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173. Escape the Spire!

RAW ✔️ The Aranthian Succession – Spire of Primus, p94

"You've really got to stop dropping dad on his head, Scabs."
- Kai Jericho, Bounty Hunter

In this scenario, a gang tries to escort their recently rescued comrade to safety past their former captor's gang.

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 or 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 (3) method to determine their crew. The defender uses the Hybrid Selection (4+4) method to determine their crew. The rest of the attacker's Fighter cards are shuffled together to form the Reinforcements deck.

Deployment

The attacker deploys the Captives in the centre of the battlefield with their starting crew within 6" of a Captive. The defender then deploys their starting crew anywhere on the battlefield at least 12" from any enemy fighter.

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 all of the Captives were successfully rescued then the attacker is the winner. If none of the Captives were successfully rescued then the defender is the winner. Otherwise, the battle is a draw.

Rewards

Credits

The victorious gang adds 2D6x10 credits to their Stash.

The losing gang adds D6x10 credits to their Stash.

Experience

Each Captive that was rescued earns D3 XP.

Reputation

The victorious gang gains D3 Reputation.

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

The defenders have subdued and incapacitated the Captives so that they are incapable of performing any action. Captive fighters never gain Ready markers, and cannot be activated or attacked by either player. Non-Captive attacking fighters can make the following action:

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

Escape!

Any attacking fighter or Captive that is within 1" of any battlefield edge at the start of any End phase can escape the battle 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.

Reinforcements

At the end of the second End phase and each End phase thereafter, the attacker rolls a D3 and receives that many Reinforcements. These are deployed one at a time, until all Reinforcements are deployed.

Fleeing the Battlefield

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

note

Escape of Gerontius

If players wish, they may use this scenario to represent Kal Jericho and Scabs smuggling Gerontius Helmawr's body out of the spire and into the underhive. In order to do so, make the following changes:

  • The attacking gang's starting crew is reduced to 2 and should be made up of Kal Jericho and Scabs.
  • The attacking gang's Reinforcements should be a Delaque gang.
  • The defending gang should be made up of Palanite Enforcers and Cawdor.