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117. Battle of the Riftways

RAW ✔️ The Aranthian Succession – Cinderak Burning, p94

"Keep going! We don't stop until we breach the ash gate!"
- Jorgsa, Scrap Forgers, House Goliath

In this scenario, a gang races across a series of narrow bridges to try to breach an ash gate.

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 begins as a Rolling Roads battle and then turns into an Ash Wastes battle; vehicles and Wargear that grant the Mounted condition can be included in both gangs' starting crew.

Battlefield

After determining the Leading and Trailing Edges, mark out three Roadways connecting them together – these roads can merge and split from each other. Some barricades and debris should be placed upon the roads.

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 (10) method to choose their crew. The defender uses the Random Selection (D3+1) method. The rest of the defender's Fighter and Vehicle cards are shuffled together to form the Reinforcements deck.

Deployment

The defender deploys their starting crew anywhere on the battlefield. The attacker then deploys their starting crew within 3" of the Trailing Edge.

Gang Tactics

Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the gang rating of one player's gang is less than their opponent's, they may randomly determine one additional gang tactic for each full 100 credits of difference.

Ending the Battle

The battle ends when the ash gate is destroyed, or if the attacker has no models left on the battlefield at the end of any End phase.

Victory

If the ash gate is destroyed then the attacker is the victor. Otherwise, the defender is the victor.

Rewards

Credits

The victorious gang adds 3D6x10 credits to their Stash.

The losing gang adds D6x10 credits to their Stash.

Experience

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

A model that destroys the ash gate earns an additional D3 XP.

Reputation

The victorious gang gains D3 Reputation. If either gang bottled out, they lose 1 Reputation.

Riftways

Do not roll to determine the Battlefield Surface – any model that moves off one of the Roads is immediately taken Out of Action. Any models in the attacking gang rejoining the battle come on from the Trailing Edge; any of the defenders come on from the Leading Edge.

Journey to the Ash Gate

This battle starts as a Rolling Roads scenario. During the first three rounds, during the Rolling Roads phase, when advancing the battlefield the three Roadways must continue – they cannot suddenly stop. The only terrain that can be set up are barricades along the Roadways. After additional terrain has been added, the defender may add D3 Reinforcements to the battlefield. These must be placed within 8" of the Leading Edge of the battlefield at least 3" away from any enemy models.

During the Rolling Roads phase of the fourth round, when the battlefield moves on, all of the revealed battlefield is considered to be a road surface (this means that there is effectively an 8" platform at the end of the battlefield). When setting up new terrain, set up a large structure in the centre of the Leading Edge (the gate from the Gang Stronghold kit is ideal for this). This is the ash gate and it does not count as one of the pieces of terrain added this round. The defender then sets up the rest of their Reinforcements within 8" of the Leading Edge and at least 3" away from any enemy models.

From the fifth round onwards, the battle becomes a Sector Mechanicus battle.

The Ash Gate

The attacker is trying to destroy the ash gate. The ash gate can be targeted like any other model – it has Toughness 8, 6 Wounds and an armour save of 3+. It can never claim the benefit of cover. If the ash gate is reduced to 0 Wounds then it is destroyed.

Sentry Guns

At the start of each End phase after the ash gate has been deployed, if there are any attacking vehicles within 12" of the ash gate, the defender rolls a D6. On a 4+ the attacking vehicle closest to the ash gate suffers a S6, AP-2, D2 hit.

note

Assault On Gate 17

If players wish, they may use this scenario to represent the Goliath attack on Gate 17. In order to do this, make the following changes:

  • The attacking gang should be a Goliath gang, predominately made up of Goliath Maulers.
  • The defending gang should be a mix of Escher and Orlock fighters, with a large number of Escher Cutters and Orlock Wreckers.