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148. Wasteland Rescue

RAW ✔️ The Aranthian Succession – Ruins of Jardlan, p86

"Go on three. One. Two. Three!"
- Patrolman K655-H, 17th Palanite Enforcer Battalion

In this scenario, a gang tries to rescue a captured fighter from the clutches of their enemy.

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 and 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.

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 Custom Selection (10) method to determine their crew. The defender's starting crew are their sentries and so must be selected from amongst the gang's fighters. They use the Random Selection (5) method, but before drawing their crew, they can declare any number of fighters unfit (or too important) for sentry duty, removing them from their deck – they are returned to the deck after the starting crew has been drawn, along with any vehicles in the defender's gang. The rest of the deck is then set to one side to form their Reinforcements deck.

Deployment

The defender sets up their sentries and Captive(s) anywhere on the battlefield. The attacker then sets up each of their fighters within 2" of any battlefield edge.

Gang Tactics

The attacker can choose up to three gang tactics from those available to their gang. The defender randomly determines two gang tactics from those available to their gang – however, they cannot be played until the alarm has been raised.

If, during the pre-battle sequence, one player's Gang Rating 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, all of their fighters held Captive were freed and have taken flight. If no Captives took flight, the defender wins. Otherwise, the battle is a draw.

Rewards

Experience

If a Captive was freed, the fighter who freed them earns D3 XP.

If a Captive is freed and takes flight, they earn 1 XP.

If all of the Captives were freed and took flight, the attacking gang's Leader earns D3 XP (regardless of whether they took part in the battle or not).

Reputation

For each Captive that was freed, the attacker gains 2 Reputation and the defender loses 1 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.

The Captive

In a campaign, this scenario can only be played if one or more of the attacker's fighters have been Captured by the defender. These models are the Captives. In a skirmish battle, the attacker picks one of their fighters to act as the Captive.

Captive Models

Captive fighters never gain Ready markers, and cannot be activated or attacked by either player. Non-Captive attacking fighters can make the following action:

  • Free Captive (Basic): Pick a Captive within 1" and roll a D6. If the result is a 3 or higher, the Captive is freed. On a 1 or 2 however, the Captive is not freed from their shackles and remains Captive.

In addition, in the End phase of each round, the attacking player may declare that one or more Captives will attempt to escape their bonds. For each Captive that does so, roll 2D6 and add their Strength. On a 13 or more, they break loose and are freed; on a 6 or less, however, they injure themselves and suffer a Flesh Wound.

Freed Captives gain a Ready marker in the following Priority phase and can be activated as normal from then on. Their rescuers immediately return their equipment to them.

Taking Flight

Once the attackers have freed their Captive(s), they can disappear back into the shadows. Any attacking model or freed Captive that is within 1" of any edge of the battlefield at the start of any End phase can take flight if their controlling player wishes. They are removed from the battlefield, and count as being Out of Action from now on for the purposes of Bottle checks.

In The Shadow of Beasts

In the End phase of the turn where the alarms have been raised, the defender places a Beast's Lair on the battlefield and then scatters it D6" in a random direction.

Reinforcements

In the round that the alarm is raised, and in each subsequent round, D6 Reinforcements arrive for the defender.

Fleeing the Battlefield

If the defender voluntarily Bottles out and flees the battlefield, their opponent automatically wins the scenario and the Captives are freed.

note

From Out of Terror's Shadow

If players wish, they can use this scenario to represent Logun's escape after being captured by Terror's Shadow. In order to do so, make the following changes:

  • The attacker should be a Palanite Enforcers gang with a Palanite Captain as the Captive.
  • The defender should be an Ash Waste Nomads gang and include Asun'ghar, the Lady of Ash in their Reinforcement deck.