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42. Meat Harvest

RAW ✔️ Source: Necromunda: Apocrypha Necromunda, originally published in the Dark Uprising Rulebook and in The Book of Ruin

"If ya like your limbs, you'll be runnin' when you hear a chainsword whirlin'."
- 'Honest' Garth, Slumpden Doc

In this scenario, a gang attempts to acquire meat from the locals.

Attacker and Defender

In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign, then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend.

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 of the Necromunda Core Rulebook. Then, hive dwellers are placed upon the battlefield (see A Bloody Harvest opposite).

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. Both gangs use the Random Selection (D3+2) method to determine their crew. The rest of each gang's Fighter cards are shuffled together to form the Reinforcements decks.

Deployment

This scenario uses the standard rules for deployment as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.

Gang Tactics

This scenario uses the standard rules for gang tactics as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.

Ending the Battle

If all the hivers have been removed from the battlefield or either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.

Victory

The side who scored the most Victory Points is the winner. In the case of a tie, the side whose Allegiance currently has Ascendancy is the winner.

Rewards

Credits (insurrection Phase Only)

The attacker adds D3x10 credits to their Stash for each hive dweller harvested.

The defender adds D6x10 credits to their Stash for each hive dweller guided to safety.

Starvation (damnation Phase Only)

A gang adds one portion of Meat to their Stash for each enemy fighter taken Out of Action.

The attacker adds one portion of Meat to their Stash for each hive dweller harvested.

Scavenge (damnation Phase Only)

The victorious gang adds one Scavenging roll to their Stash.

The defender adds one Scavenging roll to their Stash for each hive dweller guided to safety.

Reputation

The victorious gang gains D3 Reputation.

If either gang bottled out, they lose 1 Reputation.

A Bloody Harvest

The attacker is out on the search for fresh meat. After both crews have deployed, place 12 hive dwellers (see below) on the battlefield. Starting with the attacker, both players take turns placing the hivers anywhere on the battlefield more than 8" away from a board edge. Hivers do not have a profile – as they are unarmed, shell-shocked survivors of the uprising merely trying to get to safety – but they can be affected by some weapons.

If a Blast marker or a template touches a hiver, roll a D6. On a 5+, remove the hiver from the battlefield, otherwise they are unharmed.

If a hiver is hit by a ranged attack, roll a D6. On a 5+, remove the hiver from the battlefield, otherwise they are unharmed.

If a hiver is hit by a melee attack, roll a D6. On a 3+, remove the hiver from the battlefield, otherwise they are unharmed and are moved D6" directly away from the attacker. Hivers removed from the battlefield in this way by an attacking fighter count as being harvested.

In each End phase, roll a Scatter dice for each hiver who is more than 2" from any defenders. Move the hiver 2D6" in the direction indicated by the dice, coming to a halt if they contact impassable terrain or come within 1" of a fighter.

Each hiver who is harvested is worth 1 Victory Point to the attacker's gang.

Designer's Note: Hive Dwellers

Hive dwellers represent the common populace of the hive who have been thrown together by the uprising and are desperately trying to survive. The scenario has been designed so that these survivors can be represented by tokens, dice or other markers depending on what the players have to hand. However, players might also choose to use appropriate models from their miniatures collections to represent these disparate souls, or even convert their own from the large range of Citadel miniatures available.

Salvation For The Worthy

The defender is attempting to guide the hivers to safety before the attacking gang harvests them for Meat. In this scenario, the defender's fighters can use the Shepherd (Basic) action.

Shepherd (Basic): Make a Leadership test for the fighter. If successful, any hivers within 8" immediately move 2D6" directly toward the fighter.

In each End phase, any hivers in the defender's deployment zone and also within 2" of a defending fighter may be removed from the battlefield. Each hiver removed from the battlefield is worth 2 Victory Points to the defender.

Reinforcements

Both the attacker and defender can use Reinforcements. At the end of the second round, and each round thereafter, a random fighter for each gang will arrive in the End phase.

Fleeing the Battlefield

If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.