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140. Out of the Pit

RAW ✔️ Source: Apocrypha Necromunda: Hive of Blood

"Some things were never meant to see the light of Hive City."
- Cormund Silvertooth, Deep Hive Prospector, Dust Falls

In this scenario, one gang must make a fighting retreat from a numerically superior foe, giving them time for their own reinforcements to arrive.

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 Underhive battle; vehicles and Wargear that grant the Mounted condition may not be included in either gang's starting crew.

Battlefield

This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. No terrain can be placed within 3" of the centre of the battlefield.

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. The attacker uses the Custom Selection (10) method to determine their crew, while the defender uses the Random Selection (5) method.

Deployment

The defender deploys all their fighters within 12" of any battlefield edge, at least 3" away from each other. The attacker then deploys their fighters within 6" of the centre of the battlefield.

Gang Tactics

This scenario uses the standard rules for gang tactics as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.

Ending the Battle

The battle ends at the end of the ninth round, or if either gang has no fighters left on the battlefield at the end of any round.

Victory

If the defender has at least one non-Seriously Injured fighter on the battlefield at the end of round nine, they are the winner. Otherwise, the attacker wins.

Rewards

Credits

The victorious gang adds 2D6x10 credits to their Stash.

Experience

Any Leader that is still on the battlefield at the end of the battle earns 1 XP.

Reputation

The victorious gang gains D3 Reputation.

Raining Dust

Curtains of dust and detritus rain down across the battlefield, limiting visibility depending on where fighters find themselves. Each time a fighter makes a ranged attack, before making the to hit roll, roll 2D6 and multiply the result by 3. If the target of their attack is further away in inches than the result of the dice, then the attack automatically misses.

Endless Hordes

The attackers have brought a large number of fighters to the battle, hoping their enemies will run out of bullets before their gang runs out of bodies. Whenever an attacking fighter with the Gang Fighter (X) rule goes Out of Action, rather than rolling on the Lasting Injury table, place them to one side. The attacker may choose to return the fighter to play, by placing them within 3" of the centre of the battlefield at the start of the following round, before placing Ready markers next to fighters. Whenever a fighter is recycled in this way, make a note, then at the end of the game any fighter recycled one or more times must make a roll on the Lasting Injury table.

Hired Scum

The defenders are heavily outnumbered but can count on some local scum to come to their aid. At the start of the End phase of rounds three, five and seven, D3 Hive Scum arrive as Reinforcements for the defender.

note

Battle For Dust Falls

If players wish, they may use this scenario to represent the battle between Twistfist's mutants and the forces led by Balthazar Van Zep in the defence of Dust Falls. In order to do this, make the following changes:

  • The defending gang can be represented by any Clan House gang or Venator gang built using the standard gang creation rules.
  • The attacking gang is represented by an Outcast gang led by an Underhive Outcasts Leader with the Mutant Archetype built using the standard gang creation rules.