Scenarios

Defend the Camp – Phase 1 

“Hang tight girl, the Queens will be here soon. Then we’ll bust outta this joint and burn it to the ground!” 
– Mindi Mox, Toxic Queens, House Escher to her Phelynx 
In this scenario, a gang assaults another gang’s camp in order to seize a valuable prize. 

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 is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew or Reinforcements. 

Battlefield

This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. 

Gang Tactics

This mission is in Phase 1 – No Gang tactics cards can be used.

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.

Attacker

The attacker selects their crew using Custom Selection (8).

Defender

The defender’s sentries are chosen via Random Selection (4), but they may exclude key fighters before drawing.

Excluded fighters return to the deck afterward, with the remaining deck forming the Reinforcements pool.

Spawn Points

Before deploying their gang, the defender places six Spawn Points anywhere they wish within 1″ of a battlefield edge and assigns them each a number from 1 to 6. 

Deployment

The defender sets up their sentries and the Target (see opposite) anywhere on the battlefield along with two Trazior pattern sentry guns (details below). The attacker then sets up each of their fighters within 2″ of any battlefield edge. 

Roaming Horrors

No Roaming Horrors are generated until the alarm has been raised. Once the alarm has been raised they are generated as described in the cheat sheet. Once they have been generated, the player with Priority rolls a D6 and places them all as close to the Spawn Point with the corresponding number as possible, at least 1″ away from other models. 

Home Turf Advantage

The defender has the Home Turf Advantage as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. 

Sneak Attack

This scenario uses the Sneak Attack rules in the Necromunda Core Rulebook. 

The Target

The attacker aims to seize a Target from the defender. If the defender holds a Captive, it is the Target; otherwise, use a Loot Casket marker.

A Captive Target is subdued, cannot activate, and lacks a Ready marker.

Carry Target (Basic): An attacker within 1″ may perform a Move (Simple) action, carrying the Target, which remains in base contact.

Fleeing the Battlefield

If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. 

Ending the Battle

If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately. 

Victory

If only the attacker has models remaining on the battlefield, or the Target has been taken off the battlefield, the attacker is victorious. Otherwise, the defender wins.

Rewards

  • Exploration Points
  • The winning gang gains 2 Exploration points. 
  • The losing gang gains 1 Exploration point. 

Experience

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. 

Trazior Pattern Sentry Gun

Deployable Platform: Trazior pattern sentry guns are deployed after a gang has finished deploying all of their models and must be placed within 1″ of a friendly fighter along with a control panel. Once placed, a Trazior pattern sentry gun cannot be moved during a battle, though friendly fighters may perform the Retarget (Basic) action: 

Retarget (Basic): A Trazior pattern sentry gun within 1″ of this fighter may pivot on the spot to face another direction. 

Target Spotted: Trazior pattern sentry guns do not gain Ready markers and cannot perform actions. Each time a fighter (either friend or foe) ends their activation within a Trazior pattern sentry gun’s vision arc and their weapons range, the Trazior pattern sentry gun will perform a Shoot (Basic) action targeting the active fighter. Trazior pattern sentry guns may react this way multiple times each round. 

If a friendly fighter is within 1″ of a Trazior pattern sentry gun’s control console then the Trazior pattern sentry gun will not target the controlling gangs’ fighters. Enemy fighters are not able to override the targeting in this manner as they do not possess the access codes. 

Overheat!: Trazior pattern sentry guns often run very hot and overheat. Each time a Trazior pattern sentry gun fires, its heat level increases by D3. If the Ammo symbol is rolled on the Firepower dice, instead of performing an Ammo check, increase the Trazior pattern sentry gun’s heat level by an additional D3. 

During the Recovery & Restart step of the End phase, each Trazior pattern sentry gun’s heat level decreases by D6. If the heat level is still 6 or higher after this reduction, the Trazior pattern sentry gun shuts down and cannot fire until its heat level drops to 0. 

Mechanical Platform: A Trazior pattern sentry gun treats all Seriously Injured results of the Injury dice as Flesh Wounds. 
Easy Repair: When a Trazior pattern sentry gun is taken Out of Action, do not roll on the Lasting Injury table, it is always considered to be Out Cold. 


Zone Exploration – Phase 1 

“Check quadrant sigma again! There must be an entrance round here somewhere.”  – Yorhla the Last Whisper, Silent Blades, House Delaque 
Two gangs search for Archeotech within Malstrain nests while defending against Malstrain forces.

Battle Type

This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew or Reinforcements. 

Battlefield

This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. 

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. Both gangs use the Hybrid Selection (3+4) method to determine their crew. 

Deployment

This scenario uses the standard rules for deployment as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. 

Gang Tactics

This mission is in Phase 1 – No Gang tactics cards can be used. 

Ending The Battle

If either gang has no models left on the battlefield at the end of any round, the battle ends immediately. 

Victory

The gang with the most Archeotech points is victorious, if both gangs have the same number of Archeotech points then the battle is a draw. 

Rewards

Exploration Points 

The winning gang gains 2 Exploration points. 

The losing and any drawing gangs gain 1 Exploration point. 

If a gang had at least 4 Archeotech points at the end of the battle, they gain an additional 1 Exploration point. 

Experience

Any fighter that increases their gang’s Archeotech points by at least 1 earns 1 XP. 

Reputation 

The victorious gang gains D3 Reputation. 

If either gang bottled out, they lose 1 Reputation. 

Hunt For Archeotech 

After the battlefield has been set up, starting with the winner of a roll-off, players take turns placing 6 Archeotech markers on the battlefield. Each Archeotech marker can be placed anywhere on the battlefield at least 6″ from a battlefield edge and 9″ from another Archeotech marker. 

Once all Archeotech markers have been placed, they are each assigned a number from 1 to 6. Any fighter within 1″ of an Archeotech marker may perform the Search for Archeotech (Basic) action: 

Search for Archeotech (Basic): The fighter makes an Intelligence test. If the test is passed then their gang increases their Archeotech points by 1. If the test is failed, the fighter’s activation ends immediately. 

Roaming Horrors 

No Roaming Horrors are placed during the first two rounds. From the third round onwards Roaming Horrors are generated as described in the cheat sheet. Once they have been generated, the player with Priority rolls a D6 and places them all as close to the Archeotech marker with the corresponding number as possible, at least 1″ away from other models. 

Fleeing The Battlefield 

If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. 

Archeo Hunters – Phase 1 

“They have the ability to PRINT weapons, we need that tech, we need the blueprints, we need the printers and we need the PLA!” – Ripchain Ratchet “The Road Boss”, Dust Jackals, House Orlock 

Battle Type 

This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew or Reinforcements. 

Battlefield 

This scenario uses the standard Battlefield Set-up rules. 

Crews 

Both players use Custom Selection (D3+7) to choose their crew. 

Deployment 

This scenario uses the standard rules for deployment. 

Gang Tactics  

This mission is in Phase 1 – No Gang tactics cards can be used. 

Objectives 

The gangs are trying to crack open a vault they believe to contain an archaeo-hoard before their rivals. 

Special Rule: The Automata 

Gangs are hunting for a rumoured archaeo-hoard – but to find it, and crack it open, they need to use an abandoned mining automata. After setting up the battlefield, randomly select one of the edges that is not part of either player’s deployment area. Place a door on this edge as close to the midpoint as possible. This is the entrance to the vault. Next, place a marker or suitable model in the center of the battlefield to represent the automata. The automata has the following profile: 

Light Carapace Armour: Light carapace armour grants a 4+ save roll. 

At the start of the battle, the automata is in a powered-down state. To power up the automata, a fighter from either gang that is within 1″ of it can perform a Power Up (Simple) action. The fighter makes an Intelligence check and, if passed, the automata becomes powered up. Once powered up, the automata immediately becomes Ready and will act as a part of the gang who powered it up until it powers down. 

In the End phase, the automata returns to a powered-down state. 

Only the automata can open the vault. If the automata is powered up and activates within 1″ of the door to the vault, it can perform a Destroy Door (Double) action. Thereafter, fighters from either gang may move off the table and into the vault via the doorway. 

Ending the Battle 

If either gang has no fighters left on the battlefield at the end of any round, including fighters that have entered the vault, the battle ends immediately. 

Victory 

The gang with the most fighters in the vault at the end is the winner. If both players have the same number of fighters in the vault, or there are no fighters in the vault, the game is a draw. 

Exploration Points 

The winning gang gains 2 Exploration points. 

The losing and any drawing gangs gain 1 Exploration point. 

Experience 

Fighters gain an addition 1 XP if they entered the vault. 

In an Arbitrated scenario, fighters that send an automata Out of Action gain D3 XP. 

Reputation 

Each gang that took part gains 1 Reputation. 

The gang with the most fighters in the vault at the end gains an additional D3 Reputation. 

Roaming Horrors 

No Roaming Horrors are placed during the first two rounds. From the third round onwards Roaming Horrors are generated as described in the cheat sheet. Once they have been generated, the player with Priority numbers the tables edges that do not contain the vault door and rolls a D3, the horrors will come on from the center of this table edge, at least 1″ away from other models. 

Fleeing the Battlefield 

If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario.