156. Escape the Zone
RAW ✔️ The Book of Desolation, p90
"The engine capacitor can't take much more of this. If we don't stop soon, it'll be scragged beyond repair!"
- Martal Klongst, Crystal Lords, House Van Saar
In this scenario, two gangs are racing to escape an area that has become infested with Malstrain forces.
Battle Type
This scenario is a Rolling Roads battle with Open sides; vehicles and Wargear that grant the Mounted condition can be included in either gang's starting crew.
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. Both gangs use the Custom Selection (8) method to determine their crew.
Deployment
Starting with the winner of a roll-off, each player takes turns placing a model within 18" of the Trailing Edge and at least 6" away from all enemy models.
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.
Ending the Battle
At the end of the sixth round, or if either gang has no models left on the battlefield at the end of any round, the battle ends immediately.
Victory
The gang with the most models still on the battlefield at the end of the battle is victorious. If both gangs have the same number of models remaining then the battle is a draw.
Rewards
Exploration Points
The winning gang gains 2 Exploration points.
The losing and any drawing gangs gain 1 Exploration point.
If a gang has at least 4 models on the battlefield at the end of the battle, they gain an additional 1 Exploration point.
Experience
Any model that successfully rejoins the battle earns 1 XP.
Reputation
The victorious gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
Rolling Roads
This is a Rolling Roads scenario and follows all of the rules for Rolling Roads (see the Necromunda Core Rulebook).
Spawn Points
After the battlefield has been set up, starting with the winner of a roll-off, each player takes it in turn to place 6 Spawn Points anywhere on the battlefield. Each Spawn Point should be placed wholly within terrain and at least 6" away from any other Spawn Point.
The Spawn Points are then each assigned a number from 1 to 6. If a Spawn Point leaves the battlefield due to the Rolling Roads rule then the player with Priority places it on one of the pieces of terrain added this round.
"Don't Fall Behind!"
When a fighter is Left Behind, immediately roll an Injury dice and apply the result to the fighter. If this would result in them being Seriously Injured, roll to see if they succumb to their injuries. If it would result in them being taken Out of Action, roll on the Lasting Injury table for them.
Roaming Horrors
Starting in the first round, Roaming Horrors are generated as described on page 82. Once they have been generated, the player with Priority rolls a D6 and places them all as close to the Spawn Point with the corresponding number as possible, at least 1" away from other fighters.