165. Asset Seizure
RAW ✔️ Bastions of Law, p90
The following scenarios are designed to reflect some of the tactics Palanite Enforcer patrols might employ or common situations they might find themselves in. They include destroying illicit goods hidden by other gangs and preventing a gang making their getaway with the score from a successful heist. When a Palanite Enforcer player has the option of choosing the scenario for their battle, they can, with the permission of the Arbitrator, choose one of the following scenarios. Where one player is the attacker and the other is the defender, this will be detailed in the scenario.
While the scenarios presented here have been designed specifically for Palanite Enforcer patrols, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Both scenarios also lend themselves well to multi-player scenarios - such as The Getaway, where several gangs fight amongst themselves trying to secure the loot from the defending gang and prevent the others from doing so.
"Trust me, have I ever given you a bad tip? The goods will be there, just remember I get 10% of the take..."
- Larrs ‘Half-tooth’, ’Narker, Rust Town
In this scenario, a gang is desperately trying to reclaim a store of illicit contraband before the attacking gang can destroy the stolen goods.
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign, then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend.
Battle Type
This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew.
Battlefield
This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Setup & Scenarios section of the Necromunda Core Rulebook. After the battlefield has been set up, five Loot Caskets are placed on the battlefield with each player taking turns, starting with the defender, to place a Loot Casket representing the Contraband. Each Contraband marker must be placed at least 3" from either player’s deployment zone and 6" from another Contraband marker. No other Loot Caskets are placed on the battlefield.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. Both gangs use the Hybrid Selection (3+4) method to determine their crew.
Deployment
This scenario uses the standard rules for deployment as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
Gang Tactics
This scenario uses the standard rules for gang tactics as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
Ending the Battle
If either gang has no fighters left on the battlefield at the end of any round or there are no Contraband markers left on the battlefield, the battle ends immediately.
Victory
If, at the end of the battle, the defender has reclaimed at least three Loot Caskets they are victorious, otherwise the attacker is the winner.
Rewards
Credits
The defending gang adds D6xl0 credits to their Stash for each Loot Casket they reclaim.
The attacking gang adds D6xl0 credits to their Stash for each Loot Casket they destroy.
Experience
Each fighter that destroys at least one Loot Casket earns 1 XP.
Reputation
The victorious gang gains D3 Reputation.
Home Turf Advantage
The defender has the Home Turf Advantage as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
Contraband
Scattered across the battlefield are several hidden caches of illicit goods hidden by the defender. The attacker has learnt of their location and is trying to destroy them. The Loot Caskets representing the Contraband may only be interacted with via the Carry Loot Casket (Simple) and Fight (Basic) actions.
Reclaiming Contraband
If, during the End phase of any round, a Loot Casket is within 1" of any battlefield edge, the Loot Casket is removed from the battlefield and is considered to have been reclaimed by the defender.
Destroying Contraband
The attacking gang is only interested in destroying the Loot Caskets. They may only be damaged by the Fight (Basic) action and they each have Toughness 5, 3 Wounds and a 5+ armour save. When a Loot Casket is reduced to 0 Wounds, they are removed from the battlefield and considered destroyed.
Trapped!: The defending gang has trapped each of the Loot Caskets. When a Loot Casket is destroyed, the fighter that destroyed it must make an Intelligence test. If the test is passed, they manage to bypass the trap. Otherwise, centre the 5" Blast marker on the Loot Casket - all models hit suffer a S4, AP -1, DI hit.
Fleeing the Battlefield
If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.