Our four person campaign group elected to do a midpoint and finale 4-player game. Given credit scarcity in the Ash Wastes, we wanted a Necromunda scenario where creds could be earned. We also agreed to all take 250 creds specifically before this campaign, knowing it was rolling roads.
We decided on a modified version of the The Great Gig Robbery scenario. Four gangs got a tip on an unaccompanied cargo hauler and raced toward it down through the ravine. However, to manage the chaos we agreed that everyone started along the same board edge. This mitigated any advantage from the shifting rolling roads rules. Due to the tightly packed field, no attacks or psychic abilities were allowed in turn 1. Consequently, this gave everyone a chance to maneuver once before all out pandemonium. Smokes were allowed to be used as part of this maneuver/setup turn 1. We played Orlocks, Cawdor, Genestealer Cult, and Venators.
The Board Setup:
Here is a basic view of the opening board before gang placements.


Gang Setup:
Setup was fairly tight, except for the Genestealer Cult, who opted to flank. The Cawdor leader on “bike” and two ridge runner gangers flanked to far side.

Turn 1 – Maneuver:
Three gangs primarily pushed down the center in vehicles. Genestealer cults are flanking, and an opposite flank Cawdor “bike” and 2 ridge runners secure the far edge. Venators popped all the smokes.


Turns 2-5:
The game was nuts. Altogether, it ended up exactly what we wanted from a crazy Necromunda scenario. Some shots are below of how things unfolded but memorable moments included:
1. Toasted Orlocks: Venators stole the initiative on turn 2, using a biker to flame 8 of 9 Orlocks in the flatbed. Altogether, two were seriously injured and 5-6 were blazed, including the 3 with the demo charges!
2. Blasting Bouquet: Cawdor used an underdog grenade bouquet tactic to throw 3 blasting charges at the Venators and Orlocks. Only 1 out of action on a ganger and 1 serious injury after a champ made heroic 6 save rolls.
3. Self Immolation: The Genestealer cult leader mind controlled a Cawdor blunderbus ganger. The ganger then set three Cawdor gangers and their Rockgrinder ablaze. The mind control was pulled off twice in the battle to similar effects.
4. “By God, I’m Throwing This Demo Charge”: An Orlock wrecker with a demo charge eventually put out the flames. He stood up and threw it into the Ventor and Cawdor rockgrinders. Two gangers went OOA.
5. Get a Learners’ Permit: On an simple strength 3 hit to the Genestealer ridgerunner…it FLIPPED! The Genestealer Cult leader and familiar survived but the trajectory drastically changed the GSC tactical movements.
Enjoy the pictures!














How did it end? Who won?
Cawdor, the lowest rated gang, pulled off the victory! They looted 2 crates before the game ended after turn 5! The Orlocks had too much of an early setback to get gangers onto the cargo hauler and loot. The Genestealer Cult looked to have a late game opening. However, the ridgerunner flipped and wrecked causing some significant tactical movements changes that didn’t play out. Venators got 1 loot crate late game under the cover of smoke. They had a shot to tie, but missed 3 initiative roles needed to jump onto the cargo hauler late game.
Summary: To conclude, that was nuts! As a result it was also super fun. The full game took 6-7 hours. We started enforcing 90 second decisions once we realized how long it was going. We also could have gotten away with 5 hours if we focused. The rules adjustments worked well for this Necromunda scenario. We’d love to hear more multi-player heavy on the vehicles Necromunda scenario ideas.
Reach out if you want info on our house rules for this scenario!

Leave a Reply