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Optional Scenario: The Challenge

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

Captain Chancer has been called out by the leader of the Thunderboys. Chancer has accepted the Thunderboy's challenge to buy time for reinforcements to reach the precinct, but both sides have a few tricks up their sleeve should things go bad for them.

note

Throw Down

At the start of the battle, the defender's Leader and the attacker's Leader (or one Leader on the attacker's side if there are multiple gangs assaulting the precinct) are the only fighters to receive Ready markers. Until a Leader has either been Seriously Injured or moves more than 12" away from the other Leader, fighters (including the Leaders themselves) can only use weapons with the Melee trait.

At the start of the second battle round, and in each subsequent round, both players can choose an additional fighter to become Ready and gain a Ready Marker. Once a fighter is made Ready, they will then gain a Ready marker at the start of each following round as normal (see page 51 of the Necromunda Rulebook).

Set Defence

The defender sets up their Rally Points and places Booby Traps anywhere within the precinct. All doors within the precinct except for one of the ones leading to the wasteland begin the battle closed but unlocked (see page 52 of the Necromunda Rulebook). This remaining door begins the battle open. 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 Leader just outside the entranceway of the open door. Any Hangers-on and at least half of the defender's fighters must set up 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 must be set up within the precinct and within 12" of the Leader.

The defender has priority in the first round.

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. The attacker places their Leader in no-man's-land 6" from the defender's Leader and facing them. At least half of the attacker's gang is then set up in no-man's-land within 12" of the attacker's Leader. The remaining fighters are held back as Reinforcements (see page 119 of the Necromunda Rulebook). When these Reinforcements arrive, the attacker selects three fighters from their Reinforcement deck and brings them on from any battlefield edge or places them in any Overrun tile at least 6" from any enemy fighters.

Outcomes

The battle last for 4 rounds or until a Leader is taken Out of Action. At the end of the battle, check to see which Leader inflicted the most damage on their opponent.

  • If a Leader was Seriously Injured, the opposing gang can either Overrun or Reclaim a precinct tile.
  • If a Leader was taken Out of Action, the opposing gang can Overrun or Reclaim two precinct tiles.
  • If neither Leader was Seriously Injured or taken Out of Action, the defender can Reclaim a precinct tile.