113. Assassin in the Spire
RAW ✔️ The Aranthian Succession – Cinderak Burning, p86
"Target in sight, entering kill mode."
- Agent 716
In this scenario, an assassin tries to take advantage of the confusion of the Great Darkness to eliminate a high ranking rival.
Attacker and Defender
This scenario uses the rules for Sneak Attacks, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. 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 a Zone Mortalis battle. Vehicles and Wargear that grant the Mounted condition cannot be included in either gang's crew.
Battlefield
The defender sets up the terrain with a fighter to represent the assassination target in the centre of a large room – the target cannot be activated and does not gain a Ready token (note this fighter is not taken from the defending gang's roster and cannot suffer a Lasting Injury or be captured). The rest of the battlefield should be a maze of corridors and doors. The defender decides if the doors start locked or unlocked.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. The attacker uses the Custom Selection (1) method to determine their crew. The defender uses the Random Selection (D3+2) method to select their starting crew. The rest of the defender's Fighter cards are shuffled together to form the Reinforcements deck.
Deployment
The defender deploys half of their crew (rounded up) in the room with the assassin's target; the rest of their crew can be deployed anywhere on the battlefield. The attacker deploys the assassin on a board edge at least 6" away from any other fighter.
Gang Tactics
The defender may choose one gang tactic from those available to their gang.
Ending the Battle
The battle ends when either the assassin has been taken Out of Action or the target has been assassinated.
Victory
If the target has been assassinated then the attacker is victorious. Otherwise, the defender wins.
Rewards
Credits
If the attacker wins, they add 3D6x10 credits to their Stash. The losing gang adds D6x10 credits to their Stash.
Experience
Each fighter who took part in the battle earns 1 XP.
If a fighter takes the assassin Out of Action, they earn an additional D3 XP.
Reputation
If the defending gang is victorious, they gain D3+1 Reputation.
Home Turf Advantage
The defender has the Home Turf Advantage.
The Assassin
The assassin benefits from several rules to represent the fact that they are tooled up and filled with stimms in order to fulfil a solo, suicidal mission. The assassin is unaffected by the Coup de Grace (Simple) action and treats any Out of Action results on the Injury dice as a Serious Injury instead. While Seriously Injured, the assassin does not roll Injury dice in the End phase. Instead, they will recover (suffering a Flesh Wound as normal) if they can roll equal to or less than their Toughness value. Once the assassin reaches 0 Toughness, it cannot recover – though it may still make a Crawl (Double) action – and can now be removed from the board with a Coup de Grace action.
The assassin ignores the effects of the Flash, Gas and Toxin traits and cannot be Pinned. The assassin may be subject to the Blaze condition, but unlike other fighters, it will take damage from the condition at the end of its first activation each round.
The assassin gains a number of Ready markers at the start of each round equal to the number of opposing fighters remaining on the battlefield. They can therefore be activated multiple times, losing one Ready marker each time they are activated.
The Target
The assassin has only one aim in mind: to kill their target. In order to do so they need to perform the Assassinate (Double) action.
Assassinate (Double): If the assassin is in base contact with the target they can perform this action, even if Engaged by another fighter. The target dies and the assassin's mission is completed.
Reinforcements
The defender can use Reinforcements, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. Once the Alarm has been raised, and each round thereafter, up to two random fighters will arrive in the End phase on a random battlefield edge.
Fleeing the Battlefield
If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.
Strike At Lord Helmawr
If players wish, they may use this scenario to represent a Murder-cyborg infiltrating the spire in order to take out Lord Helmawr.
In order to do this, make the following changes:
- The defender should use a Palanite Enforcers gang using Patrolmen as the sentries and creating a Reinforcements deck with the rest of their gang.
- The attacker should use the profile of a gang leader with 100 credits of Wargear and close combat weapons to represent the Murder-Cyborg.