NEW SCENARIOS
By Jason Abbott & Andy Hall
Played all fourteen scenarios in the Necromunda book? Need a larger dose of Underbiue
action? WellJason Abbott bas corne up witb tbese excellent scenarios to increase your
mucb needed Necro-fix.
NEW SCEI|ARIO lt ALLIANCE
wary of just this sort of an attack). All the
defender's figures should be placed within
8" of each other, with the exception of the
sentries. Each of the attacker's figures
should be within 8" of another member of
their gang, but not necessarily of other
attacking gang's members.
PLAYINGA4PLAYERGAME
For the pufposes of this scenario treat the
four gangs as two large gangs. So each side
does its movement and shooting together
even though they are separate gangs.
ENDING THE GAME
The game will end when only one side
(attackers or defenders) remains.
REWARD
There is no reward in this scenario.
EXPERIENCE
Despite their di-fferences, two gangs have
banded together for whatever common goal
with
the
only they know. Concerned
possible change in power having these two
gangs allying with each other may bring, the
other local gangs are determined to break
up this alliance before it begins.
If the defenders combined score was more
than the attackers:
. Each defending leader who's team
doesn't bottle will receive 5 experience.
.
.
TERRAIN
The defenders and the attackers will take
turns setting pieces of terrain on the board.
GANGS
This is a four-player game. Two gangs will be
the defenders and the other two gangs will
be the attackers. If the defenders combined
score is more than the attackers, they will set
up first, in the middle of the board. The
attackers will set up second within 8" of the
table edge. If the defenders combined scores
are less than the attackers then they may
place up to fwo figures each after the attacks
have placed figures (to represent sentries,
Each attacking leader who's team doesn't
bottle will receive 1O experience.
If both defending gangs didn't bottle
then each ganger still standing receives 5
experience.
Each gang member that participated will
receive d5 experience.
Each wound inflicted on a ganger will
give 5 experience.
If the attackers combined
than the defenders:
.
.
.
score was more
Each leader who's team doesn't bottle
will receive 10 experience.
Each gang member that participated will
receive d6 experience.
Each wound inflicted on a ganger will
give 5 experience.
NEW SCEwARIO 2: GIAwT KILLER
In the Underhive it's kill or be killed. The
only way for a gang to gain respect and
increase its social standing in the hive is to
kill or decimate a gang or hired gun who is
higher up in the Underhive pecking order.
Of course, there is the reason they are more
well known and respected than the fledgling
gangs in the first place!
So when gangs heard a rumour that a
famous hired gun may not be the powerful
and feared scourge he had lead them to
believe and that, in fact he would be a
pushover. Some gangs dismissed this as
mere rumour others saw this as an easyway
power
and
in
quickly
rise
to
respect......maybe.
TERRAIN
Setup starts with whichever gang has the
lowest gang rating; then it proceeds to the
next lowest gang rating and so on, each
placinga piece of terrain.
GANGS
Each player chooses a side or corner of
table. Each player then takes turns placing
one gang member on the table; the first
figure must be within 8" of the starting spot
(the middle of table edges, or the corner or
the table), each additional figure must be
within 8" of a previous gang member, and
no closer than 8" of any opposing gang
figure.
It is possible for one gang to select to side
with the hired gun, and in that case their
starting position is within 8" of the centre of
the table. If more than one gang wants to
defend the hired gun, the gang with the
lowest gang rating will get to. For the
purposes of computing handicap in this
case, this lone team will be compared to the
combined score of the attacking gangs.
The hired gun is always placed at the centre
of the table.
TH E HI R EDG U N
The Hired Gun should be one of the special
characters listed in the book. It should be
one that would ally with the lone defending
team (if there is one), or one appropriate to
be fighting all the attacking gangs. Becauseit
is fighting for it's life, the character will get
one turn after each player's turn. If there is a
lone defending gang, that player will control
the special characters actions. If there is no
lone defending gang, then the special
character will do whatever makes the most
sense (logically or in cbaracter), decided
upon by all players. In the case of a dispute
resolve it's actions with a dice roll.
The Hired Gun will never bottle.
ENDINGTHE GAME
The game will end when the Hired Gun
(and any defenders) are taken out, or when
all the attackers have bottled.
REWARD
If the defender won, the hired gun will fight
in it's next game for free and award them
1D6x10 credits. If the attackers win, the
gang that took down the hired gun will get
the 3d6 x L0 credits now and an exra 1D6 x
10 credits for another two games (roll after
each game) from the extra revenue caused
by the gangs rise in status.
EXPERIENCE
.
.
.
.
.
.
Each attacker's leader who's team
doesn't bottle will receive 5 experience.
The defender's leader will receive 10
experience if their team didn't bottle.
Each defender still standing at the end
of the game will receive 5 experience.
Each gang member that participated will
receive d6 experience.
Each wound inflicted on a ganger will
give 5 experience.
Each wound inflicted on a hired gun
will give 10 experience.
NEW SCEMRIO 3: LOSS OF GRACE
With the exception of House Helmawr, the
Merchant Guild is the most powerful
organisation in Hive Primus. The out-lying
settlements of the Underhive rely on the
Guild, not only for trade and commerce but
for the protection the Guild supplies.
GANGS
Each gang starts on the opposite side of the
settlement in the different corners about 8"
in. You may play this as a 3-player scenario
if you wish. The Third Gang would be loyal
to Prosper's Child and be placed on and
around the barricades in defending the
Settlement.
STARTING THE GAME
The attacking gang with the highest gang
rating goes first followed by the other
attacking gang and then the defending gang
if there is one.
THE GATE
To win, the attacking gangers must break
down the main gate. The Gate has a
Toughness of6 and 3 Wounds.
ENDING THE GAME
The game ends when one of the attacking
gangs manages to get two of mofe gangers
through the gate. If you are playing with a
defending gang then they win if the two
attacking gangs bottle.
REWARD
Guilders will often employ gangs to protect
and police settlements especially if there is
a vested interest for the Guild. If howeveq
the settlement is no longer of use to the
Guild or the settlements inhabitants have
not paid their tithes then the Guilders will
let it be known, in no uncertain terms, that
the settlement has lost its good graces with
the Guilders and is no longer under their
protection.
This is the situation the outlying senlement
of Prosper's Cbild is now in. Withour the
gangs have started to
Guild's protection,
circle like a flock of scavenger birds around
a corpse. Suddenly one gang makes its
move and all hell breaks loose.
TERRAIN
Arrange one side of the table as a
ramshackle fortification with a gate in the
centre (watch Mad Max Z/Road Warior for
the effect you're after). Set up the other
terrain in the usual manner.
The Gang that wins will get to loot that
settlement, unless they are an outlaw gang,
in which case they can choose to either loot
the settlement or take it as their new
territory. If the defending gang won then
they can take the settlement as their own
teritory.
EXPERIENCE
.
The leader who's gang doesn't
bottle will receive 10
experience.
Each gang member that
panicipated will receive d6
experience.
Each wound inflicted on a
ganger will give 5 experience.
NEW SCEMRIO 4: ON THE LAMB
Arant Defel was a young apprentice under
the tutelage of Master Fenrif, an old and
respected Archeotech Artificer, someone
who catalogues and finds uses for the
uncovered Archeotech. Fenrif was in the
employ of the Merchant Guild and, in turn
House Helmawr. Arant was young, impatient
and greedy, he killed the old Artificer
stealing a particulady valuable piece of
Archeotech and fled into the Underhive.
The Guild was furious of this betrayal not
only had they lost a valuable piece of
Archeotech but the death of Fenrif had
displeased senior members of House
Helmawr. The Guilders placed a large
bounty on Arant's head.
TERRAIN
Setup starts with whichever gang has the
lowest gang rating then it proceeds to the
next gang rating and so on. Each Player takes
it in turns setting up a piece of terrain on fhe
rL
board.
GANGS
Each player chooses a side or comer of the
table. Then each player takes turns placing
one gang member on the table; the first
figure must be within 8" of the starting spot
(the middle of the table edge, or the corner
of the table), each additional figure must be
within 8" of a previous gang member, and
no closer that 8" ofany opposing figure.
ARANT DEFEL
The apprentice should be put in the very
centre of the board. At the end of each
players turn he will panic and try to move 2"
in a random direction, unless that would
take him in base-to-base contact with any
ganger, in which case he'll just stay still.
If taken down then the body can be picked
up if a ganger ends their movement on
where the body is. Any model carrying the
body cannot use any weapons unless they
receive ^rl
drop
the body. They will
automatic paftial cover for carryingthe body
around though. The goods cannot be
removed from the body in the middle of
combat, the body must be removed from the
board or the battle must be won. If the team
holding the body bottles, the body stays
were the model carrying the body was last
positioned.
ENDINGTHE GAME
The game will end when only one gang
remains or the apprentice leaves the table.
REWARD
The Gang that captures the body of Arant
may either hand him in to the guilders to
collect the bounty of 2D6 x 10 Creds or steal
the Archeotech (roll three times on the
Outlands trader chart, ignoring all rolls that
aren't actual objects). If the Gang decides to
steal the objects roll a D6, on a 4* they are
now counted as outlaws.
EXPERIENCE
.
The leader who's gang doesn't
bottle will receive 10 experience.
Each gang member that
participated will receive d6
experience.
Each wound inflicted on a
ganger will give 5 experience.
The gang that takes out the
apprentice will receive d6
experience.
Taking the apprentice's body off
the map will receive 5
experience.
NEW SCETVARTO
5t CIVIL UwBEST
Even in the ragtag, stockaded settlements of
the Underhive there is a Code of Order, of
special note is that gang fights are not
tolerated inside the settlements. Larger
domains such as Glory Hole and Dust Falls
even opefate a no-weapon policy to ensure
no such disruptions take place.
However
gangs
Underhive
notoriously unpredictable and so
feuding gangs meet, with a long
hatred between them, even
confines of a crowded settlement
not going to stop this battle.
can
be
when two
history of
the busy
plaza are
TERRAIN
Setup starts with whichever gang has the
lowest gang rating; then it proceeds to the
next lowest gang rating and so on. Each
player takes turns setting up a piece of
terrain in on the board. try to make the
centre of the board more into a central
plaza/squarc type area.
GAfrGS
Each player takes a turn placing 3 civilians
on the board. Then each player choses a
side, corner or the middle of the table. Each
player then takes turns placing one gang
member on the table; the first figure must be
within 8" of the starting spot (the middle of
table edges, or the corner or the table, or the
middle of the table), each additional figure
must be within 8" of a previous gang
member, and no closer than 8" of any
opposing gang figure.
LIMITATIONS
Because the gangs are in a populated
settlement where weapons and equipment
is servedy restricted everyone is limited to
one
hand-to-hand
weapon,
and one
ranged/special weapon. No one will be
allowed to bring aheatry weapon on unless
they have at least one Stealth skill. If they do,
then the heavy weapon can be brought in
instead of the ranged/special
weapon.
Because figures that use heavy weapons are
so attached to their weapon,
any gang
member
that can't bring on its healy
weapon can opt to be left out of the fight,
maybe he's back at the 'habs' cleaning the
weapon!
Since the gangs were
not originally
expecting a combat sifuation, the gangs will
have not employed any Hired Guns. Only
those character models that would help out
an underdog team will be along for this ride.
clvtttANs
The civilians should be composed
of
miniatures
that
are
obviously
not
Necromunda gang miniatures. Once combat
starts, the cMlians move at the very end of
each combat round (treat them as a garrg
that rolled the worst possible initiative roll).
Any civilian within 8" of a table edge will run
offthe edge, and out of combat. Roll a d6 for
any other civilian, on a l-3 they will run to
(or stay next to) a piece ofterrain that offers
some cover, on a 1-6 they will try to run for
the nearest map edge.
If any civilian is injured, all the gangs
involved will be accused of being outlaws if
they aren't already. If more than one is
injured then all gangs will have a -1 penalty
on their die-roll to determine the outcome
of being accused of being an outlaw. If one
gang injures more than half the civilians,
that gang will suffer a -3 penalty rather than
a -1 on their die-roll.
EXPERIENCE
END G A M E
The game will end when only one gang
remains.
The leader who's team doesn't
bottle will receive 10 experience.
Each gang member that
participated will receive d6
experience.
Each wound inflicted on a ganger
will give 5 experience.
Each downed cMlian will eive d6
experience.
lf a team decides to mug the
remaining civilians, each ganger
still up will receive d6 experience.
REWARD
There isn't much reward in this scenario. If a
blood-bath starts, and civilians start dying,
the single remaining gang will collect d6
credits off of each downed cMlian. They can
also choose to mug the rest of the civilians
still on the board at the end of the game. If
they chose to do so, they also get d6 credits
off eac[ of them, but they will face the -3
dice roll penalty when determining if thev
are an outlaw at the end of the game (rather
than the -1).