9. Border Dispute
“Back off ya mangy dogs – this be our turf now!” - Karli Two-shots, Acid Queens, House Escher
In this scenario, each gang is seeking to secure their Turf and drive off the other gang – and the best way to do this is to defile the other gang’s relic.
- 2023 Rulebook version
- 2018 Rulebook version
Source: Necromunda 2023 Rulebook
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.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Scenario Rules: Choose Crew section. Both gangs use the Hybrid Selection (D3+3) method to determine their crew. The rest of each gang’s Fighter cards are shuffled together to form the Reinforcements decks.
Deployment
The players roll off and the winner picks one half of the battlefield to be their turf, then draws a card at random from their starting crew and sets up that fighter in their turf, 1" away from the centre of the battlefield. The other player then does the same in the opposite half of the battlefield (their turf).
Then, starting with the player that set up the first fighter, the players take turns setting up the remaining fighters in their starting crew using the standard rules for deployment.
Finally, each player places a gang relic in their own turf. This can either be a generic token or a small terrain feature. The gang relic must be set up at least 5" away from any edge of the battlefield.
Gang Tactics
Unless one player has a lower Gang Rating than their opponent, as follows, neither player has any gang tactics at the start of the battle. Instead, at the start of each round after the first, each player randomly determines a gang tactic.
If, during the pre-battle sequence, one player’s Gang Rating is less than their opponent’s, then they may randomly determine a gang tactic during step 7 of the pre-battle sequence for each full 100 credits of difference.
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 one gang has any fighters on the battlefield – not including Prone and Seriously Injured fighters – at the end of the battle, and their gang relic has not been defiled, they are victorious. Any other result is a draw.
Rewards
Credits
If a gang’s relic was not defiled, they add D6x10 credits to their Stash. Otherwise, they add D3x10 credits to their Stash.
Experience
If a fighter defiles an enemy gang’s relic, they earn D3 XP.
The victorious gang’s Leader earns D3 XP (regardless of whether they took part in the battle or not).
Reputation
If one gang’s Relic was defiled and the other's was not, the gang with the defiled Relic loses D3 Reputation and the other gang gains D3 Reputation. If either gang bottled out, they lose 1 Reputation.
Gang Relics
Add 2 to the result of any Cool tests and Leadership tests made for friendly fighters within 6" of their gang relic.
Defile The Relic
A fighter within 1" of an enemy gang’s relic may perform the Defile Relic (Double) action.
Defile Relic (Double): The relic is defiled by the activating fighter. Once a relic has been defiled, it no longer offers any bonuses to Cool tests and Leadership tests, and cannot be defiled again.
Reinforcements
At the start of each End phase, each player rolls a D3 and receives that many Reinforcements. These are deployed one at a time, starting with the player that has the Priority marker and alternating until all Reinforcements are deployed.
Fleeing The Battlefield
If either gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. Additionally, if the losing gang’s relic hasn’t been defiled, a random fighter from the winning gang is considered to have defiled it.
Source: Necromunda 2018 Rulebook
Battlefield
This scenario uses the standard Battlefield Set-up rules.
Crews
- Random (D3+3) + Reinforcements.
Tactics Cards
- Random (1) at the start of each round after the first.
- Underdog (starting crew cost): +1 random per 100 credits.
Deployment
Standard with the following exceptions:
Roll-off, the winner picks one half to be their Turf, then sets up a random fighter from their crew within 1” of the centre of the battlefield, in their own half. The other gang then does the same.
Then, starting with the gang that set up the first fighter, take turns setting up one of the remaining fighters in the crew within their own Turf, at least 12” from the dividing line.
Finally, each gang sets up a gang relic in their own deployment zone, at least 5” away from any edge of the battlefield.
Gang Relics
Each gang is seeking to secure their Turf and drive off the other gang - and the best way to do this is to defile the other gang’s Relic.
- +2 for any Cool and Leadership tests made by friendly fighters within 6” of the gang relic (while undefiled).
Defiling a Relic
If the relic is left unprotected, the enemy will try to wreck it, tear it down, mark it with their own gang's tag or ruin it in a more creative fashion!
Spend a Double action within 1” to wreck the relic. It no longers offers any bonuses and can't be wrecked again.
Reinforcements
- D3 per gang.
- Start of each End phase.
- Take turns deploying one at a time, starting with the gang with Priority.
Ending the Battle
The battle ends when only one gang has fighters remaining (at the end of a round).
Fleeing the Battlefield
If a gang voluntarily Bottles out and flees the battlefield, their opponent automatically wins the scenario. The Leader of the winning gang is considered to have defiled the losing gang’s Relic.
Victory
The gang with fighters left on the battlefield (not including Seriously Injured fighters) and a gang relic not defiled wins. If both gang relics are defiled, it is a draw.
Rewards
Credits
- D6x10 to each gang whose gang relic was not defiled.
- D3x10 to each gang whose gang relic was defiled.
Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 to a fighter defiling a relic.
- +1 to the Leader of the gang which had fighters on the battlefield at the end of the battle (regardless of whether they took part in the battle or not).
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
Reputation
- +2 if only the opponent’s relic was defiled.
- -2 if only the gang’s relic was defiled.
- +1 to both gangs if this was the first battle against each other.
- -1 to any gang that bottled out.