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163. Outland Ambush

RAW ✔️ Tribes of the Wastelands, p86

Ash Waste Nomads Scenarios

The following scenarios are designed to reflect some of the tactics Ash Waste Nomads gangs employ, or situations they might find themselves in. They include ambushing a convoy as it travels through the wastes and hunting down a wild Arthromite Duneskuttler.

When an Ash Waste Nomads player has the option of choosing the scenario for their battle, they can, with the permission of the Arbitrator, choose one of the following scenarios. Where one player is the attacker and the other is the defender, this will be detailed in the scenario.

Designer's Note: Challenge Accepted!

While the scenarios presented here have been designed specifically for Ash Waste Nomads gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Duneskuttler Hunt also lends itself well to being played as a multi-player scenario – where multiple gangs fight to be the one to bring down the beast before it rampages through them all.

"In the wastes you are never more than two metres from a nomad."
- Outland saying

In this scenario, one gang ambushes another as they travel through the ash wastes.

Attacker and Defender

In this scenario, one gang is the attacker and the other is the defender. If one of the gangs is an Ash Waste Nomads gang and the other is not, then the Ash Waste Nomads gang is the attacker. Otherwise, if this scenario is being played as part of a campaign, then the gang that issued the challenge is the attacker; if not, roll off with the winner deciding whether they will attack or defend.

Battle Type

This scenario is a Rolling Roads Ash Wastes battle; vehicles and Wargear that grant the Mounted condition can be included in either gang's starting crew or Reinforcements.

Battlefield

This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Setup & Scenarios section of the Necromunda Core Rulebook. This scenario is designed to be played on a 6'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 Core Rulebook. The defending gang uses the Custom Selection (10) method to determine their crew. The attacking gang uses the Random Selection (D3+2) method to determine their crew. The rest of the attacker's Fighter and Vehicle cards are shuffled together to form the Reinforcements deck.

Deployment

The defender deploys their starting crew within 6" of the centre of the battlefield, the attacker then divides their starting crew as evenly as possible into two forces. One force is deployed within 3" of one battlefield side, the other force within 3" of the opposite battlefield side.

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 comparing Gang Ratings instead of starting crew.

Ending the Battle

The battle ends after seven rounds, or if either gang has no models left on the battlefield at the end of any round, the battle ends immediately.

Victory

If the defender has any models remaining on the battlefield at the end of the battle they are victorious, otherwise the attacker wins.

Rewards

Credits

The winning gang adds 2D6x10 credits to their Stash.

Experience

Any defending models still on the battlefield at the end of the battle earns D3 XP.

Any attacking model that Wrecks an enemy vehicle earns D3 XP.

Reputation

The victorious gang gains D3 Reputation.

If either gang bottled out, they lose 1 Reputation.

Rolling Roads

This is a Rolling Roads scenario with cliff sides and follows all the rules for Rolling Roads in the Necromunda Core Rulebook.

Outnumbered!

The attacker has assembled a large assault force to bring down the defender and will stop at nothing to take them out. When one of the attacker's fighters goes Out of Action, instead of rolling on the Lasting Injury table, remove the model from the battlefield and place their Fighter card in the Reinforcements deck – allowing them to return to the battle later. Fighters returned in this way are considered to be fresh combatants and any Conditions they may have been subject to when removed no longer apply.

During the Wrap-up step of the post-battle sequence, roll once on the Lasting Injuries table for each attacking fighter that was taken Out of Action at least once.

Reinforcements

At the end of each End phase, the attacker rolls a D3 and receives that many Reinforcements. These Reinforcements may only be placed touching the Leading edge or upon a piece of terrain that was added during this round's Rolling Roads phase.