172. Fortress Assault
RAW ✔️ The Aranthian Succession – Spire of Primus, p92
"I'd like to see that impudent tin man try to keep me from my own house."
- Lady Haera Helmawr
In this scenario, one gang tries to break into a Noble House's palace, whilst the other gang has been employed to prevent 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.
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 (8) method to determine their crew. The defender uses the Random Selection (8) method to determine their crew.
Deployment
The defender deploys first by setting up all of their crew within 3" of one of the battlefield edges. The attacker then splits their starting crew into three groups as evenly as possible. Each group must be deployed so that each member is in base contact with another member of the group. Each group may not be deployed within 12" of any other model.
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 fighters left on the battlefield at the end of any round, the battle ends immediately.
Victory
If only one gang has fighters left on the battlefield they are victorious, otherwise the battle is a draw.
Rewards
Credits
Each gang adds D3x5 credits to their Stash for each enemy fighter they took Out of Action.
Experience
The leader of the victorious gang 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 defender has the Home Turf Advantage as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
Heavily Fortified
After determining attacker and defender but before deployment, the defender secretly picks D3 terrain features (such as towers, doors or bridges). These locations are considered Trapped. If one of the attacker's fighters moves within 2" of a Trapped terrain feature during their activation, the defender reveals the trap and that fighter immediately suffers a S6, AP -2, D1 hit. Once a Trapped terrain feature has been triggered this way, it cannot be triggered again.
Mechanised Fortress
At the end of every round, the defender rolls a D6. On a roll of 5+, they may select a terrain feature on the board and move it up to 8" in any direction as long as it remains wholly on the board. If the battle is being fought on Zone Mortalis tiles, they may select two adjacent tiles and swap them. Any models on the terrain feature and/or tiles are moved with them.
Welcome to the Palatine
If players wish, they can use this scenario to represent Lady Haera, her Spyrers, and the Guild of Oaths Justicars trying to break into the Palatine.
- One gang should be a Spyre Hunting Party gang led by Lady Haera in Sthenian-pattern Hunting Rig.
- The Spyre Hunting Party must take a Palanite Justicar Delegation (see page 114).
- The other gang should be a Palanite Enforcers gang.