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43. Propaganda

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

Designer's Note: Campaign Rewards

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.

"Sometimes it's hard to know which of the voices to listen to. The loud echoey one coming from all the loudhailers or the angry one shoutin' in your ear."
- 'Sharp Tooth' Griza, Fiends of the Forge, House Goliath

Gangs seek to sway the other gangers to their cause.

Battlefield

This scenario uses the Battlefield Set-up rules, 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. Both gangs use the Custom Selection (4) method to choose their crew.

Deployment

This scenario uses the standard rules for deployment from page 119 of the Necromunda Rulebook.

Hearts and Minds

As the hive descends into madness, both sides seek to turn gangers and gangs to their cause. The players should select 12 fighter models to represent Houseless Gangers. After both crews have deployed, players take turns, starting with the player who has priority, placing these models anywhere on the battlefield more than 12" from an edge or within 3" of another fighter.

Both gangs are trying to turn the Houseless Gangers to their cause and then use them against their foes. In this scenario each player's fighters can use the Coerce (Basic) action:

Coerce (Basic) Action

Choose a Houseless Ganger within 3" and make a Leadership check for the coercing fighter. If the check is successful, place a token next to the Houseless Ganger to indicate that it is now part of the coercing fighter's gang.

Houseless Gangers coerced into joining a fighter's gang become part of that fighter's gang for all intents and purposes and will gain a Ready marker at the beginning of the following round.

Don't Believe Their Lies

Once a Houseless Ganger has chosen their side, it's unlikely they will change sides again… though not impossible. A fighter may make a Coerce Action against an enemy Houseless Ganger. If the fighter's Leadership check is successful then the other player should make a Willpower check for their Houseless Ganger, adding 1 to the dice result for each friendly fighter within 3" of the Houseless Ganger. If the Houseless Ganger passes their Willpower check, they may immediately take a free Shoot (Basic) action at the fighter who tried to coerce them. If the Willpower check was failed then the Houseless Ganger becomes part of the coercing fighter's gang as normal and loses any Readied marker if they have one.

Houseless Gangers can be turned from one side to the other multiple times during a battle.

Designer's Note: Houseless Gangers

Houseless Gangers are loners and orphans from other gangs and can be represented by any appropriate model – players may choose to use the portions of their gangs who have been left out of the scenario. For simplicity, Houseless Gangers should use the following profile:

Houseless Ganger

MWSBSSTWIALdClWilInt
5"4+4+3314+18+7+7+8+

Weapons and Wargear: As Model

Houseless Gangers are armed and equipped as depicted on their models, and both players should take a moment at the beginning of the game to agree on what weapons and wargear each Houseless Ganger is carrying. Remember that both gangs have a chance of taking control of the Houseless Gangers and so the inclusion of heavily armed models is entirely reasonable provided both players accept these more deadly fighters might be used against them.

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 only one gang has fighters remaining on the battlefield.

Victory

If only one gang has any fighters left on the battlefield at the end of the battle, that gang is the winner. If neither gang has fighters left on the battlefield at the end, the battle ends in a draw.

Rewards

Credits

Both gangs add D3x10 credits to their stash for each Houseless Ganger under their control at the end of the game.

Experience

Each fighter that took part in the battle earns 1 Experience point.

A fighter who successfully coerces a Houseless Ganger away from the opposing gang earns 1 Experience point.

Reputation

The victorious gang gains D3 Reputation.

If either gang bottled out, they lose 1 Reputation.