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32. Prison Break

RAW ✔️ Source: Necromunda: Apocrypha Necromunda, originally published in Gang War 3

"Me and Karli waited until the middle of the first night cycle, then we made our move!The guards never knew what hit them, but then, neither did Karli."
- Albra 'Back-stabber', Hive Scum

In this scenario, captured fighters try to make their escape from a Guilder prison.

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 cannot be included in either gang's starting crew or Reinforcements.

Battlefield

The defender sets up the battlefield, creating the Guild prison. The battlefield itself should be at least 3'x3', though larger is preferable. The battlefield should feature many walls and doorways, creating rooms and corridors to represent the Guild prison.

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 Random Selection (D3+2) method to determine their crew – these are the Captives, attacking the defenders in their attempt to escape. The defender uses the Random Selection (5) method to determine their crew – these are their Sentries. The rest of the defender's Fighter cards are shuffled together to form their Reinforcements deck.

Deployment

The defender chooses a room, sealed off from surrounding tunnels by doors, as close to the centre of the battlefield as possible, and sets up the Captives within that room and within 2" of each other. Sentries are then placed anywhere on the battlefield provided they are not in the same room as the Captives and not within 8" of another sentry.

Gang Tactics

Each player may choose a single gang tactic from those available to their gang. Alternatively, they may randomly select two gang tactics from those available to their gang.

Ending the Battle

If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.

Victory

If at least half of the attacking fighters managed to escape (see opposite), the attacker is victorious. Otherwise, the defender wins.

Rewards

Experience

Every Captive that escaped the battlefield earns 2 XP.

Defending fighters earn 1 XP for each Captive they take Out of Action.

Reputation

The attacker gains 1 Reputation for each Captive fighter that escapes the battlefield.

The defender gains D3+1 Reputation if no more than 1 Captive escapes the battlefield.

Home Turf Advantage

The defender has the Home Turf Advantage as described in the Battlefield Set-up & Scenarios section of the Necromunda: Core Rulebook.

Sneak Attack

This scenario uses the Sneak Attack rules, as described in the Necromunda Core Rulebook.

Guilder Prison

The Captives are locked up in their cell, but have freed themselves from their bonds; now they just need to arm themselves and escape! This scenario uses a number of special rules in addition to those for Sneak Attacks and Reinforcements, to reflect the desperate situation the attacker's fighters find themselves in.

Unarmed Prisoners

All attacking fighters begin the battle armed with only a fighting knife, regardless of the weapons listed on their Fighter card that they are normally equipped with. As the battle progresses, they may take possession of up to two additional weapons taken from any enemy fighters they take Out of Action in close combat (i.e., as the result of a Fight (Basic) action or a Coup de Grace (Simple) action).

However, some of the weapons carried by the enemy may be unusual and unfamiliar. Therefore, the attacking fighters may only take possession of weapons belonging to the Pistol, Basic or Close Combat Weapons sections of the equipment list they are drawn from. Special and heavy weapons are left behind.

Note that any weapon marked with an asterisk (*) takes up the space of two weapons.

At the end of the battle, these weapons are discarded (probably sold to fund replacements for the weapons taken away by the fighters' captors). Note that these weapons are not removed from the defending fighter's Fighter cards.

Lockdown

All doors on the battlefield are locked – with the exception of one of the doors leading from the Captives' cell, which they are considered to have already unlocked. Whenever a Captive takes an enemy fighter Out of Action in close combat, roll a D6. On a 1-4, they find nothing. On a 5 or more, they find a code that can be used once to open any locked door.

Escaping the Battlefield

A Captive can escape the battlefield during any End phase if they are within 1" of an edge of the battlefield and if there are no enemy fighters within 1" of them.

Reinforcements

The defender uses Reinforcements, as described in the Necromunda Core Rulebook. In the round that the alarm is raised, and in each subsequent round, D3 random fighters arrive.

note

Captive Fighters

During Campaign play, and at the Arbitrator's discretion, this scenario can be used in place of the standard Rescue Mission scenario in an attempt to rescue fighters that have been Captured. Alternatively, it may be used after a gang has failed to rescue Captives during a Rescue Mission, in an attempt to recover fighters that have since been sold to the Guilders. In such cases, either another player or the Arbitrator may take on the role of the Guilders. If this is the case, rather than the attacker randomly selecting their fighters, only those that have been sold to the Guilders are available. However, it may be that only a single fighter has been sold to the Guilders. To make up for this, the attacker may include D3+1 Hive Scum in their crew. These represent other Guild prisoners joining the fighter in their escape.