174. Fate of Primus
RAW ✔️ The Aranthian Succession – Spire of Primus, p96
Multi-player Scenario
[Why do you not kneel, my subject, when I could wash away your suffering with a flick of my hand?]
- Ozostium Aranthus, Divine Prince of Araneus Prime
The Very End
If played as part of a Reconquest of Primus Campaign, this scenario must be played as the very last battle during the final cycle of the campaign.
Attacker and Defender
In this scenario, gangs aligned to the Imperial House are the attackers and gangs aligned to House Aranthus are the defenders.
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.
Crews
This scenario separates any number of players into two teams: gangs aligned with the Imperial House and gangs aligned with House Aranthus. Each side can select fighters to a combined total of Custom Selection (12). Players cannot take any Dramatis Personae as part of their crews.
Deployment
This scenario uses the standard rules for deployment as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. Once all starting crews have been deployed, the Champions of House Helmawr and House Aranthus are deployed (see opposite).
Gang Tactics
Each player may choose two gang tactics from those available to their gang.
Ending the Battle
If all of the Champions of House Helmawr or the Champions of House Aranthus are no longer on the board, the battle ends immediately. If the last two Dramatis Personae are removed at the same time, whichever side has the highest total gang rating wins.
Victory
If all of the Champions of House Aranthus are taken Out of Action, the team aligned with the Imperial House and all of its players are victorious. If the Champions of House Helmawr are taken Out of Action, the team aligned to House Aranthus and all of its players are victorious.
Rewards
Credits
The victorious gang adds 4D6x10 credits to their Stash.
The losing gang adds D6x10 credits to their Stash.
Experience
Every fighter on the victorious team gains an additional 1 XP.
Reputation
The victorious gangs gain 3 Reputation.
Fight for Your Lord
Fighters aligned with the Imperial House within 6" of Lady Haera in Sthenian-pattern Hunting Rig and fighters aligned with House Aranthus within 6" of Ozostium Aranthus increase their Attacks characteristic by 1.
The Gang's All Here
Once gangs have been deployed, starting with the team aligned with the Imperial House, each side deploys one of their team’s Dramatis Personae from the following table wholly within their own territory. The teams then take turns deploying the others until all characters on the table below are deployed.
| Champions of House Helmawr | Champions of House Aranthus |
|---|---|
| Lady Haera in Sthenian-pattern Hunting Rig | Ozostium Aranthus |
| Kal Jericho | Lady Credo |
| Scabs |
During their turn, any player can choose to activate one of the Dramatis Personae on their team rather than a member of their own gang, so long as that Dramatis Personae still has activations remaining.
To the End!
Dramatis Personae cannot bottle out during this scenario. The only way they can leave the battlefield is by being taken Out of Action.
Taking Turns
Rather than taking turns individually, turns are split between the two teams. Roll off to see which team takes the first turn. It is then up to the players within that team to decide who will be the one to activate a fighter, until all fighters on the board have expended their activations.
Fight for Primus
If players wish, they may use this scenario to represent the final battle for Hive Primus within the ballroom of the Palatine. In order to do so, make the following changes:
- At least one gang on the team aligned with the Imperial House should be a Spyre Hunting Party gang.
- At least one gang on the team aligned with the Imperial House should be a Delaque gang.
- At least one gang on the team aligned with House Aranthus should be an Enforcer gang.
- The Champions of House Helmawr have a 3+ field armour save against damage inflicted by any fighters except the Champions of House Aranthus and vice versa.