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95. Breakdown

RAW ✔️ Necromunda: Ash Wastes Rulebook, p150

'In the Wastes, your wheels are your life.'
- Drak Harvos, Palanite Enforcer

In this scenario, one gang is trying to get their vehicles working and escape from a rival gang.

Attacker and Defender

In this scenario, one gang is the attacker and the other is the defender. In a campaign, the player who chose this scenario is the attacker. In a skirmish, players roll off and the winner decides whether they will attack or defend. If only one gang has a vehicle in their gang, they are automatically the defender.

Battle Type

This scenario is an Ash Wastes battle. Vehicles can be included in both crews.

Battlefield

The battlefield can be set up as described in the Battlefield Set-up section (see page 133).

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up section (see page 134). The attacker uses the Custom Selection (8), the defender uses the Random Selection (D3+2) method. Additionally, the defender includes one vehicle, chosen at random, to be the Broken Down Vehicle. After gangs have randomly determined their starting crew, the rest of their decks are set to one side to form their Reinforcements deck.

Deployment

The defender sets up the Broken Down Vehicle in the centre of the battlefield then sets up their entire crew within 6" of it. The attacker then sets up their entire crew within 6" of any battlefield edge, at least 9" away from any enemy models.

Gang Tactics

Each player may choose two gang tactics from those available to their gang.

If, during the pre-battle sequence, the total Credits value of fighters in one player's starting crew is less than their opponent's, they may randomly determine an additional gang tactic for each full 100 credits of difference.

Ending the Battle

If the Broken Down Vehicle is destroyed or moves off the battlefield, the battle ends at the end of that round. If the attacker has no models left on the battlefield at the end of any round, the battle ends immediately.

Victory

The attacker wins if, at the end of the battle, the Broken Down Vehicle has been destroyed or there are no defenders (with the exception of the Broken Down Vehicle) on the battlefield. Otherwise, the defender wins.

Rewards

Credits

The winning gang adds D6x10 credits to its stash.

Experience

Each model-that took part in the battle earns 1 XP.

If the Broken Down Vehicle survives then it earns 1 XP.

Reputation

Each gang gains 1 Reputation if this was their first battle against this opponent.

The victorious gang gains an additional D3 Reputation.

Objectives

The defender must protect the Broken Down Vehicle until they can get it running again and fend off an assault by the attacking gang.

Broken Down Vehicle

The vehicle the defender placed in the centre of the battlefield during deployment is broken down and cannot move or shoot. Its crew are furiously working to get it running again and at the start of each round the defender rolls a D6 to check their progress, adding the round number to the dice result.

  D6  Result
2-3Still Busted: Roll again next round.
4-5Getting Closer: Add 1 to the next roll on the table.
6-7Gun Operational: The vehicle's guns are now functioning. If this result is rolled again, count it as a Getting Closer result.
8False Start: The vehicle immediately moves 2D6" in any direction.
9Fully Repaired: The vehicle can now move and shoot normally.

Once the vehicle gets a Fully Repaired result, stop rolling on the table. If at the end of its activation the Broken Down Vehicle is in contact with a battlefield edge, remove it from the battlefield as it has escaped.

Reinforcements

At the start of each End phase, both gangs receive Reinforcements. One random model arrives at the start of the first End phase, two at the start of the second End phase, and so on. Reinforcements arrive within 3" of any battlefield edge.

Fleeing the Battlefield

If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins the scenario.