169. Breach the Spire
RAW ✔️ The Aranthian Succession – Spire of Primus, p86
"Get that gate open before they catch up, or Emperor help me, I'll skin every last one of you!"
- Lady Haera Helmawr
In this scenario, one gang is attempting to break into the spire of a hive while the other races to stop them.
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 Underhive battle; vehicles and Wargear that grant the Mounted condition cannot 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. The highest point on the battlefield should be at 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 (3+4) method to determine their crew. The attacker uses the Custom Selection (8) method to determine their crew.
Deployment
This scenario uses the standard rules for deployment as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. The Infiltrate skill cannot be used to set up fighters on terrain.
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 at the end of any round only one gang has fighters remaining on the battlefield, the battle ends immediately.
Victory
If at least two of the attacker's fighters performed the Enter the Spire (Basic) action (see opposite), the attacker is victorious. Otherwise, the Defender is victorious.
Rewards
Credits
Each gang adds D3x5 credits to their stash for every enemy taken Out of Action when both fighter and enemy are on terrain.
Experience
Fighters gain an extra XP for every enemy taken Out of Action when both fighter and enemy are on terrain.
Every fighter that successfully performs the Enter the Spire (Basic) action gains an extra XP.
Reputation
The victorious gang gains D3 Reputation.
The Imperial Stair
The gate to the spire is located at the top of the Imperial Stair. Attacking fighters can perform the Open the Gate (Double) and Enter the Spire (Basic) action.
Open the Gate (Double): This action may only be performed if the active fighter is at the highest point of the battlefield. Once this action has been performed, then the way to the spire has been opened and fighters can start to break through.
Enter the Spire (Basic): This action may only be performed if the Open the Gate (Double) action has already been performed and the active fighter is at the highest point of the battlefield. The fighter has managed to break through into the spire, remove them from the battlefield and they count as having gone Out of Action for the purposes of Bottle checks.
Gatekeeping
If the gate is open, a fighter from the defending gang can perform the Close the Gate (Double) action:
Close the Gate (Double): This action can only be performed if the active fighter is at the highest point on the battlefield. The way into the spire is sealed, attacking fighters may no longer perform the Enter the Spire (Basic) action until the Open the Gate (Double) action has been performed again.
Fleeing the Battlefield
If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.
Blood on the Stair
If players wish, they can use this scenario to represent Lady Haera, her Spyrers, and the Guild of Oaths Justicars breaking through Ozostium's forces into the spire. In order to do so make the following changes:
- The attacker should be a Spyre Hunting Party gang led by Lady Haera in Sthenian-pattern Hunting Rig.
- The attacker should take a Palanite Justicar Delegation (see page 114).
- The defender should be an Aranthian-aligned gang or a Cawdor gang.