Ten Fun N17 Scenarios converted for Necromunda: Skirmish

Homebrew

“Nobody remembers the dustups where two evenly matched gangs ground each other to a stalemate; they remember the hopeless struggles against impossible odds.” - Nico “Upstart”  Ramage, Venator Hunter

I cannot stand the leaked Scenarios. Soulless. Absolutely soulless. I put together a Google Doc with some older scenarios converted over to the new rules that I've seen posted here. I just copied that into here as I didn't want to post a link to the doc. Would love feedback. And would love if this helps some people. This wasn't terribly difficult and I think it will work.

Scenarios have been altered to mirror the VP and Objective language of the new edition. I have attempted to convert these in a way that ensures the Deployment, Crew, and Side Job tables all still work. If I noticed that some wouldn’t, I made a little note. None are designed to work with models that have the “Vehicle” Subtype. I’ve used the word “fighter” in this document instead of “model” to help with that.

One of the items in each Core Book scenario is this language: “If only one player has at least one fighter on the battlefield, they are victorious. If neither player has any fighters on the battlefield, the battle is a draw.” This is a bother, as I believe it means that killing the enemy gang will always win. I’m hoping this resolves itself in that if you focused on doing that, you can’t complete the objective. New bottling rules may really help here. So, leaving it in just as the Core Book does in most scenarios.

1. Khimerix Hunt

A hidden beast lurks nearby. Whenever a fighter suffers a wound, has injury dice rolled, or is taken Out of Action, that fighter's controller rolls a D6; on a 5+, the Khimerix appears in base contact with that fighter (or where it fell, if Out of Action) if the Khimerix is not on the board. Each additional roll in the same round adds +1 to the result, and it will not appear twice in one round. The Khimerix is armed with gaseous eruption breath and razor-sharp talons.

Once on the battlefield, the Khimerix immediately acts, always targeting the closest fighter: if in base contact with a fighter, it fights; if a fighter is within 9", it charges; if within 12", it moves then shoots; if already wounded, it regenerates instead. If none apply, remove it from the battlefield. Any fighter within 12" of the Khimerix must select it as their target if they attack. Any time the Khimerix is involved in any action performed by a gang fighter (e.g., Fight, Shoot, a Wyrd Power), after resolving the action, the Khimerix immediately acts again per the list above.

During the Check for Victory step of the End phase, a gang scores 1 VP if they wounded the Khimerix that round, or 2 VP if they took it Out of Action that round. The winner is the first player to reach 5 VP or the player with the most VP when the Khimerix goes Out of Action. If only one player has at least one fighter on the battlefield, they are victorious. If neither player has any fighters on the battlefield, the battle is a draw.

2. Deus Ex Machina

After deployment, one player randomly selects a single fighter in their own gang to be possessed by a rogue machine spirit. That fighter gains +1 to all characteristics (cannot go above maximum) and may attempt a 5+ save against any attack in place of its armour save (not modified by Armour Piercing; only one save attempt per attack). 

The opposing gang knows this fighter's identity from the start and is hunting it. If the possessed fighter is taken Out of Action, remove it and place a marker in its place. Any enemy fighter in base contact with the marker may perform a Double action and pass an Intelligence check (-2) to capture it, removing it from the battlefield in their possession. If the marker is left unclaimed, any fighter from the possessed fighter's own gang may instead perform a Simple action in base contact to pick it up. That fighter becomes the new possessed fighter, gaining the bonuses above. 

During the Check for Victory step of the End phase, the hunting gang scores 5 VP if they captured the marker that round; otherwise, the possessing gang scores 1 VP if the marker remains uncaptured. The winner is the first player to reach 5 VP. If only one player has at least one fighter on the battlefield, they are victorious. If neither player has any fighters on the battlefield, the battle is a draw.

3. Gunk Tank

Note: Suggest not using the Ambush Deployment Zones for this.

Place a Gunk Tank objective in the centre of the battlefield. A fighter in base contact may perform a Siphon (Double) action; if successful, they gain a gunk token (a fighter may only carry one at a time). If a fighter carrying a gunk token is hit by a Blaze(X) weapon, the Blaze roll is an automatic success. If a fighter carrying a token is Seriously Injured or taken Out of Action, the token is dropped where they fell. If a fighter carrying a token reaches the battlefield edge in their own deployment zone, the gunk token can be removed from them.

During the Check for Victory step of the End phase, a gang scores 1 VP for each gunk token removed from the battlefield edge in their own deployment zone that round. The winner is the first player to reach 5 VP. If only one player has at least one fighter on the battlefield, they are victorious. If neither player has any fighters on the battlefield, the battle is a draw.

4. Cauldron of Lies

Note: Suggest not using the Stand-off or Ambush Deployment Zones for this.

Take turns placing five Loot caskets at least 6" from any deployment zone and 8” from each other. At the start of each round, each player secretly chooses one agenda for that round: Kill Them All (take enemy fighters Out of Action), Escape the Underhive (get your own fighters off the battlefield edge opposite your deployment zone where they are immediately removed), or Hidden Treasures (return Loot caskets to your own deployment zone). At the start of each round, each player may secretly name one agenda other than their own to nullify for their opponent that round; a player cannot nullify the same agenda in consecutive rounds. 

During the Check for Victory step of the End phase, players reveal their secret agenda and the agenda they nullified. A gang scores 1 VP for each qualifying result matching their chosen agenda that round (enemies Out of Action, fighters escaped, or caskets returned). The winner is the first player to reach 5 VP. If only one player has at least one fighter on the battlefield, they are victorious. If neither player has any fighters on the battlefield, the battle is a draw.

5. Race to the Vault

Note: This one requires a specific deployment and battlefield shape.

Set up a Tunnel Warfare battlefield that is 2’ by 4’ with a deployment zone running 6” along one short edge and a Vault Entrance objective placed at the opposite end. 

During the Check for Victory step of the End phase, a gang scores 1 VP for each of their fighters within 1" of the Vault Entrance that round; those fighters are then removed from the battlefield and counted as Out of Action for Bottle test purposes. The winner is the first player to reach 3 VP. If only one player has at least one fighter on the battlefield, they are victorious. If neither player has any fighters on the battlefield, the battle is a draw.

6. Urban Renewal

Place a Structure (Toughness 9, 10 Wounds) in the centre of the battlefield. Models may attack it with ranged or melee attacks as if it were an enemy fighter; melee attacks against it automatically hit, and ranged attacks cannot target it from beyond 12". Each time the Structure takes damage, all fighters on the battlefield must pass an Initiative check or become Pinned (and fall, if within 1" of a ledge); a natural 1 also inflicts a Strength 3 hit. 

When the Structure loses its last Wound, it is destroyed and removed. From the following End phase onward, the battlefield collapses inward by an additional 6" radius from the centre each round; fighters caught in a newly-collapsed area must pass an Initiative check or be removed and treated as Out of Action. Once the Structure is destroyed, fighters may also freely exit via any battlefield edge by ending their activation touching it, counting as Out of Action but avoiding further injury rolls. 

During the Check for Victory step of the End phase, a gang scores 1 VP the round they deal the killing damage to the Structure, and 1 VP for each of their fighters that exits via the battlefield that round. The winner is the first player to reach 10 VP or the highest VP if neither player has any fighters on the battlefield. If only one player has at least one fighter on the battlefield, they are victorious.

7. Hunt Them Down

Note: This one requires a specific deployment and battlefield shape.

Set up a Zone Mortalis battlefield two tiles wide and three tiles long. One player (the runners) deploys their fighters in base contact with one short edge; the other player (the hunters) deploys no fighters at the start of the battle. At the start of round two, the hunters place D3+3 of their fighters in contact with the runners' starting edge (not in base contact with an enemy fighter); at the start of each round thereafter, they may place D3 more fighters, either at that edge or within 8" of an already-deployed fighter of their own (not in base contact with an enemy fighter), until their full gang has entered. 

If a runner fighter ends the End phase within 2" of the far short edge, remove the two tiles nearest the runners' starting edge; any hunter fighters on those tiles are set aside and re-enter later per the deployment rule above, while runner fighters on those tiles are removed and treated as Out of Action (including injury rolls). The hunters then add two tiles to the battlefield at the runners' leading edge, maintaining the two-by-three tile footprint. 

During the Check for Victory step of the End phase, the hunters score 1 VP for each runner fighter taken Out of Action that round; the runners score 1 VP for each of their own fighters still on the battlefield at the end of round 9. The winner is the first player to reach 5 VP, or whoever has more VP at the end of round 9 if neither reaches it first. If only one player has at least one fighter on the battlefield, they are victorious. If neither player has any fighters on the battlefield, the battle is a draw.

8. Toll Bridge

Note: Suggest only using Sniping Range or Face Off Deployment Zones for this, with the bridge dividing them.

Leave a 12"-wide impassable river down the centre of the battlefield, crossed by a single bridge; fighters cannot voluntarily enter the river, and any fighter that falls in is immediately taken Out of Action. Place an objective at the centre of the bridge. From the End phase of round three onward, roll a D6: on a 5, the bridge pivots 90 degrees one way; on a 6, it pivots 90 degrees the other way; otherwise it stays put. Any fighter within 1" of the bridge's ends when it pivots must pass an Initiative check or fall — onto the shore (becoming Suppressed) if the end was touching shore before moving, or into the river (Out of Action) otherwise. 

During the Check for Victory step of the End phase, from round three onward, a gang scores 1 VP if they have a fighter that is not Suppressed/Seriously Injured on the bridge and their opponent does not. The winner is the first player to reach 2 VP. If only one player has at least one fighter on the battlefield, they are victorious. If neither player has any fighters on the battlefield, the battle is a draw.

9. Ghast Harvest

Note: Suggest not using the Stand-off or Ambush Deployment Zones for this.

Place four ghast deposit objectives on the battlefield at least 12” from each other and 6” from a deployment zone. A fighter in base contact may perform a Harvest Ghast (Double) action and make an Intelligence check; if passed, they gain a marker representing a bag of unrefined ghast (no fighter may hold more than two). After any harvest attempt, whether successful or not, roll a D6: on a 6+, that deposit is exhausted and removed. If a fighter is taken Out of Action, any markers it holds are discarded. 

After a successful harvest attempt, a fighter must also pass a Toughness check (+2 if wearing a respirator) or roll on the following table: on a 1-3, they are activated again immediately under their opponent's control; on a 4-5, they become a psyker and gain a random Wyrd Power; on a 6, they gain a random Wyrd Power and add 2 to all their dice rolls for the rest of the battle. 

During the Check for Victory step of the End phase, count the number of markers each gang has. If any gang has 5 or more markers at the time of checking, they win. If only one player has at least one fighter on the battlefield, they are victorious. If neither player has any fighters on the battlefield, the battle is a draw.

10. Escape the Pit!

Note: Suggest only using Sniping Range, Face Off, or Chance Encounter Deployment Zones for this. This scenario really plays out differently depending on the battlefield.

Place an escape point in the centre of the battlefield (on the highest point possible if not a Tunnel Warfare battle), and five Loot caskets at least 6" from any deployment zone, 8" from each other, and 12" from the escape point. A fighter within 1" of the escape point may exit the battlefield at the start of any End phase, even if Seriously Injured; once removed, it counts as Out of Action for Bottle test purposes only. 

From the start of round three onward, roll a D6 at the start of each round: on a 3+, the battlefield shrinks. If battling over Zone Mortalis terrain, randomly select one of the edge-most tiles and remove it from the board (note that the tile with the escape point is always the last tile to be removed). Otherwise, randomly choose a board edge and remove all terrain within 6" of both this edge and the opposite edge. These areas are now no longer part of the battlefield. Any fighter caught in a removed area must pass an Initiative check or be taken Out of Action; if they pass, move them to the nearest remaining battlefield area. 

During the Check for Victory step of the End phase, a gang scores 1 VP for each of their fighters that escapes that round, plus 1 additional VP if that fighter was carrying a Loot casket. The winner is the first player to reach 5 VP. If only one player has at least one fighter on the battlefield, they are victorious. If neither player has any fighters on the battlefield, the battle is a draw.

Posted Aug 10, 2026, 4:23 PM UTC

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