Skip to main content

111. They Come From Below!

RAW ✔️ The Aranthian Succession – Cinderak Burning, p82

"The Lord of Skin and Sinew demands all shall feast today! Go forth and drown the world in their own bloated organs!"
- Felkormog, Harvest Lord of the Lodge of Tearing Hands

In this scenario, wave after wave of attackers swarm up from the depths while the defenders fight them back.

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 can be played as either an Ash Wastes battle or a Sector Mechanicus battle. If it is an Ash Wastes battle then vehicles and Wargear that grant the Mounted condition can be included in both gangs' crews.

Battlefield

Place a Large Blast (5") marker in the centre of the battlefield; this is the Pit from which waves of attackers will pour out. The rest of the battlefield is set up using the Battlefield Set-up guidelines, as described in the Necromunda Rulebook.

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 splits their forces into three waves, each using the Random Selection (D3+1) method to choose which models are in them. If they have insufficient models to fill each wave, ensure the earlier waves are filled first. The defender uses the Random Selection (6) method to determine their crew.

Deployment

The defender deploys their starting crew anywhere on the battlefield at least 9" away from the Pit. The attacker then deploys their first wave in base contact with the Pit.

Gang Tactics

Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the total credits value of fighters in one player's starting crew 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 only one gang has models remaining on the battlefield at the start of a round.

Victory

If only one gang has models remaining on the battlefield at the end of the battle then they are victorious. If neither gang has any models remaining on the battlefield, the battle is a draw.

Rewards

Credits

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

If the battle ends in a draw then both gangs add D6x10 credits to their Stash.

Experience

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

The winning gang's Leader earns D3 XP even if they did not take part in the battle.

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.

From The Pit

If, during the End phase, the attacker has no models left on the battlefield then the next wave arrives; the attacker places all the models in the next wave in base contact with the Pit. Regardless of models left on the battlefield, Wave 2 will arrive in the End phase of round 3 and Wave 3 in the End phase of round 6 at the latest.

note

The Defence of Dust Falls

If players wish they may use this scenario to represent the defence of Dust Falls, as a tide of Chaos worshippers and corrupted gangs attack from the Abyss. An alliance of criminals, guilders and gangs must hold the Abyss without turning on each other. In order to do this, make the following changes:

  • The defender must include at least one delegation with the Criminal Allies rule and at least one with the Law-abiding Allies rule (see Alliances in the Necromunda: House of… books)).
  • The attacker takes three gangs, each roughly the same Gang Rating as the defender's force; these are the three waves of assailants that emerge from the Abyss.
  • The Strange Bedfellows rule is in effect (see below).

Strange Bedfellows

Each time a model from a delegation makes a ranged attack, if there is a model from a different delegation within 9" they must make a Leadership check. If the check is passed, they may attack normally; if the check is failed then they must target a model from the other delegation.