168. Hive Riot
RAW ✔️ The Aranthian Succession – Spire of Primus, p84
"Praise be to the Divine Prince, Father of all Saints! Finally, we shall find our deliverance!"
- Brother Maursten of the Great Pilgrimage
In this scenario, one gang must survive waves of crazed attackers.
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 defender uses the Custom (10) method to determine their starting crew. The attacker uses the Random (6) method to determine their starting crew. The rest of the attacker's Fighter cards are shuffled together to form the Reinforcements deck.
Deployment
The defender sets up their starting crew within 6" of the centre of the battlefield. The attacker then sets up their starting crew within 6" of any battlefield edge.
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 Rating instead of starting crew.
Ending the Battle
At the end of the fifth round, or any round where only one gang has fighters remaining on the battlefield, the battle ends immediately.
Victory
If the attacker takes at least seven of the defending gang Out of Action, or all of the defending gang Out of Action if they have less than seven fighters, they are victorious. If the Defender bottles out, then the attacker is victorious. Otherwise, the defender is victorious.
Rewards
Credits
The victorious gang adds 2D6x10 credits to their Stash.
The losing gang adds D6x10 credits to their Stash.
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.
Home Turf Advantage
The defender has the Home Turf Advantage as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
The Mania of Worship
Each time an attacking fighter is taken Out of Action, make a Willpower test for them before rolling on the Lasting Injuries table. If the test is failed, roll on the Lasting Injuries table as normal. If the test is passed, the fighter removes all Wounds, Flesh Wounds and ongoing Conditions, and their Fighter card is shuffled into the Reinforcements deck. During the Wrap-up step of the post-battle sequence, each fighter that has been added to the Reinforcements deck in this manner rolls once on the Lasting Injuries table.
Reinforcements
At the end of each End phase, the attacker rolls a D3 and receives that many Reinforcements. These are deployed one at a time.
Fleeing the Battlefield
If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.
Chaos in Hive City
If players wish, they may use this scenario to represent Lady Haera and her Spyrers fighting their way through waves of zealous Redemptionists in order to reach the Spire. In order to do so make the following changes:
- The defender should be a Spyre Hunting Party gang led by Lady Haera in Sthenian-pattern Hunting Rig.
- The attacker should be a Cawdor gang.
- Cawdor fighters can re-roll any failed Mania of Worship rolls, but must keep the new result.