60. Bar Brawl
- Necromunda: Apocrypha Necromunda
- White Dwarf 449, Return to Zone Mortalis (12/2019)
RAW ✔️ Source: Necromunda: Apocrypha Necromunda, originally published in White Dwarf 449, Return to Zone Mortalis (12/2019)
The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In Campaign play, these scenarios are perfect for players wishing to strike at their opponents without risking their whole gang, or for gangs who have several fighters In Recovery, allowing a gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll-off can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries.
"Nobody calls me a liar. Not here. Not anywhere. The Sumpkroc was at least 12 foot long, and if you don't believe me, I'll be more than happy to tell it again to your bullet-riddled body!"
- 'Blood and Guts' Belle, Blood Orchids, House Escher
In this scenario, things turn heated at the local drinking hole.
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.
Battlefield
This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. The battlefield should be no larger than 1'x2'.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. Both gangs use the Custom Selection (4) method to determine their crew.
Deployment
The winner of a roll-off chooses to deploy first or second. Players take it in turns to deploy a fighter anywhere on the battlefield, but not within 3" of another fighter, until both crews have been fully deployed.
Once both crews have been fully deployed, starting with the winner of a roll-off, the players then place D3+3 Hive Dwellers (represented with appropriate models or markers), taking turns to place one anywhere on the battlefield at least 1" from either player's fighters.
Gang Tactics
Neither side can use gang tactics in this scenario.
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 only one gang has fighters left on the battlefield at the end of the battle, that gang is victorious. If neither gang has fighters left on the battlefield at the end of the battle, the battle is a draw.
Rewards
"No Rewards for Trouble Makers!"
One randomly selected fighter from the loser's crew is locked up by the local Enforcers for causing trouble – a few days of solitary confinement and no food or water being just the cure for breaching the peace!
That fighter goes Into Recovery. If that fighter suffered a Critical Injury during the battle, they are assumed to have undergone the Medical Escort post-battle action, without the need for the controlling player to pick another fighter to escort them or pay any credits.
Experience
The Leader of the winning gang earns 1 XP (despite not taking part in the battle).
Reputation
The victorious gang gains 2 Reputation.
Each gang gains 1 Reputation if this was their first battle against this opponent.
If either gang bottled out, they lose 1 Reputation.
A Night of Revelry
Both gangs' fighters have consumed their share of drink before starting trouble, making them mean drunks indeed. As a result, all fighters are subject to the following rules:
- No fighter can take part in a Group Activation during this scenario.
- All fighters are suffering from the Intoxicated condition, with the following effects:
- Each Intoxicated fighter reduces their Movement, Weapon Skill and Ballistic Skill characteristic by 1.
- Intoxicated fighters automatically pass any Cool tests they are required to make.
- Each time an Intoxicated fighter is activated, roll a D6. On a 6, that fighter is no longer Intoxicated.
Guns At The Door
Most sensible saloon owners enforce a 'no guns policy' to avoid situations like these from rapidly escalating. No ranged weapons, no grenades and no close combat weapons with the Unwieldy trait a fighter possesses can be used during this scenario. If this would leave a fighter with no usable weapons, they are assumed to be equipped with a heavy club, representing a bar stool, table leg or similar improvised weapon, until the end of the battle.
Mind the Patrons
This scenario includes D3+3 Hive Dwellers, deployed as described previously. Hive Dwellers have the following profile:
Hive Dwellers
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Heavy club | - | E | - | - | S | - | 2 | - | Concussion, Melee |
Skills: - Wargear: -
Arbitrating The Scenario
If this is an Arbitrated scenario, the Arbitrator controls the Hive Dwellers. After the players have deployed all of their fighters, the Arbitrator can place any number of Hive Dwellers anywhere on the battlefield. Whenever the actions of the fighters would cause a Hive Dweller to activate, instead of rolling a dice, the Arbitrator chooses what the Hive Dweller's reaction will be.
Barroom Brawlers
For all intents and purposes, the Hive Dwellers are treated like fighters and follow all of the normal rules for movement, stray shots, being Engaged, becoming Pinned, and so on. However, if they are reduced to 0 wounds, they are automatically taken Out of Action without rolling any Injury dice.
Hive Dwellers do not activate normally and instead react to the actions of nearby fighters. Hive Dwellers are triggered by the following actions:
- A fighter makes a Fight (Basic) action within 3".
- A fighter ends a Move (Simple) action within 2".
After working out the effects of the action that triggered the Hive Dweller, roll a D6 on the table below. Note that if there is more than one Hive Dweller triggered by the action, roll a separate D6 for each one:
| D6 | Hive Dweller Reaction |
|---|---|
| 1-2 | "Oh yeah?": The Hive Dweller picks up a bottle or tankard and attacks the nearest fighter: - If the nearest fighter is Standing and is within 2" of the Hive Dweller, the Hive Dweller moves into base contact with the fighter and immediately makes a close combat attack, targeting that fighter (ignoring assists and interference). - If the nearest fighter is Prone, or is more than 2" away from the Hive Dweller, they hurl something at the fighter. Make a hit roll using the Hive Dweller's BS. If a hit is scored, it is resolved at S2, AP-, and D1. |
| 3-4 | "OK, take it easy fella!": The Hive Dweller stands their ground, taking no action. |
| 5-6 | "I'm getting out of here!": The Hive Dweller flees the building. Remove them from the battlefield. |
Unless triggered, a Hive Dweller takes no action.
RAW ✔️ Source: White Dwarf 449, Return to Zone Mortalis (12/2019)
Things get heated at the local drinking hole.
Battlefield
This scenario uses the standard Battlefield Set-up rules and consists of up to two Zone Mortalis tiles (either card tiles or plastic terrain), the playmat contained in the Necromunda: Dark Uprising box or the inside of the Necromunda: Underhive box lid. The players each place a tile, starting with the winner of a roll-off.
Crews
Both players use the Custom Selection (4) method.
Tactics Cards
Neither player has any Tactics cards.
Deployment
The winner of a roll-off can choose to deploy first or second. The player who deploys first chooses one of their fighters and deploys them anywhere on the battlefield. Players then take it in turns to deploy a fighter more than 3" away from an already deployed fighter until both crews have been deployed
Starting with the winner of a roll-off, the players should then place D3+3 Hive Dwellers (represented with appropriate models or counters), taking turns to place one anywhere on the battlefield at least 1" from either player's fighters.

Objectives
Both gangs are attempting to be the last gang left standing!
Special Rule: A Night of Revelry
Both gangs' fighters consumed several rounds of drinks each before trouble started, making them mean drunks indeed! No fighter can take part in a Group Activation in this scenario. In addition, all fighters are suffering from the Intoxicated condition, with the following effects:
Each fighter has their Movement, Weapon Skill and Ballistic Skill characteristic reduced by 1. Intoxicated fighters automatically pass any Cool checks they are required to take. The first time a fighter is activated each round, roll a D6. On a 6+, or a 4+ from the second round onwards, that fighter is no longer Intoxicated.
Special Rule: Check Your Guns at the Door
Most sensible saloon owners enforce a 'no-guns policy', to avoid situations like these rapidly escalating. No ranged weapons, no grenades or Unwieldy close combat weapons a fighter possesses can be used during this scenario. If this would leave a fighter with no usable weapons, they are assumed to be equipped with a maul (representing a bar stool, table leg or other improvised weapon) until the end of the battle
Special Rule: Patrons
This scenario should include D3+3 Hive Dwellers deployed as described previously.
For all intents and purposes, the Hive Dwellers are treated like fighters and use the rules for movement, stray shots, being Engaged and Pinning as normal. However, if they are reduced to 0 wounds, they are automatically taken Out of Action without rolling any Injury dice.
Hive Dwellers do not activate normally and instead react to the actions of nearby fighters. Hive Dwellers are triggered by the following actions:
- A fighter makes a Fight action within 3".
- A fighter ends a Move action within 2".
After working out the effects of the action that triggered the Hive Dweller, roll a D6 on the table below. Note that if there is more than one Hive Dweller triggered by the action, roll a separate D6 for each one:
| D6 | Result |
|---|---|
| 1-2 | "Oh yeah?": The patron picks up a piece of furniture and takes a single Shoot action at the nearest fighter (even if they didn't trigger the local). Resolve the attack with a BS 5+, S2 and D1. |
| 3-4 | "OK, take it easy fella!": The patron stands their ground, taking no action. |
| 5-6 | "I'm getting out of here!": The patron flees the building. Remove them from the battlefield. |
Unless triggered a Hive Dweller takes no action.
If both players decide, or the campaign Arbitrator is present, this scenario can be run without the Special Rule: Patrons, resulting in a quicker game without having to resolve the Hive Dwellers' actions. If this is the case, ignore any references to Hive Dwellers while playing this scenario.
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 fighters left on the battlefield at the end of the battle, they are victorious. If neither gang does, the game is a draw.
Rewards (Campaigns Only)
Effects
One randomly determined fighter from the loser's crew is locked up for causing trouble - that fighter goes Into Recovery as if they had rolled the Grievous Injury result on the Lasting Injury table. If that fighter suffered a Critical Injury during the battle, they are assumed to have undergone the Medical Escort post-battle action, without the need for the controlling player to pick another fighter to escort them or pay any credits.
Experience
- Each fighter that took part in the battle earns 1 XP
- The Leader of the victorious gang gains an additional 1 XP (regardless of whether they took part in the battle or not). In the case of a draw, neither Leader gains the bonus.
Reputation
The gang that was victorious gains 2 Reputation.
Each gang gains 1 Reputation if this was their first battle against this opponent.
Arbitrating the Scenario
If this is an Arbitrated scenario, the Arbitrator controls the Hive Dwellers. After the players have deployed all of their fighters, the Arbitrator can place any number of Hive Dwellers anywhere on the battlefield. Whenever the actions of the fighters would cause a Hive Dweller to activate, instead of rolling a dice, the Arbitrator chooses what the Hive Dweller's reaction will be.
If the Arbitrator wants to make the scenario more challenging for the players, they might want to create a gang of one or two Guilder Watchmen or perhaps a single Palanite Enforcer to represent the local law showing up to crack some heads - and they actually can wield guns!