17. Ghast Harvest (AKA Spook Harvest)
- Necromunda: Core Rulebook (2023)
- Gang War 3
RAW ✔️ Necromunda: Core Rulebook (2023), p244; originally published in Necromunda: Rulebook (2018) and Gang War 3
"I can see the fabric of reality! By Terra's light – it's staring back at me…"
- Last words of Braka Gore-eater, Heretek, House Goliath
In this scenario, two gangs try to desperately fend each other off so they can harvest a rich vein of ghast.
Battle Type
This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot be included in either gang's starting crew.
Battlefield
This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Scenario Rules: Choose Crew section. Both gangs use the Custom Selection (D3+4) method to determine their crew.
Deployment
This scenario uses the standard rules for deployment as described in Scenario Rules: Gang Tactics.
Gang Tactics
Each player randomly generates two gang tactics. When playing these gang tactics, the player rolls a D6. On a 4+, the gang tactic takes effect as normal; otherwise it has no effect, is discarded, and the player randomly generates another gang tactic to replace it.
Ending the Battle
If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.
Victory
The gang with the most Loot markers at the end of the battle is the winner – otherwise the game is a draw.
Rewards
Credits
Each gang adds D6x10 credits to their Stash for each Loot marker they sell (see Little Bit Off The Top).
Experience
A fighter that harvested at least one bag of unrefined ghast and didn't go Out of Action earns an additional 1 XP.
Any fighter that successfully manifests at least one Wyrd Power earns an additional 1 XP.
Reputation
Each gang that took part in the battle gains 1 Reputation.
If a gang successfully harvested five or more bags of unrefined ghast, they gain an additional 3 Reputation.
Harvesting Ghast
Something is not quite right about this place. Fighting in a dome full of unrefined ghast can do weird things to a fighter, not to mention the dangers of harvesting it. After setting up the battlefield, players take turns (starting with the player who has priority) to place four ghast deposits. A ghast deposit can be represented using suitable obstacle-sized terrain features. The entire terrain feature counts as a marker for the purposes of harvesting.
A Standing and Active fighter that is in base contact with a ghast deposit may make a Harvest Ghast (Double) action. Make an Intelligence test for the fighter – if they pass, place a Loot marker on their card to represent a bag of unrefined ghast. After successfully harvesting, roll a D6. On a 6+, the ghast deposit is exhausted and removed from the battlefield. If a fighter goes Out of Action, any Loot markers they have are discarded. No fighter may carry more than two bags of unrefined ghast.
When a fighter attempts to harvest ghast (whether they were successful or not), make a Toughness check for them, adding 2 if they are wearing a respirator. If they fail, or simply choose to eat some of the unrefined ghast they are harvesting, roll a D6 on the table below:
| D6 | Result |
|---|---|
| 1-3 | Oh god, oh god, oh god!: The fighter is activated again immediately, but is controlled by your opponent. |
| 4-5 | It's like the universe is in my mind!: The fighter becomes a psyker and gains the Non-sanctioned Psyker Special rule for the rest of the battle. They gain a random Wyrd Power. If they already are a psyker and have a Wyrd Power, this result has no effect. |
| 6 | Today, I am the Emperor!: The fighter adds 2 to all dice rolls for the remainder of the battle. Additionally, the fighter becomes a psyker and gains the Non-sanctioned Psyker skill for the rest of the battle. They gain a random Wyrd Power. If they already are a psyker and have a Wyrd Power, this result has no effect. |
Little Bit Off the Top
At the end of the battle, gangs may choose to sell any of the ghast they harvested. Alternatively, gangs may hang onto any or all of their ghast for use in future battles. For each Loot marker not converted into credits, add one bag of unrefined ghast to the gang's Stash. A bag of unrefined ghast may be given to any fighter during the Distribute Equipment step of the post-battle sequence of any battle.
During any activation, a fighter with a bag of unrefined ghast may consume it as a simple action, rolling on the Harvesting Ghast table to see what happens.
Fleeing the Battlefield
If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. The winner may place 1 extra Loot counter on the Fighter card of each fighter in their crew that is not Prone and Seriously Injured or Out of Action at the end of the game, without any risk of them being affected by the unrefined ghast (note that no fighter may carry more than two Loot markers).
Arbitrating the Scenario
The Arbitrator can add defences, sentries and locked doors to the scenario, so that the area represents one of Lord Helmawr's ghast farms. The Arbitrator should place the ghast deposits and may place more than four, making sure to put them behind locked doors. Appropriate models can then be set up to represent point defence turrets – count these as either heavy stubbers or heavy bolters with BS 5+, T5 and 2 Wounds. Defence turrets have the Overwatch skill and always count as being Standing and Active and subject to the Ready condition.
Sentries can be added, either pitting the Arbitrator's watchmen against a single gang, or as an additional challenge for the fighting gangs. This allows the Arbitrator to set up using the Sneak Attack rules.
RAW ✔️ Source: Gang War 3, under the title Spook Harvest
Gangs scour the underhive for raw spook.
Battlefield
This scenario uses the battlefield set up guidelines, as described on page 21 of Gang War, and may either be a Zone Mortalis or a Sector Mechanicus battlefield.
Tactics Cards
Each player chooses two Gang Tactics cards at random from their decks. When playing these cards, the player should roll a D6 - on a 4+, the card takes effect as normal, otherwise it has no effect, is discarded, and the player draws another random card from their deck to replace it.
Crews
This scenario uses the standard rules for choosing a crew, as described on page 22 of Gang War. Players use Custom Selection (D3+7) to choose their crew.
Deployment
This scenario uses the standard rules for deployment from page 22 of Gang War.
Objectives
The gangs are out to gather as much unrefined spook as possible, and take out any enemy fighters that get in their way.
Special Rule: Harvesting Ghast
Something is not quite right about this place. Fighting in a dome full of unrefined spook can do weird things to fighters, not to mention the dangers of harvesting it. After setting up the battlefield, players should take turns (starting with the player who has Priority) to place D6+4 tokens. These tokens represent deposits of spook, and can be placed anywhere outside the deployment areas and at least 6" from another token Alternatively, spook deposits can be represented by using suitable tiles or pieces of terrain (such as the Warhammer 40,000 Shardwrack Spines Deathworld terrain), in which case only deploy four areas, and the entire tile or terrain piece will count as a token for the purposes of harvesting.
A fighter may attempt to harvest a spook token as a Double action if they are in base contact with it. Make an Intelligence test for the fighter - if they pass, place a token on their card to represent a bag of unrefined spook. After successfully harvesting the spook, roll a D6 - on a 4+ (or 6+, if it is a tile or terrain piece), the token is removed (or the terrain piece or tile will no longer count as a spook token).
When a fighter attempts to harvest a spook token (whether successful or not), you may choose to make a Toughness test for them, adding 2 if they are wearing a respirator. If they fail, or simply do not make a Toughness test and choose to eat some of the unrefined spook, roll a D6 on the table below:
| Roll | Result |
|---|---|
| 1-3 | Oh God! Oh God! Oh God! The fighter becomes Ready and activates immediately, but is controlled by your opponent. |
| 4-5 | It's like the Universe is in my Mind! Unless they already have a Strange Power, they gain a random Strange Power (roll on the table opposite). |
| 6 | Today, I am the Emperor! Unless they already have a Strange Power, the fighter. adds 2 to all dice rolls and can choose a Strange Power (see table opposite) otherwise this result has no effect. |
To tap into its full potential, spook must first be refined - although exposure to it will certainly mess with a fighter's mind! The abilities presented here represent these kind of spontaneous and fleeting effects. Rules for using refined spook, as well as Wyrds, Wyrd powers and , other kinds of psykers will be added to future supplements of Necromunda.
Random Strange Power Table
A fighter may only ever have one Strange Power from the following table:
| D6 | Power |
|---|---|
| 1 | Assail: The fighter lashes out with telekinetic force. Make a Shoot action attack against an enemy within 12*. If. successful, move the enemy D3" in any direction. Alternatively, the fighter may target a barricade or loot casket, in which case the attack hits automatically. |
| 2 | Flame Blast: A gout of fire springs from the fighter's hand. This counts as an attack from a flamer. |
| 3 | Freeze Time: Time grinds to a halt around the fighter. Using this power is a Double action. If successful, all fighters, friend and foe, within 12", may only take a single action this round. |
| 4 | Weapon Jinx: Nearby weapons jam. and malfunction. Choose an enemy fighter within 18" of the fighter, they must make an Ammo roll for one of their weapons, chosen by the fighter rolling on this table. |
| 5 | Terrify: The fighter fills their victim's mind with horrifying images. Choose an enemy within 18 of the fighter; they must make a Nerve test with -3 to the roll. |
| 6 | Quickening: The fighter's body becomes a blur of motion. Until the end of the fighter's following activation, increase their M-by 3 and their WS, BS and I by 1: (to a maximum of 2+). |
Strange Powers
It's all in your mind! Using a Strange Power is a Basic action (unless otherwise noted) and requires a successful Willpower test. However, the powers of the Warp are not for the weak-minded, and if the Willpower test results in a double 1 or a double 6, the fighter must roll an Injury dice and apply the result. Note: A double 6 is still a success, even it the fighter is Seriously Injured or goes Out of Action.
Ending the Battle
The battle ends when one gang has no fighters left on the battlefield.
Victory (Skirmish Only)
The winner is the crew that harvested the most unrefined spook - not counting spook carried by models that went Out of Action.
Rewards (Campaigns Only)
Credits
Each bag of unrefined spook carried by a fighter that didn't go Out of Action adds D6x10 credits to the gang's Stash. Alternatively, gangs may hang onto any or all of their spook for use in future battles (during any activation, a fighter may consume a bag of unrefined spook as a Simple action, rolling on the Harvesting Spook table on page 64 to see what happens).
Experience
Each fighter that took part in the battle gains 1 Experience. A fighter that harvested at least one bag of unrefined spook and didn't go Out of Action gains 1 Experience. The first successful use of a Strange Power also awards a fighter 1 Experience.
Reputation
Each fighter that took part in the battle gains 1 Experience. A fighter that harvested at least one bag of unrefined spook and didn't go Out of Action gains 1 Experience. The first successful use of a Strange Power also awards a fighter 1 Experience.
Arbitrating the Scenario
The Arbitrator can add defences, sentries and locked doors to the scenario, so that the area represents one of Lord Helmawr's spook farms. The Arbitrator should place the spook tokens, making sure to put them behind locked doors. Tokens or appropriate models can then be set up to represent point defence turrets - count these as either heavy stubbers or heavy bolters with BS 5+, T 5 and 2 Wounds. Defence turrets have the Overwatch skill (see page 43 of Gang War) and always count as being Readied.
Sentries can be added, either pitting the Arbitrator's watchmen against a single gang, or as an additional challenge for the fighting gangs. Use the Sneak Attacks rules from page 53 of Gang War.