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164. Duneskuttler Hunt

RAW ✔️ Tribes of the Wastelands, p88

Ash Waste Nomads Scenarios

The following scenarios are designed to reflect some of the tactics Ash Waste Nomads gangs employ, or situations they might find themselves in. They include ambushing a convoy as it travels through the wastes and hunting down a wild Arthromite Duneskuttler.

When an Ash Waste Nomads 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.

Designer's Note: Challenge Accepted!

While the scenarios presented here have been designed specifically for Ash Waste Nomads gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Duneskuttler Hunt also lends itself well to being played as a multi-player scenario – where multiple gangs fight to be the one to bring down the beast before it rampages through them all.

"It's here somewhere, I can smell its foul taint. Now hand me that shock stave – it'll make a fine addition to my wares."
- ‘Half-hand' Krillon, Cinderak's Critters, Outland Beastmaster

In this scenario, two gangs try to hunt down a wild Arthromite Duneskuttler and claim the kill.

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.

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. When generating battlefield conditions, do not roll for the Region, instead this battle automatically takes place in Arthromite Warrens (see opposite).

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 (4+D3) 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 models left on the battlefield at the end of any round, or the Duneskuttler has been taken Out of Action, the battle ends immediately.

Victory

Whichever gang took the Duneskuttler Out of Action is victorious. If the Duneskuttler is still on the battlefield at the end of the battle, the battle is a draw.

Rewards

Credits

The victorious gang earns 2D6x10 credits.

Experience

If a model takes the Duneskuttler Out of Action, they earn D3 XP.

Reputation

The victorious gang gains D3 Reputation.

If either gang bottled out, they lose 1 Reputation.

Arthromite Warrens

The Battlefield Surface is located upon a twisting warren, home of the wild Duneskuttler. After each model's activation, roll a D6 for them; on a result of a 1 they change their Status to Prone and Pinned if a fighter, or must make a Loss of Control test if a vehicle.

The Duneskuttler

Both gangs are attempting to kill a wild Duneskuttler that has claimed the area. The Duneskuttler is represented by an Arthromite Duneskuttler (see page 65). If the Duneskuttler is on the battlefield, it activates after the roll for Priority before any other model. During its activation it operates as detailed on the following table, going down the list of triggers until one that applies to its position on the battlefield is met. The Duneskuttler always targets and moves directly towards the closest fighter; if two fighters are equally close, randomly determine which one is targeted.

TriggerAction
Fighter in base contactFight (Basic) or Coup de Grace (Simple)
Closest fighter within 9"Charge (Double)
None of the aboveMove (Simple)

The Duneskuttler's Lair

After terrain has been placed on the battlefield, players take it in turns to place six Lairs on the battlefield (these can be represented by any suitable marker, the Beast's Lair markers are ideal). These must each be at least 6" from each other and a battlefield edge. All fighters may perform the Flush Out (Basic) action:

Flush Out (Basic): Select a Lair within 1" of this fighter and roll a D6 adding one to the result for each Lair that has been removed from the battlefield. On a 1-5 the Lair is empty, remove the Lair from the battlefield. On a 6 the Duneskuttler has been flushed out – place an Arthromite Duneskuttler within 1" of the Lair and remove all Lairs from the battlefield. The Duneskuttler activates as soon as this fighter's activation ends.

Fleeing the Battlefield

If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.