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Last Stand

The Guilders are gunning for a gang and will take them down at any cost!

Battlefield

This scenario uses the standard Battlefield Set-up rules.

Objectives

The defender must hold out as long as they can, while the attacker must wipe them out.

Reinforcements
At the start of each End phase, the attacker receives D6 Reinforcements.

Home Turf Advantage
The defender has the Home Turf Advantage.

Crew Size

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.

The attacker uses Custom Selection (D3+6) to choose their crew – the remainder of their Fighter cards become their Reinforcement deck. The defender uses Random Selection (D3+5) to choose their crew.

Deployment

The defender deploys their entire crew within 6" of the centre of the board. Then the attacker deploys their entire crew within 2" of any board edge – the attacker's fighters need not be set up together and can be spread out to surround the defenders if they wish.

Victory

If the defender has any fighters on the battlefield (who are not Prone and Seriously Injured or Broken) by the start of round seven then they are the winner. Otherwise, the attacker is victorious.

Rewards

Credits

See Special Rules

Experiance

Each fighter that took part in the battle gains 1 XP.

Defending fighters (who are not Seriously Injured or Broken) still on the battlefield by round seven gain an additional D3 XP.

Reputation

See Special Rules

Special Rewards

Round Defender Attacker
1-2 - 3 Reputation, 0 credits +3 Reputation, 2D6x10 credits
3-4 +1 Reputation, D3x10 credits +2 Reputation, D6x10 credits
5-6 +2 Reputation, D6x10 credits +1 Reputation, D3x10 credits
7+ +3 Reputation, 2D6x10 credits -3 Reputation, 0 credits

Tactics Cards

The attacker can choose two Tactics cards. The defender shuffles their Tactics cards deck and draws two cards at random.

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

If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.

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Last Stand

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