13. Escape the Pit!
RAW ✔️ Necromunda: Rulebook (2018), p162
Gangs are looting the depths of the hive when ancient machinery grinds to life.
Battlefield
This scenario uses the standard Battlefield Set-up rules.
After the battlefield is set up, the players should mark the centre point of the battlefield – this is the elevator or ladder that marks the escape point for the scenario and can be represented by an appropriate piece of scenery. If the battle is being fought over Sector Mechanicus terrain, and an appropriate piece of terrain is available, the escape point should be on an elevated platform – the higher the better!
Crews
Both players use the Random Selection (D3+4) to choose their crew.
Tactics Cards
Each player may select two Gang Tactics cards.
If, during the pre-battle sequence, the total Credits value of fighters in one player's starting crew is less than their opponent's, then they may randomly draw an additional Tactics card for each full 100 credits of difference.
Deployment
Before deploying their crews, players alternate placing loot caskets on the board, rolling off to see who will place the first casket. Loot caskets may be placed anywhere on the board at least 8" from any edge, 8" from an already deployed loot casket and 12" from the escape point. The players then roll off again, with the winner deploying first, choosing any board edge and putting down their entire crew within 6" of the edge. The other player then sets up their entire crew on the opposite board edge within 6" of the edge.
Objectives
The gangs are trying to grab as much loot as they can and then escape the battlefield via the escape point at its centre.
Special Rule: The Walls are Moving!
Ancient machinery is slowly shrinking the battlefield as chambers are sealed and walls come grinding together. At the start of round three, the player with priority should roll a D6 – on a 3+, the walls close in. If battling over Zone Mortalis terrain, randomly select one of the edge-most tiles and remove it from the board (note that the tile with the escape point is always the last tile to be removed). If battling over Sector Mechanicus terrain, randomly choose a board edge and remove all terrain within 6" of both this edge and the opposite edge – these areas are now no longer part of the battlefield.
Fighters caught on a removed tile or in a vanishing part of the battlefield should make an Initiative check. If they pass, move them to the nearest tile or part of the board that is still part of the battlefield, otherwise they are taken Out of Action. Continue rolling at the start of each round to see if the walls close in until the scenario ends or there are no more tiles or battlefield left.
Escaping the Battlefield
A fighter that is within 1" of the escape point may leave the battlefield at the start of any End phase, even if they are Seriously injured. Fighters that have escaped are removed from the table and take no further part in the battle. They are removed from the battlefield, and count as being Out of Action from now on for the purposes of Bottle tests.
Ending the Battle
If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately. The battle also ends if, at the start of any round, the walls close in to their fullest, leaving no battlefield to fight over!
Fleeing the Battlefield
If one gang voluntarily Bottles out and flees the battlefield, their opponent automatically wins the scenario. The winning gang claims any loot caskets left on the battlefield at the end of the battle.
Victory
The gang that carried the most loot caskets off the battlefield via the escape point is the winner (if both gangs recovered the same amount then the winner is the player who moved the most fighters off the table via the escape point) – otherwise the game is a draw.
Rewards (Campaigns Only)
Credits
Each loot casket taken off the table via the escape point adds D3x10 credits to the gang's Stash.
Experience
- Each fighter that took part in the battle gains 1 XP.
- Any fighter that moves off the table via the escape point earns 1 XP, and if they are carrying a loot casket they earn an additional 1 XP.
Reputation
- Each gang gains 1 Reputation if at least one of their fighters moves off the table via the escape point.
- Each gang earns an additional 1 Reputation for each loot casket they carry off the table.
Arbitrating the Scenario
If this is an Arbitrated Scenario, the Arbitrator might like to choose when the walls close in, rather than rolling randomly. In addition, the Arbitrator can introduce creatures also trying to escape the closing walls. At the start of each round, the Arbitrator can place a Beast's Lair anywhere on the table to force fighters to risk its attacks or find an alternative route to the escape point. If the Arbitrator has any appropriate monsters in their collection, they could also introduce these, giving them profiles and having them also making for the escape point.