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119. Bar Defence

RAW ✔️ The Aranthian Succession – Cinderak Burning, p98

"I'll have to have that Wild Snake to go!"
- Vespa 'Minx' Merdena, House Orlock

In this scenario, a small group of fighters attempt to defend a beloved drinking hole from 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 a Sector Mechanicus battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gangs' starting crew.

Battlefield

This battle is designed to be played on a smaller than usual battlefield – 2'x2' is ideal. The board should be set up with some cover in the centre to represent the bar and with a large vat of Wild Snake set up in the middle of the table (behind the bar).

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 defender uses the Custom Selection (4) method to determine their crew. The attacker uses the Random Selection (D3+3) method to determine their crew. The rest of the attackers form a Reinforcement deck.

Deployment

The defender deploys their starting crew first within 6" of the vat of Wild Snake. The attacker then deploys their starting crew within 3" of any battlefield edge.

Gang Tactics

Each player may choose two gang tactics from those available to their gang.

Ending the Battle

The battle ends when either only one gang has fighters remaining on the battlefield or if the vat of Wild Snake is destroyed.

Victory

The attacker wins if, at the end of the battle, either the vat of Wild Snake is destroyed or there are no defending fighters left on the battlefield. Otherwise, the defender wins.

Rewards

Credits

The victorious gang adds 2D6x10 credits to their Stash. The losing gang adds D6x5 credits to their Stash.

Experience

Each fighter who took part in the battle earns 1 XP.

If a fighter destroys the vat of Wild Snake, they earn an additional 1 XP.

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.

Drunken Heroes

The defenders are drunk on Wild Snake; each time they would lose a wound roll a D6, on a 5+ they shrug off the damage and do not lose the wound. In addition, they can never be Pinned and automatically pass any Cool checks they are required to make.

Save The Wild Snake!

The large vat of Wild Snake must be protected at all costs! If an attacking model makes a successful melee attack against it, it is destroyed.

Reinforcements

The attacker can use Reinforcements, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. In the second round, and each round thereafter, up to two random fighters from each gang will arrive in the End phase on a random battlefield edge.

note

Shootout at the Lucky Six

If players wish, they may use this scenario to represent the defence of the Lucky Six by the Merdena sisters. In order to do this, make the following changes:

  • The defender uses Margo Merdena, and three Orlock Road Captains to represent Mindi, Vivian and Vespa Merdena.
  • The attacker uses a Goliath gang.
  • The Merdena sisters ignore any wound taken on a 3+ instead of a 5+.