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145. Pinned Down

RAW ✔️ The Aranthian Succession – Ruins of Jardlan, p80

"Ha! Thought ya could creep up on me, did ya? Ye won't be making that mistake again."
- Urson Grimjarl, Son of Harro Grimjarl, Nomad Hunter

In this scenario, a gang attempts to regroup with a crew member who is pinned down, and get them to safety.

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 can 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.

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.

Both gangs use the Hybrid Selection (4+D3) method to determine their crew.

Deployment

The defender selects one of their fighters to be the Holdout and deploys them within 3" of the centre of the battlefield. The attacker then deploys their starting crew anywhere on the battlefield at least 6" away from a defending model. Finally, the defender selects a battlefield edge and deploys the rest of their starting crew within 1" of the selected battlefield edge and at least 1" away from enemy models.

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

At the end of any round if the only defending model left on the battlefield is the Holdout, or if either gang has no models left on the battlefield, the battle ends immediately.

Victory

If the Holdout withdrew from the battlefield (see Pinned in Place opposite) then the defender is victorious. Otherwise, the attacker is victorious.

Rewards

Credits

The victorious gang adds D6x10 credits to their Stash.

Experience

If the Holdout withdrew from the battlefield, they earn D3 XP.

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 as described in the Battlefield Set-up & Scenarios section of the Necromunda: Core Rulebook.

Pinned in Place

The Holdout is pinned in place by the enemy around them. Until they are relieved they may only perform one action, cannot move or be moved by any effect or action and cannot be wounded by any means. If a friendly fighter ends their activation in base contact with the Holdout then the Holdout is relieved and may act normally.

At the start of the End phase, any of the defender's models within 1" of a battlefield edge may declare they are withdrawing. Remove the model from the battlefield – they are considered to have been taken Out of Action or Wrecked for the purposes of Bottle checks.

Terrors Beneath the Ash

At the beginning of the third round, before rolling for initiative, each player places one Beast's Lair anywhere on the battlefield at least 3" from any model.

Narrative Variant

THE BROTHERS GRIMJARL

If players wish, they may use this scenario to recreate the reunion of Orrin and Urson Grimjarl. In order to do so, make the following changes:

  • The defending gang should be an Ironhead Squat Prospectors gang led by Orrin Grimjarl.
  • The Holdout should be Urson Grimjarl.
  • The attacking gang should be an Ash Waste Nomads gang and include at least one Arthromite Duneskuttler.