24. Pit Fight
- Necromunda: Core Rulebook (2023)
- Necromunda: Rulebook (2018)
RAW ✔️ Necromunda: Core Rulebook (2023), p250; originally published in Gang War 3 and Necromunda: Rulebook (2018)
"Any of you craven scummers willing to take me on?"
- Durgan Kill-fist, Champion of the Brokebone, Outcast Leader
In this scenario, gangs put forward their best fighters in order to try to win a large prize.
Battle Type
This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot be included in any 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. It is advisable to make the battlefield no larger than 24" x 24".
Crews
This scenario uses the standard rules for choosing a crew, as described in the Scenario Rules: Choose Crew section. All gangs use the Custom Selection (1) method to determine their crew – this fighter is their Champion.
Deployment
Players take turns placing their starting crew in contact with one of the battlefield edges and at least 12" from any other Champion.
Gang Tactics
Each player may choose one gang tactic from those available to their gang.
Ending the Battle
If there is no more than one Champion on the battlefield at the end of any round, the battle ends immediately.
Victory
The gang with the last Champion standing is the winner. If there are no Champions left at the end of the game, it is a draw between all the participants.
Rewards
Credits
The victorious gang adds D6x5 credits to their Stash for each other Champion that took part in the fight.
Experience
Each Champion earns 1 XP for each enemy Champion they take Out of Action.
The victorious Champion earns an additional D3 XP.
Reputation
Each gang gains 1 Reputation for showing up, plus 2 extra Reputation if their Champion survives to round six.
The victorious gang gains an additional 4 Reputation.
It's Only a Scratch!
No one likes a quick fight, and the Champions know that they need to put on a show with lots of blood. For this scenario, fighters ignore Flesh Wound results on the Injury dice and treat Seriously Injured results as Flesh Wounds instead. Fighters cannot perform the Coup de Grace (Simple) action – no easy deaths!
Round One…
Pit fights have rules… after a fashion. For the first two rounds, no Ranged weapons or Grenades may be used. In rounds three and four, no Ranged weapons with the Unwieldy trait or Grenades may be used. From round five onwards, all weapons may be used.
Arbitrating The Scenario
The Arbitrator can act as arena overseer, setting up the battlefield and controlling its perils. In addition to the placement of doors, gantries and barricades, during the End phase, the Arbitrator can add pitfalls, frag or melta traps, ducts or other features to the battlefield.
RAW ✔️ Source: Necromunda: Rulebook (2018)
Chosen champions fight for the honour of their gang.
Battlefield
This scenario uses the standard Battlefield Setup rules. It is advisable to make the battlefield no larger than 24" x 24" – alternatively, players can use the interior of the Necromunda: Underhive box to represent a deadly fighting pit.
Crews
Each player chooses one of their Champions.
Tactics Cards
Each player may choose one Tactics card from their deck.
Deployment
Players take turns placing their Champions in contact with one of the battlefield edges and at least 12" from an already deployed Champion.
Objectives
Champions have been selected to fight for their gang's honour. The last Champion standing will be declared victorious.
Special Rule: It's Only a Scratch!
No one likes a quick fight, and the Champions know that they need to put on a show with lots of blood. For this scenario, fighters ignore Flesh Wound results on the Injury dice and treat Seriously Injured results as Flesh Wounds instead. Fighters cannot take the Coup de Grace action – no easy deaths!
Special Rule: Round One…
Pitfights have rules… after a fashion. For the first two rounds, no Ranged weapons or Grenades may be used. In rounds three and four, no Ranged weapons with the Unwieldy trait or Grenades may be used. From round five onwards, all weapons may be used.
Ending the Battle
The battle ends when only one Champion remains on the battlefield. If, at the end of any round, all of the Champions have gone Out of Action, the battle will end.
Victory
The gang with the last Champion standing is the winner. If there are no Champions left at the end of the game, it is a draw between all the participants.
Rewards (Campaigns Only)
Credits
The victorious Champion wins D6x5 credits for each other Champion that took part in the fight.
Experience
• Each Champion gains 1 XP for taking part, and an additional 1 XP for each enemy they take Out of Action. The victorious Champion gains D3 XP.
Reputation
• Each gang gains 1 Reputation for showing up, plus 2 extra Reputation if their Champion survives to round six. • The gang whose Champion wins earns an additional 4 Reputation.
Arbitrating The Scenario
The Arbitrator can act as arena overseer, setting up the battlefield and controlling its perils. In addition to the placement of doors, gantries and barricades, during the End phase, the Arbitrator can add pitfalls, frag or melta traps, ducts or other features to the battlefield.