8. Wasteland Ambush (AKA Ambush)
Do not confuse this scenario with the narrative scenario also titled "Wasteland Ambush" published in The Aranthian Succession – Ruins of Jardlan.
- Necromunda: Ash Wastes Rulebook
- Necromunda: Rulebook (2018)
RAW ✔️ Source: Necromunda: Ash Wastes Rulebook, originally published in Necromunda: Rulebook (2018) under the title "Ambush"
"You're never safe, those Nomads can erupt out of an ash dune and before you know it, you're surrounded!" - Roky, Sump Dogs, House Orlock
In this scenario, a gang lays a trap for their enemy hoping to catch them unawares and deal them a crippling blow.
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender. In a campaign, the player who chose this scenario is the attacker. In a skirmish, players roll off and the winner decides whether they will attack or defend.
Battle Type
This scenario can be played as either a Zone Mortalis, Sector Mechanicus or Ash Wastes battle. Neither crew can include vehicles, even if it is an Ash Wastes battle.
Battlefield
Set up the battlefield as described in the Battlefield Set-up section (see page 133) with the following exceptions:
No large terrain can be placed within 12" of the centre of the battlefield. Scatter terrain can still be placed in this area, however in this scenario the defender may place all of the scatter terrain.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up section (see page 134). The attacker uses the Custom Selection method, while the defender uses the Random Selection (D3+5) method.
Deployment
The defender's deployment zone is anywhere within 6" of the centre of the battlefield. The defender goes through the fighters in their crew one at a time, in an order of their choosing, rolling a D6 for each. On 1 -5, they set up that fighter in their deployment zone. On a 6, the fighter is set aside.
The attacker then sets up their crew anywhere on the battlefield. Attacking fighters must be set up at least 12" away from any defenders, or at least 6" away from any defenders if no defenders can draw a line of sight to them.
After-the attackers have set up, the defender sets up any of their fighters who were previously set aside. These fighters can be set up anywhere on the battlefield, as long as they are not Engaged with an enemy fighter.
Gang Tactics
The attacker can choose two gang tactics from those available to their gang. The defender randomly determines 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 an additional gang tactic for each full 100 credits of difference.
Ending the Battle
If either gang has no models left on the battlefield at the end of any round, the battle ends immediately.
Victory
The attacker wins if, at the end of the battle, more defenders were taken Out of Action than escaped - defenders that fled the battlefield do not count. Otherwise, the defender wins.
Rewards
Experience
Each fighter that took part in the battle gains 1 XP.
Each fighter that slips the net gains 1 XP.
If none of the defenders escaped, the attackers' Leader earns 1 XP (regardless of whether they took part in the battle or not).
Reputation
If more defenders went Out of Action than escaped, the attackers gain 1 Reputation. If more defenders escaped than went Out of Action, the defenders gain 2 Reputation.
If either gang bottled out, they lose 1 Reputation.
Objectives
The attackers are attempting to take out as many of the defenders as possible; the defenders are trying to either return the favour or escape.
Surprise Attack
The attackers take the Priority marker in the first round of the battle. In addition, before activating their first fighter in the first round, the attacker rolls a D3 - they can activate that many fighters before the defender activates their first fighter.
Additionally, during the first round, make a Cool check for each fighter when they are activated. If the check is failed, the fighter can only make one action this round instead of two.
Slipping The Net
Any defending fighter that is within 1" of any edge of the battlefield at the start of any End phase can escape if their controlling player wishes, even if they are Seriously Injured. They are removed from the battlefield, and count as being Out of Action from now on for the purposes of Bottle tests.
RAW ✔️ Source: Necromunda: Rulebook (2018) under the title "Ambush"
A gang sets a trap for their rivals, hoping to catch them unawares…
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender. In a campaign, the player who chose this scenario is the attacker. In a Skirmish, players roll off and the winner decides whether they will attack or defend.
Battlefield
This scenario uses the standard Battlefield Set-up rules, with the following exceptions:
No large terrain can be placed within 12" of the centre of the battlefield. Scatter terrain can still be placed in this area, however in this scenario the defender may place all of the scatter terrain. The defender's deployment zone is anywhere within 6" of the centre of the battlefield.
Crews
This scenario uses the standard rules for choosing a crew. The attacker uses the Custom Selection method, while the defender uses the Random Selection (D3+5) method.
Tactics Cards
The attacker can choose two Tactics cards. The defender shuffles their Tactics cards deck and draws two cards at random.
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 draw an additional Tactics card for each full 100 credits of difference.
Deployment
The defender goes through the fighters in their crew one at a time, in an order of their choosing, rolling a D6 for each. On 1-5, they set up that fighter in their deployment zone. On a 6, the fighter is set aside.
The attacker then sets up their crew anywhere on the battlefield. Attacking fighters must be set up at least 12" away from any defenders, or at least 6" away from any defenders if no defenders can draw a line of sight to them.
After the attackers have set up, the defender sets up any of their fighters who were previously set aside. These fighters can be set up anywhere on the battlefield, as long as they are not Engaged with an enemy fighter.
Objectives
The attackers are attempting to take out as many of the defenders as possible; the defenders are trying to either return the favour or escape.
Surprise Attack
The attackers take the Priority marker in the first round of the game. In addition, before activating their first fighter in the first round, the attacker rolls a D3 – they can activate that many fighters before the defender activates their first fighter.
Additionally, during the first round, make a Cool check for each fighter when they are activated. If the check is failed, the fighter can only make one action this round instead of two.
Slipping the Net
Any defending fighter that is within 1" of any edge of the battlefield at the start of any End phase can escape if their controlling player wishes, even if they are Seriously Injured. They are removed from the battlefield, and count as being Out of Action from now on for the purposes of Bottle tests. In a campaign, each defender who escapes in this way earns 1 XP.
Ending the Battle
If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.
Victory
The attacker wins if, at the end of the battle, more defenders were taken Out of Action than escaped – defenders that fled the battlefield do not count. Otherwise, the defender wins.Rewards (Campaigns Only)
Experience
- Each fighter that took part in the battle gains 1 XP.
- If none of the defenders escaped, the attackers' Leader then earns 1 XP (regardless of whether they took part in the battle or not).
Reputation
- If more defenders went Out of Action than escaped, the attackers gain 1 Reputation. If more defenders escaped than went Out of Action, the defenders gain 2 Reputation.
- If either gang bottled out, they lose 1 Reputation.