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Necromunda (2017)Expand Necromunda (2017)

Scenarios

Gang War

Scripted Scenarios
D6
Scenario
Summary
1
Viciously Vie For New Turf (2-4 Gangs)

All Out War variant (2-4 Gangs)

2
Blind Box Looting (2-4 Gangs)

Fighting Over Loot Crates variant (2-4 Gangs)

3
Chance Encounter of the Violent Kind (2-4 Gangs)

Armed Negotiations (2-6 Gangs)

4
Waylaying Wayward Wastrels (2 Gangs)

Hijacked Cargo Transportation variant (2 Gangs)

5
Robbing You To Benefit Me (2 Gangs)

Gang Relic Defiling (2 Gangs)

6
Stealthy Sabotage (2 Gangs)

Unknown Target Assassination (2-4 Gangs)

*
Saving Captured Gang Members (2 Gangs)

Special Scenario Rules

Various special rules are optionally used in some scenarios. The most common ones are collated here for ease of reference.

However, a scenario might refer to one of these special rules but modify, extend, or negate parts of them in specific ways as described in the scenario itself. Scenario-specific instructions always override general instructions.

For instance, a scenario might use the Reinforcements special rule but describe a different way for Reinforcements to be determined or alter how they enter play.

Ash Storm

Plumes of dense and toxic ash inundate the battlefield. By default, an ash storm impose the following penalties on affected fighters:

Within the Area

  • When activated, a fighter suffers a -D3'' penalty to their Movement characteristic. Ash Waste Nomads, Ratskins, and fighters with a Respirator or that are using Filter Plugs are not affected by this penalty.

Into, Within, or Across the Area

  • All ranged attacks suffer a -2 penalty to hit.

Bad Air

The air in the area of the battlefield has become nearly unbreathable, particularly for the weak and injured. Ash Waste Nomads and Ratskins are immune to this condition, and various abilities and gear (such as a Hazard Suit) help fighters resist this condition. A fighter with a modified Toughness of 3 or less that starts their activation within the area suffers a Flesh Wound.

Hive Tremors

Tremors shake the hive, causing unstable footing. But it's not all bad news; often such seismic activity reveals long lost treasures. When hive tremors occur several things happen, in order:

  • Zone Mortalis:
    • Roll a D6:
      • 1-2: in priority order each player may place or remove a Ductway on the battlefield
      • 3-5: the player with priority may place or remove a Ductway on the battlefield
      • 6: the player with priority may place a Pitfall Crater on the battlefield
        • Pitfall Craters placed in this way cannot be placed under a fighter
  • Sector Mechanicus:
    • Roll a D6:
      • 1-2: in priority order each player may remove a ladder or a barricade or a railing from the battlefield
      • 3-5: the player with priority may remove a ladder or a barricade or a railing from the battlefield
      • 6: the player with priority may place a Pitfall Crater on the battlefield
        • Pitfall Craters placed in this way cannot be placed under a fighter
  • Every Active fighter on the battlefield must make an Initiative check or become Pinned
    • Ratskin and Squat fighters gain a +1 bonus to their Initiative checks to avoid becoming Pinned
  • Loot Caskets:
    • Roll a D6:
      • 1-2: no Loot Caskets are revealed
      • 3-5: the player with priority places one Loot Casket within 6'' of the middle of the battlefield
      • 6: in priority order each player places a Loot Casket within 9'' of the middle of the battlefield

NOTE: If Hive Tremors are caused by a player (such as by playing a Tactics Card, or by a Ratskins player exercising their option to trigger Hive Tremors), that player is considered to have priority while the Hive Tremors are resolved.

For the remainder of the battle, each Round at the beginning of the Priority Phase (before priority is determined), the player who currently has priority must roll a D6 to determine if the Hive Tremors continue to have an impact on the battle. If a 1 is rolled, an aftershock shakes the battlefield further and every Active fighter on the battlefield must make an Initiative check or become Pinned; Ratskin fighters may gain a +2 bonus to their Initiative checks to avoid becoming Pinned.

Home Turf

Some scenarios take place within the territory of one of the gangs. By default, a gang with home turf advantage gains the following benefits:

  • The gang's fighters add 1 to all Leadership, Cool, and Will tests they make during the battle.
  • Whenever a Bottle Test is made for the gang the controlling player rolls one more D6 and discards any one of the dice rolled before determining the result.
  • If the gang has Hangers-on, some types of them may participate in the battle as described by individual Hangers-on descriptions.

Low-Light Condition

Dark tunnels and domes, power outages, freak dust storms...lighting in the underhive is unreliable at best. Various abilities and gear (such as photo-goggles) allow a fighter to be unaffected by this condition, but an area of low-light imposes the following penalties on affected fighters:

Within the Area

  • Initiative checks suffer a -1 penalty.
  • Every 2'' of distance moved costs 3'' of movement.

Into, Within, or Across the Area

  • Detect checks suffer a -2 penalty, unless the target has a Blaze marker.
  • Ranged attacks suffer -1 penalty to hit, unless the target has a Blaze marker.

Reinforcements

By default, the fighters in a gang's Crew are deployed onto the battlefield before the battle starts. But some scenarios hold back some or all of a gang's fighters as Reinforcements that might join the battle in later rounds.

Scenarios that use this special rule will detail how Reinforcements are determined, how Reinforcements affect a gang's Crew Rating, the circumstances that allow them to join the battle, and how they are deployed if they do. Some of the more common deployment options for Reinforcements are described below, but some scenarios describe scenario-specific instructions.

Deployment Edge

When this style of Reinforcement is used, when Reinforcements arrive they are placed with the back edge of their base touching the edge of the battlefield on the side that the gang's Crew deployed from at the beginning of the battle.

Random Edge

In some cases Reinforcements enter the battle from a random edge of the battlefield. Roll a Scatter Dice and whichever battlefield edge it points to is the selected edge the reinforcements must enter from.

Ipick-Upick

For scenarios using this style of Reinforcements, whenever a fighter arrives by Reinforcements a D6 is rolled for the fighter. On a 3 or more the controlling player may select any point on any edge of the battlefield, but on a 1 or 2 their opponent gets to choose the point. The fighter is placed by their controlling player within 1'' of the selected point.

Relics

Sometimes a gang relic is present during a scenario. A gang relic can take many forms, but each represents something of great symbolic importance or sentimental value to a gang. A gang relic always belongs to one gang or the other; if the scenario has an attacker and a defender the relic belongs to the defender. In other cases more than one or all participating gangs have a relic present. Otherwise roll off before the battle begins to determine which gang owns the relic.

A relic counts as a piece of scatter terrain that provides cover, but cannot be targeted or moved.

A relic starts undefiled but a fighter in base contact with an enemy gang's relic can defile it by making the Defile Relic action.

Defile Relic (Double): While Active, if next to an opposing gang's relic that has not already been defiled, this fighter can defile that relic. They might tear it down, mark it with their own gang's tag, or wreck it in a more creative fashion. In a campaign, this fighter gains D3 XP immediately upon completing this action.

When members of a gang that have a relic on the battlefield must make a Leadership, Cool, or Willpower check, they gain a +2 bonus if their relic is undefiled, or a -2 penalty if their relic is defiled.

Stealth

Some scenarios include aspects of sneakiness, allowing assassins to lurk, saboteurs to intrude, thieves to creep, and so forth. Each scenario that does so includes specific instructions as to how Stealth is handled for itself. This usually incorporates some combination of Infiltration, the Hidden status, Sentries, and other special rules.

As always, specific instructions in a scenario override general instructions. For instance, the Infiltrate skill usually works a certain way, but scenarios commonly override that behavior and define how Infiltrate works for that scenario. Hidden opponents are usually detected using the Detect (Basic) skill, but some scenarios define alternate instructions. Fighters usually get Ready markers at the start of each round, and when activated take actions based on their status (Active, Pinned, etc), but in a Stealth mission some fighters might not get Ready markers, or might be restricted in what actions are available to them when activated. And so on.

Stealth adds a lot of fun and tension to scenarios, but it is a complicating factor with multiple moving parts. To avoid confusion or unintended outcomes, it is important that players not jump to conclusions based upon how things usually work. Instead, each player should make sure they understand the specific instructions of the scenario they are about to play, and follow them as presented.

Threats

As if enemy gangs and the hostile environment of the underhive itself weren't dangerous enough, sometimes other threats are also present on a battlefield. Many-tentacled sewer beasts, giant spiders, treacherous mutated Scaavies, and other exotic dangers abound.

Beasts

A particularly dangerous type of threat are various "Beasts", which might be present on a battlefield by agreement between players, but can also be introduced into play by other means such as with the Beast Lure Tactics Card.

  • Spider Things: Large frightening spiders (and their babies!) lurk in the underhive and sometimes are openly aggressive.
  • Tentacle Monsters: Strange tentacled horrors can be found lurking in some liquidy areas of the underhive, or within pipes or vats.
Confrontations

Other people (and things) live in or conduct activities of their own in the underhive, and not all slink away when gangers come around. Sometimes a confrontation is the natural outcome.

  • Lurking Scavvies: Small groups of disgusting Scavvies hide amongst the detritus of the underhive.
  • Automated Turret: One or more gun turrets operated by an aggressive machine spirit, that will open fire on any foolish enough to enter its domain!

Underdog

Some scenarios attempt to even the playing field for gangs with a Crew Rating substantially below the opposing gang's Crew Rating, as determined in the Comparative Crew Rating step of the Pre-Battle Sequence.

Mercy Rule

If a scenario indicates that a gang would lose Reputation for bottling out, an Underdog gang that managed to survive to the end of the third round of that battle before bottling out does not lose Reputation for bottling out.

Multiplayer Underdog

In games with three or more players, Underdog status is determined by comparing a gang's Crew Rating against the Crew Rating of all the enemy gangs averaged together. The difference in Crew Rating compared to this average opposing Crew Rating is what is used to determine any Underdog bonuses a gang may receive.

Underdog Benefit Options

There are a variety of Underdog options available, and it is even possible for a scenario to use more than one option or give the player a choice.

Automatic Priority

With this option, the Underdog gang automatically wins priority for the first round and for one more round for every 100 points of Rating Difference (rounded up). However, the Seize the Initiative Tactics Card and similar abilities trump this benefit when relevant.

Extra Tactics Cards

With this option, if a gang has a lower Crew Rating than their opponent, they may select / draw and keep 1 or more additional Tactics Cards based upon the differences in Crew Rating as indicated by the Underdog Tactics Cards Bonus table. For instance, if a scenario said to select and keep 2 Tactics Cards to form a hand, an Unfavored Underdog with this option would select and keep 3 Tactics Cards for their hand.

Underdog Tactics Cards Bonus
Odds
Rating Difference
# of Tactics Cards
Unfavored
-100 to -249
1
Longshot
-250 to -499
2
Martyr
-500 to -999
3
Hopeless
-1000 or more
4
Gang Augmentation

With this option, at the end of the Buy Advancements and Recruit Hired Guns step of the Pre-Battle Sequence, gangs that are able to hire new fighters after the start of the campaign might gain a new fighter to help them in the following battle.

First, calculate the Augmentation Factor, which is equal to the Rating Difference / 200 (rounded up). Then, the Underdog player rolls D6 + the Augmentation Factor, succeeding on a roll of 7+.

On success, the gang gains temporary credits equal to the Augmentation Factor x 100, which they can use to hire and equip a fighter from their Gang List, observing Gang Composition restrictions as normal. Any of the temporary credits not spent hiring and equipping this fighter are lost; they do not go to the gang's Stash.

This fighter is included as part of the gang's Crew for this battle, but Crew Rating is not recalculated and the Underdog gang is still considered to be the Underdog for this battle. If the newly hired fighter survives the battle, they are added to the gang's roster in their current state at the beginning of the Buy and Hire step of the Post-Battle Sequence (at no additional cost), and are a permanent member of the gang going forward.

Hive Scum

With this option, if a gang has a lower Crew Rating than their opponent, they may add one Hive Scum to their Crew for this battle based upon the differences in Crew Rating as indicated by the Underdog Hive Scum Bonus table.

This option is not available to gangs that cannot hire Hive Scum normally. If this is the case, the Underdog gang gains the Underdog Reputation Bonus instead of this bonus.

Underdog Hive Scum Bonus
Odds
Rating Difference
# of Hive Scum
Unfavored
-100 to -249
1
Longshot
-250 to -499
2
Martyr
-500 to -999
3
Hopeless
-1000 or more
4
Reputation Bonus

With this option, after the battle the gang with the lower Crew Rating gains additional Reputation based upon the differences in Crew Rating as indicated by the Underdog Reputation Bonus table.

Underdog Reputation Bonus
Odds
Rating Difference
Reputation
Unfavored
-100 to -249
1
Longshot
-250 to -499
2
Martyr
-500 to -999
3
Hopeless
-1000 or more
4
Variety Pack

With this option, an Underdog gang gets a variety pack of cumulative bonuses based upon how much of an Underdog they really are.

Underdog Variety Pack Bonus
Odds
Rating Difference
Bonus
Unfavored
-100 to -249
+1 Tactics Card
Longshot
-250 to -499
as Unfavored, and the gang gains +1 Reputation
Martyr
-500 to -999
as Longshot, and each participating fighter gains +1 additional XP
Hopeless
-1000 or more
as Martyr, and the gang adds +1 to all their rolls to determine Priority
XP Bonus

With this option, after the battle the fighters in the Crew with the lower Crew Rating gain additional XP based upon the differences in Crew Rating as indicated by the Underdog XP Bonus table. Only fighters who participated in the battle gain the bonus XP.

Underdog XP Bonus
Odds
Rating Difference
XP
Unfavored
-100 to -249
1
Longshot
-250 to -499
2
Martyr
-500 to -999
3
Hopeless
-1000 or more
4