166. The Getaway
RAW ✔️ Bastions of Law, p92
The following scenarios are designed to reflect some of the tactics Palanite Enforcer patrols might employ or common situations they might find themselves in. They include destroying illicit goods hidden by other gangs and preventing a gang making their getaway with the score from a successful heist. When a Palanite Enforcer 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.
While the scenarios presented here have been designed specifically for Palanite Enforcer patrols, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Both scenarios also lend themselves well to multi-player scenarios - such as The Getaway, where several gangs fight amongst themselves trying to secure the loot from the defending gang and prevent the others from doing so.
"Someone's kicked the 'forcers' nest. Expect company any moment."
- Benyi ‘Sheen-eyes’, Gang Lookout, Brazen Maidens, House Orlock
In this scenario, a gang tries to make off with its ill-gotten booty after a heist, while being chased by a rival gang eager to claim the prize for themselves.
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 begins as an Ash Wastes battle and then turns into a Rolling Roads battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew but may be included in their Reinforcements.
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. A Road 6" wide runs through the centre of the battlefield from the Leading edge to the Trailing edge and no terrain may be placed upon the road. After the battlefield has been set up, place a vehicle in the centre of the battlefield facing the Leading edge as the Escape Vehicle.
Crews
This scenario uses the standard rules for a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. Both gangs use the Custom Selection (4) method to determine their crew. The rest of each gang’s Fighter and Vehicle cards are shuffled together to form the Reinforcements decks.
Deployment
The attacking gang deploys their starting crew within 6" of the Trailing edge. The defending gang then deploys their starting crew within 6" of either battlefield side. No fighter may be deployed within 6" of an enemy fighter.
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
If either gang has no models left on the battlefield at the end of any round or after eight rounds, the battle ends immediately.
Victory
If the Escape Vehicle is still on the battlefield with at least two Loot tokens, the defender wins. Otherwise, the attacker wins.
Rewards
Credits
Each gang adds D6xl0 credits to their Stash for each Loot token a model they control is carrying at the end of the battle.
Experience
The Leader of the victorious gang 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.
Rolling Roads
This scenario starts as an Ash Wastes scenario. Once the defender decides to make their getaway, it becomes a Rolling Roads scenario with open sides and follows all the rules for Rolling Roads (see the Necromunda Core Rulebook).
Stolen Loot
The defending gang has just pulled off a large heist and is desperate to make their escape. Each of the defending gang’s starting crew begins the battle with a Loot token.
Loot Markers
While a fighter is carrying a Loot token, they may not use any weapon with the Unwieldy trait or use two weapons in close combat. A fighter may drop a Loot token at any point during their activation by placing it on the battlefield in base contact with themselves. If a fighter is taken Out of Action while carrying a Loot token, they drop it immediately where they were.
Any fighter may pick up a Loot token by moving into base contact with it during their activation. If a fighter ends their activation within 1" of a friendly vehicle, they may place the Loot token on the vehicle.
The Escape Vehicle
The Escape Vehicle in the centre of the battlefield has no weapons and the following characteristics:
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 6 | 6 | 4 | 4 | 6+ | 4+ | 6+ | 7+ | 7+ | 7+ | 7+ |
The Getaway
At the start of any End phase, the defender may declare they are making their getaway; the battle becomes a Rolling Roads scenario - immediately resolve the Rolling Roads phase.
Reinforcements
At the start of each End phase, the attacker rolls a D3 and receives that many Reinforcements. After the defender decides to make their getaway, they also roll a D3 each round and receive that many Reinforcements. These are deployed one at a time, starting with the player that has the Priority marker and alternating until all Reinforcements are deployed.
Fleeing the Battlefield
If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.