Final Scenario: Hold Until Dawn
RAW ✔️ Source: White Dwarf 447, Assault on Precinct Fortress-17 (10/2019)
Tired of skirmishing with Changer's Enforcers, the Thunderboys launch their final assault. This is a massive attack from all sides with the goal of smashing apart the defenders in a sudden avalanche of gangers.
Fall Back!
The defender is making a final stand and must fall back before the attacker to maximise their chances of survival. In the End phase, count up the number of attackers and defenders in each of the precinct tiles, with the exception of the central tile. Do not count fighters who are Seriously Injured unless they are a defender within 3" of a Rally Point. If the attacker has more fighters in a tile than the defender, the tile has been taken and the defender must fall back. Any Rally Points in the tile are destroyed, and all defenders must use their activations to fall back to a friendly tile. If they cannot reach a friendly tile during their activation, they become Broken and will flee toward the nearest friendly tile. Once a tile has been taken by the attacker, the defender's models cannot voluntarily enter it.
Unlike the previous scenarios, the defender must make Bottle tests but still benefit from the Home Turf advantage.
Set Defence
The defender sets up their Rally Points and places Booby Traps anywhere within the precinct. All doors within the precinct begin the battle closed and locked (see page 52 of the Necromunda Rulebook). Note that the defender may move through locked doors freely, as it is assumed their fighters have the access codes.
They must set up their Leader, any Hangers-on, and at least half of their fighters in the central tile of the precinct. The prisoners begin in the Gaol unless they have been released, in which case they be placed anywhere within 6" of a defending fighter. Any remaining fighters can be placed anywhere within the precinct.
Formulate Attack
Once the defender has set up their defence, the attacker decides how many (if any) of their Assault Waves they will commit to the attack. Then they divide their fighters into four groups with at least one fighter in each group. Each group deploys within 12" of one of the four entrances to the precinct.
The attacker has priority in the first round of the battle.
Outcomes
The battle ends after 6 rounds or if either player has no fighters on the battlefield at the end of any round. At the end of the battle, refer to Winning the Mini-Campaign: Victory or Defeat to see which side is victorious.