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126. Defend the House

RAW ✔️ Source: Apocrypha Necromunda: Queen of Ash Town

"It may have a kick like a rogue ambull, but it'll make you unbeatable in a fight!"
- Esmer Tul, Clan Chymist, House of Gilded Grace, House Escher

In this scenario, one gang makes a desperate defence of their turf.

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 a Sector Mechanicus battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang's starting crew or 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 Rulebook.

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. Both gangs use the Custom Selection (D3+4) method to determine their crew. The rest of the attacking gang's Fighter cards are shuffled together to form the Reinforcements deck.

Deployment

This scenario uses the standard rules for deployment as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.

Gang Tactics

Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the gang rating of one player's gang is less than their opponent's, they may randomly determine one additional gang tactic for each full 100 credits of difference.

Ending the Battle

If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.

Victory

If only one gang has fighters remaining on the battlefield, that gang is victorious. Any other result is a draw.

Rewards

Credits

The victorious gang adds 2D6x10 credits to their Stash.

The losing gang adds D6x10 credits to their Stash.

If the battle is a draw, both gangs add 2D6x10 credits to their Stash.

Experience

Each fighter that takes part in the battle earns 1 XP.

Reputation

The victorious gang gains D3 Reputation.

If either gang bottled out, they lose 1 Reputation.

Home Turf Advantage

The defender has the Home Turf Advantage as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.

Clouds of Incense

The air is filled with incense and strange chems. The Visibility (9") rule is in effect for this battle.

Reinforcements

The attacker can use Reinforcements, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. At the start of each End phase, the attacker rolls a D3 and receives that many Reinforcements.

note

Queen of Ash Town

If players wish, they may use this scenario to represent Athera and the Ash Wyld's defence of the House of Gilded Grace. In order to do this, make the following changes:

  • The attacker's gang should be a Goliath gang.
  • The defender's gang should be an Escher gang with a large number of Wyld Runners led by Athera and accompanied by an Apprentice Clan Chymist.
  • The House of Gilded Grace rule is in effect and each defending fighter starts the battle with a dose of either Blood Boil or Skin Fire, while Athera starts with a dose of Predator's Kiss.