Escolar Documentos
Profissional Documentos
Cultura Documentos
Contents
Archeotech Rush 3 To be added: Dome Rush, Frozen Assets, Giant
Killer, The Dreadnaught, The Hoard, Toll Bride,
Beast Hunt 5 Mugged, On the Lamb, Sump Fever, To Catch a
Curator.
Bodyguard 7
Child Prodigy 9
1
2
Archeotech Rush
A previously undiscovered archeotech hoard has turned up in a newly discovered dome.
Gangers and prospectors clash for control of the hoard. This scenario is designed to be
played as a multi-payer free-for-all but it can easily be played with only two gangs.
Battlefield Deployment
This scenario uses a standard battlefield, This scenario uses the standard rules for
as described on page 21 of the Gang War deployment (Gang War, pg. 22) with the
book. following exceptions.
The Archeotech In priority order, each player selects a
Loot caskets in this scenario represent point on the edge of the battlefield and
archeotech. They are placed just like deploys their crew within 12” of that
normal (Gang War, pg. 21). All players point and more than 12” away from any
place loot caskets, meaning there may be enemy fighters.
up to two per player. Archeotech cannot
be opened, but it is otherwise treated Special deployment such as vents,
exactly the same as loot caskets during tunnels, or the infiltrator skill may not
the battle. be used.
Treacherous Terrain Objectives
This is a wild and dangerous new dome. Each gang is trying to claim as much
When setting up terrain, there must be archeotech as possible, ideally running
at least one hazardous feature for each off all other interlopers and claiming the
participating player. These may be entire hoard.
Underhive Perils from Gang War 2, or
one of the following from the Underhive Claiming Archeotech
Rulebook: Beast Lair, Sludge Pool (at At the start of the End phase, if one of
least 5” in diameter), or Booby Traps the Archeotech tokens is within 1’’ of the
(player’s choice of which type). edge of the battlefield and there is also
an Active fighter within 1”, it is claimed
Crews by that fighter’s gang and removed from
All players use the Random Selection the battlefield. That fighter gains 1 XP.
(1d3+3) method to represent the frantic,
chaotic nature of a rush to If a gang bottles out, they may still try to
find/capture/steal/take by force the claim Archeotech tokens by getting them
archeotech. Remaining fighters will be to the edge of the battlefield with
used as reinforcements. fighters who have not yet fled.
Tactics Cards If a gang still has fighters remaining on
Each player draws two random Tactics the battlefield when the game ends (and
cards, and sets the rest of their deck they have not bottled out), any
aside. Archeotech tokens within 1” of an Active
3
Beast Hunt
The den of a group of vicious mutated Underhive beasts has been located. Their pelts will
fetch a handsome bounty with the Guilders as clearing them out makes the area much
safer, or maybe some rogue xenobiologist would be interested in them...
Battlefield they can move up to D6’’. If they end the
This scenario uses a standard battlefield, action within 6’’ of the lair, there is a
as described on page 21 of the Gang War chance they will be attacked as normal.
book.
Once placed the Beast’s Lair will act as
The Den normal (Underhive, pg. 65). If destroyed,
The center of the battlefield is replace it with a token representing a
honeycombed with pipes and tunnels beast trophy. Beast trophies may be
leading to the underground den of the moved as if they were loot caskets.
elusive beasts. No large terrain should
be placed within 8” of the center of the At the end of each round, roll 1D6 and
battlefield, but plenty of small scatter add the number of beast trophies
terrain should be used to represent to present. On an 8+ no more beasts will
den. emerge for the remainder of the battle.
Crews
All players use the Custom Selection
method.
Tactics Cards
Each player can select two Tactics cards,
and sets the rest of their deck aside. The
Beast Lure card may not be selected.
Deployment Objectives
This scenario uses the standard rules for Each gang is trying to claim as many
deployment (Gang War, pg. 22) with the beast trophies as possible, while fending
following exceptions. off the rival gang.
Special deployment such as vents, Claiming Beast Trophies
tunnels, or the infiltrator skill may not At the start of the End phase, if one of
be used. the beast trophies is within 1’’ of the
edge of the battlefield and there is also
Luring out the Beasts an Active fighter within 1”, it is claimed
Any model within the den may use the by that fighter’s gang and removed from
following action: the battlefield. That fighter gains 1 XP.
Beast Lure (Basic): Place the Beast’s Lair If a gang bottles out, they may still try to
marker within 3’’ of this fighter. Then, claim beast trophies by getting them to
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the edge of the battlefield with fighters The gang with the lower Gang Rating
who have not yet fled. gains 1 Reputation for each full 100
points of difference.
If a gang still has fighters remaining on
the battlefield when the game ends (and If either gang bottled out, they lose 1
they have not bottled out), any loot Reputation.
casket within 1” of one of an Active
fighter is considered claimed for the Notes: This is an original scenario created
purposes of determining rewards. because the Beast Lair miniature never
Ending the Battle gets used.
If only one gang has Active or Pinned
fighters left on the board at the end of
any round, the battle ends immediately.
Victory (Skirmish Only)
The Gang that claims the most beast
trophies wins the battle.
Rewards (Campaign Only)
Credits
Each claimed beast trophy is worth
1D6x10 credits if turned in to the local
Guilders. Alternatively, a gang may send
their leader or a champion to seek out a
rogue xenobiologist as post-battle action.
The fighter makes an Intelligence test: If
passed the gang gains a Friendly Doc
special territory as well as an additional
10 credits per beast trophy.
Experience
Each fighter that took part in the battle
earns 1 XP.
If at least two beast trophies were
claimed by a gang, their Leader earns 1
XP (regardless of whether they took part
in the battle or not).
Reputation
The gang that claimed the most beast
trophies gains 2 Reputation.
Each gang gains 1 Reputation if this was
their first battle against an opponent.
6
Bodyguard
One gang has been contracted to protect a valuable associate of their House through the
Underhive. But like most secrets in the Underhive, an enemy gang has caught wind of this
and will try to make a hit on the VIP. Gangs escorting a VIP seldom know who the person is
or why they are so important, all they know is that they will be well rewarded their
protection.
Attacker and Defender the center of any edge of the battlefield.
In this scenario, one gang is the attacker Their starting crew is then deployed
and the other is the defender. In a within 3” of the VIP. The attacker then
campaign, the player who chose this deploys their crew within 18” of the
scenario is the attacker. In a skirmish, opposite edge of the battlefield.
players roll off and the winner decides
whether they will attack or defend. The VIP
The VIP is treated for all intents and
Battlefield purposes as a member of the defender’s
This scenario uses a standard battlefield, gang. The VIP has the same profile,
as described on page 21 of the Gang War equipment, and skills as a Dome Runner
book. (Gang War 2, pg. 19). An Active fighter
from the defending gang must be within
Once all terrain has been placed, place a 3” of the VIP when he/she is activated, if
mine entrance or something similar in not, the VIP will immediately become
the middle of the battlefield. It needs to Broken. If an attacking fighter takes the
have a bulkhead door the size of the VIP out of action, they earn 3 XP.
plastic bulkheads from either the classic
or new Necromunda. This is where the Reinforcements
VIP has to be escorted to. At the start of each End phase, after the
first the defender roll 1D6 to see how
Crews many reinforcements arrive: 1-3 = 1, 4-6
The defender uses the Custom Selection = 2. (see Gang War, pg 52).
(1d3+1) method. The attacker uses the
Custom Selection (4d3) method. Objectives
The defender is trying escort the VIP to
Tactics Cards their destination. The attacker is trying
The attacker can choose two Tactics to take the VIP out of action.
cards. The defender shuffles their Tactics
cards deck and draws two cards from it The Destination
at random. At the start of the End phase, if the VIP is
within 1’’ of the bulkhead representing
Deployment their destination, remove them from the
This scenario uses the standard rules for battlefield. The VIP has successfully
deployment (Gang War, pg. 22) with the gotten to safety.
following exceptions. The defender
deploys first, placing the VIP within 1” of
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Taking Flight Experience
Once the attackers have completed their Each fighter that took part in the battle
objective, they can disappear back into earns 1 XP.
the shadows. Any attacking fighter that
is within 1’’ of an edge of the battlefield If the VIP is successfully escorted, all
at the start of the End phase can take defending fighters who took part in the
flight if the controlling player wishes, battle earn 1 XP.
even if they are Seriously Injured. They
are removed from the battlefield, and If the VIP is taken out of action, the
count as being Out of Action from now attacking gang’s leader earns 1 XP
on for the purposes of Bottle tests. (regardless of whether they took part in
the battle or not).
Ending the Battle
If only one gang has Active or Pinned Reputation
fighters left on the board at the end of If the VIP is taken out of action, the
any round, the battle ends immediately. attackers gain 2 Reputation and the
defenders lose 2 Reputation.
Because their honor is on the line, the
defending gang does not need to take If the VIP reached their destination, the
bottle tests, but they may voluntarily defenders gain 1 Reputation.
bottle.
Each gang gains 1 Reputation if this was
Victory (Skirmish Only) their first battle against an opponent.
The gang with the most victory points
wins the battle. Each fighter taken out is The gang with the lower Gang Rating
worth 1 VP, if the VIP makes it to the gains 1 Reputation for each full 100
escort location the defender get 5 vp, and points of difference.
the VIP is taken out of action the attacker
gain 5 VP. If either gang bottled out, they lose 1
Reputation.
Rewards (Campaign Only)
Turf Notes: This is based on the original
If the VIP reaches their destination the scenario of the same name, by Carsten
defender gains 1D3 Turf. If the VIP is Heinzmann. In translating the rewards to
taken out of action the attacker gains the new edition of Necromunda, it has
1D3 Turf. This represents land that was proven to an exceptionally lucrative
part of a business agreement the VIP was scenario. I changed the number of
making. attackers from 2d6, to a more consistent
bell curve, nobody should forced to
Credits attempt this with 2 attackers.
If the VIP reaches their destination the
defender gains 2D3x10 credits. If the VIP
is taken out of action the attacker gains
1D3x10 credits. This is a bonus from
either business associates, or the
Houses.
8
Child Prodigy
Rumor has it that a young unsanctioned psyker has been seen in a sector of Hive Primus. A
reward will be given for the safe return of the child, but all rescue teams which have
attempted to find the prodigy have not returned from the Underhive. Someone that you
know has heard a rumor that someone else has found the wyrd’s hideout. But all rumors
spread too fast, and someone that someone else knows has got the same information. Now
two gangs are hunting the young wyrd at the same moment, and only one of them will
reclaim the child...
Battlefield The Child
This scenario uses a standard battlefield, The young psyker has the following
as described on page 21 of the Gang War profile. The child has equipment besides
book. a favourite toy.
Crews M WS BS S T W I A Ld Cl Wil Int
All players use the Custom Selection
4 5+ 5+ 2 2 1 4+ 1 10+ 10+ 6+ 10+
method.
Tactics Cards Precog: The child will ignore any wound
Each player can select two Tactics cards, in a successful Willpower test.
and sets the rest of their deck aside.
Presence tokens: These represent the
Deployment child’s psychic projections intended to
This scenario uses the standard rules for throw off the hunters. Only one of the
deployment (Gang War, pg. 22), with the tokens is marked ‘Wyrd’ - the rest are
following exceptions. Gangs may only Fake. When a fighter ends movement
deploy 8” onto the battlefield. within 2” of a Presence token, reveal it. If
it’s a fake remove the token from play. If
Special deployment such as vents, it’s the wyrd replace it with a suitable
tunnels, or the infiltrator skill may not model and remove the other Presence
be used. tokens.
After deployment, and in priority order, Once the child is on the battlefield they
players take turns placing five Presence will Activate at the end of the Action
tokens face down on the battlefield, over Phase moving 2d6 inches in a random
8” from any fighter of any other direction, unless Unleashed or following
Presence token. a fighter. If the movement roll is a
double, the psyker becomes Unleashed
Objectives after moving. If the child is Unleashed
The goal for both gangs is to convince when Activated, it will move as normal
the child to follow them off of the and then roll on the Instinctive Psyker
battlefield, or failing that drag the young Power Table.
psyker along kicking and screaming!
9
Fighters may not target the child with an 2” of the child may make the following
attack, or place a template/blast marker action:
so that it hits the child. Stray shots or
scattering blast markers may still hit the You’re Coming With Me! (Double): Make a
child, if wounded removed the child strength test, if successful the fighter
from the battlefield. makes a normal move, then place the
child in base contact. If unsuccessful, the
Follow me! child becomes Unleashed.
An Active fighter within 2” of the child
may make the following action: Psyker Unleashed
Use a Broken token to indicate when the
Follow Me! (Basic): Make a Leadership young psyker is Unleashed. If the child
test, subtracting 2 from the roll. You ever becomes Broken, it become
may add 1 to the roll for each other unleashed instead. When the child
Active friendly model within 2” of the becomes Unleashed immediately roll on
child. If the child is already following the Instinctive Psyker Power Table. Any
another fighter, you may try to convince attempt to convince the child while
them to follow you instead, but subtract Unleashed will suffer an additional -2
an additional 2 from the roll. penalty. If the child started its activation
Unleashed, roll on the Instinctive Psyker
If the test is failed the wyrd will become Power Table after moving. The child will
Unleashed. If the roll matches the try to recover from being unleashed
fighter’s leadership exactly the child is exactly like recovering from being
not fully convinced, nothing happens Broken, treating all fighters as friendly
and further attempts may be made. models, everyone will try to calm the
little maniac down!
Otherwise, immediately place the child
in base contact with the convincing Securing the Child
fighter. The child will follow the most At the start of the End phase, if the child
recent fighter to succeeded at is within 1’’ of the edge of the battlefield
convincing. This fighter may move the and there is also an Active fighter within
child exactly like a like loot casket. If 1”, they are claimed by that fighter’s
they ever end movement not in base gang and removed from the battlefield.
contact with the child, are seriously That fighter gains 1 XP.
injured, or taken out of action, the child
goes return to wandering randomly and If a gang bottles out, they may still try to
will need to be convinced once again. claim the child by getting them to the
edge of the battlefield with fighters who
The child will treat all fighters as have not yet fled.
friendly models for the purposes of
Nerve Checks, but instead of becoming If a gang still has fighters remaining on
Broken the they will become Unleashed. the battlefield when the game ends (and
they have not bottled out), and the child
Stubborn Child is within 1” of one of an Active fighter, it
Instead of convincing the child a fighter is considered claimed for the purposes of
may grab the young wyrd and drag them determining rewards.
along by force. An Active fighter within
10
Crystal Mining
The Underhive is full of industrial waste that seeps down from the fanufactorums into the
deserted badzones. The right mixture of chemicals and conditions can cause crystals to
form where this waste collects. These crystals are in demand and can be sold to Guilders
for a tidy profit. Crystal mining is dangerous work though, as the toxic gas emitted from
these waste pools is enough to kill a ganger. In this scenario, two gangs encounter each
other while following up on a lead about a rich vein of crystals.
Battlefield Crystals
This scenario uses a standard battlefield, Roll 1d3 for each player to determine
as described on page 21 of the Gang War how many crystals there are. In Priority
book. order, players take turns placing them in
sludge pools, at least 1” from the edge of
If playing a Sector Mechanicus game, the pool, at least 4” away from any other
there must be several toxic waste pools crystals, and at least 12” away from the
on the battlefield. They should cover edge of the battlefield. Crystals may be
approximately 1’x1’ of the battlefield moved exactly the same way as loot
when combined. Spread them out within caskets.
12” of the center of the battlefield. They
follow all the rules for Toxic Sludge Objectives
(Underhive Rulebook, pg. 66). Each gang is trying to claim as many
crystals as possible, ideally running off
If playing a Zone MortaLis game, at least all other interlopers and claiming the
one-third of the tiles must contain Toxic entire hoard.
Sludge.
Claiming Crystals
Crews At the start of the End phase, if one of
All players use the Custom Selection the crystals is within 1’’ of the edge of the
method. battlefield and there is also an Active
fighter within 1”, it is claimed by that
Tactics Cards fighter’s gang and removed from the
Each player can select two Tactics cards, battlefield. That fighter gains 1 XP.
and sets the rest of their deck aside.
Deployment If a gang bottles out, they may still try to
This scenario uses the standard rules for claim crystals by getting them to the
deployment (Gang War, pg. 22) with the edge of the battlefield with fighters who
following exceptions. have not yet fled.
Special deployment such as vents, If a gang still has fighters remaining on
tunnels, or the infiltrator skill may not the battlefield when the game ends (and
be used. they have not bottled out), any crystal
within 1” of an Active fighter is
considered claimed for the purposes of
determining rewards.
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Toxic Gas Ending the Battle
If an Active fighter starts their activation If only one gang has Active or Pinned
in Toxic Sludge, or moves into Toxic fighters left on the board at the end of
Sludge they take an automatic hit as if any round, the battle ends immediately.
affected by a Gas weapon. Instead of
making an injury roll, roll on the Toxic Crystals are rare and valuable. Gangs
Gas Table. may roll 1 extra die and discard the
highest when making bottle tests.
D6 TOXIC GAS TABLE
Victory (Skirmish Only)
1 They’re Crawling All Over Me! The The Gang that claims the most Crystals
victim is convinced they are covered wins the battle.
with spiders, plague rats, or other
unpleasant creatures. The victim’s Rewards (Campaign Only)
activation ends and they are pinned.
Turf
2 Over There! The victim is convinced If only one gang does not bottle out, they
the enemy is all around, hiding may claim the area as their own gaining
behind every piece of cover, lurking a Chem-pit territory.
just out of sight, ready to drop from
above. The victim's activation ends. Credits
Roll a scatter die and face the fighter Each claimed crystal is worth 2d6x5
in that direction. Draw a line from
credits. If you have a Guilder Contact
the center of their vision arc to the
maximum range of their most territory you gain an additional 10
expensive ranged weapon. Do not credits per crystal sold.
roll to hit, but roll the ammo die in
case an ammo test in needed or the Experience
weapon is rapid fire. Check for stray Each fighter that took part in the battle
shots as normal for any fighter, earns 1 XP.
friend or foe along this line of fire.
3 Run For It! The victim is overcome If one gang claims the most crystals,
with terror, eyes wide as they start to their Leader earns 1 XP (regardless of
dribble and gibber. The model ends whether they took part in the battle or
its activation and is automatically not).
Broken.
Reputation
4 Nauseating! The fighter’s activation
If a gang claims the Chem-pit they gain 1
ends and they take a flesh wound
from the toxic vapors. Reputation.
5 Can’t Breathe! The fighter inhales Each gang gains 1 Reputation if this was
the gas coughs a few times and falls their first battle against an opponent.
to the ground gasping for air. The
model ends its activation and is The gang with the lower Gang Rating
seriously injured.
gains 1 Reputation for each full 100
6 Highly Toxic! The fighter coughs a points of difference.
few times and falls into the sludge
unconscious. They are out of action. If either gang bottled out, they lose 1
Reputation.
13
15
In addition, if a fighter is wounded by a measuring or asking all players to close
Plague Zombie in close combat they may their eyes each time a fighter moves
contract the disease. Note which gang would reveal too much. Once located
members are wounded by zombies on any model may use an action if they are
the gang roster, and at the end of the within 1” of the escape point to leave the
game roll a D6 on the table below to see battlefield.
whether they are infected. Note that this
is in addition to the Zombie Injury Table Ending the Battle
if the fighter goes out of action. The game continues until all the gang
ZOMBIE PLAGUE TABLE members involved have either been
Modifiers: taken out of action or have managed to
Only suffered flesh wounds or was not escape
reduced to 0 wounds: +2
Friendly or Rogue Doc controlled by There are no bottle tests in this scenario -
gang: +1 none of the gangers would know where
Member of gang has Medicae skill: +1 to run. Neither can the gangers escape
Gang Owns a Medicae Kit: +1
off any table edge. The only way out is
D6
through the designated escape route.
1- Zombie Time! The gang member is
3 infected and suffers brain death Victory (Skirmish Only)
within hours. Roll of 1-3 the new Anyone who has models escape is a
Zombie wanders off into the wastes winner!
to join his fellows, all their
equipment is lost. On a roll of 4-6 the
Rewards (Campaign Only)
zombie attacks a randomly
determined friendly gang member, Experience
fight out the close combat Each fighter that took part in the battle
immediately, with the Plague Zombie earns 1d3 XP. Note that fighters do not
characteristics, the zombie counts as earn experience for taking Plague
charging. In either event all of the Zombies out of action.
model's equipment is infected and
counts as destroyed. Surviving this scenario is (or at least
4- Sickness: The victim feels weak and should be) very difficult. Anyone who
5 ill for days and goes into Recovery. survives and makes their way back
uphive will, without a doubt, earn a
6 Clear: After a few tense days no reputation as one of the most iron hard,
symptoms of zombie plague have tough gangers in the hive. Any surviving
emerged and the gang member is in gang members should make a roll on the
the clear.
“I Survived the Zombie Lair!” table to
find out the benefits of their outing.
Objectives
The gangs are attempting to fight their
I SURVIVED THE ZOMBIE LAIR!
way out past the hoards of Plague D6 TABLE
Zombies that are closing in on them and
escape back uphive. They must locate 1 Killer Rep: Stories of the gang
the escape point, when any fighter member’s brutal and bloody escape
moves within 8” of the exit the Zombie from the Zombie Lair quickly spread
Player should reveal the location. This through the Hive. The gang member
distance is approximate because
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