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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.

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.