A Necromunda scenario from Cinderak Burning.

Onwards and upwards with our wildly successful series… !
Necromunda
Necromunda is a tabletop skirmish wargame of anarchy & violence, where players control rival gangs of fighters battling each other for supremacy in the nightmare depths of the underhive – or out in the blasted Ash Wastes. (credit: GW book blurb!)
The Aranthian Succession – Cinderak Burning
Unlike the ‘House of…’ books this is a campaign book and expands on the story of Necromunda following the Great Rift in Warhammer 40k. As you might expect it has lots of additional rules scattered throughout and a great story upfront with the main antagonists being Esher and Goliath (the gangs in the first Necromunda starter set since re-launch – sadly no longer available).
They Come From Below
Wave after Wave of attackers swarm up from the depths whilst the defenders fight them back.
Where
Aranthian Succession – Cinderak Burning: Page 82
Battlefield
- Ash Wastes
- Sector Mechanicus
- Zone Mortalis
Crews
Defender – Random (6)
Attacker – 3 x Random (D3+1)
Rewards – Credits


Rewards – XP

Best For
Defenders: Goliaths, Corpse Grinders, Slave Ogryns – low model count good short range / close combat
Attackers: Slave Ogryns, Squat Prospectors – gangs that can use cover, but with good early firepower
What would Eeyore Do? – The Attacker
The attacker starts out with a low model count and the random selection will definitely change how you play the first couple of games. Terrain and cover are your friend so spot where the defender has left a gap and run for it. If you happen to get a few weaker models consider a sacrifice, but you need to get to round 6 so that you get all your gang on the table.
What would Declan Do? – The Defender
The defender has the same problems as Eeyore with random selection (6), and needs to cover most of the area around the hole otherwise the attackers will try to hide. So cover as many exit routes as you can, and don’t be afraid to use cover yourself.
Where possible make sure than any attackers that charge your gangers can be attacked by other gangers in a subsequent activation – because you have the advantage of activations early on. The key with this mission is to be aggressive early, as later on when the attacker get reinforcements you don’t want to be fighting up to 12 characters.
Thoughts
As is common in many scenarios the defender deploys first so is mostly forced to spread out as above, but once you’ve got an attacker trapped there are lots of options for putting them out of action. As with most Necromunda this definitely needs terrain and if playing in Ash Wastes I would consider giving the attacker a vehicle or two, otherwise the defender will have a distinct advantage.
A fun battle, but inexperienced attackers are likely to get annihilated and could have a lot of lasting damage, whilst cautious defenders may regret it later. I would also be sure to agree how bottle checks are going to work for the attacker – I would suggest gangers in all 3 waves count otherwise losing a ganger early could see a very early bottle and bath time!
— Declan and Eeyore
