end their movement in base contact with the marker. Fighters may also disembark the transport by being placed in contact with the marker at the start of any round. A fighter may not both embark and disembark in the same round. In the End phase, a single embarked fighter can make an Intelligence check to make the transport depart. If two or more players have fighters on the transport, each player with at least one embarked fighter must roll a D6 and add the number of their embarked fighters, re-rolling any ties. The player who rolled highest is currently in control of the transport and can choose either to attempt to take off or remain grounded this round.
Tactics Cards
Each player may choose two Tactics cards from their Tactics deck. If, during the pre-battle sequence, the total credits value of fighters in one player's starting crew is less than their opponent's then they may randomly draw an additional Tactics card for each full 100 credits of difference.
Ending the Battle
The battle ends when the transport departs or if at the start of any round only one gang has any fighters remaining on the battlefield.
Victory
The gang with the most fighters on the transport when it departs is the winner. If more than one gang has the same number of fighters on the transport then the gang with the most surviving fighters on the battlefield is the winner.
Rewards (Campaigns Only)
Experience
Each fighter that made it to the transport earns D3 Experience points.
Any fighter who destroys a Daemon earns D3 Experience points.
Reputation
The victorious gang gains D6 Reputation.
If any gang has fighters on the transport at the end of the game, they gain D3 Reputation.