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SP '18 Cycle One Scenario:As Above, So Below


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Hey Gangers,

I should have gotten this posted earlier, but here is our custom scenario fro Cycle One.  This is designed to give your gang a boost, and gain some extra turf, early in the campaign.  Its also designed to force you to acquaint yourself with the rules for both Zone Mortalis and Sector Mechanicus games.  It should only be played by untested gangs, for their first game.  If you both agree, you can select this scenario without rolling on the scenario selection table.  


Ping me with any questions, typos, clarifications etc, and i'll get back to you as soon as I can.


Scenario: As Above, So Below


  • Recent pumping and recovery efforts have uncovered vast unclaimed sections of the underhive.  This offers your gang a spectacular chance to stake your claim, but only if you move fast. Splitting your forces gives you a chance to cover more ground, and make your mark on these unclaimed territories.  Let's just hope your rivals don’t get the same idea.

  • This Scenario may only be fought by Gangs fighting their first battle of the Turf War


Battle Field

This scenario takes place with your forces split, simultaneously on a Zone Mortalis board, as well as a Sector Mechanicus board.   Set up, following the normal rules from Gang War 1, a small board of 3d terrain, as well as a small board of Zone Mortalis tiles. Barricades, Doors, and Ductways should all be used to ensure good mobility across the board.



Before deployment both gangs will select their forces for the underground and the 3D boards.   To begin, select D3+1 fighters for each board. Additional Fighters will come in as reinforcements during subsequent turns.



Players roll off, and the winner decides whether to take the Priority Marker or give it to their opponent.  The Player with priority will choose one of the two boards, and select an edge to deploy their crew for that board.  Their opponent then sets up their models for that board. The player without the Priority marker will then select a board edge on the remaining board, and deploy their crew.



In the scramble to explore this new territory, your gangers have spread out, and may not be nearby when the battle starts.  Each turn, beginning with the 2nd turn, each player must add D3-1 random gang members to one of the two boards. Select which board they will arrive on, before you roll for the number.  The player with priority must declare which board they will arrive on first.



If at the end of any turn, either player has no fighters remaining on one of the boards,  they have abandoned their attempts to claim this board. Set aside any fighters on this board who are seriously injured, until the end of the battle, and roll for them as normall. Neither gang may bring additional reinforcements onto this board.   If one gang does have active fighters still on this board, they gain one victory point. When both boards have been either claimed or abandoned, the game is over.


Fighters remaining on an uncontested board, make no actions, but count as active fighters, for the purposes of bottle tests.





A gang will gain one Turf for each victory point they have achieved.  If your opponent has gained two Turf in this battle, your gang was forced out of the easy to reach areas, but has still found a place to claim while fleeing their opponents.  Gain one turf, but make no roll to see if it is a special territory.



Each Fighter that took part in the battle earns 1XP


The Leader of each gang that scored the most points gains 1XP - in the case of a draw, neither Leader gains this bonus.



Each Gang gains one reputation for each Victory Point they’ve scored.


Each gang gains 1 Reputation if this was their first battle against this opponent.


The gang with the lower Gang Rating gains 1 reputation for each full 100 points of difference.


If either gang bottled out, they lose 1 Reputation

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