160. Defend the Claim
RAW ✔️ Halls of the Ancients, p104
The following scenarios are designed to reflect some of the tactics Ironhead Squat prospectors might employ or common situations they might find themselves in. They include fighting off others from a valuable wasteland claim they have found and delving into the depths in search of ancient technology to enrich the clan.
When an Ironhead Squat 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 Ironhead Squat prospectors, 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 Depths Rush where multiple gangs hearing of a newly discovered collapsed dome rush in to try to claim its treasures for themselves.
"I don't care what your fancy Guild seal says, the mining rights to this area are granted to us by the 128th sub-clause of our Charter! Now clear off, or by Oryith's eye you won't see another cycle!"
- Leif Taperkin, Charter Lord, Tapferkeit Mining Clan
In this scenario, a gang tries to defend their claims from another gang destroying them.
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 Ash Wastes battle; vehicles and Wargear that grant the Mounted condition can be included in either gang's starting crew and Reinforcements.
Battlefield
This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
Once the battlefield has been set up, the defender places four Claim markers on the battlefield, at least 6" away from any other Claim marker.
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. The attacker uses the Custom Selection (8) method and the defender uses the Hybrid Selection (2+D3) method to determine their crews. The rest of the defender's Fighter and Vehicle cards are shuffled together to form their Reinforcements deck.
Deployment
The defender deploys their starting crew anywhere on the battlefield within 3" of a Claim Marker. The attacker then deploys their starting crew anywhere on the battlefield within 3" of a battlefield edge.
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 comparing Gang Ratings instead of starting crew.
Ending the Battle
If either gang has no models left on the battlefield at the end of any round, the battle ends immediately.
Victory
If at the end of the battle there are at least two Claim markers still on the battlefield, the defender is Victorious. If there is only one Claim marker on the battlefield, the battle is a draw. Otherwise, the attacker wins.
Rewards
Credits
The attacker adds D6x10 credits to their Stash for each Claim marker they destroy.
The defender adds 2D6x10 credits to their Stash for each Claim marker still on the battlefield when the battle ends.
Experience
If a fighter successfully performs the Collapse (Double) action, they earn an addition 1 XP.
Reputation
The victorious gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
Destroy the Claims
The attacker is attempting to destroy the valuable sites claimed by the defender so that the attacker can collect them later. Attacking fighters can perform the Collapse (Double) action:
Collapse (Double): If this fighter is within 1" of a Claim marker, make a Strength check for this fighter. If the check is passed then the Claim is destroyed, remove the Claim marker from the battlefield.
Reinforcements
At the start of each End phase, the defender rolls a D3 and receives that many Reinforcements.
Fleeing the Battlefield
If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.