139. Settlement Raid (Ash Wastes)
Source: Necromunda 2023 Rulebook
“To the east barricade, Nomads attacking!”
- Dillan ‘Eyes’ Rico, Lookout in defence of Ash City
In this scenario, one gang attacks the other gang while it is shaking down a settlement for credits and resources.
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 Ash Wastes battle; vehicles and wargear that grant the Mounted condition can be included in either gang’s starting crew and the defender’s Reinforcements.
Battlefield
This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section. The battlefield should be set up to represent the middle of the wastes with a settlement in one half of the table.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Scenario Rules: Choose Crew section. The attacker uses the Custom Selection (6) method. The defender uses the Hybrid Selection (2+D3) method. The rest of the defending gang’s Fighter and Vehicle cards are shuffled together to form the Reinforcements decks.
Deployment
The defender sets up their crew anywhere in the half of the battlefield with the settlement in. The attacker then sets up their crew within 6" of the opposite battlefield edge.
Gang Tactics
This scenario uses the standard rules for gang tactics as described in Scenario Rules: Gang Tactics.
Ending The Battle
If either gang has no models left on the battlefield at the end of any round, the battle ends immediately.
Victory
If one gang has scored more points than the other at the end of the battle, they are victorious. If both gangs have scored the same number of points, the battle ends in a draw.
Rewards
Credits
The winning gang adds D6x10 credits to their Stash. The losing gang adds D3x5 credits to their Stash. In the case of a draw, both gangs add D3x10 credits to their Stash.
Experience
The Leader of the victorious gang earns an additional 1 XP (regardless of whether they took part in the battle or not).
Reputation
The winning gang gains 2 Reputation.
Home Turf Advantage
The defender has the Home Turf Advantage as described in Scenario Rules: Gang Tactics.
Raiding Party
Each gang scores one point for each enemy fighter that goes Out of Action and two points for each vehicle that is Wrecked. In addition, the attackers have a special objective, determined by rolling a D3 on the table below:
D3 | Result |
---|---|
1 | Bushwhack: The attacker scores one additional point for each enemy Champion taken Out of Action, and two additional points if the enemy Leader is taken Out of Action. |
2 | Scrag: After deployment, the attacker nominates one enemy fighter in the enemy’s starting crew. If this fighter is taken Out of Action, the attacker scores one extra point, two if the enemy fighter was taken out by a Coup De Grace (Simple) action. |
3 | Mayhem: Once an attacking model has seriously injured an enemy fighter or Wrecked an enemy vehicle, the attacking model can leave the battlefield – if they end an action within 1" of their edge of the battlefield, they are removed from play and the attacker scores one point. The model counts as being Out of Action or Wrecked from now on for the purposes of Bottle checks. |
If the attackers bottle out, they cannot score any more points for the above objectives.
Desperation
In this battle, the defenders automatically pass any Bottle checks. The defender may still voluntarily bottle out.
Reinforcements
At the start of each End phase, each player rolls a D3 and receives that many Reinforcements.
Fleeing The Battlefield
If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.