137. Hunter in the Storm
RAW ✔️ Source: Apocrypha Necromunda: Halfway Dead
"It's like the storm just came alive and took him!"
- Baery the Half-bald, Corpse Wardens, House Cawdor
In this scenario, two gangs fight it out in the midst of a raging storm, while an unseen hunter strikes from the gloom.
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 an Ash Wastes battle. Vehicles and Wargear that grant the Mounted condition may be included in either gang's crew.
Battlefield
Set up the battlefield as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. This scenario is designed to be played on a 4'x4' 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 Each gang uses the Custom Selection (10) method to determine their crew. One of the attacker's crew must be designated as the Hunter (see page 7). This fighter must be a Leader or a Champion.
Deployment
The defender deploys all their fighters within 12" of the centre of the battlefield, at least 3" away from each other. The attacker then places their fighters anywhere on the battlefield, within 6" of any battlefield edge. The attacker does not deploy the Hunter at the start of the battle.
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 models 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
If, at the end of any round the Hunter has been taken Out of Action, or only one gang has fighters remaining on the battlefield, the battle ends.
Victory
If the defender took the Hunter Out of Action they are victorious, otherwise if the Hunter took at least half of the defender's crew Out of Action they are the winner. Any other result is a draw.
Rewards
Credits
The winning 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 takes the Hunter Out of Action then they earn an additional D3 XP.
Reputation
The winning gang gains D3 Reputation.
The Hunter
The attackers are being led by a skilled and ruthless hunter. While their gang keeps the defenders busy, they stalk through the storm personally killing as many of the foe as possible. Though the Hunter is not deployed on the battlefield, give them a Ready marker at the start of each round. When they activate, the Hunter can be placed anywhere on the battlefield provided they are either out of line of sight, or at least X" away from all defenders, where X" is equal to the current Visibility (X") rule. In each End phase, remove the Hunter from the battlefield. If the Hunter was Seriously Injured when they were removed from the battlefield, they are considered to have recovered with a Flesh Wound.
Storm Winds
As the battle progresses the storm rapidly passes over the settlement, turning day into murky twilight. The Visibility (24") rule is in effect at the start of the battle. At the beginning of each round after the first, reduce the visibility by 6", to a minimum of 6".
Desperate Defence
The defenders are well-aware what will happen if they surrender, and cut off in the middle of the wasteland there's nowhere for them to run. In this scenario the defending gang does not need to make Bottle checks.
Shootout in Halfway
If players wish, they may use this scenario to represent the battle between Ashwood Stranger and the Wind that Walks during the attack on Halfway. In order to do this, make the following changes:
- The defending gang should be represented by Ashwood Stranger leading an Underhive Outcasts gang.
- The attacking gang is represented by the Wind that Walks (use the profile for an Ash Waste Nomads Chieftain) leading an Ash Waste Nomads gang.
- Rather than generating Warrior Spirits as normal, the Ash Waste Nomads gang can use each Warrior Spirit once during the battle.