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114. Escape From Hive Zalktraa

RAW ✔️ The Aranthian Succession – Cinderak Burning, p88

"We've gotta make a break for it, quick before they come back!"
- Prisoner 3874

In this scenario, a gang tries to rescue one of their own from Prison Hive Zalktraa.

Attacker and Defender

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

Battle Type

This scenario can be played as either a Zone Mortalis or Sector Mechanicus battle. Vehicles and Wargear that grant the Mounted condition cannot be included in either gang's crew.

Battlefield

Set up the battlefield as described in the Battlefield Setup & Scenarios section of the Necromunda Rulebook. After terrain has been placed, each player places one Flooded marker on the battlefield.

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up section of the Necromunda Rulebook. The attacker uses the Custom Selection (8) method to determine their crew. The defender's starting crew are their sentries. They use the Random Selection (4) method, but before drawing their crew, they can declare any number of fighters unfit (or too important) for sentry duty, removing them from their deck – they are returned to the deck after the starting crew has been drawn. The the rest of the deck is set to one side to form their Reinforcements deck.

Deployment

The defender sets up their sentries and Captive(s) anywhere on the battlefield. The attacker then sets up each of their fighters within 2" of any edge of the battlefield, and is free to use all edges.

Gang Tactics

The attacker can choose up to three gang tactics from those available to their gang. The defender randomly determines two gang tactics from those available to their gang – however, they cannot be played until the alarm has been raised. If, during the pre-battle sequence, one player's Gang Rating 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 either gang 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, all of their fighters held Captive were freed and have taken flight. If no Captives took flight, the defender wins. Otherwise, the battle is a draw.

Rewards

Experience

Each fighter who took part in the battle earns 1 XP.

If a Captive was freed, the fighter who freed them gains D3 XP.

If a Captive is freed and takes flight, they earn 1 XP.

If all of the Captives were freed and took flight, the attacker's Leader earns 1 XP (regardless of whether they took part in the battle or not).

Reputation

For each Captive that was freed, the attacker gains 2 Reputation and the defender loses 1 Reputation.

If either gang bottled out, they lose 1 Reputation.

Home Turf Advantage

The defender has the Home Turf Advantage.

The Target

In a campaign, this scenario can only be played if one or more of the attacker's fighters have been Captured by the defender. These models are the Captives. In a skirmish battle, the attacker picks one of their fighters to act as the Captive.

Captive Models

Captive fighters never gain Ready markers, and cannot be activated or attacked by either player.

Non-Captive attacking fighters can make the following action:

Free Captive (Basic): Pick a Captive within 1" and roll a D6. If the result is a 3 or higher, the Captive is freed. On a 1 or 2 however, the Captive is not freed from their shackles and remains Captive.

In addition, in the End phase of each round, the attacking player may declare that one or more Captives will attempt to escape their bonds. For each Captive that does so, roll 2D6 and add their Strength. On a 13 or more, they break loose and are freed; on a 6 or less, however, they injure themselves and suffer a Flesh Wound.

Freed Captives gain a Ready marker in the following Priority phase and can be activated as normal from then on. Their rescuers immediately return their equipment to them (if the fighter has multiple equipment sets, randomly determine which equipment set is handed back to them).

Taking Flight

Once the attackers have freed their Captive(s), they can disappear back into the shadows. Any attacking fighter or freed Captive that is within 1" of any edge of the battlefield at the start of any End phase can take flight if their controlling player wishes, even if they are Seriously Injured. They are removed from the battlefield, and count as being Out of Action from now on for the purposes of Bottle tests.

Drowned Hive

Parts of Hive Zalktraa are gradually being flooded. The area within 6" of each Flooded marker is difficult terrain.

Reinforcements

In the round that the alarm is raised, and in each subsequent round, D6 Reinforcements arrive for the defender until the entire gang has arrived.

Fleeing the Battlefield

If the defender voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario and the Captives are freed.

note

Daring Breakout

If players wish, they may use this scenario to represent Lady Credo leading a group of rogue Van Saar to rescue an unknown prisoner. In order to do this, make the following changes:

  • The attackers should be a Van Saar gang including Lady Credo.
  • The defenders should be a Palanite Enforcers gang.