Fe
Ww
3
ini
Bl
a
a
=]
a
fy
3
5
Ba
a
,rape. Fa
somegrie else's
Whet'a gang leader orders an attack on a rival
in invafiably part of a biager picture, their goals
ranging fram taking turf to kiling a valuable target
Sometimes, this cen be achieved with just a handful
Gf fighters) a small, crack team sent out to do a
job better kept quiet. Neither is every‘conflict a
‘well-planned operation, as at times small groups of
‘gangers will stumble across an opportunity that's just
4} “foo good to Miss, Whether shaking down an ammo
stall of just roughing up some local thug-lord'who
aoked at them wrong, such conflicts are isolated
instances involving only a few members of a gang.
Often, these’are fights committed to on a whim, the
victors returhing to their gang afterwards to brag
Be. about their actions while the defeated slink away in
“ shame, Regardless of the results, these small battles
Create quite the stir wherever they occur,
TERRAIN
The Gang Raids scenarios have been written with
the plastie Zone Mortalis terrain sets very'much in
mind, allowing players to fit games into a relatively
small set of terrain which is convenient to transport
‘One or two sets of Zane Mortals Floor Tiles and
‘ne oF two sets of Zone Mortalis Walls and Columns
should suffice for most games, and these small
temrain collections can form the basis of fully-fledged
Necromunda tetrain sets in time
If players wish, they can use the card fies fron
Necromunda’ Underhive, making their games even’
more portable and simple to set up, :
‘Most of the time it’s gangers shootin’ eactr other ‘coz someone hi
some jitter-buzzed wasters just seen a chance to let off some steam
nse. That kind of trouble can kick off anywhere and any time.
bts TS al
cam
NECROMUNDA: GANG RAIDS
up's tellin them to, Other times,
and help themselves to some free stuff at
Fingers Dal’, Gun Lord Proprietor
folate eB TID ed
ey y ete aT)
The scenarios presented here are intended.
Rae eee ay
Pirate
to be playe
campaign,
ag ey
GANG RAIDS SPECIAL RULES
Due tothe relatively small size of Ganig Raids
scenarios the following rules apply to them, In
addition to any special rules listed in the scenario,
BOTTLE TESTS
Ta make a Bott test during Gang Raids scenario,
‘the player rolls a D3 instead of a D6 before adding
the result of the total number of fighters that are
Seriously Injured or Out of ActionBENEATH MY NOTICE
Itis rate for a gang leader to lead small scale
‘operations, instead giving these tasks to their most
trusted champions, Whether minor affairs requiring
a measure of sfealth or nothing more than outbreaks
of spontaneous violence, these skirmishes are
rarely anything mare than 8 handful of ganger
each side
‘To represent this, the following restrictions apply
when’ players choosing their crews (see page
118 of the Necromunda, Rulebook) for Gang
Raids scenarios:
* The player may not include a Leader as part of their
ccew. When using Random Crew Selection, do not
include their Fighter cardis) in the Fighter card deck
* The player may only include one Champion as part
ir ctew. For Random Selection, the player may.
the Champion card, which is then shuffled
into the Fighter deck a5 normal
* The player may not include any Hangers-on, Brute:
or Hired Guns as part of their cre, For Randam
SSelection, do not include their Fighter cardsin the
Fighter card deck
A MINOR AFFAIR
Gang Raids scenarios are small conflicts far removed
rom the latger conflict between gangs over territory
and business. As such, Territory and Rackets cannot
bbe staked on a Gang Raids scenario ~ delivering
‘a blaw to their opporients pride is enough ofa
reward h
DEPLOYMENT
Deployment in Gang Raids scenarios follows the
rules as explained on page 119 of the Necramunda:
fulebook. The only exception is that fighters may
1ot make use of the infiltrate skill during Gang Raids
scenat ier has the infiltrate skill, they. 3
deploy like any other fighter unless stated otherwise
LOOT CASKETS
Unless otherwise stated, no Loot caskets are placed
upon the battlefield during Gang Raids scenarios.ATTACKERS AND DEFENDERS
In this scenario, one gang is the attacker and the.
‘other is the defender. In a campaign, the player who
chose this scenario is the attacker. In a skirmish,
players rol off and the winner decides whether they
‘will attack or defend.
BATTLEFIELD
Starting with the defender, the players take it in turns
16 deploy six Zone Mortalis Floortiles (either card tiles,
‘or plastic terrain) in a 3°x2" rectangle! The defender
then deploys one tile adjacent to,a tile along either
short edge — this is the vault in which the defender
Keeps their stash, The short edge opposite the stash
vill is the escape route. in this scenario the defender
may place all of the barricades,
CREWS
‘The defender uses the Random Selection (6) method
to choose their crew. After the defender has dealt out
their starting crew, they shuffle the selected cards and
randomlyselect three fighters ~the remaining three
cards are set to one side to form their Reinforcement
deck. The attacker uses the Custorn Selectian (3)
method to choose theirjcrev
Sacer
DAVLIGHT ROBBERY
A small group of gangers come across a lightly-defended warehouse
and attempt tc loot it before they're caught.
HOME TURF ADVANTAGE
The defender Has ome Turf Advantage.
TACTICS CARDS
‘The attacker can’ choose up to two Tactics cardseThe:
defender shuffles their deck and draws two cards
at random:
If, during the pré-battle sequence, the total credits
Yalue of fighters in'one players starting crew is less
than their opponent’; they may randomly draw.
an additional Tactics card for each full 100 ctedits
of difference.
DEPLOYMENT
The attacker deploys their entire crew within the stash’
vault. They then give one of their fighters a Stash,
market. The defender then deploys their fighters
‘anywhere on the battlefield more than 6" from an
enemy fighter
OBJECTIVES
The attacker is attempting to escape with-their
pilfered loot, The defentier is trying to stop this
from happenings
ESR“REINFORCEMENTS
‘At the’startf the fourth turh’s End phase, al of the
defenders Reinforcements arrive. In this scenario,
Reinforcements are deployed by the controlling player
anywhere within 1" of the escape route and not
within 2” of an attacking fighter
CLAIMING THE STASH
AND TAKING FLIGHT
‘Any attacking fighter that is within 1° of the escape
route’at the start of any End phase can Take Flight
if their controlling player wishes, even if they are
Seriously Injured. The fighter is removed from the
battlefield, and counts as being Out of Action from
now on for the purposes of Bottle tests: In addition,
if the Stash marker is within 1" of the escape route
‘when a fighter Takes Flight, it is claimed and removed
from the battlefield
SPECIAL RULE:
GO THROUGH THEM
For the attackers there's only one way dut — through
the opposing gang. The attacker does not take
Bottle tests during this scenario. The attacker cannot,
voluntatily flee the battlefield
ENDING THE BATTLE
if either gang has no fighters-left onithe battlefield at
the end of arty round, the battle ends immediately,
FLEEING THE BATTLEFIELD
If the defender voluntarily bottles out and flees the
battlefield, their opponent automatically Wins the
scenario and clifis the Stash marker.
VICTORY
The aftackeFwins if one or more of their fighters has
2 Flight and the Stash marker has been claimed,
wise, the defender wins
REWARDS (CAMPAIGNS ONLY)
CREDITS
The attacker earns D6x10 credits if the’Stashi marker
is cdimed,
EXPERIENCE :
+ Each fighter that took part inthe battle earns 1 XP
* The Leader of the winning gang gains an addtional =
1 XP (regardless of whether they took’part im the
battle or nat)
REPUTATION .
+ The attacker gains 2 Reputation ifthe Stash matker
isclaimea. Z
* The%defencler gains D3+1 Reputation if they are
‘Victorious. if either gang bottled out, they lose
Reputation,
PNT ella)
Runes) the Arbitrator
Caer)
tig
eee
aeaay mi
destined for auction to the highest bidder
ATTAGKERS AND DEFENDERS
Jn this scenario, neither gang is the defender. Instead,
‘both gangs are attempting to beat the other to the
fiches and steal away with the prize!
BATTLEFIELD
This scenario uses the standard Battlefield Set-up
ules, The winner of a rol-off places a 1'x1' Zone
Mortals Floor tile down (either card or plastic tersain)
This tle represents the centre of the battlefield
Players then take it in turns to place four more tiles,
adjacent to the frst, forming a cross. There must be
‘a clear route from the centre file'to each battlefield
ledge furthest from the central tile
CREWS
Each player Uses the Custom Selection (4) method to,
choose their crew
TACTICS CARDS
Neither side uses Tactics cards for
DEPLOYMENT
‘A marker representing the alction item is placed at
the centre of the central tle. The Winner af a roll-off
then deploys 2 defence servitor (see below) within 1”
of this marker. Next, the winner of a roll-off chooses,
a floor tle that does pot contain the auction item,
and deploys theirentire crew within 3" of the floor
tile edge furthest from the central tile. The other
player then deploys their entire crew within 3° of
the edge of the baitlefield ditectly opposite the first
:
; MERCATOR STOREHOUSE HEIST
“wo gangs send 2 small inftraion force inte a Guild storehouse, intent on claiming a supposedly valuable item
player's depldyinent zone. The escape routes are on
the remaining two tiles, represented by the floor tile
‘edges furthest from the centraltile,
OBJECTIVES
Both gangs are alfemipting to escape.with the auction
item.
THE AUCTION ITEM
AND ESCAPING
The auction iter is rumoured
valeabl th gangs have been ordered to be
especially careful with it. If a fighter is within 1" of the
auction item, they may make the Carfy-(Simple) action
ighter may carry the auction
vitor is Out of Action, A
fighter carrying the auction item cannot use a weapon
with the Unwieldy trait unless they have the Bulging
Biceps skill fa fighter carrying the auction item is
taken Out OF Action, they drop the item = replace the
fighter with the auction iter:
be something highly
item until the defence
if fighter who is Garryiig the auction item is within
1" of an escape route at the start of-any End phase,
they/can escape with the iter — they are removed
from the baitlefield-and coynt és being Out of Action
for the purposes of Bottle tests. In addition, any
fighter within 1" of the escape foute at the start of
any End phase can escape (@ven if théy are Seriously
Injured) if the controlling player wishes ~ they are,
removed from the battlefield and count as bang Out
Of Action for the purposes of Bottle tests,
SPECIAL RULE: DEFENCE SERVITOR
cet
gun, ser
Pee
[ene ee)
Tie a
RNP
an
being redu
eae
Sete rents
preety een
eee enor
me cena n
a EEHoe cgcter aden sretacte een pool °c AVES ewes a eonegere
fighterInstead, whenever 2 fighter ends theit DBx10 credits
‘activation within line of sight ofthe sewitor, and the i luable t 3
servitor is not Engaged, the opposing player makes iC eat
an Initiative check fof the servtor. The check is 51-53 Arms Trade: The gang adds a single
automaticaly passed if tis the fist time a fighter has. weapon of their choice with a Rattyd
moved within line of sghit of the servtor this round or Legality of (10) or lower tothe stasha
ifthe fighter has made an attack against the servtor. 4 : The gang a :
ietetoad taro cc inc ian
(Basic) action. This ¢an happen several times in the ~ of exotic beasts) of their choie
samme round, ifthe sevitoris Engaged, they can make
Reaction attacks as normal
61-63 Valuable Haul: The gang adds a”
HOLE IN THE WALL weapon or piece of Wargear (net
Once per game, instead of activating a fighter, including status items or exotic beasts) OF 4
each player may place a ductway anywhere on their choice witha Rartytegaliy oF 01). =
the battlefield orlowerto thelr stash
ENDING THE BATTLE
if either gang has no fighters left on the battlefield at
the end of any round, the battle ends immediately.
erie
FLEEING THE BATTLEFIELD ‘than 125 credits.
if one gang voluntatily bottes outlandiflees the
battlefield, theit opponent automatically wins the PN Tue isa)
scenario and claims the auction item rue ees
oe eee eat
victory eerie aor
The gang which Claims the auction item is victorious, {JA oes
IF neither gang claims the auction itégy, the game's defence servitor with a gan
a draw. Seta
REWARDS (CAMPAIGNS ONLY).
EXPERIENCE:
+ Each fighter that fook paitjn the battle earns 1 XP
‘= The Leader of the gang that claimed the auction
item gains an additional 1 XP (regardless of whether
they took part in the battle Or not). In the case of a
draw neither Leader gains this bonus,
REPUTATION
* The gang that claimed the auction item gains
2 Reputation
+ Each gang gains + Reputation if this was their frst
battlé against this opponent. eeu]
+ tf either gang bottled out, they ose 1 Reputation ra
RARE GogDS f
The ganig that secured the auction item lls 066 on
. the table that follows during the post-battle sequence
‘0 see what they have stolen, Any item stolen is
immediately added to the gang's stashATTACKER AND DEFENDER
In this scenetio, one gang is the attacker and the.
(other is the'defender. In a campaign, the player who
B chose this scenario is the attacker. n a skirmish,
players roll off and the winner decides whether they
‘will dttack, or defend.
BATTLEFIELD
This Scenario uses the standard Battlefield Set-up rules
and consists of a 2'x2" battlefield
CREWS
The attacker uses the Custom Selection (5) method
for choosing their crew. The defender uses the
Custom Selection (4) mettnod for choosin:
TACTICS GARDS
Each player may select one Tactics card
If during the pre-battle sequence
Rating is less than theie
randomiy-draw an addi
100 credits
CLANDESTINE RENDEZVOUS
Rival gangers ambush a surreptitious meeting between ¢-gang and a corrupt
ficial
DEPLOYMENT
The defendet sets up the Corn
‘opposite) in the centre of the battlefield, The rest of
the defendet’s crew are then deployed within 4" of
the Enforcer: The attacker then deploys their entire
‘crew anywhere on the Battlefield more than 4" away
from an opposing fighter.
orcer (see
OBJECTIVES:
The tempting to killthe Corrupt
iif possible, wipe out thelr rivals in the
fenders are attempting to escort the
Corrupt Enforcer to safety, aware that saving their life
will afd them in the future!
AMBUSH
The attacker automatically takes Priority in the first
round, Additionally, during the first round, the
defender must make 2 Cool check for each fighter
afe activated. Ifthe check is failed, the
‘carvonly make one action in this round,
instead of twSPECIAL RULE: CORRUPT ENFORCER
The Corrupt Enforcer is on the defen
aU oeede
aoa
Pr Uae tLa!
[ane
a aa Pe
orrupt Enforcer is equipped v
fret
SPECIAL RULE: TO SAFETY
The defender’ goal is to get the Corrupt Enfor
ty I the Corrupt Enforcer & within 1" of any
of the battlefield at the start df any End phi
they can take flight if their controlling player w
a long as the Corrupt Enforcer
hes
inding and not
ly Engaged. The Corrupt Enforcer is removed
from the battlefield
ENDING THE BATTLE
The battle ends when the Corrupt Enforcer has b
escorted safely from the battlefield, or if they have
been taken Out of Action. Otherwise, ifeither gang
has.no fighters left on the battlefield at the end of
‘any round, the battle ends immediately.
VICTORY
If the Corrupt Enforcer is escorted to safety, the
defender wins: If the attacker takes the Corrupt
Enforcer Qut of Action, they afe victorious. Any other
result isa draw
DEFENDER
Severe
dee thy he
; ase @
and is d
te
at
cee
Seer ry
REWARDS (CAMPAIGNS ONLY)
EXPERIENCE
‘Each fighter that took part in the battle earns 1 XPe
* A fighter that takes the Corrupt Enforcer Out of
Action gains an, additional 1 XP.
+ The'Leader of the gang that scored the most points
onal 1 XP (reg ether they
took part in the battle or not). In the case of a dra,
neither Leader Gains the bonus,
less of w
REPUTATION
* If the defender escort
the Corrupt Enforcer to
utation.
er takes the Corrupt Enforcer Out of
Action, they gain D3 Reputation,
‘if either gang bottled out, they lose 1 Reputation,
ARBITRATING THE SCENARIO
If this is an Arbitrated scenario, the Arbitrator
controls the Corrupt Enforcer who is intent on.
Ream ects
eee
Pe ee ecru aa}
Biers}BATTLEFIELD
This scenario uses the standard Batilefield Set-up rules
and consists of up to two Zone Mortals tiles (ether
Card tiles oF plastic terrain), the playmat contamned in
B, the Neeramunda: Dark Uprising box or the inside of
the Necromunds: Underhive box lid. The players each
iblace atl, starting with the winner of a roll-off.
CREWS
Both players use the Custom Selection (4) method.
TACTICS CARDS
Neither player has any Tactics cards.
DEPLOYMENT
The winner of a roll-off can choose to deploy first
or second, The player who deploys frst chooses one
of their fighters and deploys them anywhere on the
battlefield, Players then take it in turns to deploy 3
fighter mare than 3° avay from an already deployed
fighter uni both crews have been deployed
Starting with the winner of 2 roll-off, the players
should then place D3+3 Hive Dwellers (represented
‘with appropriate models or counters), taking turn’
to place one anywhere On.the battlefield at least 1”
from either player's fighters.
OBJECTIVES
Both gangs are attempting to be the last gang left
standing!
SPECIAL RULI
A NIGHT OF REVELRY
Both ganas’ fighters consumed several rounds of
drinks each before trouble-tarted, making them
“mean drunks indeed! No fighter can take part in
9 a Group Activation in this scenario, In addition, al
“fighters are suffering from the intoxicated condition,
eS following effects, >
BAR BRAWL
Things get heated at the local drinking hole-
Each-fighter has their Movement, Weapon Skil and
Ballistic Skileharacteristic reduced by 1. Intoxicated
fighters automatically pass any Coat checks they
are required to take. The first time a fighter is
‘activated each round, roll a D6. On a 6+, or a a
from the second round Gnwards, that fighter is;no
longer intoxicated,
SPECIAL RULE: CHECK YOUR GUNS
AT THE DOOR
Most sensible saloon awners enforce a ‘no-quns
policy, to avoid situations lke these rapidly escalating
No-fanged weapons, no grenades or Unwieldy close
‘combat weapons a fighter possesses can be Used
during this scenario. iF this would leave fighter with
no usable weapons, they are assumed to be equipped
\with a’maul (representing a bar stool, table leg or
‘other improvised weapon) until the end of thé battle,SPECIAL RULE: PATRONS
This scenarié should include D3+3 Hive Dwellers (see
page 149 of the Necromunda Rulebook) deployed as
described previously
For all intents ard purposes, the Hive Dwellers are
‘treated like fighters and use the rules for movement,
stray shots, being Engaged and Pinning as normal
However, if they are reduced to O wounds, they are
‘automatically taken Out of Action without rolling any
Injury dice
Hive Dwellers do not activate normally and instead
Teact to the actions of nearby fighters. Hive Dwellers
ate triggered by the following actions:
* A fighter makes a Fight action within 3”
* Acfighter ends 3 Move action within 2"
After working out the effects of the action that
triggered the Hive Dweller, ro @.D6 on the table
‘below. Note that if there is more than éne Hive
Dweller triggered by the action, roll a separate D6 for
each one:
D6 Result :
1-2 “Oh yeah?™ The pation picks upa piece
of furniture and takes a single Shoot
action at the nearest fighter (even if
‘they didn’t-trgger the local). Resolve the
attack with'a 85 54, $2 and D1
“Ok, take it easy félla!”: The patrort”
34
stands their ground, taking fo action,
5-6. _ "I'm getting out of here!”: The patron
flees'the building: Remove them from the
batlefiel,
Unless triggered a Hive Dweller takes no action,
Pye eB oH
Pasa net ed
Revert TMC
eee owen
cial Rule: Patrons, resulting in a quicker game
en} Pr
ENDING THE BATTLE
if ether gang has no fighters left on the battlefield at
the end of any round, ihe battle ends immediately.
VICTORY
If onie gang fas fighters left’on the battlefield at the
fend of the battle, they are victorious, Ifneither gang)
does, the game is a draw.
REWARDS (CAMPAIGNS ONLY)
EFFECTS
One randomly determined fighter from the lasers:
‘few is locked up for causing trouble - that fighter
{goes Into Recavery as if they had rolled the Grievous
Injury result on the Lasting jnjun(table. If thatflghter
suffered a Critical Injury during the battle, they are
assumed to have undergone the Medical Escort post
battle action, without the nieed for the controlling
player to pick another fighter to escort them or pay.
any credits
EXPERIENCE
* Each fighter that took part in the battle earns 1 XB.
* The Leader of the victorious gang gains an
additional 1 XP (regardless of whether they took:
part in the battle or not). In the case of a draw
neither Leader gains the bonus.
REPUTATION
The gang that was victorious gains 2 Reputation
Each gang gains + Reputation if this was thelr first
battle egainst this opponent.
ARBITRATING THE SCENARIO
eee teen eae cee
ntrols the Hive Dwellers. After the players h
yed all of their fighters, the Arbitrator can
Dia
Cat
ett
instead of r
Sa
a pene
challenging for the pl
oc
fad
cet
iy
to crack some hiRael tell te TRADE)
Reertac ey a oree ett iano
CRU Re Ur ed
Pee ta eee)
eee oan aris
depths of the underhive.
ee eT ee}
eee ue ees
Peru kon)
‘with small crews In around 30 minutes on a
small-scale tabletop.
Bee uae
Pe eet a nd
Peele
eee
Seg eee
ea rte ea
Pee eee acme ae)
peru aurea
ean 5
Se ee cco
Peete ecu)
Sere een
i Zig
Le as
etd pep oem
eine ree) peor
Cer) ta
Era eres aes