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170. Hive Lockdown

RAW ✔️ The Aranthian Succession – Spire of Primus, p88

"Nobles or no nobles, this hive belongs to our Prince. Fan out!"
- Patrolman P310, Enforcer Precinct 012, Sector Kappa-Red-8, Hive Primus

In this scenario, two gangs battle to secure vital territory for the coming fights ahead.

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. Both gangs use the Custom Selection (D3+4) 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.

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

At the end of the fifth round, or any round where either gang has no fighters left on the battlefield, the battle ends immediately.

Victory

The player with the most VP at the end of the battle is the winner. If both players have the same number of VP and fighters on the battlefield, one more round is played. If both players still have the same number of VP the battle is a draw.

Rewards

Credits

Each gang adds D3x5 credits to their stash for every VP earned during the battle.

Experience

Every fighter that helped to earn at least 1 VP earns 1 XP.

Any fighters that performed the Secure the Area (Double) action earn an additional D3 XP.

Reputation

The victorious gang gains D3 Reputation.

If either gang bottled out, they lose 1 Reputation.

Gaining Dominance

Before the battle begins, split the battlefield into four equal quarters. At the end of each round's End phase, the gang with the most fighters fully within each quarter controls it. Each player earns 1 VP for each quarter they control.

All fighters may perform the Secure the Area (Double) action during their activation:

Secure the Area (Double): When calculating which gang controls each battlefield quarter, this fighter counts as two fighters.

Cull the Leadership

Any fighter that takes an enemy Leader or Champion Out of Action within the line of sight of another enemy fighter gains an additional 1 VP.

Fleeing the Battlefield

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

note

Spirebound Assault

If players wish, they can use this scenario to represent Lady Haera, her Spyrers, and the Guild of Oaths Justicars fighting through the lower reaches of the spire. In order to do so make the following changes:

  • 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 an Aranthian-aligned gang.