138. Escape the Deep
RAW ✔️ Apocrypha Necromunda: Escape From Zalktraa, p7
"No one gets out of Zalktraa alive, and even the dead don't always make it."
- Durran Hox, Enforcer Warden, Hive Zalktraa Sub-level 12 Shift
In this scenario, a gang of inmates must fight their way to freedom from the depths of an undersea prison, while they are hunted by their captors.
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.
Battlefield
Set up the battlefield as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. Ideally, there should be two or three terrain pieces with multiple levels. This scenario is designed to be played on a 3'x3' battlefield.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. The attacker uses the Custom Selection (6) method to determine their crew. The defender uses the Custom Selection (10) method to determine their crew and their Fighter cards are shuffled together to form the Reinforcements deck.
Deployment
The attacker deploys their fighters anywhere at least 12" away from the centre of the battlefield and at least 6" away from each other. Attackers cannot be deployed on any elevated areas. All of the defender's fighters will arrive on the battlefield using the Reinforcement rules.
Gang Tactics
Each player may choose two gang tactics from those available to their gang.
Ending the Battle
If, at the end of any round, at least three of the attacker's crew have escaped the battlefield (see page 8), or only one gang has fighters remaining on the battlefield, the battle ends immediately.
Victory
If at least three of the attacker's crew escape the battlefield, they are the winner. Any other result is a victory for the defender.
Rewards
Credits
The victorious gang adds 2D6x10 credits to their Stash.
Experience
Each fighter who took part in the battle earns 1 XP.
Any Leader that survives earns an additional 1 XP.
If a fighter escapes the battlefield then they earn an additional D3 XP.
Reputation
The winning gang gains D3 Reputation.
Escape The Battlefield
After deployment, but before rolling for Priority in the first round, the defender must choose an escape point, and place a token or appropriate piece of terrain to represent it (such as a hatch or ladder). The escape point must be placed within 12" of the centre of the battlefield and on the highest point available (i.e., the top of the tallest piece of terrain, provided it is not inaccessible).
From round three onwards, if one of the attacker's fighters is in base contact with the escape point at the start of the End phase, they can be removed from the battlefield and now count as having escaped, taking no further part in the battle. Only one fighter may use the escape point each round.
Escape Or Death
The attackers know their only hope of survival is to escape the prison. In this scenario, the attacker's crew are not required to take Bottle checks.
Reinforcements
This scenario uses the Reinforcement rules as detailed in the Necromunda Rulebook. At the start of each End phase, D6+1 Reinforcements will arrive for the defender.
Fleeing the Battlefield
If the defender's gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.
Escape From Zalktraa
If players wish, they may use this scenario to represent the daring escape of the Prisoner from Zalktraa. In order to do this, make the following changes:
- The attacking gang should consist of Lady Credo, the Prisoner (which can be represented by an Escher Matriarch armed with a shock maul and stub gun), a Van Saar Augmek armed with a plasma gun and three Van Saar Teks armed with lasguns. All of the Van Saar are equipped with mesh armour.
- The defending gang is represented by an Enforcer gang, built using the standard gang creation rules, with the addition of two Hardcase Cyber-mastiffs and a Sanctioner Automata.
- The Enforcer Sanctioner and Cyber-mastiffs must use the Enforcement Program rules detailed on page 6.