142. Wasteland Ambush
RAW ✔️ The Aranthian Succession – Ruins of Jardlan, p74
Do not confuse this narrative scenario with the scenario also titled "Wasteland Ambush" published in Necromunda: Ash Wastes Rulebook.
"Death to the Helmawr line!"
- Sharkan, Prime, The Techrunners, House Van Saar
In this scenario, one gang is trying to take out an important target in a lightning attack before they have to withdraw.
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.
No terrain should be placed within 6" of the centre of the battlefield. After the battlefield has been set up, the defender may place obstacles within 6" of the centre of the battlefield.
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 defender uses the Hybrid Selection (2+D3) method. The attacker uses the Custom Selection (6) method.
Deployment
The defender deploys their starting crew within 6" of the centre of the battlefield. The attacker then deploys their starting crew within 1" of any edge of the battlefield; they must place at least one model within 1" of each battlefield edge.
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
The battle ends at the end of the sixth round, or if either gang has no models left on the battlefield at the end of any round.
Victory
If the Target is still on the battlefield at the end of the battle, the defender is victorious. Otherwise, the attacker is victorious.
Rewards
Credits
The victorious gang adds 2D6x10 credits to their Stash.
The losing gang adds D6x10 credits to their Stash.
Experience
If any fighter has suffered at least one Flesh Wound and is still on the battlefield when the battle ends, they earn 1 XP.
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.
Home Turf Advantage
The defender has the Home Turf Advantage as described in the Battlefield Set-up & Scenarios section of the Necromunda: Core Rulebook.
Hunt for Helmawr
After starting crews have been deployed, the defender nominates one of their fighters to be the Target. The Target automatically passes all Cool tests to avoid becoming Broken or fleeing the battlefield.
In addition, the Target may never become Prone and Pinned, either as the result of an enemy action or voluntarily.
Haera's Defiance
If players wish, they may use this scenario to represent Sharkan's Van Saar attacking Haera and her defenders along the Radmoors. In order to do this, make the following changes:
- The defending gang should be a Palanite Enforcers gang with Lady Haera as the Target.
- D3 randomly selected defenders start the battle with a Flesh Wound.
- The attacking gang should be a Van Saar gang that includes two Ash Waste Arachni-rigs and have every other fighter mounted on an Ash Wastes grav-cutter.