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155. Lost In The Ruins

Source: The Book of Desolation (2024)

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.

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. Both gangs use the Random Selection (5) method to determine their crew.

Deployment

Starting with the winner of a roll-off, each player takes it in turn to deploy a model on the battlefield. Each model must be placed at least 9" away from any battlefield edge and 6" from any other model (both friend and foe).

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

If either gang has no models left on the battlefield at the end of any round, the battle ends immediately.

Victory

If, when the battle ends, one gang has had moreof their models escape the battlefield (see EscapingtheBattlefield opposite) they are victorious. Any other result is a draw.

Rewards

Exploration Points

The victorious gang gains 2 Exploration points.

The losing gang and any drawing gangs gain 1Exploration point.

If any gang had at least 3 models escape the battlefield, they gain an additional 1 Explorationpoint.

Experience

Any model that successfully escapes the battlefieldearns D3 XP.

Reputation

The victorious gang gains D3 Reputation.

Escape The Ruins

After the battlefield has been set up, starting with the winner of a roll-off, each player takes it in turn to place 6 Exit Points on any battlefield edge. Each Exit Point must be placed at least 9" away from any other Exit Point.

The Exit Points are then each assigned a number from 1 to 6. Any model within 1" of an Exit Point may perform the Scout (Basic) action:

Scout (Basic):

The model investigates to see if this is a way out of the ruins. Roll a D6 and add the number of previous attempts to Scout there have been during this battle. If the result is 7+, or this is the final Exit Point, the way out has been found! Otherwise, the Exit Point is a dead end – this action cannot be performed again on this Exit Point.

Once the way out has been found, the Scout (Basic) action may not be performed again.

Escaping The Battlefield

Once the way out has been found, any unengagedmodel within 1" of that marker at the end of eachround’s End phase manages to escape – removethemfrom the battlefield. They do not count as going Out of Action for the purposes of Bottle checks.

Roaming Horrors

Starting in the first round, Roaming Horrors 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 Exit Point with the corresponding number as possible, at least 1" awayfrom other models.

Fleeing The Battlefield

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