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Uprising Campaign Events

RAW ✔️ Source: The Book of Ruin

Uprising Campaign Events provide arbitrators with a collection of Chaos-themed campaign-wide events to add to their games, ranging from storms of unbound Warp entities, outbreaks of cannibalism and starving sump beasts crawling up into the light to sow havoc among the underhive.

If they choose, the Arbitrator can roll on the Uprising Campaign Events table at the start of each campaign week. The generated event is then in effect for the duration of the campaign week and applies to all games played this campaign week. Alternatively, the Arbitrator can choose an event that suits the current state of their campaign.

Note that some of the results reference other Necromunda publications in addition to the Necromunda Rulebook and Necromunda: Gangs of the Underhive. In these instances, if the Arbitrator does not have these publications, the additional event effects pertaining to them can be ignored.

D66Campaign Events
11Psychic Phenomena: For this campaign week, all psykers add 3 to their dice rolls when making Willpower checks to manifest their powers. Fighters who use Ghast (see page 124 of Necromunda: The Book of Judgement) gain two psychic powers rather than one, though automatically gain the Insane condition when they take the chem. Finally, Possessed Hivers, increase their Strength by 3.
12Restless Daemons: This campaign week, all battles must include Possessed Hivers. In addition, when testing each round to see if a Horror of the Underhive appears, players must roll two dice and choose the higher result. If a suitable model is not available to represent the Possessed Hiver, this result can be re-rolled.
13Survivor Enclaves: For their first battle of this campaign week, in addition to any other rewards, the winning gang will gain a new territory, randomly generated using the Uprising Territory table (see page 73 of Necromunda: Dark Uprising). If the campaign is currently in the Damnation phase, these territories begin as Ruined.
14Hive Breach: For all battles played this campaign week, in the End phase of each round, players must check to see if the toxic atmosphere beyond the hive will spill into the battlefield. Roll 3D6. If the roll contains a double, in the following round visibility is reduced, and all ranged attacks suffer -1 to hit. In addition, fighters must make a Toughness check (adding the benefits of respirators or filter plugs if they have them) in the End phase. If they fail, they suffer a Flesh Wound. If the results of the roll were a triple, the above effects apply, but in addition, the Pitch Black rules (see page 120 of the Necromunda Rulebook) come into effect for the following round.
15Emergency Sanctioning: This campaign week, all gangs can include up to three Hive Scum or one Bounty Hunter in any of their battles without having to pay their hiring cost. These hired guns leave the gang at the end of the campaign week.
16Reality Wavers: For this campaign week, bold fighters can take advantage of this madness, dashing through corporeal structures before they solidify once more. When moving, Fighters can treat walls and solid terrain features as if they were not there, provided they do not end their movement within the terrain feature. However, this is not without its risks. When a fighter moves through a wall or solid terrain feature, roll a D6. On a 1 or 2 they are taken Out of Action.
21Dome Quake: During this campaign week gangs cannot fight for too long in one place, lest they be crushed. Players should roll a D6+3 at the start of the battle; this is how many rounds the battle will last. When this round limit is reached, work out victory conditions and rewards as normal.
22Rancid Meat: At the start of this campaign week all gangs must remove any Meat they have in their gang stash. In addition, all fighters begin this campaign week with the Starving condition. If this is the Insurrection phase, Starving fighters may be fed by spending 30 credits, recovering from the condition just as if they had eaten a portion of Meat.
23Gifts of the Masters: During this campaign week, gangs can roll on their Favours table after each battle, rather than only once at the beginning of the campaign week. However, each successive time a roll on the Favour table is made in the same campaign week the result must be reduced by 1, counting any result lower than 2 as a 2. (i.e., if it were the second time, the dice roll would be reduced by 1, if it were the third, the roll would be reduced by 2, and so on).
24Burning Blood: During this campaign week, when a fighter is wounded, all fighters within 2" of them must make a test to see if they catch fire, just as if they had been hit by a weapon with the Blaze trait. In addition, fighters with Flesh Wounds count as revealed in scenarios using the Pitch Black rules.
25Baleful Energies: During this campaign week, if it is the Insurrection phase, the rules for Festering Injuries come into effect. If it is the Damnation phase, when checking to see if a Lasting Injury becomes a Festering Injury, fighters must roll two D6 and choose the highest result.
26Hungering Darkness: During this campaign week, all battles use the Horrors in the Dark rules.
31Broken Alliances: During this campaign week, gangs cannot use hired guns. In addition, if a gang has an alliance (such as with the Merchants Guild, Recidivists, etc), and if they are called upon to Test the Alliance, they must roll two D6 and choose the higher result.
32Proxy War: Any time during this campaign week, when called upon to fight a battle, a player can choose to field a proxy gang rather than their actual gang, if they have appropriate models available. A proxy gang is led by a Bounty Hunter, with two additional Bounty Hunters taking the role of Champions. The rest of the gang is filled out with Hive Scum up to the scenario's crew limit. The Gang Rating of a proxy gang cannot exceed the Gang Rating of the gang they are standing in for.
33Urban Renewal: At the beginning of this campaign week, each player must give up one of their territories (this cannot be their hideout), and replace it with a new randomly generated territory from the Uprising Territories table.
34Cannibalistic Fury: During this campaign week, all fighters subject to the Starving condition add D3 to their Strength characteristic rather than lowering it by 1. In addition, until the end of this campaign week, the Starving condition cannot be removed from a fighter by feeding them Meat, or by using the Cannibalise action.
35Supreme Ascendancy: This campaign week, the side with Ascendancy can add or subtract 2 from the dice roll to determine which scenario will be played during the pre-battle sequence. However, the pressures of impending victory are taking their toll, and if the faction loses even a single battle this campaign week, they lose Ascendancy to their rivals, just as if they had lost more battles than they had won.
36Extra Bullet Rations: During this campaign week, all weapons with the Rapid Fire trait roll an extra Ammo dice (i.e, a Rapid Fire (1) weapon would roll two Ammo dice, while a Rapid Fire (2) weapon would roll three, etc).
41Gaze of the Harvest Lord: This campaign week, fighters who dispatch their enemies in the embrace of close combat are justly rewarded for their efforts. A fighter who takes an enemy fighter Out of Action, with a weapon with the Melee and/or Versatile trait, earns an additional D3 Experience points. Coup de Grace actions do not count. However, if the fighter subsequently suffers a Lasting Injury in the same battle, this injury will automatically become a Festering Injury if it is the Damnation phase.
42Tide of Scum: During this campaign week, during the pre-battle sequence, if a player does not have enough fighters in their gang to fill out their crew allowance for the scenario, they can make up the shortfall with any Hive Scum models they have, without the need to pay their hiring cost.
43Systems Failure: At the start of any battle played this campaign week, both players must roll a D6. The higher of the two results is the number of rounds before the battlefield suffers a complete system failure. After this many rounds have been played, the Pitch Black rules come into effect for the remainder of the battle. In addition, in a Zone Mortalis battle, doors can no longer be opened or closed normally, and must instead be forced.
44Dead Guilders: During this campaign week, the Arbitrator can run a multi-player battle in which any gang is welcome to play. Given the remoteness of the haul, gangs can only have three fighters in their crew. All gangs who participate will be able to grab something from the haul, even if they lose, and so after the battle can add D6x10 credits to their stash. The last gang standing, however, can claim the haul, adding 6D6x10 credits to their gang's stash.
45Wild Snake Distillery: This campaign week all fighters that are part of a crew must make a Willpower check during the pre-battle sequence. Those that fail begin the battle subject to the Intoxicated condition.
46Plague of Madness: This campaign week, after selecting crews during the pre-battle sequence, players must make an Intelligence check for each of their fighters taking part in the battle. Those that fail begin the battle subject to the Insane condition.
51Scrapalanche: This campaign week, all gangs may make one extra Scavenging roll after each battle they take part in, regardless of the outcome.
52Fleeting Utopia: This campaign week counts as being part of the Insurrection phase if it is the Damnation phase. Ruined territories count as un-Ruined for this campaign week, and all the normal rules of the Insurrection phase come into effect. If it is the Insurrection phase, then it is a rare time of plenty in the hive, and any Ruined territories count as un-Ruined. In addition, each territory produces twice its normal amount of rewards (i.e, if a Territory provides a gang with a free Ganger, they will gain two free Gangers instead).
53Pardons for Pay: At the beginning of this campaign week, any Outlaw gang (with the exception of Corpse Grinder gangs, Helot Chaos Cults gangs and Chaos Corrupted gangs) can choose to align themselves with Order, or reaffirm their allegiance if they are already working for Order. If they do so, they lose their Outlaw status.
54Something to Prove: At the beginning of this campaign week, any player that wishes, can take part in a special, multi-player Shootout scenario. For this scenario, each player creates and fields a single Bounty Hunter, with each Bounty Hunter counting as a crew in its own right. The player with the last Bounty Hunter standing can add their Bounty Hunter to their gang for free for the remainder of the current cycle.
55Warzone: This campaign week, if it is the Insurrection phase, the Rarity of all weapons is reduced by 3. If it is the Damnation phase, gangs can roll twice when making Scavenging rolls, and choose either of the results on the Scavenging table.
56Spawn Again: This campaign week, when a fighter is taken Out of Action by a psychic power, they must make a Willpower check. If the test is passed they are removed from play as normal and roll on the Lasting Injuries table. If the fighter fails, they count as having rolled a 66 (Memorable Death) on the Lasting Injuries table, and may be replaced with a Chaos Spawn if an appropriate model is available. This Chaos Spawn is under the control of the dead fighter's gang. The Chaos Spawn may also be retained by its gang, though they must test to control it between battles.
61Meat Market: This campaign week, if it is the Insurrection phase, gangs can buy Meat from the Trading Post for 10 credits per portion, and each time they visit the Trading Post may purchase a number of portions up to the number of fighters in their gang. If it is the Damnation phase, all gangs receive an extra portion of Meat after each battle they fight, regardless of whether they win or lose.
62Jealous Rage: At the start of this campaign week, all players must resolve a leadership challenge within their gang. They must select their Leader and the second most valuable fighter in their gang (or the most valuable if there is one with a higher Rating than their Leader). The Leader, and the selected fighter, must then fight (place them on the battlefield 12" apart, and roll for priority to see which fighter activates first). Ideally another player, or the Arbitrator, will control the challenger. If the Leader is the last one standing then there is no additional effect, if the challenger wins, then they become gang leader (gaining the Leader title), while the old Leader becomes a champion (gaining the Champion title).
63The Unaligned will Inherit the Hive: At the start of this campaign week, if it is the Insurrection phase, any gang may choose to become Unaligned in allegiance. During the campaign week, fighters in an Unaligned gang will earn 1 additional Experience point if they take part in a battle. If it is the Damnation phase, gangs may choose to not count their victories for their allegiance. In which case, each of their fighters who took part in the battle earns an extra 1 point of Experience.
64A Silence Descends: For the duration of this campaign week, fighters cannot use psychic powers, while Daemons and demonically possessed hivers reduce their Strength and Toughness by 2, to a minimum of 1. In addition, all fighters must deduct 2 from their dice rolls when making Leadership and Cool checks.
65Violent Demise: This campaign week, when a fighter is taken Out of Action, place a 3" Blast marker on them, before removing them from the battlefield. Any fighters under this marker each immediately suffer a Strength 3, AP -, Damage 1 hit with the Knockback trait.
66Divine Intervention: For the duration of this campaign week, any gangs Aligned with Order add 2 to their Leadership checks and Cool checks, and may re-roll results on the Lasting Injuries table for their fighters. The light of the God-Emperor, however, antagonises the enemies of the Imperium, and they fight all the harder to bring down their hated foes. This campaign week, all gangs aligned with Chaos, are considered to automatically pass any Bottle tests they are required to take.