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Scenarios
There are many scenarios available for your games of Necromunda. Below you will find a selection from across the internet as well as those available in the rulebook (available online).

From The Internet

Arbitrator Inspection - Author Unknown
It is unusual for Arbitrators to venture into the underhive. It takes a particularly heinous crime or a strong rumour of exceptional threat before even an Arbitrator can be motivated to visit such a dangerous and unstable place. In this scenario an Arbitrator has been instructed to conduct an investigation in the underhive. One gang is charged with the job of escorting the Arbitrator and ensuring his safe return. This is not necessarily a welcome honour, since if the rumours are true then there will be many who are ready to stop the Arbitrator in his tracks. To make matters worse, when on escort duty a gang has to be squeaky clean - it would be very unwise to parade the gang's wyrds or pit slaves.

Cruor Vita-Mortis Vita - Todd
Basically, this scenario involves a Scout squad from the Adeptus Astartes detachment stationed on the Palatine Hive on Necromunda. In order to keep the Scouts gene-seed growing, they must engage in battle. And, the Underhive offers a plethora of those who should be purged; Mutants, Cultists, Deviants, Abhumans, Psykers. As such, tactical hit-and-run missions are undertaken, usually with an objective.

Maxi Gang Fight - Author Unknown
The big problem when playing Necromunda in more than two players is the delay between the same player's turns. I solved it reducing the number of models per gang.

Multiple Gang Fight - Jason Abbott
General rules for multiple gang fights. Because of the lack of space, and the ease of getting stuck in a really bad position on the board in a multi-player game, it's often a good idea to split each gang into two parts. One way to do this is to divide the teams in half, with those with higher initiatives and lighter weapons on one part, and those with heavier weapons and slower initiatives on the other part. Then, when it comes time to roll initiative, each team rolls twice, with the higher roll going to the faster part of the team, and the lower roll going to the slower part of the team.

Night of the Sump Beast - Author Unknown
At the very bottom of Hive Primus lies The Sump. It is here that the Underhive's worst creatures are spawned. Dumped chemicals and disgusting conditions cause normal beasts and even men to mutate and become blood hungry, uncontrollable monsters. The hides and fangs of these beasts are heavily sought after and very valuable, few people dare to hunt these beasts. This scenario is based around a gang who, being either very brave or very stupid, are caught in the middle of one such hunt.

Toll Bridge - Gary & Mark James
This scenario is basically a gang fight with the addition of a take and hold objective. Unless stated otherwise, all the rules for the Gang Fight scenario apply here as well. A new territory is introduced - toll bridge - as are rules for rowing boats and randomly attacking giant spiders.

Tunnels Scenario
The floors of the underhive are virtually covered with air ducts, empty water pipes, and various other types of tunnels. Gang fighters can use these underground passageways to their advantage during a fight. If a gang has control of tunnels, they allow the fighters to deploy behind their enemy's lines. This scenario represents two gangs fighting for control over the entrances to a tunnel network. This game is basically a Gang Fight with an objective.

Brawl In The Pits - Scott Spieker
When two clans converge on a rich cache of archeotech, the first one to draw their guns is usually the one who wins.

Spider Hunt Scenario - Brett DeWald
A small segment of the underhive has become infested with giant spiders. Body parts from giant spiders can be sold for a high price in the marketplace. This is a rare opportunity for a gang to increase its income. Unfortunately, news of the infestation has traveled fast. Multiple gangs acting on the news are likely to run into each other on site. The result can be extremely bloody as rival gangs must try to find spiders and secure the area simultaneously.

Muggers Scenario
A small group of tourists (idiots!) with a small escort is easy prey for an outlaw gang.

Imperial Depot Raid
This is a new scenario for brave Necromundan Warriors. It involves assaulting an Imperial Depot Station, and if succesful will result in great rewards, but it has its risks.... It does involve at least one Imperial Guard squad, so it helps if one player owns a 40k IG army, along with the codex for reference.

Double Double Cross Scenario
Two gang leaders meet a a pre-arranged location for the trading of goods or prisoners, sometimes one will double cross the other and start shooting, but occasionally both will try to double cross the other, that is when it starts getting messy! (or fun depending on how you look at it!)

Archeotech Rush
Gangs wandering in the wastelands around the settlements may chance upon archeotech lying unclaimed on the wastes, and if they get a bit too excited about their find (almost definite), another gang may hear about them and come rushing to cash in on the small horde!

Twenty-Five Necromunda scenarios (In French)
These scenarios can be easily understood with the use of one the many automatic translation services available on the internet.

The Dreadnought - Richard Irvine
A dreadnought is the mechanical sarcophagus of a Space Marine. Heavily armoured and laden with the most powerful of weapons, it is designed to deal with the most formidable of foes. Buried in the wastes of the Underhive for millennia, it has at last been stumbled upon. However, the uncultured underhivers aren't really cut out for Dreadnought maintenance, and as they blindly fumble around, the monster comes to life, and with guns blazing sets off on a trail of destruction.

Escort - Richard Irvine
The escorts stood, one on either side of the Guilder, guns at the ready. Every minute sound made them spin round, the threat of an ambush looming closer and closer. The guilder kept his head down, praying to the Emperor that his strength diminishing armour would kept the bullets at bay. The group made hardly a sound, concentrating on the task ahead, waiting for the inevitable attack on the notorious guilder. Just outside the settlement, that inevitable attack came.

Grab that 'Tech - Richard Irvine
In this scenario, news has come to light of a piece of archeotech which has been dumped. A number of gangs have sent some muscle to claim it, but they will have to wait for the Guilder Patrol to leave before they can start shooting...

The Trial - Richard Irvine
Gangs often send their least experienced members on a trial, where each is given a task to complete and therefore prove themselves. To succeed is to be gain respect, to fail is certain humilation...

Slaughter Ball - Richard Irvine
Slaughter ball is the most violent, brutal, dangerous, barbaric sport known to man. It's also incredibly good fun!

Durlsey Games Club Scenarios
The Informant
In this scenario powerful interests have pitted up to 4 gangs against one another in a search for a man who knows too much and is on the run.
Caspar Pound, former Guilder has made and lost fortunes in his time. He has brokered deals for the wealthy, the successful, the powerful and the downright dangerous. But now he’s no longer everyones favorite. He knows too much. Now he’s a wanted man. Now he’s on the run with a price on his head. Can he make it out of the sector alive?
The Gangs taking part have all been provided sufficient information to know the sector that Pound is now hiding in. The Sector is dominated by the old, and now disused, Arc-Ruff Bennett factory complex, the perfect place to go to ground before making a break out of the sector.

The Heist
Brinxmatt Inc have held a lucrative contract for the secure shipment of valuables, documents and currency between Freeport, Serenity City and the rest of the sector. In this scenario various powerful interests have become aware of the shipment of a very valuable item from off planet. Through their Guild contacts a number of gangs have been hired to raid the vehicle and obtain the item en route.

The Double Cross
The Double Cross - A variation on the Rescue Mission scenario
Pictures from the above scenarios


Alternative Settings for your games of Necromunda
The Vale of Tears - Peter Edge
The Vale of Tears was originally a world colonised by the Human Empire. For many generations, however, it has been cut off from normal commerce, and become a complex battlefield of different races, national groups, and political coalitions. As a setting for skirmishing, it should appeal to players who prefer a greater degree of flexibility in unit design, and more open-air settings, than in standard Necromunda.

Hot Night In Reagnstown - Mike Prescott
...rather than stick to the usual setting of Necromunda I opted to set my campaign on Hades ( hit Necromunda then turn left and you cant miss it.) another hive world. The campaign itself is something slightly different to the normal affair as not only do the players have to worry about each others gangs, they also have the threat of an Ork invasion bearing down on them.

Necromunda Theta 462 Campaign - The Dursley Games Club
This campaign takes place in the sector that immediately surrounds Freeport - one of the major ports that dot the Hives surface – known colloquially as Theta 462; it is Sector Theta of Level 462. Like the rest of the Underhive Theta 462 offers every opportunity for wealth, power, and danger.
Freeport itself is a lifeline out of the Hive to the other Necromundan Hives and desert stations, even off planet to the wider Imperium of Man and beyond. Its traffic is vital to the ruling interests of the Hive City, and useful to the Noble Houses of the Spire when more illicit transportation is required. Noble and Hive City Houses maintain representatives in the sector, and the Guilders, the independent financial force of traders on the planet, are a force to be reckoned with.


Lost Scenarios
These Scenarios are no longer on the web, if you have a copy please email me.
Aliens Lair
Alien - T Collins
The Running Man - T Collins
Break Through
Fortress
The Ghost and the Darkness
Arbitrator Scenario : Bike Race Tunnels Scenario
Run for It
The Chaos Bio-Assassin
The Blooding


From The Rulebook For those who don't have the original edition, the outlander scenarios should hopefully be available soon from the Fanatic Website.

Gang Fight-The Source Book
Scavengers-The Source Book
Hit And Run-The Source Book
Ambush-The Source Book
The Raid-The Source Book
Rescue Mission-The Source Book
Shoot-Out-The Source Book

The Hit-Outlanders
Loot And Pillage-Outlanders
The Hunters-Outlanders
Caravan-Outlanders

Lord Of The Spire
Purge
Storming The Barricades

Gang War
I stopped getting the Gang War magazines shortly after it became the Necromunda magazine, what was featured in it after that I don't know. Games Workshop are currently rereleasing the game, so these scenarios may not be out of print much longer.

The Last Stand-Gang War 1
Showdown At The Wildsnake Saloon-Gang War 1
Predator-Gang War 2
Total Recall-Gang War 2
The Shambler-Gang War 3
Striking A Deal-Gang War 4
Escape Route-Gang War 5
Wounded Man-Gang War 5
The Duel-Gang War 5

Swamp Fever-Gang War 6
Archeotech Rush-Gang War 6
The Gauntlet-Gang War 6
The Great White One-Gang War 6

The Gunk Flood-Necromunda Magazine 1
Alliance-Necromunda Magazine 2
Giant Killer-Necromunda Magazine 2
Loss Of Grace-Necromunda Magazine 2
On The Lamb-Necromunda Magazine 2
Civil Unrest-Necromunda Magazine 2
Lair Of The Rat-Necromunda Magazine 2

Mini Campaigns
Only 24hrs To Save The Hive-Gang War 1
Deeper Underground-Gang War 3
Apocalypse-Gang War 5
Incursion-Necromunda Magazine 1


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