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By Ben Issacs (formatting by Arbitrator General)
Exploring is a way of life in the Underhive, but it provides the perfect opportunity for an opposing gang to catch an enemy unawares, under strength and far from their home base. Whilst the attacker struggles to close his trap the defender must race to the exit. The attacker is trying to capture anyone they can, this far from their home it will take a while for word to reach the rest of the gang and even more time for them to mount a rescue. SCENARIO SELECTION: Any gang that is allowed to select the scenario may select this scenario. TERRAIN: Each player takes it in turns to place a piece of terrain, either a ruined building structure or a connecting walkway. It is necessary that the terrain is set up within an area of 4' x 4'. GANGS: The defender rolls 2D6 to see how many of his gang have been trapped. These gang members are randomly selected. The defender chooses one table edge and sets up in the centre of that table edge, each fighter being no more than 2" from another fighter. The attacker does not start with any fighters on the table. The edge chosen is edge A, in a clockwise direction the remaining 3 edges are known as B, C and D respectively. STARTING THE GAME: The defender has the first turn. ENDING THE GAME: If the attacker fails a bottle roll or voluntarily bottles out the game ends immediately. The defender does not have to take bottle tests and cannot bottle voluntarily. Otherwise, the game ends when the defender has walked all his fighters off edge C, or all his fighters are down or out. SCENARIO SPECIAL RULES: This scenario has the following special rules: Injury Rolls: Roll a D6 for each defender that has to make an injury roll, on a 6 they have been captured in addition to any injuries suffered. If the attacker captures any fighters in this way they suffer a -1 to the Outlaw chart (for stirring up bad trouble) if the defender reports them. Reinforcements: The attacker has the option of bringing on a group of reinforcements at the start of each of their turns. The attacker nominates the group of fighters they wish to bring on and roll a D6. If the number equals or beats the number of fighters in the group, or on a roll of 6, then the group may enter the table as described below. If the dice roll is less than the size of the group then no reinforcements enter that turn. As you can see, the larger the group the less likely it is to enter, so the defender must try to enter as many models as he dares each turn. Reinforcements are placed on edge B or D, they do not have to all be deployed on the same edge or as a group. They can only be placed up to 8" from edge A for every turn that has passed. EXPERIENCE: Fighters who take part in the scenario earn experience points as noted below: +D6 Survives: If a fighter survives the battle then D6 experience points are earned. Even fighters who are wounded and taken out-of-action receive experience for taking part in the scenario. +5 Per Wounding Hit: A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time a fighter scores a hit and wounds his target. Though you can score multiple wounds from one shot using some weapons only 5 points are earned when this happens, not 5 per wound. +D6 Escaping: Any defenders that escape (exit on edge C) earn an extra D6 experience. +5 Leader Escapes: If the defending player’s leader was present and escaped they will earn an extra 5 experience.
ABOUT THE AUTHOR
Ben Isaacs is an avid Neromunda Veteran. He did not write anything here, so I will take the time to just say thank you for the submission and keep up the work taking the fight to the Guilders, Bounty Hunters, and Enforcers out there.