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152. Defend The Camp

Source: The Book of Desolation (2024)

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 challange 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 gangs's starting crew or Reinforcements.

Battlefield

This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenario selection 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 attacking gang uses the Customer Selection (8) method to determine their starting crew. The defender's starting crew are their sentries. They use the Random Selection (4) 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. The rest of the deck is then set to one side to form their Reinforcements deck.

Deployment

The defender sets up their sentries and the Target (see opposite) anywhere on the battlefield along two Traizor pattern sentry guns (see page 117). The attacker then sets up each of their fighters within 2" of any 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, comparing Gang Ratings instead of starting crew.

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 only the attacker has models remaining on the battlefield, or the Target has been taken off the battlefield, the attacker is victorious. Otherwise, the defender wins.

Rewards

Exploration Points

The winning gang gains 2 Exploration points. The losing gang gains 1 Exploration point.

Experience

The winning gang's Leader 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.

Home Turf Advantage

The defenter 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 in the Necromunda Core Rulebook.

The Target

The attacker is attemting to take something of value from the defender. If the defender has a Captive from the attacker's gang they are automatically the Target, otherwise use a marker such as a Loot Casket denote the target.

If a captive is the Target, they are assumed to have been subdued and so do not gain a Ready marker and not be activated.

Any attacking fighter within 1" of the Target may perform the carry Target (Basic) action:

Carry Target (Basic): If this fighter is within 1" of the Target, they may make a Move (Simple) action, carrying the Target with them. When the action ends, the Target is placed in base contact with this fighter.

Reinforcements

In the round that the alarm is raised, and in each subsequent round, D3 Reinforcements arrive for the defender.

Escaping The Battlefield

If, at the start of the End phase, the Target is within 1" of any battlefield edge, they are removed from the battlefield. Once the Target has been removed from the battlefield, any attacking fighter within 1" of a battlefield edge may perform the Escape (Basic) action:

Escape (Basic): Remove this fighter from the battlefield. They count as having been taken Out of Action for the purpose of Bottle checks.

Spawn Points

Before deploying their gang, the defender places six Spawn Points anywhere they wish within 1" of a battlefield edge and assigns them each a number from 1 to 6.

Roaming Horrors

No Roaming Horrors are generated until the alarm has been raised. Once the alarm has been raised they are generated as described on page 82. Once they have been generated, the player with Priority rolls a D6 and places them all as close to the Spawn Point with the corresponding number as possible, at least 1" away from other models.

Fleeing The Battlefield

If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.