SCENARIOS
BATTLE TYPE
All scenarios are Underhive battles, vehicles and wargear that grants the mounted condition cannot be included
in either gang’s crew.
BATTLEFIELD
Each scenario is played on a 3’x3’ battlefield. Players agree on terrain placement prior to rolling for scenario.
Scatter terrain is then split equally between players and deployed. Finally, each player places a loot casket
(p195) anywhere on the battlefield.
If a scenario requires objectives to be placed in a fixed location and there are multiple levels (e.g. ground level
and walkways above) then randomise which level the objective is placed on.
SELECTING A SCENARIO
Roll 2D6 and consult the table below.
2D6 Result
2-3 The player with the greater number of territories chooses which scenario to play. If both
players have the same number of territories, the winner of a roll-off chooses which scenario
to play.
4 Data Hack
5 Escalation
6 Beast Lair Scavengers
7 Gang Fight
8 Turf Battle
9 Warehouse Sweep
10-12 The player with fewer territories chooses which scenario to play. If both players have the
same number of territories, the winner of a roll-off chooses which scenario to play.
SCRAG IT!
If a fight is not going their way, a gang may forfeit all scenario rewards and instead select either the Leader or a
Champion of the opposing gang who is still on the battlefield. If that Leader or Champion is subsequently taken
out of action the gang scores 30 credits and their rep does not change.
TACTICS CARDS
Any gangs can use the gang tactics from the Core Rulebook, except for “Click” and “Lucky Find” which are not
available this campaign. Gangs can also use gang specific gang tactics from the released card packs or from the
Necromunda sourcebooks (e.g. House of Chains).
GENERAL
Page references are references to pages in the Necromunda Core Rulebook (2023).
If you run out of time to finish a game, try to finish the round. If that is not possible then ensure each gang has
had an even number of turns. Then apply the win conditions as if the battle had ended.
GANG FIGHT
"Time to teach them a lesson. Grab your gear. It’s head-stompin’ time"
- Raven Black, Night Row Cruisers
Two gangs enter, one gang leaves. (Then later the other gang leaves
having been declared the winner).
CREWS FLEEING THE BATTLEFIELD
Both gangs use the Custom Selection (10) method. If a gang flees, the remaining gang scores 3 bonus
VP.
GANG TACTICS
Each player may select 2 Gang Tactics cards. ENDING THE BATTLE
If either gang has no fighters left on the battlefield at
UNDERDOG BONUS the end of any Round, the battle ends.
If one crew has a Gang Rating of at least 100 credits
below the opposing crew it may select from the VICTORY
Underdog Bonus Table (p239). The gang that scored the most points is the winner.
If both gangs score the same, it is a draw.
DEPLOYMENT
Gangs roll off. Winner chooses a table edge and the REWARDS
opposing gang takes the edge opposite. Each gang Credits:
deploys within 6” of their table edge. Gangs then • Winner gets (D3+3)x10 Credits.
roll off for who activates first. • Loser gets D3x5 credits.
• A draw scores each gang D6x5 credits.
OBJECTIVES
Experience:
Take out the other gang. Gangs score points for
each enemy fighter that goes Out of Action. • D3 exp for the Leader of the winning gang.
3 points for a Leader. Rep:
2 points for a Champion, Brute, Bounty Hunter, or • 2 rep for the winning gang.
Dramatis Personae. • 1 rep for each gang if it is their first time
1 point for any other fighter including exotic beasts. fighting each other.
• -1 rep for any gang which bottled out.
BEAST LAIR SCAVENGERS
"You’re hearing things, it’s just the vent fans, nothing to worry about"
- Last words of Kalson “Notzo” Brightjack, Kennel Brothers
Gangs creep into a beast lair to loot it. Despite moving quietly, the
conflict attracts the beasts, which seeks to defend the hoard.
BATTLEFIELD DEPLOYMENT
Neither player places a loot casket when setting up Gangs roll off. Winner chooses a table edge and the
the battlefield. opposing gang takes the edge opposite. Each gang
deploys within 6” of their table edge. Models that
CREWS have special deployment rules cannot deploy within
Both gangs use the Hybrid Selection (3+3) method. 6” of a loot casket. Gangs then roll off for who
activates first.
GANG TACTICS
Each player may select 1 Gang Tactics card. AVARACIOUS
The gangs are bolstered by the prospect of a big
UNDERDOG BONUS score. For the first three End Phases, any bottle
If one crew has a Gang Rating of at least 100 credits tests are made by rolling one extra die and picking
below the opposing crew it may select from the the lowest result.
Underdog Bonus Table.
ENDING THE BATTLE
OBJECTIVES If either gang has no fighters left on the battlefield at
Gangs are seeking to loot a beast’s lair. Place 3 loot the end of any Round, the battle ends.
caskets (p195), one in the centre of the battlefield
and ones 12” either side along the line across the VICTORY
middle of the board. The gang that secured the most loot caskets is the
winner. If both gangs score the same, it is a draw.
The first time a fighter comes within 6” of each loot
casket, roll a die. On a 5+ place a beast lair (p194) REWARDS
touching the loot casket and between the casket and Credits:
the fighter that triggered it. Up to three beast lairs • D6x10 credits per loot casket secured.
may be placed in this way. If no beast lair is Experience:
triggered for either of the first two loot caskets, it • D3 exp for killing a beast tentacle.
will automatically trigger on the last loot casket.
• D3 exp for the Leader of the winning gang.
Rep:
A gang is securing any loot casket which ends the
game in their deployment zone. Any loot caskets • 2 rep for the winning gang.
not secured at the end of the battle are lost, the • 1 rep for each gang if it is their first time
retreating gang intentionally making a racket to lure fighting each other.
out the beasts so no further crates can be claimed. • -1 rep for any gang which bottled out.
TURF BATTLE
"It may just be a dingy alleyway, but it’s OUR dingy alleyway!"
- Grakk Steeljaw, Forge Lighters
Gangs clash bitterly over turf, scrapping for every few feet of hive floor.
CREWS DEPLOYMENT
Both gangs use the Custom Selection (6) method. A Gangs roll off. Winner chooses a corner of the
further 4 random fighters from each gang are set battlefield and the opposing gang takes the corner
aside as reinforcements and count as being in the opposite. Each gang deploys in a 12”x12” square in
crew. their corner. Models that have special deployment
rules cannot deploy within 6” of an objective. Gangs
GANG TACTICS then roll off for who activates first.
Each player may select 2 Gang Tactics cards.
REINFORCEMENTS
UNDERDOG BONUS At the start of the End Phase of rounds 1 and 2,
If one crew has a Gang Rating of at least 100 credits each gang receives 2 randomly chosen
below the opposing crew it may select from the reinforcements (p191).
Underdog Bonus Table.
ENDING THE BATTLE
OBJECTIVES If either gang has no fighters left on the battlefield at
Objectives must be equally sized (you may use 28, the end of any Round, the battle ends.
32 or 40mm bases or tokens). Place one objective
in the centre of the battlefield. Place four more VICTORY
objectives, each 12” from the centre and in line The gang that scored the most points is the winner.
with a corner of the battlefield. If both gangs score the same, it is a draw.
The objective in each gang’s deployment zone is REWARDS
worth 1VP to that gang and 3VP to the opposing Credits:
gang. The remaining three objectives are worth • Winner gets D6x10 Credits.
2VP each. An objective is secured by the gang with • Loser gets D3x5 credits.
the most standing and active fighters (excluding
• A draw scores each gang D6x5 credits.
exotic beasts) from their crew within 2” of the
Experience:
objective. Fighters must be able to draw line of
sight to an objective to contribute to securing it. • D3 exp for the Leader of the winning gang.
(Note that a scoring fighter must be from the crew Rep:
and not a fighter granted by a boon, underdog • 3 rep for the winning gang.
bonus, tactic card or similar). • 1 rep for each gang if it is their first time
fighting each other.
While within 2” of an objective, a fighter • -1 rep for the losing gang.
has light cover, regardless of the direction • -1 rep for any gang which bottled out.
of the attack.
At the start of each End Phase, gangs score VPs for
each objective they secure. The gang remaining on
the battlefield at the end scores a bonus 3VP.
WAREHOUSE SWEEP
"Cover me! Sod these fething Cawdor, I’m going back for that purple box.
Everyone knows the good stuff’s in the purple ones."
- Castevia Tremolo, Sole Sisters
Warehouse security can be…patchy, in the Underhive. If landlords don’t pay their
security then those security staff make sure the local gangs find out there’s a warehouse
ripe for the taking.
CREWS deploys within 6” of their table edge. Models that
Both gangs use the Custom Selection (10) method. have special deployment rules cannot deploy within
6” of an objective. Gangs then roll off for who
GANG TACTICS activates first.
Each player may select 2 Gang Tactics cards.
FLEEING THE BATTLEFIELD
UNDERDOG BONUS If one gang flees, they pull the alarms. The
If one crew has a Gang Rating of at least 100 credits remaining gang gets one additional objective if any
below the opposing crew it may select from the are left on the battlefield.
Underdog Bonus Table.
ENDING THE BATTLE
OBJECTIVES If either gang has no fighters left on the battlefield at
Objectives must be equally sized (we recommend the end of any Round, the battle ends.
using counters approximately the same size as an
activation token). Place 5 objectives, one every 6” VICTORY
across the centre of the battlefield. Each player then The gang that holds the most objectives is the
alternates placing 3 objectives each (roll off, highest winner. If both gangs score the same, it is a draw.
places first) anywhere on the battlefield not within
9” of a battlefield edge and not within 3” of another REWARDS
objective. Credits:
• Each gang scores 10 credits for each
Objectives may be collected by a fighter moving objective held by their gang at the end of
over them so their base touches the objective. the battle.
Objectives can be collected mid-move and fighters Experience:
can hold more than one objective. Held objectives • D3 exp for the Leader of the winning gang.
are moved with the fighter and placed touching
• 1 exp for each fighter holding at least one
their base. Held objectives cannot be collected by
objective when the battle ends.
an enemy fighter. If a fighter is seriously injured,
Rep:
they drop their objectives. If a fighter flees the
battlefield, they take their objectives with them. • 2 rep for the winning gang.
• 1 rep for each gang if it is their first time
DEPLOYMENT fighting each other.
Gangs roll off. Winner chooses a table edge and the • -1 rep for any gang which bottled out.
opposing gang takes the edge opposite. Each gang
DATA HACK
"No, no, no! Click all the squares with Ridgehaulers in ‘em to prove you
ain’t a servo-skull."
-Janus Swift-digits, Cold Whispers
Knowledge is power and data is valuable. When word of a compromised dataline
reaches a settlement, local gangs race to exploit it before the vulnerability is fixed.
CREWS DEPLOYMENT
Both gangs use the Custom Selection (10) method. Gangs roll off. Winner chooses a table edge and the
opposing gang takes the edge opposite. Each gang
GANG TACTICS deploys within 6” of their table edge. Gangs then
Each player may select 2 Gang Tactics cards. roll off for who activates first.
UNDERDOG BONUS FLEEING THE BATTLEFIELD
If one crew has a Gang Rating of at least 100 credits If a gang flees, the remaining gang scores one free
below the opposing crew it may select from the VP (no exp is awarded for this free VP). The fleeing
Underdog Bonus Table. gang cuts power, making further hacks impossible.
OBJECTIVES ENDING THE BATTLE
Each player places a data terminal within 6” of the If either gang has no fighters left on the battlefield at
centre of the battlefield. Each gang allocates a the end of any Round, the battle ends.
hacking rig to one of the fighters from their crew. A
fighter carrying a hacking rig may make the VICTORY
following action: The gang that scored the most VP is the winner. If
Hack (basic): when standing and active within 1” of both gangs score the same, it is a draw.
a data terminal within line of sight, score a VP.
REWARDS
Any fighter from the crew may make the following Credits:
actions: • Winner gets D6x10 Credits.
Pick up Hacking Rig (basic): Pick up any Hacking • Loser gets D3x5 credits.
Rig within 1” and line of sight which is not held by
• A draw scores each gang D6x5 credits.
another fighter.
Experience:
Take Hacking Rig (basic): Take a Hacking Rig from • D3 exp for the Leader of the winning gang.
a friendly fighter within 1” and line of sight • 1 exp for a fighter each time they score a
regardless of the condition of the friendly fighter. VP
Rep:
If a fighter with a Hacking Rig is taken out of action • 2 rep for the winning gang.
the rig is left where they fell. Use a token to • 1 rep for each gang if it is their first time
represent it. (Note that to hold a Hacking Rig a fighting each other.
fighter must be from the crew and not a fighter • -1 rep for any gang which bottled out.
granted by a boon, underdog bonus, tactic card or
similar). A fighter with the Hacking Rig cannot use action the gang scores 30 credits and their rep does
unwieldy weapons and cannot use special not change.
deployment rules (such as Infiltrate).
ESCALATION
"Call for Smiffy! Call for Jorel! Call for Little Davrus, and for Big Davrus!
Hell, call for One-eyed Jed! Just get everybody down ‘ere now!"
- Busta Grimes, Tunnel Vipers
A random encounter between two gang patrols quickly escalates as
each side calls in reinforcements.
BATTLEFIELD REINFORCEMENTS
This scenario is played on a 3’x3’ battlefield. At the start of each End Phase, each gang receives 2
Players agree on terrain placement. Scatter terrain reinforcements deployed on a battlefield edge
is then split equally between players and deployed. within their deployment zone.
Finally, each player places a Loot Casket anywhere
on the battlefield. FLEEING THE BATTLEFIELD
If a gang flees, the remaining gang scores 3 bonus
CREWS VP.
Both gangs use the Random Selection (4) method.
The rest of the gang are set aside as reinforcements ENDING THE BATTLE
but count as being in the crew. If either gang has no fighters left on the battlefield at
the end of any Round, the battle ends.
GANG TACTICS
Each player may select 2 Gang Tactics cards. VICTORY
The gang that scored the most points is the winner.
UNDERDOG BONUS If both gangs score the same, it is a draw.
If one crew has a Gang Rating of at least 100 credits
below the opposing crew it may select from the REWARDS
Underdog Bonus Table. Credits:
• Winner gets (D3+3)x10 Credits.
DEPLOYMENT • Loser gets D3x5 credits.
Gangs roll off. Winner chooses a table edge and the
• A draw scores each gang D6x5 credits.
opposing gang takes the edge opposite. Each gang
Experience:
deploys within 6” of their table edge. Gangs then
roll off for who activates first. • D3 exp for the Leader of the winning gang.
Rep:
OBJECTIVES • 2 rep for the winning gang.
Take out the other gang. Gangs score points for • 1 rep for each gang if it is their first time
each enemy fighter that goes Out of Action. 3 fighting each other.
points for a Leader. 2 points for a Champion, • -1 rep for any gang which bottled out.
Brute, Bounty Hunter, or Dramatis Personae. 1
point for any other fighter including exotic beasts.