109. Fall of Badzones Outpost
RAW ✔️ The Aranthian Succession – Cinderak Burning, p78
"They're behind us, pull back! Pull back!"
- Jelena, House Escher, Gang Queen, Carrion Queens
In this scenario, a stronghold in the underhive is overrun by an enemy gang. The retreating gang must buy enough time for everyone to get out.
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
The defender sets up the battlefield and designates one battlefield edge as theirs; the opposite battlefield edge is the attacker's. The battlefield should be set up to represent an underhive settlement with dense terrain.
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 Random Selection (D3+4) method to determine their crew.
Deployment
The defender deploys their starting crew first anywhere on the battlefield at least 6" away from the attacker's battlefield edge. The attacker then deploys their starting crew within 3" of their battlefield edge.
Gang Tactics
Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the total credits value of fighters in one player's starting crew is less than their opponent's, they may randomly determine one additional gang tactic for each full 100 credits of difference.
Ending the Battle
The battle ends after five battle rounds.
Victory
The defender wins if, at the end of the battle, at least three fighters have escaped and there are less than two enemy fighters within 3" of the defender's battlefield edge. Any other result is a victory for the attacker.
Rewards
Credits
The victorious gang adds D6x10 credits to their Stash. The losing gang adds D3x5 credits to their Stash.
Experience
Each fighter who took part in the battle earns 1 XP. Each fighter that escapes earns an additional 1 XP. If the attacker wins, their Leader earns D3 XP even if they did not take part in the battle.
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.
Escape The Settlement
After the first round, any defending fighters within 1" of the defender's battlefield edge during the End phase can escape. Remove them from the battlefield.
Fleeing the Battlefield
If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.
The Fall of Sump City
If players wish, they may use this scenario to represent the fall of Sump City as the Eschers and their allies fight for Sump City against Chaos cultists, corrupted gangs and the beasts of the underhive. Eventually, they are forced to escape onto waiting boats and set off charges in the city's foundations to sink it. In order to do this, make the following changes:
- The defender should be a House Escher gang.
- The attacker's gang is made up of a mix of Helot Chaos Cults, Corpse Grinder Cults and Exotic Beasts (Exotic Beasts do not need to have an owner and will operate independently).
- The Endless Hordes rule is in effect (see below).
Endless Hordes
In each End phase, any of the attacker's Gangers, Juves or Exotic Beasts that have been taken Out of Action return to the battlefield by being placed in base contact with the attacker's board edge.