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131. Pacification of Dust Falls

RAW ✔️ The Aranthian Succession – Vaults of Temenos, p82

"In the name of the Lord Helmawr, open the gates and lie down on the floor!"
- Watch Captain 501-Theta, Rho Sector, Hive Primus, Palanite Enforcers

In this scenario, a force is trying to subdue an outpost and crush the rebels within.

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 battlefield is set up using the Battlefield Set-up guidelines, as described in the Necromunda Rulebook. The defender then sets up 6 Loot caskets anywhere on the battlefield at least 15" from the battlefield edge. No other Loot caskets are placed in this scenario.

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 Custom Selection (D3+4) method to determine their crew.

Deployment

The defender deploys their starting crew first, anywhere on the battlefield within 3" of a Loot Casket. The attacker then selects a battlefield edge and deploys their starting crew within 3" of the chosen 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 if, at the start of an End phase, only one gang has models left on the battlefield.

Victory

The gang with the most number of Victory points wins the battle. If the points are tied, then the battle is a draw.

Rewards

Credits

The attacker adds 3D6x10 credits to their Stash if the Rabble Rouser is taken Out of Action.

The defender adds D6x10 credits to their Stash for each Loot casket they take off the battlefield.

Experience

Each fighter who took part in the battle earns 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.

Cut Off The Head

The attacker is trying to suppress the locals by taking out the leadership. The defender must nominate one of the fighters in their starting crew to be the Rabble Rouser – this must be their gang's Leader if they are participating in the battle, otherwise, it must be a fighter with the Gang Hierarchy (X) rule. If there are no fighters in the defender's starting crew with the Gang Hierarchy (X) rule then they may select any of their fighters to be the Rabble Rouser.

The Rabble Rouser automatically passes any Cool checks to not flee the battlefield − they will only run away if the gang voluntarily bottles and flees the battlefield. If the Rabble Rouser is taken Out of Action then the attacking gang gains three Victory points.

Save The Gear

The defender is trying to make off with as much of their gear as possible before they are overrun by the attacker. At the start of the End phase, if any Loot caskets are within 1" of a battlefield edge then they may be removed from the battlefield and salvaged. The defending gang gains one Victory point for each Loot casket removed in this manner.

Once at least 3 Loot caskets have been salvaged, any defending fighter within 1" of the battlefield edge at the start of the End phase may be removed from the battlefield as they escape. Roll to see if Seriously Injured fighters removed in this fashion succumb to their injuries.

Fleeing the Battlefield

If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.

note

Suppressing The Underhives

If players wish, they may use this scenario to represent Helmawr's Enforcers moving through the underhive to crush any dissenters to Lady Haera's rule. In order to do this, make the following changes:

  • The defender should be an Escher or Orlock gang.
  • The attacker should be an Enforcer gang including several Enforcer 'Sanctioner' Pattern Automata.