From Core Rules. Read this book’s lore. Readable tables and original source diagrams.
GANG TACTICS
As a gang develops and increases in power it will grow in skill, utilising more advanced tactics to level the playing field when they are outmatched. These are covered in Necromunda battles by Gang Tactics.
USING GANG TACTICS
During the Pre-battle Sequence, each gang will select which Gang Tactic(s) they will have access to during the battle. Each Gang Tactic lists when it can be used and what effect it has upon the battle (note: each gang may only use each Gang Tactic once per battle).
GENERATING GANG TACTICS
A gang adds a number of Gang Tactics to their Gang Roster each time they add a Leader or Champion to their Gang Roster or a Fighter performs the Develop Tactics Post-cycle Action, as shown below:
| Trigger | Gang Tactics Generated |
|---|---|
| Leader added to Gang Roster | 2 |
| Champion added to Gang Roster (including when a Ganger is promoted) | 1 |
| Develop Tactics Post-cycle Action performed | 1 |
Whenever a Gang Tactic is added to the Gang Roster, roll a D66 and consult the Gang Tactics table below to determine which Gang Tactic they now have access to. If a Gang Tactic is generated that the gang already has, then re-roll the dice.
CORE GANG TACTICS
| D66 | Name | Timing | Effect |
|---|---|---|---|
| 11-12 | Point-blank Shot | Play this Gang Tactic when a friendly Fighter activates, before performing any actions. | Select one of the Fighter's weapons that does not have the Heavy or Blast (3"/5") trait. For the duration of this activation, the weapon gains the Light trait. |
| 13-14 | Hidden Stash | Play this Gang Tactic when a friendly Fighter activates, before performing any actions. | During this activation, the Fighter may perform the Reload action as a Free action. |
| 15-16 | Suppressing Fire | Play this Gang Tactic after a friendly Fighter has resolved a ranged attack. | The target of the ranged attack is Suppressed, regardless of whether the attack hits or not. Skills cannot prevent the Fighter being Suppressed. |
| 21-22 | Burst of Courage | Play this Gang Tactic before taking a Bottle check. | The Bottle check is automatically passed, there is no need to roll the dice. |
| 23-24 | Adrenaline Surge | Play this Gang Tactic when a friendly Fighter activates, before performing any actions. | The Fighter may perform one additional action during this activation. |
| 25-26 | Desperate Effort | Play this Gang Tactic when it is your turn to choose a Fighter to activate. | Activate a friendly Fighter as though they had a Ready marker. At the end of their activation they change their Status to Suppressed and suffer a Str -, AP-, L1 Hit that automatically Wounds and cannot be prevented or saved. |
| 31-32 | Grenade Bouquet | Play this Gang Tactic when a friendly Fighter performs a ranged attack with a grenade with the Blast (3"/5") trait, before rolling to Hit. | The Fighter resolves three separate ranged attacks all targeting the same model. These attacks all automatically scatter and after the attacks have been resolved, the weapon runs Out of Ammo. |
D66 Name Timing
Effect
| D66 | Name | Timing | Effect |
|---|---|---|---|
| 35-36 | Remorseless Killer | Play this Gang Tactic when a friendly Fighter performs a Coup de Grace action, before rolling any dice. | The enemy Fighter automatically goes Out of Action, there is no need to roll any dice. |
| 41-42 | Last Gasp | Play this Gang Tactic when a friendly Fighter is taken Out of Action, before removing them from the battlefield. | The Fighter may immediately perform a Shoot or Fight action, regardless of their Status. Once the action is resolved, they are removed from the battlefield. |
| 43-44 | Thundering Charge | Play this Gang Tactic when a friendly Fighter declares a Charge action, before rolling to determine the distance of the charge. | Roll two D6 instead of the usual one when determining how far the Fighter can charge and choose which dice to add to the Fighter's Movement characteristic. |
| 45-46 | Chain Attack | Play this Gang Tactic when a friendly Fighter has resolved a Fight action and is no longer Engaged. | The Fighter may immediately perform a Charge action as a Free action even if they have already performed a Charge action this activation. The Fighter moves D6+2" as part of this action instead of the normal distance. |
| 51-52 | Opening Volley | Play this Gang Tactic at the start of the first round, before the first roll for Priority. | A friendly Fighter may immediately perform a Shoot action'. This action does not remove the Fighter's Ready marker. |
| 53-54 | "You!" | Play this Gang Tactic when a friendly Fighter activates, before performing any actions. | Select an enemy Fighter, the activating Fighter applies a +1 modifier to any Wound rolls targeting the enemy Fighter for the remainder of the battle. While the enemy Fighter is on the battlefield, any action the activating Fighter performs that targets an enemy Fighter must target the selected Fighter. |
| 55-56 | Rapid Healing | Play this Gang Tactic when a friendly Fighter activates, before performing any actions. | The Fighter immediately regains a Wound lost earlier in the battle. |
| 61-62 | Reckless Attack | Play this Gang Tactic when a friendly Fighter activates, before performing any actions. | For the duration of their activation, increase the Fighter's Weapon Skill characteristic by +1. However, until the Fighter's next activation all enemy Fighters are considered to have a Weapon Skill of 2+ while targeting the Fighter. |
| 63-64 | Rapid Fire | Play this Gang Tactic when a friendly Fighter activates, before performing any actions. | For the duration of their activation, the Fighter may perform the Shoot action as a Free action. |
| 65-66 | Crossfire | Play this Gang Tactic when a friendly Fighter activates, before performing any actions. | If the Fighter performs a ranged attack against an enemy Fighter another friendly Fighter has already targeted this round, the attack automatically hits. A Hit roll is still made for the purposes of weapon traits. |