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Optional Scenario: Burn Them Out

RAW ✔️ Source: White Dwarf 447, Assault on Precinct Fortress-17 (10/2019)

After being driven back by the Enforcers' superior firepower, the Thunderboys change their tactics by sending in groups of warriors to burn out the defenders. If the fire can take hold, it will force Chancer's fighters out into the open, where they can be easily gunned down by the waiting gangers.

note

Fire!

In this scenario, any of the attacker's fighters can take the Set Fire (Double) action. This action can only be taken by an Active fighter within 3" of the centre of a precinct tile. Once this action is completed, place a Blaze token in the centre of the tile being set on fire. In the End phase, roll a D6 for each tile with a Blaze token. On a 4+, place an additional Blaze token on the tile. Any fighter that starts or ends their activation on a tile with Blaze tokens or moves across one may be affected depending on how many Blaze tokens are on the tile (all the effects below are cumulative).

  • One Blaze Token: While a fighter is on the tile, reduce their Toughness Characteristic by 1 unless they are equipped with a respirator. Line of sight into, out of, and through the Tile is reduced to 6".
  • Two Blaze Tokens: A fighter who begins or ends their activation on the tile must immediately test to see if they catch fire just as if they had been hit by a weapon with the Blaze trait. Fighters who both begin and end their activation on the tile must test twice – once when their activation begins and once when it ends.
  • Three Blaze Tokens: The tile is fully ablaze. Fighters cannot voluntarily enter the tile, and fighters who begin their activation on the tile become Broken and must move toward sthe nearest non-burning tile.

A Blaze token can be removed from a burning tile if an Active fighter takes the Douse (Double) action within 3" of the centre of the tile. If all the Blaze tokens are removed from a tile, it is no longer on fire.

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.

The defender must set up their Hangers-on in the central tile of the precinct. The prisoners begin in the Gaol unless they have been released, in which case they can be placed anywhere within 6" of a defending fighter. All 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 create a crew of ten fighters. The attacker can deploy their fighters anywhere outside of the precinct or on any Overrun tiles provided they are out of line of sight of any defenders. The attacker has priority in the first round.

Outcomes

The battle ends after 4 rounds or if either player has no fighters on the battlefield at the end of any round. At the end of the battle, count up the number of tiles that have Blaze tokens on them.

If no tiles have Blaze tokens, the defender can reclaim one Overrun tile.

If 1 or 2 tiles have Blaze tokens, the attacker can choose a tile adjacent to no-man's-land to Overrun.

If 3 or more tiles have Blaze tokens, the attacker can choose two tiles adjacent to no-man's-land to Overrun.