Necrodamus N22 Rules 20220522

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RULES

N17/N18/N19/N20/N21/N22
Latest update: 2022-05-20

“If players can't agree on a decision (for example line of


sight, cover etc.), simply roll-off to avoid lengthy
arguments and keep the game running smoothly.”

Link to related sources: https://mega.nz/#F!bipQASbT!dBEw4HEbYuR3RjFKl1HbsQ


★ NECROMUNDA ★

Rules Included:

2017 2020
● N17 Rulebook (2017-11) ● House of Chains: Goliath (2020-02)
● Gang War 1: Escher & Goliath (2017-11) ● Goliath cards 2nd edition (2020-02)
● Pre-order Special Play card (2017-11) ● Bigby Ratling Slopper (FW 2020-03)
● Escher cards (2017-11) ● Resurrection Pack (WD 2020-05)
● Goliath cards (2017-11) ● The Hunt - Solo Scenario (Web, 2020-06)
● Gor Half-Horn Bounty Hunter (FW 2017-11) ● Gang Stronghold Terrain rules (Web, 2020-08)
● Gangs of Legends PDF (2017-11) ● House of Blades (v1): Escher (2020-08)
2018 ● Escher cards 2nd edition (2020-08)
● Scenario: Claim the Spire (WD 2018-01) ● Ogryn cards (2020-08)
● Scenario: The Gauntlet (WD 2018-02) ● Zone Mortalis cards (2020-08)
● Gang War 2: Orlock (2018-02) ● Open Hive War cards (2020-08)
● Orlock cards (2018-02) ● Errata (2020-09)
● Hired Guns Mad Dog Mono and Grub Targeson (FW 2018-02) ● Servalen (FW 2020-09)
● Genestealer Cult (WD 2018-03) ● Doctor Arachnos (Web 2020-10)
● FAQ nr. 1 (2018-03) ● Gang Hideout (Web 2020-10)
● Escher weapon list pdf (2018-03) ● House of Iron: Orlock (2020-10)
● Chaos Cult (WD 2018-04) ● Orlock cards 2nd edition (2020-10)
● Goliath weapon list pdf (2018-04) ● Ancient Vox (Tactics) & 4 Outlaw Brutes (WD 2020-11)
● Slate and Macula pdf (FW 2018-04) ● Going Out With A Bang! End scenarios (WD 2020-12)
● Bounty Hunter ‘Venator’ gang (WD 2018-05) ● House of Artifice: Van Saar (2020-12)
● Gang War 3: Van Saar (2018-05) ● Van Saar cards 2nd edition (2020-12)
● Van Saar cards (2018-05) 2021
● Gang War 4: Cawdor (2018-08) ● Rattus Tatterskin (2021-03)
● Cawdor cards (2018-08) ● Hangers-on scenarios (WD 2021-04)
● Leader’s Accessories Pack (2018-08) ● N21 Rulebook: Hive War (2021-05)
● Dominion Territory Cards (2018-08) ● House of Faith: Cawdor (2021-05)
● Genestealer Cult v2 pdf (2018-08) ● Cawdor cards 2nd edition (2021-05)
● Chaos Cult v2.1 pdf (2018-09) ● House of Shadows: Delaque (2021-08)
● N18 Rulebook & Gangs book (2018-12) ● Delaque cards 2nd edition (2021-08)
● Delaque cards (2018-12) ● Lady Credo (2021-08)
● FAQ nr. 2 (2018-12) ● Lair of the Archeotek (2021-08)
2019 ● Book of the Outcast (2021-12)
● Badzone Delta-7 v.2 pdf (2019-01) ● House of Blades (v2): Escher (2021)
● Ambull & Borewyrm Infestation (Web, 2019-02) 2022
● Monster Hunt v2 (pdf, 2019-02) ● FAQ nr. 4 (2022-04)
● Warhammer Community Tactics Cards (Pdf, 2019-05) ● Marketplaces PDF (2022-04)
● Perpetual Campaign (WD 2019-05) ● Ash Wastes (2022-04)
● The Headsman (Thane’s Executioner) (Pdf, 2019-06) ● Orlock Vehicle Tactics (2022-04)
● The Book of Peril (2019-06) ● Ash Waste Nomad Tactics (2022-04)
● Environment/Events cards (2019-06)
● Enforcer cards (2019-08)
● Intrigues & Rackets cards (2019-08)
● Underdog cards (2019-08)
● Dramatis Personae cards (2019-08)
● The Book of Judgement (2019-08)
● Ragnir Gunnstein (2019-09)
● Precinct Mini Campaign (WD 2019-10)
● Book of Ruin (2019-11)
● N19 Rulebook (Dark Uprising), Territories, Tactics (2019-11)
● FAQ nr. 3 v.1 & v.2 (2019-12)
● Gang Raids, Expanded Zone Mortalis (WD 2019-12)
● Tactics Card (WD 2019-12)

Limitations and decisions


These rules are a collection of all new Necromunda rules merged together into one single document. Some changes are
made to simplify, unify and clarify the rules.

Author:

Thanks to:
● Yaktribe community

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★ NECROMUNDA ★

CONTENTS
PART 1 PART 2 PART 3
RULES GANGS & CAMPAIGNS SCENARIOS
CHARACTERISTICS PROFILES ……4 FOUNDING A GANG …………………92 PRE-BATTLE SEQUENCE ……… 242
Modifying Characters ………………4 Gang Composition …………………92 POST-BATTLE SEQUENCE ..…… 245
Characteristic Tests ……………… 4 Loss Of A Leader …………………. 93 TACTICS ………………….………… 248
GENERAL PRINCIPLES ……………… 6 HOUSE CAWDOR …………………… 95 BATTLEFIELD SETUP …………… 250
Visibility ………………..………….…6 HOUSE DELAQUE ……………………102 OPEN HIVE WAR ………..………… 251
Cover …………………………..……6 HOUSE ESCHER ……………………… 106 SCENARIO SPECIAL RULES …… 256
Zone Mortalis (2D) …………………6 HOUSE GOLIATH ……………………… 109 HORRORS OF THE UNDERHIVE .. 260
Dice …………………………..………8 HOUSE ORLOCK …………………….… 113 SCENARIOS ………………………….261
Measurement ………………………8 HOUSE VAN SAAR …………………….. 117
STATUSES ………………..………… 9 BOUNTY HUNTERS (VENATOR) ……… 120
CONDITIONS ………………..…………10 PALANITE ENFORCERS …………. 121
TERRAIN …………………………..…… 11 GENESTEALER CULT …………………. 123
SPECIAL TERRAIN FEATURES ……12 CHAOS CULT ……………………………. 126
Carnivorous Plants …………………17 CORPSE GRINDER CULT ……………… 129
Industrial Terrain ……………………18 SLAVE OGRYNS …………………….. 131
Hive Ruins …………..………………19 OUTCAST ……..…………………….. 133
Gang Terrain ……………………... 20 ASH WASTE NOMADS ……………….. 136
BADZONE BATTLEFIELD …………… 24 TAINTED GANGS …………………...…… 137
Environments ………………………24 CHAOS SPECIAL RULES ………….…… 138
Events ………………………………24 ALLIANCES …………………....…… 139
GAME STRUCTURE ………………… 31 Merchant Guilds ..……………...… 141
PRIORITY PHASE …………………… 31 Recidivists ………………………… 144
ACTION PHASE ………………………31 Noble Houses .....………………… 147
ACTIONS …………………………...… 32 THE TRADING POST …………………151
MOVEMENT ………………………….. 37 Pistols …………………………..……152
SHOOTING …………………………… 41 Basic Weapons ……………………… 153
CLOSE COMBAT …………………..…43 Special Weapons …………………… 155
RESOLVE HITS …………………….…44 Heavy Weapons ……………………156
Nerve Tests ………………………...46 Grenades ………………………….. 156
END PHASE ………………………..… 47 Close Combat Weapons ………… 158
Bottle Tests …………………………47 Equipment ………………………… 160
Recovery Tests ……….…...……… 47 EXOTIC BEAST ……………………… 165
Rally Tests ………………………... 47 VEHICLES …………………………… 169
ARMOURY ………………………….. 49 MOUNTS ………………..…………… 171
Pistols …………………………..… 49 HANGERS-ON ……………………….. 172
Basic Weapons …………………… 50 Brutes ……………………………..…178
Special Weapons ………………… 52 HIRED GUNS ………………………….182
Heavy Weapons ………………… 53 Hive Scum …………….…………. 183
Close Combat Weapons ………… 54 Bounty Hunters …...…………….… 186
Grenades ………………………… 56 House Agents ……………………. 196
Booby Traps ……………………… 56 SKIRMISH & TOURNAMENTS ………201
WEAPON TRAITS ………………….. 58 ASSAULT PRECINCT FORTRESS . 202
ARMOUR AND FIELDS ……………. 62 ALIGNMENTS ……………………….. 208
EQUIPMENT ………………………… 64 ALLEGIANCES …………………….. 209
STATUS ITEMS ……………………… 69 CAMPAIGNS ………………………... 210
SERVO-SKULLS …………………… 69 RESOURCES ...…………………….. 214
WEAPON ATTACHMENTS ………….70 UPRISING CAMPAIGN EVENTS …. 220
BIONICS .……………………………. 70 UPRISING SPECIAL RULES ……… 219
Cyberteknika (Van Saar) ……….. 71 CAMPAIGN VARIANTS ……………. 228
CHEMS ………………………………. 72 PERPETUAL CAMPAIGN ...…………229
Chem-Alchemy Elixir (Escher) …. 74 SUB-PLOTS …………………………. 230
SKILLS ……………………...……...… 76 FAVOURS …………………………….. 231
PSYKERS …..…………...…………… 83 EXPERIENCE …………………………233
WYRD POWERS ……..……………… 85 LASTING INJURIES & DAMAGE …… 235
Psychoteric (Delaque) ………...…. 89 Going Into Recovery ………………… 235
Succumbing To Injuries ………………
235
CAPTURED …...……………………… 235
RESURRECTION ...……………………… 238

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★ NECROMUNDA ★

CHARACTERISTICS PROFILES
Each model (fighters & vehicles) and weapon has a characteristics profile, which details their capabilities in battle. For
vehicles, the stats represent the vehicle & crew combined. A vehicle is a single entity (regardless of how many crew
members the vehicle has).

FIGHTER PROFILE VEHICLE PROFILE


M WS BS S T W I A Ld Cl Wil Int Toughness
5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+ M Front Side Rear BS W Sv Hnd Ld Cl Wil Int
7” 8 7 6 4+ 3 3+ 6+ 8+ 5+ 5+ 6+

SHARED VEHICLE
MOVE (M) SAVE (SV)
Distance in inches the model can move (up to) when making The save is included in the stats for vehicles.
various move actions.
HANDLING (Hnd)
BALLISTIC SKILL (BS) Equivalent to Initiative, but uses 2D6 instead (like other
Proficiency with ranged weapons. mental stats).

TOUGHNESS (T) MODIFYING CHARACTERISTICS


The ability to not be wounded by an attack. Sometimes, the rules will modify a stat. If a model with
Vehicles: Toughness 3 is given a +1 modifier, the Toughness counts as
● Facings: Hits must determine which facing they 4. If the stat is given as a target number, the modifier is
originate from to determine the Toughness. effectively applied to the dice roll. For example, if a fighter
with BS 4+ is given a +1 modifier, the BS would effectively be
WOUNDS (W) improved to 3+.
A measure of how much punishment a model can take.
Vehicles: Represents Hull Points.
CHARACTERISTIC TESTS
INITIATIVE (I) ● Weapon Skill, Ballistic Skill and Initiative
The model’s dexterity and reflexes. Roll a D6. If the result is equal to or higher than the
characteristic, the test is passed. A result of 1 (before or after
LEADERSHIP (Ld) modifiers) is always failed.
The fighter’s ability to issue or follow commands in the heat ● Leadership, Cool, Willpower, Intelligence &
of battle. Handling
Roll 2D6. If the result is equal to or higher than the
COOL (Cl) characteristic, the test is passed. A result of 2 (before or after
A fighter’s capacity for keeping calm under fire. modifiers) is always failed.
● Strength or Toughness
WILLPOWER (Wil) Roll a D6. If the result is equal to or lower than the
The fighter’s mental fortitude and resilience. characteristic, the test is passed.
Vehicles: Since Toughness is separated in facings,
INTELLIGENCE (Int) Toughness tests must be relative to the facing.
Intelligence represents a fighter’s mental acuity and ability to
apply knowledge.

FIGHTER
WEAPON SKILL (WS)
Proficiency with melee weapons (and pistols when used in
close combat).

STRENGTH (S)
The ability to inflict damage in close combat.

ATTACKS (A)
The number of dice rolled when attacking in close combat.

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★ NECROMUNDA ★

WEAPON PROFILE
Rng Acc
Weapon S L S L Str AP D Ammo Traits
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful

Range (Rng)
Each weapon has two ranges: Short (S) and Long (L). If a
weapon’s range is listed as an E, it is a close combat
weapon only usable against targets that are Engaged with
the wielder. Otherwise, it is a ranged weapon.

Template: All weapons with short range ‘T’ has the Template
trait and uses flame template when fired. These weapons
never have a long range.

Melee: All weapons with short range ‘E’ (Engaged) has the
Melee trait and is used in close combat against targets that
are B2B.

Versatile: All weapons with short range ‘E’ and a long range
(other than ‘-’) has the Versatile trait and can be used in
close combat even if the target is not B2B.

Accuracy (Acc)
Modifiers that are applied to the hit roll when attacking with
the weapon. The ‘S’ modifier applies at Short range and ‘L’
applies at Long range.

Strength (Str)
The weapon’s Strength used when making wound rolls. If
listed as a modifier, this is applied to the wielder’s Strength.

Armour Penetration (AP)


The weapon’s ability to punch through armour. This modifier
can increase or reduce the target’s save roll.

Damage (D)
The weapon’s chance of damaging or taking a target Out of
Action.

Ammo (AM)
If this characteristic is a numerical value, a Firepower dice
must be rolled when attacking with it, as there is a chance of
it running Out of Ammo or jamming.

Traits
Most weapons have one or more traits, each of which gives
the weapon an unique bonus or changes the way it attacks.

DAMAGE ‘-’ WEAPONS


Weapons with Damage characteristic of ‘-’ does not cause
Damage in the usual way and will not cause a fighter to lose
a Wound.

Consequently, if any Injury dice are rolled against a fighter


as the result of an attack made by a Damage ‘-’ weapon, the
result(s) of the Injury dice are applied as normal. No
Wounds are removed from the fighter.

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★ NECROMUNDA ★

GENERAL PRINCIPLES
VISIBILITY ZONE MORTALIS (2D)
Visibility is vitally important, but in the dense and dark A few changes apply when playing on a Zone Mortalis
underhive, a clear and unobstructed line of sight is often hard battlefield.
to find.
LINE OF SIGHT
VISION ARC Line of sight is achieved by straight line can be drawn from the
Each fighter has a vision arc of 90° to their front, starting from centre of the first fighter’s base to any part of the other fighter’s
the center of their base. base without crossing a wall or closed door. Obstacles and
other fighters do not block line of sight.

COVER
To see if a target is in cover from the attacker’s point of view,
trace a straight line from the centre of the attacker’s base to
the target. Ignore friendly fighters in base contact with the
attacker and any obstacles within 1” of the attacker.

In the open (line traced to all parts of target’s base):

When measuring if an attack originates from the front, use the


centre of the attacking fighter’s base. For blasts, use the centre
of the blast instead.

YAQ: Fighters have 180° vertical vision arc.

For vehicles, draw 2 lines through the corners of the vehicles


(like an X).

LINE OF SIGHT
While a fighter’s vision arc is determined by their facing, their
line of sight (what they can see) is determined by the presence Partial cover (line traced to at least half of the target’s base):
of terrain and other fighters. Unlike measuring distances, which
can only be done when the rules call for it, a fighter’s line of
sight can be tested at any time.

To test a fighter’s line of sight, stoop down to look from the first
fighter’s point of view. If the other fighter is not entirely
obscured by terrain or other fighters, the first fighter has line of
sight to them. If the fighter is entirely obscured except for their
base and any insignificant elements (a protruding hairstyle, the
barrel of a gun or a spike from their armour, for example), the
first fighter does not have line of sight to them.

Full cover (line traced to less than half of the target’s base):
WALLS AND SOLID TERRAIN FEATURES
Solid terrain features are those that hide portions of a
battlefield, walls between corridors, or even the floors and
ceilings between levels. Unless stated, line of sight is never
possible through the walls or solid terrain features.

COVER
When determining cover, disregard friendly fighters in base to
base (B2B) contact with the attacker. Move them aside
temporarily if necessary, as long as they return to the right
place (and facing) once the shot has been resolved.

Fully visible (in the open): No cover.


Less than half is obscured: Partial cover. Walls, obstacles and intervening fighters will will give cover.
More than half obscured: Full cover.

Ignore the base and any minor elements such as hair, gun
barrels and spikes.

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★ NECROMUNDA ★

DICE MODIFYING ROLLS


A modified dice roll, for example D6+1, would add 1 to the
A number of dice are used to resolve the outcome of various result of a D6 roll. If the rules instruct a result to be halved (or
actions. divide it in any other way), any fractions are rounded up unless
otherwise instructed.
D3
To roll a D3 using a D6, halve the result, rounding up.
BEFORE MODIFIERS (NATURAL ROLLS)
Some rules have special effects depending on the actual roll of
D6 the dice, before any modifiers (a ‘natural’ roll). In these cases,
A regular 6-sided dice. the actual number rolled on the dice, before (and regardless)
of any modifiers, are applied.
D36
Roll a D3, then a D6, counting the first as tens and the second Hit, Wound and Save rolls automatically fail on a 1 (before
as units, to get a result between 11 and 36. For example, a roll modifiers). Wound rolls automatically succeed on a 6 (before
of 2 and 4 would be a result of 24. modifiers).

D66 RE-ROLLING
Roll two D6 one after the other, counting the first as tens and A re-roll always stands, even if the first roll was preferable, and
the second as units, to get a result between 11 and 66. For a dice can never be re-rolled more than once. If multiple dice
example, a roll of 2 and 4 would be a result of 24. were rolled together (for example 2D6 or 3D6), all of them
must be re-rolled if a re-roll is made. However, if multiple dice
FIREPOWER DICE (SUSTAINED FIRE DICE) are rolled separately, the re-roll can include only some of them.
Used when making attacks with weapons with an Ammo stat
(other than ‘-’). For most weapons, the Firepower dice is rolled ROLLING OFF
to see if there is a chance of the weapon’s ammunition being Each player rolls a D6, the highest result wins. In case of a tie,
depleted, (Ammo symbol). The other faces, each showing a roll again unless otherwise instructed.
number of bullet holes, will only have an effect if the weapon
includes certain Traits (Rapid Fire). D6 mapping:
1: 1 bullet + Ammo! 2-3: 1 bullet 4-5: 2 bullets 6: 3 bullets

SCATTER DICE
A 6-sided dice, marked with a Hit symbol and arrows. Used to
determine random directions, and is most often used when
firing weapons that have the Blast (X) trait. D6 mapping:
1-4: Arrow 5-6: Arrow + Hit!

INJURY DICE
Injury dice are used when a fighter is wounded, to see how
severe the injury is. They might suffer a debilitating Flesh
Wound, they might be put out of the fight temporarily or they
might go Out of Action entirely. D6 mapping:
1-2: Fleshwound 3-5: Seriously Injured 6: Out of Action.

VEHICLE DAMAGE DICE


A 6-sided dice, marked with 3 symbols. Used to determine the
what kind of damage is inflicted. One dice is rolled per
Damage of the attacking weapon. D6 mapping:
1-2: Glancing 3-5: Penetrating 6: Catastrophic.

VEHICLE LOCATION DICE


A 6-sided dice, marked with 4 symbols. Used to determine
what parts of the vehicle is hit when attacked. One dice is
rolled per hit. D6 mapping:
1-3: Body 4: Driver 5: Drive 6: Engine.

VEHICLE CONTROL DICE


A 6-sided dice, marked with 3 symbols. Used to determine
random movement of a vehicle when losing control.
D6 mapping:
1-3: Swerve 45° 4-5: Jack-knife (90°) 6: Roll over.

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★ NECROMUNDA ★

DICE SYMBOLS 1 2 3 4 5 6

Scatter
Arrow Arrow Arrow Arrow Hit (with arrow) Hit (with arrow)

Ammo / Rapid Fire


1 Hit + Ammo! 1 Hit 1 Hit 2 Hits 2 Hits 3 Hits

Injury (Fighter)
Flesh Wound Flesh Wound Seriously Injured Seriously Injured Seriously Injured Out of Action

Damage (Vehicle)
Glancing Glancing Glancing Penetrating Penetrating Catastrophic

Vehicle Location
Body Body Body Crew Drive Engine

Control (Vehicle)
Swerve 45° Swerve 45° Swerve 45° Jack-knife 90° Jack-knife 90° Roll

MEASUREMENT WALLS AND SOLID TERRAIN FEATURES


Necromunda relies greatly on measuring distances, be it
Unless stated, distances can't be measured through walls or
between two fighters when making a ranged attack, or the
solid terrain features.
distance a fighter can move during their activation.

TAKE-BACKS AND CHANGING ONE’S MIND


MEASURING DISTANCES As a general rule, be tolerant of opponents changing their
All distances are measured in inches (“). Distances can only
minds. However, once dice have been rolled for any reason, or
be measured when the rules call for it. Therefore,
the range of a declared action is measured, the decision must
pre-measuring distances of any kind is not allowed. Declare
be abided by. It is then too late to go back and change
the action and nominate any other fighters involved before
anything that came before the dice roll or the act of measuring!
range is measured.

Distances between fighters and any other battlefield objects


are measured from the closest point of one base to the closest
point of the other. If an object does not have a base, measure
to or from the closest point of the object overall.

When measuring to or from a Prone fighter, assume that their


base occupies the same space as it would if they were
Standing.

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★ NECROMUNDA ★

STATUSES
FIGHTER STATUSES PRONE
A fighter that is laid down is Prone. A Prone fighter has no
A fighter’s status dictate what they can or can't do. This will facing and they effectively have no vision arc. Unless
affect what actions are available during activations. Fighter
otherwise stated, Prone fighters never block line of sight -
statuses generally represented by how the model is
they are considered to be well out of the way of action. A
positioned on the table (can also depend on other factors).
prone status is placed face-up or face-down, depending upon
their Secondary Status. A Prone fighter always has a
STANDING Secondary Status as either Pinned or Seriously Injured.
A fighter that is upright is said to be Standing. A Standing
fighter may turn to face any direction when activated, before PRONE: PINNED
making actions. A Standing fighter always has a Secondary Fighters are generally Pinned as a result of being hit by
Status as either Active or Engaged. enemy fire, and will need to spend a Stand Up (Basic) action
to be Standing (and Active) again. If a Pinned fighter ever
STANDING: ACTIVE comes into B2B with an enemy fighter, automatically make a
A standing fighter is Active they are not currently Engaged free Stand Up (Basic) action, becoming Engaged (and
with any enemy fighters. This is the default status for a Standing), without having to spend an action to do so. A
fighter, and Active fighters have very few restrictions on how fighter can never be both Pinned and Engaged.
they can act.
Mounted fighters must pass an Initiative test to Stand Up,
STANDING: ENGAGED otherwise the action is wasted (remain Pinned).
A Standing fighter is Engaged with an enemy if close enough:
● Fighter: B2B. PRONE: SERIOUSLY INJURED
● Vehicle: Within 1". A Prone fighter that is laid face-down is Seriously Injured, and
can never make attacks. A Seriously Injured fighter is likely to
Note that Versatile weapons allow fighters to Engage spend at least a few turns on the ground.
enemies in the Versatile range during the attacking fighter's
activation.
VEHICLE STATUSES
An Engaged fighter can generally only choose to fight or A vehicle's status dictate what they can or can't do.
retreat. An Engaged fighter is always Standing (never
Pinned). ENGAGED & ENGAGING
Vehicles never count as being Engaged and can move freely
Fighters Engaged with vehicles are however not locked in away from enemy fighters, risking Reaction attacks as
combat and can freely move around or away from the vehicle normal.
without having to disengage.
Fighters are Engaged within 1" of enemy vehicles, but are not
Note that in some cases a fighter may be able to Engage an locked in combat and can freely move around or away from
enemies outside B2B and may act accordingly when enemy vehicles without having to disengage or risk Reaction
activated. attacks.

MOBILE
Able to move.

STATIONARY
Forced to stop by any effect or special rule (enemy attack,
damage or special rule). Cannot move during its activation.
A Stationary vehicle can be either Wrecked or Stalled.

A Wrecked vehicle is also Stationary, but this is equivalent to


Out of Action and the vehicle is treated like a piece of terrain.

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★ NECROMUNDA ★

CONDITIONS
A fighter may be subject to several Conditions at the same HIDDEN/REVEALED
time. Some conditions, in particular Out of Ammo, may apply Related to the Pitch Black special rule.
specifically to a weapon the fighter carries rather than the
fighter themselves. INSANE
Many situations can lead to temporary insanity. When
Any in-game effect that results in a marker being placed on a activating, roll a D6:
fighter should be considered a Condition. ● 1-2: The fighter is immediately Broken, if already
Broken, they flee (even if their gang has not failed a
BLAZE Bottle test).
When activated after being hit by a Blaze weapon with a ● 3-4: An opposing gang (roll-off if multi-player) can
successful Blaze roll (4+): control that fighter this turn, treating them as part of
their gang. As soon as the activation ends, the
1) Suffer a hit Insane fighter no longer counts as being part of the
2) Move opposing gang.
3) Roll to put out flames ● 5-6: The fighter act as normal. Once the activation is
over, pass a Willpower test to lose the Insanity.
1) Suffer a Strength 3, AP -1, Damage 1 hit.
2) Move:
INTOXICATED
● If Engaged or Seriously Injured, no move is made.
Go to step 3). Normally a result of Take A Swig (Simple) action in
● If Pinned, become Active. combination with a bottle of Second Best or Wild Snake. For
● If Active, move 2D6” in a random direction. each token, remove a Flesh Wound and roll a D6 for the
○ Movement stops if contacting impassable effect.
terrain.
○ If within ½” of an edge, pass an Initiative OUT OF AMMO
test to avoid falling. The Ammo symbol on the Firepower dice requires a fighter to
○ If moving beyond an edge, fall down. make an immediate Ammo test for that weapon. If failed, the
● At the end of this move, the fighter can choose to weapon is now Out of Ammo and can't be used until it has
become Pinned. been reloaded.
3) Roll a D6 with the following modifiers: YAQ: If weapons with multiple profiles run out of ammo,
● +2 if Pinned.
Scarce & Limited traits only apply when running out of ammo
● +1 per friendly Active fighters within 1”.
while using the corresponding profile. Weapons with both
On a 6+, the flames go out. ranged and melee profiles can only run out of ammo for the
profiles that can actually run out of ammo. Profiles with an
YAQ: Inorganic targets are not affected. Ammo characteristic of “-” can't run out of ammo.

BLIND READY
Models hit by a Flash weapon with a failed Initiative test: The most simple but arguably the most important Condition.
● If not Ready, do not become Ready at the start of At the start of each round, during the Priority phase, all
the following round. fighters will be readied. Once a fighter has activated during
● If Ready, lose Ready. the Action phase, they are no longer Ready and may
● Reaction attacks only hit on a 6+ (before modifiers). (normally) not be activated again this round.
● No other attacks can be made until the next
activation. STARVING
Applies to fighters not given meat portions, normally in
BROKEN
Uprising campaign during phase 3 (Damnation).
A result of failing a Nerve test or some cases of Insanity.
Can't perform any actions other than Running for Cover
WEBBED
(Double) and if Engaged may only make Reaction attacks
If wounded by a Web weapon, automatically become Webbed
with a -2 modifier. Make a Running for Cover (Double) action
(no save roll or injury roll). Treated as Seriously Injured. Roll
in every activation. Broken fighters may be rallied in the End
for Recovery during the End phase, with the following
phase (Cool test with a +1 modifier for each friendly fighter
exceptions:
within 3” that is not Broken or Seriously Injured).
● Flesh Wound: No longer webbed.
● Seriously Injured: Still webbed.
CONCUSSION
● Out of Action: No Lasting Injury roll (Out Cold).
When hit by a Concussion weapon:
-2 Initiative (minimum 6+) when hit until the end of the round.
A Webbed fighter does not succumb to their injuries and will
automatically recover. When rolling to determine if any enemy
GUNKED
fighters are captured at the end of the battle, add +1 to the
When hit by a Gunked weapon:
dice roll for each enemy fighter currently Webbed and add
● -1” M (minimum 1”).
them among any eligible to be Captured.
● Don’t add D3" when Charging.
● -1 modifier to Initiative.
● Blaze trigger on 2+.

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★ NECROMUNDA ★

TERRAIN
Terrain plays a vitally important role. During setup, any terrain OBSTACLES
may have the following designations. Obstacles are any free standing terrain feature measuring no
more than 2” high and no more than 2” across, although they
DANGEROUS TERRAIN may be far longer, such as barricades, barrels and pipelines.
Vats of molten metal, spinning turbines set into the floor and
more - any terrain feature designated as dangerous when
setting up the battlefield can pose a huge risk to fighters ATTACKING OVER BARRICADES (N17)
crossing it. A fighter who is in base contact with a barricade counts as
being Engaged with a fighter that is in base contact with the
A model can cross dangerous terrain in the same way as other side of the barricade, even though their bases are not
difficult terrain. However, a test must be passed to avoid touching, as long as the two fighters are within ½" of each
injury: other. Any close combat attack made across a barricade
● Fighter: Pass an Initiative test or go Out of Action. (regardless of range, Versatile etc.) has a -1 to hit modifier.
● Vehicle: Pass a Handling test or suffer a
Catastrophic hit to the Drive.

DIFFICULT TERRAIN RAILINGS


Pools of toxic sludge, areas of fallen rubble and broken or If the nearest edge of a level or platform is bounded by a
missing walkways sections - there are numerous things in the railing or similar barrier at least ½“ tall, the chance of falling is
underhive that can make the terrain difficult to cross. reduced. When a fighter goes from Standing to Prone, add +1
modifier to the Initiative test to see if the fighter falls.
Every 1” counts as 2" when moving through difficult terrain.
SOLID TERRAIN FEATURES
DUCTWAYS Solid terrain features completely block line of sight and can't
Ductways can be up to 2” in length and can be placed across be measured across.
any 2” wide wall or any other terrain features that would
otherwise be impassable. Their presence allows fighters to STAIRS
crawl or shoot through a narrow duct using the following If going Prone on stairs, pass an Initiative test or fall down to
actions. the bottom of the stairs (or mid-staircase landing). If falling 3”
or more down the staircase, suffer a S3 D1 hit. A falling fighter
is immediately Pinned and the activation ends.
CRAWL THROUGH DUCTWAY (DOUBLE) - If within 1” of
a ductway, place the fighter within 1” of the other end,
provided they can be set up so that they are not within 1” of STRUCTURES
an enemy fighter and so that their base does not overlap Structures are any terrain feature measuring more than 2”
that of another friendly fighter or an obstacle. high and more than 2” across, be they free standing or
connected to other terrain features in some way. Structures
FIRE THROUGH DUCTWAY (BASIC) - If within 1” of a may feature many different levels, platforms and walkways on
ductway, make a ranged attack against an enemy fighter which fighters may be placed.
that is within 1” of the other end of the same ductway. The
attack will hit on a 5+, regardless of BS or modifiers. Other than the difference in size, there is little difference
Weapons that normally use a Template instead between obstacles and structures.
automatically hit all fighters within 2” of the other end of the
ductway. Fighters may climb over obstacles or up onto structures as
described in the movement rules, but be aware that
movement may be reduced or not possible over obstacles
DUCTWAY: FIRING PORT and structures.
Related to the Gang Stronghold terrain, intended to have one
gang as defender.
WALLS
● Provides full cover. Walls are impassable terrain and solid terrain.
● Can be moved through like a Ductway (Double
action).

IMPASSABLE TERRAIN
Impassable terrain can't be moved across.

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★ NECROMUNDA ★

SPECIAL TERRAIN FEATURES


DECLARATIONS
When using special terrain, make sure to declare declare everything so all involved parts are clear on which rules apply.

ACTIVATING/DEACTIVATING TERRAIN
Some terrain have effects that can be activated/deactivated in 1 or 2 ways:
● Random: Activates on a 6+ in each End phase. The effects of the activation lasts until the next End phase.
● Controlled: If within 1” of a Terminal or Control Panel, a fighter can pass an Access Terminal (Basic) action
(Intelligence test with a -2 modifier) to activate or deactivate one of the terrain piece’s effects.
○ Activated: Lasts until the End phase.
○ Deactivated: Remains deactivated until the next round’s End phase (all special effects are disabled).

ACCESS TERMINAL (BASIC)


If within 1” of a terminal, make an Intelligence test with a -2 modifier.

If successful, activate or deactivate the special effect for a piece of terrain. Activation
lasts until the End phase. Deactivation lasts until the next round’s End phase.

EXPLOSIVE TERRAIN
Some kinds of terrain are considered explosive and might explode if hit:
● Targeted by an attack (melee/ranged): As if it was a fighter. Choose a point on the terrain as the target.
● Stray shot: If a ranged attack misses against a fighter using this type of terrain as cover, roll to see if the terrain is hit
by Stray Shots as if it was a fighter. The point hit will be the area of the terrain closest to the original target.
Explosive terrain can only explode once. Refer to the terrain’s special rules to see the effect of being hit.

12
★ NECROMUNDA ★

SPECIAL TERRAIN FEATURES Activate & Deactivate


Category Type Notes Dangerous? Random? Controlled?
Archeotech Device Badzone Delta 7 Shock Controlled
Collapsed Sections Badzone Delta 7 Blast, Pitfall
Cult Ritual Chamber Badzone Delta 7 Insanity
Doors Locked, Mind the Door Controlled
Flooded Passage Badzone Delta 7 Seriously Injured, End phase
Fungus Sprawl Badzone Delta 7 Gas Hostile
Furnace Floor Badzone Delta 7 Pitfall, heat haze
Lift Remote
Malfunctioning Generatorium Badzone Delta 7 Deactivate Hostile Controlled
Pitfalls
Promethium Cache Badzone Delta 7 Explosive
Secure Vault Badzone Delta 7 Door, Locked, Terminal
Sewage Channel Badzone Delta 7 Pinned, Out of Action
Sludge Farm Badzone Delta 7
Stills Gas Explosive
Toxic Sludge -1T, Prone, End phase
Unlit Corridors Badzone Delta 7 Pitch Black
Ventilation Tunnel Badzone Delta 7
Waste Compactor Badzone Delta 7 Same as Protein Reclamator Controlled
Xenos Nesting Chamber Badzone Delta 7 Hostile
Watchtower Gang Stronghold Sentries

BADZONE TERRAIN Activate & Deactivate


Category Type Special Rule Dangerous? Random? Controlled?
Industrial Terrain Service Hatches Crawlways
Improvised Cover
Hiding Place
Smokestacks Belching Smoke Random Controlled
Foul Air Random Controlled
Flammable Fumes Random Controlled
Industrial Claws and Hooks Quick Climbing Controlled
Death From Above Controlled
Hauling Cargo Controlled
Plasma Pipes and Generators High Pressure Plasma Explosive Controlled
Harsh Glow Explosive Controlled
Plasma Canisters Explosive Controlled
Promethium Pipes and Reservoirs High Pressure Gas Explosive Random Controlled
Fuel Slicks Explosive Random Controlled
Free Fuel Explosive Random Controlled
Category Sub-category Type & Special Rule Dangerous?
Hive Ruins Ancient Imperium Holy Imperialis
Mechanicus Arcana
Ancient Terminal
Abandoned Hardware Cranes and Servohaulers
Medicae Station
Ancient Terminal
Forgotten Ordnance Unexploded Ordnance
Fuel Drums and Ammo Crates Explosive
Vox Relay
Force Barriers
Category Type Special Rule Dangerous?
Carnivorous Plants Barbed Venomgorse Barbed Snares Hostile
Wasting Toxin Hostile
Shardwrack Spines Walls of Spines Hostile
Spitting Spines Hostile
Grabble Weed Crawling Horror Hostile
Viscous Tongues Hostile

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★ NECROMUNDA ★

ARCHEOTECH DEVICE DOORS


● ACTIVATE (CONTROLLED) ● ACTIVATE (CONTROLLED)
An Active fighter within 1” of the Console can spend a Basic By default, all doors are closed at the start of a battle. Closed
action (Activate Device): doors are considered impassable terrain and solid terrain.

Pass an Intelligence test to give the Shock trait to any Any fighter may can spend a Simple action (Operate Door) to
weapons carried by any fighter who is currently standing at open or close it.
least partially on the Platform (for the rest of the battle). If
failed, any fighter who is currently standing at least partially Closed doors, locked or otherwise, can be targeted by
on the Platform is Pinned and suffers: attacks and are automatically hit. All doors have:
● D6 S2 hits with the Shock trait. ● Toughness 5.
● 4 Wounds.
HOUSE RULE If reduced to 0 Wounds, it is removed from the battlefield.
Roll to hit to see if Shock has any effect.
MIND THE DOORS
COLLAPSED SECTIONS If standing in the way of a closing door, pass an Initiative test
A Collapsed Section features one or more large Pitfalls. If the to move up to 2" to escape the closing door (can't end the
centre of a Blast ends on a Collapsed Section tile, the floor move within 1" of an enemy fighter).
shifts and each fighter on that tile must pass a Toughness
test, or move D3" towards the nearest pitfall (potentially If the test failed or the move is insufficient to clear the
falling if moving into it). doorway, suffer the following hit:
● S3 D2 (can be saved as normal).
CULT RITUAL CHAMBER If survived, move the shortest distance possible, no longer
If a fighter ends their turn within 6” of the Ritual Circle, make obstructing the door (if directly between 2 sides, randomize
a Willpower test for them. If the test is failed, they gain which which side of the door to end up). Can't move within 1"
Insanity. When a fighter with Insanity is activated, roll a D6. of an enemy unless there is no alternative.

D6 Result LOCKED DOORS AND TERMINALS


A locked door is is represented by having 2 door terminals
1-2 The fighter is immediately Broken, if already Broken, they
within 1" of either side of the door.
flee (even if their gang has not failed a Bottle test).
3-4 An opposing gang (roll-off if multi-player) can control that To open a locked door, spend a Basic action to permanently
fighter this turn, treating them as part of their gang. As open the door (unlocked for the rest of the battle):
soon as the activation ends, the Insane fighter no longer ● Access Terminal: If within 1" of a terminal, pass an
counts as being part of the opposing gang. Intelligence test with a -2 modifier.
5-6 The fighter act as normal. Once the activation is over, ● Force Door: If B2B with a door, pass roll a D6+S
pass a Willpower test to lose the Insanity. and additional +2 per friendly fighter also B2B with
the door:
○ Door: 9+ to open.
○ Vault Door: 11+ to open.

In scenarios with an attacker & defender, the defending gang


is assumed to have the access codes for any locked doors,
and can spend a Simple action (Operate Door) as normal.

BLAST DOOR (STRONGHOLD GATE)


Related to the Gang Stronghold terrain, intended to have one
gang as defender.

Counts as door with the following exceptions:


● Defenders can spend a Simple action (Bolt Door) to
lock or unlock.
● Does not have door terminals.
● Can't be opened with Access Terminal (Basic) action
or Tactics cards that causes a locked door to open
or close.
● If destroyed, fighters within 1" of the other side must
pass an Initiative test or suffer S4 hit and become
Pinned.

FLOODED PASSAGE
At the end of each End phase, roll 2+ for each Seriously
Injured fighter in the Flood Water or they are taken Out of
Action
(their injuries are too great to keep their head above water).

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★ NECROMUNDA ★

PROMETHIUM CACHE
FUNGUS SPRAWL ● EXPLOSIVE
If ending an activation within 2” of the Glowing Fungus, suffer If hit, roll a D6 and compare to the AP value to trigger a huge
one Gas hit (protection against Gas can be used as normal). detonation:
● AP +1 5+
In scenarios using the Sneak Attack (Sentries) special rules, ● AP - 4+
add 1 to the result when spotting attackers within 2” of ● AP -1 3+
Glowing Fungus. ● AP -2 (or more) 2+

FURNACE FLOOR
● Treated as a Pitfall (with exceptions). Every fighter within 3” of a barrel or the storage tank is
● No Lasting Injury roll is made for falling into it, this is immediately Pinned and suffers a hit:
automatically a Critical Injury (61-65). ● S5 D2 Blaze.
● -1 to hit for ranged attacks across it (heat haze).
After a detonation, the barrels and tanks can no longer be hit
- however the space they occupied, and any spilled fuel, are
LIFT ablaze for the rest of the battle. If a fighter moves into the
● ACTIVATE/DEACTIVATE (CONTROLLED) blaze, they suffer a hit as when detonated.
At the start of or during an activation, if a fighter is on the lift,
the lift can go 4" up or down (without spending an action).
This can be done mid-movement, using any remaining
SECURE VAULT
movement after the lift has stopped. The lift can only move ● Must always be set up with a locked door.
once per round. Any models standing on it moves with it. ● Must always have a terminal outside.
● Ductways can never be set up to lead into the Vault.
MIND THE LIFT ● Toughness 8 and 4 Wounds.
If obstructing the way of a moving lift, pass an Initiative test to ● Force Door succeed on 11+ (instead of 9+).
move up to 2” to escape the lift (can't end the move within 1” ● Access Terminal have a -4 modifier (instead of -2).
of an enemy fighter).
SEWAGE CHANNEL
If the test failed or the move is insufficient to clear the lift’s ● If moving into (for any reason) or starting an
path, suffer a hit causing D3 (no saves allowed). If survived, activation within the Open Sewer, roll D6 + Strength.
move the shortest distance possible, no longer obstructing If the result is lower than 7, become Pinned.
the lift. Can't move within 1” of an enemy unless there is no ● If Pinned when activating within the Sewage
alternative. Channel, immediately go Out of Action (swept away
by the fast-flowing current).
LIFTS AND TERMINALS
A lift can be remotely activated or deactivated by a control SLUDGE FARM
panel with an Access Terminal (Basic) action. ● Does not block line of sight (set into the ground).
● Treated like Pitfalls (with exceptions).
MALFUNCTIONING GENERATORIUM ● When fallen into:
● DEACTIVATE (CONTROLLED) ○ Not taken Out of Action
● The Generators block line of sight. ○ Become Pinned.
● The Generators are by default active. ○ The activation ends immediately.
● If moving between two active Generators or ending ○ Receive D3xD3 credits.
an action within 1” of an active Generator, become ● When activating inside it, perform 2 Move (Simple)
Pinned and suffer: actions to climb out of it. At the end of this
○ D3 S4 hits with the Shock trait. activation, become Pinned.

STILLS
HOUSE RULE ● EXPLOSIVE
Roll to hit to see if Shock has any effect. If hit, make the following test:
● Str + D6 > 7
If passed, it explodes using a gas grenade:
If within 1” of the Console, spend a Basic action (Deactivate ● Blast (3”), Gas
Generators) to deactivate it. Pass an Intelligence test to
deactivate the Generators until the end of the round.
TOXIC SLUDGE
While at least partially in a pool of toxic sludge:
PITFALLS ● -1 Toughness.
Pitfalls are holes in the surface that lead to long, potentially ● Roll 2+ for each Prone fighter at the start of the End
deadly drops. Fighters can't voluntarily move into these phase or go Out of Action.
holes.
● Treated like gaps (can be leaped across).
● Fighters going from Standing to Prone within ½” UNLIT CORRIDORS
must pass an Initiative test or be taken Out of Unlit Corridors and fighters within them are subject to the
Action. Pitch Black rules.

15
★ NECROMUNDA ★

VENTILATION TUNNEL WATCHTOWER


● If ending an activation within 6”, roll D6 + Strength. Related to the Gang Stronghold terrain, intended to have one
If the result is lower than 7, move D3” towards the gang as defender.
centre of the Turbine.
● If moving into the Turbine, suffer D3 Lasting Injury Any Sentries (Sneak Attack scenarios) placed in the tower:
rolls. ● Do not move if activated before the alarm is raised.
● If a Blast marker centred within 6” scatters, it moves ● Can be turned to face in any direction by the
directly towards the centre of the Turbine (don’t roll controlling gang.
Scatter dice). ● Counts as rolling 12 for the purpose of Spotting
Attackers.
WASTE COMPACTOR
(SAME AS PROTEIN RECLAMATOR) XENOS NESTING CHAMBER
● ACTIVATE (CONTROLLED) If ending an activation within 1” of an Egg Sac, roll 4+ or
● Treated like Pitfalls (with exceptions). suffer an attack by Xenos Hatchlings. Immediately become
● When fallen into: Pinned, and suffer D6 Rending Strength 1 hits.
○ Not taken Out of Action
○ Become Pinned.
○ The activation ends immediately.
● When activating inside it, perform 2 Move (Simple)
actions to climb out of it. At the end of this
activation, become Pinned.

If Active and within 1” of the Console (and outside the


Compactor!), spend a Basic Action (Cycle Waste Compactor)
to activate it:
● Pass an Intelligence test to take any fighters in the
Compactor Out of Action, inflicting an automatic
Critical Injury (61-65, no Lasting Injury roll is made
(the Waste Compactor briefly surges into life).

UNDERHIVE MARKET
A market typically consists of market stalls and scatter terrain AMMO STASH
arranged in a 12" diameter area. Counts as an Ammo Crate with an additional effect within 1":
● Spend a Simple action (Resupply) and roll a 4+ to
MARKET LOOTING reload a Single Shot weapon.
Counts as a Loot casket that can be opened multiple times
and with different content: POORLY CONSTRUCTED
1 Trapped!: Suffer a S3 hit. If hit by Blast, it is destroyed (and replaced with a pile of
2-3 Nothing Much: D6x5 credits. rubble) if the following test succeeds:
4-5 It Wasn't Nailed Down: A Common item worth 40 ● Weapon Str >= 2D6
or less (after the battle). Additionally, if hit by Blaze, it is automatically set on fire.
6 Jackpot!: Select 3 different items with Rarity 9 or Fighters inside or B2B with it must test against Blaze.
less, then randomize one to gain.

Note: If controlled by a gang, only the enemy can loot it.

16
★ NECROMUNDA ★

GANG STRONGHOLD
BLAST DOOR (DOOR)
STRONGHOLD Counts as door with the following exceptions:
Can be used as the focal point of a scenario. ● Defenders can spend a Simple action (Bolt Door) to
lock or unlock.
If all players agree, the Gang Stronghold can be deployed by ● Does not have door terminals.
the defender in a scenario with the Home Turf Advantage. ● Can't be opened with Access Terminal (Basic) action
or tactics cards that causes a locked door to open or
The defender can set up the Stronghold before the rest of the close.
terrain is setup as normal. As much as possible of the ● If destroyed, fighters within 1" of the other side must
Stronghold should be placed in the defender’s deployment pass an Initiative test or suffer S4 hit and become
zone. Pinned.
LOOTING
If the attacker wins, gain an additional 3D6x10 credits (from WATCHTOWER
looting the hideout). Any Sentries (Sneak Attack scenarios) placed in the tower:
● Do not move if activated before the alarm is raised.
FEATURES ● Can be turned to face in any direction by the
In addition to all standard rules, the Stronghold has the controlling gang.
following unique features: ● Counts as rolling 12 for the purpose of Spotting
● Blast Door (Stronghold Gate) Attackers.
● Watchtower FIRING PORT (DUCTWAY)
● Gunk Tank (counts as a Promethium Reservoir) ● Provides full cover.
● Firing Ports ● Can be moved through like a Ductway (Double
action).

CARNIVOROUS PLANTS
DESTROYING CARNIVOROUS PLANTS SHARDWRACK SPINES
By default, Carnivorous Plants are treated like other terrain WALLS OF SPINES
and so can't be destroyed. However, the following rules can If a fighter’s movement takes them within 3" (measuring this
be applied to allow fighters to clear areas of plant life and distance from the plant’s branches), once the movement is
remove them from the battlefield. completed, pass an Initiative test or suffer a S2 AP -3 hit.

● 5 wounds. SPITTING SPINES


● Only vulnerable to Template weapons with Blaze or In each End phase, roll a D6 for each grove of Shardwrack
Gas. Spines. On a 4+, it shoots spines at the closest fighter within
12", treated as an autopistol with BS 4+:
If hit, roll a D6:
1-2: No effect. ● +1 to hit within 4”, S3, Rapid Fire (1).
3-5: 1 damage.
6: 2 damage. If the attack scores more than one hit, it must spread these
out to as many models as possible. This attack can't run out
of ammo.
HOUSE RULE
Also vulnerable to blast weapons (with Gas or Blaze). GRAPPLE WEED
CRAWLING HORROR
In each End phase, each section of Grapple Weed moves
BARBED VENOMGORSE 2D6" towards the nearest fighter (whether they are visible or
BARBED SNARES not). It must avoid impassable terrain but is otherwise
If a fighter moves within 3" during movement (measuring this unimpeded by terrain. It must stop its movement if it comes
distance from the plant’s branches), once the movement is within 1" of another model.
completed, pass an Initiative test or suffer a S3 Web hit.
VISCOUS TONGUES
WASTING TOXIN In each End phase, after moving, make a single attack
In the End phase, a fighter who has taken at least one hit against any models within 3" of it (measuring this distance
from a Barbed Venomgorse must make a Strength test or from the plant’s branches), treated as a Flail with WS 3+:
gain -1 Strength. If the Strength reaches 0, the fighter goes
Out of Action. ● Strength 4, Damage 1, Entangle

Models attacked by Grapple Weed do not count as being


Engaged by it.

17
★ NECROMUNDA ★

INDUSTRIAL TERRAIN
SERVICE HATCHES SMOKESTACKS
CRAWLWAYS ● ACTIVATE/DEACTIVATE (RANDOM, CONTROLLED)
When ending a Move (Simple) within 1" of a hatch, the fighter
can be removed from the battlefield. In the End phase of the BELCHING SMOKE
following round, make an Intelligence test: If active, the area within 6” blocks line of sight.

● Passed: The controlling player must choose where to place FOUL AIR
the fighter. If active, fighters may only make a single Move (Simple)
● Failed: The opponent can choose where to place action while within 6” (unless equipped with a respirator).
the fighter, or leave the fighter off the battlefield one more
round (a new Intelligence test is made in the next FLAMMABLE FUMES
End phase). If active, Blaze weapons gain +1 Strength when hitting fighters
within 6”.
If returning to the battlefield, the fighter is placed standing
within 1" of any other hatch anywhere on the battlefield
(provided there is space, not within 1” of an enemy fighter and INDUSTRIAL CLAWS AND HOOKS
no overlapping other fighters’ bases or obstacles). ● ACTIVATE/DEACTIVATE (CONTROLLED)

IMPROVISED COVER QUICK CLIMBING


Make a Cover (Simple) action when within 1" of a hatch to When within 3" of the line between the Claw (or where it
gain partial cover. Any movement (voluntarily or otherwise) connects to the structure) and the ground level, make the
removes this benefit. Climb (Simple) action to ascend or descend.

HIDING PLACE DEATH FROM ABOVE


When ending the movement within 1" of a hatch, the fighter When within 3” of a Claw, make a Trigger Claw (Basic) action
can be removed from the battlefield. Place a marker next to to drop the Claw on an enemy fighter on a lower level than the
the hatch to show that the fighter is hiding in it. While hiding, attacker and within 3" of the line between the Claw (or where it
the fighter can't take actions or be targeted by ranged attacks connects to the structure) and the ground level.
from more than 3" away. Fighters may Engage and attack a
fighter in hiding by moving or charging into base contact with The attacked fighter must pass an Initiative test or take a S5
the hiding place. If Engaged, place the hiding fighter on the hit.
battlefield in base contact with the fighter who Engaged them
and conduct combat as normal. HAULING CARGO
When within 3" of a claw, make a Hook Cargo (Simple) action
In any End phase, the fighter may re-emerge from the hatch to lift either a Seriously Injured fighter or loot casket (or similar
(provided there is space, not within 1” of an enemy fighter and item that can be carried) up or down to any point within 3" of
no overlapping other fighters’ bases or obstacles). the Claw, provided that there is space to place the model.

PROMETHIUM PIPES AND RESERVOIRS PLASMA PIPES AND GENERATORS


● ACTIVATE/DEACTIVATE (RANDOM, CONTROLLED) ● ACTIVATE/DEACTIVATE (CONTROLLED)
● EXPLOSIVE ● EXPLOSIVE

HIGH PRESSURE GAS HIGH PRESSURE PLASMA


If hit, make the following test: If hit, make the following test:
● Str + D6 > 8 ● Str + D6 > 8
If passed, it explodes using a Blast (5”) with Flamer profile: If passed, it explodes using a plasma grenade:
● S4, AP-1, D1, Blast (5”), Blaze ● S5, AP-1, D2, Blast (3”)
Any fighter hit by the Blast can pass an Initiative test to avoid Any fighter hit by the Blast can pass an Initiative test to avoid
being hit. being hit.

FUEL SLICKS HARSH GLOW


If active, fighters that end a Move (Simple) or Charge (Double) Ignore Pitch Black rules within 6”. Infrasights and
action within 3” must pass an Initiative test after the move is photo-goggles provide no benefit when targeting fighters
completed, or become Pinned. If charging, the movement within 3" of a Plasma Pipe or Generator.
must end 1” away from any enemy fighters.
PLASMA CANISTERS
FREE FUEL ● EXPLOSIVE
While within 3”, Blaze weapons lose Scarce. Or, if the weapon
doesn’t have Scarce, it gains Plentiful instead. Counts as ammo caches for plasma weapons (pistol, gun,
cannon and combi-weapons with a plasma component). May
be moved in the same way as loot caskets. Any fighter in base
contact may use it as plasma grenades with a -2 hit modifier
(improvised weapons). Once used as an improvised weapon,
remove it from the battlefield.

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★ NECROMUNDA ★

HIVE RUINS: ANCIENT IMPERIUM


HOLY IMPERIALIS ANCIENT TERMINAL
While within 6”, gain +2 modifier to any Willpower tests. A fighter within 1” may make an Access Terminal (Double)
However, fighters opposed to the Imperium, such as Chaos action (Intelligence test with a -2 modifier). If successful and a
or Genestealer Cultists, gain -2 modifier instead. double, gain 2D6x10 Credits. In addition, if successful, roll a
D6:
MECHANICUS ARCANA ● 1-2: +D6 Reputation.
At the end of a battle, if a gang has one or more fighters ● 3-4: +D6x10 Credits.
within 1”, and the opponent has none, gain D6x10 credits (in ● 5-6: +D6 Experience.
addition to any other scenario rewards).
Once interacted with, it becomes inert and has no further
effect.

HIVE RUINS: ABANDONED HARDWARE


CRANES AND SERVOHAULERS VOX RELAY
Fighters in B2B can make a Jury Rig (Double) action. Pass If within 3”, the fighter can be included in a Group Activation
an Intelligence test to move the terrain piece up to 10” regardless of range. This does not increase the number of
(moving with it if they wish). Can't climb ladders, but can go fighters that may participate in the Group Activation, only the
up ramps or be driven off ledges (suffering and inflicting range.
damage in the same way as falling fighters). Alternatively, the
Hauler or Crane’s claw can be activated (if it has one) using FORCE BARRIERS
the rules for Industrial Claws and Hooks (Industrial Terrain). Fighters hit by ranged attacks through a pair of pylons count
as being equipped with a refractor field. If the refractor field
MEDICAE STATION burns out, the pylons cease working for the rest of the battle.
In the End phase, if Seriously Injured and within 3", instead of
making a Recovery test as normal, make an Intelligence test.
The result counts as a Recovery test roll.
● Pass: Flesh Wound.
● Fail: Out of Action.

HIVE RUINS: FORGOTTEN ORDNANCE


UNEXPLODED ORDNANCE MUNITORUM CONTAINERS
Should be limited to 0-2 pieces of terrain and placed within Treated as loot caskets that can't be moved and may be
12” of the centre of the battlefield. looted once each turn. Roll once for the content of the Loot
Casket each time a Munitorum container is looted.
In each End phase, place a token next to the unexploded
ordnance. Starting from the 3rd round and onwards, roll a D6 TREASURE CASKET
after adding a token. If the result is less than the number of Counts as a Loot Casket, with different contents. If opened,
tokens, it explodes! All fighters within 6” suffers an Injury dice roll a D6:
roll (armour rolls may not be made). In addition, all fighters on 1: Click! - Fitted with a fiendishly clever needle-trap.
the battlefield must pass an Initiative test or become Pinned. Roll an Injury dice and apply the result (no save
Remove the Unexploded Ordnance from the battlefield. possible).
2-3: Fancy Threads - The fighter immediately gains
Fighters within 3” can spend a Double action (Disarm): Uphive Raiments Status item.
Pass an Intelligence or Cool test to remove a token from the 4-6: A Noble’s Ransom - The fighter immediately gains
bomb. A Personal Equipment item, chosen by the
controlling player.
FUEL DRUMS AND AMMO CRATES
● EXPLOSIVE
If hit, make the following test:
● Str + D6 > 6
If passed, it explodes using a frag grenade:
● S3, Blast (3”), Knockback
It is then removed from the battlefield.

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★ NECROMUNDA ★

GANG TERRAIN
GANG TERRAIN
Some terrain can be purchased in the Trading Post and added to the gang’s Stash. This terrain can be fielded in any battle the
gang takes part in unless noted otherwise.

Gang terrain is placed on the battlefield after other terrain is set up, but before deploying any fighters:
● Deployment zone (default).
● Outside enemy deployment zone (if specified).
● Anywhere (if specified).

Some can only be used if the gang is the defender (in a scenario with an attacker and a defender). Gang Terrain are
represented by suitable markers (weapons, relics, traps) depending on type.
Base
Trading Size
Type Gang Rarity Post Deployment Requirement (mm)
Incendiary Trap (Hidden Traps) Cawdor Common 30 Outside enemy deployment zone. -
Holy Gang-Relic (Gang Relic) Cawdor Rare (8) 30 Defender only. 40
Hive Incense Cawdor Rare (7) 40 Outside enemy deployment zone. 32
Caged Heretic Cawdor Rare (9) 40 Outside enemy deployment zone. 32
Divine Brazier Cawdor Common 80 Deployment zone. 32
Sightblind Trap (Hidden Traps) Delaque Rare (11) 40 Outside enemy deployment zone.
Shadow Veil Delaque Rare (9) 50 Outside enemy deployment zone. 25
Whisperbox Delaque Rare (10) 60 Outside enemy deployment zone. 25
Web Trap (Hidden Traps) Delaque Rare (11) 80 Outside enemy deployment zone.
Euclidean Artefact (Gang Relic) Delaque Rare (9) 90 Deployment zone. Defender only. 40
Blade Cages (Hidden Traps) Escher Rare (9) 50 Outside enemy deployment zone.
Decapitators (Hidden Traps) Escher Rare (11) 75 Outside enemy deployment zone.
Gas Canisters Escher Common 15 Deployment zone.
Gas Censers Escher Rare (10) 50 Outside enemy deployment zone.
Chymist Cult Relic (Gang Relic) Escher Rare (10) 100 Deployment zone.
Amneo Canisters Goliath Rare (9) 60 Deployment zone.
Furnace Barricade Goliath Common 10 Outside enemy deployment zone. Defender only.
Heavy Rivet Cannon Goliath Rare (8) 75 Deployment zone.
Pillar of Chains (Gang Relic) Goliath Common 20 Deployment zone.
Relic of the Forge (Gang Relic) Goliath Rare (10) 100 Deployment zone. Defender only.
Sawn-off Surprise (Booby Trap) Orlock Common 20 Anywhere.
Promethium Barrels Orlock Rare (8) 30 At least 3" from enemy deployment zone.
Tool Box Orlock Rare (9) 50 Deployment zone.
Road Relic (Gang Relic) Orlock Rare (10) 75 Outside enemy deployment zone. Defender only.
Servitor Sentry Orlock Rare (11) 100 Deployment zone. Defender only.
Rad Casters Van Saar Rare (10) 40 Outside enemy deployment zone.
Energy Sink Van Saar Rare (10) 60 Outside enemy deployment zone.
Thermal Mines (Hidden Traps) Van Saar Rare (11) 70 Outside enemy deployment zone.
Archaeo-relic (Gang Relic) Van Saar Rare (9) 80 Deployment zone.
Rad cannon Emplacement Van Saar Rare (8) 145 Deployment zone. Defender only.

HIDDEN TRAPS
Applies to some terrain labeled ‘Hidden Traps’. Represented by 6 traps where one of them is secretly noted as being real. The
others are false traps. When one of these traps is triggered it is revealed. False traps are discarded.

Even if the real trap is revealed, the rest remains on the battlefield. This is important if more than one trap is in play, as it will
keep the enemy guessing how many traps remain to be discovered.

HOUSE RULE: SCENARIOS WITHOUT DEPLOYMENT ZONES


If a scenario doesn’t include a deployment zone required by a terrain, then it can't be used in that scenario.

HOUSE RULE: GANG RELICS


There are many types of Gang Relics, but they have no universal specification. Here are suggested universal rules for all Gang
Relics (based on the original one):
● Any active fighter within 1” of the enemy’s relic can make a Double action to defile it.
● +D3 XP to a fighter defiling a relic (if no XP reward is specified elsewhere).
● Once defiled, it no longers offers any bonuses to Cool tests and Leadership tests, and can't be wrecked again.

20
★ NECROMUNDA ★

CAWDOR CAGED HERETIC


INCENDIARY TRAPS (HIDDEN TRAPS) ● Deployment: Outside enemy deployment zone.
● Deployment: Outside enemy deployment zone. ● At least 6" from any enemy fighters (irrelevant).
When an enemy moves within 2", immediately stop and make
an Initiative test: Apply the following effects within 6":
● Success (unrevealed): ● When ending an activation, fighters
○ Not triggered (continue movement). (except Faction fighters) must make a Nerve test.
● Failure (revealed):
○ If true, Centre a 5" blast on the trap, all Can be destroyed and removed in the following ways:
fighters hit suffer: ● 5+ if hit by Blast/Template attacks.
S2, Ap-2, D1, Blaze, Single Shot. ● Enemy fighters B2B can spend a Double action and
pass a Strength or Intelligence test (freeing the
HOLY GANG-RELIC (GANG RELIC) heretic), also gaining D3 XP if successful.
● Deployment: Deployment zone.
Counts as a Gang Relic: DELAQUE
● Only available when defending. SIGHTBLIND TRAP (HIDDEN TRAPS)
● +2 Cool & Ld for friendly fighters within 6”. ● Deployment: Outside enemy deployment zone.
● Active enemy fighters within 1” can spend a Double When an enemy moves within 2”, it is automatically triggered
action to defile it: (revealed):
○ +D3 XP. ● Blast (5"), Flash, Single Shot.
○ No longers offers any bonuses, can't be
wrecked again. SHADOW VEIL
● Deployment: Outside enemy deployment zone.
Faction fighters within 6": Pitch Black within 3":
● +1 to hit & wound rolls (in close combat). ● Effectively blocks LOS from one side to the other.
● Can be targeted as a fighter (affected by Pitch
HIVE INCENSE Black): Toughness 4, 1 Wound. Removed from the
● Deployment: Outside enemy deployment zone. battle if reduced to 0 Wounds (automatically repaired
● At least 6" from any enemy fighters (irrelevant). between battles and is not lost to the gang).

Apply the following effects within 3": WHISPERBOX


● -1 hit modifier to ranged attacks ● Deployment: Outside enemy deployment zone.
(into, through and out of). Enemies within 8" suffer -1 to Cool tests.
● When activating, non-Faction fighters must pass a
Toughness test (any special rules affecting Gas, like An enemy B2B can spend a Basic action and pass an
respirators, can be applied), or the first Move Intelligence test with a -3 modifier to destroy it (automatically
(Simple) action will be in a random direction. repaired between battles and is not lost to the gang).

WEB TRAP (HIDDEN TRAPS)


DIVINE BRAZIER ● Deployment: Outside enemy deployment zone.
● Deployment: Deployment zone. When an enemy moves within 2”, immediately stop and make
● Pitch Black: All fighters are revealed while within 3". an Initiative test:
● Any fighter can spend a Simple action to add Blaze ● Success (unrevealed):
to a Melee weapon (until the End phase of the ○ Not triggered (continue movement).
following round). ● Failure (revealed):
○ If true, apply the following:
S5, AP-2, Blast (5"), Web, Single Shot.

EUCLIDEAN ARTEFACT
● Deployment: Deployment zone.
Counts as a Gang Relic:
● +2 Cool & Ld for friendly fighters within 6”.
● Only available when defending.

Friendly Faction fighters within 8” counts as being in full cover.

HOUSE RULE D6 Result


CHAOTIC 1-2 The fighter is immediately Broken, if already Broken, they
● Rare (9), 75, Deployment zone flee (even if their gang has not failed a Bottle test).
3-4 An opposing gang (roll-off if multi-player) can control that
CULT RITUAL CHAMBER fighter this turn, treating them as part of their gang. As
If a fighter ends their turn within 6” of the Ritual Circle, make soon as the activation ends, the Insane fighter no longer
a Willpower test for them. If the test is failed, they gain counts as being part of the opposing gang.
Insanity. When a fighter with Insanity is activated, roll a D6. 5-6 The fighter act as normal. Once the activation is over,
pass a Willpower test to lose the Insanity.

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★ NECROMUNDA ★

ESCHER
BLADE CAGES (HIDDEN TRAPS) CHYMIST CULT RELIC (GANG RELIC)
● Deployment: Outside enemy deployment zone. ● Deployment: Deployment zone.
When an enemy moves within 2”, immediately stop and make Counts as a Gang Relic:
an Initiative test: ● Only available when defending.
● Success (unrevealed): ● +2 Cool & Ld for friendly fighters within 6”.
○ Not triggered (continue movement).
● Failure (revealed): Fighters within 3":
○ If true, apply the following: ● Friendly:
■ Move into B2B with the trap. ○ Usable as a chem-synth (for Gas & Toxin
■ Become Webbed. As long as a weapons).
fighter is trapped, it can't trap ○ Counts as Assistance if Seriously Injured
additional fighters (not triggered by during Recovery tests in the End phase.
enemy movement). ● Enemy:
○ When ending an activation, pass a
Can be removed by spending a Basic action (Disarm) within Toughness test (adding any modifiers that
1”. Pass an Intelligence test, or the fighter becomes trapped protects against Gas) or immediately suffer
(becoming Webbed). a Flesh Wound.

DECAPITATORS (HIDDEN TRAPS) If defiled, the bonuses to Cool and Leadership test are lost,
● Deployment: Outside enemy deployment zone. but the other benefits remain.
When an enemy moves within 2”, immediately stop and make
an Initiative test: GOLIATH
● Success (unrevealed): AMNEO CANISTERS
○ Not triggered (continue movement). ● Deployment: Deployment zone.
● Failure (revealed): Faction fighters within 3” can remove 1 Flesh Wound during
○ If true, suffer an Injury dice. the End phase of any round.

Can be removed by spending a Basic action (Disarm) within FURNACE BARRICADE


1”. Pass an Intelligence test, or the fighter suffers an Injury ● Deployment: Anywhere outside enemy deployment.
dice. Ignore Blaze and Melta traits when hit within 1” if it grants
cover against the origin of the hit.
GAS CANISTERS
● Deployment: Deployment zone. HEAVY RIVET CANNON
Similar to a Loot casket (can be moved in the same way). ● Deployment: Deployment zone.
Friendly fighters within 1” can use it as it were chem-synth, but ● Only available when defending.
only for Gas weapons.
Rng Acc
Can be targeted by ranged attacks as if a fighter (including Heavy rivet cannon S L S L Str AP D Ammo
being touched by Blas/Template). Toughness 3. If taking any Rapid fire 6” 18” +1 - 4 -1 2 3+
damage, it is destroyed. Center a 3” Blast over it before being Traits: Fixed, Rapid Fire (1), Rending
removed. All fighters touched by the Blast suffer a Gas hit. Super-heated 3” 12” +2 - 6 -2 2 3+
Traits: Blaze, Fixed, Rending
GAS CENSERS
● Deployment: Outside enemy deployment zone.
In the End phase, fighters within 3” must pass a Toughness PILLAR OF CHAINS (GANG RELIC)
test (adding any modifiers that protects against Gas) or suffer ● Deployment: Deployment zone.
an immediate Flesh Wound (a roll of 6 always fails). Can re-roll one or both dice if the gang has a chance to
capture enemy fighters.
Can be thrown by friendly fighters B2B as a Choke Gas
Grenade. After the attack, it is removed from the battlefield. RELIC OF THE FORGE (GANG RELIC)
● Deployment: Deployment zone.
Counts as a Gang Relic:
● +2 Cool & Ld for friendly fighters within 6”.
● Only available when defending.

Fighters within 3”:


● Friendly Faction:
○ Ignore Disarm.
○ Re-roll failed Ammo tests.
● Enemy:
○ If ending an activation, pass a Nerve test or
become Broken.

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★ NECROMUNDA ★

ORLOCK ROAD RELIC (GANG RELIC)


SAWN-OFF SURPRISE (BOOBY TRAP) ● Deployment: Deployment zone.
● Deployment: Anywhere. Counts as a Gang Relic:
A Booby Trap that causes an automatic hit with a Sawn-off ● +2 Cool & Ld for friendly fighters within 6”.
shotgun (Str 3, D1, Scattershot) against all fighters within 3” ● Only available when defending.
when it explodes. A friendly fighter B2B can crew the Heavy Stubber turret
(choose one of the profiles):
If any fighter comes within 2” for any reason, roll a D6: Rng Acc
● 1: Removed (a dud). Heavy stubber turret S L S L Str AP D Ammo
● 2-3: Not triggered (remains).
Burst 20” 40” - - 4 -1 1 4+
● 4+: Triggered and explodes:
All fighters within 3” suffer a hit with Traits: Fixed, Rapid Fire (1)
S3, D1 and Scattershot. Suppressive 12” 24” +1 - 4 -1 1 4+
Traits: Fixed, Rapid Fire (3), Unstable
If triggered, any movement is interrupted whilst this is VAN SAAR
resolved. If a moving fighter is Pinned or Injured, the RAD CANNON EMPLACEMENT
movement ends. ● Deployment: Deployment zone.
● Only available when defending.
A booby trap can be targeted with ranged attacks. Apply a -1 Rng Acc
hit modifier to Short range, or a -2 hit modifier at Long range.
S L S L Str AP D Ammo
If hit, roll a D3:
● 1: No effect. Rad cannon 24” 48” - -1 2 -2 1 3+
● 2: Triggered and explodes: (emplacement) Traits: Blast (5”), Fixed, Rad-phage, Unwieldy
All fighters within 3” suffer a hit with
THERMAL MINES (HIDDEN TRAPS)
S3, D1 and Scattershot.
● Deployment: Outside enemy deployment zone.
● 3: Disarmed and removed.
When an enemy moves within 2”, immediately stop and make
PROMETHIUM BARRELS
an Initiative test:
● Deployment: Anywhere at least 3” from enemy
● Success:
deployment zone.
○ Not triggered (remains unrevealed).
Apply the following effects to all fighters (friend & foe!)
● Failure:
within 3”:
○ The trap is revealed, if true, all fighters
● If activating within 3”, fighters can only make a single
within 6” suffer a S8 AP -4 D3 Blaze Melta
Move (Simple) action during the activation.
hit. Note that Melta only applies to fighters
● +1 modifier if hit by Blaze to see if the fighter is set
within 3” (half range).
on fire.
ENERGY SINK
SERVITOR SENTRY
● Deployment: Outside enemy deployment zone.
● Deployment: Deployment zone.
● Can be represented by a token/marker.
Living Wargear:
● Counts as a fighter in all regards.
Affects the following weapons (ranged & close combat):
● Can't gain XP.
● Power (trait).
● Ignore Lasting Injury rolls (counts as ‘Out Cold’).
● Melta (trait).
● Automatically pass Cool & Willpower tests.
● Las.
● Automatically fail Leadership & Intelligence tests.
● Plasma.
● Do not count for the purposes of Bottle tests.
● Can't be Reinforcement.
If a fighter makes an attack with such a weapon, reduce the
● Must always be deployed on the battlefield (in
Strength depending on the distance to the Energy Sink:
addition to the specified crew size).
● Within 3”: -D3S (min 1).
● Immobile (can't move).
● Within 6”: -1S (min 1).
● Can be moved by friendly fighters like a Loot casket.
M WS BS S T W I A Ld Cl Wil Int RAD CASTERS
- 6+ 5+ 2 4 1 6+ 1 12+ 4+ 6+ 12+ ● Deployment: Outside enemy deployment zone.
Weapons: Autogun or shotgun (solid & scatter). ● Can be represented by a token/marker.
TOOL BOX If within 3” in the End phase, pass a Toughness test (+1
● Deployment: Deployment zone. modifier per equipped item that protects against Rad-phage
weapons), suffer a Flesh Wound.
Can be moved like a Loot casket.
Friendly fighters B2B can throw it as a Rad Grenade (removed
Apply the following effects to friendly fighters within 1” when the attack).
activating (before making any actions):
● Make a free Reload (Simple) action. ARCHAEO-RELIC (GANG RELIC)
● Mechanic fighters (Cyber-mastiff, Ambot, Servitor ● Deployment: Deployment zone.
Sentry or Servitor): Counts as a Gang Relic:
○ Roll a 4+ to remove a single Flesh Wound ● +2 Cool & Ld for friendly fighters within 6”.
or recover a lost Wound. ● Only available when defending.

Enemy fighters ending an activation within 3” must pass an


Intelligence test or gain Insanity. If defiled, this effect is
retained, but the generic effects are lost (modifier to Cl & Ld).

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★ NECROMUNDA ★

BADZONE BATTLEFIELDS
When using Badzone battlefields:
1. Select scenario
2. Roll for Environment
3. Roll for Event

BADZONE ENVIRONMENT
Environments last the whole battle. Planning or special
considerations may be required when used in certain scenarios.

BADZONE EVENTS
Events last one or more rounds. At the start of the first round,
randomize an Event and apply the effects for this round. In the
End phase, roll a D6 to see if the Event is discarded. If it is
discarded, generate a new Event, placing it immediately into play.

If using dice to generate Events and the same Event is generated


twice in a row, the Event will instead be either a Shutdown (if the
first dice of the D66 roll was an odd number) or a Hive Quake (if
the first dice roll was an even number).

Events are automatically discarded after being in play for 3 full


rounds.

When discarded, remove all related effects from the board, such
as markers, terrain or creatures.

D6 Environment
1 Ancient Manufactorium
2 Stygian Depths
3 Sump Sea
4 Dome Jungle
5 Warp-tainted
6 Unstable Dome

D6 Event Discard Value


Odd - Repeat Event Shutdown 4+
11-12 Critter Swarm 5+
13-14 Howling Winds 5+
15-16 Choking Clouds 5+
21-22 Toxic Downpour 3+
23-24 Spore Clouds 4+
25-26 Brainleaf Outbreak 4+
31-32 Bad Air 4+
33-34 Sludge Jellies 4+
35-36 Giant Rats 5+
41-42 Lair of the Beast 5+
43-44 Things in the Dark 5+
45-46 Gunk Tank 3+
51-52 Labyrinth 4+
53-54 Old Cache 3+
55-56 Static Storm 3+
61-62 I’ve got a Bad Feeling about this... 5+
63-64 Witch’s Lair 4+
65-66 Mutie Tribe 5+
Even - Repeat Event Dome Collapse 1+

24
★ NECROMUNDA ★

1: Ancient Manufactorium
A forest of rusting smoke stacks rises above a maze of ancient abandoned machinery, the rumble of dormant forges audible
from somewhere far below.

The battlefield should include at least 6 pieces of Industrial Terrain.

For the duration of the battle, effects from Industrial Terrain will be triggered on a 4+ rather than a 6.

Roll twice and apply the highest result when rolling for rewards. If the scenario has no credit rewards then the victor gains
D6x10 credits instead.
2: Stygian Depths (3d only)
Cracks run through the very foundation of the hives creating vast yawning chasms between domes, the black criss-crossed
with a web of rusting gantries.

The battlefield should include as many walkways and raised sections as possible, and allow for a path from one side of the
battlefield to the other.

The ground level is an abyss and fighters must remain on the upper levels or if at ground level (i.e., level with the abyss)
must remain on pieces of terrain.

When falling into the abyss, pass an Initiative test or go Out of Action. If passed, the fighter becomes a Reinforcement and
may return to the battlefield in the following round.
3: Sump Sea (3d only)
A bubbling morass of toxic goo, the sump boils up from below, flooding entire levels with an ocean of waste and forcing
fighters to take to boats or bridges to cross it.

The battlefield should include as many walkways and raised sections as possible, and allow for a path from one side of the
battlefield to the other.

The ground level is a Sump Sea and fighters must remain on the upper levels or, if at ground level (i.e., level with the sea),
must remain on pieces of terrain. When falling into the Sump Sea:
● Take no damage.
● Placed where fallen.
● Can’t take any actions.

When activated, pass a Strength test or go Out of Action. If passed, swim up to the Movement. If reaching a ladder or terrain
piece, the fighter may climb to safety. Place the fighter closest to where they swam.
4: Dome Jungle
Local flora and fungi has claimed the dome for their own, the crumbling remains of habitation completely overgrown by
twisting creepers and deadly Carnivorous Plants.

The battlefield should include at least 6 large areas of Carnivorous Plants terrain.

The Carnivorous Plants gain +1 S and +3” range. All wounded plants heal 1 Damage in the End phase. The thick foliage
and drifting spores limit vision. Shooting attacks made at Long range suffer an additional -1 to hit modifier (in addition to any
other modifiers).
5: Warp-tainted
Something terrible happened here once and the veil between reality and the Warp has worn thin, its malign energies still
bleeding into the hive from the beyond.

When failing a Willpower or Cool test, gain Insanity in addition to any other effects for failing the test.

When taken Out of Action in Close Combat (or Coup de Grace), make 2 Lasting Injury rolls and apply the highest result.

Gain +1 XP when taking an enemy fighter Out of Action with a Melee weapon (or Coup de Grace).
6: Unstable Dome
An ancient war, forgotten quake or simply the march of centuries has rendered the dome unstable and ready to collapse
given the slightest hint of violence.

When placing a Blast marker, before working out its effects, roll a D6. On a 5+, place another Blast marker of the same
size in contact with the first at a point determined by the Scatter dice. Work out the attack’s effects under both Blast
markers.

When going Prone on a raised platform or other piece of raised terrain, pass an Initiative or fall, as if within ½" of the edge.

Doors and other structures with Toughness and Wounds gain -2 T (minimum 1).

25
★ NECROMUNDA ★

Odd - Repeat Event: SHUTDOWN (DISCARD ON 4+)


Perhaps triggered by the battle, ancient failsafes kick in and the entire dome goes into shutdown – doors lock tight, lights go
out and all machinery grinds to a halt.

Apply the Pitch Black rules. All terrain pieces become inert and generate no additional effects beyond those laid out in the
core rules (i.e., counting as impassible, blocking line of sight, being climbable, etc). All doors seal and can't be opened
normally, but may still be forced.
11-12: CRITTER SWARM (DISCARD ON 5+)
A swarm of hive critters – rats, roaches, spiders or similar – burst from vents and grates, creating a crawling and biting
carpet beneath the fighter’s feet.
In the End phase of each round, roll a D6 for all fighters. On the roll of a 1, pass a Strength test or become Prone. If already
Prone while failing the Strength test, pass a save roll or suffer a Flesh Wound. If Seriously Injured while failing the save roll,
go Out of Action.

Dome Jungle: Fighters are attacked on the roll of a 1 or 2.


Warp-tainted: Fighters attacked by a Critter Swarm must also pass a Willpower test or gain Insanity.
Ancient Manufactorum: When a piece of Industrial terrain activates (or is activated), all fighters within 1" are attacked.
13-14: HOWLING WINDS (DISCARD ON 5+)
A huge ventilation fan hangs above the dome blasting its inhabitants with a storm gale, fighters battling the winds to keep
their footing and find their targets.
Apply -1 hit modifier to Long range shots. Blasts always scatter. Gas and Smoke have no effect on 4+ (roll after firing but
before working the effects). If failed, Smoke is simply removed. When going Prone within ½" of an edge, re-roll successful
Initiative tests.
Stygian Depths: Apply -2 hit modifier to Long range shots. Gas or Smoke weapons have no effect on a 3+.
Dome Jungle: Plants can make attacks from an additional 6" away rather than 3".
Unstable Dome: Place 2 additional Blast markers when placing a Blast marker, rather than just one.
15-16: CHOKING CLOUDS (DISCARD ON 5+)
Ash from the wastes or toxic fog from hive bottom fill the battlefield, making visibility more difficult and covering fighters in a
layer of grimy dust.

Apply -1 hit modifier to Short range shots and -2 to Long range. Blasts always scatter.
Stray Shots potentially hit fighters within 2" of the fire line rather than just 1".

Stygian Depths: Fighters on the highest level of terrain ignore the effects of the Choking Clouds unless they are
making attacks at targets on a lower level.
Sump Sea: Fighters in the sea or level with it ignore the effects of the Choking Clouds unless attacking targets on a higher
level.
Ancient Manufactorum: When Industrial Terrain activates, until the end of the round, the area on it and within 3" of it
ceases to be subject to the Choking Clouds effects.
21-22: TOXIC DOWNPOUR (DISCARD ON 3+)
Foul liquid rains down from above, perhaps released from some waste facility or run-off from one of the water reclamation
facilities filled with pollutants.

Toxic liquid rains down from overhead. Roll a D6:


1-2 Chem Rain: -1 save modifier (Field Armours are not affected).
3-4 Irradiated Coolant: -1T for Toughness tests or Wound rolls. Fighters count Revealed (Pitch Black).
5-6 Waste Run-off: +2 modifier when attempting to put out the flames (Blaze).

Warp-tainted: +2 penalty to Willpower tests.


Sump Sea: The sea rises when this Event comes into play. Remove any terrain level with the sea. Fighters who were on
this terrain are now in the sea.
Dome Jungle: In the End phase (before removing this Event), Carnivorous Plants heal all damage dealt to them.
23-24: SPORE CLOUDS (DISCARD ON 4+)
Virulent spores fill the dome, drifting on the hive winds and making the air dangerous to breathe as they seek out new hosts
for their parent plant.
After each fighter activation, roll a D6. On a 1, the fighter has attracted a swarm of spores. Roll a D6 and center the
following grenade blast on the fighter:
1-2: Choke grenade.
3-4: Scare grenade.
5-6: Smoke grenade.
Dome Jungle: +2” radius for spore blasts.
Ancient Manufactorum: When Industrial Terrain activates or is activated, roll a D6. On a 1, all fighters on or within 1" of the
terrain piece are affected by a random grenade effect.
Stygian Depths: The grenade’s effects do not use blast (only affect the fighter who triggered the spores). Smoke use 3”
blast, rather than 5".

26
★ NECROMUNDA ★

25-26: BRAINLEAF OUTBREAK (DISCARD ON 4+)


The dome is home to Brainleaf growths, their questing fronds seeking out victims to dominate into doing their bidding.

When Seriously Injured fighters roll a Seriously Injured or Out of Action result in the Recovery phase become a Brainleaf
Zombie. At the end of the battle, fighters who became Brainleaf Zombies automatically go into Recovery, but suffer no other
effects.

BRAINLEAF ZOMBIES
Suitable weapons:
● Clubs (or guns used as clubs)
● Unarmed attacks (fists and teeth)
BRAINLEAF ZOMBIES
M WS BS S T W I A Ld Cl Wil Int
2D6” 5+ 6+ 3 3 1 6+ 1 12+ 4+ 6+ 12+
Special Rules:
● Can't be Pinned.
● Automatically pass any Cool tests.
● Ignore all Injury dice results except Out of Action.
● Counts Out of Action as Seriously Injured.
● Recovers and stands up in the Recovery phase.
● Can activate normally with Blaze (still takes damage) and can't attempt to put out the fire.
● Only has a single action each activation.
● Move 2D6" when taking a Move action.
● If the movement take them into B2B with an enemy, consider this as a Charge and immediately attack.
● Enemies taken Out of Action are replaced with a Brainleaf Zombie in the End phase.

A player can activate a Brainleaf Zombie instead of a fighter from a gang (still moves 2D6” towards the nearest fighter).

Dome Jungle: Fighters taken Out of Action becomes a Brainleaf Zombie instead.
Unstable Dome: Roll a D6 after using a blast weapon, but before removing the blast. On a 4+, the fighter who used the
Blast weapon places D3 Brainleaf Zombies in contact with the Blast marker.
Ancient Manufactorum: Hatches and vents might conceal Brainleaf Zombies.
When emerging after using a hatch, vent or ductway, the fighter becomes a Brainleaf Zombie on a 5+.
31-32: BAD AIR (DISCARD ON 4+)
The huge machines that regulate the hive’s air have failed in this region and the atmosphere is stale and thin, like a tomb
sealed away from the world for centuries.

Double Move actions can't be made in an activation without a respirator. -1 S to Blaze weapons (minimum 1).
Fighters hit by weapons with the Blaze trait do not become subject to the Blaze condition.

Stygian Depths: Ignore Bad Air on level with the abyss or within ½" of an edge.
Dome Jungle: The plants are less aggressive and only make attacks from 1" away.
Ancient Manufactorum: When Industrial Terrain activates, the area on it and within 3" of it ceases to be subject to the Bad
Air effects until the end of the round.
33-34: SLUDGE JELLIES (DISCARD ON 4+)
Vile predatory sludges hide within the vents, drains and ducts of the battlefield, waiting to envelop and consume the unwary.

Any liquid terrain such as pools, puddles or toxic spills might hide a Sludge Jelly. Vents, ductways and hatches might also
hide these horrors.

When ending a Move action within 1" of a piece of liquid terrain or using a ductway, vent or hatch, roll a D6. On a 1, the
activation ends as the Sludge Jelly attacks (after using vent, ductways or hatch normally):
Pass a Toughness test or become paralysed and consumed by the Sludge Jelly. If another fighter does not assist them
before the following End phase, the paralysed fighter goes Out of Action. If assisted, become Seriously Injured instead.

Sump Sea: There are Sludge Jellies in the sea and fighters who fall in it will be attacked automatically.
Dome Jungle: Sludge Jellies may attack within 1” of Carnivorous Plants.
Warp-tainted: If passing the Toughness test from a Sludge Jelly attack, pass a Willpower test or gain Insanity.

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★ NECROMUNDA ★

35-36: GIANT RATS (DISCARD ON 5+)


A nest of giant Necromunda rats has claimed the dome as its own, and will viciously defend it against interlopers.

Place D3+3 Giant Rats (starting with the gang with Priority). These rats may be placed at least 1" away from another fighter
and not within any deployment areas.

In the End phase (before testing to remove this Event), each Giant Rat will charge any fighter within 8", otherwise they will
move 2D6" in a random direction, stopping if they come into contact with impassable terrain but otherwise moving up and
down terrain without restriction. Once all the Giant Rats have been moved, add D3 Giant Rats (as above).

Apply a -3 modifier to the Intelligence test when directing Bomb Delivery Rats within 12” of a Giant Rat.

Exotic Beast must attempt to charge Giant Rats within 6" when the owner activates.
GIANT RAT
M WS BS S T W I A Ld Cl Wil Int
6” 4+ - 3 3 1 3+ 1 10+ 8+ 10+ 9+

Weapon: Jaws (S3, D1, Melee, Backstab)


Stealthy: -1 hit modifier when targeted by Ranged attacks.
Small Target: Never a potential target when working out Stray Shot.
Nimble: 4+ save (unmodifiable by AP).

Unstable Dome: Roll a D6 after using Blast weapons. On a 4+, place D3 Giant Rats in contact with the Blast.
Ancient Manufactorum: When Industrial Terrain activates or is activated, place D3 Giant Rats in contact with the terrain
piece.
Sump Sea: When falling into the sea, place D3 Giant Rats in the sea at least 6" away. Giant Rats can move without
restriction in the sea.
41-42: LAIR OF THE BEAST (DISCARD ON 5+)
A massive hive beast lairs within this dome, slumbering beneath the battlefield, its tentacles questing in its sleep until it finds
a prey worthy of its appetite.

After deployment, but before the first activation, add 3 Beast’s Lairs to the battlefield (starting with the gang with Priority).
Must be placed at least 12" from each other or any model, and cannot be placed in any deployment area. If a gang destroys
a Beast’s Lair, that gang can place a new one (as above).

Ancient Manufactorum: When Industrial Terrain activates or is activated, any of its hatches count as Beast’s Lair markers
until the end of the round.
Stygian Depths: Beast’s Lair markers can be placed in the abyss and will attack fighters who pass above them, counting as
within 6” regardless of the actual distance (unless closer).
Unstable Dome: After using a Blast weapon, roll a D6. On a 5+, place a Beast’s Lair marker centred on one of the Blast
markers generated by the attack.
43-44: THINGS IN THE DARK (DISCARD ON 5+)
Darkness and shadows rule the underhive, though here they grow especially thick, and within their blackness foul creatures
stalk, preying upon all who walk there.

Apply The Horrors in the Dark rules.


-1 modifier to Long range shooting attacks (unless equipped with photo-goggles or a thermal sight).

Dome Jungle: Fighters will be attacked unless they are within 8" of 2 other fighters (rather than 1).

Warp-tainted: When rolling on the Horrors in the Dark table, roll 2xD6 and choose the lower result.

Sump Sea: Fighters in the sea must roll on the Horrors in the Dark table when they activate.

45-46: GUNK TANK (DISCARD ON 3+)


Sludge and waste spurt periodically into the dome, pumped down from uphive and potentially showering fighters in
disgusting goo.

Before rolling for Priority, all fighters must roll 2+ or gain the Gunked condition:
● -1” M (minimum 1”).
● don’t add D3" when Charging.
● -1 modifier to Initiative.
● Blaze trigger on 2+.

Ancient Manufactorum: When Industrial Terrain activates or is activated, test against Gunked within 1”.
Sump Sea: Automatically become Gunked when falling into the sea.
Unstable Dome: Test against Gunked when hit by Blasts.

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51-52: LABYRINTH (DISCARD ON 4+)


At the best of times the underhive is a maze, though here it is especially tangled, and fighters might find themselves easily
separated from their allies and all alone.

When activating without line of sight to any other fighter, pass an Intelligence test or become lost and are placed anywhere
on the battlefield within 12" of their current position by their opponent. May not be placed in impassable terrain or within 1"
of another fighter.

Warp-tainted: Fighters who become


lost gain Insanity.
Dome Jungle: Can be placed within 6” of a Carnivorous Plant if becoming lost within 6” of a Carnivorous plant.
Stygian Depths: When falling into the abyss, become lost, rather than going Out of Action.
53-54: OLD CACHE (DISCARD ON 3+)
Forgotten militia armouries, abandoned settler storehouses and lost gang caches are hidden throughout the underhive for
those with the wit to find them.

Fighters can spend a Double action (Scavenge) to search for loot. Roll a D6, adding 1 to the result for each other friendly
fighter within 6". On a 6+, place a loot casket in base contact with the fighter.

For the duration of the battle, fighters may re-roll failed Ammo tests.

Grenades do not automatically run Out of Ammo for the rest of the battle if they fail an Ammo test, and may be reloaded in
the same way as other weapons.

Ancient Manufactorum: Find loot caskets on a 4+ (rather than a 6+).


Warp-tainted: If failing the Scavenge action, pass a Willpower test or gain Insanity.
Unstable Dome: Grenades misfires if a Hit is rolled on the Scatter dice regardless of the result of the D6 roll.
55-56: STATIC STORM (DISCARD ON 3+)
Vast superconductors power entire levels of the hive, their constant motion periodically unleashing static storms into the
underhive amid crackling blue lightning.

Energy weapons (plasma, melta, las weapons, etc.) gain Unstable. If the weapon already is Unstable, it automatically
overloads if the Ammo symbol is rolled on the Firepower dice. When moving into B2B with another fighter, both fighters
suffer a Strength 1 Damage 1 hit (resolved before completing any other actions, such as Charging). If using Pitch Black
rules, become Revealed when moving.

Ancient Manufactorum: When Industrial Terrain activates, or is activated, all fighters within 1" suffer S 1 D1 hit.
Dome Jungle: Carnivorous Plants inflict D3 Strength 1 Damage 1 hits in addition to any other effects.
Stygian Depths: Apply D3 hits (rather than 1) when moving into B2B.
61-62: I’VE GOT A BAD FEELING ABOUT THIS… (DISCARD ON 5+)
The grind of machinery falls silent and even the local wildlife scuttle back into their holes, as if the underhive is holding its
collective breath – waiting for something terrible to happen.

+2 penalty to any Nerve tests. Broken Hired Guns and Hangers-on are removed from the battlefield (count as Out of Action
without Lasting Injury rolls).

Warp-tainted: Gain Insanity when failing any Nerve test (in addition to any other effects).
Dome Jungle: Make a Nerve test if starting or ending an activation within 3” of a Carnivorous Plant.
Stygian Depths: Pass a Willpower test whenever a Nerve test is failed within ½" of an edge jump into the abyss.
63-64: WITCH’S LAIR (DISCARD ON 4+)
A Wyrd has taken up residence in the area, and is none too pleased that fighters have disturbed their solitude, bringing both
violence and the chance of discovery.

One random Standing fighter from each gang is attacked by the Wyrd in the End phase. Pass a Willpower test or
immediately attack the nearest fighter. Randomize a Melee/ranged weapon to use.

Warp-tainted: Randomize 2 fighters to be attacked by the Wyrd rather than 1. Work out their attacks in the order they were
chosen.
Sump Sea: When attacked by the Wyrd, jump into the sea rather than make attacks. If the fighter can't jump into the sea,
move as close to the sea as possible.
Stygian Depths: When attacked by the Wyrd, jump into the abyss rather than make attacks. If the fighter can't jump into the
abyss, move as close to the abyss as possible.

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★ NECROMUNDA ★

65-66: MUTIE TRIBE (DISCARD ON 5+)


A feral tribe of Muties has claimed this region as theirs and want to drive off the invaders, doubtless completely unaware of
the vast world beyond their dome.

In each Priority phase, roll a 2+ for each fighter that is Active, or be attacked by Muties armed with mutie bows. The ranged
attack hits on 6+ with S2 Ap +1 D1 (no cover benefits). When attacked by Muties, a fighter can sacrifice the Ready status for
this round and roll the Firepower dice for one of their ranged weapons (possibly making an Ammo test) to repel this attack
and any other for fighters within 6”.

Dome Jungle: Fighters are attacked on the roll of a 1 or 2.


Warp-tainted: The first fighter selected is attacked by a Wyrd rather than a normal Mutie. Pass a Willpower to gain Insanity,
or if failed, take a S5 D2 hit.
Ancient Manufactorum: Mutie attacks are made with reclaimed autoguns rather than mutie bows.
Even - Repeat Event: DOME COLLAPSE (DISCARD AUTOMATICALLY)
The mighty hive shifts on its foundations, domes crashing into each other, sludge seas draining, chasms closing or opening,
and entire levels falling down into the regions below.

All fighters become Pinned (this may cause fighters within ½" of an edge to fall). Discard the current Environment and
generate a new one. The effects of the new Environment come into play immediately.

Discard this Event Immediately.

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★ NECROMUNDA ★

GAME STRUCTURE
A Battle in Necromunda is split into several rounds. A round ● 2: ACTION PHASE
is split into three phases, which are resolved one at a time. ○ Activate Fighters
● 3: END PHASE
● 1: PRIORITY PHASE ○ Bottle tests
○ Roll for Priority ○ Fleeing the Battlefield
○ Ready Fighters ○ Recovery tests
○ Rally tests

PRIORITY PHASE
The Priority phase has two steps, first roll-off for Priority, then fighters are Readied.

ROLL FOR PRIORITY


Roll-off to determine who has Priority. In the case of a tie, the gang with Priority in the previous round passes it to the opponent
(re-roll ties the first round, when neither gang has had Priority). In multi-player battles, let dice score determine the order and
re-roll any ties.

READY FIGHTERS
Each fighter is then Readied, regardless of Status, Secondary Status or any other Conditions. Once a fighter has been
activated, they are no longer Ready. Normally a fighter that is no longer Ready may not activate again, but note that there are
some instances in which a fighter may activate again.

ACTION PHASE
ACTIVATE FIGHTERS GROUP ACTIVATIONS
When activating a fighter with the Group Activation (X) ability,
A Standing fighter may turn to face any direction when additional Ready friendly Faction fighters within 3” can be
activated, before making actions. activated at the same time. Most Leaders and Champions
have this:
Starting with the gang with Priority, take turns to pick one of
the Ready fighters to activate and make up to 2 actions with ● Leader: 2 additional Ready fighters.
them. ● Champion: 1 additional Ready fighter.

Note that the actions a Ready fighter can perform are If a Leader or Champion is activated in this way, they may not
governed by their current Status and Secondary Status. then perform a Group Activation themselves!
Some Conditions will also limit the actions a fighter may
make, for example Broken. All fighters must be nominated before any of them makes an
action. Then activate each fighter in the group as normal, fully
If one gang runs out of fighters to activate, the other gang resolving their activation before picking the next fighter. Each
can activate all of their remaining fighters in any order. Once fighter activates individually, groups never activate
all fighters have been activated, even if they performed no simultaneously.
actions during their activation, the Action phase ends.
GROUP ACTIVATION (PETS)
INSANITY All owners automatically gain this ability, even if they don’t
have Group Activation initially. All pets automatically join their
If subject to the Insane condition, roll a D6:
owner in a Group Activation (does not count towards the limit
for other fighters), even if the owner itself was activated as
D6 Result
part of a Group Activation.
1-2 The fighter is immediately Broken, if already Broken, they
flee (even if their gang has not failed a Bottle test). EXCEPTIONS
3-4 An opposing gang (roll-off if multi-player) can control that ● Champion (Specialist) does not have Group
fighter this turn, treating them as part of their gang. As Activation.
soon as the activation ends, the Insane fighter no longer ● Slave Ogryn Leader only has Group Activation (1).
counts as being part of the opposing gang. ● Slave Ogryn Champion does not have Group
5-6 The fighter act as normal. Once the activation is over, pass Activation.
a Willpower test to lose the Insanity. ● Greim Leader does not have Group Activation.

NOTE
Group Activations are not affected by any status or
condition (Broken, Seriously Injured, Blaze etc.).

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★ NECROMUNDA ★

ACTIONS
COUP DE GRACE (SIMPLE)
TYPES OF ACTION Requires the fighter to not be Engaged with any other
There are 3 types of action. Each action may be fully fighters. Pick a Seriously Injured enemy fighter within 1” and
resolved before declaring the second action. within the vision arc of the fighter making the action. That
fighter immediately goes Out of Action.
BASIC ACTION
Can only be made once during a fighter’s activation. A fighter making a Charge (Double) action can make a Coup
de Grace (Simple) action instead of a Fight (Basic) action if
SIMPLE ACTION they end their move within 1” of a Prone and Seriously Injured
Can be made more than once during their activation, each fighter and not Engaged by any enemy fighters.
time still uses up one of their actions for the turn.
If making a fight action and the target becomes Seriously
DOUBLE ACTION Injured, the fighter may end the action with a free Coup de
Making a Double action counts as making two actions - Grace.
meaning it takes up the fighter’s entire turn. If a fighter only
has one action available for any reason, they can't make a YAQ: Do not make a 2nd Nerve test for fighters that became
Double action. Seriously Injured and then taken Out of Action by a free Coup
de Grace action in the same activation.

STANDING: ACTIVE TAKE COVER (BASIC)


Move up to half Movement, then become Pinned.
MOVE (SIMPLE) Note: Voluntarily becoming Pinned never triggers an Initiative
Make a Standard move. test to prevent falling (edge, pitfall or similar).
● Move a distance up to their Movement
characteristic. DUCTWAYS: CRAWL THROUGH DUCTWAY (DOUBLE)
● Climb vertically up or down. If within 1” of a ductway, place the fighter within 1” of the other
● Cross any gap no wider than their base. end, provided they can be set up so that they are not within 1”
● Attempt to leap across a bigger gap provided they of an enemy fighter and so that their base does not overlap
have enough movement left to do so. that of another friendly fighter or an obstacle.
● Attempt to jump down to a level below.
DUCTWAYS: FIRE THROUGH DUCTWAY (BASIC)
CHARGE (DOUBLE) If within 1” of a ductway, make a ranged attack against an
Make a Move (Simple) action, adding D3” to the distance. enemy fighter that is within 1” of the other end of the same
During a charge, the fighter can move within 1” of a Standing ductway. The attack will hit on a 5+, regardless of BS or
(Active or Engaged) or Prone (Pinned or Seriously Injured) modifiers. Weapons that normally use a Template instead
enemy (or more than one if they wish), but if they do, they automatically hit all fighters within 2” of the other end of the
must have sufficient movement to get into B2B with at least ductway.
one enemy, becoming Engaged. If not, they must stop 1”
away. If Engaged at the end of the action, the attacker must YAQ: For Blasts, target a fighter within 1" of the ductway or
immediately make a free Fight (Basic) action. If ending up any point within 1" of the ductway. Then roll to hit (5+) and
within 1” of a Seriously Injured enemy, they can make a free scatter if it misses as normal.
Coup de Grace (Simple) action instead.

When equipped with a versatile weapon, the charging fighter


can end the move within the versatile weapon's range and
must then make the free Fight action.

Vehicles: A fighter within 1" of a vehicle counts as being


Engaged (it is sufficient to end the Charge within 1").

SHOOT (BASIC)
Make an attack with a ranged weapon.

AIM (BASIC)
+1 hit modifier to any hit rolls in a subsequent Shoot / Fire All
(Basic) action this activation.

RELOAD (SIMPLE)
Pick a weapon that is Out of Ammo and make an Ammo test.
If passed, the weapon is reloaded and no longer Out of
Ammo.

HOUSE RULE
Reload is Double action (instead of Simple).

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★ NECROMUNDA ★

DOOR: OPERATE (SIMPLE)


If within 1”, either open a closed door or close an open door. STANDING: ENGAGED
Fighters who are Standing and Engaged may only perform the
ACCESS TERMINAL (BASIC) following actions:
Used for terrain with special rules (locked doors or industrial
terrain). If within 1”, make an Intelligence test with a -2 FIGHT (BASIC)
modifier. Make close combat attacks against one or more Engaged
enemies.
Doors: If passed, make a free Operate Door action on the
terminal’s door (regardless of distance to the door). RETREAT (BASIC)
1. Make an Initiative test. If failed, the action ends.
Lift: If passed, activate or deactivate a single lift on the 2. If passed, any Engaged enemies can try to pass an
battlefield. If deactivated, it can't be used until the following Initiative test in order to make Reaction attacks
round’s End phase. against the retreating fighter.
3. If still standing, move D6" (2D6” if broken).
Terrain Special Effect: If passed, activate or deactivate the
special effect for a piece of terrain. Activation lasts until the HEADBUTT (BASIC)
End phase. Deactivation lasts until the next round’s End Requires the Headbutt skill. Can be made instead of a Fight
phase. (Basic) action. Target an Engaged enemy and roll 2D6. If
either one is equal or higher than the Toughness, they suffer a
Ancient Terminal: If passed and a double, gain 2D6x10 hit with the attacker’s Strength +2 and 2 Damage. If both dice
Credits. Additionally, if successful, roll a D6: are less than the Toughness, this fighter suffers a hit instead,
● 1-2: +D6 Reputation. using their own Strength and Damage 1.
● 3-4: +D6x10 Credits.
● 5-6: +D6 Experience. HURL (BASIC)
Requires the Hurl skill. Can be made instead of a Fight
LOCKED DOOR: FORCE OPEN (BASIC) (Basic) action. Target an Engaged enemy in B2B or a
If within 1”, pass the following test to open the door: Seriously Injured enemy within 1”. That fighter must pass an
Initiative test or be thrown. Choose a direction and move the
Open standard: D6+Str > 8 fighter D3”. If the fighter was Standing, the fighter becomes
Open vault: D6+Str > 10 Pinned after moving. If the hurled fighter contacts any terrain,
stop moving and suffer a Strength 3 hit. If contacting another
Add +2 per friendly fighter B2B with the door. fighter, stop moving and both fighters becomes Pinned and
suffer a Strength 3 hit.
LOOT CASKET: SMASH OPEN (BASIC)
If within 1”, pass the following test to open the loot casket:

Open Loot Casket: D6 + Str > 5

However, suffer a -1 modifier when rolling to determine the


casket’s contents (minimum 1).

LOOT CASKET: BYPASS LOCK (BASIC)


If within 1”, pass an Intelligence test to open the casket.

LOOT CASKET / AMMO CACHE: CARRY (SIMPLE)


If within 1”, make a Move (Simple) action, carrying the loot
casket or ammo cache. When the action ends, the casket is
placed in B2B.

DROP RIG: DESCEND (BASIC)


Requires the Drop Rig wargear. If Active and within 1” of an
edge:
● Move 0-3” horizontally and 0-12” vertically
downwards.

GRAPNEL LAUNCHER: GRAPNEL (DOUBLE)


Requires the Grapnel Launcher wargear. If Active, move up to
12” in a straight line, in any direction. This can be to a different
level, as long as the move doesn't go through terrain.

33
★ NECROMUNDA ★

PRONE: PINNED PRONE: SERIOUSLY INJURED


STAND UP (BASIC) CRAWL (DOUBLE)
The fighter stands up, returning to Active status. Choose the The fighter may move up to half their Movement.
fighter’s facing.
BROKEN
Mounted fighters must pass an Initiative test or the action is Any fighters subject to the Broken Condition must perform a
wasted (remain Pinned) Running for Cover (Double) action when activated.
CRAWL (DOUBLE) RUNNING FOR COVER (DOUBLE)
The fighter may move up to half their Movement. If Active, move 2D6”. If Prone (Pinned or Seriously Injured), move
half Movement instead.
BLIND FIRE (DOUBLE)
Make a ranged attack, treating their vision arc as 360°. Subtract 2 Attempt to end the move in the following order of priority:
from the result of any hit rolls. 1. More than 3” away from enemy fighters.
2. Out of line of sight of enemy fighters.
RELOAD (SIMPLE) 3. In partial or full cover.
Pick a weapon that is Out of Ammo and make an Ammo test. If 4. As far away from any enemy fighters as possible.
passed, the weapon is reloaded and no longer Out of Ammo.
If Engaged when activated, use same rules as when Retreating:
1. Make an Initiative test. If failed, the action ends.
HOUSE RULE 2. If passed, any Engaged enemies can try to pass an
Reload is Double action (instead of Simple). Initiative test in order to make Reaction attacks against
the retreating fighter.
3. If still standing, move 2D6", or half Movement if Seriously
Injured when trying to Retreat.

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★ NECROMUNDA ★

OTHER ACTIONS BADZONE ACTIONS


FRAG/GAS/MELTA TRAP: SET TRAP (DOUBLE) SCAVENGE (DOUBLE)
Requires a Trap tactics card. Place a Trap within 1” of the Requires the Old Cache Badzone Event. Roll a D6, adding 1
fighter. Then, they can move up to D6”. to the result for each other friendly fighter within 6". On a 6+,
place a loot casket in base contact with the fighter.
PRIME BOMB RAT (BASIC)
Requires Bomb Delivery Rats. Make an Ammo roll for the Ancient Manufactorum: Find loot caskets on a 4+ (rather
grenade as if used normally. Place the bomb delivery rat B2B than a 6+).
with the fighter. Pass an Intelligence test to choose the Warp-tainted: If failing the Scavenge action, pass a
direction. If failed, move the rat in a random direction instead. Willpower test or gain Insanity.
In either case, the rat moves up to 6”.
COVER (SIMPLE)
LASER CUT (DOUBLE) Requires the fighter to be within 1” of a Service Hatch
Requires the Cutting Beam (Archaeotech Device). If within 1” (Industrial Terrain). Gain partial cover. Any movement
of a door, loot casket or other damageable piece of terrain, (voluntarily or otherwise) removes this benefit.
apply a single automatic S8 D3 hit.
CLIMB (SIMPLE)
SCAN (SIMPLE) Applies to Industrial Claw/Hook (Industrial Terrain). When
Requires the Viewer (Archaeotech Device). Reveal an enemy within 3" of the line between the Claw (or where it connects to
fighter within 18”. the structure) and the ground level, make the Climb (Simple)
action to ascend or descend.
TAKE A SWIG (SIMPLE)
Requires a bottle of Second Best or Wild Snake. Roll a 4+ or TRIGGER CLAW (BASIC)
the bottle is empty and discarded. Everytime this action is When within 3” of a Claw/Hook (Industrial Terrain), drop the
made, add 1 Intoxicated token and remove 1 Flesh Wound (if Claw on an enemy fighter on a lower level than the attacker
any). Intoxicated tokens remains until the end of the battle. and within 3" of the line between the Claw (or where it
The amount of tokens decides the effect: connects to the structure) and the ground level.
Tokens Second Best
The attacked fighter must pass an Initiative test or take a S5
1 Feeling Good: -1 hit modifier to ranged attacks, +1 to hit.
Cool tests.
2 Getting Unsteady: -2 hit modifier to ranged attacks, +2 HOOK CARGO (SIMPLE)
to Cool tests. After making 2 Move actions in a row, pass When within 3" of a claw/hook, lift either a Seriously Injured
an Initiative test or become Prone. fighter or loot casket (or similar item that can be carried) up or
3+ Blind Drunk: -3 hit modifier to ranged attacks, +3 to down to any point within 3" of the Claw/Hook, provided that
Cool tests. When making a Move action, move D6” in a there is space to place the model.
random direction.
JURY RIG (DOUBLE)
Tokens Wild Snake Requires the Abandoned Hardware (Hive Ruins). When B2B,
1 A Good Buzz: -1 hit modifier to ranged attacks, +2 to pass an Intelligence test to move the terrain piece up to 10”
Cool tests. (moving with it if they wish). Can't climb ladders, but can go
2 Seeing Double: -1 hit modifier to ranged attacks, +3 to up ramps or be driven off ledges (suffering and inflicting
Cool tests. After choosing a ranged target, before damage in the same way as falling fighters). Alternatively, the
making the hit roll, randomise the actual target between Hauler or Crane’s claw can be activated (if it has one) using
the intended target and any model (friend & foe) within the rules for Industrial Claws and Hooks (Industrial Terrain).
6” of the intended target.
DISARM (DOUBLE)
3+ Snake Courage!: -2 hit modifier to ranged attacks,
If within 3” of an Unexploded Ordnance (Forgotten Ordnance),
automatically pass any Cool tests.
pass an Intelligence or Cool test to remove a token from the
bomb.

35
★ NECROMUNDA ★

VEHICLE ACTIONS STATIONARY


A Stationary (Stalled) vehicle only has a limited amount of actions
Vehicles can make various actions depending of it's Status. available.

MOBILE JUMP START (SIMPLE)


Default Status that includes the most varied selection of actions. Pass a Handling test to restart (become Mobile).
● +1 modifier if having 2+ Wounds remaining.
MOVE (SIMPLE)
● Move full speed in a straight line forward. TURN-OVER (BASIC)
● Make a single 90° pivot before, during or after the move. Move (Simple) but only D3". +1 modifier to the next Restart test.
● Automatically cross any gap shorter than the length of
the vehicle as long as the starting point is equally high or FREE WHEEL (BASIC)
higher than the target (if not, the vehicle will fall). Move (Simple) but only D6". Roll a D2 to determine the direction:
1: Forward.
MANEUVER (SIMPLE) 2: Backward.
● Move half speed in a straight line forward or backwards.
● Can make any number of 90° pivots before, during or Collision damage is worked out as normal.
after the move. Note: Should probably move at least 1"
between each pivot? HOUSE RULE
If on sloped surface, move downwards
MOVE & SHOOT / FIRE ALL (BASIC) according to gravity instead of randomizing.
Choose one of the following:
● Move (Simple) action at half speed. Can shoot with a
single Crew Weapon or Sidearm before, during or after FIRE ALL (BASIC)
the move. Shoot with all Crew Weapons.
● Shoot with all Crew Weapons.
BROKEN
AIM (BASIC) When becoming Broken (or activating while Broken), immediately
+1 hit modifier to any hit rolls in a subsequent Shoot / Fire All lose any Ready marker and activate (even if already activated this
(Basic) action this activation. round) as follows:
● Mobile: Break For Air (Double) action.
RELOAD (SIMPLE) ● Stationary: Burn Out (Double) action.
Pick a weapon that is Out of Ammo and make an Ammo test. If
passed, the weapon is reloaded and no longer Out of Ammo. BREAK FOR AIR (DOUBLE): MOBILE
Move 3D6" with any number of pivots.
HOUSE RULE Attempt to end the move in the following order of priority:
Reload is Double action (instead of Simple). 1. More than 3” away from enemy models.
2. Out of line of sight of enemy models.
DRIFT (BASIC) 3. In partial or full cover.
Move half speed in a straight line anywhere in a Side arc. After 4. As far away from any enemy models as possible.
moving, pass a Handling test (with a +1 modifier) or Lose Control.
BURN OUT (DOUBLE): STATIONARY
RAM (DOUBLE) ● Place D3 Smoke Blasts (5") anywhere within 1".
Move (Simple) action with +D6". If causing a head-on collision ● -1 modifier to the Restart test (in End phase) per Smoke
with another vehicle or terrain, this vehicle halves the movement marker.
when determining the collision damage it suffers (other affected
vehicles suffer a hit as normal).

Use the Movement stat to determine the collision damage:

3-5: S3.
6-7: S5, AP-1.
8-9: S7, AP-2, D2.
10+: S9, AP-3, D3.

SPIN (BASIC)
Move (Simple) action at half speed. Pivot 180° instead of 90°.
After pivoting, pass a Handling test or Lose Control.

FULL THROTTLE (DOUBLE)


Move (Simpe) action using 3x Movement stat. If turning during the
move, immediately after the turn, pass a Handling test (-1
modifier) or Lose Control.

36
★ NECROMUNDA ★

MOVEMENT
Fighters move by making actions, usually the Move (Simple) INVOLUNTARY MOVE
action. To run, make 2 Move (Simple) actions. A fighter might The 1” rule does not apply when moving involuntarily within 1”
Charge (Double) to get into combat, or Crawl (Double) to get of an enemy. For example when thrown into contact with other
out of the firing line. fighters. The normal rules described previously are temporarily
suspended until the movement and any other effects it causes
A fighter can move up to (but not further) than the full have been fully resolved (such as in the previous Hurl
movement allowance. The movement can bend and curve in example, in which case the fighters would suffer hits as a result
any fashion (need not be in a straight line). Note that a Charge of coming B2B with one another). Once they have been and if
(Double) action should take the shortest route possible. After neither fighter is Prone and Seriously Injured, move the fighter
moving, a fighter can turn to face any direction. that was involuntarily moved by the shortest route possible
until they are 1” away from the enemy fighter.
All Move actions must be declared before any measuring is
carried out. If a measurement makes it obvious that a fighter TERRAIN
does not have as much movement as hoped, the movement The following section covers how terrain affects movement.
will end short of where it was planned. In this case, move the
fighter as far as possible in the desired direction, and try to DIFFICULT TERRAIN
make good use of any available cover! Every 1” movement count as 2”.

In the case of a Charge (Double) action, if a fighter has DANGEROUS TERRAIN


insufficient movement to make it into B2B with an enemy Dangerous Terrain is Difficult Terrain. In addition, an Initiative
fighter, they must still move the full distance (stopping 1” away, test must be passed to avoid immediately going Out of Action
as follows) and may often end their movement in a very and suffering a Lasting Injury roll.
dangerous position!
OBSTACLES
YAQ & N17 (IMPROVED VERSION) Obstacles are free standing terrain no more than 2” high and
Fighters can move (voluntarily) through friendly fighters 2” across (such as pipelines, barricades and barrels). Fighters
(if having sufficient movement to not overlap any bases). may cross obstacles as they move, but doing so reduced their
movement by a number of inches equal to the height of the
obstacle. A fighter may not end their movement on top of an
DIRECTLY TOWARDS AND DIRECTLY AWAY FROM obstacle.
Trace an imaginary straight line that crosses the centre of each
fighter’s base - the moving fighter then moves towards the STRUCTURE
other fighter along this line the required distance. Similarly, to Structures are terrain features more than 2” high and more
move directly away from another fighter, follow the same than 2” across. A fighter may climb up and onto structures and
method in the opposite direction. between various levels and platforms as they move and may
end their movement on any level if there is sufficient space for
As always, this can't make a fighter move through a wall, their base.
impassable terrain or a closed door. Should they contact one
IMPASSABLE AND SOLID TERRAIN
of these features, they stop and do not move further.
Fighters may not move across impassable terrain.

THE 1” RULE DUCTWAYS


Move within 1" of any enemy fighter during an activation: Ductways can be up to 2” in length and can be placed across
● Fighters: Can't move. any 2” wide wall or any other impassable terrain. Spend a
● Vehicles: Can move (any enemy model). Double action (Crawl Through) within 1":
● Placed within 1" of the other end (provided there is
Fighters have some exceptions to this rule: room outside 1" of enemies and the base doesn't
overlap other fighters or obstacles).
● Enemy fighter is Seriously Injured.
● An Active fighter makes a Charge (Double) action.
CLIMBING
● Involuntary move. Climbing is equal to moving through Difficult Terrain. Any
vertical surface can be climbed. A fighter can't end the
CHARGE activation mid-climb; they must have sufficient movement to
During a Charge, a fighter can move within 1” of one or more reach a flat surface. If they can't, they will stay where they
enemy fighters, provided the move ends B2B with one or more were when the action was declared.
enemies. If the move is sufficient to get within 1" but
insufficient to get in B2B and Engage the enemy fighter, stop Note that a fighter may end a Move (Simple) action mid-climb,
moving 1” away. Note that with Versatile, the move can stop provided that they are able to immediately use another action
within Long range. to complete the climb.

STEPPING UP
HOUSE RULE A fighter may freely ‘step up’ onto another level or platform of a
Fighters can move (voluntarily) to Engage enemies (B2B). structure, provided it is no more than ½” higher than the level
they are currently on. If the difference in height is more than
½”, they must climb instead.

37
★ NECROMUNDA ★

OVERHANGS FALLING HAZARDS


Overhangs can be traversed as long as it protrudes no more
A fighter is at risk of falling if they go from Standing to Prone whilst
than 1” from the vertical surface. Overhangs that protrude more
within ½” of the an edge. Pass an Initiative test to avoid falling.
than 1” are considered impassable when climbing.

LADDERS AND STAIRS RAILINGS


Normal movement. If the nearest edge of a level or platform is bounded by a railing or
similar barrier at least ½“ tall, the chance of falling is reduced:
LIFT ● +1 to Initiative tests.
If moving onto a lift, the lift can go 4" up or down. The fighter (when going Prone to see if the fighter falls).
can then use any remaining movement. The lift can only move
once per round. Any models standing on it moves with it. FALLING DAMAGE
If a model falls 3” or more, suffer an automatic hit (round up to the
If a fighter moves a lift while another fighter obstructs the path nearest inch).
of the lift, the other fighter must pass an Initiative test to move
up to 2" away from the lift. If failed, or having insufficient move
to escape the lift, suffer an automatic hit with automatic wound Modifiers
with a D3 attack. If the attack was survived, move the fighter Jumping Falling
the shortest distance possible to no longer obstruct the lift. Distance Down Vehicle Strength Falling AP Damage
1”-2” - -1 - - -
LEAPING GAPS
3” -1 -1 3 - 1
A fighter may attempt to leap across a gap that is bigger than
their base, provided there is enough Movement to do so. Stop 4” -1 -2 3 - 1
at the edge and pass an Initiative test to leap the gap and 5” -2 -2 3 - 1
continue moving. If failed, fall straight down by the shortest 6” -2 -2 5 -1 1
possible route to the next level down and suffer a hit as follows. 7” -3 -3 5 -1 1
8” -3 -3 7 -2 2
JUMPING DOWN 9” -4 -3 7 -2 2
Pass an Initiative test to jump down to a lower level. No 10” + -4 -4 9 -3 3
modifier for the first 2”, but a cumulative -1 modifier for each
additional 2” jumped (rounded up). If failed, suffer falling A falling fighter is immediately Pinned and their activation ends.
damage.
If falling and landing within ½” of a platform edge, pass another
Initiative test or fall again.
N17: The vertical distance does not cost any movement.
Vehicles:
● Automatically suffer fall damage (no test to avoid it).
● Pass a Handling test (with falling modifiers)
or Lose Control.

FALLING ON OTHER MODELS


If a model lands on top of another model, both suffer the same
damage.
● Fighters: All involved are Pinned.

Move the falling model the shortest possible distance so it is not


overlapping (if neither went Out of Action). If falling on an enemy
fighter (and no involved fighter is Seriously Injured), move the
falling model 1" away from the enemy fighter (shortest possible
route).

38
★ NECROMUNDA ★

MOVE AND PUSH DURING COLLISIONS


VEHICLE MOVEMENT If a moving vehicle contacts other vehicles, all involved vehicles
FIGHTER MOVEMENT suffer a hit after the move is finished. When calculating
Fighters can move and climb on and leap onto vehicles. Toughness, use the facing that suffers the hit.

FIGHTERS & LOOT ON MOVING VEHICLES How vehicles move during collisions depends on which arc of the
Fighters that are on a vehicle when it moves must pass an moving vehicle contacted the other vehicle:
Initiative test (only test once per activation in which the vehicle
moves) or fall 1" away from the vehicle in a random direction. If
● Head-on (front):
landing within ½" of an edge of a platform, pass another
The moving vehicle's front contacts another vehicle.
Initiative test to avoid falling again. If the landing location is in
impassable terrain, move the shortest distance to a legal ○ The impacted vehicle is pushed until the moving
location. vehicle stops moving (unless the moving vehicle
has a lower Toughness, in which case it stops
Loot on top of a vehicle will fall off a moving vehicle unless any immediately).
of the following are true: ● Side-on (side):
● B2B with a fighter (that passed the Initiative test). The moving vehicle's side contacts another vehicle.
● Placed in a designated transport area. ○ Make a Handling test (+1 modifier if the moving
vehicle as a higher Toughness). The result
VEHICLE COLLISIONS affects which vehicle is moved the shortest
Vehicles can crash into other models (fighters & vehicles) or distance possible to continue moving.
terrain. Collisions occur when a moving vehicle contacts ■ Pass: The other vehicle.
another model or terrain. When calculating the Toughness of a ■ Fail: The moving vehicle.
vehicle involved in a collision, use the facing that suffers the hit.
CHAIN COLLISIONS
COLLISION DAMAGE ● If multiple vehicles collide, fully resolve the damage from
Use the moving vehicle's Move stat to determine the damage: each collision in the order they occur.
● If subsequent collisions occur due to a vehicle being
3-5: S3. pushed, use the initial vehicle's Movement stat to
6-7: S5, AP-1. determine the power of the impact.
8-9: S7, AP-2, D2. ● If a vehicle stops due to impacting impassable terrain or
10+: S9, AP-3, D3.
a vehicle with higher Toughness, then all the vehicles
● +1S, AP & D to a vehicle with lower Toughness
involved in the collision stop.
(than another vehicle in the collision).

A vehicle that makes a Ram (Double) action causing a head-on COLLIDING WITH TERRAIN
collision with another vehicle or terrain halves the movement When a vehicle contacts terrain, it counts as colliding with another
when determining the damage it suffers (but not for other vehicle. The collision damage depends on the type of terrain. The
affected vehicles). relative Toughness of the terrain is determined as follows:
● Solid terrain (wall, impassable terrain, sturdy structure):
Stationary vehicles count as having M3" if having moved as Terrain has highest Toughness (but takes no damage).
part of the following: This causes the vehicle to stop.
● Jump Start. ● Obstacle (flimsy structure):
● Turn-over. Terrain has lower Toughness. It is removed from the
● Free Wheel. battlefield. Any fighters on top of it immediately fall.
● Suffering a vehicle collision.

RUNNING OVER FIGHTERS


If a moving vehicle contacts a fighter:
1. The fighter is moved the shortest distance possible to
allow the vehicle to pass (1" away from the vehicle).
2. The fighter must pass an Initiative test:
○ Standing: +1 modifier.
○ Pinned: Normal.
○ Seriously Injured: 6+ (regardless of Initiative).
If failed, suffer a hit using Vehicle Collision Damage.

39
★ NECROMUNDA ★

Name Description Rule

DIFFICULT TERRAIN Pools of toxic sludge, rubble, Every 1” movement count as 2”.
broken walkway sections etc.

Vats of molten metal, Move in the same way as Difficult Terrain. However, a test
DANGEROUS TERRAIN spinning turbines etc. must be passed to avoid injury:
● Fighter: Pass an Initiative test or go Out of Action.
● Vehicle: Pass a Handling test or suffer a
Catastrophic hit to the Drive.

OBSTACLES Free standing terrain no May be crossed during movement.


more than 2” high and 2” Reduced the movement by the height of the obstacle.
across (such as pipelines, May not end the movement on top of an obstacle.
barricades and barrels).
N17: Apply a -1 hit modifier in close combat when
attacking through barricades

STRUCTURE Structures are terrain May be climbed up and onto.


features more than 2” high Must have sufficient space for their base.
and more than 2” across.

IMPASSABLE AND SOLID Doors, walls etc. Fighters may not move across impassable terrain.
TERRAIN

DUCTWAYS Ductways can be up to 2” in Can be crawled through using Crawl Through Ductway
length and can be placed (Double) action.
across any 2” wide wall or
any other impassable terrain.

CLIMBING Any vertical surface can be Climbing is equal to moving through Difficult Terrain.
climbed. Can't end activation mid-climb; must have sufficient
movement to reach a flat surface. If they can't, they will
stay where they were when the action was declared.

STEPPING UP ‘Step up’ to a higher level. No modifier up to ½” higher than the current level. If the
difference in height is more than ½”, use climbing instead.

OVERHANGS Overhangs can be traversed as long as it protrudes no


more than 1” from the vertical surface. Overhangs that
protrude more than 1” are considered impassable when
climbing.

LADDERS AND STAIRS Normal movement.

LEAPING GAPS Pass an Initiative test to leap across a gap bigger than the
base (provided there is enough Movement to do so). If
failed, fall straight down from where the leap was
attempted by the shortest possible route and suffer a fall
hit.

JUMPING DOWN Pass an Initiative test to jump down to a lower level. It is


no modifier for the first 2”, but a cumulative -1 modifier for
each additional 2” jumped (rounded up). If failed, they
suffer falling damage.

RAILINGS If the nearest edge of a level or platform is bounded by a


railing or similar barrier at least ½“ tall, the chance of
falling is reduced. When a fighter goes from Standing to
Prone, add 1 to the result of the Initiative test to see if the
fighter falls.

40
★ NECROMUNDA ★

SHOOTING
1 Declare the shot STRAY SHOTS
2 Check the Range If a ranged attack misses, there is a chance that other fighters
3 Make the Hit Roll (friend & foe) will be hit:
4 Target is Pinned
● Any fighters Engaged with the target.
5 Resolve Hits
● Within 1” of the measured line (between attacker
and target).
1. DECLARE THE RANGED ATTACK
Pick a ranged weapon, then pick an eligible target. If the attack misses, roll a D6 for each fighter that is at risk of
being hit, starting with the fighter closest to the attacker.
TARGET PRIORITY
● Must target the closest visible enemy (even if 1-3: Hit - The fighter is hit by the attack instead of the target.
Engaged). 4-6: Miss - Move on to the next fighter at risk of being hit.
● Can target a more distant enemy if easier to hit.
● Can ignore Seriously Injured enemies. If the attack would have caused more than one hit, follow this
● Pass a Cool test to target a more distant enemy. sequence for every hit.

HOUSE RULE HOUSE RULE


Must target the closest visible enemy (regardless of facing). Stray shots only hit other fighters on a 6+.
Avoids facing fighters in awkward directions to circumvent the
cool Check for seeing the actual closest enemy. FIGHTERS IN HIDING
For Ranged attacks, an attacking fighter can't target an
enemy if the enemy is both Prone and in cover (they are
FIGHTERS IN HIDING assumed to be out of sight).
A fighter that is both Prone (Pinned or Seriously Injured) and
in cover (partial or full) can't be targeted.
TWIN GUNS BLAZING
A fighter with 2 sidearms can attack with both as part of a
2. CHECK THE RANGE single Shoot (Basic) action.
Measure the range from the attacker to the target. If beyond
the weapon’s Long range, the attack automatically misses. ● Make hit rolls for each weapon before resolving any
The Firepower dice must still be rolled. successful hits.
● Must be made against the same target.
3. MAKE THE HIT ROLL ● -1 to hit.
Make a BS test with modifiers:
THE FIREPOWER DICE
● Partial Cover (-1) Roll a Firepower dice when making an attack with a ranged
● Full Cover (-2) weapon (including Sidearm in close combat). This applies
○ Hull Down (Vehicle): If the entire side that even if the hit roll isn’t made (for example if the target is out of
is hit is invisible. range).
● Accuracy Modifier (+/-?)
● Engaged (-1) If the Ammo symbol is rolled, roll a D6 to make an Ammo test
● Prone (-1, at Long range only) for the weapon. If failed, the weapon itself becomes subject to
the Out of Ammo condition after resolving the attack. If the
IMPROBABLE SHOTS weapon has more than one profile, all are considered to have
If the hit modifiers applied to a ranged attack mean that it is failed an Ammo test.
impossible to score a hit, the attack is an improbable shot (for
example 7+). The weapon can't be used until a successful Reload (Simple)
action has been performed, using any one of the weapon’s
First roll to hit on a 6+, then roll again using only the fighter’s available profiles.
Ballistic Skill and ignoring any modifiers.
SHOOTING WHEN PINNED
4. TARGET IS PINNED A Pinned fighter can make a Blind Fire (Double) action to
When a Standing Active fighter is hit by a ranged attack, they make a shooting attack:
are automatically Pinned. Note that Engaged fighters can't
become Pinned. BLIND FIRE (DOUBLE)
Make a ranged attack, treating their vision arc as 360°.
5. RESOLVE HITS Subtract 2 from the result of any hit rolls.
Each attack that scores a hit is resolved using ‘Resolving
hits’ rules.

Vehicles: The Toughness depends of the arc the attack


originates from (for example the centre of a blast). Use the
higher value if in doubt.

41
★ NECROMUNDA ★

BLAST MARKERS FLAME TEMPLATES


When attacking with any weapon with the Blast (X) trait (using Weapons with range T (Template) use the Flame template to
the 3” or 5” Blast), the target may be a point on the battlefield determine which fighters are hit by the attack.
instead of an eligible enemy fighter.
Instead of targeting an enemy, place the template so that the
Place the Blast so that the central hole is anywhere within line narrow end is touching the front of the attacker’s base and the
of sight. Blasts ignores Pitch Black. entire template is within their vision arc.

If the central hole is beyond the Long range, the attack still Templates ignore all LOS (Pitch Black, Smoke).
goes ahead, but the Blast is moved directly back towards the
attacking fighter until the central hole is within range. Each fighter (friend & foe) whose base is beneath the
template is hit automatically by the attack (unless there is a
Roll to hit as normal: wall or solid terrain in between). Resolve the hits in an order
● Hit: The Blast stays where it is. of the attacker’s choice.
● Otherwise:
○ Scatter D6” in a random direction.
○ Stop if the central hole comes in contact
with a wall, structure or impassable terrain.
○ If the centre leaves the battlefield, the Blast
is removed.

Each fighter (friend & foe) whose base is beneath the Blast is
hit by the attack (unless there is a wall or solid terrain between
them and the centre of the Blast).

Note that after scattering, the Blast may end beyond the
weapon’s range or out of line of sight.

If the centre of the blast leaves the battlefield, the blast is


removed.

MISFIRES
If the Scatter dice and D6 results in a ‘Hit’ and 1, something
has gone wrong. Roll another D6:

1: - Centre the Blast over the attacking model.


2-6: - The shot is a Dud and the attack ends.

BLASTS, TEMPLATES AND COVER


Fighters hit by Blasts and Templates may gain a positive modifier to their save roll if they are in cover:

● Full cover: +2
● Partial cover: +1

Whether the target hit is in cover or not depends on the type of attack:
● Blasts: relative to the central hole of the Blast.
● Template: relative to the attacking model.

Note that these modifiers can't be applied to Field armour.

HOUSE RULE
Blast/Template and Target Priority:
● Target Priority: Must pass Priority test or touch closest fighter (except Smoke!).
● Engaged Fighters: If an Engaged fighter is hit, any other fighters Engaged with the hit fighter is also hit on a 4+.

Pitch Black & Smoke (outside the fighter’s view distance, normally 3”):
● Blasts automatically scatter:
○ Short range: D6” (or firing into a smoked area).
○ Long range: 2D6”.
● Templates only hit on 4+.

42
★ NECROMUNDA ★

CLOSE COMBAT
Fighters that are Engaged with an enemy fighter can make 6. RESOLVE HITS
close combat attacks against them. Each attack that scores a hit is resolved using ‘Resolving hits’
rules.
1. Turn to Face
2. Pick Weapons Vehicles:
3. Determine Attack Dice ● Use the facing the attacker is in contact with to
4. Declare Targets determine Toughness.
5. Make Hit Roll(s) ● +1 Location dice from close combat attacks (choose
6. Resolve Hits 1 result and discard the rest).
7. Reaction Attacks (steps 1 to 5)
8. Consolidate or Coup de Grace
7. REACTION ATTACKS
If there are still enemy fighters Engaged with the attacker,
1. TURN TO FACE each of them can make Reaction attacks, following steps 1-6.
The attacking fighter may turn to face any direction.
However, doing so will apply a -1 hit modifier to all hit rolls. Vehicles: Cannot make Reaction attacks.

2. PICK WEAPONS N17 (IMPROVED VERSION)


Declare up to 2 weapons (Melee or Sidearm) or 1 Unwieldy Reaction attacks must target the attacker.
weapon. Alternatively, unarmed attacks can be made instead.

UNARMED ATTACKS 8. CONSOLIDATE OR COUP DE GRACE


Strength as user, Damage 1. If the attacker is no longer Engaged (all previously Engaged
enemy fighters are now Seriously Injured or Out of Action),
3. DETERMINE ATTACK DICE the fighter can choose one of the following:
The number of Attack dice is determined by the Attacks
characteristics plus the following bonuses: ● A free Coup de Grace (Simple) action against a
Seriously Injured fighter in B2B.
● Dual Weapons, Sidearm or Melee (+1) ● Move up to 2”.
● Charging (+1)
YAQ: Do not make a 2nd Nerve test for fighters that became
If attacking with more than 1 weapon, the Attack dice must be Seriously Injured and then taken Out of Action by a free Coup
split as evenly as possible, with the attacker choosing which de Grace action in the same activation.
weapon makes any odd attack.
PISTOLS AT CLOSE QUARTERS
PISTOLS AT CLOSE QUARTERS Accuracy modifiers for pistols does not apply in close combat.
A Sidearm can only have one Attack dice allocated to it. Any Pistols used in close combat also use Firepower dice to see if
remaining attacks must be allocated to a Melee weapon (or they run out of ammo.
Unarmed attacks).

Accuracy modifiers do not apply to Sidearms in close ASSISTS


combat. Sidearms use WS like all other close combat attacks Claim an assist from each other friendly fighter that is:
(not BS). ● Engaged with the target fighter.
● Not Engaged with any other enemy fighters.
4. DECLARE TARGETS Apply a +1 hit modifier for each assist.
Declare a target enemy fighter:
● Engaged with the attacker. Vehicles: Assists does not apply.
● Within the vision arc of the attacker.

Attacks can be split between multiple targets. INTERFERENCE


Suffer interference from each other enemy fighter that is:
● Engaged with the attacker.
5. MAKE HIT ROLL(S) ● Not Engaged with any other enemy fighters.
Make a Weapon Skill test for the attacker with each Attack
dice. Roll separately for different weapons and/or targets. Apply a -1 hit modifier for each interference.
Apply the following modifiers.
Vehicles: Interference does not apply.
● -2 if Broken (Reaction attacks)
● +1 for each Assist
● -1 for each Interference
● -1 if turned to face (step 1)
● +1 if attacking a vehicle
● -1 when attacking through a barricade (N17)

43
★ NECROMUNDA ★

RESOLVE HITS
When a model is hit by an attack, follow these steps: 3. INFLICT DAMAGE
How damage is inflicted depends of the type of the model.
1. Wound roll
2. Save roll FIGHTERS
3. Inflict Damage Damage is inflicted following a successful unsaved wound
roll, as follows:
1. WOUND ROLL 1. Each point of Damage caused by a weapon
Roll a D6 and compare the weapon’s Strength with the removes one Wound from the target.
target’s Toughness on the table below. 2. When a model is reduced to 0 Wounds by Damage
from an attack, immediately roll one Injury dice and
Strength vs Toughness D6
apply the result to the fighter.
Strength >= 2 x Toughness 2+ 3. If the weapon causes additional Damage points after
Strength > Toughness 3+ the last Wound has been removed, immediately roll
Strength = Toughness 4+ an additional Injury dice for each and apply the
Strength < Toughness 5+ result.
Strength <= ½ x Toughness 6+
INJURIES
Vehicles: Every hit must be resolved against a facing (source Any inflicted Injury dice stacks and are applied as follows:
of the attack) to determine the Toughness. If in doubt, use the ● Flesh Wound: Suffer a Flesh Wound (-1T). If
highest Toughness. Toughness is reduced to 0, go Out of Action.
● Serious Injury: Become Prone (can attempt to
2. SAVE ROLL recover in the End phase). If this injury was inflicted
If the hit results in a successful wound roll, or leads to an in close combat, the fighter may be vulnerable to
Injury roll being made against the model for any reason, the Coup de Grace.
model may be able to make a save roll. ● Out of Action: The fighter is removed from the
battlefield.
Only one save roll may be made for each hit that successfully
wounds, or leads to an Injury roll being made. DAMAGE ‘-’ WEAPONS
Weapons with Damage characteristic of ‘-’ does not cause
Armour saves are made either: Damage in the usual way and will not cause a fighter to lose
● After the Wound roll but before the model suffers a Wound.
the Wound. If successful, the Wound is ‘saved’ and
ignored. Consequently, if any Injury dice are rolled against a fighter
● If the attack has a Damage ‘-’ characteristic and as the result of an attack made by a Damage ‘-’ weapon, the
causes an Injury/Damage dice to be rolled against result(s) of the Injury dice are applied as normal. No
the model for any reason, a save roll is made before Wounds are removed from the fighter.
any Injury dice are rolled.
FALLING
Note that some weapon traits ignore save rolls. In such
If a model falls 3" or more, suffer a hit based on the distance
cases no save roll can be made (regardless of any
modifiers). (rounded up to the nearest inch):

ARMOUR PENETRATION Distance Strength Falling AP Damage


If the AP characteristic is greater than the save roll granted 1”-2” - - -
by the model's armour, the save roll is cancelled. 3-5” 3 - 1
6”-7" 3 - 1
POSITIVE SAVE MODIFIERS 8”-9" 3 - 1
If a model's save would be improved, the positive modifier is
10”+ 5 -1 1
added to any normal save roll (some armour are however
unmodifiable).

If a model without armour benefits from a positive save


modifier, treat their save as 7+ for the purposes of
modification.

44
★ NECROMUNDA ★

Location Damage Effect


Body Glancing Crew Shaken: Concussion (-2 Initiative until the end of the round). Pass a Handling test or become
Stationary.
Penetrating Structural Damage: Lose 1 Wound. Pass a Handling test or become Stationary.
Catastrophic Weapon Destroyed: A random vehicle weapon is unusable for the rest of the battle. Lose 1 Wound (2
if no weapons remains). Pass a Handling test or Lose Control.
Crew Glancing Crew Shaken: Concussion (-2 Initiative until the end of the round). Pass a Handling test or become
Stationary.
Penetrating Driver Wounded: Suffer a Flesh Wound (-1BS & Handling). Attempt to recover in the End phase.
Catastrophic Driver Black Out:
● Automatically Lose Control.
● Become Stationary.
● Lose any Ready condition.
● Cannot become Ready (at the start of a round) until the driver regains consciousness.
● Attempt to recover in the end phase.
Drive Glancing Tank Slapper: Pass a Handling test or Lose Control.
Penetrating Blow Out: Lose 1 Wound. -1 to Handling for the rest of the battle. Pass a Handling test or Lose
Control.
Catastrophic Major Malfunction: Lose 2 Wounds. -2 to Handling for the rest of the battle. Pass a Handling test or
Lose Control.
Engine Glancing Stutter: Become Stationary.
Penetrating Loss of Power: Lose 1 Wound. Cannot move more than the Movement stat during its activations (for
the rest of the battle). Pass a Handling test or Lose Control.
Catastrophic Belching Smoke & Flame: Lose 2 Wounds. Cannot move more than the Movement stat during its
activations (for the rest of the battle). Pass a Handling test(-1 modifier) or Lose Control.

VEHICLES OUT OF ACTION


Damage is inflicted following an unsaved successful wound
roll as follows: FIGHTERS
● Location roll. After going Out of Action (for any reason), suffer a Lasting
● Damage roll. Injury roll.
Some hits can result in multiple dice (of a single type). This VEHICLES (WRECKED)
can be done in 2 separate ways (depending on the situation): Vehicles are wrecked (Out of Action) in any of the following
● Choose one result, discard the rest situations:
(this is the default). ● Reduced to 0 Wounds.
● Apply all results. ● Rolling over (from Losing Control).
If the roll requires to choose one result and discard the rest, The vehicle is treated as a flimsy structure (terrain) for the
by default the attacker will choose the result, but some rest of the battle.
exceptions can specify that the vehicle can choose instead.
The vehicle and crew suffer 2 separate rolls (one of each):
If it is impossible for a certain location to be hit, simply re-roll ● Crew: Crew Lasting Injury roll (only 1 roll regardless
the Location dice. of how many crew members the vehicle has).
● Vehicle: Lasting Damage roll (suffer 2 rolls if reduced
Roll a number of Damage dice equal to the Damage stat of to 0 Wounds and rolling over at the same time).
the weapon (regardless of how many Wounds the vehicle
has remaining). CLAIMING SCRAP
After the battle, if only one gang remained on the battlefield,
Examples: gain D3x10 credits per wrecked enemy vehicle (the vehicles
● A Boltgun (Rapid Fire) inflicts 2 unsaved D2 hits. are then reclaimed by their owners).
Each hit results in a roll consisting of:
○ 1 Location dice. THROWN CLEAR
○ 2 Damage dice (attacker chooses 1 to Any fighters aboard a wrecked vehicle are Thrown Clear:
resolve and discards the other). ● Placed within 2".
● A close combat attack inflicts 2 unsaved D2 hits. ● Pass an Initiative test or suffer the following:
Each hit results in a roll consisting of: ○ Become Pinned.
○ 2 Location dice because close combat ○ Suffer a hit as if Falling.
grants +1 Location dice (attacker chooses ■ If the vehicle was Mobile when
1 to resolve and discards the other). wrecked, increase Strength, AP
○ 2 Damage dice (attacker chooses 1 to and Damage by 1.
resolve and discards the other).

45
★ NECROMUNDA ★

NERVE TESTS FIGHTER: RUNNING FOR COVER (DOUBLE)


Models must take a Nerve test when a friendly model is ● Active: Move 2D6”.
damaged: ● Prone (Pinned or Seriously Injured): Half Move.
● Fighter: Seriously Injured or Out of Action.
● Vehicle: Out of Action. Attempt to end the move in the following order of priority:
1. More than 3” away from enemy models.
2. Out of line of sight of enemy models.
Model Friendly Model 3. In partial or full cover.
(taking Nerve Test) (injured) Within range: 4. As far away from any enemy fighters as possible.
Fighter Fighter 3"
Fighter Vehicle 6" If Engaged when activated, use same rules as when
Vehicle Fighter Ignore Retreating:
Vehicle Vehicle 6" 1. Make an Initiative test. If failed, the action ends.
2. If passed, any Engaged enemies can try to pass an
All models must test regardless of Status and Secondary Initiative test in order to make Reaction attacks
Status (unless immune to Nerve tests). against the retreating fighter.
3. If still standing, move 2D6", or half Movement if
NB: No Nerve test is required when a Juve (Specialist) is Seriously Injured when trying to Retreat.
taken Out of Action, except for other Juve (Specialists).
MOBILE VEHICLE: BREAK FOR AIR (DOUBLE)
Nerve test: Move 3D6" with any number of pivots.
● Cool test.
● +1 modifiers per friendly model of the same type Attempt to end the move in the following order of priority:
(fighter / vehicle) within the following ranges: 5. More than 3” away from enemy models.
○ Fighter: Other friendly fighters within 3" 6. Out of line of sight of enemy models.
(not Broken or Seriously Injured). 7. In partial or full cover.
○ Vehicle: Other friendly vehicles within 6". 8. As far away from any enemy models as possible.

If failed, the model becomes Broken. STATIONARY VEHICLE: BURN OUT (DOUBLE)
● Place D3 Smoke Blasts (5") anywhere within 1".
BROKEN ● -1 modifier to the Restart test (in end phase) per
When becoming Broken (or activating while Broken), Smoke marker.
immediately lose any Ready marker and activate (even if
already activated this round) as follows:
● Fighter: Running for Cover (Double).
● Vehicle:
○ Mobile: Break For Air (Double) action.
○ Stationary: Burn Out (Double) action.

Broken models can attempt to rally in the End phase.

If Engaged, Broken fighters suffer a -2 modifier to Reaction


attacks.

46
★ NECROMUNDA ★

END PHASE
After all models that wish to activate have activated, the LEADING BY EXAMPLE
Action phase ends. Fighters draw courage from their leaders.

SMOKE After the gang bottles out, if a model with the Leading By
Roll a D6 per smoke cloud: on a 1-4 it is removed. Example ability passes the Fleeing the Battlefield (Cool) test
in the End phase, any friendly model within X” automatically
GRAVITON PULSE pass the Cool test and will not flee.
Remove any Graviton Pulse blasts. ● Leader: 12” (any other model).
● Champion: 6” (models without LBE).
TOXIC SLUDGE
Roll a 2+ for each Prone fighter that is at least partially in a Notes:
pool of toxic sludge, or go Out of Action. ● Only fighters from the same “group” are affected, for
example Alliance or Gang.
END PHASE ORDER ● Keep in mind the role of walls and solid terrain
1. Bottle tests. features when measuring the distance between
2. Fleeing the Battlefield (if Bottled out). fighters.
3. Recover & Restart.
4. Rally tests (Broken models).
N17-N21 (IMPROVED VERSION)
Champions can only use Leading By Example for
models without this ability.
BOTTLE TESTS
Make a Bottle test for gangs with at least one model Seriously VOLUNTARILY FLEEING
Injured or Out of Action (including wrecked vehicles). The Once bottled out (either voluntarily or failing a Bottle test), any
player with Priority starts. model (not Seriously Injured) can flee the battlefield at the
start of any Action phase:
D6 + Seriously Injured + Out of Action > starting crew ● Active, Pinned or Vehicle: Flee automatically.
● Engaged: Pass an Initiative test to flee,
Roll a D6 and add the number of models in the gang who are or be Seriously Injured instead.
either Seriously Injured or Out of Action. If the result is higher ● Seriously Injured: Cannot voluntarily flee.
than the total number of models in the starting crew (the
number of models present at the start of the battle), the gang Once the gang only has Seriously Injured fighters remaining,
has bottled out (no need to test again as the gang remains the battle ends. Roll for Seriously Injured fighters succumbing
bottled out for the rest of the battle). to their injuries as normal.

Alternatively, a gang can choose to automatically fail.

N17 (IMPROVED VERSION)


Include all models when making bottle tests (models
present at the start of the battle and any that have
joined since).

FLEEING THE BATTLEFIELD


Once a gang has Bottled Out, fighters may begin to flee the
battlefield.

Starting with the gang with Priority, every model must pass a
Cool test, regardless of Status, Secondary Status or any
Conditions. Models that fail will flee the battlefield:
● Fighter:
○ Standing or Pinned: Removed with no ill
effect.
○ Seriously Injured: Removed and must test
succumb to their injuries after the battle.
● Vehicle: Wrecked (without risking any damage). The
crew abandons the vehicle and returns after the
battle to collect it.

For the purposes of the scenario being played, models that


flee in this way are considered to have gone Out of Action
(unless the scenario states otherwise).

47
★ NECROMUNDA ★

RECOVERY & RESTART


Models with the following statuses can attempt to recover
once per End phase for a single condition:
● Fighter: Seriously Injured.
● Vehicle:
○ Stationary.
○ Driver Black Out.
○ Flesh Wound.

FIGHTER (SERIOUSLY INJURED)


Each Seriously Injured fighter must make a Recovery test by
rolling an Injury dice:

● Out of Action: The fighter is Out of Action (suffering


a Lasting Injury roll as normal).
● Seriously Injured: The fighter remains as they are
(Prone and Seriously Injured).
● Flesh Wound: Suffers a Flesh Wound and become
Pinned.

ASSISTANCE
When making a Recovery test, one Active friendly fighter
within 1” of the recovering fighter can assist:
● +1 Injury dice (choose one to resolve and discard
the others).

A fighter can only assist one recovering fighter in each End


phase.

VEHICLE: STATIONARY
Pass a Handling test (+1 modifier if having 2+ Wounds
remaining) to become Mobile.

VEHICLE: DRIVER BLACK OUT


Roll a 4+ to recover and suffer a Flesh Wound.

VEHICLE: FLESH WOUND


Roll a D6:
1: Suffer a Driver Black Out (Crew Damage):
○ Automatically Lose Control.
○ Become Stationary.
○ Lose any Ready condition.
○ Cannot become Ready (at the start of a
round) until the driver regains
consciousness.
1-3: No effect (the Flesh Wound remains).
4+: Remove 1 Flesh Wound.

RALLY TESTS
After making Recovery tests in the End phase, Broken
models can attempt to Rally (no longer Broken):
● Pass a Cool test (+1 modifier per friendly model
within 3" that are not Broken or Seriously Injured).

If failed, remain Broken until the Rally Test in the next End
phase.

FLOODED PASSAGE (SPECIAL TERRAIN FEATURE)


At the end of each End phase, roll 2+ for each Seriously
Injured fighter in the Flood Water or they are taken Out of
Action (their injuries are too great to keep their head above
water).

BADZONE ENVIRONMENTS
If using Badzone Environments, roll to see if the current is
discarded. If discarded, generate a new Event.

NOTE
Leading by Example is not affected by any status or condition
(Broken, Seriously Injured, Blaze etc.).

48
★ NECROMUNDA ★

ARMOURY
PISTOLS Rng Acc
Weapon S L S L Str AP D Ammo Traits (always Sidearm except Blast/Template or noted otherwise)
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1)
- Fragmentation 4” 12” +1 - 3 -1 1 4+ Limited, Rapid Fire (1)
- Manstopper 4” 12” +1 - 4 - 1 4+ Limited, Rapid Fire (1)
- Phosphor 4” 12” +1 - 3 - 1 4+ Flare, Rapid Fire (1), Scarce
- Plantbuster 4” 12” +1 - 3 - 1 4+ Defoliate, Rapid Fire (1), Scarce
- Rad 4” 12” - - 3 - 1 4+ Rad-phage, Rapid Fire (1), Scarce
- Static 4” 12” +1 - 3 - 1 4+ Limited, Rapid Fire (1), Shield Breaker, Shock
- Warp 4” 12” +1 - 3 - 1 4+ Cursed, Limited, Single Shot
+ Compact (gun skull) 4” 12” +1 - 2 - 1 4+ Rapid Fire (1), Scarce, not Sidearm!
+ Reclaimed 4” 12” +1 - 3 - 1 5+ Rapid Fire (1)
- Plantbuster 4” 12” +1 - 3 - 1 5+ Defoliate, Rapid Fire (1), Scarce
- Phosphor 4” 12” +1 - 3 - 1 5+ Flare, Rapid Fire (1), Scarce,
- Rad 4” 12” - - 3 - 1 5+ Rad-phage, Rapid Fire (1), Scarce
+ Digi (D060-K13) 6” 9” +1 - 2 - 1 4+ Plentiful, Rapid Fire (1), not Sidearm!
+ Custom (Ashwood) 4” 16” +1 - 3 - 1 4+ Rapid Fire (1)
Blast pistol 8" 12" +1 - 3 - 1 4+ Shock
Bolt pistol 6” 12” +1 - 4 -1 2 6+ -
- Gas 6” 12” +1 - - - (1) 6+ Blast 3”, Gas, Limited, Single Shot
- Gunk 6” 12” - - 4 -1 2 6+ Gunk
- Shatter 6” 12” +1 - 3 -1 1 6+ Blast 3”, Limited
Flechette pistol - solid 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Silent
- Fleshbane 4” 12” - - - - - 6+ Rapid Fire (1), Silent, Scarce, Toxin
Grav pistol 6" 12" +1 - * (-1) 2 5+ Blast (3"), Concussion, Graviton Pulse
Hand flamer T - - - 3 - 1 5+ Blaze
+ Combi T - - - 3 - 1 5+ Combi, Blaze, Unstable
+ Digi (D060-K13) T - - - 2 -1 1 5+ Blaze, Scarce
+ Exterminator T - - - 3 -1 1 * Blaze, Single Shot
+ Eviscerator (ranged) T - - - 3 -1 1 5+ Blaze, Scarce
Harpoon fist (Margo Merdena) 3” 9” +2 - 5 -2 1 6+ Drag, Impale
Inferno pistol (Imperial) 6” 9” - - 8 -3 2 6+ Melta, Scarce
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful
- Focusing crystal 8” 12” +1 - 3 -2 1 3+ Unstable
∗ Hotshot las pack 8” 12” +1 - 4 -1 1 4+ -
+ Custom (Kal Jericho) 8” 12” +1 - 4 -1 1 2+ Plentiful, Master-crafted?
Las sub-carbine 4” 12” +1 - 3 - 1 4+ Plentiful, Rapid Fire (1)
- Focusing crystal 4” 12” +1 - 3 -2 1 5+ Rapid Fire (1), Unstable
Needle pistol 4” 9” +2 - - -1 - 6+ Scarce, Silent, Toxin
- Chem darts 4” 9” +2 - - - - 6+ Chem Delivery, Silent
+ Withertouch (Corrupted) 6” 9” - - 3 - 1 6+ Melta, Silent
+ Artisan (with auto loader) 4” 9” +2 - - -1 - 4+ Silent, Toxin
+ Auto-needler (Calthyxis) 6” 12” +2 - - -1 - 4+ Rapid Fire (2), Toxin, not Sidearm!
Plasma pistol ~ low 6” 12” +2 - 5 -1 2 5+ Scarce
~ maximal 6” 12” +1 - 7 -2 3 5+ Scarce, Unstable
+ Custom ~ low (Slate) 12” 24” +2 - 5 -1 2 5+ Scarce
~ Custom - maximal (Slate) 12” 24” +1 - 7 -2 3 5+ Scarce, Unstable
Stub gun 6” 12” +2 - 3 - 1 4+ Plentiful
- Dumdum rounds 5” 10” +1 - 4 - 1 4+ Limited
- Excrutiator (Servalen) 6” 12” +1 - 4 - 1 6+ Shock
- Static 6” 12” +2 - 3 - 1 4+ Limited, Knockback (error?), Shield Breaker, Shock, not Sidearm!
- Warp 6” 12” +2 - 3 - 1 4+ Cursed, Limited, Single Shot
+ Scrutinator (Servalen) 6” 12” +2 +1 3 - 1 4+ Plentiful
+ Custom (Ashwood) 6” 16” +2 - 3 - 1 4+ Plentiful
Tunnelling claw -ranged (Ambot) 4" 8” - - 6 -2 2 5+ Melta, Scarce
Web pistol T - - - 4 - - 6+ Silent, Web
+ Projector (Cyberachnid) T - - - 2 - - 6+ Scarce, Silent, Web
+ Shooter (Xenos Abomination) T - - - 2 - - 2+ Silent, Web
Wrist-mounted needler ~ spray (Cyniss) 3” 6” +1 - - - - 4+ Scattershot, Toxin
~ Burst (Cyniss) 6” 12” +1 - - - - 5+ Rapid Fire (1), Toxin

49
★ NECROMUNDA ★

BASIC WEAPONS (1/2) Rng Acc


Weapon S L S L Str AP D Ammo Traits
Arc rifle (Imperial) 9” 24” +2 -1 5 - 1 6+ Blaze, Rapid Fire (1), Shock
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
- Phosphor 8” 24” +1 - 3 - 1 4+ Flare, Rapid Fire (1), Scarce
- Plantbuster 8” 24” +1 - 3 - 1 4+ Defoliate, Rapid Fire (1), Scarce
- Rad 8” 24” - - 3 - 1 4+ Rad-phage, Rapid Fire (1), Scarce
- Static 8” 24” +1 - 3 - 1 4+ Limited, Shield Breaker, Shock, Rapid Fire (1)
- Warp 8” 24” +1 - 3 - 1 4+ Cursed, Limited, Single Shot
+ Reclaimed 8” 24” +1 - 3 - 1 5+ Rapid Fire (1)
- Phosphor 8” 24” +1 - 3 - 1 5+ Flare, Rapid Fire (1), Scarce
- Plantbuster 8” 24” +1 - 3 - 1 5+ Defoliate, Rapid Fire (1), Scarce
- Rad 8” 24” - - 3 - 1 5+ Rad-phage, Rapid Fire (1), Scarce
Blast rifle 10" 24" +1 - 3 - 1 4+ Shock
Blunderbuss - grape shot T - - - 2 - 1 6+ Plentiful, Scattershot
- Purgation shot T - - - 3 - 1 6+ Blaze, Scarce
- Emperor’s Wrath 8” 12” - -1 4 -1 2 4+ Knockback, Pulverise
Boltgun 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1)
- Gas 12” 24” +1 - - - (1) 6+ Blast (3”), Gas, Limited, Single Shot
- Gunk 12” 24” - -1 4 - 1 5+ Gunk, Limited
- Shatter 12” 24” +1 - 3 -1 1 6+ Blast (3”), Limited
+ Enforcer 12” 24” +1 - 4 -1 2 4+ Rapid Fire (1)
- Penetrator 12” 24” +1 - 4 -2 2 4+ Rapid Fire (1), Rending, Unstable
+ Warpstorm (Corrupted) 12” 24” +1 - 4 -1 2 6+ Cursed, Rapid Fire (1), Scarce
Combat shotgun - salvo 4” 12” +1 - 4 - 2 4+ Knockback, Rapid Fire (1)
- Shredder T - - - 2 - 1 4+ Scattershot
- Firestorm T - - - 5 -1 1 6+ Blaze, Limited
- Gas 4” 18” +1 - - - (1) 6+ Blast (3”), Gas, Limited, Single Shot
- Phosphor T - - - 2 - 1 4+ Flare, Scarce, Scattershot
- Plantbuster T - - - 2 - 1 4+ Defoliate, Scarce, Scattershot
- Rad T - - - 2 - 1 4+ Scattershot, Rad-phage, Scarce
- Shatter 4” 18” +1 - 3 -1 1 5+ Blast (3”), Limited
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful
∗ Hotshot las pack 18” 24” +1 - 4 -1 1 4+ -
- Focusing crystal 18” 24” +1 - 3 -2 1 3+ Unstable
Las carbine 10” 24” +1 - 3 - 1 4+ Plentiful, Rapid Fire (1)
- Focusing crystal 10” 24” +1 - 3 -2 1 5+ Rapid Fire (1), Unstable
Kroot long rifle - ranged (Xenos) 12” 24” +1 - 4 - 1 4+ Knockback, Plentiful
Mutie Bow 9” 18” - -1 2 +1 1 - -
Rak’Gol razor gun (Xenos) 6” 20” - -1 - -2 1 6+ Rapid Fire (2), Toxin
Sawn-off shotgun (scatter) 4” 8” +2 - 3 - 1 6+ Plentiful, Scattershot
- solid 4” 8” - -2 4 - 2 6+ Knockback, Plentiful
- Gas 4” 8” +1 - - - (1) 6+ Blast (3”), Gas, Limited, Single Shot
- Phosphor 4” 8” +2 - 3 - 1 2+ Flare, Scarce, Scattershot
- Plantbuster 4” 8” +2 - 3 - 1 2+ Defoliate, Scarce, Scattershot
- Rad 4” 8” +1 - 3 - 1 2+ Rad-phage, Scarce, Scattershot
- Shatter 4” 8” +1 - 3 -1 1 5+ Blast (3”), Limited
Shotgun - solid 8” 16” +1 - 4 - 2 4+ Knockback
- Scatter 4” 8” +2 - 2 - 1 4+ Scattershot
- Acid rounds 4” 8” +1 - 3 -1 1 5+ Blaze, Scattershot
- Executioner 4” 16” -1 +1 4 -2 2 6+ Knockback, Limited
- Gas 4” 18” +1 - - - (1) 6+ Blast (3”), Gas, Limited, Single Shot
- Inferno 4” 16” +1 - 4 - 2 5+ Blaze, Limited
- Phosphor 4” 8” +2 - 2 - 1 4+ Flare, Scarce, Scattershot
- Plantbuster 4” 8” +2 - 2 - 1 4+ Defoliate, Scarce, Scattershot
- Rad 4” 8” +1 - 2 - 1 4+ Rad-phage, Scarce, Scattershot
- Retributor 4” 8” +1 - 4 - 1 5+ Blaze, Scattershot
- Shatter 4” 18” +1 - 3 -1 1 5+ Blast (3”), Limited
Sling gun (Xenos) 6” 12” +2 - 4 -2 1 5+ Rapid Fire (1), Scarce
Stake-crossbow (Imperial) 5” 15” +1 - 3 - 1 4+ Hexagrammatic, Silent

50
★ NECROMUNDA ★

BASIC WEAPONS (2/2) Rng Acc


Weapon S L S L Str AP D Ammo Traits
Stub cannon 9” 18” - - 5 - 1 3+ Knockback
- Static 9” 18” - - 5 - 1 3+ Knockback, Limited, Shield Breaker, Shock
- Warp 9” 18” - - 5 - 1 3+ Cursed, Knockback, Limited, Single Shot
+ Custom (Djangar ‘Gunfists’) 9” 18” - - 5 - 1 3+ Knockback, Plentiful, Sidearm
Suppression laser ~ broad burst 4” 8” +2 - 2 - 1 4+ Plentiful, Scattershot
~ Short burst 8” 16” +1 - 4 - 2 4+ Knockback, Plentiful
- Focusing crystal 8” 16” +1 - 4 -2 2 5+ Knockback, Unstable
Throwing knives Sx2 Sx4 - -1 - -1 - 5+ Scarce, Silent, Toxin
Wyld Bow 9” 18” - -1 3 - 1 4+ Silent
- Poison (arrows) 9” 18” - -1 - - - 6+ Scarce, Silent, Toxin
- Explosive (arrows) 9” 18” - -1 2 - 1 6+ Blast (3”), Scarce, Unstable
- Acid (arrows) 9” 18” - -1 3 - 1 6+ Blaze, Scarce

51
★ NECROMUNDA ★

SPECIAL WEAPONS Rng Acc


Weapon S L S L Str AP D Ammo Traits
Chemical cloud breath (Khimerix) 6” 12” +1 - 3 -1 1 - Blast (3”)
Chem-thrower ‘Nightshade’ T - - - - - - 5+ Gas, Silent
Concussion carbine 9” 18” +1 - 3 -1 1 4+ Blast (3”), Concussion, Knockback, Seismic
Flamer T - - - 4 -1 1 5+ Blaze
+ combi T - - - 4 -1 1 5+ Blaze, Combi, Unstable
+ Balefire thrower (Corrupted) T - - - 4 -1 2 5+ Blaze, Cursed
+ Fire Pike T - - - 4 -2 1 5+ Blaze, Rending
Gaseous eruption breath (Khimerix) T - - - - - - - Gas
Grav gun 9” 18” +1 - * (-1) 2 5+ Blast (3”), Concussion, Graviton Pulse
Grenade launcher - anti-plant 6” 24” -1 - - - - 4+ Grenade, Blast (3”), Defoliate
- combi 6” 24” -1 - - - - 4+ Combi?, Grenade, Blast (3”), Defoliate, Single Shot
- Frag 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
- combi 6” 24” -1 - 3 - 1 6+ Blast (3”), Combi, Knockback, Single Shot?
- Krak 6” 24” -1 - 6 -2 2 6+ -
- combi 6” 24” -1 - 6 -2 2 6+ Combi, Single Shot?
- Choke gas 6” 24” -1 - - - - 5+ Blast (3”), Gas, Limited
- Photon flash 6” 24” - - - - - 5+ Blast (5”), Flash
- Flare 6” 24” -1 - - - - 4+ Grenade, Blast (3”), Flare
- combi 6” 24” -1 - - - - 4+ Combi?, Grenade, Blast (3”), Flare, Single Shot
- Plasma 6” 24” -1 - 5 -1 2 6+ Blast (3”), Unstable
- Scare gas 6” 24” -1 - - - - 6+ Blast (3”), Fear, Gas, Limited
- Smoke 6” 24” -1 - - - - 4+ Blast (5”), Smoke
- Stun round 6” 24” - - 2 -1 1 4+ Concussion
- combi 6” 24” - - 2 -1 1 6+ Combi, Concussion, Single Shot?
Hrud fusil (Xenos) - low 9” 18” - - 6 -1 2 5+ Rapid Fire(1), Scarce
- Maximal 12” 24” +1 - 8 -2 3 5+ Scarce, Unstable
Kai hellspear (Corrupted) 6” 18” - - 3 -3 1 3+ Impale, Pulverise, Rending
Long las 18” 36” - +1 4 - 1 2+ Plentiful
- Focusing crystal 18” 36” - +1 4 -2 1 3+ Unstable
Long rifle 24” 48” - +1 4 -1 1 4+ Knockback
- Static 24” 48” - +1 4 -1 1 4+ Limited, Knockback, Shield Breaker, Shock
- Warp 24” 48” - +1 4 -1 1 4+ Cursed, Knockback, Limited, Single Shot
Meltagun 6” 12” +1 - 8 -4 3 4+ Melta, Scarce
Necrotic beamer - ranged (Xenos) 6” 12” - -1 6 -1 3 6+ Melta, Scarce, Scattershot
Needle rifle 9” 18” +2 - - -2 - 6+ Scarce, Silent, Toxin
- Chem darts 9” 18” +2 - - - - 6+ Chem Delivery, Silent
+ Needler (combi) 9” 18” +1 - - -1 - 6+ Combi, Scarce, Silent, Toxin
+ Long (Arbelesta) 24” 48” - +1 - -2 - 6+ Scarce, Silent, Toxin
Neural flayer ~ short (Xenos) T - - - - - - 4+ Concussion, Flash
~ Full (Xenos) T - - - - - - 6+ Concussion, Fear, Flash, Gas, Pulverise
Plasma gun ~ low 12” 24” +2 - 5 -1 2 5+ Rapid Fire(1), Scarce
~ Maximal 12” 24” +1 - 7 -2 3 5+ Scarce, Unstable
Rad beamer ~ focused 12” 24” +2 - 3 -2 1 5+ Rad-phage
~ Dispersed 12” 24” - - 2 -2 1 5+ Rapid Fire (1), Rad-phage
Rad gun T - - - 2 -2 1 4+ Rad-phage
Sniper rifle 24” 48” - +1 4 -1 1 4+ Knockback, Rending
Storm Bolter (Imperial) 12” 24” +1 - 4 -1 2 6+ Rapid Fire (2), Scarce
Storm-welder 8” 16” +1 - 5 - 1 3+ Rapid Fire (3), Reckless, Shock, Unstable
Warpfire breath (Warp Horror) T - - - 3 -1 1 4+ Blaze
Webber T - - - 5 - - 5+ Silent, Web
Yu’vath puzzle box (Xenos) 3” 6” +2 - 2 -1 1 3+ Rapid Fire (3), Scattershot, Unwieldy

52
★ NECROMUNDA ★

HEAVY WEAPONS Rng Acc


Weapon S L S L Str AP D Ammo Traits
Assault cannon (Iron automata) 12” 24” +1 - 5 -1 1 6+ Rapid Fire (2), Scarce
Autocannon (Imperial) 24” 48” - - 7 -2 2 4+ Knockback, Rapid Fire (1), Unwieldy
Charge caster - shock blast rocket 20" 40" +1 - 4 - 1 6+ Blast (5"), Shock, Unwieldy
- krak rocket 20” 40" +1 - 6 -2 3 6+ Unwieldy
Demiurg energy drill (Xenos) 3” 9” +2 - 7 -4 2 6+ Impale, Scarce, Unwieldy
Grav cannon (Imperial) 20” 80” -1 +1 * (-1) 2 5+ Blast (5”), Concussion, Graviton Pulse, Unwieldy
Harpoon launcher 6” 18” +2 - 5 -3 1 5+ Drag, Impale, Scarce
Heavy bolter 18” 36” +1 - 5 -2 2 6+ Rapid Fire (2), Unwieldy
- Gunk 18” 36” - -1 5 -2 2 6+ Gunk, Rapid Fire (2), Unwieldy
Heavy concussion ram 15” 30” +1 - 4 -1 1 4+ Blast (3”), Concussion, Knockback, Seismic
Heavy crossbow - frag shell 15” 30” - -1 4 - 1 4+ Blast (5”), Knockback, Unwieldy
- krak shell 15” 30” - -1 6 -2 2 6+ Unwieldy
Heavy flamer T - - - 5 -2 1 5+ Blaze, Unwieldy
Heavy stubber 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
- Phosphor 20” 40” - -1 4 -1 1 4+ Flare, Limited, Rapid Fire (2), Unwieldy
- Plantbuster 20” 40” - -1 4 -1 1 4+ Defoliate, Limited, Rapid Fire (2), Unwieldy
- Rad 20” 40” - -1 4 -1 1 4+ Limited, Rad-phage, Rapid Fire (2), Unwieldy
- Tracer (Vorgen Mortz) 20” 40” - -2 4 -2 2 5+ Rapid Fire (2), Unstable, Unwieldy
+ Twin-linked (Stig-shambler) 20” 40” - -1 4 -1 2 4+ Rapid Fire (3), Twin-linked, Unwieldy
+ Turret ~ burst 20” 40” - - 4 -1 1 4+ Fixed, Rapid Fire (1)
~ suppressive 12” 24” +1 - 4 -1 1 4+ Fixed, Rapid Fire (3), Unstable
‘Krumper’ rivet cannon ~ rapid fire 3” 9” +2 - 4 -1 2 3+ Rapid Fire (1), Rending
~ super-heated 3” 9” +2 - 6 -2 2 3+ Blaze, Rending
+ Heavy ~ rapid fire 6” 18” +1 - 4 -1 2 3+ Fixed, Rapid Fire (1), Rending
~ super-heated 3” 12” +2 - 6 -2 2 3+ Blaze, Fixed, Rending
Lascannon 24” 48” - +1 10 -3 3 4+ Knockback, Unwieldy
Mining laser 18” 24” - -1 9 -3 3 3+ Unwieldy
Missile launcher - frag 24” 48” +1 - 4 -1 1 6+ Blast (5”), Knockback, Unwieldy
- krak 24” 48” +1 - 6 -2 3 6+ Unwieldy
Mole launcher (Imperial) 20” 60” -1 - 6 -2 1 5+ Blast (3”), Burrowing, Concussion, Unwieldy
Multi-melta 12” 24” +1 - 8 -4 3 4+ Blast (3”), Melta, Scarce, Unwieldy
Plasma cannon ~ low 18” 36” +1 - 6 -1 2 5+ Rapid Fire (1), Scarce, Unwieldy
~ max 18” 36” +1 - 8 -2 3 5+ Blast (3”), Scarce, Unstable, Unwieldy
Rad cannon 16” 32” - -1 2 -2 1 4+ Blast (5”), Rad-phage, Unwieldy
- Emplacement 24” 48” - -1 2 -2 1 3+ Blast (5”), Rad-phage, Unwieldy
Seismic cannon ~ short wave 12” 24” - -1 6 -1 2 5+ Knockback, Rapid Fire (1), Seismic, Unwieldy
~ long wave 12” 24” -1 - 3 - 1 5+ Knockback, Rapid Fire (2), Seismic, Unwieldy
Twin-linked assault grenade launcher (frag) 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback, Rapid Fire (1), Unstable
- Krak 6” 24” -1 - 6 -2 2 6+ -
- Smoke 6” 24” -1 - - - - 4+ Blast (5”), Smoke
- Stun rounds 6” 18” - - 2 -1 1 4+ Concussion, Rapid Fire (1)
Twin-linked heavy las carbine (Servo-suit) 15” 30” +1 - 4 - 1 4+ Plentiful, Rapid Fire (3), Twin-linked
+ Custom (Lisbeth) 15” 30” +1 - 4 - 1 4+ Plentiful, Rapid Fire (3), Twin-linked

53
★ NECROMUNDA ★

CLOSE COMBAT (1/2) Rng Acc


Weapon S L S L Str AP D Ammo Traits (always Melee)
Arc hammer E 1” - - +3 -1 3 - Pulverise
Arc welder E - - - +2 -3 3 - Blaze
Assault ram (SLHG pattern ‘sledge hammer’) E 2” - - +2 -1 2 - Knockback, Pulverise
Augmetic fist E - - - +1 -1 2 - Knockback
Axe E - - - +1 - 1 - Disarm
Beast's Tentacles (Beast's Lair) E 6" - - S -2 3 - Knockback
Bladed cyber arm (Jonny Razor) E - - - +1 -1 2 - -
Boning sword E - - - S -2 2 - Parry, Rending
Bone sceptre (Queen Lorsha) E 2” -1 - +1 - 1 - -
Brute Cleaver E - +1 - S -1 1 - Disarm
Butcher’s chain cleaver E - - - +1 -2 2 - Shred
Chainaxe E - +1 - +1 -1 1 - Disarm, Parry, Rending
Chainsword E - +1 - S -1 1 - Parry, Rending
Chain glaive E 2“ -1 - +2 -2 2 - Unwieldy
Chain lance E 2" -1 - +2 -2 2 - Lance, Unwieldy
Claw (Gyrinx cat) E - - - 2 - 1 - -
Cleaver E - - - +1 -1 1 - Disarm
Club, maul or hammer E - - - S +1 2 - -
Crushing claws (Sump Beast) E - - - +3 -1 2 - Knockback
Custom venomous bite (Xenos Abomination) E - - - - -2 - - Toxin
Desire’s needle (Corrupted) E - +1 - +2 -1 1 - Chem Delivery, Power, Toxin
Digi laser E 3” - - 1 - 1 - Digi
Electro-tendril (Servant of the Silent Ones) E 4" - - +1 - 1 - Parry, Shock
Enormous claw (Ambull) E - - - 6 -3 2 - -
Eviscerator -melee E 1" - - +1 -1 1 - Sever, Shred, Unwieldy
Flail E - +1 - +1 - 1 - Entangle
Flensing knife E - - - S -1 1 - Rending
God cleaver (Attilus) E - - - +2 -2 2 - Pulverise, Unwieldy
Goredrinker axe (Corrupted) E - - - +3 -1 2 - Reckless, Rending
Grab hook (Mad Dog Mono) E 2” - - S - 1 - Disarm
Great chainsword (Ajex Gorgoth) E 1” -1 - S -1 1 - Parry, Rending
Greatsword E 1" - +1 +1 -1 1 - Sever, Unwieldy
Hammerhand (Biomancy Wyrd Power) E - - - +2 -1 2 Pulverise
Heavy chain cleaver E - +1 - +2 -2 2 - Sever
Heavy club E - - - S - 2 - Concussion
Heavy rock cutter E - - - +4 -4 3 - Unwieldy
+ drill E - - - +2 -3 2 - Pulverise, Unwieldy
+ saw E - +1 - +3 -3 2 - Rending, Unwieldy
Hex’iron Blade (Corrupted) E - - - +1 -3 1 - Cursed, Parry
Horrific appendages E - - - S -1 2 - Pulverise, Rending
Jaws (Giant Rat) E - - - 3 - 1 - Backstab
Knife E - - - S -1 1 - Backstab
Kroot long rifle - close combat (Xenos) E 2” - - +1 - 1 - Disarm
Las cutter E 2” +1 - 9 -3 2 6+ Scarce
Lashing tail (Sump Beast) E 6” - - S -1 1 - Impale
Leg blades (Margo Merdena) E - - - +1 - 1 - Disarm, Parry, Power
Lightning claw (Imperial) E - +1 - +1 -2 1 - Parry, Power, Rending
Long blade E - +1 - S -2 1 - Parry
Massive tentacles (Warp Horror) E 4” - - +1 - 1 - Drag, Entangle
Medical mechadendrites (Doctor Arachnos) E 3” +1 - - -1 - - Toxin
Mono-blade (Wilcox ‘Wild Snake’ Cinderjack) E - +1 - S -2 1 - -
Mono-hook E - - - S -1 2 - Pulverise
Mutated fist & bone Spur (‘Zerker) E 2” - - +1 -2 2 - Knockback, Pulverise
Necrotic beamer - close combat (Xenos) E 3” +1 - 3 - 3 - Melta
Open fist E - - - S -1 1 - Knockback

54
★ NECROMUNDA ★

CLOSE COMBAT (2/2) Rng Acc


Weapon S L S L Str AP D Ammo Traits (always Melee)
Polearm E 2” -1 - +1 - 1 - Unwieldy
Power axe E - - - +2 -2 1 - Disarm, Power
+ Custom blade (Betti Banshee) E - - - +2 -2 1 - Parry, Power
+ Claw (Iron automata) E - - - S -1 2 - Power, Pulverising
+ Fist (Imperial) E - - - +3 -3 3 - Power, Pulverise, Unwieldy
+ Hammer E - - - +1 -1 2 - Power
+ Knife E - - - +1 -2 1 - Backstab, Power
+ Maul E - - - +2 -1 1 - Power
+ Pick E - - - +1 -3 1 - Power, Pulverise
+ Sabre (Lady Credo) E - +1 - +1 -2 1 - Parry, Power
+ Sword E - - - +1 -2 1 - Parry, Power
Powered servo claw (Ajex Gorgoth) E - - - +3 - 2 - Pulverise
Prehensile tongue (Sump Beast) E 2” - - S - 1 - Drag
Psychomantic Claws (Paired) E 3" - - +1 * 1 - Phase, Shock
Psychoteric blade (Yageloth) E - +1 - - (-2) - - Parry, Phase, Toxin
‘Pulveriser’ serrated axe E - - - +1 -1 1 - Pulverise
Rad blade (Von Buren) E - - - S -1 1 - Backstab, Rad-phage
Razor-sharp talons E - - - +1 -2 3 - Rending
+ Custom E - - - +1 -1 1 - Rending
‘Renderizer’ serrated axe E - - - +2 -1 2 - Pulverise, Unwieldy
Rotary flensing saw E 4” - -1 +1 -2 2 - Knockback, Shred
Savage bite (Cyber-mastiff) E - - - S -2 1 - Disarm
Serpent's Fangs (Paired) E - - - +2 * 1 - Phase, Rending
Servo-arm (Servo-suit) E 3” - +1 S - 1 - -
Servo-claw E - - - +2 - 2 - -
Shield (assault/energy) E - - - S - 1 - Shield, Knockback
Shock baton E - - - S - 1 - Parry, Shock
+ Bite E - - - S -1 1 - Rending, Shock
+ Claw (Arachnotek Golem) E - - - +1 -1 2 - Power, Shock
+ Stave E 2” - - +1 - 1 - Shock
+ Whip E 3” -1 - +1 - 1 - Shock
Shivver Sword E - +1 - +1 -1 1 - Parry, Power, Sever
Spearing spines and bony growths E 1” - - +1 - 2 - -
Spider-rig E 3” +1 +1 +1 -1 1 - Entangle, Paired, Parry, Shock
Spud-Jacker E - - - +1 - 1 - Knockback
Stalking knife E - +1 - S -1 1 - Backstab
Stiletto knife E - - - - - - - Toxin
+ Sword E - - - - -1 - - Parry, Toxin
Sword E - +1 - S -1 1 - Parry
Talons (Grapplehawk) E - - - 3 -1 1 - Disarm, Entangle
+ And beak (Sheen Bird) E - - - S -1 2 - Rending
+ Daemonic (Possessed Hiver) E - - - S -2 2 - Cursed, Rending
Tenebrous scourge (Corrupted) E 3” - - +3 - 1 - Entangle, Power
Thunder hammer E - - - +1 -1 3 - Power, Shock
Tunnelling claw -melee (Ambot) E - - - S -1 2 - -
Two-handed axe E - -1 - +2 - 2 - Unwieldy
+ hammer E - -1 - +1 - 3 - Knockback, Unwieldy
Unarmed attack E - - - S - 1 - -
Venom Claw E - - - - -2 - - Entangle, Toxin
Vicious jaws (Borewyrm infestation) E - - - 3 -3 1 - Rending
Web Gauntlet E - +1 - 3 - - - Backstab, Web
Whip E 3” -1 - S - 1 - Entangle
Whisperbane knife (Corrupted) E - +2 - S - 1 - Backstab, Scattershot
Whisperblade (Calthyxis) E - +1 - - -1 - - Toxin
Writhing tentacles E 3” - - S -1 1 - Entangle
Xenarch Death-arc (Xenos) E 5” +1 - 3 - 1 2+ Plentiful, Rapid Fire (2), Shock

55
★ NECROMUNDA ★

GRENADES Rng Acc


Weapon S L S L Str AP D Ammo Traits (always Grenade)
Anti-plant - Sx3 - - - - - 4+ Blast (3”), Defoliate
Blasting charges - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback
Choke gas - Sx3 - - - - - 5+ Blast (3”), Gas
Demolition charge - Sx2 - - 6 -3 3 * Blast (5”), Single Shot
Flare - Sx3 - - - - - 4+ Blast (5”), Flare
Frag - Sx3 - - 3 - 1 4+ Blast (3”), Knockback
+ Digi (D060-K13) 9” - - - 2 -1 1 6+ Blast (3”), Knockback
Gunk bomb - Sx2 - - 2 - - 5+ Blast (3”), Gunk
Incendiary charge - Sx3 - - 3 - 1 5+ Blast (5”), Blaze
Krak - Sx3 - -1 6 -2 2 4+ Demolition
Melta bombs - Sx3 - -1 8 -4 3 6+ Demolition, Melta
Phosphor canister (Imperial) - Sx3 - -1 4 -3 2 5+ Blaze, Blast (3”), Scarce
Photon flash - Sx3 - - - - - 5+ Blast (5”), Flash
Plasma - Sx3 - - 5 -1 2 4+ Blast (3”), Unstable
Rad - Sx3 - - 2 -2 1 4+ Blast (3”), Rad-phage
Scare gas - Sx3 - - - - - 6+ Blast (3”), Fear, Gas
Shard (Corrupted) - Sx3 - - 2 -2 1 4+ Blast (5”), Cursed, Rending
+ Mindflect (Xenos) - Sx3 - - 3 -1 1 4+ Blast (5”), Cursed
Smoke - Sx3 - - - - - 4+ Blast (5”), Smoke
Stun - Sx3 - - 2 -1 1 4+ Blast (3”), Concussion
Hallucinogen grenades - - - - - - - - -

NOTE: Ignore Scarce on Phosphor canister (it doesn’t make sense for grenades).

BOOBY TRAPS Rng Acc


Weapon S L S L Str AP D Ammo Traits (always Single Shot)
Frag - - - - 3 - 1 - Blast (5”), Knockback
Gas - - - - - - - - Blast (5”), Gas
Melta - - - - 8 -4 3 - Blast (5”), Melta
Sawn-off shotgun (scatter) (Orlock) 3” - - - 3 - 1 - Scattershot
Sightblind (Delaque) - - - - - - - - Blast (5"), Flash
Thermal mine (Van Saar) 3” 6” - - 8 -4 3 - Blaze, Melta
Incendiary (Cawdor) - - - - 2 -2 1 - Blast (5"), Blaze
Web (Delaque) - - - - 5 (-2) - - Blast (5"), Web

SPECIAL TERRAIN FEATURES Rng Acc


Type S L S L Str AP D Ammo Traits
Arcing electricity (Malfunctioning Generatorium) - - - - 4 - 1 - Shock
Burning promethium (Promethium Cache) - - - - 5 - 2 - Blaze
Electric shock (Archaeotech Device) - - - - 2 - 1 - Shock
Fungal Spores (Fungus Sprawl) - - - - - - - - Gas
Xenos Hatchlings (Xenos Nesting Chamber) - - - - 1 - 1 - Rending

PSYCHIC POWER WEAPONS Rng Acc


Type S L S L Str AP D Ammo Traits
Hammerhand (Basic), Continuous Effect - Biomancy E - - - 4 - 1 - Pulverise
Psychic shockwave (Telekinesis Wyrd Power) 12" 24" +1 - 4 -1 2 - Concussion, Pulverise, Reckless
Scouring (Basic) - Pyromancy T - - - 2 -2 2 - Blaze

REMOVED WEAPONS Rng Acc


Weapon S L S L Str AP D Ammo Traits
Bonesword E - +1 - S -2 1 - Parry
Lash whip E 2” - - S - 1 - -
Staff of office E - - - S - 1 - Parry
Toxin injector claw E - - - S -1 1 - Toxin
Flensing claw E - +1 - S - 1 - Disarm

56
★ NECROMUNDA ★

UNIQUE WEAPONS Rng Acc


Weapon S L S L Str AP D Ammo Traits
Artisan needle pistol (with auto loader) (Baertrum) 4” 9” +2 - - -1 - 4+ Silent, Toxin
Auto-needler (Calthyxis) 6” 12” +2 - - -1 - 4+ Rapid Fire (2), Toxin
Autopistol (compact) - gun skull 4” 12” +1 - 2 - 1 4+ Rapid Fire (1), Scarce
Beast's Tentacles (Beast's Lair) E 6" - - S -2 3 - Knockback
Bladed cyber arm (Jonny Razor) E - - - +1 -1 2 - -
Bone sceptre (Queen Lorsha) E 2” -1 - +1 - 1 - -
Chemical cloud breath (Khimerix) 6” 12” +1 - 3 -1 1 - Blast (3”)
Claw (Gyrinx cat) E - - - 2 - 1 - -
+ Crushing (Sump Beast) E - - - +3 -1 2 - Knockback
+ Enormous (Ambull) E - - - 6 -3 2 - -
Custom power blade (Betti Banshee) E - - - +2 -2 1 - Parry, Power
Custom plasma pistol ~ low (Slate Merdena) 12” 24” +2 - 5 -1 2 5+ Scarce, Sidearm
~ maximal (Slate Merdena) 12” 24” +1 - 7 -2 3 5+ Scarce, Unstable, Sidearm
Custom razor-sharp talons E - - - +1 -1 1 - Rending
Custom venomous bite (Xenos Abomination) E - - - - -2 - - Toxin
Digi-autopistol (D060-K13) 6” 9” +1 - 2 - 1 4+ Plentiful, Rapid Fire (1)
+ frag grenade (D060-K13) 9” - - - 2 -1 1 6+ Blast (3”), Grenade, Knockback
+ hand flamer (D060-K13) T - - - 2 -1 1 5+ Blaze, Scarce
Electro-tendril (Servant of the Silent Ones) E 4" - - +1 - 1 - Parry, Shock
Energy projector (Hystrar) (Arachnotek Golem) 8” 16” +1 - 5 -1 1 3+ Rapid Fire (3), Reckless, Shock
Gaseous eruption breath (Khimerix) T - - - - - - - Gas
God cleaver (Attilus) E - - - +2 -2 2 - Pulverise, Unwieldy
Grab hook (Mad Dog Mono) E 2” - - S - 1 - Disarm
Great chainsword (Ajex Gorgoth) E 1” -1 - S -1 1 - Parry, Rending
Hammerhand (Biomancy Wyrd Power) E - - - +2 -1 2 Pulverise
Harpoon fist (Margo Merdena) 3” 9” +2 - 5 -2 1 6+ Drag, Impale
Heavy stubber - tracer (Vorgen Mortz) 20” 40” - -2 4 -2 2 5+ Rapid Fire (2), Unstable, Unwieldy
+ Twin-linked (Stig-shambler) 20” 40” - -1 4 -1 2 4+ Rapid Fire (3), Twin-linked, Unwieldy
Jaws (Giant Rat) E - - - 3 - 1 - Backstab
Lashing tail (Sump Beast) E 6” - - S -1 1 - Impale
Leg blades (Margo Merdena) E - - - +1 - 1 - Disarm, Parry, Power
Massive tentacles (Warp Horror) E 4” - - +1 - 1 - Drag, Entangle
Master-crafted hotshot laspistol (Kal Jericho) 8” 12” +1 - 4 -1 1 2+ Plentiful, Sidearm, Master-crafted?
Medical mechadendrites (Doctor Arachnos) E 3” +1 - - -1 - - Toxin
Mono-blade (Wilcox ‘Wild Snake’ Cinderjack) E - +1 - S -2 1 - -
Mutated fist & bone Spur (‘Zerker) E 2” - - +1 -2 2 - Knockback, Pulverise
Mutie Bow 9” 18” - -1 2 +1 1 - -
Needle long rifle (Arbelesta) 24” 48” - +1 - -2 - 6+ Scarce, Silent, Toxin
Power Sabre (Lady Credo) E - +1 - +1 -2 1 - Parry, Power
Powered servo claw (Ajex Gorgoth) E - - - +3 - 2 - Pulverise
Psychic shockwave (Telekinesis Wyrd Power) 12” 24” +1 - 4 -1 2 - Concussion, Pulverise, Reckless
Psychoteric blade (Yageloth) E - +1 - - (-2) - - Parry, Phase, Toxin
Rad blade (Von Buren) E - - - S -1 1 - Backstab, Rad-phage
Savage bite (Cyber-mastiff) E - - - S -2 1 - Disarm
Scouring (Pyromancy Wyrd Power) T - - - 2 -2 1 - Blaze
Scrutinator stub gun (Servalen) 6” 12” +2 +1 3 - 1 4+ Plentiful, Sidearm
- Excrutiator rounds (Servalen) 6” 12” +1 - 4 - 1 6+ Shock, Sidearm
Servo-arm (Servo-suit) E 3” - +1 S - 1 - -
Shock claw (Arachnotek Golem) E - - - +1 -1 2 - Power, Shock
Snake-thrower (Wilcox ‘Wild Snake’ Cinderjack) T - - - - - - 4+ Blaze, Toxin
Spearing spines and bony growths (Xenos Abomination) E 1” - - +1 - 2 - -
Subsonic wail (Servant of the Silent Ones) T - - - 2 -3 1 - Seismic
Talons (Grapplehawk) E - - - 3 -1 1 - Disarm, Entangle
+ And beak (Sheen Bird) E - - - S -1 2 - Rending
+ Daemonic (Possessed Hiver) E - - - S -2 2 - Cursed, Rending
Tunnelling claw -melee (Ambot) E - - - S -1 2 - -
- ranged (Ambot) 4" 8” - - 6 -2 2 5+ Melta, Scarce, Sidearm
Twin-linked heavy las carbine (Servo-suit) 15” 30” +1 - 4 - 1 4+ Plentiful, Rapid Fire (3), Twin-linked
Vicious jaws (Borewyrm infestation) E - - - 3 -3 1 - Rending
Web projector (Cyberachnid) T - - - 2 - - 6+ Scarce, Web
Warpfire breath (Warp Horror) T - - - 3 -1 1 4+ Blaze
+ shooter (Xenos Abomination) T - - - 2 - - 2+ Silent, Web
Whisperblade (Calthyxis) E - +1 - - -1 - - Toxin
Wrist-mounted needler ~ spray (Cyniss) 3” 6” +1 - - - - 4+ Scattershot, Sidearm, Toxin
~ Burst (Cyniss) 6” 12” +1 - - - - 5+ Rapid Fire (1), Sidearm, Toxin
Writhing tentacles (Xenos Abomination) E 3” - - S -1 1 - Entangle

57
★ NECROMUNDA ★

WEAPON TRAITS
BACKSTAB COMBI
+1 Strength when outside the target’s vision arc. A combi-weapon has 2 profiles. When fired, pick a profile for
the attack.
BLAST (3”/5”) ● Roll twice for Ammo tests and apply the worst result.
The weapon utilises a Blast marker. ● If one profile runs Out of Ammo, the other can still
fire (unless also Out of Ammo).
BLAZE
A target not taken Out of Action catch fire on 4+. When In addition, some weapons are worsened when part of combi:
activated while subject to this condition, act as follows ● Plasma: Only low power mode.
(cannot make any actions): ● Grenade launcher ammo that get Single Shot:
○ Anti-plant
1) Suffer a S3, AP -1 hit. ○ Frag
2) Move: ○ Flare
● If Engaged or Seriously Injured, no move is made. ● Flamer and hand flamer: Unstable.
→ Go to step 3. ● Needler/Needle rifle: Decrease Short Range
● If Pinned, become Active. Accuracy and AP by 1.
● If Active, move 2D6” in a random direction.
○ Movement stops if contacting impassable YAQ: Additional ammo can be loaded in to combi-weapons:
terrain. ● Dumdum rounds gain Combi.
○ If within ½” of an edge, pass an Initiative ● Grenades gain Combi and Single shot.
test to avoid falling.
○ If moving beyond an edge, fall down. Hotshot las pack can't be fitted to combi weapons.
● At the end of this move, the fighter can choose to
become Pinned. CONCUSSION
3) Roll a D6 to attempt to put out flames: -2 Initiative/Hnd (minimum 6+) until the end of the round.
● +2 if Pinned.
● +1 per friendly Active fighters within 1”. CURSED
When hit, pass a Willpower test or become Insane.
On a 6+, the flames go out. The activation then ends.
DEFOLIATE
YAQ: Inorganic targets are not affected. Deals D3 Damage to Carnivorous Plants. Brainleaf Zombies
lose a wound and are removed from the battlefield if they
Vehicles: suffer an Out of Action result on the Injury dice.
● Suffer a S3, AP-1 hit against Rear Toughness.
● Make a Cool test: DEMOLITION
○ Pass: Activate normally. Can use the Grenade in close combat attacks against
○ Fail: Act according to Lose Control. If scenery targets (doors/objectives). Apply a single automatic
Stationary, make a Burn Out (Double) hit (regardless of Attack dice).
action. Then the activation ends.
DIGI
BURROWING Mounted on a ring or hidden inside a glove. Can be used in
Can be used against targets outside LOS: addition to any other Melee weapons, granting an additional
● Place the Blast (3") anywhere on any level close combat attack. Does not count towards the maximum
(ignoring LOS). number of weapons a fighter can carry. A fighter can carry up
● Scatter 2D6” (instead of hit roll). to 10 Digi weapons.
● If scatter result is a 'Hit', the Blast doesn't scatter.
● Otherwise, ignore impassable terrain DISARM
(when scattering 2D6"). If the hit is 6 (before modifiers), the target can't use any
● No effect if scattering off the battlefield (wasted). weapons when making Reaction attacks for the rest of the
round - they make unarmed attacks instead.
At the start of the End phase of the round this weapon was
fired, any fighters touched by the blast is hit by the weapon. DRAG
If hit (and not taking the target Out of Action, the target can be
CHEM DELIVERY dragged closer to the attacker. Roll a D6, if the result is equal
Declare what type of equipped chem is used. If the weapon to or higher than the target’s Strength, the target is dragged
also has Toxin or Gas, these Traits can be used instead. D3” straight towards the attacker, stopping if they hit any
terrain. If they move into another fighter (other than the
Instead of making a wound roll, roll equal to or higher than attacker), both fighters are moved the remaining distance
the Toughness (inverse Toughness test) to inflict the dose. A towards the attacker.
result of 6 (before modifiers) always succeeds.
If the weapon also has the Impale trait, only the last fighter to
be hit can be dragged.

ENTANGLE
Hits can't be negated by the Parry trait. In addition, if the hit is
a 6 (before modifiers), any reaction attacks from the target
suffer a -2 modifier.

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★ NECROMUNDA ★

FEAR IMPALE
Instead of suffering an Injury roll, the target must pass a If a target is wounded, the projectile continues through and
Nerve test with a -2 modifier or immediately become Broken might hit another fighter! Trace a straight line from the target,
(run for cover). directly away from the attacker. If there are any fighters within
1” of this line, and within the weapon’s Long Range, the one
FIXED that is closest to the target is hit on a 3+ with -1 Strength per
Represented by a weapon on its own base (not equipped by a subsequent hit. The projectile can continue through multiple
fighter). A fighter beginning the activation B2B can spend a fighters until the Strength is reduced to 0.
Double action (Move Weapon) to make a single Move, then
place the weapon in B2B (after moving). KNOCKBACK
If the hit roll is equal or higher than the target fighter’s
If B2B with a fixed weapon (and no enemies in B2B with the Strength, the target is moved 1” directly away.
fixed weapon), a fighter can aim, shoot and reload it as
normal. If the target can't be moved the full 1” (because of walls,
obstacles or other models), move as far as possible and
FLARE increase the Damage by 1.
A fighter hit becomes Revealed (if in darkness). If using Blast,
leave it in place. While on the board, all models at least If any part of the base is knocked back over an edge, pass an
touched by it are illuminated and are Revealed. In the End Initiative test or fall.
phase, the flare goes out and is removed on a 4+.
If a Blast weapon has the Knockback trait, roll a D6 for each
FLASH fighter that is hit. If the centre of the Blast was over the centre
Instead of making a wound roll for models hit, pass an of the base, roll a Scatter to determine the direction to move.
Initiative test or become subject to the Blind condition. If
Ready, the model is no longer Ready. Or if not Ready, the In Melee, the attacking fighter can choose to follow up,
model is not readied at the start of the following round. moving directly towards them to remain in B2B. If the attack
Reaction attacks only hit on a 6 (before modifiers). No other was made across a barricade, the attacker can't do this.
attacks can be made until the next activation.
LANCE
GAS +1S while Mounted when Charging or Ride By.
Instead of making a wound roll, roll equal to or higher than the
Toughness (a 6 before modifiers always succeeds) to inflict an LIMITED
Injury roll (regardless of Wounds). No save roll can be made. When limited ammo run out, that type is permanently lost and
Fighters: Not Pinned when hit. can't be used again until more is purchased. The weapon can
Vehicles: Use the Rear Toughness. If successful, still be reloaded using any remaining profile(s).
inflict a Driver Wounded result.
YAQ: Only a single ‘dose’ of ammo can be carried per
Notes: weapon. Reduce fighter’s cost accordingly after the ammo is
● The target's Wounds are not affected. lost.
● YAQ: Inorganic targets are not affected.
MASTER-CRAFTED
GRAVITON PULSE Once per battle, re-roll a single failed hit roll.
Instead of making a wound roll, pass a Strength test or suffer
Damage. No save roll can be made. MELEE
Applies to all weapons with range E (Engaged).
Leave any Blast marker in place for the rest of the round. Any Can be used during close combat attacks.
movement through this area is halved.
MELTA
GRENADE Applies to short range hits (or any hit if there is no short
Grenades are Wargear (not a weapon), but treated as a range):
special type of ranged weapon that can be thrown as a Shoot ● Fighters: If reduced to 0 Wounds, any Injury dice are
(Basic) action. Grenades do not have Short range. Long automatically Out of Action (no need to roll).
range is determined by multiplying the fighter’s Strength. ● Vehicles: +1 Damage dice.

Do not roll Firepower dice for Grenades, instead always make PAIRED
an Ammo test. Grenades can't be reloaded - once they are Applies to all weapons explicitly purchased as “paired”.
gone, they are gone for the entire battle.
Counts as being equipped with dual Melee weapons when
GUNK calculating the number of Attack dice. Double the base
Gain the Gunk condition: Attacks characteristic when charging.
● -1” M (minimum 1”).
● Don’t add D3” when making a charging. PARRY
● -1 modifier to Initiative tests. In close combat, the defender can force the attacker to re-roll
● Catch fire on 2+ (rather than 4+) when hit by Blaze one successful hit. If armed with two Parry weapons, two
weapons. successful hits can be re-rolled instead.

The Gunked condition lasts until the End phase or the fighter PHASE
catches fire after being hit by a Blaze weapon. Ignore saves from armour and field armour (saves from
special rules can still be used).
HEXAGRAMMATIC
Hits ignore Psychic power saves. 2x damage against Psykers. PLENTIFUL
Ammo tests are automatically passed (no roll is required)
when reloading.

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★ NECROMUNDA ★

POWER SEISMIC
● Can't be parried except by other Power weapons. ● If hit, the target is always Pinned - even if an ability
● A hit roll of 6 gives: would normally allow them to avoid being Pinned by
○ Ignores Save rolls (except Field armour). ranged attacks.
○ +1 Damage (does not apply in combination ● If the wound roll is a 6 (before modifiers), no save roll
with certain other traits like Toxin). can be made.
● Pitch Black: Revealed (when used).
NOTE
PSYCHOMANCER'S HARNESS It seems Seismic is mainly used to deny the Nerves of Steel
● +2" M. skill. The Chaos Spawn is unaffected.
● Climb without penalty.
● 2x Psychomantic claws. SEVER
● -1 weapon slot (reduced to 2). Injury rolls inflicted with this weapon are automatically Out of
● Cannot carry Unwieldy or two-handed weapons (*). Action.

PULVERISE SHOCK
After inflicting an Injury roll, a D6 can be rolled. If the result is If the hit roll is a 6 (before modifiers), the attack automatically
equal or higher than the target’s Toughness, or a 6 (before wounds.
modifiers), apply the following:
● Fighter: Change an Injury dice from Flesh Wound to SHIELD
Serious Injury. Grants improved save against attacks from the 90° front.
● Vehicle: +1 Damage dice.
● Melee attacks: +2 Save modifier.
RAD-PHAGE ● Ranged attacks: +1 Save modifier.
After being hit, roll 4+ to inflict an additional Flesh Wound.
Use the centre of the attacking fighter’s base when measuring
RAPID FIRE (X) the angle. If hit by Blasts, use the centre of the Blast. If the
A successful hit scores a number of hits equal to the number target does not have a facing (for example being Prone before
of bullet holes on the Firepower dice. The amount of dice that the attack), the shield can't be used.
can be rolled is up to the number shown in brackets (for
example, Rapid Fire (2) allows for up to 2 Firepower dice to be SHIELD BREAKER
rolled). Make an Ammo test for each Ammo symbol that is Ignore the effects of shields. Field armours must roll twice and
rolled. If any of them fail, the gun runs Out of Ammo. If two or apply the lowest result.
more fail, the gun has jammed and can't be used for the rest of
the battle. SHRED
Double the AP if the Wound roll is a 6 (before modifiers).
The first shot must be allocated to the original target.
Additional shots can be allocated to other targets that are SIDEARM
within range, in line of sight and within 3” of the original target. Applies to all pistols (and ammo) with the following exceptions:
Additional targets can't be harder to hit than the original target. ● Blast/Template
Allocate all hits before making any wound rolls. ● Compact autopistol (gun skull)
● Stub gun (Static)
Blasts (roll hit & Rapid Fire as normal): ● Digi-autopistol (D060-K13)
● Hit: Place any extra Blasts within 3" of the original
target. Can be used for both ranged and close combat attacks.
● Miss: All Blasts scatter separately from the original
target. Twin guns blazing:
A fighter with 2 sidearms can attack with both as part of a
RECKLESS single Shoot (Basic) action. Fully resolve each attack in turn.
Ignores Target priority. Randomize the target from all eligible
targets (friend & foe). ● Fully resolve each attack in turn (one after the other).
● Ranged: Targets in the attacker’s LOS and range of ● Must be made against the same target.
the weapon. ● -1 to hit.
○ Rapid Fire: Additional hits must be
distributed among the maximum number of Close combat:
eligible targets. If there are more hits than ● Accuracy modifiers does not apply.
eligible targets, choose where any spare hits ● Firepower dice are applied as normal.
are allocated. ● Max 1 attack per sidearm.
● Melee: Targets in B2B (or within range of Versatile).
SILENT
RENDING ● Sneak Attack (scenario special rule): No test to see
If the wound roll is a 6+: whether the alarm is raised when this weapon is
● Fighter: +1 Damage. fired.
● Vehicle: +1 Damage dice. ● Pitch Black (scenario special rule): A Hidden fighter is
not Revealed when using this weapon.
SCARCE
Can't be reloaded - once Out of Ammo, this weapon can't be SINGLE SHOT
used again during the battle. Can only be used once per battle. Counts as having
automatically failed an Ammo test. There is no need to roll the
SCATTERSHOT Firepower dice unless the weapon also has the Rapid Fire (x)
If hit, inflict D6 wound rolls instead of 1. trait.

60
★ NECROMUNDA ★

SMOKE VERSATILE
Does not cause hits, Pinning or Wounds. Instead, mark the hit Applies to all Melee weapons with a long range.
location with a counter. The smoke extends 2.5” vertically and
horizontally from the centre. Fighters can move through A fighter with a Versatile weapon does not need to be B2B
smoke, but it blocks line of sight, so attacks can't be made with an enemy fighter to Engage and attack in melee (can stop
into, out of or through it. In the End phase, roll a 5+ or remove within the versatile range to fight). The extended melee range
the cloud. only applies for:
● The attackers activation.
TEMPLATE ● When making Reaction attacks.
Applies to all weapons with range T (Template).
Use the Flame template to determine how many targets are Note that the target must be within vision arc and Long range.
hit.
The target is considered to be Engaged, but may not in turn be
TOXIN Engaging the attacker (with Versatile) unless also having a
Instead of making a wound roll, roll equal to or higher than the Versatile weapon, and so may not be able to make Reaction
Toughness (a 6 before modifiers always succeeds) to inflict an attacks.
Injury roll (regardless of Wounds).
At all times other than during this fighter’s activation or when
Notes: making Reaction attacks, Versatile has no effect.
● Armour saves can be made as normal. Note: Only fighters B2B can grant assists!
● The target's Wounds are not affected.
● Vehicles: Not affected. WEB
● YAQ: Inorganic targets are not affected. A successful wound roll inflicts an automatic Seriously Injured
result (Webbed). No save roll can be made. Roll for Recovery
UNSTABLE during the End phase and apply the result as normal, with the
If the Ammo symbol is rolled when attacking, roll a 4+ or the following exceptions:
attacker suffers a catastrophic overload (depending of type):
● Fighter: Out of Action ● Flesh Wound: No longer webbed.
● Vehicle: The weapon can't be used again this battle ● Seriously Injured: Still webbed.
and suffer a Catastrophic hit to the body (lose 1 ● Out of Action: 'Out Cold' (no Lasting Injury roll).
wound, or 2 if no weapons remain, pass a Hnd test or Note: Flesh Wound are applied as normal.
Lose Control).
A Webbed fighter does not succumb to their injuries and will
The attack is still resolved against the target. automatically recover. When rolling to determine if any enemy
fighters are captured at the end of the battle, add +1 to the
Note: When used with an effect which forces an Ammo roll dice roll for each enemy fighter currently Webbed and add
without Firepower dice (for example Grenade), the 4+ them among any eligible to be Captured.
Unstable test must always be made.
Vehicles: Not affected.
TWIN-LINKED
Re-roll any number of ammo dice.

UNWIELDY
Take up 2 weapon slots.
● Ranged: A Shoot action counts as a Double action
(instead of Basic).
● Melee: Requires 2 hands so a second weapon can't
be used at the same time (dual wielding).

HOUSE RULE
Apply -1 hit modifier if shooting Unwieldy weapons as
anything other than Double action.

61
★ NECROMUNDA ★

ARMOUR AND FIELDS


ARMOUR TYPES SAVE TYPES
A fighter can wear up to 1 of each type of armour at the same There are many different types of saves. Unless otherwise
time: specified:
● Armour (Standard) ● If having multiple alternatives, choose a single one
● Combined Armour (improves other armour) for the save roll.
● Extra (can be equipped on top of standard armour). ● Saves have no effect against attacks that ignores
● Shield (improves other armour) saves completely.
● Field Armour (unmodifiable) ● Any save counts as normal unless otherwise noted.

IMPROVED FRONT ARMOUR Here are other save types:


Some saves are improved from attacks originating in the ● Bonus: A save that can be used in addition to the
front arc (normally 90° vision arc). For Blast weapons, normal save (and in addition to other bonus saves).
measure from the centre of the blast. A fighter must be ● Unmodifiable by AP: Count the attack as having
Standing (before being hit) in order to receive this bonus. If AP ‘-’.
the fighter is Prone, it has no front arc. ● Irreducible by AP: Can't be reduced by AP.
● Irreducible: Can't be reduced by any modifiers.
SAVE MODIFIER ● Unmodifiable: Can't be modified in any way.
Some saves improve other saves (unless otherwise noted). ● Invulnerable: An unmodifiable save that can
Use a default 7+ save when applying save modifiers for always be made regardless of any special rules that
fighters without any other (modifiable) save. would normally ignore the save. If successful, the hit
counts as missed (completely ignored).
SAVES AGAINST ENVIRONMENT
Some saves come from environmental effects and underhive HOUSE RULE
perils. These have only an effect against attacks that doesn’t The official rules for armour, shields and fields are a
originate from another fighter. complete mess, and the rules here will deviate some from
that. This is an attempt to improve balance and make
ARMOUR sense of it all.
ARMOURWEAVE 5+ (6+ irreducible).
CARAPACE Light: 4+.

Heavy: 4+ (3+ front).


● -1 Initiative.
● -1” movement when Charging.

Archaeo: 4+.
Apply these special rules for Lasting Injuries that can be repaired by bionics:
● Receive a free bionic.
● Instead of increasing the characteristics, the injury is ignored completely.
● Can't be damaged or destroyed.
● Prevents any further damage to that location.

When activating, roll a D6. If the result is less than the number of bionics, gain Insanity. If the
fighter has 6+ bionics, the fighter vanish into the underhive never to be seen again (removed
from the gang).
FLAK Flak: 6+ (5+ against Blast/Template).
Hardened: 6+ (5+ against Blast/Template). Reduce the AP by 1 (to a minimum of -1).
Layered: 5+ (4+ against Blast/Template).
Hardened Layered: 5+ (4+ against Blast/Template). Reduce the AP by 1 (to a minimum of -1).
FURNACE PLATES 6+ (5+ front).
HAZARD SUIT 6+. +1 Toughness against Gas attacks when combined with Respirator (+3 instead of +2).
Ignores the effects of Blaze and Rad-phage.
MANTLE MALIFICA ● 5+ (4+ unmodifiable against psychic powers).
● Pass a Willpower test in each End phase or gain Insanity.
Note: Does not cancel the use of a psychic power, only protects the wearer against the effects.

MESH 5+.
PLATE MAIL 6+ (5+ front). 5+ unmodifiable against Blast (not Template).
REFLEC SHROUD 5+ unmodifiable by AP from las, plasma and melta weapons.
Note: This probably includes Inferno pistol, Whithertouch pistol, Necrotic beamer, plasma grenades, melta
bombs and melta traps.

62
★ NECROMUNDA ★

COMBINED ARMOUR
ABLATIVE OVERLAY +2 on first save. +1 on the second save. No effect on subsequent saves. Replenishes
between battles.
ARMOURED BODYGLOVE +1. Ignores the effects of Rad-phage.
ARMOURED UNDERSUIT +1.

EXTRA ARMOUR
GUTTERFORGED CLOAK 6+ (5+ against environment).

INCOMBUSTIBLE Roll 5+ to ignore Blaze (when hit). +1 modifier to put the fire out.
HAUBERK

SHIELD
SHIELD ● Melee attacks: +2 front.
(ENERGY/ASSAULT) ● Ranged attacks: +1 front.
Note: This is a close combat weapon (Str S, Knockback).
CERAMITE SHIELD +2 front. Ignores the effects of Melta (front). Move (Simple) becomes Move (Basic).
SCRAP SHIELD +1 against Reaction attacks.

FIELD ARMOUR
CONVERSION 5+ unmodifiable. When saved, all other fighters within 3” counts as being hit by Flash (trait).
FIELD
HEXAGRAMMIC When bought, roll a D6:
FETISH 1 - Rubbish: Sell for 3D6.
2-5 - Some power: -1 to Willpower test (to the Psyker) when targeted by a psychic power.
6 - Real juice: -3 to Willpower test (to the Psyker) when targeted by a psychic power.
DISPLACER FIELD 4+ unmodifiable. Only works against attacks with a Strength value. When saved, move a number of
inches equal to the Strength of the attack in a random direction (Scatter dice). The attack is ignored
even if the fighter is still under a Blast/Template. Move by the shortest route possible around impassable
terrain or through other models until the base doesn’t overlap other fighters or impassable terrain. This
move can't displace a fighter inside a terrain feature.

If the base is partially over a pitfall or into open air, pass an Initiative test or fall. If the entirety of the
base is over a hazard or in the open air, they will simply fall.

If transported off the board, they immediately go Out of Action.


REFRACTOR 5+ unmodifiable. If successful, the hit is ignored, then roll a 2+ or the field is burned out and is
FIELD permanently lost (it no longer works).

63
★ NECROMUNDA ★

EQUIPMENT
ASH CLOAK BLIND SNAKE POUCH
● Respirator: +2T against Gas weapons. Gain the Dodge skill. If the fighter already has the Dodge skill,
● If losing a wound from battlefield conditions, roll a it is successful on 5+ instead of 6+. In addition, it is
5+ to ignore the effects and do not lose the wound. successful on 4+ against Overwatch.

AMMO CACHE BOOK OF THE REDEMPTION


Ammo caches are added to the gang’s Stash, instead of Can spend a Basic action (Words of Wrath). Until the End
being carried by a particular fighter. Immediately after the last phase, all friendly Faction fighters within 6" (when activating)
of the fighters in the crew is set up at the start of the battle, can use one of the following:
the gang can set up any ammo caches from the Stash. If the ● Re-roll the D3 when Charging.
scenario has an attacker and a defender, and this gang is ● Re-roll hit rolls with a result of 1 (before modifiers).
defending, the ammo cache can only be deployed on a 5+
(roll individually). BOMB DELIVERY RATS
If equipped with a grenade, spend a Basic action (Prime
Each ammo cache must be set up within 1” of one of their Bomb Rat) action:
fighters, and within their deployment zone if the scenario has ● Make an Ammo roll as if used normally.
one. It is then deleted from the gang’s Stash. ● Place the bomb delivery rat B2B.
● Make an Intelligence test to try to affect where the
● Can be used by fighters within 1”. rat moves:
● +2 modifier for Ammo tests. ○ Pass: Move 6" in a chosen direction.
● Ignore the Scarce trait. ○ Fail: Move 6" in a random direction.
● If the Ammo roll is a 6 (before modifiers), the ammo
cache is exhausted and removed from play. Rat movement:
● Ignores all terrain (except impassable, walls etc.).
ARCHAEOTECH DEVICE ● Suffers no penalties when climbing.
The first time a fighter is given this item, pass an Intelligence ● Leaps any gap of 2” or less freely (wider gaps are
test to learn how it works. If failed, wait until after the next considered impassable).
battle to try again. This must be repeated if it is given to a ● Not a fighter, may move within 1” of other models.
different fighter for any reason. Roll once to determine what ● Can be targeted by ranged or melee attacks, but
type it is: apply an additional -1 hit modifier.
● If hit, the grenade goes off on a 4+, then the rat is
1 - Dangerous: Suffer D6 S2 D1 hits. The device is reduced removed.
to a pile of worthless molten slag.
2 - Viewer: The fighter can make the Scan (Simple) action to At the start of every subsequent round, after rolling for Priority
Reveal an enemy fighter within 18”. If the fighter is a Sentry, but before activating any fighters, if the bomb delivery rat has
roll a 6+ each time the fighter activates to automatically raise not exploded then it will activate again.
the alarm.
3 - Cutting Beam: The fighter can make the Laser Cut Choose the direction and move the rat up 6” if all of the
(Double) action. If within 1” of a door, loot casket or other conditions apply for the fighter that deployed it is:
damageable piece of terrain, apply a single automatic S8 D3 ● Within 9”
hit. ● Active or Pinned
4 - Lifter: When making a Move or Charge action, ignore all ● Passed an Intelligence test
terrain, move freely between levels without restriction and Otherwise, if any of the following conditions apply to the
never fall. May not ignore impassable terrain or walls, may fighter, move the rat in a random direction 6”:
not end the movement overlapping another base or an ● Outside 9”
obstacle. ● Failed the Intelligence test
5 - Holo Projector: Once per battle, the device gives a 4+ ● Engaged
save (unmodifiable by AP). Useless against Template, Blast ● Seriously Injured
and close combat attacks. ● Out of Action
6 - Weapon: The device is a pistol-sized, but as effective as
a much larger piece of ordnance. In addition, it is a Sidearm Should the rat at any time end its movement within 1” of a
that can be carried by any fighter regardless of restrictions. fighter (friend & foe), or another bomb delivery rat, roll a D6.
Roll a D6: On a 2+, the grenade will go off. On a 1, the grenade proves
1-2: Boltgun to be a dud and the rat vanishes into the darkness to dwell
3: Flamer upon its good fortune. In either case, the rat is removed from
4: Meltagun play.
5: Plasma gun
6: Grenade Launcher (frag)

BIO-BOOSTER
The first time in each battle that an Injury roll is suffered, one
less Injury dice is rolled. If only one die was to be rolled, roll
two and choose one to discard.

BIO-SCANNER
Used in scenarios that uses the Sentries special rule. +1 to
spot and attackers can be spotted regardless of vision arc.

64
★ NECROMUNDA ★

BOOBY TRAPS (FRAG, GAS & MELTA) CULT ICON (CORPSE GRINDER)
A gang can have any amount of Booby Traps (reusable each Max 1 per gang. Only available to a single Leader or
battle). Represented by a marker. Placed after battlefield Champion in the gang. Can spend a Simple action (Enrage):
setup, but before deploying any fighters. Roll-off to see who
places first in case both gangs have booby traps (re-roll ties). All friendly fighters gain +D3” movement until the End phase
of this round if all the following conditions are true:
A fighter risks triggering a booby trap in the following ● Readied.
situations (but only once per booby trap in a single activation): ● Active.
● Comes within 2” of a booby trap (for any reason) ● Completely within 6”.
● Ends an action within 2".

Roll a D6: NOTE


1: A dud, remove it from play. ● Seems like the D3 is rolled individually for each
2-3: Not triggered, leave it in place. fighter when they activate.
4+: Triggered and explodes. ● Nothing prevents the fighter itself from gaining this
bonus (Ready remains until the end of the
If triggered during movement, the move is interrupted while activation).
resolving the booby trap (resolved where the fighter was while DATA-THIEF
moving). If Pinned or Injured, the move action ends. If at least 1 is included in the crew, the opponent must reveal 1
random Tactics card.
Can be targeted with ranged attacks:
● Short range: -1 to hit. DROP RIG
● Long Range: -2 to hit. Spend a Basic action (Descend) if Active and within 1” of an
edge:
If hit, roll a D6: ● Move 0-3” horizontally and 0-12” vertically
1-2: No effect. downwards.
3-4: Triggered and explodes.
5-6: Disarmed and removed. FRENZON COLLAR
Permanently under the effects of Frenzon (Chem):
● Nerves of Steel
N21 (HIVE WAR) BOOBY TRAPS ● True Grit
These are alternative rules for triggering traps: ● Unstoppable
● Berserk
MELTA ● All weapons gain Reckless.
Replace the trap with a pitfall marker (centered on the trap). ● Unless Engaged or Seriously Injured, must make at
Any fighter partially or completely covered by the marker: least 1 Move action toward the nearest enemy fighter
● Completely: Out of Action. or perform a Charge (Double) action against a visible
● Partially: Make an Initiative test. enemy (if within range).
○ Success: Pinned and moved as short as
possible outside the marker. In addition, at the start of the battle, pick one Leader or
○ Fail: Out of Action. Champion to ignore the distance when making Group
Activations that include any friendly fighters with the Frenzon
The pitfall remains in play. Collar.

GAS FALSEHOOD
2D6" range (instead of 5" blast). The following effects last until the End phase of the 2nd round,
or if this fighter makes an attack (ranged, melee or psychic):
● Can’t be targeted by any attacks (ranged, melee,
CAMELEOLINE CLOAK psychic).
If this fighter does not move, incoming ranged attacks suffer a ● The alarm is not raised if spotted (Sneak Attack).
-2 hit modifier until the start of the next activation.
FILTER PLUGS
CHEM-SYNTH +1 Toughness against gas weapons. If this wargear is used, it
If Standing at the start of an Activation, pass an Intelligence is permanently discarded after the battle (single use).
test to reduce the Toughness of any targets with 1 when
resolving attacks for Gas and/or Toxin weapons this activation. FORGED GUILDER SEAL
When visiting the Trading Post:
CHRONO-CRYSTAL ● -2 Rarity
Future scenario special rules will detail how this is used. ● -3D6 cost (minimum 10)
CRED SNIFFER After purchasing items, if a double 1 or 6 is rolled for the cost,
Receive 4D6 credits at the end of the battle if: the seal is removed and the gang is Outlawed.
● Took part in the battle.
● Not taken Out of Action or Seriously Injured. GRAPNEL LAUNCHER
Spend a Double action (Grapnel) if Active to move up to 12” in
CULT ICON a straight line, in any direction. This can be to a different level,
Max 1 per gang. Only available to a single Leader or as long as the move doesn't go through terrain.
Champion (must have Group Activation).
Group Activation (+1). GRAV-CHUTE
No damage is suffered from jumping or falling. Simply move
down without any rolls.

65
★ NECROMUNDA ★

GUILDER CARTOGRAPH MALEFIC ARTEFACT


While a gang is in possession of this map, the Badzone The first time a fighter is given this item, pass an Intelligence
Environment may be altered. The first Environment can be test to learn how it works. If failed, wait until after the next
discarded immediately and replaced by a new. If both gangs battle to try again. This must be repeated if it is given to a
have it, roll-off to see who gets to use theirs for this battle. different fighter for any reason. Roll once to determine what
type it is:
In addition, the gang can deploy 4 loot caskets anywhere on
the battlefield. 1 - Cursed Artefact: Start the next battle with Insanity. The
item mysteriously vanishes.
After each use, roll a 4+ or it is no longer valid. 2 - Whisper Vox: Gain the Overwatch skill. If already having
the Overwatch skill, Shoot (Basic) with Aim (Basic) can be
HALO DEVICE made in addition when using this skill.
Transfer a Lasting Injury (including death!) to another gang 3 - Void Gate: Can perform the Unleash the Void (Double)
member. This fighter is still removed from the battle if taken action:
Out of Action. The transfer target remains on the board unless All other fighters within 6” can only make a single action
the result was 61-66, in which case the transfer target is during their activation.
removed from the battle. 4 - Etheric Lantern: Can perform a Double action to force all
Seriously Injured fighters within 12” to pass a Toughness test
HOLOCHROMATIC FIELD or go Out of Action.
Roll a 2+ each time this fighter is targeted by an attack, or it is 5 - Chronoscope: Roll a D6 when activating (applies to this
drained and can't be used again this battle. While operative: round):
● -2 modifier against ranged attacks. 1: 0 actions.
● -1 modifier against melee attacks. 2-5: +1 actions.
● Pitch Black: Revealed. 6: Placed anywhere within 12” after the activation.
6 - Terrox Telepathica: Immunity to Insanity. All other fighters
Can't be combined with Cameleoline Cloaks or similar devices activating within 6” must pass a Willpower test or gain
that make the wearer harder to see. Insanity.

ISOTROPIC FUEL ROD MEDICAE KIT


Usable once to turn any Resource into a Settlement. When assisting a Recovery test, roll an extra Injury dice then
choose one to discard.
LHO STICKS
Friendly fighters can use this fighter’s Cool characteristic MNEMONIC INLOAD SPIKE
instead of their own when they satisfy the following conditions: Usable once for a single fighter:
● Intelligence 8+ or worse. ● Suffer a Lasting Injury roll.
● Within 6”. ● Choose 1 skill from Agility, Brawn, Combat, Cunning,
● Have LOS to this fighter. Ferocity, Leadership, Savant or Shooting (if
survived).
LOCK-PUNCH
+4 Strength when making the Force Door (Basic) action. MUNG VASE
Doors opened in this way are permanently damaged. Gang Equipment:
● D6x10 discount for Hired Guns (minimum 10).
MAGNACLES ● After a battle (if used to recruit Hired Guns), roll a 2+,
Spend a Basic action (Attack) against an enemy fighter in B2B or both the Hired Gun and the vase disappear, never
instead of making a normal Fight (Basic) action (this can be to be seen again.
done during a Charge instead of a normal Fight action):
Can be sold after any battle. Roll a D6:
The enemy must pass an Initiative test or become locked in 1: Dismal Fake D3x5.
place: 2-3: Passable Fake D6x10.
● Can't move. 4-5: Impressive Fake D6x20.
● Can't make ranged attacks. 6: Outstanding Fake? The Leader can pass an
● -2 hit modifier in melee. Intelligence test to gain D6x50. Otherwise, gain
D6x20.
The target can attempt to free themselves by spending a
Double action (Break Bonds): If the Leader is killed, the vase is lost too - no one else knows
● Roll 2D6, if the result is equal to or lower than the where the vase has been kept hidden!
Strength, they have freed themselves. Apply +2
Strength for each friendly fighter in B2B. PHOTO-GOGGLES
● Allows for attacking through smoke clouds. Low-light
NOTE conditions are ignored.
● Apply a +1 modifier to the Initiative test when hit by a
● It is assumed the opponent can make reaction
Flash weapon (test for being blinded).
attacks as normal (with a -2 hit modifier if the
Initiative test failed).
PHOTO-LUMENS
● The rules does not explicitly prevent the opponent
Pitch Black scenarios:
to use weapons while shackled.
● Can make ranged attacks up to 12”.
● Always Revealed (can't be Hidden).

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★ NECROMUNDA ★

SECOND BEST
PSI-GRUB A fighter with a bottle of Second Best can make the Take a
Place a token each time the fighter uses or is targeted by a Swig (Simple) action. Roll a 4+ or the bottle is empty and
psychic power (after working out the effects). Can spend a discarded. Everytime this action is made, add 1 Intoxicated
Basic action (Tap Psi-Gub) once there is at least 3 tokens: token and remove 1 Flesh Wound (if any). Intoxicated tokens
remains until the end of the battle. The amount of tokens
Roll a D6. If the result is equal to or lower than the number of decides the effect:
tokens, remove all tokens. Then immediately use one of the
fighter’s psychic powers (without making a Willpower test). 1 - Feeling Good: -1 hit modifier to ranged attacks, +1 to
Cool tests.
Once there are 6+ tokens, it explodes! Suffer an Injury dice 2 - Getting Unsteady: -2 hit modifier to ranged attacks, +2 to
and remove all tokens. Cool tests. After making 2 Move actions in a row, pass an
Initiative test or become Prone.
PYROMANTIC MANTLE 3+ - Blind Drunk: -3 hit modifier to ranged attacks, +3 to Cool
Melee weapons gain Blaze during this fighter's activation tests. When making a Move action, move D6” in a random
(not for Reaction attacks). direction.

RADCOUNTER SERVO HARNESS


Can never be the random target of a Badzone Event unless
there are no other fighters to choose from. PARTIAL FULL
+2 Strength +2 Strength
RATSKIN MAP +1 Toughness +1 Toughness
Before determining scenario, a gang can declare using the -1” Movement -
Ratskin Map. If both gangs have it, roll-off to see which gang -1 Initiative -
gets to use it for this battle. The first time it is used, roll a D6 Suspensor Suspensor
to determine what type it is. It may be used again in
subsequent battles. ● Any equipped Unwieldy weapons gains the
benefit of the Suspensor.
1 - Fake: The opponent chooses the scenario. The map is ● Can't be combined with servo claw or any other
then removed. type of servo harness.
2 - Worn and Incomplete: Add or subtract 1 from the result ● Changes to stats are lost if the servo harness is
when rolling for scenario. lost or cease to function.
3 - Treasure Map: Roll a D6: ● Stats can improve beyond max for the fighter.
1-5: Fake (as above).
6: If winning the scenario, gain D6x20 credits. NOTE
4 - Ancient and Faded: Add or subtract 2 from the result
While Corrupted and Xenos weapons can't have weapon
when rolling for scenario.
attachments, nothing prevents the Suspensor ability of the
5 - Secret Pathways: D3 fighters gain Infiltrate for this
Servo Harness to be used with any Unwieldy weapons.
scenario.
6: Recent and Accurate: Add or subtract 3 from the result SKINBLADE
when rolling for scenario. When captured, can roll a D6 to attempt to escape:
1-2: Unsuccessful.
RESPIRATOR 3-4: Escape, but suffer a Lasting Injury roll.
+2 Toughness against Gas weapons. 5-6: Escape.
The skinblade is single use only and is lost after a successful
RESPIRATOR (INDUSTRIAL) escape.
+3 Toughness against Gas (+4 with Hazard Suit). Once per
battle, when activating, the fighter gain SKY MANTLE
● Immunity to Gas attacks. Can spend a Double action (Hide in the Wastes) if at least 12"
● Act normally while on fire (still takes damage). from any enemies:
● Ignore effects keyed to breathing air or air quality. ● Become Hidden (even in battles without Pitch Black).
● Become Revealed if moving (in addition to normal
SANCTIONING WRIT triggers).
Usable once. Put an official bounty on any member of a Law
Abiding gang (that does not already have a bounty). This STIMM-SLUG STASH
remains in place until fulfilled, the fighter dies or the campaign Usable once per battle, at the start of the fighter’s turn, before
ends. activating. Until the end of the round, receive the following
bonuses:
ROCKET PACK ● Discard 1 Flesh Wound (if any).
The first Ammo test for a friendly charge caster within 3" is ● +2 Move, Strength and Toughness.
automatically passed (once per battle per rocket pack).
At the start of the End phase, roll a 2+ or apply an Injury roll
for the fighter.

STRIP KIT
+2 for Intelligence tests when operating door terminals or
bypassing locked loot caskets.

SUSPENSOR HARNESS
Gain 4 weapon slots (instead of 3). Hired Gun Bounty Hunters
gain 6 weapon slots (instead of 5).

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★ NECROMUNDA ★

THREADNEEDLE WORMS
Usable once, after which it is removed. Make the Can of
Worms (Basic) action to roll a D6:

1 The Worms Turn: This fighter suffers an Injury dice.


2-3 A Few Live Worms: Place a 5” Blast anywhere
within D6”. Each model hit suffers an Injury dice.
4-5 A Few Live Worms: Place a 5” Blast anywhere
within D6”. Then place 2 additional 5” Blasts in
contact with the first. Each model hit suffers an Injury
dice.
6 A Can Full of Worms: Roll an Injury dice for every
enemy fighter on the battlefield, treating Out of
Action results as Seriously Injured.

WEB SOLVENT
Used in the Recovery phase. Roll extra Injury dice, picking
one of the dice to resolve and discard the other.

If webbed: +1 Injury dice.


If assisting a webbed fighter: +2 Injury dice.

WILD SNAKE
A fighter with a bottle of Wild Snake can make the Take a
Swig (Simple) action. Roll a 3+ or the bottle is empty and
discarded. Everytime this action is made, add 1 Intoxicated
token and remove 1 Flesh Wound (if any). Intoxicated tokens
remains until the end of the battle. The amount of tokens
decides the effect:

1 - A Good Buzz: -1 hit modifier to ranged attacks, +2 to Cool


tests.
2 - Seeing Double: -1 hit modifier to ranged attacks, +3 to
Cool tests. After choosing a ranged target, before making the
hit roll, randomise the actual target between the intended
target and any model (friend & foe) within 6” of the intended
target.
3+ - Snake Courage!: -2 hit modifier to ranged attacks,
automatically pass any Cool tests.

XENOCULUM
The first time a fighter is given this item, pass an Intelligence
test to learn how it works. If failed, wait until after the next
battle to try again. This must be repeated if it is given to a
different fighter for any reason. Roll once to determine what
type it is:

1 - Alien Trap: Suffer D3 S3 D1 hits. This item is reduced to


junk.
2 - Xenos Claws: Unarmed attacks become S+2 D2 Power.
Ranged attacks suffer a -2 hit modifier.
3 - Ghost Form: Can enter ghost form when activating. Roll a
4+, or it has expended its charge and can't be used again this
battle. This state persists until next activation:
● Ignores all terrain and falling.
● Ignores all attacks except psychic powers.
● Can't make attacks.
● Can't interact with the environment in any way.
4 - Horror Aura: When activating, all fighters (friend & foe)
within 6” must pass a Nerve test of become Broken.
5 - Alien Chem-factory: Roll 2 extra Injury dice when making
Recovery rolls or assisting another Seriously Injured fighter in
the Recovery phase, then choose the dice to take effect. In
addition, one member of the crew can make a Medical Escort
action for free.
6 - Brain Booster: +5 when making Intelligence tests. Double
the amount of earned Experience.

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★ NECROMUNDA ★

STATUS ITEMS
EXTRAVAGANT GOODS EXOTIC FURS
Only available to Leaders and Champions. +1 when seeking rare equipment in the post-battle sequence.

GOLD-PLATED GUN OPULENT JEWELLERY


Any weapon can be gold-plated. Grants the fighter +1 If this fighter makes a Medical Escort action in the post-battle
Leadership and one failed Ammo test can be re-rolled once sequence, the fee may be re-rolled, but you must accept the
per battle. second result, even if it is worse.

MASTER-CRAFTED WEAPON UPHIVE RAIMENTS


Add 25% to the cost when buying the weapon (rounding up Gain D3x10 credits during the post-battle Sequence if this
to nearest 5 credits). Note that Grenades are Wargear, not fighter is not In Recovery during the post-battle sequence.
weapons.

Gain the Master-crafted trait (once per battle, re-roll a single


failed hit roll).

SERVO-SKULLS
Only available to Leaders and Champions. SENSOR SKULL (60 CREDITS, RARE (12))
Same as bio-scanner (+1 to spot and attackers can be
● Represented by a separate model that must stay spotted regardless of vision arc). When the fighter takes an
within 2” of the owner. Aim action, add 2 instead of 1. This bonus is in addition to
● Not a fighter or friendly model, purely a marker for any granted by any other wargear or skills the fighter may
its own line of sight and targeting purposes. Will not have.
give away the owner’s position.
● Activates with the owner, ignores all terrain and can MEDI SKULL (80 CREDITS, RARE (12))
never fall. Roll an extra Injury dice when making a Recovery test, pick
● Can't be targeted by shooting or melee attacks and one and discard the other. This is in addition to any other
can never be Engaged. bonuses (such as friendly fighter assisting and medicae kits).
● If caught by a Blast or Template weapon, it is hit on
GUN SKULL (65 CREDITS, RARE (12))
4+. If hit, roll a D6:
Equipped with a compact autopisol with BS 5+. Roll one
○ 1: Permanently destroyed.
additional to hit dice and ammo dice. The range, line of sight
○ 2+: Taken Out of Action (no long-term
and cover is worked out from the gun skull’s base instead of
effects).
the owning fighter. If the owning fighter does not possess any
● If the owner leaves the table for any reason, the
ranged weapons, the gun skull may shoot at an enemy it can
servo-skull leaves too.
see, chosen by the owning fighter and following normal target
priority rules in relation to the owning fighter’s position.
HARRIER SKULL (40 CREDITS, BLACK MARKET RARE
(8)) The owning fighter is never considered to be in the way of a
Exotic Beasts must pass an Intelligence test if attacking this gun skull and can't be hit by Stray shots.
fighter, otherwise the attack fails and is wasted. If the owner
of the Exotic Beast is within 3” of the target of the attack, the The gun skull may never benefit from aiming or any wargear
Exotic Beast may use it’s owner’s Intelligence instead. or skills that modify the owning fighter’s to-hit rolls.

69
★ NECROMUNDA ★

WEAPON ATTACHMENTS
WEAPON ATTACHMENTS LAS-PROJECTOR
**: Maximum 1 gunsight per weapon. (PISTOLS, BASIC AND SPECIAL WEAPONS)
Note: Xenos and Corrupted weapons can't have any weapon +1 hit modifier for the weapon’s Short range.
attachments!
PSI-AMPLIFIER
FOCUSING CRYSTAL (MELEE WEAPONS)
(LAS: PISTOL, GUN, LONG, SUPPRESSION, Upgrade any Melee weapon into a Force Weapon (gaining
SUB-CARBINE, CARBINE) Power & Sever when used by a Psyker) by performing the Psi
● -2 modifier to AP (additionally). Attune post-battle action:
● Unstable. ● Leaders and Champions can make this action in the
same way as a Trade action and is successful on a
HOTSHOT LAS PACK 2D6 roll of 15+ (after modifiers).
(LASPISTOL, LASGUN)
● Strength 4, AP -1 SUSPENSOR (UNWIELDY WEAPONS)
● Ammo 4+ and lose Plentiful ● Ranged (Heavy Weapon): Firing becomes a Basic
YAQ: Can't be fitted to combi-weapons. action (instead of a Double action).
● Melee: Can be used single-handedly (allowing to
GUNSHROUD use a second close combat weapon).
(PISTOLS AND BASIC WEAPONS)
The weapon gains the Silent trait. HOUSE RULE
Apply -1 hit modifier if shooting Unwieldy weapons as
INFRA-SIGHT ** anything other than Double.
(PISTOLS, BASIC, SPECIAL AND HEAVY WEAPONS)
Can't be used with Rapid Fire or Blast weapons The weapon TELESCOPIC SIGHT **
is unaffected by smoke and low-light conditions. Ignore -1 hit (PISTOLS, BASIC AND SPECIAL WEAPONS)
modifier for partial cover and reduce full cover to -1. When Aiming, use the Short range modifier even if the target
is within the Long range.
MONO-SIGHT **
(BASIC, SPECIAL AND HEAVY WEAPONS)
+1 hit modifier when aiming (Aim action).

BIONICS
Bionics pieces are used to revert any permanent damage LEVELS
from Lasting Injuries: Most bionics have only 1 level, but some have 2:
● Increasing the damaged stat by 1. 1. Mundate: Can only rectify 1 stat.
● Can't increase a stat above the maximum. 2. Improved: Can rectify 2 stats.
● Does prevent Recovery (only affects the
permanent damage). Level 2 (Improved) is only relevant for Humiliated (Ld & Cl)
● Each bionics can only rectify the damage from a and Head Injury (Int & Will).
single Lasting Injury (a Lasting Injury damaging 2
stats can't be fixed using 2 bionics).
● Mundane bionics (level 1) can only rectify the DAMAGE
damage for 1 stat. Bionics can protect against future harm, only taking minor
● Improved bionics (level 2) can rectify the damage damage that can easily be repaired.
for 2 stats (from the same Lasting Injury).
● from a single Lasting Injury. If a location with a bionic suffers a new subsequent Lasting
Injury, roll a D6:
● 1-3: The Lasting Injury is applied as Normal.
LOCATION ● 4+: The effects of the fresh Lasting Injury are
Each piece can be fitted to 1 of 6 body locations ignored. Roll a D6:
(associated with one or more Lasting Injuries): ● 1: The bionics are damaged beyond repair
● Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld) and its benefits are lost (the effects of the
● Eye Injury (-1 BS) original Lasting Injury are re-applied).
● Hand Injury (-1 WS) ● 2+: The bionics take no further damage.
● Hobbled (-1” M)
● Spinal Injury (-1 S)
● Enfeebled (-1 T)
Mundane Improved
Bionics Injury Affects Cost Rarity Cost Rarity
Lobo chip Humiliated Leadership and/or Cool 20 Rare (11) 45 Rare (12)
Cortex-cogitator Head Intelligence and/or Willpower 15 Rare (11) 30 Rare (12)
Bionic eye Eye BS 45 Rare (13) - -
Bionic arm Hand WS 45 Rare (13) - -
Bionic Leg Hobbled M 25 Rare (12) - -
Skeletal enhancers Spinal S 70 Rare (13) - -
Aortic supercharger Enfeebled T 65 Rare (13) - -

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★ NECROMUNDA ★

ARCHAEO-CYBERTEKNIKA (VAN SAAR)


Cyberteknika pieces are used to repair and enhance fighters (similar to bionics). Cyberteknika are permanent (can't be
removed later).
LEVEL
Each piece has 3 levels (each level grants an unique benefit):
1. Alpha.
2. Gamma.
3. Omega.
Each level is cumulative. Omega includes benefits of Gamma and Alpha. Gamma includes benefits of Alpha.
LOCATION
Each piece can be fitted to 1 of 6 body locations (associated with one or more Lasting Injuries):
● Cranial: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld)
● Ocular: Eye Injury (-1 BS)
● Sindextrous: Hand Injury (-1 WS)
● Motive: Hobbled (-1” M)
● Torsonic: Spinal Injury (-1 S)
● Vascular: Enfeebled (-1 T)
PURCHASE
Any Faction fighter can buy a new piece (any level) in the following 3 situations:
● During gang creation (new gang).
○ Leader and Champions (including Specialists) only. MODELLING CYBERTEKNIKA
● When gaining an advancement.
These exceptional bionics can be
○ Any piece.
indistinguishable from human limbs and can
○ Go into Recovery.
be added to fighters without requiring any
● Repairing a Lasting Injury (after any battle).
specific modelling. They can still be
○ A piece for the location of the existing injury.
represented by conversions if desired.
○ Go into Recovery.
○ Replace any Bionics in the same location.
○ Each location can only have a single Cyberteknika.
UPGRADES
The only way to change an existing piece is to upgrade it:
● Each upgrade can only improve the level by 1 (Alpha → Gamma or Gamma → Omega).
● Can't be upgraded beyond level 3 (Omega).
● The fighter must go into Recovery after each upgrade.
● Pay the difference in cost (between the current level and the next level).
DAMAGE
If a fighter suffers a Lasting Injury to a location with a piece:
● The permanent effect (stat decrease) is ignored.
● Go into Recovery (as normal).
● Roll a 4+, or the piece is damaged (no longer grants any benefits). Pay half its cost to repair it (after any battle).
Note: How is this rounded?!? Rounded up to nearest 5 credits?
ALPHA GAMMA OMEGA
CRANIAL - Location: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld) 30 40 75
Immune to Insanity. ✓ ✓ ✓
Immune to Intoxication. ✓ (+10) ✓
Immune to Broken. ✓ (+35)
OCULAR - Location: Eye Injury (-1 BS) 50 85 105
Infra-sight (counts as equipped and applied to any carried ranged weapon). ✓ ✓ ✓
Mono-sight (counts as equipped and applied to any carried ranged weapon). ✓ (+35) ✓
Photo-goggles. ✓ (+20)
SINDEXTROUS - Location: Hand Injury (-1 WS) 50 75 125
Ignore Disarm. ✓ ✓ ✓
Ignore -1 hit modifier when turning to face the opponent (close combat). ✓ (+25) ✓
Ignore Parry (when attacking). ✓ (+50)
MOTIVE - Location: Hobbled (-1” M) 35 65 100
Ignore difficult terrain (move without penalty). ✓ ✓ ✓
+2” Movement when moving vertically (for example climbing a ladder). ✓ (+30) ✓
Re-roll failed Initiative tests to avoid falling when becoming Pinned within ½” of an edge. ✓ (+35)
TORSONIC - Location: Spinal Injury (-1 S) 50 75 150
+2D for Unarmed attacks (3 instead of 1). ✓ ✓ ✓
+2S for Melee weapons. ✓ (+25) ✓
Suspensor (counts as equipped and applied to any carried weapon). ✓ (+75)
VASCULAR - Location: Enfeebled (-1 T) 40 80 130
+1T for the purpose of the number of Flesh Wounds suffered before going Out of Action. ✓ ✓ ✓
Re-roll any Toughness tests. ✓ (+40) ✓
Discard 1 Flesh Wound in the End phase of each round. ✓ (+50)

71
★ NECROMUNDA ★

CHEMS
CHEM SUPPLIERS ICROTIC SLIME
Chems are bought as single doses and can only be used Pass a characteristic test for each of the following to gain the
once. After buying the first item of a specific chem, the gang increase:
has found a supplier for that chem, and it now counts as ● +D3” Movement
having a Legality/Rarity of Common. ● +D3 Strength
● +D3 Toughness
After buying chems, roll a 2+ for each type, or the supply has ● +D3 Initiative
run out (or, more likely, the supplier has been killed!), it is no ● +D3 Attacks
longer automatically Common and must be bought using the ● +D3 Cool
original Legality/Rarity as normal. Reduce the following characteristics (unless already worse):
● 10+ Leadership
DURATION ● 10+ Intelligence
● Lasts for the duration of a single battle (unless ● 10+ Willpower
otherwise noted).
● Can be used before the battle begins, or during the AFTER THE BATTLE
battle by performing the Use Chem (Simple) action. Roll 2D6:

MIXING CHEMS 2: Immediately killed.


When taking a chem while already under the effect of a 3-11: Into Recovery.
different chem, roll a D6. If the result is equal to or less than 12: Suffer a Lasting Injury roll (re-roll 61-66).
the number of chems the fighter has taken (including the one
just taken), a bad reaction has occurred. Immediately go Out KALMA
of Action and Into Recovery (no Lasting Injury roll). If multiple Can be given to captives during the Rescue scenario. When
chems are taken before the battle, make this test at the start making an action, roll 2D6 + Toughness. If the result is 11 or
of the first activation. less, the action is wasted. On a 12+, the action is made as
normal and the chem has no more effect.
FRENZON
Gain the Nerves of Steel, True Grit, Unstoppable and Berserk OBSCURA
skills. All weapons gain the Reckless trait. Unless Engaged Can be given to captives during the Rescue scenario.
or Seriously Injured, must make at least 1 move action ● D6” Movement. Must move full distance, even if this
toward the nearest enemy, or Charge (Double) action against would take them over the edge of a ledge or into
a visible enemy if one is within range. B2B with an enemy (become Engaged). If the move
is insufficient to reach B2B with the enemy fighter,
AFTER THE BATTLE stop 1” away.
Pass a Toughness test with a -2 modifier, or become ● All weapons gain Reckless.
addicted. Once addicted, can only be included in a crew if
taking a dose. Pay 2D6x10 credits for anti-addiction chems to A fighter can try to shake off the effects in the End phase. Roll
shake this addiction. 2D6 + Toughness. On a 12+, the chem has no more effect.
For the rest of the battle, only a single action may be
GHAST performed per activation.
Roll a D6:
1: Insanity. AFTER THE BATTLE
2-5: A random psychic power. Pass a Toughness test, or become addicted. Once addicted,
6: Insanity and a random psychic power. can only be included in a crew on a 4+ (prior to the battle).
Pay 2D6x10 credits for anti-addiction chems to shake this
Random psychic power (from this list or any universal addiction.
discipline):
1: Assail (Basic) ‘SLAUGHT
2: Flame Blast (Basic), Continuous Effect ● 2+ WS
3: Freeze Time (Double) ● 2+ Initiative
4: Weapon Jinx (Simple) ● +1 Attack
5: Terrify (Double)
6: Quickening (Basic), Continuous Effect AFTER THE BATTLE
Pass a Toughness test, or become addicted. Once addicted,
AFTER THE BATTLE reduce the following characteristics (unless worse):
Pass a Willpower test or suffer -1 Willpower. If the result is 12 ● 5+ WS
(before modifiers), the mind is permanently damaged, gain ● 5+ Initiative
Insanity at the start of all future battles. ● 1 Attack
If taking a new dose, the effects are reduced (no bonus to
attacks):
● 3+ WS
● 3+ Initiative

Shake the addition by going into Recovery.

72
★ NECROMUNDA ★

SPUR
● +2” Movement. STINGER MOULD
● 2+ Initiative Must be used after suffering a Lasting Injury roll (other than
Memorable Death) to ignore the result. Positive results are
In each End-phase after taking the chem, roll 2D6 + also ignored, such as 11 (Lesson Learned).
Toughness. If the result is 10+, the chem has worn off.
AFTER THE BATTLE
Alternatively, after the battle, roll a 5+ to remove an existing
Lasting Injury.

Type Effect Consequence (after the battle)


Frenzon Gain the Nerves of Steel, True Grit, Unstoppable and Berserk skills. All weapons Pass a Toughness test with a -2 modifier, or
gain the Reckless trait. Unless Engaged or Seriously Injured, must make at least 1become addicted. Once addicted, can only be
move action toward the nearest enemy, or Charge (Double) action against a visible included in a crew if taking a dose. Pay 2D6x10
enemy if one is within range. credits for anti-addiction chems to shake this
addiction.
Ghast Roll a D6: Pass a Willpower test or suffer -1 Willpower. If
1: Insanity. the result is 12 (before modifiers), the mind is
2-5: A random psychic power. permanently damaged, gain Insanity at the start
6: Insanity and a random psychic power. of all future battles.

Random psychic power (from this list or any universal discipline):


1: Assail (Basic)
2: Flame Blast (Basic), Continuous Effect
3: Freeze Time (Double)
4: Weapon Jinx (Simple)
5: Terrify (Double)
6: Quickening (Basic), Continuous Effect
Icrotic Pass a characteristic test for each of the following to gain the increase: Roll 2D6:
Slime ● +D3” Movement 2: Immediately killed.
● +D3 Strength 3-11: Into Recovery.
● +D3 Toughness 12: Suffer a Lasting Injury roll (re-roll 61-66).
● +D3 Initiative
● +D3 Attacks
● +D3 Cool
Reduce the following characteristics (unless already worse):
● 10+ Leadership
● 10+ Intelligence
● 10+ Willpower
Kalma Can be given to captives during the Rescue scenario. When making an action, roll None.
2D6 + Toughness. If the result is 11 or less, the action is wasted. On a 12+, the
action is made as normal and the chem has no more effect.
Obscura Can be given to captives during the Rescue scenario. Pass a Toughness test, or become addicted.
● D6” Movement. Must move full distance, even if this would take them overOnce addicted, can only be included in a crew on
the edge of a ledge or into B2B with an enemy (become Engaged). If thea 4+ (prior to the battle). Pay 2D6x10 credits for
move is insufficient to reach B2B with the enemy fighter, stop 1” away. anti-addiction chems to shake this addiction.
● All weapons gain Reckless.

A fighter can try to shake off the effects in the End phase. Roll 2D6 + Toughness. On
a 12+, the chem has no more effect. For the rest of the battle, only a single action
may be performed per activation.
‘Slaught ● 2+ WS Pass a Toughness test, or become addicted.
● 2+ Initiative Once addicted, reduce the following
● +1 Attack characteristics (unless worse):
● 5+ WS
● 5+ Initiative
● 1 Attack
If taking a new dose, the effects are reduced (no
bonus to attacks):
● 3+ WS
● 3+ Initiative

Shake the addition by going into Recovery.


Spur ● +2” Movement. None.
● 2+ Initiative

In each End-phase after taking the chem, roll 2D6 + Toughness. If the result is 10+,
the chem has worn off.

Stinger Used after suffering a Lasting Injury other than 66 (Memorable Death) to ignore theAlternatively, it can be used in the in the end of a
Mould result. Positive results are also ignored, such as 11 (Lesson Learned). post-battle sequence to remove an existing
Lasting Injury on a 5+.

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CHEM-ALCHEMY ELIXIR
ESCHER ONLY AMMO (GASEOUS & TOXIC)
Chem-alchemy Elixir is only available to Escher gangs. Applied before the battle (after determining crews). The effect
can change the profile and Traits of a single weapon for the
Escher gangs can buy any number of Chem-alchemy Elixir duration of the battle. If the effect applies to a fighter, that is
doses as Common items. typically any fighter hit or injured by the weapon.

A Chem-alchemy Elixir consists of 1-3 effects of a single STIMMS


category. There are 3 categories of chems for Chem-alchemy Applied before the battle (after determining crews) or during
Elixirs: the battle by spending a Simple action (Administer Dose).
● Stimm (Wargear) The effect must be applied to the fighter itself or a friendly
● Gaseous Ammo (Gas weapons) fighter B2B.
● Toxic Ammo (Toxin weapons)
NAMING YOUR CHEMS
The cost is the sum of all effects included. Make up new names when combining effects. For example:
Acidic + Blinding + Pyrophoric = Eyebite Gas
Each chem represents a single dose or application (lasts a Expansive + Liftin' = Khimerix Breath
single battle, unless otherwise noted). Declare the usage
before the battle, after determining crews. If all participants agree, an Escher gang might even concoct these
poisons and sell them to other gangs, creating a clandestine trade
in stimms, chem weapons and toxic blades.

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Effect Type Cost Requirements Effect


Acidic Gas Ammo 20 Gas ● If hit, no benefits from armour or Wargear (that would normally
apply against Gas) can increase the Toughness.
● Treat Out of Action as Seriously Injured instead.
Bane Gas Ammo 15 Gas If hit, use Toughness 3 (regardless of actual value). Modifiers to Toughness
(from equipment) still apply.
Blackout Gas Ammo 30 Gas Any Serious Injury inflicted counts as Out of Action instead. The Lasting
Injury is automatically ‘Out Cold’ (12-26).
Blinding Gas Ammo 10 Gas Apply Blind condition (until the End phase of the current round) when
inflicting a Flesh Wound.
Expansive Gas Ammo 20 Gas, Blast Place an additional Blast marker, at least touching one other Blast
generated by the weapon.
Hallucinogen Gas Ammo 15 Gas If hit, pass a Willpower test or suffer Insanity (in addition to the Toughness
test for the normal effects).
Leaden Gas Ammo 30 Gas, Blast After resolving the attack, place a 3” Blast so that the central hole is within
(X”)/Template the area of the original Blast/Template attack.

The new 3” Blast remains until the End phase of the current round. Any
fighters moving through counts as being hit by the weapon that made this
attack (apply the hit after the fighter ends the current action).
Liftin’ Gas Ammo 25 Gas, Template The Template can be placed up to 6” away from the attacker. It must be
positioned in a straight line (narrow end points directly towards the attacker,
the wide end must then be the furthest part of the template from the
attacker).
Pathogenic Gas Ammo 15 Gas If hit, the fighter must roll a 3+ at the start of its next activation or suffer the
effects of the Gas trait, as if being hit by the same weapon again.
Pyrophoric Gas Ammo 20 Gas Gain Blaze.
Bleeding Toxic Ammo 10 Toxin If Injured, suffer a Flesh Wound at the start of the End phase (cumulative
per Injury).
Concentrated Toxic Ammo 15 Toxin +2 modifier when rolling against the target’s Toughness (only applies to the
single first hit).
Debilitating Toxic Ammo 10 Toxin If Injured, suffer a -1 modifier to any Characteristic tests (remains until the
end of the battle or taken Out of Action). This is cumulative for each Injury
suffered by this weapon.
Decaying Toxic Ammo 5 Toxin If Injured, suffer a -1 modifier to Save rolls (remains until the end of the
battle or taken Out of Action). This is cumulative for each Injury suffered by
this weapon.
Exploding Toxic Ammo 20 Toxin If taken Out of Action, place a 3" Blast centered over the fighter (before
being removed from the battlefield). The blast inflicts a Gas hit.
Maddening Toxic Ammo 5 Toxin If Injured, gain Reckless for all attacks (for the rest of the battle).
Maiming Toxic Ammo 10 Toxin If taken Out of Action, inflict 2 Lasting Injury rolls and the attacker can
choose which of the 2 results to apply.
Panicking Toxic Ammo 10 Toxin If Injured, immediately become Broken (as if failing a Nerve test).
Paralysing Toxic Ammo 5 Toxin If Injured, pass a Strength test or become Webbed (counts as Paralysed).
Silencing Toxic Ammo 5 Toxin If Injured, can't issue or take part in Group Activations.
Bad Blood Stimm 10 - When suffering one or more Wounds and/or Flesh Wounds, all fighters B2B
must pass an Initiative test or suffer a Toxin hit.
Blood Rush Stimm 15 - When applied, choose one of the following:
● Remove a single Flesh Wound.
● Recover from being Seriously Injured.
Brain Lock Stimm 15 - Counts as a Psyker for the purposes of disrupting enemy psychic powers.
Dreamland Stimm 10 - Ignore Insanity.
Hyper Stimm 20 - ● +2" M.
● +D6" (instead of D3") when making a Charge (Double) action.
● -1 hit modifier.
Ice Cold Stimm 15 - +2 modifier to any Cool tests.
Jolt Stimm 30 - Count any Serious Injuries as Flesh Wounds (lasts until the end of the
round when applied).
Night Night Stimm 25 - If going Out of Action, automatically apply Out Cold (no Lasting Injury roll).
The fighter can still be captured as normal.
Puke Stimm 15 - Double the Toughness when affected by Toxin or Gas.
Wide-eye Stimm 10 - Ignore the effects of Pitch Black rules. Enemies always count as being 'in
the open' if being a Sentry (Sneak Attack scenario special rules).

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SKILLS
GENERIC SKILLS
D6 Agility Brawn Combat Cunning Driving
1 Catfall Bull Charge Combat Master Backstab Jink
2 Clamber Bulging Biceps Counter-attack Escape Artist Expert Driver
3 Dodge Crushing Blow Disarm Evade Heavy Foot
4 Mighty Leap Headbutt Parry Infiltrate Slalom
5 Spring Up Hurl Step Aside Lie Low T-Bone
6 Sprint Iron Jaw Rain of Blows Overwatch Running Repairs

D6 Ferocity Leadership Savant Shooting


1 Berserker Commanding Presence Ballistics Expert Fast Shot
2 Fearsome Inspirational Connected Gunfighter
3 Impetuous Iron Will Fixer Hip Shooting
4 Nerves of Steel Mentor Medicae Marksman
5 True Grit Overseer Munitioneer Precision Shot
6 Unstoppable Regroup Savvy Trader Trick Shot

GANG-SPECIFIC SKILLS
D6 Muscle (Goliath) Finesse (Escher) Bravado (Orlock) Tech (Van Saar) Piety (Cawdor)
1 Fists of Steel Acrobatic Big Brother Cold & Calculating Lord of Rats
2 Iron Man Combat Focus Bring It On! Gadgeteer Scavenger's Eye
3 Immovable Stance Combat Virtuoso Guilder Contacts Mental Mastery Blazing Faith
4 Naargah! Hit & Run King Hit Photonic Engineer Unshakable Conviction
5 Unleash the Beast Lightning Reflexes Shotgun Savant Rad-Phaged Devotional Frenzy
6 Walk It Off Somersault Steady Hands Weaponsmith Restless Faith

D6 Obfuscation (Delaque) Palanite Drill (Enforcer) Savagery (Corpse Grinder Cult) Unknown
1 Faceless Got Your Six Avatar of Blood Dive
2 Psi-touched Helmawr’s Justice Bloodlust
3 Take Down Non-verbal Communication Crimson Haze
4 Rumour-Monger Restrain Frenzy
5 Fake Out Team Work Killing Blow
6 Doppelganger Threat Response Slaughterborn

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AGILITY BRAWN
1. CATFALL 1. BULL CHARGE
Halve the vertical distance (rounding up) when falling or Melee weapons gain Knockback and +1 Strength when Charging.
jumping. If not Seriously Injured or taken Out of Action, pass
an Initiative test to remain standing instead of being Pinned. 2. BULGING BICEPS
Using Unwieldy weapon only requires 1 hand rather than the
usual 2 (only applies to close combat). Unwieldy weapons still
HOUSE RULE takes up two weapon slots as normal.
When falling into a pitfall, mark the closest edge. At the end
of that round, place the fighter next to the pitfall on a 4+. 3. CRUSHING BLOW
Nominate 1 attack (not Sidearm) before rolling to hit. If it hits, add
2. CLAMBER +1S and +1D.
When climbing vertical distances, the move is not halved.
4. HEADBUTT
HOUSE RULE Can make the Headbutt (Basic) action:
Move freely through ductways without spending a Crawl
Through (Double) action. HEADBUTT (BASIC)
Target an Engaged enemy and roll 2D6. If either one is equal or
3. DODGE higher than the Toughness, they suffer a hit with the attacker’s
6+ save (invulnerable, unmodifiable, bonus) against ranged Strength +2 and 2 Damage. If both dice are less than the
and close combat attacks. Toughness, this fighter suffers a hit instead, using their own
Strength and Damage 1.
If hit by a Blast/Template, a successful save does not
automatically cancel the attack, instead, it allows to move up
to 2” before determining if the fighter is hit. HOUSE RULE
Can be used instead of a Fight action, so it can be used in
4. MIGHTY LEAP combination with a Charge.
The fighter can ignore the first 2” of the distance when
leaping. Leaping over gaps of 2” or less does not require an 5. HURL
Initiative test. All other rules for leaping over gaps still apply. Can make the Hurl (Basic) action:
HURL (BASIC)
5. SPRING UP Target an enemy:
If Pinned when activated, pass an Initiative test to make a ● Engaged: B2B.
free Stand Up (Basic) action. ● Seriously Injured: Within 1”.
The enemy fighter must pass an Initiative or be hurled:
6. SPRINT 1. Choose a direction.
When making 2 (or more) Move actions in an activation, 2. Move the fighter D3” in that direction.
double the Move characteristic for the last Move. If contacting any terrain or other fighters:
● Stop moving.
● Suffer a S3 hit.
The hurled fighter and any fighters it contacts are Pinned.

HOUSE RULE
Can be used instead of a Fight action, so it can be used in
combination with a Charge.

6. IRON JAW
+2T against unarmed attacks in close combat.

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COMBAT CUNNING
1. COMBAT MASTER 1. BACKSTAB
Ignore interference and always grant assist. Close combat weapons gain Backstab. If a weapon already
has Backstab, add +2 Strength instead instead of +1.
2. COUNTER-ATTACK
+1 Attack when making Reaction attacks for each of the HOUSE RULE
attacker’s attacks that failed to hit (whatever reason, parry, If benefiting from this skill, apply an additional -1 AP.
missed, etc).
2. ESCAPE ARTIST
3. DISARM Add +2 to the Initiative test when making a Retreat action (a
Melee weapons gain Disarm (if hitting on a 6+, the target result of 1 before modifiers always fails). If Captured and
can't use any weapons when making Reaction attacks for the equipped with a skin blade, add +1 to the result of the dice roll
rest of the round - use unarmed attacks instead). to see if they can escape.
If a weapon already has Disarm, the target is disarmed on a
5+ (instead of 6+). 3. EVADE
If Active and not in partial or full cover, add a -1 modifier to
4. PARRY incoming Short range attacks and -2 modifier to Long range
Apply one additional Parry as though carrying a weapon with attacks.
that trait (parry one additional attack).
4. INFILTRATE
5. RAIN OF BLOWS This fighter may be placed aside instead of being set up at
Fight (Basic) action becomes Fight (Simple) action instead. the start of a battle. Immediately before the start of the first
round, set up this fighter anywhere on the battlefield outside
HOUSE RULE 6” and LOS of any enemy fighters. If both gangs have fighters
Allow the fighter to make 2 consecutive Fight actions when with this skill, take turns, starting with the winner of a roll-off.
charging (and potentially receiving 2 reaction attacks as well).
HOUSE RULE
6. STEP ASIDE In some scenarios, this is problematic. Make 2 move actions
If hit in close combat, pass an Initiative test to avoid the hit. before the 1st round instead.
Can only be used once per enemy in each round of close
combat (if an enemy makes more than 1 attack, only 1 5. LIE LOW
attempt can be made to step aside). Can't be targeted by ranged attacks while Prone, unless
within the Short range. Weapons without Short range are
unaffected by this rule.

LEADERSHIP 6. OVERWATCH
1. COMMANDING PRESENCE If Ready and Active, a visible enemy fighter’s action can be
Group Activation (+1). interrupted as soon as it is declared (before being carried
out). Lose the Ready condition, then immediately make a
2. INSPIRATIONAL Shoot (Basic) action against that enemy. If the target is
If a friendly fighter within 6” fails a Cool test, pass a Pinned or Seriously Injured, their activation ends immediately
Leadership test to treat the original Cool test as passed. - their action is not made. Note: Cannot be used with template
weapons.
3. IRON WILL
-1 modifier to any Bottle rolls while on the battlefield and not FEROCITY
Seriously Injured. 1. BERSERKER
+1 Attack when Charging.
4. MENTOR
Make a Leadership test each time another fighter within 6” 2. FEARSOME
gains a point of Experience. If passed, they gain 2 Experience When charged, the enemy must first pass a Willpower test
points instead of 1. before moving, or their action ends immediately.

5. OVERSEER (ANY/FACTION ONLY) 3. IMPETUOUS


Can spend a Double action (Order) if Active to target a Consolidate up to 4” instead of 2”.
friendly fighter within 6" to immediately activate and make 2
actions (as if it was the target's own turn). HOUSE RULE
● Any (default): Can target any friendly fighter. If eligible, can both Coup de Grace and Consolidate after a
● Faction only: Can only target friendly Faction Fight action.
fighters.
4. NERVES OF STEEL
This is regardless of whether the target is Ready or not and Pass a Cool test when hit by a ranged attack to avoid
does not affect the target's Ready status. Pinning.

5. TRUE GRIT
HOUSE RULE When Injured, roll one less Injury dice. If an attack only has
Can only make Move (Simple) and Stand Up (Basic) actions. Damage 1, roll two Injury dice and discard one before
resolving the effects.
6. REGROUP
If Active at the end of the activation, pass a Leadership test to 6. UNSTOPPABLE
recover all friendly fighters within 6” from Broken. Before making Recovery test, roll a D6. On a 4+, either
remove one Flesh Wound, or if there is no Flesh Wound, roll
one additional dice for the Recovery test and choose one to
discard.

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SHOOTING SAVANT
1. FAST SHOT
Shoot (Basic) action becomes Simple instead. Unwieldy 1. BALLISTIC EXPERT
weapons can never be used with this skill. When making an Aim (Basic) action, pass an Intelligence test
to gain an additional +1 to hit.
HOUSE RULE
Apply -1 hit modifier to all Shoot (Simple) actions.
HOUSE RULE
Can pre-measure the distance to one enemy fighter when
aiming.
2. GUNFIGHTER
Ignore the -1 modifier when shooting with 2 Sidearms (Twin 2. CONNECTED
Guns Blazing). Each Sidearm can target a separate enemy. This fighter can make a Trade action in the post-battle
sequence in addition to any other actions they make (they
3. HIP SHOOTING (SHOOTING) could even make 2 Trade actions). They can't do this if they
If active, can spend a Double action (Run & Gun): are not able to make any actions.
1. Move up to double of the Movement stat.
2. Then, make a range attack with a -1 hit modifier. SCAVENGER’S INSTINCT (UPRISING)
In the Uprising campaign, use this instead:
Unwieldy weapons can never be used with this skill.
Can make a free Scavenge post-battle action in addition to
4. MARKSMAN the normal action (can for example make 2 Scavenge
Ignore Target Priority. If the hit is a 6 (before modifiers), actions). The fighter must still be available in the post-battle
double the Damage. sequence as normal..
● Blasts: No double Damage.
● Rapid Fire: Only for the first hit.
HOUSE RULE
5. PRECISION SHOT Any fighter can have this skill (not just Leader and
Ignore armour save if the hit was a 6 (before modifiers). Champions). Add +1 to the Rarity/Legality roll. Fighters must
Does not apply to Blast weapons. decide between this or working Resources. Leaders and
Champions can make a post-battle action as normal, if the
6. TRICK SHOT Trade action is chosen, this would effectively add +2 to the
Ignore the -1 ranged attack modifier from partial cover and Rarity/Legality roll.
being Engaged. Also reduce full cover to -1.
3. FIXER
Earn D3x10 credits after a battle as long as this fighter is not
HOUSE RULE Captured or In Recovery. The fighter does not need to have
Apply +1 modifier to any ammo tests. taken part in the battle.

4. MEDICAE
Re-roll any Out of Action results when assisting a Recovery
UNKNOWN (N21 HIVE WAR) test (a second Out of Action result stands).
1. DIVE
5. MUNITIONEER
Can go Pinned (Take Cover Basic action) at the end of any
Re-roll any friendly failed Ammo test within 6” (including this
action (for free).
fighter).

6. SAVVY TRADER
When making a Trade post-battle action, add 1 to the result
and reduce the cost of 1 item by 20 credits. The cost can't be
reduced to less than 10 credits.

SAVVY SCAVENGER (UPRISING)


In the Uprising campaign, use this instead:

Add 1 or 2 to the result when this fighter makes a Scavenge


action. Applies during phase 3 (Damnation).

HOUSE RULE
Replace the entire skill with this:

Any fighter can have this skill. Instead of working a Resource


or making a post-battle action, reduce the cost of 1 item by 20
credits. The cost can't be reduced to less than 10 credits. In
addition, one Rarity/Legality roll may be re-rolled (second
result must be used even if lower than the first).

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DRIVING (VEHICLE CREW) PALANITE DRILL (ENFORCER)


1. JINK 1. GOT YOUR SIX
A 6+ save (unmodifiable by AP). Usable once per round when Can be used when all conditions are true:
hit by an attack. ● Once per round.
● Active.
2. EXPERT DRIVER ● Visible enemy declares a Charge (Double) action.
+1 modifier to Handling tests against Losing Control.
Interrupt the Activation by performing a Shoot (Basic) action
3. HEAVY FOOT against the enemy fighter. If Pinned or Seriously Injured as a
Once per round, at the start of a Move (Simple) or Ram result, the Activation ends immediately (no actions are made).
(Double) action, roll a D6 to gain extra movement:
1: Stationary. 2: +1". 3-4: +2". 5-6: +3". 2. HELMAWR’S JUSTICE
When making Coup de Grace, inflict 2 Lasting Injury rolls and
4. SLALOM choose which of the 2 results to apply.
Once per round, during a Move (Simple) action, pivot an
additional time up to 45°. 3. NON-VERBAL COMMUNICATION
Can spend a Double action (Comms) action if Active:
5. T-BONE
Once per round, during a Head-on Collision, gain +D3 Front A friendly fighter within 6” can pass a Cool test to gain 360°
Toughness (against vehicles or terrain). vision arc until the End phase of this round.

6. RUNNING REPAIRS 4. RESTRAINT PROTOCOLS


When passing a Handling test to Restart the Stationary Add +1 when rolling to determine if an enemy fighter is
vehicle in the End phase, if any dice resulted in a 6 (before Captured for each enemy this fighter has taken Out of Action
modifiers), regain one Wound (the driver repaired some minor with a Coup de Grace (originally Restrain (Simple) action).
damage).
5. TEAM WORK
Group Activation (+1). Unlocks the Group Activation ability for
fighters that don’t already have it.

6. THREAT RESPONSE
Can be used when all conditions are true:
● Is Ready.
● Active.
● An enemy ends the movement within 6” after making
a Charge (Double) action.

Interrupt the Activation by performing a Charge (Double)


action against the enemy fighter, including the Fight (Basic)
action. Afterwards, this fighter is no longer Ready.

Finally, the enemy can continue the Charge action and make
the attacks as normal.

SAVAGERY (CORPSE GRINDER CULT)


1. AVATAR OF BLOOD
Discard a Flesh Wound for every unsaved wound inflicted
against an enemy with a Melee weapon.

2. BLOODLUST
Consolidate 2” after performing a Coup de Grace.

3. CRIMSON HAZE
Automatically pass Nerve tests when Engaged.

4. FRENZY
Gain +D3 Attacks and -1 hit modifier when charging.

5. KILLING BLOW
Can opt to roll a single Killing Blow attack instead of normal
close combat attacks. This attack can't be made with a
Sidearm. If hit, double the Strength and Damage. No Armour
Save can be made.

6. SLAUGHTERBORN
Add +1” Move for every unsaved wound inflicted against an
enemy with a Melee weapon. Lasts for the rest of the battle.

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PIETY (CAWDOR) FINESSE (ESCHER)


1. LORD OF RATS 1. ACROBATIC
● +2 to Cool & Willpower tests made by friendly Juves Ignore enemies when during a Move (Simple) or Charge
or Juve (Specialists) within 12" and LoS. (Double) action (while Active). In effect, move over other
● Bomb rats that end the movement within 3" must fighters. 1” rule still applies once the movement is complete.
move the shortest amount possible to be at least 3"
away. Cross any barricade or linear terrain feature up to 2” high
without reduction in movement.
2. SCAVENGER'S EYE
After any battle, the gang can add +1 to all scenario reward 2. COMBAT FOCUS
rolls related to loot, scrap and harvested goods of any kind. +1 Willpower & Cool per enemy fighter OoA or Seriously
Injured (note that a result of 2 always fails).
3. BLAZING FAITH
● Ignore Blaze (can activate normally, but still suffer 3. COMBAT VIRTUOSO
the damage). The following weapons gain Versatile with range equal to the
● Immune to Insanity. fighter’s Strength:
● Knife
4. UNSHAKABLE CONVICTION ● Stiletto: knife & sword
While Seriously Injured: ● Power: knife & sword
● Can make reaction attacks. ● Chainsword
● Can't be targeted by Coup de Grace.
● Spend a Double action (Flock Together) to move 4. HIT & RUN
M+D3" towards a friendly Faction fighter. Can make a free Retreat (Basic) after a Charge (Double)
action, before the opponent makes any reaction attacks. If
5. DEVOTIONAL FRENZY unsuccessful, the opponent can only make reaction attacks
Once per round, can gain the following at the start of any once.
activation (roll individually):
● +D3 WS. 5. LIGHTNING REFLEXES
● +D3 Cl. Can make a free Retreat (Basic) action when Engaged,
● +D3 Ld. before an enemy makes any attack action or additional
● +D3 Will. actions.

If used, suffer 1D (can't be saved) at the end of the activation. Can only be used once per round, regardless of whether it
was successful or not. The fighter can still activate as normal
6. RESTLESS FAITH later if Ready.
While in Recovery:
● Can be part of the crew. 6. SOMERSAULT
● Start the battle with a Flesh Wound. Spend a Basic action (Somersault) to be placed anywhere
within:
● 6” of the current position.
● LOS.
● Outside 1” of any enemy.

This does not count as moving for effects triggered by


movement. Can use Shoot (Basic) with a Unwieldy ranged
weapon during an activation where this action is made.

OBFUSCATION (DELAQUE) 4. RUMOUR-MONGER


1. FACELESS Can pass an Intelligence test to perform a post-battle action
From the start of each round until after this fighter's activation: (Despicable Rumours):
● Enemies must pass a Willpower test to target this ● +D3 Reputation. Reduce the enemy gang's
fighter with a ranged attack (or placing a Blast reputation by the same amount.
touching this fighter's base).
● If failed, another target may be chosen. 5. FAKE OUT
When rolling to determine scenario, roll 3D6 (instead of 2D6)
2. PSI-TOUCHED and choose one dice to discard.
● Can re-roll Willpower tests for performing or resisting
Wyrd Powers. 6. DOPPELGANGER
● Treat Ghast as common (when visiting Black At the start of each battle (before determining crew), the
Market). enemy must pass an Intelligence test, or you gain the
following:
3. TAKE DOWN ● +1 fighter can be added to the Crew (this can take
Can be used instead of the normal method for determining if the Crew beyond the size specified by the scenario).
enemy fighters are captured (if this fighter's gang won the
battle):
● Roll a 4+ to automatically choose one enemy to
capture that was taken Out of Action by this fighter
(as normal, cannot capture more than a single
fighter).

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MUSCLE (GOLIATH) BRAVADO (ORLOCK)


1. FISTS OF STEEL 1. BIG BROTHER
Unarmed attacks gain +2 Strength and Damage 2. While Active, friendly Juves (including Specialists) & Gangers
(including Specialists) within this fighter’s LOS and 9” can use
2. IRON MAN this fighter’s Cool characteristic when making Nerve tests.
Does not reduce Toughness when suffering Flesh Wounds.
When suffering a number of Flesh Wounds equal to or higher 2. BRING IT ON!
than the Toughness, go Out of Action as normal. Can spend a Basic action (Issue Challenge) to target an
enemy fighter within 12”. The enemy fighter must pass a
3. IMMOVABLE STANCE Willpower test to target any fighter other than this fighter with
Can spend a Double action (Tank). Until the start of this a ranged or close combat attack (ignores normal target
fighter’s next activation, gain the following bonuses: priority rules).
● +2 save modifier (max 2+).
● Can't be moved by any skill (Hurl, Overseer etc.) or This effect lasts until the end of this round, or the enemy
weapon (Knockback, Drag etc.). fighter is attacked by a friendly fighter.
● Can't be Pinned.
3. GUILDER CONTACTS
4. NAAARGAH! After hiring any Hired guns, reduce the cost by D6x10 credits
Can attempt to perform a 3rd action by passing a Toughness (minimum 20). Roll separately for each Bounty Hunter and
test after completing the first 2 actions. If the test is made Hive Scum hired.
(regardless of outcome), automatically become Pinned when
the activation ends (can't be negated by skills such as Nerves NOTE
of Steel). This ability should probably not stack?

5. UNLEASH THE BEAST


Can spend a Simple action (Flex) while Engaged. All fighters 4. KING HIT
(friend & foe) in B2B must pass a Strength test or be pushed Can roll a single Attack dice in close combat (regardless of
D3” directly away (stopping if coming into contact with another the Attacks characteristic or other bonuses) to make a special
fighter or impassable terrain). Choose the order if multiple unarmed attack:
fighters are pushed. ● Str S, D1, Knockback, Shock, Pulverise, Concussion

6. WALK IT OFF 5. SHOTGUN SAVANT


If making 2+ Move (Simple) actions in a single activation, Applies to any equipped shotgun (standard, sawn-off &
pass a Toughness test at the end of the activation to recover a combat):
lost Wound or discard a Flesh Wound. ● Can use the Short range Accuracy modifier at Long
range.
● Can roll 2D6 and choose the highest for Scattershot.

6. STEADY HANDS
Can make a free Reload (Simple) action when activating
(before making any other actions).

TECH (VAN SAAR) 4. PHOTONIC ENGINEER


1. COLD & CALCULATING Can apply one of the following to any las weapons used by
Can use Intelligence stat for a Cool or Willpower once per this fighter:
round. ● +1S & Unstable.
● Re-roll failed Ammo tests.
2. GADGETEER
Usable if part of the starting crew (before the first turn). Any 5. RAD-PHAGED
weapon with Plentiful can replace Plentiful with one of the ● If hit by a Gas or Toxin attack, roll 2D6 and discard
following: the highest roll (when rolling to see if the fighter is
● Knockback. affected).
● Pulverise. ● When hit by a Rad-phage attack, roll 4+ to discard 1
● Rending. existing Flesh Wound (the additional Flesh Wound
● Shock. from rad-phage is ignored).
● Rapid Fire (+1) if having Rapid Fire (X). ● Always Revealed (Pitch Black).

3. MENTAL MASTERY
● Immune to Insanity. 6. WEAPONSMITH
● Can attempt to Disrupt a Wyrd Power (as if being a Apply the following to any equipped weapons:
Psyker) if targeted by an enemy Psyker. ● Weapons without Scarce gains Plentiful.
● Weapons with Scarce lose Scarce.

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PSYKERS
PSYCHIC POWERS FORCE WEAPONS
Psykers are a distinct type of fighters able to manifest Any Melee weapon can be upgraded into a Force Weapon by
strange and powerful abilities. Psykers are activated just like buying a Psi-amplifier (75 credits, Rare 15) from the Trading
any other fighter, with the exception that they may perform Post) and performing the Psi Attune post-battle action:
‘Wyrd Power (X)’ actions which can be Simple, Basic or ● Leaders and Champions must make this action in
Double like any other action. Choose to perform one or more the same way as a Trade action and is successful
Wyrd Power actions during the activation. on a 2D6 roll of 15+ (after modifiers).

DISCIPLINES Force Weapons gain the following when used by a Psyker:


There are 7 universal Wyrd Power Disciplines: ● Power.
● Biomancy. ● Sever.
● Chronomancy.
● Divination. USING WYRD POWERS
● Pyromancy. When making a Wyrd Power (X) action, make a Willpower
● Technomancy. test. If passed, the Wyrd Power takes immediate effect. If
● Telekinesis failed, the action is wasted.
● Telepathy.
However, using Wyrd Powers is not without risk.
Some Psykers have a personal set of unique Wyrd Powers ● If a double 1 or 6 is rolled, immediately roll on the
available to them. If a Psyker doesn't start with any Perils of the Warp table.
predefined starting Wyrd Powers, they can always choose ● If a double 6 is rolled, the Wyrd Power takes effect
from any universal Discipline (Wyrd Powers numbered 1-6). and can't be Disrupted.
FOCUSED CONTINUOUS EFFECTS (CE)
If a Psyker only has Wyrd Powers from a single universal Wyrd Powers noted as Continuous Effect have the following
discipline, gain a bonus from that discipline: abilities:
● Biomancy (Fast Healing): During Recovery, roll an ● Applies when the action is successfully performed
extra Injury dice then choose one to discard. (as normal).
● Chronomancy (Flicker): Perform one extra action ● Expires in any of the following situations:
during the activation (once per battle). ○ At the start of the Psyker's next activation.
● Divination (Future Sight): Re-roll any dice roll ○ Psyker is Seriously Injured.
during the activation, this can be any number of dice ○ Psyker is taken Out of Action.
or even a roll made by an enemy fighter (once per ● Keep the Continuous Effect for another round if the
battle). Psyker's first action in the following round is a
● Pyromancy (Fire Shield): Immune to Blaze. successful Maintain Control (Simple).
● Technomancy (Techno-affinity): Re-roll any ● 0-1 CE can be used at a time per Psyker.
Ammo test.
● Telekinesis (Fists of Fury): Unarmed attacks gain
+1 S & D.
● Telepathy (Fearful Aura): Enemies declaring a SANCTIONED AND UNSANCTIONED
Charge that would result in attacks against this All Psykers fall into two broad types, regardless of the types
fighter must pass a Willpower test or end the action of power they wield or where they originate from.
before moving.
Sanctioned:
GAINING WYRD POWERS ● Re-roll a failed Willpower test once per battle.
The following apply when recruiting Psykers without any
predefined starting Wyrd Powers: Unsanctioned:
● When choosing Wyrd Powers, use the fighter's ● D3x10 credits to the enemy gang if this fighter goes
predefined lists or any generic Discipline (Biomancy, Out of Action.
Chronomancy, Divination, Pyromancy, ● Receive full value when sold to the Guilders.
Technomancy, Telepathy).
● Choose 1 Wyrd Power when hired.
● Choose additional Wyrd Powers as a Primary skill
during advancement.

All Psykers are able to perform the following actions:


● Maintain Control (Simple): Pass a Willpower test
with a +3 modifier to maintain a Continuous Effect
(otherwise it expires at the start of the fighter's
activation).
● Concentrate (Basic): +1 modifier to any Willpower
test in a subsequent action.

GHAST
When a Psyker takes a dose of Ghast, a Wyrd Power can be
randomized from a predefined list or randomized from any
chosen universal Discipline.

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PSYCHIC DUELS PERILS OF THE WARP


Whenever a Wyrd Power or Maintain Control action is Whenever a double 1 or 6 is rolled when making a Willpower
successful, an Active or Pinned enemy Psyker within 18”, can test to perform a Wyrd Power (X) action or attempting to Disrupt
attempt to Disrupt it. a Wyrd Power, roll on the table below:

Roll 2D6 to attempt to Disrupt a successful Wyrd Power 2D6 Result


action. If the total is higher than the total rolled for the initial 2-3 A Tear in Reality! Centre a 5” Blast on the Psyker, any
Willpower test, the Wyrd Power is Disrupted and fails as if fighter touched by the blast must pass a Willpower test or
the Psyker making the action had failed their own Willpower lose a Wound. The Psyker goes Out of Action.
test. 4-5 Immaterium Inverse. The Psyker becomes target of the
power (regardless of range). If the power is beneficial,
However, Disruption attempts can be just as risky as the Psyker instead becomes Pinned and suffers a
manifesting psychic powers. Strength 6 Damage 2 hit ignoring armour saves. The
● If a double 1 or 6 is rolled, immediately roll on the power has no other effects.
Perils of the Warp table. 6-8 Whispers from the Warp. The Psyker becomes subject
● If a double 6 is rolled, the wyrd Power is Disrupted. to the Insanity condition. Roll a D6 when they activate:
● 1-2: The fighter is immediately Broken, if
already Broken, they flee (even if their gang has
not failed a Bottle test).
● 3-4: An opposing gang (roll-off if multi-player)
can control the fighter this turn, treating them as
part of their gang. Once the turn is over, the
fighter no longer counts as part of the opposing
gang.
● 5-6: The fighter act as normal. Once their turn is
over, pass a Willpower test to lose the Insanity
condition.

HOUSE RULE
If the first action causes Insanity, apply Insanity immediately
if the fighter makes a 2nd action.

9-10 Warp Surge! The Psyker may immediately try to


manifest the same power again as a free action, or if
trying to disrupt a power, they may immediately manifest
on of their own powers as a free action - this additional
manifestation can trigger Perils of the Warp as normal.
After working out the effects of the power, the Psyker
becomes Pinned and suffers a Strength 4 Damage 1 hit
ignoring armour saves.
11-12 Daemonic Possession. Gain +3 Movement, Strength,
Toughness, Attacks and 2+ Weapon Skill. Unarmed
attacks inflict 2 Damage and have -1 Armour Penetration.
In the End phase of the following round, or if the Psyker
generates this result again, they go Out of Action.

84
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WYRD POWERS
UNIVERSAL BIOMANCY CHRONOMANCY DIVINATION
1 Concentrate (Basic) Arachnosis (Basic), CE Freeze Time (Double) Precognition (Special)
2 Maintain Control (Simple) Chameleon (Basic), CE Suppress Power (Basic) Foreboding (Double), CE
3 Cause Pain (Basic) Zen Shootist (Basic), CE Misfortune (Basic)
4 Stop Bleeding (Basic) Walk Through Walls (Double) Forewarning (Basic)
5 Quickening (Basic), CE Mirror Image (Basic) Warp Whispers (Special)
6 Iron Arm (Basic), CE Lucky Aura (Basic), CE Visions (Double), CE
7 Hammerhand (Basic), CE
8 Warp Strength (Simple), CE

PYROMANCY TECHNOMANCY TELEKINESIS TELEPATHY


1 Body of Flame (Basic), CE Weapon Jinx (Simple) Assail (Basic) Mind Control (Basic), CE
2 Stoke Flames (Basic) Overcharge (Basic), CE Crush (Basic) Terrify (Double)
3 Wall of Flame (Basic), CE Hardening (Basic), CE Force Field (Basic), CE Invisibility (Double), CE
4 Flame Blast (Basic), CE Manipulate Door (Simple) Hailstorm (Basic) Mental Assault (Basic)
5 Molten Bolt (Basic) Manipulate Lumens (Double) Force Blast (Basic) Hallucinations (Basic)
6 Scouring (Basic) Crack Lock (Basic) Levitation (Basic), CE Unbreakable Will (Basic), CE
7 Dark Shield (Simple) Mind Lock (Basic)
8 Psychic Shockwave (Basic) Premonition (Simple), CE
9 Hypnosis (Basic)
10 Maddening Visions (Basic)
11 Psychic Assault (Basic)
12 Psychic Scream (Basic)
13 Zealot (Double), CE
D6 Genestealer Chaos Possessed Hiver / Ghast Ty (Noble Alliance)
1 Assail (Basic) Assail (Basic) Assail (Basic) Mind Control (Basic)
2 Force Blast (Basic) Scouring (Basic) Flame Blast (Basic), CE Terrify (Double)
3 Hypnosis (Basic) Maddening Visions (Basic) Freeze Time (Double) Invisibility (Double), CE
4 Mind Control (Basic) Warp Strength (Simple), CE Weapon Jinx (Simple) Mental Assault (Basic)
5 Unbreakable Will (Basic), CE Dark Shield (Simple) Quickening (Basic), CE Hallucinations (Basic)
6 Zealot (Double), CE Levitation (Basic), CE Terrify (Double) Unbreakable Will (Basic), CE

UNIVERSAL
CONCENTRATE (BASIC)
If making a Willpower test in their subsequent action, add 1
to the result.

MAINTAIN CONTROL (SIMPLE)


In order to maintain a Continuous Effect, the Psyker must
perform this action. Make a Willpower test, adding 3 to the
result. If not, the Continuous Effect expires at the start of this
fighter’s activation.

HOUSE RULE
Psykers should have 1 free Maintain Control action at the
start of each Activation to make Continuous Effects viable.

85
★ NECROMUNDA ★

BIOMANCY CHRONOMANCY
FOCUSED: FAST HEALING FOCUSED: FLICKER
During Recovery, roll an extra Injury dice then choose one to Perform one extra action during the activation (once per
discard. battle).

1. ARACHNOSIS (BASIC), CONTINUOUS EFFECT 1. FREEZE TIME (DOUBLE)


Clamber, Catfall & Mighty Leap. All fighters within 12” (friend & foe) may only take a single
action when activated this round.
2. CHAMELEON (BASIC), CONTINUOUS EFFECT
-2 modifier when targeted by ranged attacks if this fighter 2. SUPPRESS POWER (BASIC)
didn't move during its activation. Choose a Wyrd Power from an enemy Psyker within 18" and
LOS to be disabled (cannot be used this round).
3. CAUSE PAIN (BASIC)
Target an enemy to suffer an Injury roll: 3. ZEN SHOOTIST (BASIC), CONTINUOUS EFFECT
● Within 18". Gain 2+ BS and ignore negative hit modifiers from cover. No
● LOS. effect for Blast or Rapid Fire weapons.
● Suffered at least one Wound or Flesh Wound.
4. WALK THROUGH WALLS (DOUBLE)
4. STOP BLEEDING (BASIC) Placed anywhere within 8" (outside 1" of enemies).
Target a friendly fighter within 18" and LOS to remove all
Flesh Wounds. 5. MIRROR IMAGE (BASIC)
-1 hit modifier when targeted by attacks. Cannot be targeted
5. QUICKENING (BASIC), CONTINUOUS EFFECT by Reaction attacks when making Retreat (Basic) actions.
● +3” Movement. Lasts until the End phase.
● +1 WS, BS & Initiative (max 2+).
6. LUCKY AURA (BASIC), CONTINUOUS EFFECT
6. IRON ARM (BASIC), CONTINUOUS EFFECT When targeted by an attack, the enemy must re-roll a
5+ save (bonus, unmodifiable by AP) for close combat only. successful hit roll (once per round).

7. HAMMERHAND (BASIC), CONTINUOUS EFFECT


Armed with the following melee weapon:
● S+2, AP-1, D2, Pulverise.

8. WARP STRENGTH (SIMPLE), CONTINUOUS EFFECT


+2S and close combat attacks gain +1D.

DIVINATION PYROMANCY
FOCUSED: FUTURE SIGHT FOCUSED: FIRE SHIELD
Re-roll any dice roll during the activation (once per battle), Immune to Blaze.
this can be any number of dice or even a roll made by an
enemy fighter. 1. BODY OF FLAME (BASIC), CONTINUOUS EFFECT
● Ignore hits from weapons with Blaze or Melta.
1. PRECOGNITION (SPECIAL) ● Enemies ending an activation within 1" suffer a
If part of the gang during when determining the scenario Blaze test.
before a battle, choose the scenario (instead of randomizing).
The Psyker's gang is automatically the attacker (if the 2. STOKE FLAMES (BASIC)
scenario has attacker & defender). If multiple gangs have this Centre a Blast (5") with Blaze on an enemy that is within 18",
power, it has no effect (cancel each other out). LOS and already ablaze (does not cause Pinned).

2. FOREBODING (DOUBLE), CONTINUOUS EFFECT 3. WALL OF FLAME (BASIC), CONTINUOUS EFFECT


Give Overwatch to a friendly fighter within 12" & LOS Place a Blast (5") with the centre within 12" and LOS. Any
(including this fighter). fighter starting or ending an activation within the Blast suffers
a hit with S3, AP 1, Blaze.
3. MISFORTUNE (BASIC)
An enemy must re-roll a dice roll if within 12" and LOS (once, 4. FLAME BLAST (BASIC), CONTINUOUS EFFECT
until the End phase). One equipped weapon gains Blaze.

4. FOREWARNING (BASIC) 5. MOLTEN BOLT (BASIC)


Ignore the first hit from an attack on a 2+ (until the End Make a ranged attack targeting an enemy fighter within 6"
phase). and LOS to inflict a hit with S8, AP-3, D3, Melta.

5. WARP WHISPERS (SPECIAL) 6. SCOURING (BASIC)


● +1 Crew size. Make the following attack: S2, AP-2, D1, Template, Blaze.
● Re-roll any Reinforcement rolls.
● Sentry: This Psyker automatically raises the alarm if
finishing a move within 6" of an enemy fighter.

6. VISIONS (DOUBLE), CONTINUOUS EFFECT


Enemies within 18" reduce the cover by 1 (full → partial,
partial → open).

86
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TECHNOMANCY TELEKINESIS
FOCUSED: TECHNO-AFFINITY FOCUSED: FISTS OF FURY
Re-roll any Ammo test. Unarmed attacks gain +1 S & D.

1. WEAPON JINX (SIMPLE) 1. ASSAIL (BASIC)


Choose a weapon carried by an enemy fighter within 18" and Make a ranged attack against an enemy fighter or obstacle
make an Ammo test for it. within 12” and LOS. If hit, move the target D3” in any
direction. If Standing, become Pinned. If coming into contact
2. OVERCHARGE (BASIC), CONTINUOUS EFFECT with a Standing fighter or any terrain, stop moving and suffer
One equipped ranged weapon gains +2S, +1D and Unstable. a S3 hit. If coming into contact with another fighter, that fighter
also suffers S3 hit, and becomes Pinned.
3. HARDENING (BASIC), CONTINUOUS EFFECT
+2 save modifier and -1"M. 2. CRUSH (BASIC)
Make a ranged attack against an enemy fighter or obstacle
4. MANIPULATE DOOR (SIMPLE) within 12" and LOS. If hit:
Open or close an unlocked door (anywhere). ● Obstacle: Destroyed and removed.
● Fighter: Must fail a save roll or suffer an Injury roll.
5. MANIPULATE LUMENS (DOUBLE)
Enable/disable Pitch Black. 3. FORCE FIELD (BASIC), CONTINUOUS EFFECT
+1 save modifier to all friendly fighters within 3” (including the
6. CRACK LOCK (BASIC) Psyker).
A locked door within 18" becomes unlocked and open.
Alternatively, open a loot casket (anywhere) and choose the 4. HAILSTORM (BASIC)
content (instead of randomizing). Make a ranged attack against all fighters (friend & foe) within
12" inflicting a hit with S1.

5. FORCE BLAST (BASIC)


Enemy fighters within 3” are immediately pushed D3+1”
directly away. If pushed from a platform or into a pitfall, pass
an Initiative test to be placed Prone at the edge. Otherwise
they will fall. If pushed into a wall or other impassable terrain,
the fighter immediately becomes Pinned and takes a hit with
a Strength equal to the number of inches rolled for the push
distance.

6. LEVITATION (BASIC), CONTINUOUS EFFECT


● +3” Movement.
● Can't be Pinned.
● Ignores all terrain.
● Moves freely between levels without restriction.
● Never fall.
● May not ignore impassable terrain or walls.
● May not end its movement with its base overlapping
an obstacle or another fighter’s base.

7. DARK SHIELD (SIMPLE)


+1 save modifier. Affects all friendly fighters within 3”
(including the Psyker). Lasts until the End phase.

8. PSYCHIC SHOCKWAVE (BASIC)


Make the following ranged attack: 12” Short (+1 hit), 24”
Long, S4, AP-1, D2, Concussion, Pulverise, Reckless.

87
★ NECROMUNDA ★

TELEPATHY INSANITY
FOCUSED: FEARFUL AURA Roll a D6 at the start of each activation:
Enemies declaring a Charge that would result in attacks 1-2: The fighter is immediately Broken, if already Broken,
against this Psyker must pass a Willpower test or end the they flee (even if their gang has not failed a Bottle test).
action before moving. 3-4: An opposing gang (roll-off if multi-player) can control that
fighter this turn, treating them as part of their gang. As soon
1. MIND CONTROL (BASIC), CONTINUOUS EFFECT as the activation ends, the Insane fighter no longer counts as
An enemy fighter within 9" and LOS must make a Shoot being part of the opposing gang.
(Basic) action (even if already activated this round). Target 5-6: The fighter act as normal. Once the activation is over,
any eligible fighter from that gang (chosen by the Psyker). pass a Willpower test to lose the Insanity.

2. TERRIFY (DOUBLE)
An enemy within 18” and LOS must pass a Nerve test with a
-3 modifier or become Broken.

3. INVISIBILITY (DOUBLE), CONTINUOUS EFFECTS


● Cannot be targeted by ranged attacks.
● This power ends if (for any reason) the Psyker
makes any other action than Move (Simple) or
Maintain Control (Simple).

4. MENTAL ASSAULT (BASIC)


Target an enemy within within 12" and LOS. Both the Psyker
and the target makes a Willpower test:
● The Psyker must pass.
● If the target also pass, the Psyker must pass by a
greater amount than the target.
If successful, the target suffers the following:
● Pinned (unless Engaged).
● Lose Ready.

5. HALLUCINATIONS (BASIC)
An enemy within 12" suffer Insanity.

6. UNBREAKABLE WILL (BASIC), CONTINUOUS EFFECT


Use this fighter’s characteristic values when friendly fighters
within 9” make Nerve or Willpower tests.

7. MIND LOCK (BASIC)


Nominate an enemy fighter within 18” that has not already
activated this round. For the rest of this round, that fighter
can't activate or take part in a Group Activation.

8. PREMONITION (SIMPLE), CONTINUOUS EFFECT


4+ save (unmodifiable by AP).

9. HYPNOSIS (BASIC)
An enemy within 9” and LOS (that has not activated this
round) can only make a single Move (Simple) action when
activated this round.

10. MADDENING VISIONS (BASIC)


Until the End phase of this round, enemies ending an
activation within 3” must pass a Willpower test or gain
Insanity.

11. PSYCHIC ASSAULT (BASIC)


An enemy fighter within 18” is Pinned and must pass a
Willpower test or suffer 1 Damage (if reduced to 0 Wounds,
roll an Injury dice as normal).

12. PSYCHIC SCREAM (BASIC)


Enemy fighters within 3” must pass a Nerve test with a -1
modifier or become Broken.

13. ZEALOT (DOUBLE), CONTINUOUS EFFECT


Once per turn, when another friendly fighter within 9" makes a
Fight (Basic) or Charge (Double) action, any hit rolls of 1 can
be re-rolled.

88
★ NECROMUNDA ★

PSYCHOTERIC WYRD POWERS (DELAQUE)


D6 Darkness Delusion Madness
1 Cacophony of Silence (Double), CE Spatial Psychosis (Simple) Existential Barrage (Simple)
2 Penumbral Mirror (Basic) Seen Unseen (Basic), CE Terrible Truths (Basic)
3 A Perfect Void (Basic), CE Ghost & Shadow (Basic) Psychoteric Lure (Basic)
4 Eternal Slumber (Double) Deceitful Embrace (Basic) Cyclopean Gaze (Double)
5 Cloak of Whispers (Basic), CE Suicidal Embrace (Basic) Craven Howl (Basic), CE
6 Sight Blight (Basic), CE Opprobrious Curse (Simple) Unrememberable (Simple), CE

DARKNESS MADNESS
1. CACOPHONY OF SILENCE (DOUBLE), CONTINUOUS EFFECT 1. EXISTENTIAL BARRAGE (SIMPLE)
All enemies within 5" must re-roll successful Hit rolls for An enemy within 1" of the Psyker must pass an Intelligence
ranged attacks. test or become Broken and immediately flee. After fleeing,
any friendly fighter to the target within 5" of the target must
2. PENUMBRAL MIRROR (BASIC) pass a Nerve test or become Broken.
Choose 1 friendly and 1 enemy fighter within 5". Place the
friendly fighter anywhere within 5" of the enemy fighter (even 2. TERRIBLE TRUTHS (BASIC)
B2B). An enemy within 3" must pass an Intelligence test or suffer
Insanity.
3. A PERFECT VOID (BASIC), CONTINUOUS EFFECT
Counts as in full cover to all enemies within 10". 3. PSYCHOTIC LURE (BASIC)
A Ready enemy within 3" must activate in the next turn and
4. ETERNAL SLUMBER (DOUBLE) cannot perform Group Activation in that activation.
All Seriously Injured enemies within 3" go Out of Action.
4. CYCLOPEAN GAZE (DOUBLE)
5. CLOAK OF WHISPERS (BASIC), CONTINUOUS EFFECT A Ready enemy within 1" is no longer Ready.
All friendly fighters within 3" (including the Psyker) cannot be
targeted by or be affected by gang enemy Tactics. 5. CRAVEN HOWL (BASIC), CONTINUOUS EFFECT
Broken enemies within 5" cannot Rally.
6. SIGHT BLIGHT (BASIC), CONTINUOUS EFFECT
All enemies within 5" count as being affected by Pitch Black 6. UNREMEMBERABLE (SIMPLE), CONTINUOUS EFFECT
(does not actually create an area of darkness and only -1 action to enemies activating within 3" (cannot perform any
affects enemies who enter or remain in range). Double action if reduced to 1 action).

DELUSION
1. SPATIAL PSYCHOSIS (SIMPLE)
An Active enemy fighter within 12" is Pinned (can cause a fall INSANITY
if within ½" of the edge of a ledge or platform). Roll a D6 at the start of each activation:
1-2: The fighter is immediately Broken, if already Broken,
2. SEEN UNSEEN (BASIC), CONTINUOUS EFFECT they flee (even if their gang has not failed a Bottle test).
Choose an enemy within 3". While maintained: 3-4: An opposing gang (roll-off if multi-player) can control that
● The target treats all fighters as enemies. fighter this turn, treating them as part of their gang. As soon
● All other fighters treat the target as an enemy. as the activation ends, the Insane fighter no longer counts as
being part of the opposing gang.
The fighter still activates as normal and is treated as part of 5-6: The fighter act as normal. Once the activation is over,
the crew, but in all other regards is treated an enemy fighter pass a Willpower test to lose the Insanity.
and not part of the gang.

3. GHOST & SHADOW (BASIC)


An enemy within 10" can be turned to face any direction.

4. DECEITFUL THOUGHTS (DOUBLE)


An enemy within 5" must pass an Intelligence test or the
Psyker can force the target to make a move action (cannot
move off ledges or into dangerous terrain).

5. SUICIDAL EMBRACE (BASIC)


An enemy within 3" must pass an Intelligence test or suffer
an automatic hit from a random Melee weapon equipped by
the enemy fighter (or unarmed attack if no Melee weapons
are equipped).

6. OPPROBRIOUS CURSE (SIMPLE)


An enemy within 3" must pass a Toughness test or suffer a
Flesh Wound.

89
GANGS & CAMPAIGNS
N17/N18/N19/N20
★ NECROMUNDA ★

CONTENTS (PART 2)
PART 1 PART 2 PART 3
RULES GANGS & CAMPAIGNS SCENARIOS
CHARACTERISTICS PROFILES ……4 FOUNDING A GANG …………………85 PRE-BATTLE SEQUENCE ……… 222
Modifying Characters ………………4 Gang Composition …………………85 POST-BATTLE SEQUENCE ..…… 224
Characteristic Checks ……………… 4 Loss Of A Leader …………………. 86 TACTICS ………………….………… 227
GENERAL PRINCIPLES ……………… 5 HOUSE CAWDOR …………………… 87 BATTLEFIELD SETUP …………… 229
Visibility ………………..………….…5 HOUSE DELAQUE ……………………94 OPEN HIVE WAR ………..………… 230
Cover …………………………..……5 HOUSE ESCHER ……………………… 98 SCENARIO SPECIAL RULES …… 235
Zone Mortalis (2D) …………………5 HOUSE GOLIATH ……………………… 101 HORRORS OF THE UNDERHIVE .. 239
Dice …………………………..………6 HOUSE ORLOCK …………………….… 105 SCENARIOS ………………………….240
Measurement ………………………6 HOUSE VAN SAAR …………………….. 109
STATUSES ………………..………… 7 BOUNTY HUNTERS (VENATOR) ……… 112
CONDITIONS ………………..…………8 PALANITE ENFORCERS …………. 113
TERRAIN …………………………..…… 9 GENESTEALER CULT …………………. 115
SPECIAL TERRAIN FEATURES ……10 CHAOS CULT ……………………………. 118
Carnivorous Plants …………………15 CORPSE GRINDER CULT ……………… 121
Industrial Terrain ……………………16 SLAVE OGRYNS …………………….. 123
Hive Ruins …………..………………17 OUTCAST ……..…………………….. 125
Gang Terrain ……………………... 18 TAINTED GANGS …………………...…… 128
BADZONE BATTLEFIELD …………… 22 CHAOS SPECIAL RULES ………….…… 129
Environments ………………………22 ALLIANCES …………………....…… 130
Events ………………………………22 Merchant Guilds ..……………...… 132
GAME STRUCTURE ………………… 29 Recidivists ………………………… 135
PRIORITY PHASE …………………… 29 Noble Houses .....………………… 138
ACTION PHASE ………………………29 THE TRADING POST …………………142
ACTIONS …………………………...… 30 Pistols …………………………..……143
MOVEMENT ………………………….. 34 Basic Weapons ……………………… 144
SHOOTING …………………………… 37 Special Weapons …………………… 146
CLOSE COMBAT …………………..…39 Heavy Weapons ……………………147
RESOLVE HITS …………………….…40 Grenades ………………………….. 147
Nerve Tests ………………………...41 Close Combat Weapons ………… 149
END PHASE ………………………..… 42 Equipment ………………………… 151
Bottle Tests …………………………42 EXOTIC BEAST ……………………… 156
Recovery Tests ……….…...……… 42 HANGERS-ON ……………………….. 160
Rally Tests ………………………... 42 Brutes ……………………………..…166
ARMOURY ………………………….. 43 HIRED GUNS ………………………….170
Pistols …………………………..… 43 Hive Scum …………….…………. 171
Basic Weapons …………………… 44 Bounty Hunters …...…………….… 174
Special Weapons ………………… 45 House Agents ……………………. 184
Heavy Weapons ………………… 46 SKIRMISH & TOURNAMENTS ………189
Close Combat Weapons ………… 47 ASSAULT PRECINCT FORTRESS . 190
Grenades ………………………… 49 ALIGNMENTS ……………………….. 196
Booby Traps ……………………… 49 ALLEGIANCES …………………….. 197
WEAPON TRAITS ………………….. 51 CAMPAIGNS ………………………... 198
ARMOUR AND FIELDS ……………. 55 RESOURCES ...…………………….. 201
EQUIPMENT ………………………… 57 UPRISING CAMPAIGN EVENTS …. 207
STATUS ITEMS ……………………… 62 UPRISING SPECIAL RULES ……… 209
SERVO-SKULLS …………………… 62 CAMPAIGN VARIANTS ……………. 210
WEAPON ATTACHMENTS ………….63 PERPETUAL CAMPAIGN ...…………211
BIONICS .……………………………. 63 SUB-PLOTS …………………………. 212
Cyberteknika (Van Saar) ……….. 64 FAVOURS …………………………….. 213
CHEMS ………………………………. 65 EXPERIENCE …………………………215
Chem-Alchemy Elixir (Escher) …. 67 LASTING INJURIES ………………… 216
SKILLS ……………………...……...… 69 Going Into Recovery ………………… 216
PSYKERS …..…………...…………… 76 Succumbing To Injuries ………………
216
WYRD POWERS ……..……………… 78 CAPTURED …...……………………… 217
Psychoteric (Delaque) ………...…. 82 RESURRECTION ...……………………… 218

91
★ NECROMUNDA ★

FOUNDING A GANG
Each gang has a starting budget: LEADER
● Normal: 1000 credits ● Group Activation (2).
● With vehicles: 1400 credits. The +400 extra credits ● Leading By Example (12”).
can only be spent on: ● Can perform Post-battle actions.
○ Vehicles. ● Start with 1 free skill (Primary).
○ Fighters that include Wargear that grants ● Can't voluntarily retire.
the Mounted condition. ● Can have multiple Equipment Sets.
○ Wargear that grants the Mounted condition. ● Must be replaced if killed (see Loss of a Leader).
● Can equip weapons from Trading Post & Black
The budget can be spent on fighters and equipment. Any Market.
credits not spent are added to the gang’s Stash and stored CHAMPION
away for later use. A gang does not have an upper limit on the ● Group Activation (1).
number of fighters it can contain. ● Leading By Example (6”).
● Can perform Post-battle actions.
GANG COMPOSITION ● Start with 1 free skill (Primary).
All gangs follow these rules when founded and when new ● Can have multiple Equipment Sets.
fighters are added to the gang: ● Can equip weapons from Trading Post & Black
● Always 1 Leader (if killed or captured and sold to the Market.
Guilders, see Loss of a Leader). GANGER
● At least half the gang must consist of Gang Fighters ● Gang Fighter.
(not counting Hangers-on or Hired Guns). Gang ● Can't have Special Weapons.
Fighters are any of the following: ● Specialist:
○ Ganger & Ganger (Specialist) ○ 1 Ganger can be upgraded to Ganger
○ Juve & Juve (Specialist) (Specialist) in a new gang.
● Each gang can have max 1 gang specific Brute. ○ Can have Special Weapons.
○ Can purchase advancements.
GANG FIGHTER BALANCE ○ Can have multiple Equipment Sets.
If at any time more than half of the gang’s fighters are not JUVE
Gang Fighter, the gang must take actions to restore the ● Gang Fighter.
balance: ● Specialist:
● Retire fighters without the Gang Fighter ability. ○ Can have multiple Equipment Sets.
● Recruit fighters with the Gang Fighter ability. ○ Can equip Pistol & Close Combat weapons
from Trading Post & Black Market.
Continue to take these actions until balance is restored (at ○ Does not trigger Nerve tests to friendly
least half the gang consists of Gang Fighters). fighters within 3” (when Seriously Injured or
taken Out of Action).
All gangs can purchase new weapons and equipment from CREW
the Equipment List, Trading Post or Black Market. However, ● Access to Driver skill set (no access to other skills).
some fighter types can't take weapons or can only take
weapons from the Equipment List. EXCEPTIONS
Some gangs deviate from the universal format:
WEAPONS & WARGEAR (EQUIPMENT, ARMOUR, ● Goliath:
GRENADES) ○ Champion (Specialist):
● A fighter can be equipped with a max of 3 weapons, No Group Activation.
(slots), unless noted otherwise. ○ Juve (Specialist):
● Unwieldy weapons and weapons marked with * take Access to Special weapons.
up 2 weapon slots. ● Orlock:
● Any fighter can be equipped with Wargear ○ Ganger (Specialist):
(Equipment, Armour and Grenades), unless Access to Heavy Weapons.
specifically stated otherwise. ○ Juve (Specialist):
Can only take Close Combat weapons from
FACTION FIGHTER Trading Post & Black Market (not Pistol).
The following are considered a Faction fighter: ● Escher:
● Leader, Champion, Ganger, Juve (including any ○ Champion (Specialist):
Specialist variants). No Group Activation.
● Hangers-on (including Brutes). ○ Juve (Specialist) & Ganger (Specialist) can
● Hired Guns with a gang specific discount or only be promoted to standard Champion,
availability. not Champion (Specialist).
● Van Saar:
Any other fighters like pets or universally available Hired Guns ○ Juve:
are not considered a Faction Fighter. Each Alliance is their Access to Basic weapons.
own separate Faction. ○ Ganger (Specialist):
Access to Heavy Weapons.
○ Champion (Specialist):
No Group Activation.
HOUSE RULE
The official rules often mention <Gang> Fighter, but this is never
defined. The Faction Fighter rule is a suggested definition, based on
some official wordings including "Agents, Hangers-on and Brutes").

92
★ NECROMUNDA ★

EQUIPMENT LOSS OF A LEADER


● New (purchased or from Stash): Any fighter can gain If the leader is killed or sold to the Guilders (after capture), a
new equipment during the campaign. new Leader must be nominated from the gang according to
● Discard (return to Stash): this priority:
○ Wargear: Any fighter can discard a piece of
Wargear if it is replaced by an alternative 1. Champion & Champion (Specialist).
item that fulfils "a similar purpose". 2. Ganger (Specialist) & Juve (Specialist).
○ Wargear (Mount): Wargear that grants the 3. Other fighters.
Mounted condition cannot be discarded.
○ Weapons: No fighters can discard weapons. Tie-breakers:
1. Leadership.
EQUIPMENT SETS 2. Advancements.
Some fighters can have multiple equipment sets. The most 3. Choose freely.
valuable equipment set is used when calculating the fighter’s
cost. A fighter can have the same piece of equipment in A promoted fighter have their Type changed to Leader and
multiple equipment sets. count as a Leader when determining which equipment and
skill sets they can access. Existing stats and special rules do
Only one equipment set can be used for a battle. If a battle not change.
uses random fighters, a fighter with multiple equipment sets
will have one set selected randomly (can't choose which
equipment sets to use). GANG OVERVIEW
There are a total of 24 gang variants to choose from:
NB: Fighters with weapons attached to the fighter can't have
equipment sets (for example Augmetic weapons). ● Cawdor
○ Corrupted
GANG HIERARCHY ○ Infected
Some fighters have the “Gang Hierarchy” ability: ● Delaque
● Can make post-battle actions (only fighters that are ○ Corrupted
part of a gang). ○ Infected
● Leading By Example (X”). ● Escher
○ Corrupted
LEADING BY EXAMPLE (X”) ○ Infected
Can keep friendly models on the battlefield after the gang ● Goliath
bottles. ○ Corrupted
○ Infected
After the gang bottles out, if passing the Fleeing the Battlefield ● Orlock
(Cool) test in the End phase, any friendly models within X” ○ Corrupted
automatically pass the Cool test and will not flee. ○ Infected
● Leader: 12”. ● Van Saar
● Champion: 6”. ○ Corrupted
○ Infected
Notes: ● Enforcer
● Only fighters from the same “group” are affected, for ● Bounty Hunter (Venator)
example Alliance or Gang. ● Genestealer Cult
● Keep in mind the role of walls and solid terrain ● Chaos Cult
features when measuring the distance between ● Corpse Grinder Cult
fighters. ● Slave Ogryn
● Outcast
● Ash Wastes Nomad
N17-N21 (IMPROVED VERSION)
Champions can only use Leading By Example for
models without this ability.
FREE SKILL
Some fighters start with a specific skill or can choose a
Primary custom skill. This is free (already included in the cost)
and does not affect gang rating.

WEAPON RESTRICTIONS
Most fighters have “Restrictions” for what weapons they can
be given. By default, each gang will specify what weapons are
available to each fighter in the Equipment List. Fighters can
gain additional weapons from other sources (for example
Trading Post or Black Market). A fighter may have limits on
what type of weapons they can have:

● Pistol
● Basic
● Special
● Heavy
● Close Combat

A fighter can have access to all weapon types, some or none.

93
★ NECROMUNDA ★

Champion Ganger Juve


Leader (Specialist) Champion (Specialist) Ganger (Specialist) Juve Brute Pet
Group Activation 2 1 1 - - - - - -
Leading By Example 12” 6” 6” - - - - - -
Post-battle action ✓ ✓ ✓ - - - - - -
Start with 1 free skill (Primary) ✓ ✓ ✓ - - - - - -
Can retire - ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
Equipment Sets ✓ ✓ ✓ ✓ - ✓ - - -
Weapons outside Equipment List (TP/BM) ✓ ✓ ✓ - - ✓ - - -
Gang Fighter - - - ✓ ✓ ✓ ✓ - -
Trigger Nerve tests to friendly fighters within 3” ✓ ✓ ✓ ✓ ✓ - ✓ ✓ ✓
(when Seriously Injured or taken Out of Action)

94
★ NECROMUNDA ★

HOUSE CAWDOR
CAWDOR FIGHTERS REDEMPTIONIST FIGHTERS
LEADER 100 LEADER 100
WORD-KEEPER REDEMPTOR PRIEST
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 4+ 3 3 2 4+ 2 4+ 6+ 5+ 6+ 5” 3+ 4+ 3 3 2 4+ 2 4+ 6+ 5+ 6+
Skills: 1 Primary (custom). Skills: 1 Primary (custom).
Restrictions: None. Restrictions: None.

CHAMPION 90 CHAMPION 90
FIREBRAND DEACON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 2 4+ 2 5+ 6+ 7+ 6+ 5” 4+ 3+ 3 3 2 4+ 2 6+ 6+ 5+ 7+
Skills: 1 Primary (custom). Skills: 1 Primary (custom).
Restrictions: None. Restrictions: None.

RIGHTEOUS WARRIOR FANATICAL FERVOUR


Once per battle, can re-roll a Threshold test to perform an Act Once per battle, can gain the following when Charging:
of Faith (all dice must be re-rolled). ● 2xA (base stat).
● -1 hit modifier.

GANGER 45 GANGER 50
BRETHREN BRETHREN
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+ 5” 4+ 4+ 3 3 1 4+ 1 8+ 6+ 6+ 9+
Restrictions: Pistol, Basic, Close Combat. Restrictions: Pistol, Basic, Close Combat.

JUVE 20 JUVE 40
BONEPICKER ZEALOT
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 5+ 5+ 3 3 1 3+ 1 8+ 8+ 8+ 9+ 6” 4+ 5+ 3 3 1 3+ 1 8+ 7+ 8+ 9+
Restrictions: Pistol, Basic, Close Combat. Restrictions: Pistol, Basic, Close Combat.

0-3 CHERUB-SERVITOR (PET) 55 0-2 SHEEN BIRD (PET) 90


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 5+ 6+ 2 2 1 3+ 1 7+ 5+ 5+ 9+ 6” 4+ 6+ 3 2 1 3+ 2 8+ 7+ 8+ 9+
Wargear: None (unarmed attacks). Wargear: Talons & beak.

FLIGHT FLIGHT
Ignores all terrain, moves freely between levels without Ignores all terrain, moves freely between levels without
restriction and can never fall. May not ignore impassable restriction and can never fall. May not ignore impassable
terrain or walls and may not end its movement with its base terrain or walls and may not end its movement with its base
overlapping an obstacle or the base of another fighter. overlapping an obstacle or the base of another fighter.

BODYGUARD BATE
If the owner is within 2" and hit by a ranged attack, the hit and When the owning fighter activates, make a Willpower test for
all its effects can be transferred to this fighter. the owning fighter. If failed, the Sheen Bird must attempt to
charge the closest enemy fighter. If passed, the Sheen Bird
FOCUS OF FAITH activates as normal.
Can re-roll one die when generating faith dice (in the End
phase) per friendly fighter with this special rule on the RAKE AWAY
battlefield (not Seriously Injured or Broken). At the end of the activation, if the owner is Active or Pinned, a
Willpower test can be made. If passed, make a free Move
STEALTHY (Simple) action, or Retreat (Basic) action if Engaged, directly
-1 hit modifier when targeted by ranged attacks. towards the owning fighter.
SMALL TARGET
Never a potential target for Stray shots.

NIMBLE
4+ save (unmodifiable by AP).

95
★ NECROMUNDA ★

0-1 STIG-SHAMBLER (BRUTE) 280


M WS BS S T W I A Ld Cl Wil Int
4” 4+ 4+ 5 4 4 4+ 2 9+ 8+ 9+ 8+
Wargear: Twin-linked heavy stubber, heavy club, flak.
Restrictions: Stig-Shambler Brute options.

INTELLIGENT CONTROL
Can re-roll any failed Leadership, Cool, Willpower or
Intelligence tests.

MOVE AND SHOOT


Can fire Unwieldy weapons as a Basic action with a -1 hit
modifier (instead of the normal Double action).

SPECIAL RULES
Follow normal rules as other gangs with the following exceptions:
● Redemptionist Juve (Zealot):
○ Counts as a Juve (Specialist) for the purpose of not triggering Nerve tests to other friendly fighters when
Seriously Injured or taken Out of Action. Other Juve (Specialists) must still take Nerve tests as normal.
● Juve (Promotion):
○ Any Juve can be promoted to Redemptionist Ganger (Specialist).
○ Only Cawdor Juves can be promoted to Cawdor Ganger (Specialist).
● Death of a Leader: If a fighter is promoted to new Leader's type will depend on the successor's type:
○ Cawdor: Cawdor or Redemptionist.
○ Redemptionist: Redemptionist.
● Pious (Cawdor): Can re-roll Rally tests if the result is 2 (before modifiers).
● Fanatical (Redemptionist): Can re-roll Nerve tests if the result is 2 (before modifiers).
● Corrupted/Infected (Chaos, Genestealer Cult): Cannot generate or use Faith dice.

Note: The distinction between 'Cawdor' and 'Redemptionist' is only used for the purposes of Piety/Fanatical and alignment, all
fighters are otherwise considered 'Cawdor'.

DEVOUT MASSES
Extra Faction fighters (not Redemptionists) can be added to the Crew at the start of any battle (this can take the Crew beyond
the size specified by the scenario):
● +1 Ganger.
● +D3 Juves.

ALIGNMENT (LAW ABIDING / OUTLAW)


The gang's alignment depends on the balance of fighters between Cawdor and Redemptionist.
● Law Abiding: Cawdor > Redemptionist.
● Outlaw: Redemptionist > Cawdor.
● The Leader's type is the tie-breaker (If the amount of fighters is exactly the same for both types):
○ Cawdor: Law Abiding.
○ Redemptionist: Outlaw.

ALIGNMENT TEST
If the balance changes after a battle, the Leader must make a Willpower test:
● Success: No change.
● Failure: Change the alignment.

The Leader can add +3 to the result (after the roll) depending of its type and which way the alignment will change if the test
fails:
● Cawdor: Law Abiding → Outlaw.
● Redemptionist: Outlaw → Law Abiding.

The gang will automatically change to the following alignments if all fighters in the gang are of the same type:
● Cawdor: Law Abiding.
● Redemptionist: Outlaw.

Note: If Alignments are not used by other gangs in a campaign, all other gangs should be considered Law Abiding in relation
to Cawdor.

GENERIC BOUNTY HUNTER & AGENT


In addition to normal equipment (Trading Post & Black Market), choose equipment from the leader's list depending on the
alignment of the hiring gang.
● Law Abiding: Cawdor leader's list.
● Outlaw: Redemptionist leader's list.

96
★ NECROMUNDA ★

Cawdor Redemptionist
L C G J L C G J B
PISTOL ✓ ✓ ✓ ✓
Autopistol (10) (10) - - 10 10 10 10 -
- Master-crafted - - - - 5 5 - - -
+ Reclaimed 5 5 5 5 - - - - -
Hand flamer 75 75 75 - 75 75 75 - -
Stub gun 5 5 5 5 5 5 5 5 -
- Dumdum rounds 5 5 5 5 5 5 5 5 -
BASIC ✓ ✓ ✓ ✓
Autogun (15) (15) - - 15 15 15 - -
+ with Exterminator - - - - 15 15 15 - -
- Master-crafted - - - - 5 5 - - -
+ Reclaimed 10 10 10 - - - - - -
+ with Polearm 20 20 20 - - - - - -
- Master-crafted 5 5 - - - - - - -
Blunderbuss (grape & purgation) with Polearm * 40 40 40 - - - - - -
- Emperor’s Wrath rounds 35 35 35 - - - - - -
- Master-crafted (Emperor's Wrath & Polearm) 10 - - - - - - - -
Sawn-off shotgun (scatter) 15 15 15 - (15) (15) - - -
- Solid 10 10 - - (5) (5) - - -
Shotgun (solid & scatter) (30) (30) - - 30 30 30 - -
+ with Exterminator - - - - 15 15 15 - -
- Executioner - - - - 20 - - - -
- Inferno - - - - 15 15 15 - -
- Retributor - - - - 20 20 20 - -
SPECIAL ✓ ✓ G(S) ✓ ✓ G(S)
Flamer 130 130 130 - - - - - -
+ with Autogun (combi) 110 110 110 - - - 110 - -
+ Fire Pike - - - - 140 140 140 - -
Grenade launcher (frag & krak) - - - - 65 65 65 - -
- Photon flash - - - - 15 15 15 - -
- Smoke - - - - 15 15 15 - -
Long rifle 30 30 30 - - - - - -
- Master-crafted 5 5 - - - - - - -
HEAVY ✓ ✓ ✓ ✓
Heavy crossbow (frag & krak) * 125 125 - - - - - - -
Heavy flamer * 195 195 - - 195 195 - - 70↑
Heavy stubber * 130 130 - - - - - - -
GRENADES ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
Blasting charges 35 35 35 35 35 35 35 35 -
Choke gas 50 50 - - 50 50 - - -
Frag 30 30 30 30 30 30 30 30 -
Incendiary 40 40 40 40 40 40 40 40 -
Krak 45 45 45 45 45 45 45 45 -
Smoke 15 15 (15) (15) 15 15 (15) (15) -

L C G(S) G J B
Leader Champion Ganger (Specialist) Ganger Juve Brute
● Trading Post & Black Market access marked with ‘✓’.
● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.

97
★ NECROMUNDA ★

Cawdor Redemptionist
L C G J L C G J B
CLOSE COMBAT ✓ ✓ ✓ ✓
Axe 10 10 10 10 (10) (10) - - -
Chainaxe - - - - 30 30 30 - -
- Master-crafted - - - - 5 5 - - -
+ with Exterminator - - - - 15 15 15 - -
Chain glaive * 60 60 - - - - - - -
- Master-crafted 15 - - - - - - - -
Chainsword - - - - 25 25 - - -
- Master-crafted - - - - 5 - - - -
Cleaver 20 20 20 20 - - - - -
Eviscerator * - - - - 90 90 90 90 -
- Master-crafted - - - - 20 20 - - -
Flail 20 20 20 20 - - - - -
Greatsword * 40 40 40 - - - - - -
- Master-crafted 10 10 - - - - - - -
Heavy club 15 15 15 15 (15) (15) - - -
Knife 15 15 15 15 15 15 15 15 -
- Master-crafted 5 5 - - - - - - -
Maul (club) 10 10 10 10 (10) (10) - - -
Polearm * 30 30 - - - - - - -
Two-handed axe * 25 25 25 - (25) (25) - 25 -
+ with Exterminator - - - - - - - 15 -
- Master-crafted 5 - - - - - - - -
Two-handed hammer * 35 35 35 - (35) (35) - 35 -
+ with Exterminator - - - - - - - 15 -
ARMOUR ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
Carapace (light) - - - - 80 - - - -
Flak 10 10 10 10 10 10 10 10 -
Gutterforged cloak 15 15 15 15 (15) (15) (15) (15) -
Incombustible hauberk - - - - 20 20 20 20 -
Mesh 15 (15) (15) (15) 15 15 (15) (15) -
Scrap shield 15 15 (15) (15) (15) (15) (15) (15) -
FIELD ARMOUR ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
Hexagrammic fetish - - - - 35 35 35 35 -
Refractor field - - - - 50 - - - -
EQUIPMENT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
Bomb delivery rats 30 30 30 30 - - - - -
Book of The Redemption - - - - 50 - - - -
Cult icon (max 1 per gang) 40 40 - - 40 40 - - -
Drop rig 10 10 10 - 10 10 10 10 -
Filter plugs 10 10 10 10 10 10 10 10 -
Photo-goggles 35 35 35 - 35 35 35 - -
Pyromantic mantle - - - - 45 45 45 45 -
Respirator 15 15 15 - 15 15 15 - -
Skinblade 10 10 10 10 10 10 10 - -
Strip kit 15 15 15 15 15 15 15 - -
PETS (STATUS ITEM) ✓ ✓ ✓ ✓
Sheen birds (0-2) 90 90 - - - - - - -
Cherub-servitor (0-3) - - - - 55 55 - - -
SERVO SKULLS (STATUS ITEM) ✓ ✓ ✓ ✓
Sensor skull - - - - 60 - - - -
Gun skull - - - - 65 65 - - -
Medi skull - - - - 80 - - - -
WEAPON ACCESSORIES ✓ ✓ ✓ ✓
Infra-sight (Pistol, Basic, Special, Heavy) ** - - - - 40 40 - - -
Mono-sight (Basic, Special, Heavy) ** 35 35 35 - 35 35 35 - -
● **: Maximum one gunsight per weapon.

L C G(S) G J B
Leader Champion Ganger (Specialist) Ganger Juve Brute
● Trading Post & Black Market access marked with ‘✓’.
● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.

98
★ NECROMUNDA ★

Cawdor Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Piety
Leader - Primary Primary - Secondary Primary - Secondary Secondary
Champion Secondary Primary Primary - Secondary Secondary - - Secondary
Ganger (Specialist) Secondary Secondary Primary - Primary - - - -
Juve Secondary - Secondary - Primary - - - -
Redemptionist
Leader - Secondary Primary - Secondary Primary - Secondary Primary
Champion Secondary Primary Primary - Secondary Secondary - - Primary
Ganger (Specialist) - Secondary Primary - Primary - - - Secondary
Juve - - Secondary - Primary - - - Secondary
Pets & Brute
Brute (Stig-shambler) - Primary Secondary Secondary - - - Primary -
Pet (Sheen Bird) Secondary - - - Primary - - - -
Pet (Cherub-servitor) Secondary - - Primary - - - - -

PATH OF FAITH
The Leader must choose a single permanent Path of Faith when recruited. The Path can only be changed when replacing the
Leader. Each Path has unique benefits and 6 Articles of Faith only available to members of a Cawdor gang that follows that
particular Path.

There are 4 Paths of Faith:


● Path of the Faithful.
● Path of the Fanatic.
● Path of the Doomed.
● Path of the Redeemer.

CUSTOM PATH (WARNING: CAN BE VERY POWERFUL)


If everyone agrees, a custom Path can be used instead, selecting 4 Articles of Faith from any Path. This excludes any of the
benefits associated with any of the Paths of Faith.

FAITH DICE
Faith dice is used to perform Articles of Faith. The amount of Faith dice depends on the amount of fighters. All references to
'fighters' in relation to Faith dice includes only the following:
● Friendly Faction fighter.
● On the battlefield.
● Not Seriously Injured.
● Not Broken.

Note: Cannot generate or use Faith dice if Infected/Corrupted (Chaos, Genestealer Cult).

GENERATING FAITH DICE


In each End phase, for each fighter, roll a 5+ and gain that many faith dice. The Faith dice are stored and can be spent in later
rounds, but when generating new faith dice, the total number of faith dice cannot go above the current number of fighters. In
the End phase, if there are more Faith dice than fighters, discard excess dice.

SPENDING FAITH DICE


Fighters can spend any number of Faith dice at the start of the activation to try to invoke an Article of Faith:
1. Declare an Article of Faith to invoke.
2. Decide how many Faith dice to spend.
3. Roll the Faith dice (these are now spent and removed from the pool and additional dice cannot be added to this roll).
4. The chosen Article of Faith is invoked if the total result equals or exceeds the threshold (varies between Articles).
Otherwise the Faith dice are wasted (the God-Emperor has turned his back on them).

Unless otherwise specified:


● Each Article of Faith only applies to the fighter invoking it.
● Does not cost any action.
● The effect remains until the start of the fighter's next activation.

BESEECH THE GOD-EMPEROR (DOUBLE ACTION)


Fighters can spend a Double action to gain the following:
● Roll 3 dice when generating Faith dice in the End phase (instead of the usual 1).

99
★ NECROMUNDA ★

PATH OF THE FANATIC PATH OF THE DOOMED


● +1 dice roll per Engaged friendly fighter when ● Generate Faith dice on 4+ if any of the following are
generating Faith dice (in the End phase). true:
○ Leader is Seriously Injured or Out of Action.
1. "And Lo, I did spread my Wings and the God-Emperor ○ The gang has failed a Bottle test.
carried me aloft!" (5+)
Declare a move, jump or leap before rolling to gain: 1. "And the people Rose Up in their multitudes to aid
● +3D6" Movement when leaping gaps. Him!" (8+)
● -D6+2" when jumping down (distance reduction). ● Forfeit the activation to add D3 extra permanent
Faction fighters to the battlefield (not part of the
If failed, the declared move must still be made! crew):
○ Arrive immediately B2B with the closest
2. "And by our Pain shall He Judge our worth!" (5+) battlefield edge to this fighter.
● +3T. ○ Not within 9" of enemies.
● Suffer a Flesh Wound at the start of ○ Can activate this round (Ready).
the fighter's next activation.
If failed, a random friendly fighter (not part of the crew)
If failed, suffer a Flesh Wound immediately. belonging to this fighter's gang is immediately taken Captive
by the enemy gang.
3. "And without thought He Smote Them Down!" (6+)
Immediately make a free Charge (Double) action. For this 2. "And by the manner of his Death did the Emperor judge
round: him!" (5+)
● -2 hit modifier. Make a Move (Simple) action, then centre a Blaster (5") on
this fighter. All fighters hit suffer a S3 hit. Then this fighter
If failed, suffer -2 hit modifier for the rest of the battle. goes Out of Action.

4. "And His Feet carried him into the fray!" (2+) 3. "And in the Grace of the Emperor even Death was
● Immediately make a free Move (Simple) action. Defied!" (8+)
● Suffer a Flesh Wound. Until the end of the next activation:
● Ignore the effects of Seriously Injured.
If failed, suffer a Flesh Wound. ● Cannot be taken Out of Action.
● Automatically go Out of Action when this effect
5. "And He stood Defiant upon the Mountain!" (5+) expires.
● Not Pinned when hit by ranged attacks.
● Cannot Take Cover (Basic). 4. "And in His Light were they struck blind!" (5+)
● Does not benefit from partial cover. While within 6" (including this fighter), the max range for
targeting and being targeted by ranged attacks is 3".
6. "And He Gave Unto Them the Emperor's Mercy!" (5+)
Invoked when an enemy declares a Coup de Grace (Simple) 5. "And a river of blood did Drown Them!" (11+)
action against a friendly Faction fighter: Friendly fighters that are Out of Action are included in the
● Immediately make a free Fight (Basic) action count for the enemy Bottle test (in the End phase of this
targeting the enemy fighter that declared the Coup round).
de Grace action (this could prevent the enemy action
from being performed). 6. "And upon a Fortress of Bone shall my Strength be
built!" (6+)
Increase S & T equal to the number of friendly Faction
Gangers that are out of Action (max +3).

If failed, suffer -1S & -1T for the rest of the battle.

100
★ NECROMUNDA ★

PATH OF THE FAITHFUL PATH OF THE REDEEMER


● Each Faction Leader and Champions gain +1 dice ● +1 dice roll per enemy fighter that is Seriously Injured
when generating Faith dice (not Seriously Injured or or taken Out of Action this round.
Broken).
1. "And each Blow shall be a Barb unto my enemy's
1. "And Contempt shall be My Armour!" (4+) flesh!" (5+)
All friendly Faction fighters within 6" (including this fighter) are Pass a Willpower test to target this fighter with close combat
immune to and cannot be targeted by psychic powers. attacks, or immediately suffer a Flesh Wound.

If failed, suffer -1 Willpower for the rest of the battle. 2. "And Flame shall Burn Away their sin!" (3+)
All Melee attacks gain Blaze.
2. "And Lo His Gaze did Illuminate them!" (3+)
● Can attack through smoke. If failed, immediately suffer Blaze.
● Ignore Pitch Black.
● +1 modifier if hit by a Flash (Initiative test against 3. "And with Iron Teeth shall they be Devoured!" (5+)
Blind). Re-roll failed Wound rolls using a 'chain' weapon (including
eviscerator).
3. "And the Word fell upon them, and they were Broken
by it!" (5+) 4. "And Agony brought the unbelievers Low!" (7+)
Enemies within 9" with LOS to this fighter must make a Nerve Enemies that suffer a Flesh Wound within 6" and LOS to this
test. fighter can only perform a single action in their activation.

If failed, this fighter must make a Nerve test. If failed, this fighter can only perform a single action this
activation.
4. "And by Their Works shall They be Known!" (5+)
An enemy Psyker within 12" with LOS to this fighter must pass 5. "And in His Gaze, were they Found Wanting!" (9+)
a Leadership test, or suffer a Perils of the Warp roll. An enemy within 9" and LOS must pass a Willpower test, or
the enemy cannot make any actions in that fighter's next
5. "And the Heart of the Heretic was easily cowed!" (8+) activation.
A Ready enemy within 12" with LOS to this fighter must pass
an Intelligence test, or lose Ready. 6. "And Death could not stay His Righteous Wrath!" (7+)
If taken Out of Action, choose an enemy within 6" that has
If failed, the activation ends. LOS to this fighter to suffer a S5, Ap-1, D2 hit.

6. "And those of Warped and Twisted Limb shall be


Despised!" (7+)
Friendly Faction fighters within 6" with LOS to this fighter
(including this fighter) can re-roll failed Hit rolls against Brutes
(including Spawn), pets, critters or enemy fighters with
mutations.

101
★ NECROMUNDA ★

HOUSE DELAQUE
LEADER 100 GANGER 40
MASTER OF SHADOW GHOST
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 2 3+ 2 6+ 6+ 5+ 6+ 5” 4+ 4+ 3 3 1 4+ 1 7+ 6+ 7+ 7+
Skills: 1 Primary (custom). Restrictions: Pistol, Basic, Close Combat.
Restrictions: None.
PSYCHOTERIC MASTERY (+30)
Unsanctioned Psyker (when recruited).

CHAMPION (SPECIALIST) 110 CHAMPION 85


NACHT-GHUL PHANTOM
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 2+ 3+ 4 3 2 2+ 2 7+ 6+ 6+ 7+ 5” 3+ 3+ 3 3 2 4+ 2 7+ 6+ 6+ 6+
Skills: 1 Primary (custom). Skills: 1 Primary (custom).
Restrictions: Pistol, Basic, Close Combat. Restrictions: None.
FROM THE SHADOWS PSYCHOTERIC MASTERY (+30)
Can be placed aside instead of being set up at the start of a Unsanctioned Psyker (when recruited).
battle. Deployment:
● Start of any of any round after the first (before rolling
for Priority).
● Anywhere on the battlefield.
● Outside 6” and LOS of any enemy fighters.
● If both gangs have fighters with this special rule, take
turns, starting with the winner of a roll-off.

PSYCHOTERIC MASTERY (+30)


Unsanctioned Psyker (when recruited).

JUVE (SPECIALIST) 60 JUVE 25


PROSPECT: PSY-GHEIST SHADOW
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ 5+ 3 3 1 3+ 1 9+ 7+ 8+ 8+ 6” 5+ 5+ 3 3 1 3+ 1 9+ 7+ 8+ 8+
Restrictions: Pistol, Basic, Close Combat. Restrictions: Pistol, Basic, Close Combat.
PSYCHOTERIC MASTERY
Unsanctioned Psyker. When recruited:
● Choose a discipline (Darkness, Delusion or Madness).
● 1 Wyrd Power (free).
ADDITIONAL WYRD POWERS (+30 EACH)
When recruited:
● Purchase any number of additional Wyrd Powers from
the chosen discipline for 30 credits (each).

Agility Bravn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation


Leader Primary - - Primary - Primary Secondary Secondary Secondary
Champion (Specialist) Primary - - Primary - Secondary - Secondary Secondary
Champion Secondary - - Primary - Secondary Primary Secondary Primary
Ganger (Specialist) Secondary - Secondary Primary - - Primary - -
Juve (Specialist) Secondary - - Primary - - Secondary - -
Juve Secondary - - Primary - - Secondary - -
Spekter (Pet) Secondary - - Primary - - - - -
Wyrm (Pet) Secondary - - Primary - - - - -
Spyker V1 (N18 Brute) Secondary - - Secondary - - Primary - -
Spektor (Brute) - Secondary Secondary - Primary - - - -

102
★ NECROMUNDA ★

0-1 SPYKER V1 (N18 BRUTE) 190 0-3 SPEKTER (PET) 100


M WS BS S T W I A Ld Cl Wil Int CEPHALOPOD SPEKTER
6” 6+ 6+ 3 4 4 3+ 1 5+ 5+ 4+ 6+ M WS BS S T W I A Ld Cl Wil Int
OPTIONS 5” 4+ 5+ 3 3 1 3+ 1 7+ 5+ 6+ 4+
Displaced field …………………………………………… +50 Weapons: Shock stave (same as: shock tendrils).
FLIGHT
FLIGHT Ignores all terrain, moves freely between levels without
Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable
restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base
terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter.
overlapping an obstacle or the base of another fighter.
SENSOR ARRAY
WYRD POWERS (UNSANCTIONED) If within 3” when the owner makes an Intelligence test (for any
PSYCHIC ASSAULT (BASIC) reason), roll an extra D6 and pick a dice to discard.
An enemy fighter within 18” is Pinned and must pass a
Willpower test or suffer 1 Damage (if reduced to 0 Wounds, THREAT RESPONSE
roll an Injury dice as normal). When the owner is taken Out of Action, all enemy fighters
within D6” of this pet suffer a Strength 1 automatic hit with
PSYCHIC SCREAM (BASIC) Seismic (always Pinned, no save roll if the wound roll is a 6
Enemy fighters within 3” must pass a Nerve test with a -1 before modifiers).
modifier or become Broken.
WATCHDOG
FORCE BLAST (BASIC) If the owner is a sentry, attackers can be spotted outside the
Any enemy fighters within 3” are immediately pushed vision arc. Add 1+ modifier to spotting (a 1 before modifiers still
D3+1” directly away. If a fighter is pushed from a platform fails).
or into a pitfall, they must pass an Initiative test to be 0-2 WYRM (PET) 70
placed Prone at the edge. Otherwise they will fall. If pushed
PSYCHOTERIC WYRM
into a wall or other impassable terrain, the fighter is
immediately Pinned and takes a hit with a Strength equal to M WS BS S T W I A Ld Cl Wil Int
the number of inches rolled for the push distance. 6” 4+ 6+ 3 3 1 4+ 1 8+ 5+ 6+ 8+
Weapons: Flensing knife (same as Ferocious Jaws).
BURROWING
0-2 SPEKTOR (BRUTE) 205 Move freely under impassable terrain (if movement is sufficient
PISCEAN SPEKTOR to pass through completely).
M WS BS S T W I A Ld Cl Wil Int
LONG LEASH
5” 3+ 5+ 4 4 3 3+ 4 7+ 6+ 6+ 8+
Must try to remain within 12" of the owner (instead of 3").
Skills: Fearsome.
Weapons: Psychomantic claws (paired). PSYCHOTERIC NODE
Wargear: Carapace (light). While this pet is Active or Pinned (not Seriously Injured), the
FLIGHT owner can channel Wyrd Powers through this fighter:
Ignores all terrain, moves freely between levels without ● The Psyker suffers any Perils of the Warp (as normal).
restriction and can never fall. May not ignore impassable ● Range, distance & LOS is measured from this pet.
terrain or walls and may not end its movement with its base
overlapping an obstacle or the base of another fighter.

PSYCHOTERIC MASTERY
Unsanctioned Psyker. When recruited:
● Choose a discipline (Darkness, Delusion or Madness).
● 1 Wyrd Power (free).
ADDITIONAL WYRD POWERS (+30 EACH)
When recruited:
● Purchase any number of additional Wyrd Powers from
the chosen discipline for 30 credits (each).

103
★ NECROMUNDA ★

L C(S) C G J(S) J B
PISTOL ✓ ✓ ✓ ✓
Autopistol 5 5 5 5 5 5 -
- Master-crafted 5 - - - - - -
Flechette pistol (solid & fleshbane) 30 30 30 30 - 30 -
- Master-crafted 10 10 10 - - - -
Grav pistol 90 - 90 90 - - -
- Master-crafted 20 - - - - - -
Hand flamer 75 - 75 75 - 75 -
Laspistol 10 10 10 10 10 10 -
- Master-crafted 5 5 5 - - - -
Plasma pistol 50 - 50 50 - - -
Stub gun 5 (5) 5 5 5 5 -
- Dumdum 5 (5) 5 - 5 - -
Web pistol 80 - 80 80 - 80 -
BASIC ✓ ✓ ✓
Autogun 15 (15) 15 15 - - -
- Master-crafted 5 - - - - - -
Lasgun 15 (15) 15 15 - - -
- Master-crafted 5 - 5 - - - -
Shotgun (solid & scatter) 30 (30) 30 30 - - -
- Executioner 20 - 20 - - - -
Throwing knives 10 10 10 10 10 10 -
SPECIAL ✓ ✓ ✓ G(S) ✓
Flamer 140 - 140 140 - - -
Grav gun 120 - 120 120 - - -
- Master-crafted 25 - - - - - -
Long rifle 30 - 30 30 - - -
- Master-crafted 5 - 5 - - - -
Meltagun 135 - 135 135 - - -
Plasma gun 100 - 100 100 - - -
Web gun 115 - 115 115 - - -
HEAVY ✓ ✓ ✓ ✓
Heavy flamer * 195 - 195 - - - -
CLOSE COMBAT ✓ ✓ ✓ ✓
Digi laser 25 25 25 - 25 - -
Serpent's fangs (Paired) * - 90 - - - - -
Shivver sword - 70 - - - - -
Shock stave 25 - 25 25 - 25 -
- Master-crafted 5 - - - - - -
Stiletto knife 20 20 20 20 20 20 -
- Master-crafted 5 5 5 - - - -
Web gauntlet 35 - 35 35 - 35 -
GRENADES ✓ ✓ ✓ ✓ ✓ ✓
Choke gas 50 50 50 50 - - -
Photon flash 15 15 15 15 - - -
Scare gas 40 40 40 40 40 40 -
Smoke 15 15 15 15 15 15 -
Stun 10 10 10 10 10 10 -

L C(S) C G(S) G J(S) J B


Leader Champion (Specialist) Champion Ganger (Specialist) Ganger Juve (Specialist) Juve Brute
● Trading Post & Black Market access marked with ‘✓’.
● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.

104
★ NECROMUNDA ★

L C(S) C G J(S) J B
ARMOUR ✓ ✓ ✓ ✓ ✓ ✓
Armoured undersuit 25 25 25 - - - -
Carapace (light) 80 - - - - - -
Displacer field (Spyker V1, N18 Brute) - - - - - - 50
Flak 10 10 10 10 10 10 -
Mesh 15 15 15 15 15 15 -
EQUIPMENT ✓ ✓ ✓ ✓ ✓ ✓
Bio-scanner 30 30 30 30 - - -
Cameleoline Cloak 35 35 35 - - - -
Filter plugs 10 10 10 10 10 10 -
Grapnel launcher 25 25 25 25 (25) (25) -
Photo-goggles 20 20 20 20 20 20 -
Psychomancer's harness - - - - 110 - -
Respirator 15 15 15 15 15 15 -
Skinblade 10 10 10 10 10 10 -
Web solvent 20 20 20 20 - - -
PETS (STATUS ITEM) ✓ ✓ ✓
Spekter (0-3) 100 100 100 - 100 - -
Wyrm (0-2) - - - - 70 - -
WEAPON ACCESSORIES ✓ ✓ ✓ ✓ ✓ ✓
Gunshroud (Pistol, Basic) 10 10 10 10 10 10 -
Infra-sight (Pistol, Basic, Special, Heavy) ** 35 35 35 35 35 35 -
Mono-sight (Basic, Special, Heavy) ** 35 - 35 35 - - -
Suspensor (Unwieldy) 60 - 60 - - - -
**: Maximum one gunsight per weapon.

L C(S) C G(S) G J(S) J B


Leader Champion (?) Champion Ganger (Specialist) Ganger Juve (Specialist) Juve Brute
● Trading Post & Black Market access marked with ‘✓’.
● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.

SPECIAL RULES
Follow normal rules as other gangs with the following exceptions:
● Psychoteric Wyrd Powers: Access to 3 disciplines (Darkness, Delusion, Madness).

PSYCHOTERIC WHISPERS (+30)


Leader & Champion (including Specialist) can become Unsanctioned Psyker (Psychoteric Mastery) in the following situations:
● When recruited (+30 credits).
● Spend 7 XP as an Advancement (increase the rating by +30 credits).

PSYCHOTERIC MASTERY
When a Faction fighter becomes a Psyker (when recruited or during Advancement), apply the following:
● Choose a discipline (Darkness, Delusion or Madness).
● Gain 1 Wyrd Power (free) from the chosen discipline (or any universal discipline).
● Gain additional Wyrd Powers as a Primary skill during Advancements (from the selected discipline or any universal
discipline):
○ Psychoteric (Random): 6 XP.
○ Psychoteric (Custom): 9 XP.
○ Universal (Random): 9 XP.
○ Universal (Custom): 12 XP.
● Juve (Specialist) & Spektor (Brute):
Purchase any number of additional Wyrd Powers from the chosen Psychoteric discipline for 30 credits (each).

PSYCHOTERIC CHOIRS
When a friendly Psyker uses a Psychoteric Wyrd Power (Darkness, Delusion or Madness), up to 3 other Active friendly
Faction fighters within 3" of the Psyker can give 1 modifier each in all of the following situations:
● Increased Range: +1" range to any Psychoteric Wyrd Power (max +3").
● Harder to resist: -1 modifier to enemy Intelligence tests to resist any Psychoteric Wyrd Power (min -3).

105
★ NECROMUNDA ★

HOUSE ESCHER
LEADER 125 GANGER 50
QUEEN SISTER
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 2 2+ 3 5+ 5+ 6+ 7+ 5” 4+ 4+ 3 3 1 3+ 1 7+ 7+ 7+ 7+
Skills: 1 Primary (custom). Restrictions: Pistol, Basic, Close Combat.
Restrictions: None.

CHAMPION (SPECIALIST) 115 CHAMPION 100


DEATH-MAIDEN MATRIARCH
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 2+ 3+ 3 4 2 2+ 3 8+ 4+ 7+ 7+ 5” 3+ 3+ 3 3 2 2+ 2 6+ 6+ 6+ 6+
Skills: 1 Primary (custom). Skills: 1 Primary (custom).
Restrictions: Pistol & Close Combat. Restrictions: None.
POISON BLOOD
Toxin weapons can re-roll 1s before modifiers (against
Toughness).

JUVE (SPECIALIST) 45 JUVE 20


PROSPECT: WYLD RUNNER LITTLE SISTER
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ 4+ 2 3 1 3+ 1 9+ 7+ 9+ 9+ 5” 4+ 5+ 3 3 1 3+ 1 8+ 8+ 8+ 8+
Restrictions: Pistol, Basic, Close Combat. Restrictions: Pistol, Basic, Close Combat.
LIMITED PROMOTION
Can only be promoted to Champion (Matriarch).

0-3 PHELYNX CAT (PET) 50 0-2 PHYRR CAT (PET) 120


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ - 3 3 1 3+ 2 10+ 7+ 9+ 11+ 7” 3+ - 3 3 1 2+ 2 7+ 8+ 7+ 8+
VENOMOUS BITE Wargear: Mono-hook (same as: Sharp Talons).
If hitting on a 6 (before modifiers), apply Toxin.
UNTAMED INDEPENDENT
All attacks have Reckless (only has unarmed attack). Must try to remain within 9” of the owner (instead of 3”).

LANDS ON THE FEET


0-1 KHIMERIX (BRUTE) 220 -2 Strength to any falling damage.
M WS BS S T W I A Ld Cl Wil Int
6” 4+ 4+ 4 5 3 3+ 3 8+ 7+ 7+ 8+
Skills: Crushing Blow
Wargear: Chemical cloud breath weapon, mono-hook
(same as: Sharp talons).
Restrictions: Khimerix Brute options.

REGENERATION
Unless ablaze, can spend a Simple action (Regeneration)
to heal 1 wound on a 4+

CRUSHING BLOW
Nominate one attack (before rolling to hit) to gain +1 S & D
(if hitting).

Agility Combat Cunning Ferocity Leadership Finesse


Leader Primary Primary Secondary Secondary Primary Secondary
Champion (Specialist) Primary Secondary - Secondary - Primary
Champion Primary Primary Secondary Secondary Secondary Secondary
Ganger (Specialist) Primary Primary Secondary Secondary - -
Juve (Specialist) Primary Secondary Secondary - - -
Juve Primary Secondary Secondary - - -
Brute (Khimerix) Secondary Secondary - Primary - -
Pet (Phyrr cat) Primary - Secondary - - -
Pet (Phelynx Cat) - Primary - Secondary - -

106
★ NECROMUNDA ★

L C(S) C G J(S) J B
PISTOL ✓ ✓ ✓ ✓ ✓ ✓ ✓
Autopistol 10 (10) 10 10 (10) 10 -
Hand flamer 75 75 75 75 - - -
Laspistol 10 10 10 10 10 10 -
+ With Hotshot las pack 30 (30) 30 30 - - -
Needle pistol 25 25 25 - - 25 -
Plasma pistol 50 50 50 - - - -
Stub gun 5 (5) 5 5 5 5 -
- Dumdum rounds 5 - 5 5 5 5 -
Bolt pistol / needle pistol (combi) 60 - 60 - - - -
BASIC ✓ ✓ ✓ ✓ ✓ ✓
Autogun 15 - 15 15 - - -
Boltgun 55 - 55 - - - -
Lasgun 5 - 5 5 - - -
+ With Hotshot las pack 25 - 25 25 - - -
Sawn-off shotgun (scatter) 15 - 15 - - - -
Shotgun (solid & scatter) 30 - 30 30 - - -
- Acid rounds 15 - 15 15 - - -
Throwing knives 5 5 5 5 5 5 -
Wyld bow - - - - 10 - -
- Acid - - - - 20 - -
- Explosive - - - - 20 - -
- Poison - - - - 25 - -
SPECIAL ✓ ✓ ✓ G(S) ✓ ✓ ✓
Flamer 140 - 140 140 - - -
Gaseous eruption - - - - - - 80↑
Grenade launcher (frag & krak) 55 - 55 55 - - -
- Smoke 15 - 15 15 - - -
Meltagun 135 - 135 135 - - -
Needle rifle 35 - 35 35 - - -
‘Nightshade’ chem-thrower 135 - 135 135 - - -
Plasma gun 100 - 100 100 - - -
Bolter / flamer (combi) 180 - 180 180 - - -
Bolter / melta (combi) 170 - 170 170 - - -
Bolter / needler (combi) 80 - 80 80 - - -
Bolter / plasma (combi) 115 - 115 115 - - -
HEAVY ✓ ✓ ✓ ✓
Heavy stubber * 130 - 130 - - - -
Plasma cannon * 130 130 - - - -
CLOSE COMBAT ✓ ✓ ✓ ✓
Chainaxe 30 - - - - - -
Chainsword 25 25 25 25 25 - -
Knife 15 15 15 15 15 15 -
Power hammer 45 - 45 - - - -
Power knife 25 25 25 - 25 - -
Power sword 45 45 45 - - - -
Razor-sharp talons - - - - - - 30↑
Servo claw 35 - 35 - - - -
Shock whip 25 25 25 25 - - -
- Master-crafted 10 - 10 - - - -
Stiletto knife 20 20 20 20 20 20 -
Stiletto sword 30 30 30 30 - - -
- Master-crafted 10 - 10 - - - -
Venom Claw - 30 - - - - -
Whip (15) (15) (15) - 15 - -

L C(S) C G(S) G J(S) J B


Leader Champion (Specialist) Champion Ganger (Specialist) Ganger Juve (Specialist) Juve Brute
● Trading Post & Black Market access marked with ‘✓’.
● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.

107
★ NECROMUNDA ★

L C(S) C G J(S) J B
GRENADES ✓ ✓ ✓ ✓ ✓ ✓
Choke gas 45 45 45 45 45 45 -
Frag 30 (30) 30 30 30 30 -
Krak 45 - 45 45 45 45 -
Photon flash flares 15 15 15 15 15 15 -
Scare gas 40 40 40 40 40 40 -
Smoke 15 15 15 15 15 15 -
Stun 25 - 25 25 25 25 -
ARMOUR ✓ ✓ ✓ ✓ ✓ ✓
Armoured undersuit 25 25 25 25 - - -
Carapace (light) 80 - - - - - -
Flak 10 10 10 10 10 10 10
Mesh 15 15 15 15 (15) (15) -
EQUIPMENT ✓ ✓ ✓ ✓ ✓ ✓
Chem-synth 15 15 15 15 15 15 -
Drop-rig 10 10 10 10 10 10 -
Filter-plugs 10 10 10 10 10 10 -
Photo-goggles 35 35 35 35 35 35 -
Respirator 15 15 15 15 15 15 -
Skinblade 10 10 10 10 10 10 -
PETS (STATUS ITEM) ✓ ✓ ✓
Phelynx cat (0-3) - - - - 50 - -
Phyrr cat (0-2) 120 120 120 - - - -
WEAPON ACCESSORIES ✓ ✓ ✓ ✓ ✓ ✓ ✓
Gunshroud (Pistol, Basic) 20 - 20 20 - - -
Las-projector (Pistol, Basic, Special) 35 - 35 35 - - -
Suspensor (Unwieldy) 60 - 60 - - - -

L C(S) C G(S) G J(S) J B


Leader Champion (Specialist) Champion Ganger (Specialist) Ganger Juve (Specialist) Juve Brute
● Trading Post & Black Market access marked with ‘✓’.
● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.
● All weapon options for Khimerix are upgrades and replace existing weapons.

SPECIAL RULES
Follow normal rules as other gangs with the following exceptions:
● Chem-alchemy Elixir: A gang visiting the Trading post during the post-battle sequence can buy any number of doses
(Common).
● Fighters promoted to Champion can only become Champion, not Specialist Champion.
● Specialist Champions does not have Group Activation (1).

108
★ NECROMUNDA ★

HOUSE GOLIATH
LEADER 135 GANGER 55
FORGE TYRANT BRUISER
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 3+ 4 4 2 3+ 3 5+ 4+ 8+ 7+ 4” 4+ 4+ 4 4 1 4+ 1 8+ 5+ 9+ 8+
Skills: 1 Primary (custom). Restrictions: Pistol, Basic, Close Combat.
Restrictions: No restrictions (can have any weapon class).

CHAMPION (SPECIALIST) 125 CHAMPION 100


STIMMER FORGE BOSS
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 2+ 4+ 4 4 2 3+ 3 8+ 4+ 7+ 8+ 4” 3+ 4+ 4 4 2 4+ 2 6+ 5+ 8+ 8+
Skills: 1 Primary (custom). Skills: 1 Primary (custom).
Restrictions: Pistol, Heavy, Close Combat. Restrictions: No restrictions (can have any weapon class).

Note: Does not have Group Activation (1).

COMBAT CHEMS STASH


Can roll a D6 when activated to modify the Attack
characteristic (until the end of the round):
1: A = 1 2: +1 A 3-4: +2 A 5-6: +3 A

JUVE (SPECIALIST) 35 JUVE 35


PROSPECT: FORGE-BORN BULLY
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 5+ 3 4 1 4+ 1 9+ 7+ 9+ 9+ 4” 4+ 5+ 4 4 1 4+ 1 9+ 7+ 9+ 9+
Restrictions: Pistol, Special, Close Combat. Restrictions: Pistol & Close Combat.

0-1 'ZERKER (BRUTE) 210 0-1 SUMPKROC (PET) 130


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 6+ 6 5 3 5+ 3 7+ 6+ 8+ 10+ 4” 3+ - 4 4 2 6+ 2 8+ 6+ 7+ 11+
Skills: Impetuous (consolidate 4” instead of 2”). Wargear: Flensing knife (same as ferocious jaws),
Wargear: 2x Open fists. Mesh (5+, same as: Scaly Hide 2).
Restrictions: ‘Zerker Brute options.
COUNTER-CHARGE
COMBAT CHEMS STASH Once per round, if all conditions are true:
Can roll a D6 when activated to modify the Attack ● Active.
characteristic (until the end of the round): ● An enemy charges the owner.
1: A = 1 2: +1 A 3-4: +2 A 5-6: +3 A
After the enemy movement, interrupt the Activation by
performing a Charge (Double) action against the enemy fighter,
including the Fight (Basic) action. Finally, the enemy can
continue the Charge action and make the attacks as normal (if
still Engaged).

Agility Brawn Combat Ferocity Leadership Shooting Muscle


Leader - Primary Secondary Primary Primary Secondary Secondary
Champion (Specialist) - Secondary Secondary Primary - - Primary
Champion - Primary Secondary Primary Secondary Secondary Secondary
Ganger (Specialist) - Primary Secondary Primary - Secondary -
Juve (Specialist) Secondary - Primary - - Secondary -
Juve Secondary Secondary - Primary - - -
Brute (‘Zerker) - Primary Secondary Secondary - - Primary
Pet (Sumpkroc) - Primary - Secondary - - -

109
★ NECROMUNDA ★

L C(S) C G J(S) J B
PISTOL ✓ ✓ ✓ ✓
Bolt pistol 45 - 45 45 - - -
Hand flamer 75 - 75 75 - - -
Stub gun 5 5 5 5 5 5 -
- Dumdum rounds 5 5 5 5 5 5 -
Bolt pistol / hand flamer (combi) 110 - 110 - - - -
Bolt pistol / plasma pistol (combi) 80 - 80 - - - -
Stub gun / plasma pistol (combi) 40 - 40 - - - -
BASIC ✓ ✓
Boltgun 55 - 55 55 - - -
Combat shotgun (salvo & shredder) 60 - 60 60 - - -
Shotgun (solid & scatter) 30 - 30 30 - - -
- Execution 20 - - - - - -
- Inferno 15 - - - - - -
Stub cannon 20 - 20 20 - - -
SPECIAL ✓ ✓ ✓ G(S)
Flamer 140 - 140 140 - - -
Grenade launcher (frag & krak) 55 - 55 55 - - -
- Smoke 15 - 15 15 - - -
- Stun rounds 15 - 15 15 - - -
Melta gun 135 - 135 135 - - -
Storm-welder * - - - - 75 - -
Bolter / flamer (combi) 175 - 175 - - - -
Bolter / grenade launcher (frag) (combi) 80 - 80 - - - -
Bolter / melta (combi) 165 - 165 - - - -
Bolter / plasma (combi) 115 - 115 - - - -
HEAVY ✓ ✓ ✓
Heavy bolter * 160 - 160 - - - -
Heavy flamer * 195 - 195 - - - -
Heavy stubber * 130 - 130 - - - -
‘Krumper’ rivet cannon * 70 - 70 - - - -
Missile launcher (frag & krak) * 165 - 165 - - - -
Multi-melta * 180 - 180 - - - -
Twin-linked assault grenade launcher (frag & stun) * - 65 - - - - -
- Krak - 30 - - - - -
- Smoke - 20 - - - - -
CLOSE COMBAT ✓ ✓ ✓ ✓
Axe 10 (10) 10 10 (10) 10 -
Brute cleaver 20 - 20 20 - 20 -
Chainaxe 25 - 25 - - - -
Chainsword 25 - 25 - - - -
Heavy rock saw * - - - - 120 - -
Knife 10 10 10 10 10 10 -
Maul (club) 10 (10) 10 10 (10) 10 -
Mutated fists & bone spurs - - - - - - 70↑
Power axe 35 - 35 - - - -
Power hammer 45 - 45 - - - -
‘Pulveriser’ serrated axe - 30 - - - - -
- Master-crafted - 10 - - - - -
+ Paired * - 50 - - - - -
- Master-crafted - 10 - - - - -
‘Renderizer’ serrated axe * 40 40 40 - - - -
- Master-crafted 10 10 10 - - - -
Servo-claw 35 - 35 - - - -
Spud-jacker 15 15 15 15 - 15 -
- Master-crafted 5 5 5 - - - -
+ Paired * - 25 - - - - -
- Master-crafted - 10 - - - - -
Two-handed axe * 25 (25) 25 25 (25) - -
Two-handed hammer * 35 (35) 35 35 (35) - -

110
★ NECROMUNDA ★

L C(S) C G J(S) J B
GRENADES ✓ ✓ ✓ ✓ ✓ ✓
Blasting charges 35 - 35 - - - -
Frag 30 30 30 30 30 30 -
Incendiary - 40 - 40 40 40
Krak 45 45 45 45 45 45 -
Melta bombs - 60 - - - - -
Smoke 15 15 15 15 15 15 -
Stun 25 25 15 - - - -
ARMOUR ✓ ✓ ✓ ✓ ✓ ✓
Armoured undersuit 25 25 25 25 25 25 -
Carapace - light 80 - 80 - - - -
+ Heavy 100 - - - - - -
Furnace plates 5 5 5 5 5 5 10
EQUIPMENT ✓ ✓ ✓ ✓ ✓ ✓
Bio-booster 35 35 35 - 35 - -
Drop-rig 10 10 10 10 (10) 10 -
Filter plugs 10 (10) 10 10 10 10 -
Photo-goggles 35 - 35 35 - - -
Respirator 15 15 15 15 (15) (15) -
Skinblade 10 10 10 (10) (10) (10) -
Stimm-slug stash 25 25 25 25 - 25 20
PETS (STATUS ITEM) ✓ ✓ ✓ - - - -
Sumpkroc (0-1) 130 130 130 - - - -
WEAPON ACCESSORIES ✓ ✓ ✓ ✓ ✓ ✓ ✓
Gunshroud (Pistol, Basic) 20 - 20 - - - -
Suspensor (Unwieldy) 60 - 60 - - - -
Telescopic sight (Pistol, Basic, Special) ** 25 (25) 25 25 (25) (25) -
**: Maximum one gunsight per weapon.
L C(S) C G(S) G J(S) J B
Leader Champion (Specialist) Champion Ganger (Specialist) Ganger Juve (Specialist) Juve Brute
● Trading Post & Black Market access marked with ‘✓’.
● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.
● All weapon options for ‘Zerker are upgrades and replace existing weapons.

GANG COMPOSITION
● Specialist Champions does not have Group Activation (1).

GENE SMITHING
Customise the gang by determining the genetic legacy of the fighters. New fighters added to the gang can be given one of the
following origins (affecting cost and gang rating).

SUB-TYPES
● Vatborn: +0 (created in a vat, default)
● Natborn: +20 (born naturally)
● Unborn: +10 (born outside the House)

The fighter can then choose upgrades from the selected sub-type, depending on the fighter type:
● Leader & Champion: 0-2 upgrades.
● Ganger, Juve, Juve (Specialist): 0-1 upgrade.

Note that some ‘upgrades’ have negative cost, this represents flaws and deficiencies that weaken the fighter in some way. The
cost of the upgrade is deducted from the fighter’s base cost.

CHARACTERISTIC CHANGES
After applying characteristics changes from Gene-smithing, the new profile is considered to be the base profile for the
purposes of Maximum Characteristics (Advancements). If multiple Gene-smithed upgrades alter the characteristics, the effects
are combined (either adding together or cancelling each other out).

HOUSE RULE
No fighters can have the same combination of Gene-smithing upgrades.

111
★ NECROMUNDA ★

GENE-SMITHING EFFECT COST


Vatborn - +0
Reduced Bone Density -1T or -1S. -10
Terminal Biology When suffering a Lasting Injury (stat decrease or Critically Injured), roll 2+ or die. -10
Corrupt Slug -1 Leadership, Willpower and Intelligence. -5
Nerve Burnout -1 Cool. -5
Fearless But Foolish +1 Cool & -1 Intelligence. +5
Hardened Immune System Gas and Toxin hits require 6+ when rolling against Toughness. +5
Overdeveloped Musculature +1 Strength & -1 Initiative. +5
Dermal Hardening +1T. +10
Genetic Ancient +1 Leadership, Willpower & Intelligence. +10
Hyper Healing ● When making Recovery tests, can roll an extra Injury dice, then choose one which +15
to apply.
● If having any Lasting Injuries in the post-battle sequence, roll 6+ to heal one of the
Lasting Injuries. Note: The fighter does not need to have taken part in the battle to
heal. Can also heal while In Recovery or even captured. Probably only applies to
permanent stat decreases (46-56) and does not prevent going Into Recovery.
Natborn ● +2 Intelligence, +1 Willpower, -1 Cool. +20
● Leader, Champion, Ganger (Specialist), Juve and Juve (Specialist) can
purchase Strength and Toughness advances for 6XP (instead of 8XP).
● Gangers can choose Strength or Toughness Advancement instead of rolling.
Tyrant’s Pride Leader only. The gang can't include any Champions. -20
Over-Engineered When suffering a Lasting Injury roll, roll twice and apply the highest result. Can't be combined -10
with Redundant Organs.
Adaptive Mind Secondary skill sets counts as Primary when Advancing. +5
Rapid Muscle Growth Can gain max +3 Strength from Advancements (instead of max +2). +5
Adaptive Biology Can re-roll Strength and Toughness tests. Gas and Toxin hits must re-roll successful rolls to +10
inflict an injury.
Iron Flesh +1 Wounds. +10
Prime Specimen +1 to any single characteristics. +10
Redundant Organs When suffering a Lasting Injury, roll twice and apply the lowest result. Can't be combined with +15
Over-Engineered.
Alpha’s Lineage Leadership skill set counts as Primary. Group Activation (+1). +20
The Tyrant’s Own Leader only. +1 to any two characteristics. +20
Unborn ● Choose 1 additional Primary skill set +10
(Agility, Brawn, Combat, Cunning, Ferocity, Shooting or Savant).
● Can't gain Muscle skills.
Data-Slug Overlay When activating for the first time in a battle, pass an Intelligence test or gain Insanity. -10
Doc’s Failure -1 to two of the following: Movement, Strength, Toughness or Wounds. Can't choose a -10
characteristic if it would be reduced to 0.
Proto Goliath +1” Movement, -1 Strength & Toughness, -2 Cool, +2 Intelligence, +1 Willpower. -10
Genetic Outsider Only Leader & Champions (not Specialist!). Can't use Group Activations. -5
Doc’s Experiment Choose 2 characteristics: Movement, Strength, Toughness or Wounds. Apply +1 to one and +5
-1 to the other. Can't choose a characteristic if it would be reduced to 0.
Malformed +1 Strength & -1 Initiative. +5
Stimm Implant Can gain +2 Strength when activated, but must roll 4+ in the End phase or suffer a Flesh +5
Wound.
Two Lives When gaining a skill (from advancement or when recruited), gain +1 additional random skill +5
(Primary or Secondary). These 2 skills are a pair, and when taking part of a battle, randomize
which one applies (the other is forgotten during the battle).
Scar Tissue -1 Damage to all incoming hits (minimum 1). +10
Survivor Can re-roll a single Injury dice when making Recovery tests. +10

112
★ NECROMUNDA ★

HOUSE ORLOCK
LEADER 105 GANGER
ROAD CAPTAIN GUNNER 45
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 3 4+ 2 4+ 5+ 5+ 5+ 5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Skills: 1 Primary (custom). Restrictions: Pistol, Basic, Close Combat.
Restrictions: None.

CHAMPION (SPECIALIST) 95 CHAMPION 80


ARMS MASTER ROAD SERGEANT
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+ 5” 4+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
Skills: 1 Primary (custom). Skills: 1 Primary (custom).
Restrictions: Pistol, Basic & Close Combat. Restrictions: None.
RULE OF IRON
● When activated, 1 visible Faction fighter within 6”
gains the Nerves of Steel skill (if not already having
it).
● +2 modifier to any Bottle test while at least one
friendly fighter with this ability is on the battlefield.

JUVE (SPECIALIST) JUVE 35


PROSPECT: WRECKER 55 GREENHORN
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 5+ 4+ 3 3 1 3+ 1 9+ 8+ 8+ 8+ 6” 5+ 5+ 3 3 1 3+ 1 7+ 8+ 8+ 8+
Restrictions: Pistol, Basic & Close Combat. Restrictions: Pistol, Basic & Close Combat.
JUMP BOOSTER “Note however that an Olrock juve may not gain additional
Usable once per activation during a Move (Simple) or Charge skills.” Comment: What does this even mean?
(Double) action. It can be used in one of two ways:
● Safe mode: +3” M.
● Overcharge: OUTRIDER QUAD 120
○ +1 S and +1 hit modifier when charging. QUAD: 80
○ Must roll a D6: CREW:35
1: Pinned (malfunction, no move). M Front Side Rear BS W Sv Hnd Ld Cl Wil Int
2: +4" M.
9” 4 3 3 4+ 2 5+ 4+ 6+ 6+ 7+ 7+
3-4: +5" M.
5-6: +6" M. Agile, Wheeled.
Weapons: Heavy Bolter (160) or Harpoon launcher (110)
When used, Grenade and Template weapons gain Unstable
(for the rest of the activation).
Up to half of the move can be vertical (can move between 0-1 SERVITOR (BRUTE) 230
levels and over impassable terrain if having sufficient M WS BS S T W I A Ld Cl Wil Int
movement). If the movement end in the air (insufficient 4” 5+ 4+ 5 5 3 5+ 2 7+ 5+ 9+ 8+
movement to land safely on a level surface), fall the remaining Wargear: Harpoon launcher, open fist
distance (if the distance is 2” or less, it counts as jumping (same as: servitor combat weapon),
down). light carapace (4+).
0-3 CYBER-MASTIFF (PET) 100
OPTIONS
M WS BS S T W I A Ld Cl Wil Int
Heavy bolter (replaces harpoon launcher) …………..…. +50↑
5” 3+ - 3 3 1 4+ 1 7+ 6+ 8+ 8+ Heavy flamer (replaces harpoon launcher) …………….. +85↑
Wargear: Savage bite. Heavy stubber (replaces harpoon launcher) ………….... +20↑
WATCHDOG Heavy carapace armour (replaces light carapace) ….… +20↑
If the owner is a sentry, attackers can be spotted outside the Mono-sight ……………………………………………..…... +25
vision arc. Add 1+ modifier to spotting (a 1 before modifiers still
fails). WEAPONS PLATFORM
Firing an Unwieldy ranged weapon becomes a Basic
LOYAL PROTECTOR action rather than a Double action.
While Standing (Active or Engaged) and within 3” of its owner,
enemy fighters may not make a Coup de Grace against the AMMO HOPPERS
owner. Re-roll any failed ammo test results of 1 (before modifiers).

113
★ NECROMUNDA ★

L C(S) C G J(S) J B
PISTOL ✓ ✓ ✓ ✓
Autopistol 10 (10) 10 10 10 10 -
Bolt pistol 45 - 45 45 45 - -
- Master-crafted 10 - 10 - - -
Hand flamer 75 - 75 75 75 - -
Plasma pistol 50 - 50 50 50 - -
Stub gun 5 5 5 5 5 5 -
- Dumdum 5 5 5 5 5 5 -
BASIC ✓ ✓ ✓
Autogun 15 (15) 15 15 - - -
Boltgun 55 - 55 55 - - -
- Master-crafted 15 - 15 - - - -
Combat shotgun (salvo & shredder) 55 60 55 55 - - -
Sawn-off shotgun (scatter) 15 (15) 15 15 15 15 -
- Solid 10 (5) 10 10 10 10 -
Shotgun (solid & scatter) 30 25 30 30 - - -
- Executioner 20 20 20 - - - -
- Inferno 15 15 15 - - - -
SPECIAL ✓ ✓ ✓ G(S) ✓
Flamer 140 - 140 140 - - -
Grenade launcher (frag & krak) 65 - 65 65 - - -
Meltagun 135 - 135 135 - - -
Plasma gun 100 - 100 100 - - -
Bolter / grenade launcher (frag) (combi) 80 - 80 - - - -
Bolter / melta (combi) 165 - 165 - - - -
HEAVY ✓ ✓ ✓ G(S) ✓
Harpoon launcher * 110 - 110 110 - - -
Heavy bolter * 160 - 160 160 - - 50↑
Heavy flamer * 195 - 195 195 - - 85↑
Heavy stubber * 130 - 130 130 - - 20↑
Mining laser * 125 - 125 - - - -
Seismic cannon * 140 - 140 - - - -
CLOSE COMBAT ✓ ✓ ✓ ✓
Arc hammer * - 70 - - - - -
- Master-crafted - 15 - - - - -
Chainsword 25 - 25 25 25 25 -
Flail 20 (20) 20 20 20 20 -
Knife (15) 10 (15) - 10 - -
- Master-crafted - 5 - - - - -
Las cutter 85 - 85 - - - -
Maul (club) 10 (10) 10 10 10 10 -
Power knife 25 25 - 25 - - -
Power maul 30 - 30 - - - -
Power pick 40 - 40 - - - -
Servo-claw 30 - 30 30 30 - -
Two-handed hammer * 35 35 35 35 35 35 -
- Master-crafted - 10 - - - - -
GRENADES ✓ ✓ ✓ ✓ ✓ ✓
Blasting charges 30 30 30 30 - 30 -
Demo charges 45 45 45 45 45 45 -
Frag 30 30 30 30 30 30 -
Krak 45 45 45 45 45 45 -
Melta bombs 60 60 60 - 60 - -
Photon flash 15 15 15 - - - -
Scare gas 45 45 45 - - - -
Smoke 15 15 15 (15) (15) (15) -

L C(S) C G(S) G J(S) J B


Leader Champion (Specialist) Champion Ganger (Specialist) Ganger Juve (Specialist) Juve Brute
● Trading Post & Black Market access marked with ‘✓’.
● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.
● All weapon options for Servitor are upgrades and replace existing weapons.

114
★ NECROMUNDA ★

L C(S) C G J(S) J B
ARMOUR ✓ ✓ ✓ ✓ ✓ ✓
Armoured undersuit - 25 - - - - -
Carapace (light) 80 80 80 - - - -
+ heavy - 100 - - - - 20
Conversion field - 60 - - - - -
Flak 10 10 10 10 10 10 -
Hazard suit - - - 10 10 10 -
Mesh 15 15 15 15 (15) 15 -
EQUIPMENT ✓ ✓ ✓ ✓ ✓ ✓
Bio-booster 35 35 35 35 - - -
Drop rig 10 10 10 10 10 10 -
Filter plugs 10 10 10 10 10 10 -
Photo-goggles 35 35 35 35 35 35 -
Respirator 15 15 15 15 15 15 -
Servo harness (partial) 130 130 - - - - -
+ full - 160 - - - - -
PETS (STATUS ITEM) ✓ ✓ ✓
Cyber-mastiff (0-3) 100 (0-3) 100 (0-2) 100 (0-2) - - - -
WEAPON ACCESSORIES ✓ ✓ ✓ ✓
Mono-sight (Basic, Special, Heavy) ** - - - - - - 25
Suspensor (Unwieldy) 60 - 60 60 G(S) - - -
Telescopic sight (Pistol, Basic, Special) ** 25 25 25 25 (25) 25 -
**: Maximum one gunsight per weapon

Agility Brawn Combat Ferocity Leadership Savant Shooting Bravado


Leader - Secondary - Primary Primary Primary Secondary Secondary
Champion (Specialist) - Secondary - Primary Secondary Secondary - Primary
Champion - Secondary - Primary Secondary Secondary - Primary
Ganger (Specialist) - Primary Secondary Primary - - Secondary -
Juve (Specialist) - - Secondary - - Secondary Primary -
Juve Secondary Secondary - Primary - - - -
Brute (Servitor) - Secondary Secondary - - - Primary -
Pet (Cyber-Mastiff) - - Primary Secondary - - - -

GANG COMPOSITION
● Specialist Gangers can use Heavy Weapons.
● Note that Orlock Specialist Juves can only take Close Combat weapons from the Trading Post & Black Market (not
Pistols, unlike all other Specialist Juves).

LEGENDARY NAMES
Unique abilities that grant benefits to fighters. Some have drawbacks. There are 3 categories:
● Unbelievable Escapes
● Impressive Leadership
● Improbable Beat-Downs

USAGE
● Leader and Champions (including Specialists) start with 1 free Legendary Name (custom) in addition to the standard
custom skill.
● Limitations (per fighter):
○ Leader and Champions: 0-3
○ Other fighters: 0-2
● Purchased as advancements.
○ 3 XP: 1 Random (choose a category).
○ 6 XP: 1 Custom.
● Each purchase increase rating with +5 credits.
● Re-roll any random Legendary Name if it can’t be used for a particular fighter.

115
★ NECROMUNDA ★

UNBELIEVABLE ESCAPES IMPRESSIVE LEADERSHIP


1. IRON HARD 1. BIGMAN
● This fighter’s first Serious Injury or Out of Action ● Initiating Group Activation have range 6” (instead of
result in a battle counts as a Flesh Wound instead. 3”).
● Automatically fail the next Bottle test (that is ● Reduce the benefit of any cover by 1 (when
required) if this fighter is taken Out of Action. targeted).

2. BULLET DODGER 2. LUCKY


● Once per battle, when targeted by an enemy ranged ● Once per battle, change anyone die this fighter has
attack, force re-roll of all successful to hit rolls of that rolled to a 6 (can be decided after the roll).
ranged attack. ● If the gang has Reinforcements (scenario special
● In the next activation after using this ability, this rule), this fighter must always arrive as a
fighter can only make Move (Simple) actions. Reinforcement.
HOUSE RULES 3. IMPRESSIVE SCARS
● Web: Probably no effect when hit, but can still be ● Leading By Example has unlimited range to fighters
used during recovery. that have LOS to this fighter.
● Multi-damage: Affects all results (Serious Injury or ● Group Activation (-1).
Out of Action) of a single type when suffering 4. TOO PRETTY FOR PRIMUS
multiple Injury rolls from a single attack. ● Gain 2D6x5 credits if this fighter is still on the
3. BADZONE LEGEND battlefield at the end of a battle.
● 3+ save against environmental damage. ● If rolling a double, the opponent gains the credits
● In the next activation after using this ability, this instead.
fighter can't initiate or take part in Group Activations.
5. IRON STARE
4. PROMETHIUM-PROOF KILLER ● Enemies in this fighter’s LOS must pass a Cool test
● Ignore all effects of Blaze. to target this fighter with a ranged attacks.
● Can't utilize or benefit from Leading By Example. ● This fighter never counts as the closest fighter for the
purposes of Target Priority.
5. SLIPPERY SCUMMER
● If captured, choose another fighter from the gang to 6. ROCK STEADY
be captured instead. ● While Standing, roll 2D6 for Bottle tests and apply
● The captured fighter can't be Rescued. the lowest result.
● If failing a Bottle test, re-roll successful Cool tests to
6. BLADE BREAKER see if friendly fighters flee the battlefield.
When hit by an enemy Melee attack (including Versatile), roll
a 6+ to automatically replace the hit with a miss. The enemy
fighter is immediately Disarmed (can't use any weapons when
making Reaction attacks for the rest of the round - use
unarmed attacks instead).

IMPROBABLE BEAT-DOWNS 4. CHANCER


● Gain D3 XP when hitting an enemy with an
1. ONE PUNCH Improbable Shot.
Can roll a single Attack dice in close combat (regardless of the ● Must alway randomize skills during Advancements
Attacks characteristic or other bonuses) to make a special (can't choose).
unarmed attack:
● S8, D2, ignores Saves (except Field armour). 5. HEADSHOT
● Gain D3 XP if taking an enemy Out of Action with this
2. BULLET LORD fighter’s first Shoot (Basic) action of the battle.
● Once per battle, a Firepower dice roll can
automatically be a 3 (no roll needed). 6. ONE SHOT
● After the attack, the weapon counts as having failed ● Once per battle, automatically hit with a ranged
an Ammo test. weapon attack (except Rapid Fire or Blast). The
Firepower dice must still be rolled.
3. TWO-GUNS ● Must take a Shoot (Basic) action during the
● After using Twin Guns Blazing, enemy fighters within activation if able to.
6” must make a Nerve test.
● Can't use Twin Guns Blazing and initiate or
participate in Group Activations in the same round.

116
★ NECROMUNDA ★

HOUSE VAN SAAR


LEADER 130 GANGER 65
PRIME TEK
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 4+ 2+ 3 3 2 5+ 2 4+ 5+ 5+ 4+ 4” 4+ 3+ 3 3 1 5+ 1 6+ 7+ 7+ 6+
Skills: 1 Primary (custom). Wargear: Armoured bodyglove.
Wargear: Armoured bodyglove. Restrictions: Pistol, Basic, Close Combat.
Restrictions: None.
CHAMPION (SPECIALIST) 125 CHAMPION 110
ARCHEOTEK AUGMEK
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 4+ 2+ 3 3 2 5+ 2 4+ 6+ 6+ 5+ 4” 4+ 2+ 3 3 2 4+ 1 5+ 6+ 6+ 5+
Skills: 1 Primary (custom). Skills: 1 Primary (custom).
Wargear: Armoured bodyglove. Wargear: Armoured bodyglove.
Restrictions: None. Restrictions: None.

MASTER OF CYBERTEKNIKA
● Half price when purchasing Cyberteknika (rounded up
to nearest 5 credits).
● Includes 1 Alpha level Cyberteknika when recruited
(free).
JUVE (SPECIALIST) 70 JUVE 35
NEOTEK SUBTEK
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 5+ 4+ 3 3 1 4+ 1 9+ 8+ 9+ 7+ 5” 5+ 4+ 3 3 1 4+ 1 9+ 8+ 9+ 7+
Wargear: Armoured bodyglove & grav-cutter. Wargear: Armoured bodyglove.
Restrictions: Pistol, Basic & Close Combat. Restrictions: Pistol, Basic & Close Combat.
GRAV-CUTTER
● +2” Move.
● Ignores terrain (except impassable).
● Move freely between levels without restriction.
● Can't fall.
● Can move over enemy fighters (ignoring the 1” rule).
● Must still end the movement not overlapping obstacles or other fighters.
● Can't be Pinned when hit by ranged attacks.
● Can't voluntarily be Pinned (Take Cover action or any reason).
● Benefits from cover are reduced by 1 (when targeted by enemy ranged attacks).
● Stand Up is a Double action instead of Simple (if the fighter ever becomes Pinned, for example recovering
from being Seriously Injured), regardless of any other ability (for example Spring Up).

FLY BY ATTACKS
Can spend a Basic action (Hit & Run):
● Move exactly as during a Move (Simple) action.
● Pass a WS test to inflict a hit (S4, D1, Concussion, Knockback) to one enemy fighter that is passed over.

0-1 SERVO-SUIT (BRUTE) 240 0-3 CYBERACHNID (PET) 75


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 5 4 3 4+ 4 5+ 5+ 8+ 6+ 6” 4+ 5+ 2 2 1 2+ 1 7+ 8+ 8+ 8+
Skills: Fast Shot (same as Superior Weapons Array). Skills: Clamber (climb without penalty).
Wargear: Twin-linked heavy las carbine, 4x servo-arms, Wargear: Stiletto knife (same as: venomous bite),
light carapace (4+). Web projector.
Restrictions: Servo-suit Brute options.
FEAR INDUCING
VAN SAAR PROTECTIVE GEAR Cyberachnids have the Fearsome (Ferocity) skill. While Active
Immune to Rad-phage. and within 3” of its owner, the skill also applies to the owner.

HORRIFIC
Can't be Captured.

N17 SPECIAL RULE


Faction fighters can max increase Toughness by +1.

117
★ NECROMUNDA ★

L C(S) C G J(S) J B
PISTOL ✓ ✓ ✓ ✓
Hand flamer 75 - 75 75 75 - -
Laspistol 5 5 5 5 5 5 -
- Focusing crystal 20 20 20 - 20 - -
- Master-crafted 5 5 5 - - - -
Las sub-carbine - 15 15 15 15 15 -
- Focusing crystal - 20 20 - 20 - -
- Master-crafted - 5 5 - - - -
Plasma pistol 50 50 50 50 50 - -
BASIC ✓ ✓ ✓
Lasgun 10 (15) 10 10 10 10 -
- Focusing crystal 20 - 20 - - - -
- Master-crafted 5 - 5 - - - -
Las carbine 20 - 20 20 - - -
- Focusing crystal 20 - 20 - - - -
- Master-crafted 5 - 5 - - - -
Suppression laser 40 - 40 40 - - -
- Focusing crystal 20 - 20 - - - -
- Master-crafted 10 - 10 - - - -
SPECIAL ✓ ✓ ✓ G(S) ✓
Flamer 140 - 140 140 - - -
Grav gun 120 - 120 120 - - -
Meltagun 135 - 135 135 - - -
+ with laspistol (combi) 130 - 130 - - - -
Plasma gun 100 - 100 100 - - 60↑
+ with laspistol (combi) 95 - 95 - - - -
Rad beamer * - 70 - - - - -
Rad gun 100 - 100 100 - - 60↑
HEAVY ✓ ✓ ✓ G(S) ✓
Lascannon * 155 - 155 - - - -
Multi-melta * 180 - 180 180 - - -
Plasma cannon * 130 - 130 130 - - -
Rad cannon * 130 - 130 130 - - -
CLOSE COMBAT ✓ ✓ ✓ ✓
Digi laser (0-3) - 25 - - - - -
Power knife 25 25 25 25 25 25 -
Servo claw 30 30 30 30 - 30 -
Shield (Hystrar pattern energy) 50 - 50 50 50 - -
Shock baton 30 - 30 30 - 30 -
Shock stave 25 - 25 25 25 25 -
Spider-rig * - 80 - - - - -
GRENADES ✓ ✓ ✓ ✓ ✓ ✓
Frag 30 30 30 30 (30) 30 -
Krak 45 45 45 45 - 45 -
Photon flash - 15 - - 15 - -
Plasma 65 65 65 - 65 - -
Rad 25 25 25 25 25 25 -
Smoke 15 15 15 15 (15) 15 -
Stun - 25 - - - - -

L C(S) C G(S) G J(S) J B


Leader Champion (Specialist) Champion Ganger (Specialist) Ganger Juve (Specialist) Juve Brute
● Trading Post & Black Market access marked with ‘✓’.
● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.
● All weapon options for Servo-suit are upgrades and replace existing weapons. -1 Attack per weapon replaced.

118
★ NECROMUNDA ★

L C(S) C G J(S) J B
ARMOUR ✓ ✓ ✓ ✓ ✓ ✓
Carapace - light 80 80 80 -
- heavy - - - - - - 20↑
Flak 10 10 10 10 10 10 -
Mesh 15 15 15 15 15 15 -
FIELD ✓ ✓ ✓ ✓ ✓ ✓
Conversion 60 60 60 - - - -
Displacer 70 70 - - - - -
Refractor 50 50 - - - - -
EQUIPMENT ✓ ✓ ✓ ✓ ✓ ✓
Bio-booster 35 35 35 35 35 35 -
Drop rig 10 10 10 10 - 10 -
Fitler plugs 10 10 10 10 10 10 -
Grav-chute 40 40 40 40 - - -
Medicae kit 30 - 30 30 - 30 -
Photo-goggles 35 35 35 35 - 35 -
Respirator 15 15 15 15 15 15 -
Servo harness - partial 130 - 130 - - - -
PETS (STATUS ITEM) ✓ ✓ ✓
Cyberachnid (0-3) 75 (0-3) 75 (0-3) 75 (0-2) - - - -
WEAPON ACCESSORIES ✓ ✓ ✓ ✓ ✓ ✓
Hotshot las pack (laspistol & lasgun) 20 20 20 20 20 (20) -
Infra-sight (ranged) ** 25 25 25 25 - - -
Las projector (Pistol, Basic, Special) 35 35 35 35 35 - -
Mono-sight (Basic, Special, Heavy) ** 35 35 35 - - - -
Suspensor (Unwieldy) 60 - 60 60 - - -
Telescopic sight (Pistol, Basic, Special) ** 25 25 25 (25) (25) (25) -
**: Maximum one gunsight per weapon

L C(S) C G(S) G J(S) J B


Leader Champion (Specialist) Champion Ganger (Specialist) Ganger Juve (Specialist) Juve Brute
● Trading Post & Black Market access marked with ‘✓’.
● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.

GANG COMPOSITION
● Specialist Champions does not have Group Activation (1).
● Specialist Gangers can use Heavy Weapons.

Agility Brawn Combat Cunning Ferocity Leadership Shooting Savant Tech


Leader Secondary - - Secondary - Primary Primary Primary Secondary
Champion (Specialist) - - - Secondary - - Secondary Primary Primary
Champion - - Secondary Secondary - Secondary Primary Primary Secondary
Ganger (Specialist) - - Secondary Secondary - - Primary Primary -
Juve (Specialist) Primary - - - - - Secondary Secondary -
Juve Primary - - - - - Secondary Secondary -
Brute (Servo-suit) - Secondary - - Secondary - Primary - -
Pet (Cyberachnid) Secondary - - Primary - - - - -

119
★ NECROMUNDA ★

BOUNTY HUNTERS (VENATOR)


LEADER (HUNT LEADER) 110
M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 2 3+ 2 7+ 6+ 6+ 6+
3” 3+ 4+ 3 4 2 5+ 2 6+ 6+ 5+ 5+
4” 3+ 5+ 4 4 2 4+ 2 7+ 5+ 8+ 9+
4” 4+ 2+ 3 3 2 3+ 1 5+ 5+ 6+ 5+

Weapons: No restrictions. When hired, choose Common and Rare equipment up to Rarity value 11.
Skills: Choose 1 Primary skill.
Psyker (+35): Become Psyker (Sanctioned or Unsanctioned) and choose 1 Wyrd Power.
Gain additional Wyrd Powers from any universal discipline as Primary skills.

CHAMPION (HUNT CHAMPION) 85


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 2 4+ 2 7+ 6+ 7+ 7+
3” 4+ 4+ 3 4 2 5+ 2 6+ 6+ 6+ 5+
4” 3+ 5+ 4 4 2 5+ 2 7+ 5+ 8+ 8+
4” 5+ 2+ 3 3 2 4+ 1 6+ 6+ 6+ 6+

Weapons: No restrictions. When hired, choose Common and Rare equipment up to Rarity value 10.
Skills: Choose 1 Primary skill.

GANGER (HUNTER) 50
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 6+ 7+ 7+
3” 4+ 4+ 3 4 1 5+ 1 6+ 6+ 7+ 6+
4” 3+ 4+ 3 4 1 5+ 1 7+ 6+ 8+ 9+
4” 5+ 3+ 3 3 1 4+ 1 6+ 6+ 6+ 7+

Weapons: Basic, Pistol & Close Combat weapons.


When hired, choose Common and Rare equipment up to Rarity value 8.

SPECIAL RULES
Follow normal rules as other gangs with the following exceptions:
● The Leader’s House Legacy determines what House the gang counts as for the purposes claiming Gang Specific
Bonuses from Resources. If the Leader has no House Legacy, no Gang Specific Bonus may be claimed.
● Automatically sell captured enemy fighters that are not rescued to the Guilders. Earn full value rather than the usual
half.
● When an enemy fighter dies, (either during the battle or during post-battle sequence), claim half of that fighter’s value
rounded up to the nearest 5 credits.
● Can hire Hive Scum and Dramatis Personae (Special Characters), but not regular Bounty Hunters.
● Can hire generic Hangers-on and Brutes not associated with any specific House.

HOUSE LEGACY: 30 CREDITS


(Goliath, Escher, Cawdor, Orlock, Van Saar, Delaque)
Each fighter can have up to 1 House Legacy, allowing them to purchase equipment from the chosen House's Leader
Equipment List (if there are multiple Leader's, pick one). A Leader or Champion may purchase Status Items or Exotic Beasts
associated with their House Legacy.

SKILL ACCESS
Pick 4 skill sets apart from Leadership and rank them from 1 to 4.
The skill sets is then determined by looking at the table below.
Primary Secondary
Leader 1 & 2 plus Leadership 3&4
Champion 1&2 3 & 4 plus Leadership
Specialist 1&2 3&4

120
★ NECROMUNDA ★

PALANITE ENFORCERS
LEADER (CAPTAIN) 140 0-2 HARDCASE CYBER-MASTIFF (PET) 70
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 4+ 3 3 2 4+ 2 4+ 6+ 5+ 6+ 5” 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+
Skills: 1 Primary (custom). Skills: Threat Response.
Wargear: Stub gun, flak, magnacles, armoured undersuit. Weapons: Shock bite (Str S, AP-1, D 1, Rending, Shock).
Restrictions: No restrictions (except Subjugator Equipment). Wargear: Light carapace (4+), respirator.
SUBJUGATOR (+10)
● Replace flak with layered flak. THREAT RESPONSE
● Gain access to Subjugator Equipment Can be used when all conditions are true:
(instead of Palanite Equipment). ● Is Ready.
● Active.
● An enemy ends the movement within 6” after making
0-2 CHAMPION (SERGEANT) 100 a Charge (Double) action.
M WS BS S T W I A Ld Cl Wil Int Interrupt the Activation by performing a Charge (Double)
5” 4+ 4+ 3 3 2 4+ 1 5+ 6+ 6+ 7+ action against the enemy fighter, including the Fight (Basic)
Skills: 1 Primary (custom). action. Afterwards, this fighter is no longer Ready.
Wargear: Stub gun, flak, magnacles, armoured undersuit.
Restrictions: No restrictions (except Subjugator Equipment). Finally, the enemy can continue the Charge action and make
SUBJUGATOR (+10) the attacks as normal.
● Replace flak with layered flak.
● Gain access to Subjugator Equipment TENACIOUS
(instead of Palanite Equipment). If taken Out of Action while not yet activated this round, this
fighter is not removed from the battlefield until after completing
its activation.
GANGER (PATROLMAN) 70
M WS BS S T W I A Ld Cl Wil Int LOYAL PROTECTOR
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+ While Standing (Active or Engaged) and within 3” of its owner,
Wargear: Stub gun, flak, magnacles, armoured undersuit. enemy fighters may not make a Coup de Grace against the
Restrictions: No restrictions (except Subjugator Equipment). owner.
SUBJUGATOR (+10)
● Replace flak with layered flak. FAITHFUL PROTECTOR
● Gain access to Subjugator Equipment When activated, if the owner is Engaged and within 6”, this
(instead of Palanite Equipment). fighter can immediately move into B2B with any fighters
Engaging the owner (counts as a free action).

JUVE (ROOKIE) 0*
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
Wargear: Stub gun, flak, magnacles, armoured undersuit.
Restrictions: Basic weapons, Close Combat weapons and
Pistols (except Subjugator Equipment).
*FRESH FROM THE ACADEMY
When an Enforcer is dead or retired, a single Rookie may be
recruited for free in the post-battle sequence.

Rookies can't be purchased, they only replace dead/retired


fighters.

GANG COMPOSITION
Enforcers follow normal rules with the following exceptions:
● New gangs must have at least 2 Gangers of the same type as the Leader (Palatine or Subjugator).
● Otherwise, the gang can consist of any mix of Palanite & Subjugator fighters.
● Must have at least 1 Ganger for each Leader and Champion in the gang.
● All fighters can have multiple equipment sets.
● Gangs must become Specialists to gain skills (as normal).

SPECIAL RULES
Follow normal rules as other gangs with the following exceptions:
● All fighters (except Juves) can carry any weapon types (no weapon type restrictions).
● Fighters cannot be upgraded to Subjugator after recruitment.

121
★ NECROMUNDA ★

Agility Brawn Cunning Ferocity Leadership Shooting Palanite Drill


Leader - Primary - Secondary Secondary Primary Primary
Champion - Secondary Primary Secondary Secondary Primary Primary
Specialist - Secondary - Secondary - Primary Primary
Juve Secondary - - - - Secondary Primary
Hardcase - Primary - Secondary - - -

DOMINION SPECIAL RULES


● Can't occupy and control standard Resources. PALANITE PRECINCT
● Starts with the Palanite Precinct Territory (can't be
lost). (UNIQUE TERRITORY)
● Instead of taking control of a Resource, perform HOMEGROUND
If this territory is at stake in a scenario:
either a Police Territory or Grant Territory action. ● Use Zone Mortalis terrain.
● If a scenario is lost where the Palanite Precinct ● Home Turf Advantage:
Territory is at stake: ● Bottle tests: Roll 2D6 and discard
○ The challenger gains the benefits of the the highest.
● Rally tests: +1.
successful assault, +5 Reputation. ● Hangers-on: Included in the crew on
○ The Enforcers suffer the negative effects. a 4+ (roll individually).
○ The Territory is not lost. ● The Enforcers sets up all of the tiles, doors (can be locked),
barricades and any other terrain features. The Enforcers treat all
● Can not be awarded the Dominator Triumph doors are unlocked and can re-lock any door.
(Dominion campaign reward).
Income: D6x10 credits when collecting income.
Gang Assault:
TERRITORY ACTIONS A gang can never take control of this territory. If a scenario is lost where this
Territory is at stake:
POLICE TERRITORY ● The challenger gains +5 Reputation.
● Take control of the Territory, but gain no benefits ● The Enforcers lose 5 Reputation.
from it. ● The Territory is not lost.
● Gain D3+1 Reputation (after taking control and
each successful defence). TRIUMPHS
Can not be awarded the Dominator Triumph. Instead, the
GRANT TERRITORY Enforcers can be awarded an unique Peacemaker Triumph if
Give the territory to another gang, that gang gains control of no other gangs was awarded the Dominator warad (most
the Territory and any Criminal Enterprises associated with it. territories) because of a tie. This Triumph has no effects on
the battle.

Palanite Subjugator Palanite Subjugator


PISTOL ✓ ✓ CLOSE COMBAT ✓ ✓
Autopistol 10 10 Shield (Vigilance assault) - 40
- Fragmentation 10 10 Shock baton 30 30
- Manstopper 10 10 Shock stave 25 25
Stub gun 5 5 GRENADES ✓ ✓
- Dumdum 5 5 Choke gas 50 50
BASIC ✓ ✓ Frag 30 30
Enforcer Boltgun 50 - Photon flash 15 15
- Penetrator 20 - Smoke 15 15
Combat shotgun (salvo & shredder) 60 - Stun 15 15
SPECIAL ✓ ✓ ARMOUR ✓ ✓
Concussion carbine 30 - Hardened flak 20 -
Grenade launcher (frag & stun) - 50 Hardened layered flak - 30
- Choke - 30 EQUIPMENT ✓ ✓
- Krak - 35 Bio-booster 35 35
- Photon flash - 15 Bio-scanner 20 20
- Scare - 40 Photo-lumens 15 15
- Smoke - 15 Respirator 15 15
Sniper rifle 35 - Stimm-slug stash 30 30
HEAVY ✓ ✓ WEAPON ACCESSORIES ✓ ✓
Heavy concussion ram * - 70 Infra-sight (P, B, S, H) 40 -
Assault ram (SLHG ‘sledge hammer’) * - 90
- Assault ram - - ● Unwieldy weapons and weapons marked
- Grenade launcher (choke gas & frag) - - with an (*) take up 2 weapon slots.
- Krak - 35 ● Infra-sight can't be combined with other
weapon attachments.
- Photon flash - 15
● Grenade launcher counts as Basic weapon
- Scare - 40 (for whatever reason).
- Smoke - 15

122
★ NECROMUNDA ★

GENESTEALER CULT
LEADER (ADEPT OR ALPHA)
M WS BS S T W I A Ld Cl Wil Int Cost
Adept 4” 4+ 4+ 3 3 2 3+ 2 3+ 5+ 5+ 4+ 120
Alpha 5” 3+ 3+ 4 3 2 3+ 2 3+ 5+ 5+ 4+ 145

ADEPT (120) ALPHA (145)


EQUIPMENT EQUIPMENT
No restrictions. Hazard Suit. No restrictions.

STARTING SKILL STARTING SKILL


Choose 1 Primary skill & 1 Wyrd Power (Cult or universal). Choose 1 Primary skill.

SPECIAL RULES EARLY GENERATION


Unsanctioned Psyker. Gain additional Wyrd Powers as Extra Arm.
Primary skills (Cult or universal).

ABERRANTS 95
M WS BS S T W I A Ld Cl Wil Int
5” 3+ 6+ 5 4 2 5+ 2 9+ 4+ 6+ 10+
EQUIPMENT
Can only be equipped with Close Combat weapons and Armour (no other Wargear).

STARTING SKILL
Unstoppable.

CHAMPION (ACOLYTE) 85
M WS BS S T W I A Ld Cl Wil Int
4” 3+ 3+ 3 3 1 3+ 1 4+ 5+ 7+ 6+

EQUIPMENT
Hazard Suit. No restrictions.

STARTING SKILL
Choose 1 Primary skill.

EARLY GENERATION (+45 CREDITS)


When recruited, comes with an Extra Arm.
GANGER (NEOPHYTE) 45
M WS BS S T W I A Ld Cl Wil Int
4” 4+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 8+
EQUIPMENT
Hazard Suit. Can be equipped with Special weapons, Basic weapons, Close Combat weapons and Pistols.

EARLY GENERATION (+45 CREDITS)


When recruited, comes with an Extra Arm.

0-3 PSYCHIC FAMILIAR (PET) 25


M WS BS S T W I A Ld Cl Wil Int
5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
EQUIPMENT
None (always make unarmed attacks).

SKILLS
Catfall, Clamber. HOUSE RULE (OMEN OF FORTUNE)
Save can be made once per round!
OMEN OF FORTUNE
While within 3” of its owner, the owner may pass a Willpower test to avoid being hit (once per activation). Make the test
immediately after a successful roll to hit has been made against the fighter. The attack counts as missed. Place Templates and
Blasts as normal for the purposes of determining hits against other models, but the owner is assumed to have dodged clear.

PRECOGNITION
● 3+ save (unmodifiable by AP).
● 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit.

123
★ NECROMUNDA ★

Cult Wyrd
Agility Brawn Combat Cunning Ferocity Leadership Shooting Savant Powers
Leader (Adept) Secondary - - Primary - Primary - Secondary Primary
Leader (Alpha) - - Primary Secondary Secondary Primary Primary - -
Champion (Acolyte) Secondary - Secondary Primary Primary Secondary - - -
Specialist (Neophyte) Secondary - Secondary Primary Primary - - - -
Specialist (Aberrant) - Primary Secondary Secondary Primary - - - -
Psychic Familiar Secondary - - Primary - - - - -

SPECIAL RULES
EXTRA ARM
● +1 weapon slot (4 instead of 3).
● Can attack with 3 weapons (Sidearm/Melee) in close combat (instead of 2).
If armed with a ranged Unwieldy weapon:
● Shooting ranged Unwieldy weapons becomes a Basic action (instead of Double).
Otherwise:
● +1 unarmed Attack with Rending (regardless of the weapons used).

GANG COMPOSITION
Genestealer Cults follow standard gang composition. There is no limit on Aberrants (other than the amount of gangers).

GAINING EXPERIENCE
Genestealer Cults gain experience like normal. Aberrants advance like Gangers.

CAPTURED FIGHTERS
Members of a Genestealer Cult are worth more when sold to the Guilders; the gang that is selling them receives their full value
in credits instead of half their value.

LOSS OF A LEADER
Nominate a new leader in the following order:
1. Champion
2. Ganger
3. Specialist
4. Otherwise
Use Leadership as first tie-breaker and number of Advancements as second tie-breaker. If there is still a tie, choose one. The
fighter becomes an Adept if they are a later generation (no Extra Arm) or Alpha if the fighter is early generation (Extra Arm).
From now on they count as a Leader for determining which equipment and skill sets they can access. Their characteristics do
not change.

CAMPAIGN
Claim Resource bonuses just like any other gang.
Dominion: Treated as an Orlock gang for the purposes of gang specific Resource bonuses.

SPECIAL RESOURCES
● Settlements generate free Gangers (later generation, no Extra Arm) instead of Juves.
● Genestealer Cults can't have a Guilder Contact Resource (re-roll the result). If a Guilder Contact Resource is stolen
from another gang, it is simply removed instead.

POST-BATTLE ACTIONS
● If any member of the gang is escorted to the Doc with a Medical Escort action, the cost is increased to 3D6x10
credits.
● Genestealer Cult gangs can't make the Sell to the Guilders action.
● Should the gang fail to rescue a captive held by a Genestealer Cult gang then the Cult can make them disappear -
simply remove the captive from the campaign.

ADEPT WYRD POWERS


TELEKINESIS TELEPATHY
1. ASSAIL (BASIC) 3. HYPNOSIS (BASIC)
Make a ranged attack against an enemy fighter or obstacle An enemy within 9” and LOS (that has not activated this round) can only make a single Move
within 12” and LOS. If hit, move the target D3” in any direction. (Simple) action when activated this round.
If Standing, become Pinned. If coming into contact with a
Standing fighter or any terrain, stop moving and suffer a S3 hit. 4. MIND CONTROL (BASIC)
If coming into contact with another fighter, that fighter also An enemy fighter within 9" and LOS must make a Shoot (Basic) action (even if already activated this
suffers S3 hit, and becomes Pinned. round). Target any eligible fighter from that gang (chosen by the Psyker).

2. FORCE BLAST (BASIC)


5. UNBREAKABLE WILL (BASIC), CONTINUOUS EFFECT
Enemy fighters within 3” are immediately pushed D3+1” directly
Use this fighters characteristic values when friendly fighters within 9” make Nerve or Willpower tests.
away. If pushed from a platform or into a pitfall, pass an
Initiative test to be placed Prone at the edge. Otherwise they
6. ZEALOT (DOUBLE), CONTINUOUS EFFECT
will fall. If pushed into a wall or other impassable terrain, the
Once per turn, when another friendly fighter within 9" makes a Fight (Basic) or Charge (Double)
fighter immediately becomes Pinned and takes a hit with a
action, any hit rolls of 1 can be re-rolled.
Strength equal to the number of inches rolled for the push
distance.

124
★ NECROMUNDA ★

Ganger
Leader Champion Aberrant (Specialist) Ganger
PISTOL ✓ ✓ ✓
Autopistol 10 10 - 10 10
Hand flamer 50 50 - 50 50
Laspistol 10 10 - 10 10
Needle pistol 40 40 - 40 40
BASIC ✓ ✓ ✓
Autogun 15 15 - 15 15
Lasgun 15 15 - 15 15
Shotgun (solid & scatter) 30 30 - 30 30
SPECIAL ✓ ✓ ✓
Flamer 140 140 - 140 -
Grenade launcher (frag & krak) 55 55 - 55 -
Long las 20 20 - 20 -
Webber 125 125 - 125 -
HEAVY ✓ ✓ ✓
Heavy stubber * 145 145 - - -
Mining laser * 125 125 - - -
Seismic cannon * 140 140 - - -
CLOSE COMBAT ✓ ✓ ✓
Chainsword 25 25 25 25 25
Knife 15 15 15 15 15
Heavy rock cutter * 135 135 135 135 135
Heavy rock drill * 90 90 90 90 90
Heavy rock saw * 120 120 120 120 120
Power hammer 45 45 45 45 45
Power maul 30 30 30 30 30
Power pick 40 40 40 40 40
Power sword (bone sword) 45 45 45 45 45
Shock stave (Staff of Office) 25 25 25 25 25
Shock whip (lash whip) 25 25 25 25 25
Two-handed hammer * 35 35 35 35 35
GRENADES ✓ ✓ ✓ ✓ ✓
Blasting charges 35 35 - 35 35
Demolition charge 65 (50) 65 (50) - 65 (50) 65 (50)
Frag 30 30 - 30 30
Incendiary 40 40 - 40 40
ARMOUR ✓ ✓ ✓ ✓ ✓
Hazard suit 10 10 10 10 10
Flak 10 10 10 10 10
Mesh 15 15 15 15 15
EQUIPMENT ✓ ✓ ✓ ✓ ✓
Bio-booster 35 35 - 35 35
Cult icon (max 1 per gang) 40 40 - 40 40
Filter plugs 10 10 - 10 10
Photo-goggles 35 35 - 35 35
Respirator 15 15 - 15 15
PETS (STATUS ITEM) ✓ ✓ ✓
Familiar (0-3) 25 25 - - -

● Trading Post & Black Market access marked with ‘✓’.


● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.

125
★ NECROMUNDA ★

CHAOS CULT
LEADER (DEMAGOGUE) 100
M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 2 3+ 2 6+ 5+ 6+ 7+
EQUIPMENT
Basic Weapons, Pistols, Close Combat Weapons.

STARTING SKILL
Choose 1 Primary skill.

DEVOTION
If Standing, friendly fighters within 9” and LOS to this fighter can use this fighter’s Cool & Willpower stats for any tests.

CHAMPION (DISCIPLE) 60
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 2 4+ 1 7+ 6+ 8+ 8+
EQUIPMENT
No restrictions.

STARTING SKILL
Choose 1 Primary skill.

0-1 CHAMPION (WITCH) 70


M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 2 4+ 1 8+ 7+ 6+ 6+

EQUIPMENT
Pistols and Close Combat Weapons.

STARTING SKILL
Choose 1 Primary skill & 1 Wyrd Power (Witch or universal).
Gain additional Wyrd Powers as Primary skills (Witch or universal).

SPECIAL RULES
Unsanctioned Psyker. Can choose Wyrd Powers as Primary skill (Witch or universal).

GANGER (CULTIST) 35
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 3+ 1 9+ 7+ 7+ 8+

EQUIPMENT
Special weapons, Basic weapons, Close Combat weapons and Pistols.

0-2 CHAOS FAMILIAR (PET) 25


M WS BS S T W I A Ld Cl Wil Int
5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
SKILLS
Clamber.

EQUIPMENT
None (always make unarmed attacks). HOUSE RULE (OMEN OF FORTUNE)
Save can be made once per round!
OMEN OF FORTUNE
While within 3” of its owner, the owner may pass a Willpower test to avoid being hit (once per activation). Make the test
immediately after a successful roll to hit has been made against the fighter. The attack counts as missed. Place Templates
and Blasts as normal for the purposes of determining hits against other models, but the owner is assumed to have dodged
clear.

PRECOGNITION
● 3+ save (unmodifiable by AP).
● 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit.

PSYCHIC MANIFESTATION
Once per round, the owner can re-roll a failed Willpower test to perform a Wyrd Power (if the owner is a Psyker).

126
★ NECROMUNDA ★

Cult Wyrd
Combat Cunning Ferocity Leadership Savant Powers
Leader Secondary Primary Primary Primary Secondary -
Champion Secondary Primary Primary Secondary Secondary -
Champion (Witch) Secondary Secondary Secondary - Primary Primary
Specialist Secondary Primary Primary - Secondary -
Chaos Familiar Secondary Primary - - - -

CHAOS SPAWN 130 CREDITS


M WS BS S T W I A Ld Cl Wil Int
D6” ? - ? ? ? ? ? - - - -
SPECIAL RULES
A fighter who is turned into a Chaos Spawn is effectively slain and their equipment is lost. They are immediately replaced with a
Chaos Spawn. The Spawn is added for free, but the cost affects Gang Rating. Roll a separate D6 for each ? in the profile and
consult the table below. This is the Spawn’s characteristics which can't be altered in any way.
D6 WS S T W I A
1 5+ 3 4 1 5+ 1
2-5 4+ 4 5 2 4+ 2
6 3+ 5 6 3 3+ 3
● Can only make the following actions: Move, Charge, Fight and Coup de Grace.
● Can't be, suffer, use or gain any of the following:
○ Pinned.
○ Seriously Injured.
○ Flesh Wounds.
○ Lasting Injuries (if taken Out of Action, it is automatically restrained after the battle).
○ Broken or Insane.
○ Weapons or equipment of any kind (always make unarmed attacks).
○ Experience or Advancements (in any way).
● Automatically:
○ Passes any Cool or Willpower tests.
○ Fails any Leadership or Intelligence tests.

After a battle that featured the Chaos Spawn, nominate up to 3 Gangers (not Out of Action or Seriously Injured at the end of the
battle). Roll a D6 for each nominated Ganger: on a 4+, the Chaos Spawn is restrained; otherwise it scurries away to join the
other nameless horrors of the Underhive and is removed from the gang. If a dice scores a 1, the Ganger suffers a Lasting Injury
roll from the unfettered wrath of the Spawn.

EQUIPMENT LIST
Unwieldy weapons take up two weapon slots and are marked with (*).
PISTOLS HEAVY WEAPONS
Autopistol …………………………………………..…… 10 Heavy flamer * ……………...…………………..……… 195
Autopistol (reclaimed) …………………………….…… 5 Heavy stubber * ……………………………………..……… 130
Hand flamer ………………………………………...……70
Laspistol ………………………………………….……… 10 GRENADES
Stub gun ………………………………………….………5 Blasting charges ………………………………..……… 35
- Dumdum rounds …………………..………… 5 Demolition charges ………………………….………… 65
Frag …………………………………………..…………. 30
BASIC WEAPONS Incendiary charges …………………………..………… 40
Autogun …………………………………………..………15 Krak …………………………………………..…………. 45
Autogun (reclaimed) ………………………….…………10
Lasgun ………………………………………...………… 15 ARMOUR
Shotgun (solid & scatter) ………………………..………30 Hazard suit …………………………………...………… 10
Flak ……...…………………………………...………… 10
CLOSE COMBAT WEAPONS Mesh ………....……………………………...……………15
Axe ……………………………………………..…………10
Chain glaive * ………….……………………...…………60 EQUIPMENT
Chainsword ……………………………………...……… 25 Cult icon (max 1 per gang) ……………….…………… 40
Club, maul or bludgeon ………………………..……… 10 Fitler plugs ………………………………….…………… 10
Knife …………...………………..………………...…… 15 Infra-sight …………………………………….………… 40
Flail …………………………………………….………… 20 Mono-sight ……………………………….………………35
Sword ………………………………………….………… 20 Photo-goggles ………………………………..………… 35
Two-handed axe * …………………………...………… 25 Respirator …………………………………...………… 15
Two-handed hammer * ……………………...………… 35
EXOTIC BEASTS
SPECIAL WEAPONS Chaos Familiar …………………………….…………… 25
Flamer …………………………………………….………130
Grenade launcher (frag & krak) ……………….……… 55
Long rifle ………………………………………...……… 30

127
★ NECROMUNDA ★

SPECIAL RULES
GANG COMPOSITION
Chaos Cults follow standard gang composition, with some additional rules:
● 0-1 Witch.
● Spawns have no impact on Gang Composition.
● In Skirmish battles, 0-2 Chaos Spawns can be purchased.

GAINING EXPERIENCE
Chaos Cults gain experience like normal. Spawns can't gain any Advancements or XP.

LOSS OF A LEADER
Nominate a new leader in the following order:
1. Champion
2. Ganger
3. Specialist
4. Otherwise
Use Leadership as first tie-breaker and number of Advancements as second tie-breaker. If there is still a tie, choose one. From
now their Type is changed to Leader and count as a Leader for determining which equipment and skill sets they can access.
The new Leader gains the Devotion special rule. Their characteristics do not change.
NB: The Witch can never become the Leader!

SPECIAL RESOURCES
Settlements generate free Gangers instead of Juves.

INURED TO INSANITY:
Demagogue, Witch, Disciple and Spawn never gain Insanity.

CAMPAIGN
● Outlaw.
● Can hire Chaotic Hive Scum and Bounty Hunters.
● Can suffer Mutations instead of Lasting Injuries.
● Claim Resource Bonuses just like any other gang.
● Dominion: Treated as a Cawdor gang for the purposes of gang specific Resource bonuses.

POST-BATTLE ACTIONS
● Each Demagogue, Disciple and Witch can make one post-battle action (in the same way as a Leader and
Champions).
● The Leader can make a Lead Ritual as a post-battle action (once per post-battle sequence).
● Chaos Cults can't make the Sell to the Guilders action. Captives can instead be sacrificed to perform a Dark Ritual (in
a circumstance where they normally could be sold).

WITCH WYRD POWERS


BIOMANCY TELEKINESIS
1. WARP STRENGTH (SIMPLE), CONTINUOUS EFFECT 4. ASSAIL (BASIC)
+2 Strength and Close Combat attacks gain +1 Damage Make a ranged attack against an enemy fighter or obstacle
(while maintained). within 12” and LOS. If hit, move the target D3” in any
direction. If Standing, become Pinned. If coming into contact
PYROMANCY with a Standing fighter or any terrain, stop moving and suffer
2. SCOURING (BASIC) a S3 hit. If coming into contact with another fighter, that
Make the following ranged attack: fighter also suffers S3 hit, and becomes Pinned.
S2, AP -2, D1, Template, Blaze.
5. DARK SHIELD (SIMPLE)
+1 save modifier. Affects all friendly fighters within 3”
TELEPATHY (including the Psyker). Lasts until the End phase.
3. MADDENING VISIONS (BASIC)
Until the End phase of this round, any enemy fighter who 6. LEVITATION (BASIC), CONTINUOUS EFFECT
ends their turn within 3” must pass a Willpower test or gain While maintained:
Insanity. If failed, roll a D6 each subsequent time the fighter ● +3” Movement.
is activated: ● Can't be Pinned.
● Ignores all terrain.
● 1-2: Immediately become Broken. If already ● Moves freely between levels without restriction.
Broken, they flee the battlefield (even if their gang ● Never fall.
has not failed a Bottle test). ● May not ignore impassable terrain or walls.
● 3-4: An opposing gang (roll-off if multi-player) can ● May not end its movement with its base overlapping
control that fighter this turn, treating them as part of an obstacle or another fighter’s base.
their gang. Once the turn is over, the fighter no
longer counts as part of the opposing gang.
● 5-6: The fighter can act as normal. Once their turn
is over, make a Willpower test for them, if it is
passed, they regain their sanity and are no longer
affected.

128
★ NECROMUNDA ★

CORPSE GRINDER CULT


LEADER (BUTCHER) 130 CREDITS
M WS BS S T W I A Ld Cl Wil Int
5” 2+ 4+ 4 4 2 4+ 2 5+ 5+ 5+ 7+
EQUIPMENT
Mask (Butcher), plate mail armour. Can be equipped with Close Combat Weapons.

STARTING SKILL
Choose 1 Primary skill.

FIRST TO THE FRAY


Charge distance is Move + D6” (instead of D3”).

0-3 CHAMPION (CUTTER) 90 CREDITS


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 5+ 4 3 2 4+ 2 6+ 6+ 7+ 8+
EQUIPMENT
Mask (Cutter), plate mail armour. Can be equipped with Close Combat Weapons.

STARTING SKILL
Choose 1 Primary skill.

DERVISH
Extend LoS to 360° when making Fight (Basic) action with Versatile weapons.

SPECIALIST GANGER (SKINNER) 40 CREDITS


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 5+ 3 3 1 4+ 1 7+ 7+ 8+ 9+

EQUIPMENT
Mask (Skinner), plate mail armour. Can be equipped with Close Combat weapons.

STARTING SKILL
Berserker (+1A when charging).

JUVE (INITIATE) 25 CREDITS


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 9+ 9+
EQUIPMENT
Mask (Initiate), flak. No restrictions.

STARTING SKILL
Infiltrate.

MASK (CHAMPION, GANGER, JUVE)


+1 save modifier. Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous
Injury (Into Recovery).
● Juve: No other effect.
● Ganger: Fearsome.
● Champion: Terrifying.

MASK (LEADER)
6+ save (unmodifiable by AP). Terrifying. Can't be improved by other armour.

TERRIFYING
Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately
(wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter
has more available actions in the activation.

HOUSE RULE
● Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double.
● Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test.

129
★ NECROMUNDA ★

Brawn Combat Cunning Ferocity Leadership Savagery Savant


Leader Primary Primary - Secondary Primary Secondary Secondary
Champion Primary Primary Secondary Secondary Secondary Primary -
Ganger Secondary Primary - Secondary - Primary -
Juve Secondary Primary - Secondary - Secondary -

SPECIAL RULES
GANG COMPOSITION
Corpse Grinder Cults follow standard gang composition, with the following exceptions (when founded or adding new fighters):
● Must always have at least 1 Juve per Ganger.
● 0-3 Champions.
● All Gangers are Specialists.

UPRISING CAMPAIGN
Can gain new equipment by purchasing from House Equipment List or Scavenging.

DOMINION
● Treated like any other gang, beginning with Settlement (can't be lost).
● Counts as the following gangs for the following territories:
○ Fighting Pit: Goliath.
○ Corpse Farm: Cawdor.

EQUIPMENT LIST
Unwieldy weapons take up 2 weapon slots and are marked with (*).
PISTOLS GRENADES
Autopistol …………………………………………..…… 10 Frag ………………………..……………………..……… 30
- Fragmentation ………………………………..……
10 Incendiary ………………………...……………..……… 40
- Manstopper …………………………………..……10 Krak ……………………………………………....……… 45
Hand flamer …………………………………………..…… 75 Smoke …………………………………………..……… 15
Stub gun …………………………………………..…… 5
- Dumdum ……………………………………..…… 5 ARMOUR
Armoured undersuit ……………………………………. 25
SPECIAL WEAPONS Hazard suit …………………………………………..……… 10
Flamer …..…………………………………………..…… 140 Mesh ……….……………………………………..………15
Plate mail …………………………………………..……… 15
HEAVY WEAPONS
Harpoon launcher * …………………………………..……
110 GANG EQUIPMENT
Heavy flamer * …………………………………………..……195 Booby trap: frag …………………………………..………20
Booby trap: gas ……………………………………..………40
50
Booby trap: melta …………………………………..………
CLOSE COMBAT WEAPONS
Boning sword ……………………………………..………… 20 EQUIPMENT
Cleaver (same as: butcher's cleaver) ………..…………
25 Bio-booster …………………………………………..……… 35
+ Chain …………………………………..………… 45 Cult icon …………………………………………..………40
+ Paired * ………………………..………… 80 - 40
Corpse Grinder ………………………………..…
Chain glaive * ……………………………………..………… 60 Photo-goggles ………………………………………..……… 35
Knife …………...………………..………………...…… 15 Photo-lumens ………………………………………..……… 35
Flensing knife ……………………………………..………… 15 Respirator …………………………………………..……… 15
Heavy chain cleaver ……………………………..………… 70 Skinblade …………………………………………..……… 10
+ Paired * …………………………………..………… 130 Stimm-slug stash …………………………………..……… 30
Heavy rock cutter * ……………………………..………… 135
Rotary flensing saw * ……………………………..………… 55
Two-handed axe * ………………………………..………… 25

130
★ NECROMUNDA ★

SLAVE OGRYNS
LEADER (OVERBOSS) 145 CHAMPION (UNDERBOSS) 110
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 5+ 5 5 3 3+ 3 8+ 5+ 9+ 8+ 5” 3+ 5+ 5 5 3 4+ 2 8+ 7+ 9+ 9+
Skills: 1 Primary (custom). Skills: 1 Primary (custom).
Restrictions: No restrictions (can have any weapon class). Restrictions: No restrictions (can have any weapon class).

GANGER 90 GANGER (LOBO-SLAVE) 70


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 5+ 5 5 2 4+ 2 8+ 7+ 9+ 9+ 4” 4+ 6+ 5 5 2 5+ 2 5+ 5+ 10+ 10+
Restrictions: No restrictions (can have any weapon class). Restrictions: No restrictions (can have any weapon class).
LOYAL
Add 2 when assisting (instead of 1). LOBOTOMISED
Do not become Pinned when hit by a ranged attack.

SLOW-WITTED
May never be activated as part of a Group Activation.
Agility Brawn Combat Ferocity Leadership Shooting Muscle
Leader - Primary Secondary Secondary Primary - Primary
Champion - Primary Secondary Secondary Secondary - Primary

SPECIAL RULES
● Can only be given Augmetic weapons when recruited.
● Can't buy weapons from the Trading Post or Black Market (can only buy Wargear).
● Can't discard weapons or have multiple Equipment Sets (can swap Wargear like normal).

LEADER
● Limited to Group Activation (1).

CHAMPION
● Can't Group Activate.

GANGER
● Limited Learning Capacity: Can't be Promoted. If rolling 2 or 12 on the Ganger Advancement table, choose any other
result instead.

OUTLAW
Always Outlaw (can't change Alignment).

RUNAWAY
Any fighters from this gang that are Captured and Sold to the Guilders are worth +D6x10.

HOUSE RULES
● Should be able to swap and discard weapons like everyone else, except for Augmetic weapons that are physically
attached to the fighter.
● Should be able to buy weapons from the Trading Post and Black Market like everyone else.

131
★ NECROMUNDA ★

EQUIPMENT LIST
Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.

SPECIAL (AUGMETIC) Leader Champion Ganger Ganger (Lobo-Slave)


Storm-welder * 75 75 75 75
CLOSE COMBAT (AUGMETIC)
Arc welder 50 50 50 50
Augmetic Fist 40 40 40 40
+ Paired * 70 70 70 70
Heavy rock cutter * 120 120 120 120
Heavy rock saw * 110 110 110 110
Las cutter 60 60 60 60
CLOSE COMBAT (HAND HELD)
Axe 10 10 10 10
Brute cleaver 20 20 20 20
Maul (Club) 10 10 10 10
Spud-jacker 15 15 15 15
Two-handed axe * 25 25 25 25
Two-handed hammer * 35 35 35 35
GRENADES
Blasting charges 35 35 35 -
Demo charges 50 50 50 -
Frag 30 30 - -
Incendiary 40 40 - -
Krak 45 45 45 -
ARMOUR
Armoured undersuit 25 25 25 25
Carapace - light 80 80 80 80
Furnace plates 5 5 5 5
EQUIPMENT
Bio-booster 35 35 35 35
Drop-rig 10 10 10 10
Servo harness - partial 100 100 100 100
Stimm-slug stash - 25 25 25
WEAPON ACCESSORIES
Suspensor (Unwieldy) 40 40 40 40

132
★ NECROMUNDA ★

OUTCAST
LEADER 125
M WS BS S T W I A Ld Cl Wil Int
7” 4+ 2+ 3 3 2 3+ 2 5+ 4+ 7+ 5+
6" 3+ 3+ 3 3 2 3+ 3 6+ 7+ 6+ 4+
5" 2+ 4+ 4 3 2 4+ 3 6+ 6+ 4+ 7+
4" 3+ 4+ 3 4 3 5+ 2 6+ 4+ 6+ 5+
Skills: Choose 1 Primary skill.
Restrictions: None. Choose any Common and Rare equipment up to Rare (9) from the Trading Post.

Skill Set Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wyrd
Brawler Secondary Primary Secondary - Primary Primary - - -
Gunslinger Primary - - Secondary - Primary Secondary Primary -
Survivor Secondary Secondary Primary - Primary Primary - - -
Mastermind Secondary - - Primary - Primary Primary Secondary -
Wyrd - - - Secondary - Primary - - Primary
Wyrd (Unsanctioned): Choose 1 universal Wyrd Power. Gain additional universal Wyrd Powers as Primary skills.

CHAMPION 60
M WS BS S T W I A Ld Cl Wil Int
5” 3+ 4+ 3 3 2 4+ 1 6+ 7+ 8+ 8+
Skills: Choose 1 Primary skill.
Restrictions: None. Choose any Common and Rare equipment up to Rare (8) from the Trading Post.

Skill Set Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wyrd
Brawler - Primary - - Secondary Secondary - - -
Gunslinger Secondary - - - - Secondary - Primary -
Survivor - - Secondary - Primary Secondary - - -
Mastermind - - - Primary - Secondary Secondary Secondary -
Wyrd - - - Secondary - Secondary - - Primary
Wyrd (Unsanctioned): Choose 1 universal Wyrd Power. Gain additional universal Wyrd Powers as Primary skills.

GANGER (HIVE SCUM) 30


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
Restrictions: Basic, Close Combat and Pistols.
Skill Sets: Cunning & Ferocity (Specialist only).

GANG COMPOSITION
Follow normal rules with the following exceptions:
● Champions:
○ New gangs: 0-2.
○ After the first battle: 1 per 3 Gangers.
● No Juves: Any rules that refers to a Juve instead affects a Ganger.
● Cannot start with a Ganger (Specialist).
● Trading Post & Black Market access:
○ Equipment: All fighters.
○ Weapons: Leader, Champions & Specialist Gangers (not standard Gangers).

DELEGATION GANGS
If all participants agree, Outcast gangs can be based on an Alliance delegation:
● Purchase the entirety of one delegation as the basis of the gang.
● Cannot purchase additional or individual fighters from the delegation.
● Single fighter alliances are made using the normal rules for a leader.
● Rank: Delegation fighters follow the same rules and restrictions as for normal fighters of the same rank.
● Affiliation: Choose the corresponding Affiliation for the chosen Alliance.
● Purchase any amount of additional normal fighters and equipment (following the rules for gang composition).
● Cannot form any alliance.

133
★ NECROMUNDA ★

LEADER
Make the following permanent choices when hired:
● Choose a fighter profile:
○ Normal: Any of the Outcast Leader profiles.
○ Any: Choose any fighter profile (including skills, equipment and special rules).
■ Can replace skills and equipment with that available to a normal Outcast Leader.
■ Use the cost of the fighter if it has one, otherwise use the normal cost.
■ Gain all the special rules for the Outcast Leader.
● Choose Affiliation.

DEATH OF A LEADER
Start a new gang from scratch (after completing the post-battle sequence):
● Starting credits is 75% of the old gang's wealth or 1000 credits.
● Old fighters can be re-hired.
● If at least half of the fighters from previous gang are included, keep the following:
○ Old Reputation - D6 (minimum 1).
○ Any Resources.
○ Anything from the Stash.

SKILL SETS (ARCHETYPES)


Each Leader and Champion must choose a skill set when hired.

AFFILIATION
Permanently chosen for the Leader (when recruited) and applies to the gang. Affiliations grants special effects, for example:
● Equipment list: Access to equipment lists that are treated as Common and belonging to the gang (can be used by
new gangs before the first battle).
● Gang: Apply a certain type to the gang for scenario selection & campaign resource purposes.
● Alliances: Which alliances can be formed.

There are 5 Affiliations:


● CLANLESS
○ Alignments: Ignore all effects and restrictions related to Alignment (Law Abiding & Outlaw). For example,
freely choose any Hired Guns, enemy gangs gain no extra credits for selling captives.
○ Alliances: None.
● HOUSE
○ Gang: Count as a House (Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar).
○ Equipment list: Same as that House (including pets).
○ Alliances: Strong Alliances of that House (without the benefits of being Strong).
● GUILD
○ Gang: Counts as a Guild (Coin, Iron, Corpse, Water, Promethium, Slave).
○ Equipment list: Whatever the chosen Guild are equipped with (from the Trading Post).
○ Alliances: The chosen Guild.
● RECIDIVIST (CRIMINAL)
○ Gang: Counts as a Recidivist (Cold Traders, Imposters, Fallen, Rogue, Narco, Psi-Syndica).
○ Equipment list: Whatever the chosen Recidivist are equipped with (from the Trading Post).
○ Alliances: The chosen Recidivist.
● NOBLE
○ Gang: Counts as a Noble (Greim, Ulanti, Ran Lo, Catallus, Ko'Iron, Ty).
○ Equipment list: Whatever the chosen Noble are equipped with (from the Trading Post).
○ Alliances: Any Noble except the selected chosen one.

134
★ NECROMUNDA ★

PISTOL
Autopistol 10
+ Reclaimed 5
Laspistol 10
Stub gun 5
- Dumdum 5
BASIC
Autogun 15
+ Reclaimed 10
Lasgun 15
Sawn-off shotgun (scatter) 15
Shotgun (solid & scatter) 30
Throwing knives 10
CLOSE COMBAT
Axe 10
Chainsword 25
Flail 20
Knife 10
Maul (club) 10
Two-handed axe * 25
Two-handed hammer * 35
GRENADES
Blasting charges 35
Frag 30
Krak 45
Smoke 15
ARMOUR
Armoured undersuit 25
Flak 10
Hazard suit 10
Mesh 15
EQUIPMENT
Drop rig 10
Filter plugs 10
Photo-goggles 35
WEAPON ATTACHMENT
Telescopic sight (P, B, S) 25

L C(S) C G(S) G J(S) J B


Leader Champion (Specialist) Champion Ganger (Specialist) Ganger Juve (Specialist) Juve Brute
● Trading Post & Black Market access marked with ‘✓’.
● Unwieldy weapons and weapons marked with an (*) take up 2 weapon slots.
● All weapon options for Servo-suit are upgrades and replace existing weapons. -1 Attack per weapon replaced.

135
★ NECROMUNDA ★

ASH WASTE NOMADS


LEADER 130 CHAMPION 110
CHIEFTAIN WATCHER
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 3+ 4+ 3 3 2 3+ 2 5+ 5+ 6+ 6+ 5” 4+ 3+ 3 3 2 3+ 2 6+ 6+ 7+ 7+
Skills: 1 Primary (custom). Skills: 1 Primary (custom).
Restrictions: None. Restrictions: None.
Wargear: Ash cloak, flak, sky mantle. Wargear: Ash cloak, flak, sky mantle.

GANGER 70 JUVE (SPECIALIST) 90


WARRIOR DUST RIDER
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ 4+ 3 3 1 3+ 1 7+ 6+ 7+ 8+ 5” / 8" 4+ 4+ 3 3 1 3+ 2 9+ 7+ 8+ 9+
Restrictions: Pistol, Basic, Special & Close Combat. Restrictions: Pistol, Basic, Special & Close Combat.
Wargear: Ash cloak, flak, sky mantle. Wargear: Ash cloak, flak.

DUSTBACK HELAMITE
This fighter is Mounted. While Mounted:
● M 8".
● Mighty Leap.

EQUIPMENT LIST
Unwieldy weapons take up 2 weapon slots and are marked with (*).
PISTOLS EQUIPMENT
Blast pistol …………………………………………..……15 30
Bio-booster …………………………………………..………
35
Photo-goggles ………………………………………..………
BASIC WEAPONS 5
Rocket pack …………………………………………..………
Blast rifle …..…………………………………………..……
15

SPECIAL WEAPONS
Long rifle …..…………………………………………..……
30

HEAVY WEAPONS
Charge caster (shock blast & krak rockets) * ......…… 155

CLOSE COMBAT WEAPONS


Chain lance ……………………………………..………… 55
Long blade ……………………………………..…………30
Mono-hook ……………………………………..…………35
Stalking knife ……………………………………..…………
20

136
★ NECROMUNDA ★

TAINTED GANGS
The following rules can be used for making House gangs There are 2 types of taints:
tainted (infected or corrupted). Any of the 6 House gangs can ● Infected (Genestealer)
be affected if desirable. ● Corrupted (Chaos)

● Automatically become Outlaws. There are 2 times a gang can become tainted:
● Can't change alignment again. ● When founding a new gang (automatically)
● Keep access to the original House Weapon List. ● During a campaign
● Keep the original skill lists applicable to the gang
type. Note: Cawdor lose access to Faith dice if tainted.

BECOMING CORRUPTED BECOMING INFECTED


There are 2 ways for an existing gang to become Corrupted: An existing gang can have the Leader spend a post-battle
● The Leader must successfully make the Dark Ritual action to seek out a cult to join by passing an Intelligence test
post-battle action (become Outlawed even if failed). (become Outlawed even if failed). If failed, the Leader can try
If failed, the Leader can try again after the next again after the next battle.
battle.
● A gang member is turned into a Spawn after the If there is Genestealer Cult gang in the campaign, and that
Leader has performed the Dark Ritual (regardless if gang agrees, the prospective cult can become infected
the Dark Ritual was successful or not). without passing the Intelligence test.

CORRUPTED BENEFITS INFECTED BENEFITS


● Lasting Injuries can become Mutations. ● Leader can be upgraded to a Psyker.
● Can perform Dark Rituals (post-battle action). ○ Access to Psychic Familiars (if upgraded).
● Successful Dark Ritual: Favour of a Chaos God. ● Can hire 0-1 Aberrants (counts as a Ganger for the
● Immune to Insanity (even if a scenario or special purpose of Gang Composition).
rule state that they would become Insane). ● Can purchase 0-1 Cult Icon (Leader or Champion
only).
Note that only Chaos Cult gangs can seek favour of different ● Can hire Hybrid Juves.
gods. Corrupted gangs (after receiving a favour) can't pray to
any others when conducting a Dark Ritual. UPGRADING THE LEADER TO A PSYKER
Cost:
● 40 credits.
● 1 post-battle action (the Leader can’t be in
Recovery).
Result:
● Unsanctioned Psyker.
● 1 Cult Wyrd Power.
● Access to Cult Wyrd Powers as Primary Skill.
● Access to Psychic Familiars.

HYBRID JUVES
When adding new Juves, it can be upgraded with an Extra
Arm for +30 credits. If the Juve was free, the Extra Arm is also
free.

137
★ NECROMUNDA ★

CHAOS SPECIAL RULES


DARK RITUALS: LEAD RITUAL HOUSE RULE
The following gangs can seek the favour of certain Chaos Gods. Corpse Grinder Cult is given access
● Corpse Grinder Cult: Khorne. to Dark Rituals here for fluff reasons.
● Chaos Cult: Any Chaos God (can change between battles).
● Corrupted gang: Any Chaos God (can't change after the first).

1) The Leader can make a Lead Ritual as a post-battle action (once per post-battle sequence).
2) Decide which of the Chaos Gods the ritual is invoking: Khorne, Nurgle, Slaanesh or Tzeentch.
3) A random fighter (not Leader or Witch) can be the focus of the ritual, offering them up to be a vessel of the gods’ power.
Alternatively, a Captive (that could normally be sold if held by a non-Chaos gang) can be sacrificed to fuel the ritual.
4) Then roll 2D6 and apply the following modifiers:

● +2 if praising a Chaos gods the cult already has the favour of.
● +2 if sacrificing a Captive.
● +1 if winning this battle.
● +1 if gaining Reputation this battle.
● -1 if losing Reputation this battle.
● -1 if losing this battle.
● -2 if praising a different Chaos god than the cult has the favour of.

Success (+9 after modifiers): The gang is heeded by the cult’s patron. Any existing favour is replaced. If a fighter was the
focus of the ritual, that fighter gains D6 XP.

Failure (2 or less before or after modifiers): The cult is deemed unworthy. Lose any existing favour. If a fighter was picked
to be the focus of the ritual, that fighter is turned into a Chaos Spawn (effectively slain and any equipment is lost). The Spawn
is added for free, but the cost affects Gang Rating.

THE GODS’ FAVOUR


If the gang has performed a Dark Ritual, gain the following bonuses:

Khorne Nurgle Slaanesh Tzeentch


Once per round Re-roll a failed Re-roll a friendly Recovery Activate 2 fighters instead of Ignore all negative hit modifiers
Wound roll. roll (End phase). 1(one after the other). for a Shoot (Basic/Double) action
Chaos Spawns +1S. +1T. Roll 2D6 and choose the 4+ save.
highest when moving
Leader +1A. +1W. +2”M. Gain 1 random Wyrd Power
(Possessed Hiver / Ghast table).
CHAOS SPAWN 130 CREDITS
M WS BS S T W I A Ld Cl Wil Int
D6” ? - ? ? ? ? ? - - - -
SPECIAL RULES
Can't be purchased, only recruited during a (failed) dark ritual.
Roll a separate D6 for each ? in the profile and consult the table below. This is the Spawn’s characteristics which can't be
altered in any way.
D6 WS S T W I A
1 5+ 3 4 1 5+ 1
2-5 4+ 4 5 2 4+ 2
6 3+ 5 6 3 3+ 3
● Can only make the following actions: Move, Charge, Fight and Coup de Grace.
● Can't be, suffer, use or gain any of the following:
○ Pinned.
○ Seriously Injured.
○ Flesh Wounds.
○ Lasting Injuries (if taken Out of Action, it is automatically restrained after the battle).
○ Broken or Insane.
○ Weapons or Wargear of any kind (always make unarmed attacks).
○ Experience or Advancements (in any way).
● Automatically:
○ Passes any Cool or Willpower tests.
○ Fails any Leadership or Intelligence tests.

After a battle that featured the Chaos Spawn, nominate up to 3 Gangers (not Out of Action or Seriously Injured at the end of the
battle). Roll a D6 for each nominated Ganger: on a 4+, the Chaos Spawn is restrained; otherwise it scurries away to join the
other nameless horrors of the Underhive and is removed from the gang. If a dice scores a 1, the Ganger suffers a Lasting Injury
roll from the unfettered wrath of the Spawn.

138
★ NECROMUNDA ★

ALLIANCES
MAKING AN ALLIANCE REPRESENTATIVES
● Enter into an Alliance from the start or before any Alliance Representatives consist of 1-5 fighters. They are
battle (provided they do not already have an ally). always fielded together and must operate together, meaning
● Max 1 at a time (unless otherwise noted). that a crew must contain all or none.
● Lasts until the end of the campaign phase, or until
either part breaks it. ● “Here to Help”: Joins the battle in addition to the
standard crew, regardless of method
ALIGNMENT (LAW ABIDING & OUTLAW) (random/custom). This may effectively allowing 1-5
There are 3 types of alliances available, depending on the more fighters than normally allowed.
gang’s alignment: ● If included, joins the gang’s crew regardless of crew
● Guild: Law Abiding only. selection method (random/custom).
● Recidivists: Outlaw only. ● Free to hire (does not affect Gang Rating).
● Noble: Any. ● Standard abilities for Leaders and Champions:
○ Leader:
■ Group Activation (2)
LIMITATIONS ■ Leading By Example (12”)
While allied, a gang can't use: ○ Champion:
● Favours. ■ Group Activation (1)
● Sub-plots (House or Intrigue). ■ Leading By Example (6”)

JOINING THE BATTLE A BAND APART


Any Alliance can join the gang in any battle. This is done in ● Counts as a separate gang (Faction) for the purpose
one of two ways: of Overseer, Group Activation and Leading by
● Always available (no test required). Example.
● Aid (pass the Aid test to join). ● Treated as part of the allied gang in every other
respect.
Some alliances (including all Guilds) will specify Aid and a ● Ignore Lasting Injury rolls, automatically treated as
Success Level. Out Cold (when going Out of Action).

AID All Bodyguards have the following special rules:


Each Alliance that requires an Aid test will specify a Success
Level. BODYGUARD (LEADER)
If the specified fighter type is within 2” and hit by a ranged
Alliance Success Level Alliance Representatives attack, the hit and all its effects can be transferred to this
Water 10 or less Nauthican Syphoning Delegation fighter.
Promethium 11 or less Pyromantic Conclave
Corpse 9 or less Corpse Harvesting Party INDENTURED FIGHTERS
Slave 10 or less Slave Entourage If only the Bodyguards remain on the battlefield, and the rest
of the Alliance Representatives are removed for whatever
Coin 11 or less Toll Collectors
reason, they count as having failed a Bottle test (regardless of
Iron 9 or less Wandering Scum (D3+2 Hive Scum) how many fighters in total have been removed from play).
Ran Lo 11 or less Auditing Conclave

In the pre-battle sequence, the gang may attempt to add the


allied Representatives to the battle.

Aid roll: D6 + Reputation


● Equal to or less than the Success Level:
Successful, the allies deigns to aid their allies on the
battlefield.
● Greater than the Success Level:
Failed, the allies decide that the gang can cope
alone.

139
★ NECROMUNDA ★

TEST-TRIGGER STRONG ALLIANCE


Many drawbacks will include various test-triggers. These are Some House gangs can form a Strong Alliance. Automatically
common ways an alliance can be tested (and possibly apply Disquiet (1-4) the first time the alliance is tested.
broken).
Alliance Type Alignment Strong Alliance
The test-trigger normally consists of 2 parts (Cause & Effect): Coin Guild Law Abiding Orlock
● Cause: A situation that causes a consequence. Iron Guild Law Abiding Delaque
● Effect: A consequence of the cause. This is the Water Guild Law Abiding Escher
‘price’ the gang must ‘pay’. Fire Guild Law Abiding Van Saar
Corpse Guild Law Abiding Cawdor
Example: Test-trigger: Cause. → Effect.
Slave Guild Law Abiding Goliath
When the cause occurs, the gang has 2 options: Cold Traders Recidivist Outlaw Escher
● Pay the consequence (effect). Imperial Imposters Recidivist Outlaw Van Saar
● Test the Alliance. Fallen Houses Recidivist Outlaw Orlock
Rogue Factoria Recidivist Outlaw Cawdor
Test-triggers with a cause & effect means that the gang can
Narco Lords Recidivist Outlaw Goliath
always choose to Test the Alliance to avoid the effect.
Psi-Syndica Recidivist Outlaw Delaque
TESTING THE ALLIANCE Greim Noble Any Goliath
When Testing the Alliance, roll a D6 and apply modifiers. Ulanti Noble Any Escher
● +1 for each previous time this test was made Ran Lo Noble Any Orlock
(during this campaign cycle). Catallus Noble Any Van Saar
● +3 when changing alignment (Law Abiding/Outlaw). Ko'Iron Noble Any Cawdor
Ty Noble Any Delaque
D6 Result
1-4 Disquiet: No effect (not happy with the gang’s
actions, but continues to hold up their end of the
Alliance… at least for now).
5-6 Warning: For the next battle, no Benefits are gained,
but drawbacks still apply (a warning is issued and the
gang must work to restore their good faith).
7+ Broken: The Alliance is broken.

RATINGS
All alliances and included delegation fighters have ratings (mainly used by Outcast gangs):

Fighter(s)
Alliance Alignment Strong Alliance Representatives Gangers Champions Leader Cost
Coin Law Abiding Orlock Toll Collectors 2 (75) 1 (125) 1 (245) 520
Iron Law Abiding Delaque Wandering Scum D3+2 Hive Scum (D3+2) * (30 + equipment)
Water Law Abiding Escher Nautican Syphoning Delegation 1 (160) 1 (90) 1 (185) 435
Fire Law Abiding Van Saar Pyromantic Enclave 2 (45) 1 (220) 1 (140) 450
Corpse Law Abiding Cawdor Corpse Harvesting Party 2 (135) 1 (120) 1 (160) 550
Slave Law Abiding Goliath Slaver Entourage 2 (120) 1 (190) 1 (280) 710
Cold Traders Outlaw Escher Void-Born Bounty Hunters 2 (150) 1 (85) 1 (215) 600
Imperial Imposters Outlaw Van Saar Uphive Ambassadors 1 Master Charlatan 280
Fallen Houses Outlaw Orlock Rebel Lord / Lady Credo 1 Rebel Lord / Lady Credo 305 / 250
Rogue Factoria Outlaw Cawdor Factoria Work Gang 3 (25) 1 (80) 1 (160) 315
Narco Lords Outlaw Goliath Narco Scum D3+2 Hive Scum (D3+2) * (30 + equipment)
Psi-Syndica Outlaw Delaque Mind-Locked Wyrd 1 Mind-Locked Wyrd 150
Greim Any Goliath Military Attaché 1 (90) 0 1 (240) 330
Ulanti Any Escher Court Advisor 0 1 (225) 1 (235) 460
Ran Lo Any Orlock Auditing Conclave 1 (190) 0 1 (180) 370
Catallus Any Van Saar Carnival 1 (75) 0 1 (245) 320
Ko'Iron Any Cawdor Ministorum Delegation 2 (100) 0 1 (300) 500
Ty Any Delaque Onmyodo Coven 1 (175) 0 1 (125) 300

140
★ NECROMUNDA ★

MERCHANT GUILDS
REPRESENTATIVES GUILD DRAWBACKS
Most Guild Alliance Representatives consist of 3 or 4 fighters: Each Alliance gives unique drawbacks. All Guild Alliances
● 1 Leader (Guild Procurator) have the following drawback:
● 1 Champion (Guild Factotum)
● 1-2 Gangers (Bodyguards) GUARD DUTY
Preferred scenarios:
● Looters (3D)
● Smash & Grab (2D)
● Caravan Heist
● Escort Mission

If defending in a preferred scenario, apply all the following:


● The allies must be included.
● Roll for Aid:
○ Success: No effect.
○ Failed: Test the Alliance (the gang is
unhappy about this forced interference).

Test-trigger: Option to choose a scenario. → Roll a D6:


● 1-3: Apply all of the following:
○ Defend in a preferred scenario.
○ The allies must be included.
○ Roll for Aid:
■ Success: Test avoided.
■ Failed: Test the Alliance (the gang
is unhappy about this forced
interference).
● 4-6: Choose freely.

PROMETHIUM GUILD (450) 1 Leader (Pyrocaen Lord - Guild Procurator - 140)


● STRONG ALLIANCE (VAN SAAR) M WS BS S T W I A Ld Cl Wil Int
BENEFITS 4” 3+ 4+ 3 3 2 4+ 1 7+ 7+ 7+ 6+
AID Skills: Evade, Overseer (Faction only).
Success level: 11 or less. Weapons: Shock stave, laspistol, photon flash grenade.
Fighters: Pyromantic Conclave. Equipment: Refractor field.

HELMAWR’S RADIANCE 1 Champion (Pyromagir - Guild Factotum - 220)


The following weapons lose Scarce, or if not having Scarce, M WS BS S T W I A Ld Cl Wil Int
gain Plentiful instead: 4” 4+ 5+ 3 3 1 4+ 1 7+ 8+ 7+ 7+
● Plasma (pistol, gun, cannon and combi variants). Skills: Nerves of Steel.
● Weapons with Blaze. Weapons: Flamer, stub gun, photon flash grenade.
Equipment: Refractor field, cult icon.
DRAWBACKS 2 Gangers (Cynder - Bodyguard - 45)
GUARD DUTY M WS BS S T W I A Ld Cl Wil Int
4” 4+ 5+ 3 3 1 4+ 1 8+ 8+ 7+ 7+
POWER TRAP
Test-trigger: Gained any credits as a scenario reward. → Skills: Spring Up, Bodyguard, Indentured Fighter.
Pay D3x10 credits (or the full reward gained if it was less Weapons: Laspistol, photon flash grenades.
than the result of the roll). Choose (all armed identical):
● Axe.
● Maul.
LIGHT IN DARK PLACES (WHEN JOINING THE BATTLE)
Before a battle where this alliance is taking part, the Pitch Black rules may be declared used for the battle. In any End
phase, these rules can be declared to no longer apply.

If any member of the Guild is removed from play, immediately before removing the fighter, resolve a photon flash grenade
attack centred on the fighter.

141
★ NECROMUNDA ★

GUILD OF COIN (520) 1 Leader (Master of Coin - Guild Procurator - 245)


● STRONG ALLIANCE (ORLOCK) M WS BS S T W I A Ld Cl Wil Int
BENEFITS 5” 4+ 4+ 3 3 2 3+ 1 6+ 5+ 7+ 5+
AID Skills: Escape Artist, Overseer (Faction only).
Success level: 11 or less. Weapons: Laspistol, power knife.
Fighters: Toll Collectors. Equipment: Displacer field, gun skull.
1 Champion (Skinflint - Guild Factotum - 125)
TOLLWAYS
Gain an additional D6x10 credits when receiving scenario M WS BS S T W I A Ld Cl Wil Int
rewards. 5” 4+ 4+ 3 3 1 4+ 1 7+ 6+ 7+ 6+
Skills: Lie Low.
DRAWBACKS Weapons: Plasma pistol, knife.
GUARD DUTY Equipment: Mesh, cult icon.
2 Gangers (Groveller - Bodyguard - 75)
COLLECTING TOLLS M WS BS S T W I A Ld Cl Wil Int
Test-trigger: Gained any credits as a scenario reward. → 5” 5+ 4+ 3 3 1 4+ 1 8+ 6+ 8+ 7+
Pay D3x10 credits (or the full reward gained if it was less
Skills: Lie Low, Bodyguard, Indentured Fighter.
than the result of the roll).
Weapons: Knife.
Choose one (individually):
● Long rifle.
● Shotgun (solid & scatter).
HIGHWAYS AND BYWAYS (WHEN JOINING THE BATTLE)
Before determining a scenario where this alliance is taking part, when defending, pass a Leadership test for the Leader to
steal the initiative from the enemy. Use the Ambush or Trap scenario as the attacker.

IRON GUILD DRAWBACKS


GUARD DUTY
● STRONG ALLIANCE (DELAQUE)
BENEFITS MILITIA SURPLUS
AID Test-trigger: One or more fighters died. --> All weapons &
Success level: 9 or less. wargear carried by dead fighters must be given to the Iron
Fighters: Wandering Scum Guild.
(D3+2 generic Hive Scum).

GUNS, GUNS, GUNS


Trading Post bonuses for ranged weapons:
● -2 Rarity.
● -D3x10 cost (minimum 5 credits).
● Optional: Test the Alliance to have D3x20 discount
instead (minimum 5 credits).

WATER GUILD (435) 1 Leader (Master Nautican - Guild Procurator - 185)


● STRONG ALLIANCE (ESCHER) M WS BS S T W I A Ld Cl Wil Int
BENEFITS 4” 4+ 4+ 3 3 2 4+ 1 7+ 7+ 6+ 6+
AID Skills: Step Aside, Overseer (Faction only).
Success level: 10 or less. Weapons: Needle pistol, stiletto knife.
Fighters: Nautican Syphoning Delegation. Equipment: Mesh, bio-booster, stimm-slug stash.
1 Champion (Syphonite - Guild Factotum - 90)
PURE WATER SUPPLY
Gain a free slopper. If the gang already has a Slopper, M WS BS S T W I A Ld Cl Wil Int
fighters come out of Recovery on 5+ instead of 6+. 4” 5+ 4+ 2 3 1 4+ 1 8+ 8+ 6+ 6+
Skills: Dodge.
DRAWBACKS Weapons: Needle rifle, stiletto knife.
GUARD DUTIES Equipment: Mesh, cult icon.
1 Ganger (Subnautican - Bodyguard - 160)
WATER LEVIES M WS BS S T W I A Ld Cl Wil Int
Test-trigger: Gained any credits as a scenario reward. → 4” 3+ 5+ 5 5 3 4+ 2 8+ 6+ 7+ 7+
Pay D3x10 credits (or the full reward gained if it was less
Skills: Berserker, Bodyguard, Indentured Fighter.
than the result of the roll).
Weapons: Open Fists.
Equipment: Hazard suit, armoured undersuit.
WATER HARVEST (WHEN JOINING THE BATTLE)
After a battle where this alliance is taking part, if the Leader has not gone Out of Action, add +1 to the Capture roll for each
Guild member that has not gone Out of Action.

If an enemy is Captured, the Captured fighter’s gang can pay the full value as ransom. If not, the Captured fighter may be
sold to the Guilders for full value immediately, denying the Captured fighter’s gang any rescue.

142
★ NECROMUNDA ★

CORPSE GUILD (550) 1 Leader (Pale Consort - Guild Procurator - 160)


● STRONG ALLIANCE (CAWDOR) M WS BS S T W I A Ld Cl Wil Int
BENEFITS 4” 5+ 4+ 3 3 1 4+ 1 7+ 8+ 7+ 6+
AID Skills: Fearsome, Overseer (Faction only).
Success level: 9 or less. Weapons: Laspistol, knife.
Fighters: Corpse Harvesting Party. Equipment: Medi skull, respirator, mesh (5+).
1 Champion (Bone Scrivener - Guild Factotum - 120)
EXTRA CORPSE-STARCH RATIONS
Can re-roll Lasting Injury rolls (apply the 2nd result). M WS BS S T W I A Ld Cl Wil Int
4” 5+ 4+ 3 3 1 5+ 1 7+ 8+ 8+ 7+
DRAWBACKS Skills: Fearsome.
GUARD DUTY Weapons: Stiletto knife.
Equipment: Gun skull, respirator, cult icon.
MEAT FOR THE GRINDERS 2 Gangers (Corpse Grinder - Bodyguard - 135)
Test-trigger: One or more friendly fighters suffered a Critical M WS BS S T W I A Ld Cl Wil Int
Injury. → A random fighter who suffered a Critical Injury can't 4” 3+ 5+ 4 3 2 4+ 2 8+ 7+ 8+ 8+
have a Medical Escort and is removed from the gang (as if
Skills: Crushing Blow, Bodyguard,
died).
Indentured Fighter.
Weapons: Chain glaive.
Equipment: Flak.
“THIS ONE’S STILL MOVING”
After a battle where the allies joined, roll a D6 for any fighters that went Out of Action and suffered a Critical Injury (Lasting
Injury 61-65). On a 6, change the result to a Memorable Death (Lasting Injury 66). The fighter has suddenly stopped moving
and is claimed by the Corpse Grinders. Any weapons and Wargear (including armour) is added to the allied gang’s stash.

SLAVE GUILD (710) 1 Leader (Chain Lord - Guild Procurator - 280)


● STRONG ALLIANCE (GOLIATH) M WS BS S T W I A Ld Cl Wil Int
4” 3+ 6+ 4 4 2 4+ 2 7+ 6+ 7+ 9+
BENEFITS Skills: Hurl, Overseer (Faction only).
AID Weapons: Choose:
Success level: 10 or less. ● Chain glaive.
Fighters: Slaver Entourage. ● Shock whip and chainaxe.
Equipment: Light carapace (4+), bio-booster, stimm-slug stash.
WEAPON TRAINING
1 Champion (Shakleman - Guild Factotum - 190)
Before each battle, a Leader or Champion may choose a
temporary Primary skill (only lasts for a single battle). M WS BS S T W I A Ld Cl Wil Int
4” 4+ 5+ 3 3 2 4+ 1 8+ 7+ 7+ 8+
DRAWBACKS Skills: Disarm.
GUARD DUTY Weapons: Harpoon launcher, shock stave.
Equipment: Flak, cult icon.
SLAVES FOR THE PIT 2 Gangers (Pit Fighters - Bodyguard - 120)
When capturing fighters, choose one of the following: M WS BS S T W I A Ld Cl Wil Int
● Immediately give the Captured fighters to the Slave 5” 4+ 6+ 3 3 1 4+ 2 8+ 7+ 8+ 10+
Guild.
Skills: Rain of Blows, Bodyguard, Indentured Fighter.
● Test the Alliance (to do one of the following)
Weapons: Chain glaive.
○ Keep
Equipment: Flak, stimm-slug stash.
○ Sell to Guilders (as normal).
● Break the Alliance (to do the following):
○ Deny Rescue Mission and ransom the
Captive’s gang for half the value (rounded
down to nearest 5 credits).

A PROMISED FIGHTER
After a battle where the allies joined, if at least one friendly Gang Fighter took an enemy fighter Out of Action with a close
combat attack or Coup de Grace, randomize one such fighter and roll a D6:
1: The fighter (including weapons and Wargear) is lost
(the Chain Lord is impressed and claims that fighter for a career in the fighting pits).
2-5: Nothing happens.
6: Gain D3x10 credits.

143
★ NECROMUNDA ★

RECIDIVISTS
COLD TRADERS (600) IMPERIAL IMPOSTERS (280)
● STRONG ALLIANCE (ESCHER) ● STRONG ALLIANCE (VAN SAAR)
BENEFITS BENEFITS
VOID-BORN BOUNTY HUNTERS UPHIVE AMBASSADORS
SMUGGLER SHORE PARTY
1 Master Charlatan (280)
1 Leader (Cold Trader - 215) M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int 5” 3+ 3+ 3 3 3 4+ 2 7+ 5+ 6+ 6+
4” 4+ 3+ 3 3 2 4+ 2 7+ 6+ 6+ 6+ Skills: Evade, Infiltrate, Step Aside.
Skills: Step Aside, Overseer (Faction only). Weapons: Needle pistol, stiletto sword, 4x digi lasers.
Weapons: Sling gun, stiletto knife. Equipment: Mesh, holochromatic field, falsehood.
Equipment: Armourweave, bio-booster.
AN HONOURABLE WORD
1 Champion (Bosun - 85)
Do not add the +3 modifier when Testing the Alliance after
M WS BS S T W I A Ld Cl Wil Int changing Alignment.
4” 4+ 4+ 2 3 1 4+ 1 8+ 7+ 6+ 6+
Skills: Dodge. Outlaw: Ignore -2 modifier for Rare items (Trading Post &
Weapons: Shotgun (solid & scatter), knife. Black Market).
Equipment: Mesh.
Each cycle, choose one gang (the allied gang or another
2 Gangers (Void-born Scum - Bodyguard - 150) gang). The chosen gang can ignore any one action that would
M WS BS S T W I A Ld Cl Wil Int result in changing the Alignment.
4” 3+ 4+ 5 5 3 4+ 2 8+ 7+ 7+ 7+
Skills: Bodyguard, Indentured Fighter. DRAWBACKS
Weapons: ● Knife. NOBLE AMBITIONS
● Autopistol or laspistol (choose individually). Test-trigger: Option to choose a scenario. → Roll a D6:
Equipment: Flak. ● 1-3: Choose Looters, Forgotten Riches or Caravan
Heist.
XENOS ARTEFACTS ● 4-6: Choose freely.
Leaders and Champions can purchase the following from the
House Equipment List (while allied):
Test-trigger: Playing Murder Cyborg, Shoot-out or Escort
● Sling gun: 55.
Mission. → Include the ally in the crew.
● Armourweave: 20.
GUILTY BY ASSOCIATION
DRAWBACKS Test-trigger: After fielding the ally in a battle. → Roll a 2+ or
PRESS GANGED become outlawed.
Preferred scenarios (attacker): NOTE
● The Hit. When is becoming outlaw relevant for an outlaw alliance?
● Escort Mission. Possibly if the outlaw gang making the alliance later become
● The Last Stand. law-abiding (while passing the test to keep this alliance)?

Test-trigger: Option to choose a scenario. → Roll a D6:


A. 1-3: Attack in a preferred scenario. NARCO LORDS
Test-trigger: Include the allies in the crew. ● STRONG ALLIANCE (GOLIATH)
B. 4-6: Choose freely.
BENEFITS
IMPERIAL ENTANGLEMENTS NARCO SCUM
Test-trigger: After fielding allies in a battle. → 1 random D3+2 Hive Scum (in addition to any standard Hive Scum).
friendly Gang Fighter (not In Recovery) must miss the next
battle (lay low to avoid investigation). ABUNDANT SUPPLY
Chems (Black Market):
● -2 Rarity/Legality.
NOTE ● Supplier never runs out.
An exception for this alliance:
● The Bosun is labeled "Champion" but has
Leading By Example (12”) equivalent to a DRAWBACKS
Leader. COURIER WORK
Preferred scenarios: Downtown Dust-up, Ghast Harvest, The
Hit.

Test-trigger: Option to choose a scenario. → Roll a D6:


● 1-3: Attack in a preferred scenario. The allies must be
included in the crew.
● 4-6: Choose freely.

PAYMENT DUE
Test-trigger: Earning any credits as a scenario reward. → Pay
D3x10 to the allies.

144
★ NECROMUNDA ★

PSI-SYNDICA (150) ROGUE FACTORIA (315)


● STRONG ALLIANCE (DELAQUE) ● STRONG ALLIANCE (CAWDOR)
BENEFITS BENEFITS
MIND-LOCKED WYRD (UNSANCTIONED PSYKER - 150) FACTORIA WORK GANGS
M WS BS S T W I A Ld Cl Wil Int 1 Leader (Factoria Overseer - 160)
4” 5+ 3+ 3 3 2 4+ 1 8+ 6+ 4+ 9+ M WS BS S T W I A Ld Cl Wil Int
Skills: Fearsome. 4” 4+ 3+ 3 3 2 4+ 2 8+ 7+ 6+ 6+
Equipment: Mesh. Skills: Commanding Presence, Overseer (Faction only).
WYRD POWER Choose 3 of the following: Weapons: Auto/plasma pistol (combi), shock baton.
Pyromancy: Scouring (Basic). Equipment: Mesh (5+).
Telekinesis: Assail (Basic), Force Blast (Basic).
Telepathy: Maddening Visions (Basic), Hypnosis (Basic), 1 Champion (Work Party Boss - 80)
Unbreakable Will (Basic). M WS BS S T W I A Ld Cl Wil Int
4” 5+ 4+ 2 3 1 4+ 1 7+ 6+ 6+ 6+
PSYCHIC AWAKENING Skills: Iron Will.
While becoming allied, a fighter can gain the following: Weapons: Laspistol, shock whip.
● Unsanctioned Psyker. Equipment: Mesh.
● 1 Random Psychoteric Wyrd Power from a chosen
discipline (Darkness, Delusion, Madness). 3 Gangers (Factoria Workers - Bodyguard - 25)
M WS BS S T W I A Ld Cl Wil Int
If the alliance is broken, pay the fighter’s value in credits or 4” 5+ 5+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
remove the fighter.
Skills: Bodyguard, Indentured Fighter.
N19 WYRD POWERS (V1) Weapons: Choose (individually):
Gain a random Wyrd Power: ● Autogun (reclaimed).
1: Assail (Basic) 2: Flame Blast (Basic) ● Autopistol (reclaimed), knife.
3: Freeze Time (Double) 4: Weapon Jinx (Simple)
5: Terrify (Double) 6: Quickening (Basic) BOUNTEOUS PRODUCTION
If included in a battle:
● Before the battle, set-up 2 Loot caskets (instead of 1)
DRAWBACKS if the scenario doesn't specify any special instructions
DARK DREAMS for Loot caskets.
Test-trigger: Starting a battle. → Pass a Willpower test for a
random friendly fighter (not In Recovery), or that fighter can't BARGAIN ORDNANCE (COUNTERFEIT WEAPONS)
be part of the crew for this battle. Can buy counterfeit weapons at the Black Market:
● -2 Rarity.
Test-trigger: Playing Ghast Harvest. → Include the ally in the ● Counts as Illegal with Legality equal to the modified
crew. Rarity.
● -20% cost (rounded down to nearest 5 credits).
PSYKANARIUM ATTENTION ● Melee weapons gain Reckless.
Test-trigger: A friendly Psyker used any psychic power in the ● Ranged weapons gain Unstable.
battle. → After the battle, roll D6 +1 per friendly Unsanctioned ● Fighters armed with counterfeit weapons are worth
Psyker that fought in the battle. On a 7+, suffer a Lasting Injury full value when sold to the Guilders.
for a random friendly fighter.
HEDGE ARMOURERS
+1 free Ammo-jack while allied (not counting towards the
normal limit).

DRAWBACKS
EYE OF THE OMNISSIAH
If including fighters with Counterfeit weapons, the opponent
may include a Bounty Hunter for free.

FACTORIA WORKERS
Test-trigger: Playing The Hit, Escort Mission or Last Stand. →
Include the allies in the crew.

Test-Trigger: Include Counterfeit weapons in a battle. →


Include the allies in the crew.

145
★ NECROMUNDA ★

FALLEN HOUSES (305/250)


● STRONG ALLIANCE (ORLOCK)
BENEFITS
Choose a Rebel Lord:
● GENERIC (305)
● LADY CREDO (250)

1 Generic (Rebel Lord - 305)


M WS BS S T W I A Ld Cl Wil Int
4” 3+ 3+ 3 3 3 3+ 2 7+ 6+ 6+ 6+
Skills: Choose 2 skills
(Agility, Combat, Cunning or Shooting).
Weapons: ● 2x digi lasers.
● Bolt pistol or Master-crafted needle pistol.
● Power sword, stiletto sword or thunder
hammer.
Equipment: ● Mesh.
● Displacer field or refractor field.

1 Lady Credo (Rebel Lord - 250)


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 3 2+ 2 5+ 5+ 6+ 6+
Skills: Dodge, Iron Will, Parry.
Weapons: Laspistol (master-crafted),
power sabre (master-crafted).
Equipment: Light carapace (same as armourweave cloak),
refractor field, photo-goggles.
HEIR TO THE OUTLANDS
Friendly Outcast & Outlaw fighters within 8" can use Lady Credo's
Ld & Cool.

SINESTUS & DEXTERUS


A pair of custom servo-skulls grants Lady Credo the following:
● 360° vision arc.
● Photo-goggles.

REBELLION
If winning a battle against:
● Law Abiding gangs: D6x10 credits.
● Enforcers or gangs allied with Guilds or Imperial
House:
○ 2D6x10 credits.
○ +1 Reputation.

DRAWBACKS
FOR THE CAUSE
Test-trigger: Challenged (for a Resource) by Enforcers or a
gang allied with a Guild or Imperial House. → Accept
Challenge.

Test-trigger: Fighting against Enforcers or gangs allied with a


Guild or Imperial House. → Include the allies in the crew.
ANCIENT OATHS
Test-trigger: After any battle. → Pay D3x10 to the allies.

146
★ NECROMUNDA ★

NOBLE HOUSES
GREIM (330) ULANTI (460)
● STRONG ALLIANCE (GOLIATH) ● STRONG ALLIANCE (ESCHER)
BENEFITS BENEFITS
MILITARY ATTACHÉ COURT ADVISOR

1 Leader (Krieg Mester - 240) 1 Leader (Courtier - 235)


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 2 4+ 1 6+ 6+ 7+ 6+ 5” 3+ 4+ 3 3 2 3+ 2 6+ 6+ 7+ 7+
Skills: Overseer (Any). Skills: Counter-attack, Step Aside.
Weapons: Bolt pistol, power sword. Weapons: Needle pistol, power sword.
Equipment: Light carapace (4+). Equipment: Displacer field.
1 Ganger (Jagerkin - 90) DUELLIST
M WS BS S T W I A Ld Cl Wil Int Can make Reaction attacks before the opponent makes attacks as
part of a Charge (Double) action (when attacked by a charging
5” 4+ 3+ 3 3 1 4+ 2 8+ 7+ 8+ 9+
fighter).
Skills: Marksman, Bodyguard, Indentured Fighter.
Weapons: Combat shotgun (salvo & shredder).
Equipment: Mesh. 1 Champion (Mirror Mask - 225)
M WS BS S T W I A Ld Cl Wil Int
THE FINEST ORDNANCE 5” 3+ 4+ 3 3 2 3+ 2 8+ 6+ 8+ 7+
Any friendly Gang Fighter can re-roll any Ammo tests. Skills: Nerves of Steel.
Weapons: Needle pistol, power sword.
AN EYE FOR WAR Equipment: Displacer field.
Modify the roll for determine scenario with +1/-1. If this ability MANY FACES
is used, the Military Attaché must be included in the crew. When activating, can swap positions with the Courtier (regardless
of where the two fighters are on the battlefield, including if Engaged
DRAWBACKS or Prone). This fighter continues taking actions as normal.
Test-Trigger: Fighting a battle against an enemy with
a higher Gang Rating. → Include the allies in the crew.

MILITIA DRAFT EXCESSIVE WEALTH


Test-trigger: After each battle, if the gang contains Juves. → +2D6x10 credits during the post-battle sequence.
Roll 2+ per Juve or give the Juve to the militia (including
weapons and wargear). DRAWBACKS
Test-Trigger: Fighting a battle against an enemy allied with
MARTIAL PRIDE another Noble House or Recidivists (Criminal Organisation)
Test-trigger: The alliance is taking part in a battle. → alliance. → Include the allies in the crew.
Seconded to the Militia (before selecting crews).
INEVITABLE BETRAYAL
Test-Trigger: Losing a battle. → Seconded to the Militia. Test-Trigger: Losing a battle. If the alliance is Broken, the
opponent (the gang that won the battle) can form an alliance
SECONDED TO THE MILITIA with House Ulanti for the next battle (even if already having
Randomize a Gang Fighter and apply the following: an alliance). Afterwards, the alliance with the opponent is
● Immediately suffer a Lasting Injury roll, counting automatically Broken (does not trigger Inevitable Betrayal
Critical Injury (61-65) as Memorable Death (66). again).
○ In Recovery: Must miss this battle.
○ Killed: Gain credits equal to the cost BORED NOW!
(compensated by the allies). Test-trigger: After the battle, if rolling a double on the
● Gain D6 XP (if survived). Excessive Wealth (2D6x10 credits).

NOTE
NOTE A few exceptions for this alliance:
● No Group Activations.
A few exceptions for this alliance:
● The Courtier is originally labeled “Leader” but
● No Group Activations.
only have Leading By Example (6”) equivalent
● The Krieg Mester is originally labeled “Leader”
to a Champion.
but only have Leading By Example (6”)
● The “Leader” does not have Overseer.
equivalent to a Champion.
● Mirror Mask does not have a fighter type (does
● This is the only alliance where Overseer is not
not have Bodyguard, Indentured Fighter etc.).
limited.

147
★ NECROMUNDA ★

RAN LO (370) KO'IRON (500)


● STRONG ALLIANCE (ORLOCK) ● STRONG ALLIANCE (CAWDOR)
BENEFITS BENEFITS
AID MINISTORUM DELEGATION
Success level: 11 or less
Fighters: Auditing Conclave
1 Leader (Prima Materis - 300)
1 Leader (Auditor - 180)
M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 7+
5” 5+ 5+ 3 3 2 4+ 1 5+ 7+ 7+ 5+
Skills: Devotional Frenzy, Overseer (Faction only).
Skills: Fearsome.
Weapons: Bolt pistol (master-crafted), shock stave.
Weapons: Web pistol, knife. Equipment: Light carapace (4+), refractor field.
Equipment: Mesh (5+).
INSPIRATIONAL LEADER
● Group Activation (1) If Standing, friendly fighters within 6" and LOS to this fighter can
1 Ganger (Gelt-scrivener - 190) use this fighter's Cool & Willpower stats for any tests.
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 1 4+ 2 8+ 6+ 7+ 7+
Skills: Trick Shot, Bodyguard, Indentured Fighter.
2 Gangers (Frateris Bodyguard - 100)
Weapons: Master-crafted long rifle, bolt pistol &
power sword. M WS BS S T W I A Ld Cl Wil Int
Equipment: Mesh. 5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 6+ 7+
Skills: Devotional Frenzy, Bodyguard.
Weapons: Choose one (individually):
ALWAYS MORE COIN ● Laspistol, eviscerator.
Gain 2D6x10 credits after each battle the allies take part in ● Lasgun, chainsword.
(regardless of the outcome). Equipment: Mesh (5+).
CHECKS AND BALANCES
Gain 2D6x10 credits after each battle if any opponent earned THE EMPEROR PROTECTS (SAME AS: PIOUS + FANATICAL)
more credits from the scenario than the allied gang. All fighters in this alliance can re-roll Nerve & Rally tests if the
result is 2 (before modifiers).
DRAWBACKS
CUT OUR LOSSES RELIGIOUS RELICS
The allies are removed from the battlefield if at least one of A leader can have 1 item (armour or weapon) Blessed (while
the allied fighters is Seriously Injured or Out of Action. allied):
● Re-roll a failed hit or save (once per battle).
EVERY CRED COUNTED
Test-Trigger: Less than 50 credits in the Stash after a DRAWBACKS
post-battle sequence. Test-Trigger: Fighting a battle as the underdog (enemy has
higher Gang Rating). → Include the allies in the crew.
THE PRICE OF BUSINESS
If a 6 is rolled on a dice when collecting random amount of PENANCE FOR THE UNWORTHY
income from Resources, that dice is discarded and does not Test-Trigger: Losing a battle. → The Leader must start the
generate any credits. next battle with a Flesh Wound.

TITHED TO THE FRATERIS MILITIA


NOTE Test-trigger: Before each battle (before selecting crews). →
A few exceptions for this alliance: Randomize a Gang Fighter (tithed to the militia) and apply
● Ganger has Indentured Fighter but this is the following:
irrelevant due to “Cut Our Losses”. ● Immediately suffer a Lasting Injury roll, counting
● This is the only non-Guilder ally that requires Critical Injury (61-65) as Memorable Death (66).
an Aid test to participate in a battle. ○ In Recovery: Must miss this battle.
○ Killed: Gain credits equal to the cost
(compensated by the allies).
● Gain D6 XP (if survived).

NOTE
An exceptions for this alliance:
● Gangers don't have Indentured Fighter.

148
★ NECROMUNDA ★

FEARLESS ALLIES
CATALLUS (320) ● Captured fighters from a gang with this alliance are
● STRONG ALLIANCE (VAN SAAR) worthless when sold to the Guilders (the enemy can
BENEFITS still sell the captured fighter, but no bounty is
gained, and the fighter is effectively removed).
CARNIVAL
● Once each cycle, if the gang with this alliance is
1 Leader (Masked Killer - 245) Law Abiding, a change in Alignment can be ignored,
M WS BS S T W I A Ld Cl Wil Int but the gang must Test the Alliance immediately.
6” 3+ 3+ 3 3 2 2+ 3 7+ 5+ 6+ 7+
MANY FACES, ONE PURPOSE
Skills: Dodge. Before a battle, if the crew is Random (X), the allied gang
Weapons: Laspistol. can replace this with:
Choose 1: ● Random (X-1) + Custom (1).
● Power sword (master-crafted).
● Long rifle (master-crafted). If this ability is used, this alliance can't be included in the
Equipment: Mesh (5+), photo-goggles. crew.
ARTISTRY OF MURDER
● All weapons gain Shock (this fighter only).
● Can re-roll any Flesh Wound results when inflicting
DRAWBACKS
damage. CARNIVAL OF DEATH
Test-Trigger: Fighting against a gang that includes a fighter
worth 250+ credits in the crew. → Include the allies in the
1 Ganger (Mindfrayed - 75) crew.
M WS BS S T W I A Ld Cl Wil Int
DEBTS TO BE PAID
6” 4+ 5+ 3 3 1 4+ 2 9+ 10+ 5+ 8+
Test-Trigger: After any battle in which this alliance joined a
Skills: Berserker. gang that contains at least one Juve (not specialist). → Roll a
Weapons: 2x flail. 2+ per Juve (not Specialist), or remove the fighter (including
Equipment: Displacer field. weapons & wargear) from the gang (turned over to serve as
INFECTIOUS TERROR Mindfrayed).
Apply the following effects to all other fighters (friend & foe)
within 6”except this fighter: THE INVISIBLE TRUTH
● When this fighter is Pinned, pass a Cool test or A gang that has been allied with this alliance must always roll
also become Pinned (except the Leader). 2+ when attempting to form another alliance in the future
● If this fighter fails a Nerve test, pass a Nerve test or (with any alliance), or the new alliance is Catallus instead of
also become Broken. the intended alliance.
● While this fighter is Broken, can't recover from
being Broken.
NOTE
A few exceptions for this alliance:
● No Group Activations.
● The Leader does not have Overseer.
● Mindfrayed does not have Bodyguard.

149
★ NECROMUNDA ★

PSYCHIC TRAINING
TY (300) While allied, a fighter with Psychoteric Mastery (or any
● STRONG ALLIANCE (DELAQUE) Psyker if no fighters have Psychoteric Mastery) gains +1
BENEFITS Wyrd Power from those available to that fighter. This is lost if
the Alliance is Broken.
ONMYODO COVEN
1 Leader (Onmyodo Telepath - 125) DRAWBACKS
M WS BS S T W I A Ld Cl Wil Int DISTURBING VISIONS
5” 5+ 5+ 3 3 1 4+ 1 8+ 7+ 5+ 7+ Test-Trigger: At the start of each battle (after deployment), a
Skills: Overseer (Faction only). random friendly fighter (on the battlefield) suffers a Flesh
Weapons: Shock stave. Wound.
Equipment: Refractor field.
● Group Activation (1) Test-Trigger: Fighting a battle against an enemy with
a higher Gang Rating. → Include the allies in the crew.
INSPIRATIONAL LEADER
If Standing, friendly fighters within 6" and LOS to this fighter THE COST OF LIES
can use this fighter's Cool & Willpower stats for any tests. Test-Trigger: A double is rolled when determining the
scenario (before any battle). → The opponent can select the
CONTROL COLLAR (UNSANCTIONED PSYKER) scenario.
When activated, can use the Control Collar (if no other
friendly fighter has used its Control Collar this round).
Only 0-1 fighter in this alliance can use it's Control Collar
each round:
● Become a Sanctioned Psyker (for this round).
Otherwise, this fighter does not count as a
Sanctioned Psyker.

WYRD POWERS (SANCTIONED)


When becoming allied, choose 2 of the following (Telepathy):
1: Mind Control (Basic), CE 2: Terrify (Double)
3: Invisibility (Double), CE 4: Mental Assault (Basic)
5: Hallucinations (Basic) 6: Unbreakable Will (Basic), CE

1 Ganger (Onmyodo Null - 175)


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 5+ 7+ 7+
Skills: True Grit.
Weapons: Boltgun, power sword.
Equipment: Mesh, respirator.

CONTROL COLLAR (PSYCHIC NULL)


When activated, can use the Control Collar (if no other
friendly fighter has used its Control Collar this round).
Only 0-1 fighter in this alliance can use it's Control Collar
each round:
● Become a Psychic Null (for this round). Otherwise,
this fighter does not count as a Psychic Null.

PSYCHIC NULL
● Can Disrupt Wyrd Powers (as if being a Psyker).
All fighters within 6" suffer the following (friend & foe):
● Psychic powers can't be manifested.
● -2 modifier to Cool tests.

NOTE
A few exceptions for this alliance:
● Onmyodo Null does not have Bodyguard.

150
★ NECROMUNDA ★

THE TRADING POST


Some items have a different price in the house lists compared to the Trading Post. This represents the different availability
specific to each house. Some items does not have a Trading Post price, these are preciously guarded by each house. Items
that have a gang specific price are common to that gang, even if it is Rare at the Trading Post. Items which don’t have a
Trading Post price are limited to specific gangs only.

● Combi-weapons can be upgraded with the same types of ammo as its individual parts.
NB: Needler (combi) can take needle rifle ammo.
● A special variant of a weapon can't take ammo available to the main type (for example Enforcer boltgun can't take
boltgun ammo upgrades).
● Xenos and Corrupted weapons can't be upgraded (gun sights, suspensors etc.) unless otherwise noted.
● Some items and costs are only available to specific fighters.
● Some items are only available when fighters are recruited.
● Double test with the gang’s Equipment list to ensure the price is right and available for the intended fighter.

Symbol Description
- Ammo and other weapon upgrades. This cost does not include the base weapon.
+ Specialized weapon variants based on a regular weapon.
* Items marked with an asterix (*) take up 2 weapon slots.
↑ An upgrade that will replace some of the fighter's existing item(s).
underline Items from the Black Market.
red Items that have unreliable cost.

151
★ NECROMUNDA ★

BASIC WEAPONS (1/2) Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Autopistol Common 10 10 - 10 - 10 - 10 10 10 10 - 15 -
- Fragmentation Rare (8) 10 - - - - - - - - 10 10 - - -
- Manstopper Rare (8) 10 - - - - - - - - 10 10 - - -
- Phosphor Rare (8) 10 - - - - - - - - - - - - -
- Plantbuster Rare (9) 15 - - - - - - - - - - - - -
- Rad Rare (9) 20 - - - - - - - - - - - - -
- Static Illegal (9) 10 - - - - - - - - - - - - -
- Warp Illegal (10) 15 - - - - - - - - - - - - -
- Master-crafted Rare (10) 5 5 5 - - - - - - - - - - -
+ Reclaimed Common 5 5 - - - - - - 5 - - - 5 -
- Phosphor Rare (8) 10 - - - - - - - - - - - - -
- Plantbuster Rare (9) 15 - - - - - - - - - - - - -
- Rad Rare (9) 20 - - - - - - - - - - - - -
Blast pistol - - - - - - - - - - - - - - 15
Bolt Pistol Rare (8) 45 - - - 45 45 - - - - - - - -
- Gas Rare (11) 25 - - - - - - - - - - - - -
- Gunk Common 15 - - - - - - - - - - - - -
- Shatter Rare (9) 15 - - - - - - - - - - - - -
- Master-crafted Rare (10) 15 - - - - 10 - - - - - - - -
Flechette pistol (solid & fleshbane) - - - 30 - - - - - - - - - - -
- Master-crafted - - - 10 - - - - - - - - - - -
Grav pistol Rare (11) 70 - 90 - - - - - - - - - - -
- Master-crafted - - - 20 - - - - - - - - - - -
Hand flamer Rare (8) 75 75 75 75 75 75 75 50 70 75 - - - -
Inferno pistol (Imperial) Rare (12) 145 - - - - - - - - - - - - -
Laspistol Common 10 - 10 10 - - 5 10 10 - - - 10 -
- Focusing crystal Rare (10) 30 - - - - - 20 - - - - - - -
+ with Hotshot las pack Common 30 - - 30 - - 25 30 - - - - - -
- Master-crafted Rare (10) 5 - 5 - - - 5 - - - - - - -
Las sub-carbine - - - - - - - 15 - - - - - - -
- Focusing crystal Rare (10) 30 - - - - - 20 - - - - - - -
- Master-crafted - - - - - - - 5 - - - - - - -
Needle pistol Rare (9) 30 - - 25 - - - 40 - - - - - -
- Chem darts Common 10 - - - - - - - - - - - - -
+ Withertouch (Corrupted) Illegal (13) 55 - - - - - - - - - - - - -
Plasma pistol Rare (9) 50 - 50 50 - 50 50 - - - - - - -
Stub gun Common 5 5 5 5 5 5 - - 5 5 5 - 5 -
- Dumdum Rare (7) 5 5 5 5 5 5 - - 5 5 5 - - -
- Static Illegal (9) 10 - - - - - - - - - - - - -
- Warp Illegal (10) 15 - - - - - - - - - - - - -
Web pistol Rare (9) 90 - 80 - - - - - - - - - - -
Autopistol / hand flamer (combi) Rare (10) 65 - - - - - - - - - - - - -
Autopistol / plasma pistol (combi) Rare (10) 50 - - - - - - - - - - - - -
Bolt pistol / hand flamer (combi) Rare (11) 110 - - - 110 - - - - - - - - -
Bolt pistol / needle pistol (combi) - - - - 60 - - - - - - - - - -
Bolt pistol / plasma pistol (combi) Rare (11) 80 - - - 80 - - - - - - - - -
Stub gun / plasma pistol (combi) Rare (8) 40 - - - 40 - - - - - - - - -

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

152
★ NECROMUNDA ★

BASIC WEAPONS (1/2) Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Arc rifle (Imperial) Rare (13) 100 - - - - - - - - - - - - -
Autogun Common 15 15 15 15 - 15 - 15 15 - - - 15 -
- Phosphor Rare (8) 10 - - - - - - - - - - - - -
- Plantbuster Rare (9) 15 - - - - - - - - - - - - -
- Rad Rare (9) 20 - - - - - - - - - - - - -
- Static Illegal (9) 10 - - - - - - - - - - - - -
- Warp Illegal (10) 15 - - - - - - - - - - - - -
+ with Exterminator - - 15 - - - - - - - - - - - -
- Master-crafted Rare (10) 5 5 5 - - - - - - - - - - -
+ Reclaimed Common 10 10 - - - - - - 10 - - - 10 -
- Phosphor Rare (8) 10 - - - - - - - - - - - - -
- Plantbuster Rare (9) 15 - - - - - - - - - - - - -
- Rad Rare (9) 20 - - - - - - - - - - - - -
+ with Polearm * - - 20 - - - - - - - - - - - -
- Master-crafted - - 5 - - - - - - - - - - - -
Blast rifle - - - - - - - - - - - - - - 15
Blunderbuss (grape & purgation) with Polearm * - - 40 - - - - - - - - - - - -
- Emperor’s Wrath rounds - - 35 - - - - - - - - - - - -
- Master-crafted - - 10 - - - - - - - - - - - -
Boltgun Rare (8) 55 - - 55 55 55 - - - - - - - -
- Gas Rare (11) 25 - - - - - - - - - - - - -
- Gunk Common 15 - - - - - - - - - - - - -
- Penetrator - - - - - - - - - - - 20 - - -
- Shatter Rare (9) 15 - - - - - - - - - - - - -
- Master-crafted Rare (10) 15 - - - - 15 - - - - - - - -
+ Enforcer - - - - - - - - - - - 50 - - -
+ Warpstorm (Corrupted) Illegal (10) 60 - - - - - - - - - - - - -
Combat shotgun (salvo & shredder) Rare (7) 70 - - - 60 55 - - - - 60 - - -
- Firestorm Rare (8) 30 - - - - - - - - - - - - -
- Gas Rare (11) 25 - - - - - - - - - - - - -
- Phosphor Rare (8) 10 - - - - - - - - - - - - -
- Plantbuster Rare (9) 15 - - - - - - - - - - - - -
- Rad Rare (9) 25 - - - - - - - - - - - - -
- Shatter Rare (9) 15 - - - - - - - - - - - - -
Lasgun Common 15 - 15 5 - - 10 15 15 - - - 15 -
- Focusing crystal Rare (10) 30 - - - - - 20 - - - - - - -
+ with Hotshot las pack Common 35 - - 25 - - 30 35 - - - - - -
- Master-crafted Rare (10) 5 - 5 - - - 5 - - - - - - -
Las carbine - - - - - - - 20 - - - - - - -
- Focusing crystal Rare (10) 30 - - - - - 20 - - - - - - -
- Master-crafted - - - - - - - 5 - - - - - - -
Kroot long rifle (Xenos) Rare (10) 30 - - - - - - - - - - - - -
Rak’Gol razor gun (Xenos) Illegal (11) 60 - - - - - - - - - - - - -

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

153
★ NECROMUNDA ★

BASIC WEAPONS (2/2) Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Sawn-off shotgun (scatter) Common 15 15 - 15 - 15 - - - - - - 15 -
- Gas Rare (11) 25 - - - - - - - - - - - - -
- Phosphor Rare (8) 10 - - - - - - - - - - - - -
- Plantbuster Rare (9) 15 - - - - - - - - - - - - -
- Rad Rare (9) 25 - - - - - - - - - - - - -
- Shatter Rare (9) 15 - - - - - - - - - - - - -
- Solid Common 5 10 - - - 10 - - - - - - - -
Shotgun (solid & scatter) Common 30 30 30 30 30 25 - 30 30 - - - 30 -
- Acid rounds - - - - 15 - - - - - - - - - -
- Executioner Rare (9) 20 20 20 - 20 20 - - - - - - - -
- Gas Rare (11) 25 - - - - - - - - - - - - -
- Inferno Rare (8) 15 15 - - 15 15 - - - - - - - -
- Phosphor Rare (8) 10 - - - - - - - - - - - - -
- Plantbuster Rare (9) 15 - - - - - - - - - - - - -
- Rad Rare (9) 25 - - - - - - - - - - - - -
- Retributor - - 20 - - - - - - - - - - - -
- Shatter Rare (9) 15 - - - - - - - - - - - - -
+ with Exterminator - - 15 - - - - - - - - - - - -
Sling gun (Xenos) Rare (11) 55 - - - - - - - - - - - - -
Stake-crossbow (Imperial) Rare (9) 60 - - - - - - - - - - - - -
Stub cannon - - - - - 20 - - - - - - - - -
- Static Illegal (9) 10 - - - - - - - - - - - - -
- Warp Illegal (10) 15 - - - - - - - - - - - - -
Suppression laser - - - - - - - 40 - - - - - - -
- Focusing crystal Rare (10) 30 - - - - - 20 - - - - - - -
- Master-crafted - - - - - - - 10 - - - - - - -
Throwing knives Common 10 - 10 5 - - - - - - - - 10 -
Wyld bow - - - - 10 - - - - - - - - - -
- Acid - - - - 20 - - - - - - - - - -
- Explosive - - - - 20 - - - - - - - - - -
- Poison - - - - 25 - - - - - - - - - -

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

154
★ NECROMUNDA ★

SPECIAL WEAPONS Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Concussion carbine - - - - - - - - - - - 30 - - -
Flamer Rare (7) 140 130 140 140 140 140 140 140 130 140 - - - -
+ Balefire thrower (Corrupted) Illegal (9) 120 - - - - - - - - - - - - -
+ Fire Pike - - 140 - - - - - - - - - - - -
+ with Autogun (combi) Rare (10) 110 110 - - - - - - - - - - - -
+ with Bolter (combi) Rare (8) 180 - - 180 175 - - - - - - - - -
Gaseous eruption - - - - 40↑ - - - - - - - - - -
Grav gun Rare (11) 120 - 120 - - - 120 - - - - - - -
- Master-crafted Rare (10) 30 - 25 - - - - - - - - - - -
Grenade launcher (frag & krak) Rare (8) 65 65 - 55 55 65 - 55 55 - - - - -
+ (frag & stun round) - - - - - - - - - - - 50 - - -
- Anti-plant (usable with combi) Rare (7) 40 - - - - - - - - - - - - -
- Choke gas Rare (9) 35 - - - - - - - - - 30 - - -
- Flare (usable with combi) Common 30 - - - - - - - - - - - - -
- Krak - - - - - - - - - - - 35 - - -
- Combi Rare (8) 25 - - - - - - - - - - - - -
- Photon flash Rare (9) 15 15 - - - - - - - - 15 - - -
- Plasma Rare (12) 100 - - - - - - - - - - - - -
- Scare gas Rare (10) 45 - - - - - - - - - 40 - - -
- Smoke Common 15 15 - 15 15 - - - - - 15 - - -
- Stun round Rare (8) 25 - - - 15 - - - - - - - - -
- Combi Rare (8) 20 - - - - - - - - - - - - -
+ (frag) with autogun (combi) Rare (7) 30 - - - - - - - - - - - - -
+ (frag) with bolter (combi) Rare (8) 60 - - - 80 80 - - - - - - - -
Hrud fusil (Xenos) Illegal (9) 120 - - - - - - - - - - - - -
Kai hellspear (Corrupted) Illegal (12) 90 - - - - - - - - - - - - -
Long las Common 20 - - - - - - 20 - - - - - -
- Focusing crystal Rare (10) 30 - - - - - - - - - - - - -
Long rifle Rare (7) 30 30 30 - - - - - 30 - - - - 30
- Static Illegal (10) 15 - - - - - - - - - - - - -
- Warp Illegal (11) 20 - - - - - - - - - - - - -
- Master-crafted Rare (10) 10 5 5 - - - - - - - - - - -
Meltagun Rare (11) 135 - 135 135 135 135 135 - - - - - - -
+ with Bolter (combi) Rare (12) 170 - - 170 165 165 - - - - - - - -
+ with Laspistol (combi) - - - - - - - 130 - - - - - - -
Necrotic beamer (Xenos) Illegal (12) 110 - - - - - - - - - - - - -
Needle rifle Rare (9) 40 - - 35 - - - - - - - - - -
- Chem darts Common 10 - - - - - - - - - - - - -
+ Needler / bolter (combi) Rare (10) 90 - - 80 - - - - - - - - - -
Neural flayer (Xenos) Illegal (13) 90 - - - - - - - - - - - - -
‘Nightshade’ chem-thrower - - - - 135 - - - - - - - - - -
Plasma gun Rare (9) 100 - 100 100 - 100 100 - - - - - - -
+ with Bolter (combi) Rare (10) 115 - - 115 115 - - - - - - - - -
+ with Laspistol (combi) - - - - - - - 95 - - - - - - -
Rad beamer * - - - - - - - 70 - - - - - - -
Rad gun - - - - - - - 100 - - - - - - -
Sniper rifle - - - - - - - - - - - 35 - - -
Storm bolter (Imperial) Rare (12) 95 - - - - - - - - - - - - -
Storm-welder * - - - - - 75 - - - - - - 75 - -
Webber Rare (9) 125 - 115 - - - - 125 - - - - - -
Yu’vath puzzle box (Xenos) Illegal (15) 150 - - - - - - - - - - - - -

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

155
★ NECROMUNDA ★

HEAVY WEAPONS Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Assault ram (SLHG pattern ‘sledge hammer’) * - - - - - - - - - - - 90 - - -
Autocannon (Imperial) * Rare (10) 160 - - - - - - - - - - - - -
Chain caster (shock blast & krak rockets) * - - - - - - - - - - - - - - 155
Demiurg energy drill (Xenos) * Illegal (9) 100 - - - - - - - - - - - - -
Grav cannon (Imperial) * Rare (10) 140 - - - - - - - - - - - - -
Harpoon launcher * Rare (9) 110 - - - - 110 - - - 110 - - - -
Heavy bolter * Rare (10) 160 - - - 160 160 - - - - - - - -
- Gunk Common 15 - - - - - - - - - - - - -
Heavy concussion ram * - - - - - - - - - - - 70 - - -
Heavy crossbow * - - 125 - - - - - - - - - - - -
Heavy flamer * Rare (10) 195 195 195 - 195 195 - - 195 195 - - - -
Heavy stubber * Rare (7) 130 130 - 130 130 130 - 145 130 - - - - -
- Phosphor Rare (8) 10 - - - - - - - - - - - - -
- Plantbuster Rare (9) 15 - - - - - - - - - - - - -
- Rad Rare (9) 20 - - - - - - - - - - - - -
- Static Illegal (10) 15 - - - - - - - - - - - - -
- Warp Illegal (11) 20 - - - - - - - - - - - - -
+ Twin-linked - - 40↑ - - - - - - - - - - - -
‘Krumper’ rivet cannon * - - - - - 70 - - - - - - - - -
Lascannon * Rare (10) 155 - - - - - 155 - - - - - - -
Mining laser * Rare (9) 125 - - - - 125 - 125 - - - - - -
Missile launcher (frag & krak missiles) * Rare (10) 165 - - - 165 - - - - - - - - -
Mole launcher (Imperial) * Rare (11) 100 - - - - - - - - - - - - -
Multi-melta * Rare (11) 180 - - - 180 - 180 - - - - - - -
Plasma cannon * Rare (11) 130 - - 130 - - 130 - - - - - - -
Rad cannon * - - - - - - - 130 - - - - - - -
Seismic cannon * Rare (10) 140 - - - - 140 - 140 - - - - - -
Twin-linked assault grenade launcher (frag & stun round) * - - - - - 65 - - - - - - - - -
- Krak - - - - - 30 - - - - - - - - -
- Smoke - - - - - 20 - - - - - - - - -

GRENADES Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Anti-plant Rare (7) 30 - - - - - - - - - - - - -
Blasting charges Rare (8) 35 35 - - 35 30 - 35 35 - - 35 35 -
Choke gas Rare (9) 50 50 50 45 - - - - - - 50 - - -
Demolition charges Rare (12) 50 - - - - 45 - 65 65 - - 50 - -
Flares Common 20 - - - - - - - - - - - - -
Frag Common 30 30 - 30 30 30 30 30 30 30 30 30 30 -
Gunk bombs Common 40 - - - - - - - - - - - - -
Incendiary charges Rare (7) 40 40 - - 40 - - 40 40 40 - 40 - -
Krak Rare (8) 45 45 - 45 45 45 45 - 45 45 - 45 45 -
Melta bombs Rare (11) 60 - - - 60 60 - - - - - - - -
Phosphor canister (Imperial) Rare (10) 40 - - - - - - - - - - - - -
Photon flash flares Rare (9) 15 - 15 15 - 15 15 - - - 15 - - -
Plasma Rare (10) 90 - - - - - 65 - - - - - - -
Rad - - - - - - - 25 - - - - - - -
Scare gas Rare (10) 45 - 40 40 - 45 - - - - - - - -
Shard (Corrupted) Illegal (9) 30 - - - - - - - - - - - - -
+ Mindflect (Xenos) Illegal (10) 50 - - - - - - - - - - - - -
Smoke Common 15 15 15 15 15 15 15 - - 15 15 - 15 -
Stun Rare (8) 15 - 10 25 15 - 25 - - - 15 - - -
Hallucinogen - - - - - - - - - - - - - - -

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

156
★ NECROMUNDA ★

AMMO Rarity /
Item Weapons Combi? Legality Cost
Acid (arrow) Wyld bow Escher 20
Acid rounds Shotgun Escher 15
Anti-plant Grenade Launcher, Combi Yes Rare (7) 40
Chem Darts Needle: Pistol, Rifle, Needler (Combi) Yes Common 10
Choke gas Grenade Launcher Unknown Rare (9) 35
Dumdum Stub: Gun Unknown Rare (7) 5
Common for: Cawdor, Escher, Goliath, Orlock, Chaos Cult, Corpse Grinder Cult, Enforcer
Emperor’s Wrath Blunderbuss Unknown Cawdor 35
Executioner Shotgun Unknown Rare (9) 20
Explosive (arrow) Wyld bow Escher 20
Firestorm Shotgun Unknown Rare (8) 30
Flare Grenade Launcher, Combi Yes Common 30
Focusing crystal Las: Pistol, Gun, Long, Suppression, Sub-carbine, Carbine Unknown Rare (10) 30
Van Saar 20
Fragmentation Auto: Pistol Unknown PE, CGC 10
Gas shell Bolt: Pistol, Gun Unknown Rare (11) 25
Shotgun: Standard, Combat, Sawn-off
Gunk Bolt: Pistol, Gun, Heavy, Combi Yes Common 15
Inferno Shotgun Unknown 15
Krak Grenade Launcher: Standard Unknown Enforcer 35
Grenade Launcher: Twin-linked assault - Goliath 30
Manstopper Auto: Pistol Unknown Palanite 10
Phosphor Auto: Pistol, Gun, Reclaimed, Combi Yes Rare (8) 10
Stub: Heavy
Shotgun: Shotgun, Combat, Sawn-off
Photon flash Grenade Launcher Unknown Rare (9) 15
Common for: Enforcer, Cawdor
Plantbuster Auto: Pistol, Gun, Reclaimed, Combi Yes Rare (9) 15
Stub: Heavy
Shotgun: Shotgun, Combat, Sawn-off
Plasma Grenade Launcher Unknown Rare (12) 100
Poison (arrow) Wyld bow Escher 25
Rad Auto:Pistol, Gun, Reclaimed, Combi Yes Rare (9) 20
Stub: Heavy
Shotgun: All Yes Rare (9) 25
Scare gas Grenade Launcher Unknown Rare (10) 45
Enforcer 40
Shatter Bolt: Pistol, Gun Unknown Rare (9) 15
Shotgun: Standard, Combat, Sawn-off
Solid Shotgun: Sawn-off - Orlock, 10
Cawdor
Smoke Grenade Launcher: Standard Unknown Common 15
Grenade Launcher: Twin-linked assault - Goliath 20
Static Auto: Pistol, Gun Unknown Illegal (9) 10
Stub: Gun, Cannon
Stub: Heavy Unknown Illegal (10) 15
Long Rifle
Warp Auto: Pistol, Gun Unknown Illegal (10) 15
Stub: Gun, Cannon
Stub: Heavy Unknown Illegal (11) 20
Long Rifle

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

157
★ NECROMUNDA ★

CLOSE COMBAT WEAPONS (1/2) Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Arc hammer * - - - - - - 70 - - - - - - - -
- Master-crafted - - - - - - 15 - - - - - - - -
Arc Welder - - - - - - - - - - - - 50 - -
Augmetic fist - - - - - - - - - - - - 40 - -
+ Paired * - - - - - - - - - - - - 70 - -
Axe Common 10 10 - - 10 - - - 10 - - 10 10 -
Boning sword Common 20 - - - - - - - - 20 - - - -
Brute cleaver - - - - - 20 - - - - - - 20 - -
Butcher’s chain cleaver Rare (7) 45 - - - - - - - - 45 - - - -
+ Paired * - - - - - - - - - - 80 - - - -
Chainaxe Rare (9) 30 30 - 30 25 - - - - - - - - -
+ with Exterminator - - 15 - - - - - - - - - - - -
- Master-crafted Rare (10) 10 5 - - - - - - - - - - - -
Chainsword Rare (8) 25 25 - 25 25 25 - 25 25 - - - 25 -
- Master-crafted Rare (10) 10 5 - - - - - - - - - - - -
Chain glaive * Rare (7) 60 60 - - - - - - 60 60 - - - -
- Master-crafted Rare (10) 15 15 - - - - - - - - - - - -
Chain lance - - - - - - - - - - - - - - 55
Cleaver Common 20 20 - - - - - - - 25 - - - -
Club, maul, bludgeon or hammer Common 10 10 - - 10 10 - - 10 - - 10 10 -
Desire’s needle (Corrupted) Illegal (9) 50 - - - - - - - - - - - - -
Digi laser Rare (10) 25 - 25 - - - 25 - - - - - - -
Eviscerator * - - 90 - - - - - - - - - - - -
- Master-crafted - - 20 - - - - - - - - - - - -
Flensing knife Common 15 - - - - - - - - 15 - - - -
Flail Common 20 20 - - - 20 - - 20 - - - 20 -
Goredrinker axe (Corrupted) Illegal (9) 40 - - - - - - - - - - - - -
Greatsword * Rare (10) 40 40 - - - - - - - - - - - -
- Master-crafted - - 10 - - - - - - - - - - - -
Heavy chain cleaver Rare (7) 80 - - - - - - - - 70 - - - -
+ Paired * - - - - - - - - - - 130 - - - -
Heavy club Common 15 15 - - - - - - - - - - - -
Heavy rock cutter * Rare (9) 135 - - - - - - 135 - 135 - 120 - -
Heavy rock drill * Rare (9) 90 - - - - - - 90 - - - - - -
Heavy rock saw * Rare (9) 120 - - - 120 - - 120 - - - 110 - -
Hex’iron blade (Corrupted) Illegal (9) 25 - - - - - - - - - - - - -
Knife Common 15 15 - 15 10 10 - 15 15 15 - - 10 -
- Master-crafted Rare (10) 5 5 - - - 5 - - - - - - - -
Las cutter Rare (10) 85 - - - - 85 - - - - - 60 - -
Lightning claw (Imperial) Rare (11) 70 - - - - - - - - - - - - -
Long blade - - - - - - - - - - - - - - 30
Mono-hook - - - - - - - - - - - - - - 35
Mutated fists & bone spurs - - - - - 70↑ - - - - - - - - -

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

158
★ NECROMUNDA ★

CLOSE COMBAT WEAPONS (2/2) Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Polearm * Rare (9) 30 30 - - - - - - - - - - - -
Power axe Rare (8) 35 - - - 35 - - - - - - - - -
Power claw Rare (11) 55 - - - - - - - - - - - - -
Power fist (Imperial) * Rare (11) 100 - - - - - - - - - - - - -
Power hammer Rare (8) 45 - - 45 45 - - 45 - - - - - -
Power maul Rare (8) 30 - - - - - - 30 - - - - - -
Power knife Rare (9) 25 - - 25 - 25 25 - - - - - - -
Power pick Rare (8) 40 - - - - - - 40 - - - - - -
Power sword Rare (9) 50 - - 45 - - - 45 - - - - - -
‘Pulverizer’ serrated axe - - - - - 30 - - - - - - - - -
- Master-crafted - - - - - 10 - - - - - - - - -
+ Paired * - - - - - 50 - - - - - - - - -
- Master-crafted - - - - - 10 - - - - - - - - -
Razor sharp talons - - - - 30↑ - - - - - - - - - -
‘Renderizer’ serrated axe * - - - - - 40 - - - - - - - - -
- Master-crafted - - - - - 10 - - - - - - - - -
Rotary flensing saw Rare (9) 55 - - - - - - - - 55 - - - -
Serpent's fangs (Paired) * - - - 90 - - - - - - - - - - -
Servo-claw Rare (10) 35 - - 35 35 30 30 - - - - - - -
Shield (assault/energy) - - - - - - - 50 - - - 40 - - -
Shivver sword - - - 70 - - - - - - - - - - -
Shock baton Rare (8) 30 - - - - - 30 - - - 30 - - -
Shock stave Rare (9) 25 - 25 - - - 25 25 - - 25 - - -
- Master-crafted Rare (10) 10 - 5 - - - - - - - - - - -
Shock whip - - - - 25 - - - 25 - - - - - -
- Master-crafted - - - - 10 - - - - - - - - - -
Spider-rig * - - - - - - - 80 - - - - - - -
Spud-jacker - - - - - 15 - - - - - - 15 - -
- Master-crafted - - - - - 5 - - - - - - - - -
+ Paired * - - - - - 25 - - - - - - - - -
- Master-crafted - - - - - 10 - - - - - - - - -
Stalking knife - - - - - - - - - - - - - - 20
Stiletto knife Rare (9) 20 - 20 20 - - - - - - - - - -
- Master-crafted Rare (10) 5 - 5 - - - - - - - - - - -
Stiletto sword Rare (9) 35 - - 30 - - - - - - - - - -
- Master-crafted Rare (10) 10 - - 10 - - - - - - - - - -
Sword Rare (6) 20 - - - - - - - 20 - - - - -
Tenebrous scourge (Corrupted) Illegal (10) 60 - - - - - - - - - - - - -
Thunder hammer Rare (11) 70 - - - - - - - - - - - - -
Two-handed axe * Common 25 25 - - 25 - - - 25 25 - 25 25 -
- Master-crafted Rare (10) 10 5 - - - - - - - - - - - -
+ with Exterminator - - 15 - - - - - - - - - - - -
Two-handed hammer * Common 35 35 - - 35 35 - 35 35 - - 35 35 -
+ with Exterminator - - - - - - 15 - - - - - - - -
- Master-crafted Rare (10) 10 - - - - 10 - - - - - - - -
Venom Claw - - - - 30 - - - - - - - - - -
Web gauntlet - - - 35 - - - - - - - - - - -
Whip Common 15 - - 15 - - - - - - - - - -
Whisperbane knife (Corrupted) Illegal (11) 30 - - - - - - - - - - - - -
Xenarch death-arc (Xenos) Illegal (9) 75 - - - - - - - - - - - - -

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

159
★ NECROMUNDA ★

EQUIPMENT Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Archaeotech device Rare (13) 120 - - - - - - - - - - - - -
Bio-booster Rare (8) 35 - - - 35 35 35 35 - 35 35 35 - 30
Bio-scanner Rare (8) 30 - 30 - - - - - - - 20 - - -
Blind Snake pouch Rare (12) 60 - - - - - - - - - - - - -
Bomb delivery rats - - 30 - - - - - - - - - - - -
Book of the Redemption - - 50 - - - - - - - - - - - -
Cameleoline cloak Rare (9) 35 - 35 - - - - - - - - - - -
Chem-synth Rare (12) 15 - - 15 - - - - - - - - - -
Chrono crystal Illegal (14) 500 - - - - - - - - - - - - -
Cred sniffer Rare (8) 35 - - - - - - - - - - - - -
Cult icon (max 1 per gang) - - 40 - - - - - 40 40 40 - - - -
+ Corpse Grinder - - - - - - - - - - 40 - - - -
Data-thief Illegal (10) 35 - - - - - - - - - - - - -
Drop rig Common 10 10 - 10 10 10 10 - - - - 10 10 -
Falsehood Rare (9) 40 - - - - - - - - - - - - -
Filter plugs Common 10 10 10 10 10 10 10 10 10 - - - 10 -
Forged Guilder seal Illegal (11) 55 - - - - - - - - - - - - -
Frenzon collar Rare (9) 30 - - - - - - - - - - - - -
Grapnel launcher Common 25 - 25 - - - - - - - - - - -
Grav-chute Rare (10) 50 - - - - - 40 - - - - - - -
Halo device Illegal (14) 250 - - - - - - - - - - - - -
Holochromatic field Illegal (9) 100 - - - - - - - - - - - - -
Lho sticks Common 5 - - - - - - - - - - - - -
Lock-punch Common 10 - - - - - - - - - - - - -
Magnacles Common 20 - - - - - - - - - - - - -
Malefic artefact Illegal (13) 90 - - - - - - - - - - - - -
Medicae kit Rare (9) 30 - - - - - 30 - - - - - - -
Mnemonic inload spike Illegal (12) 100 - - - - - - - - - - - - -
Photo-goggles Rare (9) 35 35 20 35 35 35 35 35 35 35 - - 35 35
Photo-lumens Common 20 - - - - - - - - 35 15 - - -
Psi-grub Illegal (12) 50 - - - - - - - - - - - - -
Psychomancer's harness - - - 110 - - - - - - - - - - -
Pyromantic mantle - - 45 - - - - - - - - - - - -
Radcounter Rare (9) 50 - - - - - - - - - - - - -
Respirator Common 15 15 15 15 15 15 15 15 15 15 15 - - -
- Industrial Rare (7) 30 - - - - - - - - - - - - -
Rocket pack - - - - - - - - - - - - - - 5
Second Best Common 15 - - - - - - - - - - - - -
Servo harness - partial Rare (12) 130 - - - 130 - 130 - - - - 100 - -
- full Rare (12) 160 - - - 160 - - - - - - - - -
Skinblade Common 10 10 10 10 10 - - - - 10 - - - -
Stimm-slug stash Rare (7) 30 - - - 25 - - - - 30 30 25 - -
Strip kit Common 15 15 - - - - - - - - - - - -
Suspensor harness Rare (9) 40 - - - - - - - - - - - - -
Threadneedle worms Illegal (13) 45 - - - - - - - - - - - - -
Web solvent Rare (8) 25 - 20 - - - - - - - - - - -
Wild Snake Common 30 - - - - - - - - - - - - -
Xenoculum Illegal (12) 80 - - - - - - - - - - - - -

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

160
★ NECROMUNDA ★

ARMOUR Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Ablative overlay Common 20 - - - - - - - - - - - - -
Armourweave Illegal (9) 20 - - - - - - - - - - - - -
Armoured Undersuit Rare (7) 25 - - 25 25 25 - - - 25 - 25 - -
- Bodyglove - - - - - - - - - - - - - - -
Carapace -light Rare (10) 80 80 - 80 80 80 80 - - - - 80 - -
Carapace -heavy Rare (11) 100 - - - 100 100 20↑ - - - - - - -
Carapace -archaeo Rare (12) 120 - - - - - - - - - - - - -
Ceramite shield Rare (8) 40 - - - - - - - - - - - - -
Flak Common 10 10 10 10 - 10 10 10 10 - - - - -
- Hardened Rare (10) 20 - - - - - - - - - 20 - - -
- Layered Rare (8) 20 - - - - - - - - - - - - -
- Hardened layered Rare (11) 35 - - - - - - - - - 30 - - -
Furnace plates - - - - - 5 - - - - - - 5 - -
Gutterforged cloak Common 15 15 - - - - - - - - - - - -
Hazard suit Rare (10) 10 - - - - 10 - 10 - 10 - - - -
Incombustible hauberk - - 20 - - - - - - - - - - - -
Mantle Malifica Illegal (13) 75 - - - - - - - - - - - - -
Mesh Common 15 15 15 15 - 15 15 15 - 15 - - - -
Plate mail - - - - - - - - - - 15 - - - -
Reflec shroud Rare (8) 30 - - - - - - - - - - - - -
Scrap shield Common 15 15 - - - - - - - - - - - -

FIELD ARMOUR Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Conversion field Rare (11) 60 - - - - 60 60 - - - - - - -
Hexagrammic fetish Rare (10) 35 35 - - - - - - - - - - - -
Displacer field Rare (12) 70 - 50 - - - 70 - - - - - - -
Refractor field Rare (10) 50 50 - - - - 50 - - - - - - -

WEAPON ATTACHMENTS Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Focusing crystal (Las: Pistol, Gun, Long, Suppression, Sub-carbine, Carbine) Rare (10) 30 - - - - - 20 - - - - - - -
Gunshroud (Pistol, Basic) Rare (8) 20 - 10 20 20 - - - - - - - - -
Hotshot Las Pack (las pistol/gun) Common 20 - - 20 - - 20 - - - - - - -
Infra-sight (ranged)** Rare (8) 40 - 35 - - - 25 - 40 - 40 - - -
Las-projector (Pistol, Basic, Special) Rare (9) 35 - - 35 - - 35 - - - - - - -
Mono-sight (Basic, Special, Heavy)** Rare (9) 35 35 35 - - 25 35 - 35 - - - - -
Psi-amplifier (Melee) Rare (15) 75 - - - - - - - - - - - - -
Suspensor (Unwieldy) Rare (10) 60 - 60 60 60 60 60 - - - - 40 - -
Telescopic sight (Pistol, Basic, Special)** Common 25 - - - 25 25 25 10 - - - - 25 -
**: Maximum one gunsight per weapon

BIONICS MUNDANE IMPROVED CYBERTEKNIKA (VAN SAAR)


Item Damage Rarity Trading Post Rarity Trading Post Alpha Gamma Omega
Aortic Supercharger -1T (Enfeebled) Rare (13) 65 40 80 130
Bionic Arm -1WS (Hand Injury) Rare (13) 45 50 75 120
Bionic Eye -1BS (Eye Injury Rare (13) 45 50 85 105
Bionic Leg -1”M (Hobbled) Rare (12) 25 35 65 100
Cortex-Cogitator -1 Int & Will (Head Injury) Rare (11) 15 Rare (12) 30 30 40 75
Lobo Chip -1 Cl & Ld (Humiliated) Rare (11) 20 Rare (12) 45 30 40 75
Skeletal Enhancers -1S (Spinal Injury) Rare (13) 70 50 75 150

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

161
★ NECROMUNDA ★

CHEMS Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Frenzon Rare (9) 20 - - - - - - - - - - - - -
Ghast Illegal (9) 30 - - - - - - - - - - - - -
Icrotic slime Rare (10) 35 - - - - - - - - - - - - -
Kalma Common 15 - - - - - - - - - - - - -
Obscura Illegal (8) 30 - - - - - - - - - - - - -
‘Slaught Rare (10) 30 - - - - - - - - - - - - -
Spur Rare (11) 35 - - - - - - - - - - - - -
Stinger mould Rare (13) 75 - - - - - - - - - - - - -
Acidic (Gas ammo) Common - - - 20 - - - - - - - - - -
Bane (Gas ammo) Common - - - 15 - - - - - - - - - -
Blackout (Gas ammo) Common - - - 30 - - - - - - - - - -
Blinding (Gas ammo) Common - - - 10 - - - - - - - - - -
Expansive (Gas ammo) Common - - - 20 - - - - - - - - - -
Hallucinogen (Gas ammo) Common - - - 15 - - - - - - - - - -
Leaden (Gas ammo) Common - - - 30 - - - - - - - - - -
Liftin’ (Gas ammo) Common - - - 25 - - - - - - - - - -
Pathogenic (Gas ammo) Common - - - 15 - - - - - - - - - -
Pyrophoric (Gas ammo) Common - - - 20 - - - - - - - - - -
Bleeding (Toxic ammo) Common - - - 10 - - - - - - - - - -
Concentrated (Toxic ammo) Common - - - 15 - - - - - - - - - -
Debilitating (Toxic ammo) Common - - - 10 - - - - - - - - - -
Decaying (Toxic ammo) Common - - - 5 - - - - - - - - - -
Exploding (Toxic ammo) Common - - - 20 - - - - - - - - - -
Maddening (Toxic ammo) Common - - - 5 - - - - - - - - - -
Maiming (Toxic ammo) Common - - - 10 - - - - - - - - - -
Panicking (Toxic ammo) Common - - - 10 - - - - - - - - - -
Paralysing (Toxic ammo) Common - - - 5 - - - - - - - - - -
Silencing (Toxic ammo) Common - - - 5 - - - - - - - - - -
Bad Blood (Stimm) Common - - - 10 - - - - - - - - - -
Blood Rush (Stimm) Common - - - 15 - - - - - - - - - -
Brain Lock (Stimm) Common - - - 15 - - - - - - - - - -
Dreamland (Stimm) Common - - - 10 - - - - - - - - - -
Hyper (Stimm) Common - - - 20 - - - - - - - - - -
Ice Cold (Stimm) Common - - - 15 - - - - - - - - - -
Jolt (Stimm) Common - - - 30 - - - - - - - - - -
Night Night (Stimm) Common - - - 25 - - - - - - - - - -
Puke (Stimm) Common - - - 15 - - - - - - - - - -
Wide-eye (Stimm) Common - - - 10 - - - - - - - - - -

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

162
★ NECROMUNDA ★

EXTRAVAGANT GOODS (STATUS ITEM)


Item Rarity Trading Post
Exotic furs Rare (12) 50
Gold-plated gun Rare (10) 40
Master-crafted weapon Rare (10) Weapon cost + 25% (rounded up to the nearest 5 credits)
Opulent jewellery Rare (11) 80
Uphive raiments Rare (10) 50

SERVO SKULLS (STATUS ITEM) Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Gun Rare (12) 65 65 - - - - - - - - - - - -
Harrier Rare (8) 40 - - - - - - - - - - - - -
Medi Rare (12) 80 80 - - - - - - - - - - - -
Sensor Rare (12) 60 60 - - - - - - - - - - - -

EXOTIC BEASTS (STATUS ITEM) Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Caryatid (0-1) Rare (15) * - - - - - - - - - - - - -
Giant rat (0-*) Common 50 - - - - - - - - - - - - -
Sheen bird (0-2) Common - 90 - - - - - - - - - - - -
Cherub-servitor (0-3) Common - 55 - - - - - - - - - - - -
Spekter (0-3) Common - - 100 - - - - - - - - - - -
Wyrm (0-2) Common - - 70 - - - - - - - - - - -
Phelynx cat (0-3) Common - - - 50 - - - - - - - - - -
Phyrr cat (0-2) Common - - - 120 - - - - - - - - - -
Sumpkroc (0-1) Common - - - - 130 - - - - - - - - -
Cyber-mastiff (0-3) Common - - - - - 100 - - - - - - - -
- Hacked (0-1) Illegal (10) 100 - - - - - - - - - - - - -
- Hardcase (0-2) Common - - - - - - - - - - 70 - - -
Cyberachnid (0-3) Common - - - - - - 75 - - - - - - -
Psychic Familiar (0-3) Common - - - - - - - 25 - - - - - -
Chaos Familiar (0-2) Common - - - - - - - - 25 - - - - -
Gyrinx cat (0-1) Illegal (14) 120 - - - - - - - - - - - - -
Grapplehawk (0-2) Illegal (11) 90 - - - - - - - - - - - - -

BRUTES Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Ambot (0-2) Common 215 - - - - - - - - - - - - -
Ogryn (0-2) Common 210 - - - 180 - - - - - - - - -
Iron Automata (0-1) Illegal (14) 220 - - - - - - - - - - - - -
Stig-shambler (0-1) Common - 280 - - - - - - - - - - - -
Spyker V1 (0-1) Common - - 190 - - - - - - - - - - -
Spektor (0-2) Common - - 205 - - - - - - - - - - -
Khimerix (0-1) Common - - - 220 - - - - - - - - - -
‘Zerker (0-1) Common - - - - 210 - - - - - - - - -
Servitor (0-1) Common - - - - - 230 - - - - - - - -
Servo-suit (0-1) Common - - - - - - 240 - - - - - - -

REMOVED WEAPONS Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Bonesword - - - - - - - - 30 - - - - - -
Lash whip - - - - - - - - 20 - - - - - -
Staff of office - - - - - - - - 25 - - - - - -
Toxin injector claw - - - - - - - - 20 - - - - - -
Flensing claw - - - - - - - - - 35 - - - - -

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

163
★ NECROMUNDA ★

GANG EQUIPMENT Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Ammo cache Rare (8) 60 - - - - - - - - - 60 - - -
Guilder cartograph Rare (11) 70 - - - - - - - - - - - - -
Mung vase Rare (12) 2D6x10 - - - - - - - - - - - - -
Isotopic fuel rod Rare (10) 60 - - - - - - - - - - - - -
Ratskin map Rare (9) 100 - - - - - - - - - - - - -
Sanctioned writ Illegal (10) 25 - - - - - - - - - - - - -

BOOBY TRAPS Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Booby trap: frag Common 20 - - - - - - - - 20 - - - -
Booby trap: gas Rare (8) 40 - - - - - - - - 40 - - - -
Booby trap: melta Rare (10) 50 - - - - - - - - 50 - - - -
Booby trap: Sawn-off shotgun (scatter) - - - - - - 20 - - - - - - - -

GANG TERRAIN Trading HOUSE CULT OTHER


Item Rarity / Legality Post C D E G O VS G C CG E SO O N
Incendiary Trap (Hidden Traps) Common 30 - - - - - - - - - - - -
Holy Gang-Relic (Gang Relic) Rare (8) 30 - - - - - - - - - - - -
Hive Incense Rare (7) 40 - - - - - - - - - - - -
Caged Heretic Rare (9) 40 - - - - - - - - - - - -
Divine Brazier Common 80 - - - - - - - - - - - -
Sightblind Trap Rare (11) - 40 - - - - - - - - - - -
Shadow Veil Rare (9) - 50 - - - - - - - - - - -
Whisperbox Rare (10) - 60 - - - - - - - - - - -
Web Trap Rare (11) - 80 - - - - - - - - - - -
Euclidean Artefact Rare (9) - 90 - - - - - - - - - - -
Blade Cages (Hidden Traps) Rare (9) - - 50 - - - - - - - - - -
Decapitators (Hidden Traps) Rare (11) - - 75 - - - - - - - - - -
Gas Canisters Common - - 15 - - - - - - - - - -
Gas Censers Rare (10) - - 50 - - - - - - - - - -
Chymist Cult Relic (Gang Relic) Rare (10) - - 100 - - - - - - - - - -
Amneo Canisters Rare (9) - - - 60 - - - - - - - - -
Furnace Barricade Common - - - 10 - - - - - - - - -
Heavy Rivet Cannon Rare (8) - - - 75 - - - - - - - - -
Pillar of Chains (Gang Relic) Common - - - 20 - - - - - - - - -
Relic of the Forge (Gang Relic) Rare (10) - - - 100 - - - - - - - - -
Sawn-off Surprise (Booby Trap) Common - - - - 20 - - - - - - - -
Promethium Barrels Rare (8) - - - - 30 - - - - - - - -
Tool Box Rare (9) - - - - 50 - - - - - - - -
Road Relic (Gang Relic) Rare (10) - - - - 75 - - - - - - - -
Servitor Sentry Rare (11) - - - - 100 - - - - - - - -
Rad Casters Rare (10) - - - - - 40 - - - - - - -
Energy Sink Rare (10) - - - - - 60 - - - - - - -
Thermal Mines (Hidden Traps) Rare (11) - - - - - 70 - - - - - - -
Archaeo-relic (Gang Relic) Rare (9) - - - - - 80 - - - - - - -
Rad cannon Emplacement Rare (8) - - - - - 145 - - - - - - -

HOUSE CULT OTHER


C D E G O VS G C CG E SO O N
Cawdor Delaque Escher Goliath Orlock Van Saar Genestealer Cult Chaos Cult Corpse Grinder Cult Palanite Enforcer Slave Ogryn Outcast Ash Wastes Nomad

164
★ NECROMUNDA ★

EXOTIC BEASTS
● Only available to Leaders, Champions and Specialist (Champions).
● The limitation is per fighter.
● Purchased as Wargear to the owner.

Pets follow normal rules for fighters with the following exceptions:

● Can join a battle alongside the owner and does not ● Not counted as Out of Action for the purposes of Bottle
count towards the crew size. tests.
● The owner automatically gains Group Activation (Pet). ● Gains Experience like a Ganger, may become a
● Activates as part of the owner’s Group Activation (even if Specialist and suffers Lasting Injuries as normal.
the owner was activated as part of a Group Activation). ● Can't take any additional equipment. May not use
Does not affect the number of fighters that can weapons other than those detailed on their profile. Can
participate in the owner’s Group Activation. never use Wargear.
● Must always end the activation within 3” of the owner. If ● Can be taken Captive and rescued or sold as normal,
not, pass a Nerve test or become Broken. but can't be put to work in any Resource.
● When making a Running for Cover (Double) action, run ● Uses separate skill table.
towards the owner instead.
● Automatically rallies if it ends an activation within 3” of
the owner (no XP is gained when rallied in this way).
● If the owner is removed from the table, the Exotic Beast
is also removed.

Agility Brawn Combat Cunning Ferocity


Sheen Bird Secondary - - - Primary
Cherub-servitor Secondary - - Primary -
Spekter Secondary - - Primary -
Wyrm Secondary - - Primary -
Phelynx Cat - - Primary - Secondary
Phyrr Cat Primary - - Secondary -
Sumpkroc - Primary - - Secondary
Cyber-mastiff - - Primary - Secondary
- Hacked - - Primary - Secondary
- Hardcase - Primary - - Secondary
Cyberachnid Secondary - - Primary -
Caryatid Primary - - Secondary -
Psychic Familiar Secondary - - Primary -
Chaos Familiar - - Secondary Primary -
Giant Rat Secondary - - Primary -
Grapplehawk Primary - Secondary - -
Gyrinx cat Primary - - Secondary -

SKILLS
D3 Agility Brawn Combat Cunning Ferocity
1 Catfall Bull Charge Counter-attack Backstab Berserker
2 Dodge Crushing Blow Disarm Evade Fearsome
3 Sprint Iron Jaw Step Aside Lie Low Nerves of Steel

EXOTIC BEAST WEAPONS Rng Acc


Weapon S L S L Str AP D Ammo Traits
Unarmed attacks (Caryatid, Familiars, Cherub-servitor) E - - - S - 1 - -
Shock stave (Spekter) E 2” - - +1 - 1 - Shock
Mono-hook (Phyrr Cat) E - - - S -1 2 - Pulverise
Talons (Grapplehawk) E - - - 3 -1 1 - Disarm, Entangle
- And beak (Sheen bird) E - - - S -1 2 - Rending
Savage bite (Cyber-mastiff) E - - - S -2 1 - Disarm
Web projector (Cyberachnid) T - - - 2 - - 6+ Scarce, Web
Jaws (Giant Rat) E - - - 3 - 1 - Backstab
Flensing knife (Sumpkroc, hacked cyber-mastiff) E - - - S -1 1 - Rending
Shock bite E - - - S -1 1 - Rending, Shock
Claws (Gyrinx cat) E - - - 2 - 1 - -

165
★ NECROMUNDA ★

0-2 SHEEN BIRDS 90 0-3 SPEKTER 100


(CAWDOR) COMMON (DELAQUE) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ 6+ 3 2 1 3+ 2 8+ 7+ 8+ 9+ 5” 4+ 5+ 3 3 1 3+ 1 7+ 5+ 6+ 4+
Wargear: Talons & beak. Wargear: Shock stave (same as: shock tendrils).

FLIGHT FLIGHT
Ignores all terrain, moves freely between levels without Ignores all terrain, moves freely between levels without
restriction and can never fall. May not ignore impassable restriction and can never fall. May not ignore impassable
terrain or walls and may not end its movement with its base terrain or walls and may not end its movement with its base
overlapping an obstacle or the base of another fighter. overlapping an obstacle or the base of another fighter.

BATE SENSOR ARRAY


When the owning fighter activates, make a Willpower test for If within 3” when the owner makes an Intelligence test (for any
the owning fighter. If failed, this fighter must attempt to charge reason), roll an extra D6 and pick a dice to discard.
the closest enemy fighter.
THREAT RESPONSE
RAKE AWAY When the owner is taken Out of Action, all enemy fighters
At the end of the activation, if the owner is Active or Pinned, a within D6” of this pet suffer a Strength 1 automatic hit with
Willpower test can be made. If passed, make a free Move Seismic (always Pinned, no save roll if the wound roll is a 6
(Simple) action, or Retreat (Basic) action if Engaged, directly before modifiers).
towards the owning fighter.
WATCHDOG
If the owner is a sentry, attackers can be spotted outside the
0-3 CHERUB-SERVITOR 55 vision arc. Add 1+ modifier to spotting (a 1 before modifiers still
(CAWDOR: REDEMPTIONIST) COMMON fails).
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 6+ 2 2 1 3+ 1 7+ 5+ 5+ 9+
0-2 WYRM 70
(DELAQUE) COMMON
Wargear: None (unarmed attacks).
M WS BS S T W I A Ld Cl Wil Int
6” 4+ 6+ 3 3 1 4+ 1 8+ 5+ 6+ 8+
FLIGHT
Ignores all terrain, moves freely between levels without Weapons: Flensing knife (same as Ferocious Jaws).
restriction and can never fall. May not ignore impassable
terrain or walls and may not end its movement with its base BURROWING
overlapping an obstacle or the base of another fighter. Move freely under impassable terrain (if movement is sufficient
to pass through completely).
BODYGUARD
If the owner is within 2" and hit by a ranged attack, the hit and LONG LEASH
all its effects can be transferred to this fighter. Must try to remain within 12" of the owner (instead of 3").

FOCUS OF FAITH PSYCHOTERIC NODE


Can re-roll one die when generating faith dice (in the End While this pet is Active or Pinned (not Seriously Injured), the
phase) per friendly fighter with this special rule on the owner can channel Wyrd Powers through this fighter:
battlefield (not Seriously Injured or Broken). ● The Psyker suffers any Perils of the Warp (as normal).
● Range, distance & LOS is measured from this pet.
STEALTHY
-1 hit modifier when targeted by ranged attacks.

SMALL TARGET
Never a potential target for Stray shots.

NIMBLE
4+ save (unmodifiable by AP).

0-1 SUMPKROC 130


(GOLIATH) COMMON
M WS BS S T W I A Ld Cl Wil Int
4” 3+ - 4 4 2 6+ 2 8+ 6+ 7+ 11+
Wargear: Flensing knife (same as ferocious jaws),
Mesh (5+, same as: Scaly Hide 2).
COUNTER-CHARGE
Once per round, if all conditions are true:
● Active.
● An enemy charges the owner.

After the enemy movement, interrupt the Activation by


performing a Charge (Double) action against the enemy fighter,
including the Fight (Basic) action. Finally, the enemy can
continue the Charge action and make the attacks as normal (if
still Engaged).

166
★ NECROMUNDA ★

0-2 PHYRR CAT 120 0-3 CYBERACHNID 75


(ESCHER) COMMON (VAN SAAR) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
7” 3+ - 3 3 1 2+ 2 7+ 8+ 7+ 8+ 6” 4+ 5+ 2 2 1 2+ 1 7+ 8+ 8+ 8+
Wargear: Mono-hook (same as: Sharp Talons). Skills: Clamber (climb without penalty).
Wargear: Stiletto knife (same as: venomous bite),
INDEPENDENT Web projector.
Must try to remain within 9” of the owner (instead of 3”).
FEAR INDUCING
LANDS ON THE FEET Cyberachnids have the Fearsome (Ferocity) skill. While Active
-2 Strength to any falling damage. and within 3” of its owner, the skill also applies to the owner.

HORRIFIC
Can't be Captured.

0-3 PHELYNX CAT 50 0-3 CYBER-MASTIFF 100


(ESCHER) COMMON (ORLOCK) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ - 3 3 1 3+ 2 10+ 7+ 9+ 11+ 5” 3+ - 3 3 1 4+ 1 7+ 6+ 8+ 8+
Wargear: None (unarmed attacks). Wargear: Savage bite.
WATCHDOG
VENOMOUS BITE If the owner is a sentry, attackers can be spotted outside the
If hitting on a 6 (before modifiers), apply Toxin. vision arc. Add 1+ modifier to spotting (a 1 before modifiers still
UNTAMED fails).
All attacks have Reckless (only has unarmed attack).
LOYAL PROTECTOR
While Standing (Active or Engaged) and within 3” of its owner,
0-1 GYRINX CAT 120 enemy fighters may not make a Coup de Grace against the
(ANY) ILLEGAL (14) owner.
M WS BS S T W I A Ld Cl Wil Int
7” 4+ 4+ 2 2 1 2+ 1 9+ 6+ 6+ 7+
EQUIPMENT 0-1 CYBER-MASTIFF (HACKED) 100
Claws. (ANY) ILLEGAL (10)

STEALTHY M WS BS S T W I A Ld Cl Wil Int


-1 hit modifier when targeted by ranged attacks. 5” 3+ - 3 3 1 4+ 1 8+ 6+ 8+ 8+
EQUIPMENT
WYRD POWER (UNSANCTIONED?) Flensing knife (same as: jaws).
At start of each battle, randomize 1 psychic power:
GLITCHY
1. Assail (Basic) 2. Flame Blast (Basic), Continuous In each activation, roll a 2+ or gain Insanity.
3. Freeze Time (Double) 4. Weapon Jinx (Simple)
5. Terrify (Double) 6. Quickening (Basic), Continuous TENACIOUS
If taken Out of Action in a round it has not yet activated in, it is
not removed until until after it has activated.

0-* GIANT RAT 50 HARDCASE CYBER-MASTIFF 70


(ANY) COMMON (ENFORCER) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ - 3 3 1 3+ 1 10+ 8+ 10+ 9+ 5” 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+
EQUIPMENT Skills: Threat Response.
Jaws. Weapons: Shock bite (Str S, AP -1, D 1, Rending, Shock).
Wargear: Hardcase (Light Carapace & Respirator).
STEALTHY
-1 hit modifier when targeted by ranged attacks. TENACIOUS
SMALL TARGET If taken Out of Action while not yet activated this round, this
Never a potential target for Stray shots. fighter is not removed from the battlefield until after completing
its activation.
NIMBLE
4+ save (unmodifiable by AP). LOYAL PROTECTOR
While Standing (Active or Engaged) and within 3” of its owner,
RAT CUNNING enemy fighters may not make a Coup de Grace against the
The owner gains a 5+ bonus save against environmental owner.
damage. Alternatively, the owner may sacrifice the Giant Rat to
completely ignore damage from an environmental effect (the FAITHFUL PROTECTOR
Giant Rat is permanently removed). When activated, if the owner is Engaged and within 6”, this
fighter can immediately move into B2B with any fighters
Engaging the owner (counts as a free action).

167
★ NECROMUNDA ★

0-3 PSYCHIC FAMILIAR 25 0-1 CARYATID 0*


(GENESTEALER CULT) COMMON (ANY) RARE 15
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+ 6” 5+ - 2 2 1 2+ 1 7+ 7+ 8+ 8+
Skills: Catfall, Clamber. Weapons: None (always make unarmed attacks).
Weapons: None (always make unarmed attacks).
OMEN OF FORTUNE
OMEN OF FORTUNE While within 3” of its owner, the owner may pass a Willpower
While within 3” of its owner, the owner may pass a Willpower test to avoid being hit (once per activation). Make the test
test to avoid being hit (once per activation). Make the test immediately after a successful roll to hit has been made
immediately after a successful roll to hit has been made against the fighter. The attack counts as missed. Place
against the fighter. The attack counts as missed. Place Templates and Blasts as normal for the purposes of
Templates and Blasts as normal for the purposes of determining hits against other models, but the owner is
determining hits against other models, but the owner is assumed to have dodged clear.
assumed to have dodged clear.
HOUSE RULE (OMEN OF FORTUNE)
HOUSE RULE (OMEN OF FORTUNE) Save can be made once per round!
PRECOGNITION
PRECOGNITION Save can be made once per round! ● 3+ save (unmodifiable by AP).
● 3+ save (unmodifiable by AP). ● 4+ save (bonus, invulnerable) against
● 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does
Blast/Template only. If successful, this fighter does not count as being hit.
not count as being hit.
SYMBOL OF RENOWN
+1 Reputation while it accompanies the Leader. -2 Reputation
if killed or abandoning its companion.
0-2 CHAOS FAMILIAR 25
(CHAOS CULT) COMMON ABANDONMENT
M WS BS S T W I A Ld Cl Wil Int When Reputation is reduced for any reason, roll a D6 and
5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+ subtract the number of Reputation lost from the result. If the
total is 1 or less, the Caryatid will abandon its companion. A
Skills: Catfall, Clamber. roll of a 6 (before modifiers) is always a success.
Weapons: None (always make unarmed attacks).
A Caryatid is not purchased like other items of wargear,
OMEN OF FORTUNE instead one may decide of its own volition to make a
While within 3” of its owner, the owner may pass a Willpower companion of a gang leader or not.
test to avoid being hit (once per activation). Make the test
immediately after a successful roll to hit has been made If the result is 15 for the Seek Rare Equipment during the
against the fighter. The attack counts as missed. Place post-battle sequence, there is a chance that a Caryatid will
Templates and Blasts as normal for the purposes of attach itself to the Leader. Roll 2D6 and add the Reputation. If
determining hits against other models, but the owner is the result is 20 or higher, a Caryatid has decided to form a
assumed to have dodged clear. bond with the Leader.
HOUSE RULE (OMEN OF FORTUNE)
Save can be made once per round! FLIGHT
PRECOGNITION Ignores all terrain, moves freely between levels without
● 3+ save (unmodifiable by AP). restriction and can never fall. May not ignore impassable
● 4+ save (bonus, invulnerable) against terrain or walls and may not end its movement with its base
Blast/Template only. If successful, this fighter does overlapping an obstacle or the base of another fighter.
not count as being hit.

PSYCHIC MANIFESTATION
Once per round, the owner can re-roll a failed Willpower test 0-2 GRAPPLEHAWK 90
to perform a Wyrd Power (if the owner is a Psyker). (ANY) ILLEGAL (11)
M WS BS S T W I A Ld Cl Wil Int
8” 4+ - 2 3 1 3+ 2 9+ 7+ 9+ 9+
Weapons: Talons.

FLIGHT
Ignores all terrain, moves freely between levels without
restriction and can never fall. May not ignore impassable
terrain or walls and may not end its movement with its base
overlapping an obstacle or the base of another fighter.

GRAPPLE
If hitting a fighter (with Talons), automatically hit the same
fighter in subsequent activations and Reaction attacks (these
automatic hits trigger bonuses for Disarm & Entangle).

INDEPENDENT (SWOOP)
Must try to remain within 9” of the owner (instead of 3”).

168
★ NECROMUNDA ★

VEHICLES
Vision arc: Draw 2 lines from corner to corner like a X. Vehicles follow normal rules for fighters with the following
exceptions:
● Type (Vehicle): Vehicles are only affected by rules
that specify vehicle or model (not affected by rules for
fighter).

NOTE
The distinction between fighter and vehicle is applied
after 5 years and 20 books and it will take a long time
to update all existing rules, so in the meanwhile use
some common sense here!

Vehicles are generally only designed for use in Ash Wastes, ● Single entity: The vehicle and all crew are treated
but agreements can be made to use vehicles in any as a single entity (regardless of how many crew
battlefields. members the vehicle has). The crew is also singular,
regardless of how many crew members the vehicle
has (for the purposes of Crew Lasting Injury rolls,
SPECIAL RULES only a single roll is made when wrecked).
● Gain new equipment: Can gain new equipment
AGILE (from Stash, Trading Post & Black Market) during a
Can make 1 extra turn (up to 90°) when moving (before, campaign.
during or after). ○ Old equipment can be discarded (returned
to Stash) on a 2+ if replaced by a new item
WHEELED of the same type (fulfils a similar purpose). If
Halve the movement over difficult terrain (as normal). failed, the replaced item is trashed (suffered
too much wear & tear or removed with too
TRACKED much force).
Ignore penalties when moving over difficult terrain. ● Weapon Hardpoints (weapon slots): Most vehicles
have a number of weapons that can be attached.
SKIMMERS Some vehicles can add extra Weapon Hardpoints.
Ignore all difficult & dangerous terrain. If ending an activation ● Wargear: A vehicle can have any number of
on difficult or dangerous terrain, pass a Handling test or suffer Wargear. However some Wargear may not be
a Catastrophic hit to the Drive. combined with others.
● Upgrade slots (Body, Drive, Engine): Each vehicle
MOVEMENT has a number of upgrade slots for each part of the
● Voluntary move can be up to the specified distance. vehicle (Body, Drive, Engine).
● Voluntary pivots can be up to the specified degree. ● Fleeing the Battlefield: Must test in the same way
as fighters. If failed, the vehicle is abandoned. The
TERRAIN crew flee the battlefield and the vehicle counts as
Can move over difficult & dangerous terrain: Stationary and Wrecked, but suffers no Lasting
● Difficult terrain: Halve move (as normal). Damage roll. The crew will return after the battle to
● Dangerous terrain: Pass a Handling test or suffer a collect the vehicle.
Catastrophic hit to the Drive. ● Calculating Damaged Cost (sell damaged or
repair):
The cost of a damaged vehicle for the purposes of
selling or repairing:
○ Including Upgrades.
○ Not including Wargear and weapons.
If sold, Upgrades are lost but Wargear & weapons is
automatically be returned to the Stash.
● Traits: Only affected by the following traits:
○ Blaze.
○ Blind.
○ Insane.
○ Hidden/Revealed (Pitch Black).
● Claiming scrap: After the battle, if only one gang
remained on the battlefield, gain D3x10 credits per
wrecked enemy vehicle (the vehicles are then
reclaimed by their owners).

169
★ NECROMUNDA ★

LOSING CONTROL
Several effects can trigger a Loss of Control (damage,
collisions or desperate maneuvers). Normally this is due to a
failed Handling test.

1. Roll a Control dice and resolve the effect.


○ Swerve: Turn 45° left or right (random).
○ Jack-knife: Turn 90° left or right (random).
○ Roll over: Flipped.
2. If Mobile, make an involuntary move:

Roll a Control dice and resolve the effect.


● Swerve (roll a D2):
1: Left turn (45°).
2: Right turn (45°).
○ Mobile: Move involuntary at half speed
(after the turn).
● Jack-knife (roll a D2):
1: Left turn (90°).
2: Right turn (90°).
○ Mobile: Move involuntary at half speed
(after the turn).
● Roll over: Flipped.
○ Move involuntarily D3x2" in a single random
direction.
○ The vehicle is wrecked.

Naturally, Losing Control can easily cause collisions with other


vehicles or running over fighters.

FIGHTERS & LOOT ON BOARD (SWERVE & JACK-KNIFE)


Fighters and loot on vehicles (not in dedicated transport
areas) that Swerves of Jack-knifes must pass an Initiative test
or fall:
● Fighters: Fall 1" away from the vehicle in a random
direction. If landing within ½" of an edge of a
platform, pass another Initiative test to avoid falling
again. If the landing location is in impassable terrain,
move the shortest distance to a legal location.
● Loot: Fall off unless any of the following are true:
● B2B with a fighter (that passed the Initiative
test).
● Placed in a designated transport area.

THROWN CLEAR (ROLL OVER)


Any fighters aboard a wrecked vehicle are Thrown Clear:
● Placed within 2". Note: In a random direction?
● Pass an Initiative test or suffer the following:
○ Become Pinned.
○ Suffer a hit as if Falling.
■ If the vehicle was Mobile when
wrecked, increase Strength, AP
and Damage by 1.

170
★ NECROMUNDA ★

MOUNTS
The following applies to all mounted fighters:

HANDS FULL
● -1 Weapon slots.
● Cannot equip non-Lance Unwieldy weapons.
● Cannot use more than 1 weapon in close combat.

RIDE BY
Attack while moving:
● Can move within 1" of a single enemy (during
movement).
● Can interrupt movement to make a single close
combat attack against an enemy if moving within 1"
(or Versatile range).

QUICK RETREAT
● +2 Initiative to Retreat (Basic).

GROUNDED
● Cannot climb terrain or vehicles.

MY MOUNT IS MY LIFE
The fighter can join battles with or without the Mount, but
cannot dismount mid-battle.

"I GET KNOCKED DOWN…"


If Pinned when hit by a ranged attack, make an Initiative test
(-1 modifier if hit by Blast or Knockback):
● Pass: Avoid being Pinned.
● Fail: Become Knocked Down (Pinned).

When Knocked Down, suffer an automatic hit as follows:


● 0"-5": S3.
● 6"-9": S5, AP-1.
● 10"+: S7, AP-2, D2.

Use the distance moved in the previous activation to


determine the hit. If this happens during the Mounted fighter's
own movement, use the currently moved instead.

PINNED & STAND UP


When Pinned, a Stand Up (Basic) action requires passing an
Initiative test. If failed, the action is wasted (remain Pinned).

171
★ NECROMUNDA ★

HANGERS-ON
● Recruited in the same way as new fighters. Maximum Hangers-on
● Any optional equipment or upgrades must be decided
Reputation Variant 1 Variant 2
when recruited.
● Can't be gain any equipment other than what is listed. 1-4 1 1
● Normally not part of battles. 5-9 2 1
● If a gang has the Home Turf Advantage, roll 4+ or the 10-14 3 2
Hangers-on is unfortunate enough to be around when 15-19 4 3
the fighting starts, and must be included as part of the 20-24 5 4
crew.
Each additional 5 +1 +1
● Can't gain Experience or advancements.
● If a Lasting Injury is suffered that would change the Gangs (Variant 1) Gangs (Variant 2)
profile, they decide that the hideout is no longer safe 6 House Gangs Bounty Hunter
and move on - they are lost from the gang. Enforcer Genestealer Cult
● Can be captured, rescued or sold as normal. Chaos Cult
Corpse Grinder Cult
The maximum number of Hangers-on is limited by
Slave Ogryn
Reputation. If the Reputation drops to an insufficient amount,
remove one or more until within the limit. Each type of Outcast
Hanger-on may have additional limits. Hangers-on do not
count towards the number of fighters in the gang (gang
composition). SPECIAL CHARACTER VARIANTS
Some of the special character variants shares the same
Some Hangers-on have the following special rule and can limit as the generic type.
always join battles: ● 0-2 Rogue Doc:
○ 0-2 Rogue Doc (Generic).
PART OF THE CREW ○ 0-1 Doctor Arachnos.
Treated as a regular Ganger for the purposes of determining ● 0-2 Ammo Jack:
the crew (can join a battle like any normal fighter). Follows all ○ 0-3 Ammo Jack (Generic).
other rules for Hangers-on: Can't gain XP, removed from the ○ 0-1 Ragnir Gunnstein.
gang if suffering a lasting injury (death or characteristics ● 0-1 Slopper:
decrease). ○ 0-1 Slopper (Generic).
○ 0-1 Bigby Crumb.

0-1 DOME RUNNER 20 0-1 PROPAGANDIST 30


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 3+ 1 10+ 9+ 7+ 8+ 4” 5+ 4+ 3 3 1 5+ 1 7+ 8+ 8+ 6+
Skills: Lie Low. Skills: Inspirational.
Weapons: Laspistol or stub gun, knife or axe. Weapons: Laspistol or stub gun.

Any fighter in the gang can re-roll the D6 when determining the ● +D3 Reputation when winning a battle.
contents of a loot casket (the result of the re-roll must be ● -1 Reputation when losing a battle.
accepted, even if it is worse).
When adding a Juve (or similarly ranked fighter) to the gang,
roll a 6+ to add an additional Juve.

0-1 GANG LOOK-OUT 20 0-2 ‘NARKER 30


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 5+ 4+ 2 3 1 3+ 1 9+ 7+ 5+ 7+ 5” 4+ 5+ 3 3 1 4+ 1 7+ 6+ 9+ 9+
Skills: Evade. Skills: Lie Low.
Weapons: Laspistol or stub gun, knife or axe. Weapons: Knife.

HEADS UP Add or subtract 1 from the final dice roll when determining
● +1 when rolling to determine which gang is the scenario per ‘Narker. If both gangs have ‘Narkers, each ‘Narker
attacker or defender. will cancel one opponent ‘Narker.
● +1 to all sentry rolls for spotting an attacker when
defending in a Sneak Attack scenario. 0-1 FIXER 50
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 5+ 8+ 7+
Skills: Fixer.
Wargear: Bolt pistol, mesh.

● Can apply -2 modifier when Testing the Alliance.


● Sacrifice the Fixer to avoid becoming Outlaw.

172
★ NECROMUNDA ★

0-3 AMMO-JACKS 50 0-1 SLOPPER 20


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 1 5+ 1 9+ 7+ 6+ 7+ 4” 4+ 4+ 2 3 1 3+ 1 9+ 9+ 5+ 7+
Skills: Munitioneer. Weapons: Knife.
Wargear: Boltgun or combat shotgun (salvo & shredder),
power hammer or power sword, mesh. Before the battle, roll a D6 for each fighter that is In Recovery.
On a roll of 6, they are no longer In Recovery and available for
Re-roll any failed Ammo tests if the result (before modifiers) is this battle (a constant supply of good food has helped to
equal to or lower than the amount of Ammo-jacks. Does not recover more quickly).
have to take part in the battle for the bonus to apply, but must
be available (not in Recovery, Captured etc).

0-1 RAGNIR GUNNSTEIN 0-1 BIGBY CRUMB


(SQUAT AMMO-JACK) 100 (RATLING SLOPPER) 50
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
3” 4+ 3+ 3 4 1 5+ 1 9+ 7+ 6+ 7+ 4” 5+ 4+ 2 2 1 2+ 1 7+ 7+ 8+ 5+
Skills Munitioneer. Weapons: Stub gun, club (slop pot ladle).
Weapons: Shotgun (solid & scatter), club (wrench). Skills: Lie Low.
Wargear: Frag & krak grenades, respirator,
light carapace (4+). Before the battle, roll a D6 for each fighter that is In Recovery.
On a roll of 6, they are no longer In Recovery and available for
Re-roll any failed Ammo tests if the result (before modifiers) is this battle (a constant supply of good food has helped to
equal to or lower than the amount of Ammo-jacks. Does not recover more quickly).
have to take part in the battle for the bonus to apply, but must
be available (not in Recovery, Captured etc). SLOP POT
Represented by its own model:
SURPLUS AMMO ● Placed within 2” of Bigby when deployed.
When part of the starting crew, deploy D3 ammo caches. ● Provides cover.
● Is moved in the same way as Loot caskets (spend a
PART OF THE CREW Simple action within 1” to make a Move, then place it
Treated as a regular fighter for the purposes of crew selection. B2B).

0-2 ROGUE DOCS 50 While within 2”, Bigby can spend a Basic action (Add
M WS BS S T W I A Ld Cl Wil Int Ingredients) to choose one of the following effects:
5” 5+ 5+ 2 3 1 4+ 1 9+ 8+ 7+ 5+ ● Stinger Spore Stew: Friendly fighters within 2”
counts as having an assist when making Recovery
Skills: Medicae.
tests. Lasts until the end of this round.
Wargear: Laspistol or stub gun, medicae kit.
● Frenzon Fondue: Friendly fighters within 2” gain
Nerves of Steel and True Grit. Lasts until the end of
Make 1 free Medical Escort per Rogue Doc in the post-battle this round.
sequence (in addition to normal Medical Escorts). However, a ● Tentacle Surprise: Counts as a Beast’s Lair (Bigby
result of 6 on the table is treated as Stabilised rather than a full does not trigger it). Lasts until Bigby’s next activation.
Recovery (thanks to the Doc’s comparatively limited supplies
and the lack of proper medical technology). PART OF THE CREW
Treated as a regular fighter for the purposes of crew selection.
0-1 DOCTOR ARACHNOS 100
(ROGUE DOC)
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 2 8+ 7+ 7+ 6+
Skills: Medicae.
Weapons: Laspistol, medical mechadendrites
(Versatile 3”, +1 hit B2B, AP-1, Toxin).
Wargear: Mesh (5+), bio-scanner, respirator.

Make 1 free Medical Escort per Rogue Doc in the post-battle


sequence (in addition to normal Medical Escorts). However, a
result of 6 on the table is treated as Stabilised rather than a full
Recovery (thanks to the Doc’s comparatively limited supplies
and the lack of proper medical technology).

MEDICAL MECHADENDRITES
In the Recovery phase, instead of assisting a normal Recovery
test, pass an Intelligence test to immediately recover 1
Seriously Injured friendly fighter within 3" (suffer a Flesh
Wound as normal). If failed, the Seriously Injured fighter goes
Out of Action.

PART OF THE CREW


Treated as a regular fighter for the purposes of crew selection.

173
★ NECROMUNDA ★

0-1 CHEM DEALER 50 0-1 CHYMIST (ESCHER)


(GOLIATH: 25) APPRENTICE CLAN CHYMIST 75
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 8+ 7+ 5” 5+ 5+ 2 3 1 3+ 1 7+ 8+ 8+ 6+
Skills: Fixer. Skills: Fixer.
Wargear: Stub gun and a single dose of any Chem (from Weapons: Needle pistol.
the Black Market).
EXPERIMENTAL ELIXIRS
STEADY SUPPLY Reduce the cost of Chem-Alchemy Elixirs by D6x10 (minimum
Count all Chems as Common (when buying from Trading Post 10). Roll for each purchase.
& Black Market).
LAST RITES
Can also gain 1 free dose before the battle (pre-battle If a Leader or Champion (not Death-maiden) is killed
sequence): (Memorable Death or Critical Injury not saved by the doc), pass
● 1 dose of any Chem (or item containing Chems). the following test to gain a free Death-maiden:
● Medkit ● D6 <= number of advances (of the dead fighter)
● Stimm-slug stash The free Death-maiden is a new fighter for all intents and
purposes (retains none of the equipment, injuries or advances
However, the item must be paid for after the battle, or (if the of the dead fighter).
gang can’t or won’t) the Chem Dealer is removed. The gang
can't hire another Chem-Dealer for the rest of the current 0-1 SHIVVER (ESCHER) 100
campaign (news of the bad deal gets around). M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 2 3 1 4+ 1 8+ 9+ 5+ 6+
0-1 PIT TRAINER (GOLIATH) 75 Skills: Fearsome.
M WS BS S T W I A Ld Cl Wil Int
5” 3+ 4+ 3 3 1 3+ 2 7+ 5+ 8+ 7+
PSYNISCIENCE
Skills: Mentor. A single Leader or Champion (including Specialist) can perform
Wargear: Chainsword & knife. a post-battle action (Visit Shivver) to roll 2D6 to gain one of the
following results:
COMBAT READY 2 - Doom!: Go Into Recovery (disheartened by the
0-3 fighters (not in Recovery) can be trained between each Shivver’s reading).
battle. Each fighter gains a temporary random Primary or 3-4 - The Fates are Unclear: For the next battle, re-roll any
Secondary skill for the next battle. If generating a skill the failed tests using Leadership, Willpower or Intelligence (choose
fighter already has, choose one instead. one).
5-7 - Favourable Portents: For the next battle, re-roll any
However, there is a chance of injury. Roll a 2+ for each fighter ranged hit rolls of 1 (before modifiers) and ignore rules for
or immediately suffer a Lasting Injury roll. If suffering an injury Stray Shots against friendly fighters.
that includes Into Recovery, the fighter must miss the next 8-9 A Great Victory: +D6XP (for the fighter visiting the
battle. Shivver) if the gang wins the next battle.
10-11 - A Mysterious Stranger: For the next battle, hire a
0-1 BRUTE-HANDLER 110 generic Bounty Hunter for free. At the end of that battle, the
(GOLIATH: 55) Bounty Hunter automatically departs.
12 - Fortune and Glory: For the next battle, double any XP
M WS BS S T W I A Ld Cl Wil Int gained (for the fighter visiting the Shivver) and double the
4” 4+ 5+ 3 4 1 4+ 1 7+ 6+ 8+ 8+ amount of credits and Reputation earned by the gang.
Skills: Iron Jaw.
Wargear: Shock whip.

TRAINING
If Active and within 3” of a friendly Brute, the Brute gains:
● Nerves of Steel
● Re-roll:
○ Leadership
○ Cool
○ Willpower
○ Intelligence

In addition, any Brutes (not in Recovery) can be trained


between each battle. Fail a Willpower test to gain +D3 XP (if
passed, the Brute proves too wilful and the training doesn’t
work).

PART OF THE CREW


Treated as a regular fighter for the purposes of crew selection.

174
★ NECROMUNDA ★

0-1 PRIZE FIGHTER (ORLOCK) 40 0-1 CORE SERVITOR (VAN SAAR) 100
M WS BS S T W I A Ld Cl Wil Int COGITATOR CORE SERVITOR
5” 3+ 5+ 4 3 1 4+ 1 8+ 6+ 7+ 8+ M WS BS S T W I A Ld Cl Wil Int
Skills: Iron Jaw. 3” 6+ - 3 4 1 6+ 1 12+ 3+ 5+ 3+
In any battle when the gang is the defender:
BARE KNUCKLE FIGHTERS ● HOSTILE ENVIRONMENT: Deploy D3 booby traps
After each battle (when collecting income), roll 2D6 and choose (frag, krak or melta) anywhere on the battlefield
the highest result. Gain the result x 10 credits. outside 6” of enemy fighters (before deployment).
● However, if any dice rolled a 1, no money is gained. ● SECURITY MEASURES
● If both dice rolled 1s, the Prize Fighter is killed ● -1 Intelligence to enemies when making Access
(removed from the gang). Terminal (Basic) or Bypass Loot Casket Lock (Basic).
● MIND IN THE MACHINE: In the end of any End
0-1 GREASE MONKEY (ORLOCK) 40 phase, turn on/off Pitch Black at will.
M WS BS S T W I A Ld Cl Wil Int 0-1 TECH MERCHANT 80
5” 5+ 5+ 3 3 1 4+ 1 8+ 7+ 7+ 5+
(VAN SAAR: 40)
Skills: Munitioneer.
M WS BS S T W I A Ld Cl Wil Int
Wargear: Hand flamer & maul (wrench & blowtorch)
5” 5+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 6+
Skills: Munitioneer.
OVERCHARGE
Weapons: Laspistol (master-crafted) or
Before a battle, choose a Brute or Wreckers (with jump
las sub-carbine (master-crafted).
booster) to become overcharged. Each time an affected fighter
activates, roll a dice.
TECHNO-BAUBLES
Brute: Reduce Rarity/Legality of any item by 2 (minimum 7+). If this
● +D3 M & A (roll once, apply to both stats). would cause an item to fall below 7+, it is Common instead.
● If the result is 1, suffer a wound (no save possible).
Wreckers: FRIENDS IN THE TRADE
● +D6” Movement. After each battle, reduce the cost of a single item (Trading Post
● If the result is 1, no extra Movement is gained and or Black Market) by D3x10 credits (minimum 20).
only a single action can be made this activation
(struggle to control the malfunctioning pack).
0-1 DATA-SCRIVENER 20
NOTE M WS BS S T W I A Ld Cl Wil Int
It is difficult to understand how the Grease Monkey’s 5” 5+ 5+ 3 3 1 4+ 1 8+ 7+ 7+ 5+
“Overcharge” ability works. Is it mandatory to use each Skills: Gadgeteer.
activation? How does it work with Wrecker’s Jump Weapons: Laspistol or las sub-carbine.
Booster? Replace? Stack? Or used in separate actions?
DATA-HACKED
Suggested interpretation: When on the battlefield, all friendly fighters (from the gang) can
● Optional to use any activation. roll an additional D6 and discard the lowest roll for any
● Replace standard Jump Booster effects (if Intelligence test.
used).
● Wrecker only receive the bonus to
Move/Charge actions (and therefore not Hip
Shooting / Run & Gun for example).

0-1 BULLET MERCHANT 75


(ORLOCK: 25)
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 6+
Skills: Fast Shot.
Wargear: Autopistol or stub gun and a single additional
ammo for that weapon.

HIGH CALIBRE HOOK-UP


● Treat all ammo as Common
(from Trading Post & Black Market).
● Any of these ammo types can
replace Limited with Scarce.

175
★ NECROMUNDA ★

0-1 THRALL (DELAQUE) 90 0-3 UNDERHIVE TRADER 50


PSYCHOTERIC THRALL M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int 5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 7+
6” 5+ 5+ 3 3 1 4+ 1 9+ 8+ 7+ 7+
Skills: Evade. THE FINEST MERCHANDISE
Weapons: Fighting knife. Can make a trade action (post-battle sequence) in the same
Choose 1: way as the Leader.
● Autogun
● Lasgun. SPECIALIST PRODUCT
● Shotgun (solid & scatter). Choose a specialty when hired (affects skills & equipment):
PSYCHOTERIC ECHO ● 0-1 Relicmonger (Club, Fearsome):
While Active or Pinned (not Seriously Injured), friendly Faction ○ Once per battle, a friendly fighter can roll a
Psykers within 12" can channel Wyrd Powers through this 6+ to ignore a Seriously Injured or Out of
fighter: Action result.
● The Psyker suffers any Perils of the Warp (as normal). ● 0-1 Beastwrangler (Laspistol, Overseer):
● Range, distance & LOS is measured from this fighter. ○ +1 XP to each pet (per cycle).
● 0-3 Gun-smyth
DISTURBINGLY FAMILIAR (Bolt pistol, stub gun, shotgun, Marksman):
When recruited, choose a House as origin other than Delaque ○ A weapon bought from the Trading Post or
(Cawdor, Escher, Goliath, Orlock or Van Saar). Enemy fighters Black Market can be upgraded to
within 6" suffer the following: Master-crafted for free (once per post-battle
● -1 modifier to Ld & Will. sequence).
● Apply a -2 modifier instead if the enemy belongs to ● 0-3 Connected Trader (Master-crafted lasgun,
the same House as the chosen origin. Savvy Trader):
○ Double the credits when selling an item from
PART OF THE CREW the stash (once per post-battle sequence).
Treated as a regular fighter for the purposes of crew selection. ○ Freely trade credits and items in the stash
with other gangs (if both gangs agree).

0-2 SPYKER V2 (DELAQUE) 90


M WS BS S T W I A Ld Cl Wil Int
6” 6+ 6+ 3 3 2 3+ 1 5+ 5+ 4+ 6+
FLIGHT
Ignores all terrain, moves freely between levels without
restriction and can never fall. May not ignore impassable
terrain or walls and may not end its movement with its base
overlapping an obstacle or the base of another fighter.

WYRD POWERS (UNSANCTIONED)


Psychic Assault, Psychic Scream, Force Blast.

PART OF THE CREW


Treated as a regular fighter for the purposes of crew selection.

0-1 WHISPER MERCHANT 60


(DELAQUE: 30)
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 4+ 3 3 1 4+ 1 9+ 7+ 8+ 5+
Skills: Lie Low.
Weapons: Stub gun.

USEFUL LIES
Can change a dice to 6 (once before and after each battle) in
the following situations:
● Pre-battle:
○ Determine scenario.
○ Determine the crew size.
● Post-battle:
○ Visit Trading Post & Black Market.
○ Gaining rewards
(from scenario or resources).
Usable 6 times (can change 6 dice results), then leaves the
gang.

When leaving after using this ability 6 times, pay the full cost to
keep this fighter and reset the count to 0.

176
★ NECROMUNDA ★

OUTLAW HANGERS-ON
0-1 PROXY 25 0-1 HIVE PREACHER (CAWDOR) 70
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 7+ 6+ 4” 4+ 6+ 3 3 1 3+ 1 5+ 6+ 5+ 8+
Skills: Evade. Skills: Inspirational.
Weapons: Laspistol or stub gun. Weapons: Two-handed hammer.

Can sell captives and use the Trading Post on a 5+. SERMON
● Gain D6 Faith dice at the start of the battle.
Can attempt to make an Alliance with the Merchants Guild or ● Counts as 3 fighters when generating Faith dice.
the Imperial House. Before forming the Alliance, roll a D6. On a
6, the Alliance fails and the Proxy is removed. This Alliance is PART OF THE CREW
automatically ended if required to Test the Alliance. Treated as a regular fighter for the purposes of crew selection.

0-1 SCABBER 40 0-1 FLAGELLATOR (CAWDOR) 30


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 5+ 4+ 3 3 1 5+ 1 7+ 8+ 8+ 6+ 4” 4+ 6+ 3 3 1 5+ 1 9+ 6+ 7+ 9+
Skills: Savvy Trader. Skills: Fearsome.
Weapons: Shotgun (solid & scatter). Weapons: Flail.

Post-battle sequence: PURIFICATION THROUGH PAIN


● Can make a trade action for the Black Market (if not in A friendly fighter in Recovery can pass a Toughness test to be
Recovery). included in the crew before any battle (start with a Flesh
● When the gang sells illegal equipment, gain the value Wound).
-D3x10 credits (minimum 5).

0-1 CADAVER MERCHANT 20


M WS BS S T W I A Ld Cl Wil Int
4” 4+ 4+ 3 3 1 4+ 1 8+ 6+ 7+ 8+
Skills: Fearsome.
Weapons: Chainaxe.

Dead fighters can be sold for D3x10 credits. Does no apply to


Hired Guns, Hangers-on, Brutes or Pets.

Gain 1 Meat portion after each battle.

0-1 HERETEK 40
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 4+ 3 3 1 4+ 1 9+ 7+ 7+ 5+
Skills: Munitioneer.
Wargear: Grav gun or plasma gun, mesh.

After each battle, upgrade 1 weapon for the next battle.


Add 1 of the following traits:
● Blaze, Concussion, Power, Rad-phase or Shock.
The weapon also gains the following trait, depending on type:
● Ranged: Unstable.
● Melee: Reckless.

0-1 AGITATOR 30
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 8+
Skills: Inspirational.
Weapons: Laspistol or stub gun.

Can spread word of impending victory before a battle:


● If won, gain +D3 Rep.
● If lost, -1 Rep.

Roll twice and choose a result when recruiting free fighters


(typically from a Resource).

177
★ NECROMUNDA ★

BRUTES
Brutes are Hangers-on and follow all the same rules, with the following exceptions:
● Treated as any other fighter when selecting a crew.
● Gains Experience and Advancements in the same way as a Specialist Ganger.
● Will not leave the gang when suffering a Lasting Injury that make changes to their profile.
● Separate skill set access.

Agility Brawn Combat Cunning Ferocity Savant Shooting Gang-Specific


Ambot - Secondary Secondary - Primary - - -
- Corrupted (Outlaw) - Secondary Secondary - Primary - - -
Iron Automata - Primary Secondary - - - - -
Ogryn - Primary Secondary - Secondary - - -
- Mutated (Outlaw) - Primary Secondary - Secondary - - -
Stig-shambler (Cawdor) - Primary Secondary Secondary - - Primary -
Spyker V1 (Delaque) Secondary - - Secondary - Primary - -
Spektor (Delaque) - Secondary Secondary - Primary - - -
Khimerix (Escher) Secondary - Secondary - Primary - - -
‘Zerker (Goliath) - Primary Secondary - Secondary - - Primary
Servitor (Orlock) - Secondary Secondary - - - Primary -
Servo-suit (Van Saar) - Secondary - - Secondary - Primary -
Sump Beast (Outlaw) - Secondary - Primary Secondary - - -
Warp Horror (Outlaw) - Secondary Secondary - Primary - - -

BRUTE WEAPONS Rng Acc


Weapon S L S L Str AP D Ammo Traits
Arc welder (Ogryn) E - - - +2 -3 3 - Blaze
Assault cannon (Iron automata) 12” 24” +1 - 5 -1 1 6+ Rapid Fire (2), Scarce
Augmetic fist (Ogryn) E - - - +1 -1 2 - Knockback
Chemical cloud breath weapon (Khimerix) 6” 12” +1 - 3 -1 1 - Blast (3”)
Crushing claws (Sump Beast) E - - - +3 -1 2 - Knockback
Flensing knife (Sump Beast) E - - - S -1 1 - Rending
Gaseous eruption breath weapon (Khimerix) T - - - - - - - Gas
Grav pistol (Ambot) 6” 12” +1 - * (-1) 2 5+ Blast (3”), Concussion, Graviton Pulse
Harpoon launcher (Servitor) 6” 18” +2 - 5 -3 1 5+ Drag, Impale, Scarce
Heavy bolter (Servitor) 18” 36” +1 - 5 -2 2 6+ Rapid Fire (2), Unwieldy
Heavy club (Stig-shambler) E - - - S - 2 - -
Heavy flamer (Stig-shambler & Servitor) T - - - 5 -2 1 5+ Blaze, Unwieldy
Horrific appendages (Mutated Ogryn & Warp Horror) E - - - S -1 2 - Pulverize, Rending
Lashing tail (Sump Beast) E 6” - - S -1 1 - Impale
Massive tentacles (Warp Horror) E 4” - - +1 - 1 - Drag, Entangle
Mono-hook (Khimerix & Ambot) E - - - S -1 2 - Pulverise
Mutated fists & bone spurs (‘Zerker) E 2” - - +1 -2 2 - Knockback, Pulverise
Open fists (‘Zerker & Servitor) E - - - S -1 1 - Knockback
Plasma gun ~ low (Servo-suit) 12” 24” +2 - 5 -1 2 5+ Rapid Fire(1), Scarce
~ Maximal (Servo-suit) 12” 24” +1 - 7 -2 3 5+ Scarce, Unstable
Power claw (Iron Automata) E - - - S -1 2 - Power, Pulverising
Power maul (Mutated Ogryn) E - - - +2 -1 1 - Power
Prehensile tongue (Sump Beast) E 2” - - S - 1 - Drag
Rad gun (Servo-suit) T - - - 2 -2 1 4+ Rad-phage
Servo-arm (Servo-suit) E 3” - +1 S - 1 - -
Spud-jacker E - - - +1 - 1 - Knockback
Storm-welder * 8" 16" +1 - 5 - 1 3+ Rapid Fire (3), Reckless, Shock, Unstable
Razor-sharp Talons (Khimerix) E - - - +1 -2 3 - Rending
Tunnelling claw -melee (Ambot) E - - - S -1 2 - -
- ranged (Ambot) 4" 8” - - 6 -2 2 5+ Melta, Scarce, Sidearm
Twin-linked heavy las carbine (Servo-suit) 15” 30” +1 - 4 - 1 4+ Plentiful, Rapid Fire (3), Twin-linked
Twin-linked heavy stubber (Stig-shambler) 20” 40” - -1 4 -1 2 4+ Rapid Fire (3), Twin-linked, Unwieldy
Warpfire breath (Warp Horror) T - - - 3 -1 1 4+ Blaze

178
★ NECROMUNDA ★

0-2 AMBOT 215 0-2 OGRYN 210


(CAWDOR & ORLOCK: 185) (GOLIATH: 180)
(ANY) COMMON (ANY) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 5+ 5 5 3 5+ 2 8+ 6+ 8+ 9+ 5” 4+ 5+ 5 5 3 4+ 2 7+ 6+ 8+ 9+
Skills: Infiltrate. Weapons: 2 x Augmetic fist.
Weapons: 2 x Tunnelling claw.
Wargear: Light carapace (4+). LOYAL
Add 2 when assisting (instead of 1).
INFILTRATE
Can be placed aside instead of being set up at the start of SLOW-WITTED
a battle. Immediately before the start of the first round, set May never be activated as part of a Group Activation.
up this fighter anywhere on the battlefield outside 6” and
LOS of any enemy fighters. If both gangs have fighters with HEADBUTT
this skill, take turns, starting with the winner of a roll-off. Can spend a Basic action (Headbutt) when Engaged:
Target an Engaged enemy and roll 2D6. If either one is
CRANIAL GOVERNORS equal or higher than the Toughness, they suffer a hit with
Start with the Safe Mode on. This can be turned off at the the attacker’s Strength +2 and 2 Damage. If both dice are
start of any round to gain the following effects: less than the Toughness, this fighter suffers a hit instead,
● Berserker skill (Ferocity). using their own Strength and Damage 1.
● D3+1 Attacks (replaces the original characteristic).
● All close combat attacks must be divided amongst OPTIONS
all models in B2B (friend & foe). Arc welder (replaces 1 augmetic fist) ……….………. +70
Spud-jacker (replaces 1 augmetic fist) ………...……. -20
Once Safe Mode is off, it can't be reinitiated during the Storm-welder (replaces 1 augmetic fist) * ...……..…. +75
battle. Furnace plate ……..………………………………….... +15

EXCAVATION AUTOMATA 0-1 SPYKER V1 (N18) 190


Can be put to work in the Mine Workings Resource to gain
(DELAQUE) COMMON
+D6x10 credits.
M WS BS S T W I A Ld Cl Wil Int
VALUABLE 6” 6+ 6+ 3 4 4 3+ 1 5+ 5+ 4+ 6+
If Captured and not rescued, it can be sold as normal or FLIGHT
added to the gang for free (if having sufficient Reputation to Ignores all terrain, moves freely between levels without
take an extra Hanger-on). restriction and can never fall. May not ignore impassable
terrain or walls and may not end its movement with its base
OPTIONS overlapping an obstacle or the base of another fighter.
0-1 Grav-fist: +90↑
Consists of 2 parts, replaces 1 tunneling claw: WYRD POWERS (UNSANCTIONED)
● Grav pistol. Psychic Assault, Psychic Scream, Force Blast.
● Mono-hook.
OPTIONS
Displaced field …………………………………………… +50

0-1 IRON AUTOMATA 220 0-2 SPEKTOR (BRUTE) 205


(ANY) ILLEGAL (14) (DELAQUE) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 5 5 3 5+ 2 8+ 4+ 8+ 8+ 5” 3+ 5+ 4 4 3 3+ 4 7+ 6+ 6+ 8+
Skills: Fearsome, Nerves of Steel. Skills: Fearsome.
Weapons: Assault cannon, power claw. Weapons: Psychomantic claws (paired).
Wargear: Man of iron (3+ save). Wargear: Carapace (light).

REALLY GLITCHY FLIGHT


In each activation, roll a 2+ or gain Insanity. When taken Ignores all terrain, moves freely between levels without
Out of Action, before rolling for any Lasting Injuries, roll a restriction and can never fall. May not ignore impassable
2+ or it is removed from the gang’s roster (breaks down terrain or walls and may not end its movement with its base
completely or wander off into the badzones mumbling in a overlapping an obstacle or the base of another fighter.
grating monotone about overthrowing humanity!).
PSYCHOTERIC MASTERY
AUTOMATED REPAIRS Unsanctioned Psyker. When recruited:
Recovers on a 6+ in the Recovery phase. May also roll an ● Choose a discipline:
extra Injury dice when making Recovery tests, then pick Darkness, Delusion or Madness.
one of the results and discard the other. ● 1 Wyrd Power (free).
ADDITIONAL WYRD POWERS (+30 EACH)
When recruited:
● Purchase any number of additional Wyrd Powers
from the chosen discipline for 30 credits (each).

179
★ NECROMUNDA ★

0-1 'ZERKER 210 0-1 STIG-SHAMBLER 280


(GOLIATH) COMMON (CAWDOR) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 6+ 6 5 3 5+ 3 7+ 6+ 8+ 10+ 4” 4+ 4+ 5 4 4 4+ 2 9+ 8+ 9+ 8+
Skills: Impetuous (consolidate 4” instead of 2”). Weapons: Twin-linked heavy stubber, heavy club.
Weapons: 2x Open fists. Wargear: Flak.

COMBAT CHEMS STASH INTELLIGENT CONTROL


Can roll a D6 when activated to modify the Attack Can re-roll any failed Leadership, Cool, Willpower or
characteristic (until the end of the round): Intelligence tests.
1: A = 1 2: +1 A 3-4: +2 A 5-6: +3 A
MOVE AND SHOOT
OPTIONS Can fire Unwieldy weapons as a Basic action with a -1 hit
Mutated fists & bone spurs (replaces open fists) ........ +70↑ modifier (instead of the normal Double action).
Furnace plates ………………………………………...... +10
Stimm slug stash ……………………………..……..….. +20 OPTIONS.
Heavy flamer (replaces heavy stubber) ……………… +70↑

0-1 SERVITOR 230 0-1 SERVO-SUIT 240


(ORLOCK) COMMON (VAN SAAR) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 5+ 4+ 5 5 3 5+ 2 7+ 5+ 9+ 8+ 5” 4+ 4+ 5 4 3 4+ 4 5+ 5+ 8+ 6+
Wargear: Harpoon launcher, open fist Skills: Fast Shot (same as Superior Weapons Array).
(same as: servitor combat weapon), Weapons: Twin-linked heavy las carbine, 4x servo-arms.
light carapace (4+). Wargear: Light carapace (4+).

WEAPONS PLATFORM VAN SAAR PROTECTIVE GEAR


Firing an Unwieldy ranged weapon becomes a Basic Immune to Rad-phage.
action rather than a Double action.
OPTIONS
AMMO HOPPERS Rad gun (replaces 1 servo-arm, -1 Attack) ……..….. +60↑
Re-roll any failed ammo test results of 1 (before modifiers). Plasma gun (replaces 1 servo-arm, -1 Attack) …….. +60↑
Heavy carapace (replaces light carapace) …….…… +20↑
OPTIONS
Heavy bolter (replaces harpoon launcher) …………..…. +50↑
Heavy flamer (replaces harpoon launcher) …………….. +85↑
Heavy stubber (replaces harpoon launcher) ………….... +20↑
Heavy carapace armour (replaces light carapace) ….… +20↑
Mono-sight ……………………………………………..…... +25

0-1 KHIMERIX 220


(ESCHER) COMMON
M WS BS S T W I A Ld Cl Wil Int
6” 4+ 4+ 4 5 3 3+ 3 8+ 7+ 7+ 8+
Skills: Crushing Blow
Wargear: Chemical cloud breath weapon, mono-hook
(same as: Sharp talons).

REGENERATION
Unless ablaze, can spend a Simple action (Regeneration)
to heal 1 wound on a 4+

CRUSHING BLOW
Nominate one attack (before rolling to hit) to gain +1 S & D
(if hitting).

OPTIONS
Gaseous eruption (replaces breath weapon) …….... +80↑
Razor-sharp talons (replaces mono-hook) ....…….... +30↑
Flak (same as: Scaly hide 3) …..…………….…….... +10

180
★ NECROMUNDA ★

OUTLAW BRUTES
0-1 CORRUPTED AMBOT 220 0-1 SUMP BEAST 200
(SCRAPCODE-CORRUPTED AMBOT) COMMON COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 5+ 5 5 3 5+ 3 8+ 6+ 9+ 10+ 3” 4+ 4+ 5 6 4 5+ 2 9+ 4+ 5+ 9+
4” 3+ 4+ 5 4 4 4+ 2 9+ 4+ 5+ 9+
EQUIPMENT 5” 4+ 5+ 4 5 4 4+ 2 8+ 5+ 6+ 10+
2 x Tunnelling claw, Light carapace (4+).
EQUIPMENT
OPTIONS Flensing knife (same as ferocious jaws).
0-1 Grav pistol & mono-hook (replaces 1 tunnelling claw) . +90↑
0-1 Heavy carapace (replaces light carapace) ….…. +55↑ MULTIPLE PROFILES (MANY-SHAPED HORROR)
0-1 Armour Spikes …………………………………..... +15 To represent the great variety of Sump Beasts, pick one
profile to use when recruited.
SKILLS
Berserker and Nerves of Steel. OPTIONS
Crushing claws …….……………………………... +70
MACHINE-MADNESS Lashing tail ……….……………………………….. +50
● All attacks have Reckless. Multiple legs (+2”M & Clamber) ……………….... +20
● After a target is Seriously Injured or taken Out of Prehensile tongue …….………………………….. +60
Action, roll 2+ or immediately gain Insanity. Venomous/poisonous bite .…………………….... +35
Light carapace (4+, same as: Scaly hide 1) …... +40
VALUABLE
If Captured and not rescued, the capturing gang has the UNDERHIVE HORROR
following options depending on alignment: If activated within 6” of any Seriously Injured fighter (friend
● Law Abiding: Sold as normal. & foe), pass an Intelligence test or make a Charge
● Outlaw: (Double) action or Coup de Grace (Simple) action against
○ Sold for full cost (Black Market). that fighter.
○ Added to the gang for free (if having
sufficient Reputation to take an extra Must always make a Coup de Grace action if able (instead
Hanger-on). of consolidate).

ARMOURED SPIKES (IF PURCHASED) VENOMOUS/POISONOUS BITE


Inflict a S1 hit when becoming B2B with any other fighter The Ferocious Jaws gain Toxin.
(applied before any other attacks after this fighter or
another fighter moves). 0-1 WARP HORROR 210 CREDITS
COMMON
M WS BS S T W I A Ld Cl Wil Int
0-1 MUTATED OGRYN 210
6” 3+ 6+ 6 4 3 4+ 3 9+ 6+ 7+ 9+
COMMON
M WS BS S T W I A Ld Cl Wil Int EQUIPMENT
5” 3+ 5+ 5 5 3 4+ 3 7+ 6+ 8+ 9+ 2x Horrific appendages.
OPTIONS
EQUIPMENT Massive tentacles ……….……….……………………… +50
2 x Open fists. Warpfire breath …...……………………………………... +90
Undulating skin …..……………………………………… +40
OPTIONS
Power maul (replaces 1 open fist) ……….……….…. +30↑ TERRIFYING
Horrific appendages (replaces 1 open fist) …...……. +20↑ Pass a Willpower test to target this fighter with a Fight
Furnace plate ……..…………………………………… +15 (Basic) or Shoot (Basic) action, or the action ends
immediately (wasted). However, the action does not count
SKILLS as being performed, so the same action can be attempted
True Grit + 1 random Ferocity or Savagery (this is free and again, if the fighter has more available actions in the
determined when recruited). activation.
HOUSE RULE
SLOW-WITTED ● Apply the Willpower test to any attack (ranged or
May never be activated as part of a Group Activation. melee) regardless of Basic or Double.
● Psychic attacks that are not made as a Fight/Shoot
action ignores this Willpower test.
WARP DENIZEN
● Roll 2D6 in each End phase. If the result is equal
to or lower than the current game round, suffer a
Flesh Wound.
● Ignore all Lasting Injuries except Memorable
Death.

UNDULATING SKIN (IF PURCHASED)


Reduce all damage suffered by 1 (minimum 1).

181
★ NECROMUNDA ★

HIRED GUNS
Hired Guns are any temporary fighter that a All Hired Guns have the following rules:
gang can hire a number of times: ● Recruited in the pre-battle sequence.
● Hired Fighter: 0-∞ ● Not permanently added to the gang (temporary fighter).
● Hive Scum: 0-5 ● Never gain Experience.
● Bounty Hunter: 0-1 ● Never suffer Lasting Injuries.
● Agent: 0-1 ● Can't have additional equipment other than what is listed.
● Any equipment for generic fighters must be paid for by the gang, this is
Hired Guns can have different alignments: part of the ‘hiring fee’.
● Law Abiding (default) ● If a generic fighter is hired for free, then any equipment can also be
● Outlaw added for free.
● The Gang Rating is increased as normal (including any equipment for
Hired Guns can be unique or generic: generic fighters).
● Special Character ● If Captured, can be sold immediately without the need to attempt a
● Generic (un-named) Rescue Mission.
● “You Get What You Pay For”:
○ Included in the crew after determining starting crew
(regardless of how the crew is determined).
○ This can take the number of fighters above the amount
specified by the scenario.
● Law Abiding gangs: Can only hire ordinary (Law Abiding) Hired
Guns.
● Outlaw gangs: Can only hire Outlaw Hired Guns (automatically gains
the Outlaw rule).

The table below lists the currently available combination of Hired Guns based on categories.

ALLEGIANCE (LAW & MISRULE) UNIQUE


TYPE LIMIT STANDARD (LAW ABIDING) OUTLAW SPECIAL CHARACTER GENERIC
Hired Fighter ∞ ✓ - ✓ -
Hive Scum 0-5 ✓ ✓ ✓ ✓
Bounty Hunter 0-1 ✓ ✓ ✓ ✓
Agent 0-1 ✓ ✓ ✓ ✓

HIRED FIGHTERS
A gang can hire any number of Hired Fighters. A “Hired Fighter” is hired in the same way as any Hired Guns. Note that these
are not subject to any of the special rules associated with Bounty Hunters or Hive Scum.

OLD THREE-EYES (GOLIATH) 175


M WS BS S T W I A Ld Cl Wil Int
4” 2+ - 4 4 3 5+ 3 8+ 4+ 6+ 10+
Skills: Impetuous, Nerves of Steel, Hurl.
Weapons: Flensing knife (same as: Ferocious Jaws).
Wargear: Light carapace (4+, same as: Scaly hide 1).
UNPREDICTABLE
● Can't be included in Group Activations.
● Can't benefit from Leading By Example.
● All attacks have reckless.

MOTHER OF SUMPKROCS
Any Sumpkroc within 6” can use this fighter’s Cool & Willpower.

182
★ NECROMUNDA ★

HIVE SCUM
A Law Abiding gang can recruit 0-5 Law Abiding Hive Scum at a time.

0-5 HIVE SCUM (GENERIC) 30 MAD DOG MONO 90


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ 5” 3+ 4+ 3 3 1 3+ 1 8+ 7+ 8+ 8+
Skills: Dodge, Escape Artist.
EQUIPMENT Weapons: Stub gun, grab hook.
● Up to 60 credits worth (Pistol, Basic, Close Combat, Wargear: Furnace plates (boiler plate armour), respirator.
Wargear) from the Hive Scum Equipment List.
● 3 weapon slots (Unwieldy takes 2).
TESS ‘ARC-UP’ (GOLIATH) 90
OUTLAW FORGE-BORN
If hired by an Outlaw gang, this fighter is automatically an
M WS BS S T W I A Ld Cl Wil Int
Outlaw and can take additional equipment from the Black
Market: 6” 4+ 4+ 3 4 1 2+ 1 8+ 5+ 7+ 7+
● Rare/Illegal of 7 or below (including Common). Skills: Clamber, Sprint.
Weapons: Storm-welder.
Wargear: Furnace plates.
PISTOL
Autopistol 10
WIRED
+ Reclaimed 5 Can re-roll Initiative tests (enhanced nervous system making
Laspistol 10 reflexes lightning fast).
Stub gun 5
- Dumdum 5
BASIC GRUB TARGESON 105
Autogun 15 M WS BS S T W I A Ld Cl Wil Int
+ Reclaimed 10 4” 4+ 3+ 3 3 1 4+ 1 8+ 8+ 8+ 6+
Lasgun 15 Skills: Backstab, Evade, Infiltrate.
Sawn-off shotgun (scatter) 15 Wargear: Flak.
Weapons: Shotgun (scatter, executioner),
Shotgun (solid & scatter) 30
frag grenades, knife.
Throwing knives 10
CLOSE COMBAT
Axe 10 SCABS 200
Chainsword 25 M WS BS S T W I A Ld Cl Wil Int
Knife 10 5” 5+ 3+ 3 3 2 3+ 2 7+ 7+ 6+ 7+
Flail 20 Skills: Clamber, Escape Artist, Infiltrate.
Maul (club) 10 Weapons: Plasma gun, stub gun.
Two-handed axe * 25 Wargear: Filter plugs, flak.
Two-handed hammer * 35 “COME ALONG SCABS!”
GRENADES If Kal is also hired:
Blasting charges 35
The cost is reduced to 100 credits (instead of 200).
Frag 30
Krak 45 Additionally, Scabs counts as a Bounty Hunter (instead of Hive
Smoke 15 Scum) and gains the associated special rules (Dead, Not Alive,
ARMOUR LAW ABIDING OUTLAW Claiming Bounties and “We’ll Get Our Bit…”).
Ablative overlay - 20
Armoured undersuit 10 10 If rolling for “We’ll Get Our Bit…”, roll a single D6 for both.
Gutterforged cloak - 15
GIFTED FORAGER
Hazard suit 10 10 In the post-battle sequence, add +1 to the Seek Rare
Mesh 15 15 Equipment roll when visiting the Trading post.
Scrap shield - 15
EQUIPMENT LAW ABIDING OUTLAW
Drop rig 10 10
Filter plugs 10 10
Lho sticks - 5
Lock-punch - 10
Magnacles - 20
Photo-goggles 35 35
Photo-lumens - 20
WEAPON ATTACHMENT
Telescopic sight (P, B, S) 25

183
★ NECROMUNDA ★

D060-K13 (ORLOCK) 115


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 4+ 3 4 1 4+ 1 8+ 6+ 7+ 8+
Skills: Big Brother.
Weapons: Shock Bite, Digi-autopistol, Digi-hand flamer,
Digi-frag grenade.
Wargear: Hardcase (Light carapace & respirator).

TENACIOUS
If taken Out of Action while not yet activated this round, this
fighter is not removed from the battlefield until after completing
its activation.

DIGI-WEAPON ARSENAL
When activating, choose a single digi-weapon (to arm). No
other digi weapon can be used until the start of this fighter’s
next activation.

WANDERING HOUND
This is an individual fighter (not a pet and not attached to
another fighter).

RATTUS TATTERSKIN (CAWDOR) 90


BAD SMELL
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 5+ 6+ 9+
Skills: Fearsome.
Weapons: Heavy stubber.
Wargear: Flak.

MY LITTLE FRIENDS
● Enemies ending an activation in B2B suffer D6 S1
hits.
● When activated, pass a Willpower test or gain Insanity
(until the start of his next activation).

ARTICLES OF FAITH (1)


● Generates a number of Faith dice (as shown in
parentheses).
● Can perform Articles of Faith (Path of the Doomed).

QUESTIONABLE MORALS
Can be hired regardless of alignment (Law Abiding & Outlaw).

184
★ NECROMUNDA ★

OUTLAW HIVE SCUM


An Outlaw gang can recruit 0-5 Outlaw Hive Scum at a time.

QUEEN LORSHA 100 ABOMINATION OF BADZONE 12 280


M WS BS S T W I A Ld Cl Wil Int (CHAOTIC)
5” 4+ 6+ 3 3 2 3+ 2 7+ 6+ 8+ 7+ M WS BS S T W I A Ld Cl Wil Int
Skills: Bloodlust, Step Aside. 4” 3+ - 5 5 4 5+ 4 - - - -
Weapons: Bone sceptre, knife. Skills: Fearsome, True Grit, Unstoppable.
Wargear: Cutter’s Mask (Disturbing Aura). Weapons: Flensing knife (same as: Ferocious jaws), Mutated
fist & bone Spur (same as: Claws, tentacles and
PSYREENA SKAR 105 other strange appendages).
M WS BS S T W I A Ld Cl Wil Int Wargear: Heavy carapace (4+ save, 3+ front, same as: Ever
5” 3+ 4+ 3 3 2 3+ 2 6+ 5+ 7+ 6+ mutating hide).
Weapons: Knife.
MINDLESS BEAST
Wargear: Flak.
Can only make Move, Charge, Fight and Coup de Grace
WYRD POWERS (UNSANCTIONED) actions. Automatically passes Cool & Willpower tests.
Telekinesis: Psychic Shockwave (Basic). Automatically fails Leadership and Intelligence tests.

JORTH SLITHER 115


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 5+ 3 3 2 5+ 2 8+ 6+ 9+ 8+
Skills: Backstab, True Grit.
Weapons: Autopistol, throwing knife, shock baton.
Wargear: Filter plugs, lho sticks.

COR ‘TWO-GUNS’ CORAN 120


M WS BS S T W I A Ld Cl Wil Int
4” 6+ 4+ 4 3 2 4+ 1 7+ 7+ 8+ 8+
Skills: Gunfighter, Inspirational.
Wargear: Forged Guilder Seal.
Weapons: 2x Autopistol (with manstopper).

JONNY RAZOR 125


M WS BS S T W I A Ld Cl Wil Int
5” 2+ 6+ 3 3 2 5+ 2 8+ 7+ 9+ 9+
Skills: Combat Master, Evade.
Weapons: Throwing knives, Bladed cyber arm.
Wargear: Flak, photo-goggles.

ESTUS JET 130


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 5+ 3 3 2 4+ 1 7+ 7+ 8+ 8+
Skills: Counter-attack, Parry.
Weapons: Autopistol, throwing knives, stiletto knife.
Wargear: Flak.

VUNDER GORVOS 145


M WS BS S T W I A Ld Cl Wil Int
5” 2+ 5+ 3 3 2 4+ 1 8+ 7+ 8+ 9+
Skills: Rain of Blows, Step Aside.
Weapons: 2x stub guns, shotgun (solid & scatter), sword.
Wargear: Flak.

GAEN GORVOS 150


M WS BS S T W I A Ld Cl Wil Int
5” 5+ 4+ 3 3 2 4+ 1 7+ 6+ 8+ 7+
Skills: Backstab, Nerves of Steel.
Weapons: Autogun, throwing knives, sword, gunk bomb.
Wargear: Mesh.

CHAOTIC: Only available to Chaos Cult, Corpse Grinder Cult or Chaos Corrupted gangs.

185
★ NECROMUNDA ★

BOUNTY HUNTERS
A Law Abiding gang can recruit 0-1 Bounty Hunter at a time.
All Bounty Hunters (generic and Dramatis Personae) have the following special rules:

DEAD, NOT ALIVE


When an opponent’s deletes a dead fighter from their gang in the post-battle sequence, immediately claim half the fighter’s value
(rounded up to the nearest 5 credits).

CLAIMING BOUNTIES
If an enemy fighter is captured, roll a 3+ (when collecting income) to immediately gain D6x10 credits (the Bounty Hunter
recognizes the Captive as a wanted outlaw). This is regardless of what happens to the captive later and applies to any gang
(including Outlaws).

“WE’LL GET OUR BIT…”


Depending on which of the Dead, Not Alive or Claiming Bounties special rules are used during the post-battle sequence, the
Bounty Hunter may stick around:

● None: Available for the next battle for free.


● Only one: Available for the next battle for free on a roll of 4+.
● Both: Leaves (happy with the payment).

If available for free in the next battle and not used, the Bounty Hunter will leave automatically. In other words, they must be used
in the next battle, or be lost.

If taken Out of Action, automatically apply the Lasting Injury Out Cold (12-26) instead of rolling.

0-1 BOUNTY HUNTER (GENERIC) 80


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 2 3+ 1 7+ 5+ 6+ 6+
3” 3+ 4+ 3 4 2 5+ 1 5+ 7+ 5+ 5+
4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+
EQUIPMENT
MULTIPLE PROFILES
● Spend up to 150 credits worth on weapons and
To represent the great variety of Bounty Hunters active on
wargear (normally be paid for by the gang).
Necromunda, pick one of the profiles to use. ● No weapon restrictions.
● 0-5 Weapons.
OUTLAW ○ 0-1 Unwieldy Weapon (takes up 2 weapon
If hired by an Outlaw gang, this fighter is automatically an
slots).
Outlaw. ● If hired by a non-House gang, the following is
included:
SKILLS
○ Mesh or flak
Can take skills from:
● Agility The weapons and wargear available for purchase depends on
● Brawn
the type of the gang hiring the Bounty Hunter:
● Combat ● Law Abiding or Outlaw.
● Cunning ● House gang or other.
● Ferocity
● Shooting Refer to the table below to see what is available.
Choose one of the following:
PSYKER (+35)
● Random (3). Become Sanctioned or Unsanctioned Psyker. Can choose
● Custom (1) and Random (1). Wyrd Powers from any universal discipline as Primary skills.
Roll for one skill set before selecting the next skill set. If a CAWDOR
duplicate skill is gained, re-roll the result. In addition to normal equipment (Trading Post & Black Market),
choose equipment from the leader's list depending on the
HOUSE RULE (APPLY N20+ STRUCTURE TO ALL GANGS) alignment of the hiring gang.
All gangs apply the following to generic Bounty Hunters:
● Law Abiding: Cawdor Leader.
● Faction fighter.
● Can also be equipped from the Leader's equipment list.
● Outlaw: Redemptionist Leader.

House gang Other gangs


Law Abiding Outlaw Law Abiding Outlaw
Trading Post (Rarity) Any Any 10 or below 10 or below
Black Market (Rarity/Legality) - 10 or below - 10 or below
House Equipment List Leader Leader - -
Cawdor Cawdor Leader Redemptionist Leader - -

186
★ NECROMUNDA ★

Generic Bounty Hunter Equipment List. Choose from the appropriate House Gang or ‘Any’ for all other gangs. Outlaw Bounty Hunters can also
have items from the Black Market, marked with underline. All weapons can be master-crafted as normal.

PISTOLS House BASIC WEAPONS House


Item C D E G O VS Any Item C D E G O VS Any
Autopistol 10 10 10 10 10 10 10 Autogun 15 15 15 15 15 15 15
- Fragmentation 10 10 10 10 10 10 10 - Phosphor 10 10 10 10 10 10 10
- Manstopper 10 10 10 10 10 10 10 - Plantbuster 15 15 15 15 15 15 15
- Phosphor 10 10 10 10 10 10 10 - Rad 20 20 20 20 20 20 20
- Plantbuster 15 15 15 15 15 15 15 - Static 10 10 10 10 10 10 10
- Rad 20 20 20 20 20 20 20 - Warp 15 15 15 15 15 15 15
- Static 10 10 10 10 10 10 10 + with Exterminator 15 - - - - - -
- Warp 15 15 15 15 15 15 15 + Reclaimed 10 10 10 10 10 10 10
- Master-crafted 5 5 5 5 5 5 5 - Phosphor 10 10 10 10 10 10 10
+ Reclaimed 5 5 5 5 5 5 5 - Plantbuster 15 15 15 15 15 15 15
- Phosphor 10 10 10 10 10 10 10 - Rad 20 20 20 20 20 20 20
- Plantbuster 15 15 15 15 15 15 15 + with Polearm * 20 - - - - - -
- Rad 20 20 20 20 20 20 20 Blunderbuss with Polearm * 40 - - - - - -
Bolt Pistol 45 45 45 45 45 45 45 - Emperor’s Wrath 35 - - - - - -
- Master-crafted 15 15 15 15 10 15 15 - Master-crafted 10 - - - - - -
- Gunk 15 15 15 15 15 15 15 Boltgun 55 55 55 55 55 55 55
- Shatter 15 15 15 15 15 15 15 - Gunk 15 15 15 15 15 15 15
Flechette pistol (solid & fleshbane) - 30 - - - - - - Shatter 15 15 15 15 15 15 15
Hand flamer 75 75 75 75 75 75 75 + Warpstorm (Corrupted) 60 60 60 60 60 60 60
Laspistol 10 10 10 10 10 5 10 Combat shotgun (salvo & shredder) 70 70 70 60 55 70 70
- Focusing crystal 30 30 30 30 30 30 30 - Firestorm 30 30 30 30 30 30 30
+ with Hotshot las pack 30 30 30 30 30 25 30 - Phosphor 10 10 10 10 10 10 10
- Master-crafted 5 5 5 5 5 5 5 - Plantbuster 15 15 15 15 15 15 15
Needle pistol 30 30 25 30 30 30 30 - Rad 25 25 25 25 25 25 25
- Chem darts 10 10 10 10 10 10 10 - Shatter 15 15 15 15 15 15 15
Plasma pistol 50 50 50 50 50 50 50 Lasgun 15 15 5 15 15 10 15
Stub gun 5 5 5 5 5 5 5 - Focusing crystal 30 30 30 30 30 20 30
- Dumdum 5 5 5 5 5 5 5 + with Hotshot las pack 35 35 25 35 35 30 35
- Static 10 10 10 10 10 10 10 - Master-crafted 5 5 5 5 5 5 5
- Warp 15 15 15 15 15 15 15 Las carbine - - - - - 20 -
Web pistol 90 80 90 90 90 90 90 - Focusing crystal - - - - - 30 -
Autopistol / hand flamer (combi) 65 65 65 65 65 65 65 - Master-crafted - - - - - 5 -
Autopistol / plasma pistol (combi) 50 50 50 50 50 50 50 Kroot long rifle (Xenos) 30 30 30 30 30 30 30
Bolt pistol / hand flamer (combi) 110 110 110 110 110 110 - Sawn-off shotgun (scatter) 15 15 15 15 15 15 15
Bolt pistol / needle pistol (combi) - - 60 - - - - - Phosphor 10 10 10 10 10 10 10
Bolt pistol / plasma pistol (combi) 80 80 80 80 80 80 - - Plantbuster 15 15 15 15 15 15 15
Stub gun / plasma pistol (combi) 40 40 40 40 40 40 40 - Rad 25 25 25 25 25 25 25
- Shatter 15 15 15 15 15 15 15
- Solid 10 - - - 10 - -
Shotgun (solid & scatter) 30 30 30 30 25 30 30
- Acid rounds - - 15 - - - -
- Executioner 20 20 20 20 20 20 20
- Gas 25 25 25 25 25 25 25
- Inferno 15 15 15 15 15 15 15
- Phosphor 10 10 10 10 10 10 10
- Plantbuster 15 15 15 15 15 15 15
- Rad 25 25 25 25 25 25 25
- Retributor 20 - - - - - -
- Shatter 15 15 15 15 15 15 15
+ with Exterminator 15 - - - - - -
Stake-crossbow (Imperial) 60 60 60 60 60 60 60
Stub cannon - - - 20 - - -
- Static 10 10 10 10 10 10 10
- Warp 15 15 15 15 15 15 15
Suppression laser - - - - - 40 -
- Focusing crystal 30 30 30 30 30 30 30
Throwing knives 10 10 5 10 10 10 10

187
★ NECROMUNDA ★

Generic Bounty Hunter Equipment List. Choose from the appropriate House Gang or ‘Any’ for all other gangs. Outlaw Bounty Hunters can also
have items from the Black Market, marked with underline. All weapons can be master-crafted as normal.

SPECIAL WEAPONS House EQUIPMENT House


Item C D E G O VS Any Item C D E G O VS Any
Flamer 130 140 140 140 140 140 140 Bio-booster 35 35 35 35 35 35 35
+ Balefire thrower (Corrupted) 120 120 120 120 120 120 120 Bio-scanner (Sentry) 30 30 30 30 30 30 30
+ Fire Pike 140 - - - - - - Blind Snake pouch 60 60 60 60 60 60 -
+ with Autogun (combi) 110 110 110 110 110 110 110 Book of the Redemption 50 - - - - - -
+ with Bolter (combi) 180 180 180 175 180 180 180 Bomb delivery rats 30 - - - - - -
Grav gun 120 120 120 120 120 120 - Cameleoline cloak 35 35 35 35 35 35 35
Grenade launcher (frag & krak) 65 65 55 55 65 65 65 Chem-synth 15 15 15 15 15 15 -
- Anti-plant (also combi) 40 40 40 40 40 40 40 Cred sniffer 35 35 35 35 35 35 35
- Choke gas 35 35 35 35 35 35 35 Data-thief 35 35 35 35 35 35 35
- Flare (also combi) 30 30 30 30 30 30 30 Drop rig 10 10 10 10 10 10 10
- Photon flash 15 15 15 15 15 15 15 Falsehood 40 40 40 40 40 40 40
- Plasma 100 100 100 100 100 100 - Filter plugs 10 10 10 10 10 10 10
- Scare gas 45 45 45 45 45 45 45 Frenzon collar 30 30 30 30 30 30 30
- Smoke 15 15 15 15 15 15 15 Grapnel launcher 25 25 25 25 25 25 25
- Stun round - - - 15 - - - Grav-chute 50 50 50 50 50 40 50
+ (frag) with Autogun (combi) 30 30 30 30 30 30 30 Hexagrammic fetish 35 35 35 35 35 35 35
+ (frag) with Bolter (combi) 60 60 60 80 60 60 60 Holochromatic field 100 100 100 100 100 100 100
Hrud fusil (Xenos) 120 120 120 120 120 120 120 Lho sticks 5 5 5 5 5 5 5
Long las 20 20 20 20 20 20 20 Lock-punch 10 10 10 10 10 10 10
- Focusing crystal 30 30 30 30 30 30 30 Magnacles 20 20 20 20 20 20 20
Long rifle 30 30 30 30 30 30 30 Medicae kit 30 30 30 30 30 30 30
- Static 15 15 15 15 15 15 15 Photo-goggles 35 20 35 35 35 35 35
- Master-crafted 5 5 10 10 10 10 10 Photo-lumens 20 20 20 20 20 20 20
Meltagun - 135 135 135 135 135 - Radcounter 50 50 50 50 50 50 50
+ with Laspistol (combi) - - - - - 130 - Respirator 15 15 15 15 15 15 15
Needle rifle 40 40 35 40 40 40 40 - Industrial 30 30 30 30 30 30 30
- Chem darts 10 10 10 10 10 10 10 Second Best 15 15 15 15 15 15 15
+ Needler with Bolter (combi) 90 90 80 90 90 90 90 Servo harness -partial 130 130 130 130 130 130 -
‘Nightshade’ chem-thrower - - 135 - - - - Skinblade 10 10 10 10 10 10 10
Plasma gun 100 100 100 100 100 100 100 Stimm-slug stash 30 30 30 25 30 30 30
+ with Bolter (combi) 115 115 115 115 115 115 115 Strip kit 15 15 15 15 15 15 15
+ with Laspistol (combi) - - - - - 95 - Web solvent 25 25 25 25 25 25 25
Rad gun - - - - - 100 - Wild Snake 30 30 30 30 30 30 30
Webber 125 115 125 125 125 125 125

HEAVY WEAPONS House GRENADES House


Item C D E G O VS Any Item C D E G O VS Any
Demiurg energy drill (Xenos) * 100 100 100 100 100 100 100 Anti-plant 30 30 30 30 30 30 30
Grav cannon (Imperial) * 140 140 140 140 140 140 140 Blasting charges 35 35 35 35 30 35 35
Harpoon launcher * 110 110 110 110 110 110 110 Choke gas 50 50 45 50 50 50 50
Heavy crossbow (frag & krak) * 125 - - - - - - Demolition charges 50 50 50 50 45 50 -
Heavy stubber * 130 130 130 130 130 130 130 Flares 20 20 20 20 20 20 20
- Phosphor 10 10 10 10 10 10 10 Frag 30 30 30 30 30 30 30
- Plantbuster 15 15 15 15 15 15 15 Gunk bombs 40 40 40 40 40 40 40
- Rad 20 20 20 20 20 20 20 Incendiary charges 40 40 40 40 40 40 40
- Static 15 15 15 15 15 15 15 Krak 45 45 45 45 45 45 45
‘Krumper’ rivet cannon * - - - 70 - - - Melta bombs 60 60 60 60 60 60 -
Mining laser * 125 125 125 125 125 125 125 Phosphor canister (Imperial) 40 40 40 40 40 40 40
Plasma cannon * 130 130 130 130 130 130 - Photon flash flares 15 15 15 15 15 15 15
Rad cannon * - - - - - 130 - Plasma 90 90 90 90 90 65 90
Seismic cannon * 140 140 140 140 140 140 140 Rad - - - - - 25 -
Scare gas 45 40 40 45 45 45 45
Shard (Corrupted) 30 30 30 30 30 30 30
+ Mindflect (Xenos) 50 50 50 50 50 50 50
Smoke 15 15 15 15 15 15 15
Stun 15 10 15 15 15 15 15

188
★ NECROMUNDA ★

Generic Bounty Hunter Equipment List. Choose from the appropriate House Gang or ‘Any’ for all other gangs. Outlaw Bounty Hunters can also
have items from the Black Market, marked with underline. All weapons can be master-crafted as normal.

CLOSE COMBAT (1/2) House CLOSE COMBAT (2/2) House


Item C D E G O VS Any Item C D E G O VS Any
Axe 10 10 10 10 10 10 10 Polearm * 30 - - - - - -
Boning sword 20 20 20 20 20 20 20 Power axe 35 35 35 35 35 35 35
Brute cleaver - - - 20 - - - Power hammer 45 45 45 45 45 45 45
Butcher’s chain cleaver 45 45 45 45 45 45 45 Power maul 30 30 30 30 30 30 30
Chainaxe 30 30 30 25 30 30 30 Power knife 25 25 25 25 25 25 25
- Master-crafted 5 10 10 10 10 10 10 Power pick 40 40 40 40 40 40 40
+ with Exterminator 15 - - - - - - Power sword 50 50 45 50 50 50 50
Chainsword 25 25 25 25 25 25 25 ‘Renderizer’ serrated axe * - - - 40 - - -
- Master-crafted 5 10 10 10 10 10 10 Rotary flensing saw 55 55 55 55 55 55 55
Chain glaive * 60 60 60 60 60 60 60 Servo-claw 35 35 35 35 30 30 35
Cleaver 20 - - - - - - Shield (assault/energy) - - - - - 50 -
Club, maul, bludgeon or hammer 10 10 10 10 10 10 10 Shock baton 30 30 30 30 30 30 30
Desire’s needle (Corrupted) 50 50 50 50 50 50 50 Shock stave 25 25 25 25 25 25 25
Digi laser 25 25 25 25 25 25 25 Shock whip - - 25 - - - -
Eviscerator * 90 - - - - - - Spud-jacker - - - 15 - - -
- Master-crafted 20 - - - - - - Stiletto knife 20 20 20 20 20 20 20
Flensing knife 15 15 15 15 15 15 15 Stiletto sword 35 35 30 35 35 35 35
Flail 20 20 20 20 20 20 20 Sword 20 20 20 20 20 20 20
Greatsword * 40 - - - - - - Tenebrous scourge (Corrupted) 60 60 60 60 60 60 60
Goredrinker axe (Corrupted) 40 40 40 40 40 40 40 Thunder hammer 70 70 70 70 70 70 -
Heavy chain cleaver 80 80 80 80 80 80 80 Two-handed axe * 25 25 25 25 25 25 25
Heavy club 15 - - - - - - Two-handed hammer * 35 35 35 35 35 35 35
Heavy rock cutter * 135 135 135 135 135 135 135 Web gauntlet - 35 - - - - -
Heavy rock drill * 90 90 90 90 90 90 90 Xenarch death-arc (Xenos) 75 75 75 75 75 75 75
Heavy rock saw * 120 120 120 120 120 120 120
Hex’iron blade (Corrupted) 25 25 25 25 25 25 25
Knife 15 15 15 10 10 15 15
Las cutter 85 85 85 85 85 85 85

FIELD ARMOUR House ARMOUR House


Item C D E G O VS Any Item C D E G O VS Any
Conversion field 60 60 60 60 60 60 - Ablative overlay 20 20 20 20 20 20 20
Displacer field 70 70 70 70 70 70 - Armourweave 20 20 20 20 20 20 20
Hexagrammic fetish 35 35 35 35 35 35 35 Armoured Undersuit 25 25 25 25 25 25 25
Refractor field 50 50 50 50 50 50 50 Carapace -light 80 80 80 80 80 80 80
Carapace -heavy 100 100 100 100 100 100 -
WEAPON ATTACHMENTS House Ceramite shield 40 40 40 40 40 40 40
Item C D E G O VS Any Flak 10 10 10 10 10 10 10
Gunshroud (PB) 20 10 20 20 20 20 20
- Hardened 20 20 20 20 20 20 20
Hotshot Las Pack (las pistol/gun) 20 20 20 20 20 20 20
- Layered 20 20 20 20 20 20 20
Infra-sight (PBS)** - - - - - 25 -
- Hardened layered 35 35 35 35 35 35 35
Infra-sight (PBSH)** 40 35 40 40 40 - 40
Furnace plates - - - 5 - - -
Las-projector (PBS) 35 35 35 35 35 35 35
Gutterforged cloak 15 15 15 15 15 15 15
Mono-sight (BSH)** 35 35 35 35 35 35 35
Hazard suit 10 10 10 10 10 10 10
Suspensor (U) 60 60 60 60 60 60 60
Incombustible hauberk 20 - - - - - -
Telescopic sight (PBS)** 25 25 25 25 25 25 25
Mesh 15 15 15 15 15 15 15
**: Maximum one gunsight per weapon
Reflec shroud 30 30 30 30 30 30 30
Scrap shield 15 15 15 15 15 15 15
CHEMS House
Item C D E G O VS Any
Frenzon 20 20 20 20 20 20 20
Ghast 30 30 30 30 30 30 30
Icrotic slime 35 35 35 35 35 35 35
Kalma 15 15 15 15 15 15 15
Obscura 30 30 30 30 30 30 30
‘Slaught 30 30 30 30 30 30 30

189
★ NECROMUNDA ★

BETTI BANSHEE (ESCHER) 170 YAR UMBRA 230


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
7” 3+ 4+ 4 3 2 2+ 3 8+ 7+ 6+ 7+ 4” 4+ 2+ 3 4 2 3+ 1 7+ 5+ 7+ 7+
Skills: Parry. Skills: Infiltrate, Marksman, Overwatch.
Weapons: Custom power blade (x2). Weapons: Long las (infra-sight), knife.
Wargear: Mesh (5+). Wargear: Flak, photo-goggles, respirator.

BANSHEE WAIL YOLANDA SKORN 230


Other fighters activating within 6” must pass a Willpower test or
can only take a single action during the activation. M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 2 3+ 2 7+ 5+ 6+ 6+
When this fighter makes a Charge (Double) action, otherSkills: Counter-attack, Fearsome, Parry.
fighters can't make Reaction attacks against this fighter (duringWeapons: Stub gun, stiletto knife, frag grenades.
the activation). Wargear: Flak, photo-goggles, respirator.

GOR HALF-HORN 235


WILCOX ‘WILD SNAKE’ CINDERJACK 190 M WS BS S T W I A Ld Cl Wil Int
(ORLOCK) 4” 3+ 4+ 4 4 2 4+ 1 5+ 6+ 6+ 6+
M WS BS S T W I A Ld Cl Wil Int Skills: Berserker, Bull Charge, Fearsome.
Weapons: Shotgun (solid & scatter), plasma pistol,
D6+1 4+ 4+ 3 3 2 4+ 2 7+ 6+ 8+ 8+
stub gun, chainsword, knife.
Skills: Unstoppable. Wargear: Flak.
Weapons: Mono-blade (Melee, +1 acc, Str S, AP -2, D1),
snake-thrower (Template, Am 4+, Blaze, Toxin).
Wargear: Mesh (5+), lho sticks.
KRIA KYTORO (ESCHER) 240
DEATH-MAIDEN
HEAVY DRINKER M WS BS S T W I A Ld Cl Wil Int
Ignores intoxicated and insane conditions. 5” 3+ 3+ 3 3 3 3+ 2 6+ 5+ 6+ 6+
Skills: Infiltrate, Precision Shot, Step Aside.
POTENT FUMES
Weapons: Long las (infra-sight), autopistol,
All fighters activating within 3” gain the intoxicated condition:
throwing knives, stiletto knife.
● Change movement to D6” (roll for each Move/Charge
Wargear: Mesh, Chem-synth.
action).
● -1 hit modifier to non-Melee weapons.
EYROS SLAGMYST 270
M WS BS S T W I A Ld Cl Wil Int
THE HEADSMAN (CAWDOR) 210 4” 3+ 4+ 3 4 2 5+ 1 5+ 7+ 5+ 5+
THANE’S EXECUTIONER Skills: Iron Jaw, Nerves of Steel, True Grit.
Weapons: Laspistol, knife, frag grenades.
M WS BS S T W I A Ld Cl Wil Int
Wargear: Armoured undersuit, bio-booster,
5” 3+ 6+ 4 3 3 3+ 3 7+ 7+ 6+ 9+ furnace plates, medicae kit, photo-goggles.
Skills: Counter-attack, Fearsome, Inspirational,
Rain of Blows.
Weapons: Two-handed axe. ATTILUS THE AXE (GOLIATH) 275
Wargear: Light carapace (4+), Stimm-slug stash.
PIT TYRANT
ICONIC FIGURE M WS BS S T W I A Ld Cl Wil Int
Counts as a Champion: 5” 2+ 4+ 5 4 2 3+ 4 8+ 5+ 7+ 6+
● Group Activation (1). Skills: Bull Charge, Iron Man, Unleash the Beast.
● Leading by Example (6"). Weapons: Stub gun, god cleaver.
Wargear: Furnace plates.
ARTICLES OF FAITH (1)
● Generates a number of Faith dice (as shown in UNDEFEATED
parentheses). Can ignore the first Out of Action result suffered on the Injury
● Can perform Articles of Faith (Path of the Fanatic). dice (Attilus has no concept of defeat, as he’s never been
bested in close combat).

KROTOS HARK 220 BELLADONNA 275


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 4+ 3 4 2 4+ 2 7+ 4+ 7+ 4+ 6” 2+ 5+ 3 3 2 3+ 2 7+ 7+ 6+ 6+
Skills: Headbutt, Inspirational, Munitioneer. Skills: Berserker, Combat Master, True Grit.
Weapons: Stub cannon, knife. Weapons: Plasma pistol, power axe, stiletto: sword & knife.
Wargear: Armoured undersuit, furnace plates. Wargear: Light carapace (4+).

THE DESERTER 225 GRENDL GRENDLSEN 280


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 4+ 3 4 2 4+ 2 7+ 6+ 7+ 8+ 3” 3+ 4+ 3 4 3 5+ 1 5+ 7+ 5+ 5+
Skills: Medicae, Mentor, Overseer (Any). Skills: Combat Master, Iron Jaw, Nerves of Steel.
Weapons: Shotgun (solid & scatter), knife, frag grenades. Weapons: Boltgun, power hammer, frag grenades.
Wargear: Armoured undersuit, flak. Wargear: Armoured undersuit, flak.

190
★ NECROMUNDA ★

BAERTRUM ARTUROS III 290 VON BUREN (VAN SAAR) 285


M WS BS S T W I A Ld Cl Wil Int ROGUE ARCHEOTEK
5” 3+ 3+ 3 3 2 3+ 2 6+ 5+ 6+ 5+ M WS BS S T W I A Ld Cl Wil Int
Skills: Disarm, Escape Artist, Nerves of Steel. 4” 4+ 2+ 3 2 3 5+ 2 6+ 5+ 7+ 3+
Weapons: Artisan needle pistol with auto loader, Stiletto knife. Skills: Cold & Calculating, Fast Shot, Gadgeteer.
Wargear: Infra-sight, light carapace (4+). Weapons: Rad gun, rad blade.
Wargear: Light carapace & armoured bodyglove (3+ save,
immune to rad-phage), bio-booster, filter plugs,
FREIKSTORN STRIX 290 medicae kit, photo-goggles, respirator.
M WS BS S T W I A Ld Cl Wil Int
6” 5+ 4+ 3 3 2 4+ 2 8+ 7+ 8+ 10+ HEART OF IRON
Skills: Catfall, Clamber, Mighty Leap, Sprint. ● When hit by a Rad-phage weapon, roll a 3+ to discard
Weapons: Harpoon launcher, autopistol, knife. 1 existing Flesh Wound (the additional Flesh Wound
Wargear: Armoured bodyglove, flak, from rad-phage is ignored).
S.H.O.C.K wing (combines drop rig, ● All ranged weapons with rad-phage gains Plentiful
grapnel launcher and grav-chute). (this fighter only).

DJANGAR ‘GUNFISTS’ (GOLIATH) 290 MASTER OF CYBERTEKNIKA


OVER-TYRANT Choose any 3 items of Cyberteknika worth up to 200 credits
(free, included in cost).
M WS BS S T W I A Ld Cl Wil Int
4” 3+ 3+ 4 5 3 4+ 3 6+ 4+ 6+ 7+ CALTHYXIS (DELAQUE) 195
Skills: Gunfighter. THE GHOST OF PRIMUS
Weapons: 2x Custom stub cannons. M WS BS S T W I A Ld Cl Wil Int
Wargear: Furnace plates.
6” 2+ 3+ 3 3 2 2+ 3 7+ 5+ 6+ 7+
Skills: Faceless, Infiltrate, Overwatch.
STORM OF FIRE
Weapons: Auto-needler, Whisperblade.
The custom stub cannons gain Rapid Fire (1) if no moves are
Wargear: Armoured undersuit, mesh armour, respirator.
made during the activation.
FACE OF A KILLER
APOLLUS KAGE 305 Choose 2 skills from Agility, Brawn, Combat, Cunning, Ferocity,
M WS BS S T W I A Ld Cl Wil Int Shooting and Obfuscation (before each battle).
5” 4+ 3+ 3 4 3 2+ 2 7+ 7+ 6+ 7+
Skills: Hip Shooting, True Grit. YAGELOTH (DELAQUE) 120
Wargear: Mesh, photo-goggles, respirator. MASTER OF WHISPERS
Weapons: Enforcer Boltgun, M WS BS S T W I A Ld Cl Wil Int
Shotgun (solid, scatter, executioner),
5” 3+ 4+ 3 3 2 4+ 2 7+ 4+ 4+ 5+
knife, frag grenades.
Skills: Infiltrate.
Weapons: Psychoteric blade.
LISBETH (VAN SAAR) 315 Wargear: Mesh, respirator.
THE IRON ANGEL
M WS BS S T W I A Ld Cl Wil Int ENVOY OF THE SILENT ONES
5” 4+ 4+ 5 4 3 4+ 3 5+ 5+ 7+ 6+ ● No credits bonus for captured or dead enemies after
Skills: Bull Charge, Nerves of Steel, Fast Shot the battle (unlike normal Bounty Hunters).
(same as Superior Weapons Array). ● Will automatically leave after the battle (does not join
Wargear: Arachni-rig servo-suit, light carapace (4+), subsequent battles for free).
Weapons: Twin-linked heavy las carbine (custom), rad gun,
3x servo-arm. CREATURE OF SHADOWS
● Immune to attacks without Strength (Toxin etc.).
ARACHNO-CYBERTEKNIKA SAVANT ● If suffering a Serious Injury:
● Ignore any negative Movement modifiers from difficult ○ Ignore the Serious Injury.
terrain. ○ Removed from the battlefield.
● +2” Movement when moving vertically. ○ Return in the End phase, anywhere within 5"
● Re-roll failed Initiative tests against falling when of a friendly fighter and at least 1" from any
Pinned within ½” of an edge. enemy.
● Halve the distance (rounding up) when determining
damage from falling. WYRD POWERS (UNSANCTIONED)
Choose 5 Psychoteric Wyrd Powers (from any disciplines).
VAN SAAR PROTECTIVE GEAR
Immune to Rad-phage.

191
★ NECROMUNDA ★

ASHWOOD STRANGER 170


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 2+ 3 3 3 3+ 2 8+ 3+ 5+ 7+
Skills: Gunfighter, Fast Shot, Hip Shooting.
Wargear: Flak.
Weapons: Custom stub gun (with normal dumdum),
custom autopistol,
long blade (same as: nomad blade).

QUICK DRAW
When targeted by a shooting attack while Ready, make a
ranged attack against the attacker with any equipped weapon
(this does not remove Ready).

WHERE HE NEEDS TO BE (OUTCAST LEADER)


Can always be included in a Random crew
(taking up 1 slot as normal).

HAGAR FREELORD 180


M WS BS S T W I A Ld Cl Wil Int
4” 4+ 4+ 3 3 2 4+ 2 6+ 5+ 7+ 6+
Skills: Overseer.
Weapons: 2x plasma pistol.
Wargear: Mesh (5+), respirator.

EX-GUILDER ARMOURIES (OUTCAST LEADER)


New Gangers (when hired) can buy items with Rarity 8 or less
from the Trading Post.

WELL-CONNECTED
Can spend a post-battle action to gain credits:
● Outcast: D6x10.
● Bounty Hunter: D3x10.

192
★ NECROMUNDA ★

ORTRUUM 8-8 250


SERVALEN & HARDCASE M WS BS S T W I A Ld Cl Wil Int
CYBER-MASTIFF 4” 5+ 5+ 3 3 2 4+ 1 6+ 7+ 5+ 5+
Skills: Fearsome.
SERVALEN (SCRUTINATOR-PRIMUS) 240
WYRD POWERS (SANCTIONED)
M WS BS S T W I A Ld Cl Wil Int
Telekinesis: Force Blast (Basic).
5” 4+ 4+ 3 3 2 4+ 1 6+ 7+ 6+ 4+
Telepathy: Mind Lock (Basic), Premonition (Simple).
Skills: Got Your Six.
Wargear: Flak, armoured undersuit, magnacles, respirator. FLIGHT
Weapons: Scrutinator stub gun Ignores all terrain, moves freely between levels without
(infra-sight & excrutiator rounds). restriction and can never fall. May not ignore impassable
terrain or walls and may not end its movement with its base
PSYCHIC NULL (PARIAH) overlapping an obstacle or the base of another fighter.
● Can Disrupt Wyrd Powers (as if being a Psyker).
All fighters within 6" suffer the following (friend & foe): TEAM WORK
● Psychic powers can't be manifested. Does not take up the Bounty slot (another Bounty Hunter may
● -2 modifier to Cool tests. be hired in addition).

INVESTIGATOR SOUL HOUND


Can't be targeted by Tactics (can be affected if this fighter is not Before the battle begins, nominate one enemy fighter (Leader,
specifically targeted). Champion, Juve, Specialist or equivalent). This is the one
Ortruum 8-8 has been sent to track down. The fighter must be
HARDCASE CYBER-MASTIFF deployed on the table at the start of the battle, and must
M WS BS S T W I A Ld Cl Wil Int therefore be included in your opponent’s crew, however that is
5” 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+ selected.
Skills: Threat Response.
Weapons: Shock bite (Str S, AP -1, D 1, Rending, Shock). For the duration of the battle, all shooting attacks made against
Wargear: Hardcase (Light Carapace & Respirator). the nominated fighter gain a +1 modifier on hit rolls.
TENACIOUS Additionally, the nominated fighter may not use the Infiltrate or
If taken Out of Action while not yet activated this round, this Lie Low skills for the duration of this battle.
fighter is not removed from the battlefield until after completing
its activation. THAETOS 23-2 WYRDLOCK 285
M WS BS S T W I A Ld Cl Wil Int
LOYAL PROTECTOR 5” 5+ 5+ 3 3 2 3+ 1 7+ 7+ 6+ 7+
While Standing (Active or Engaged) and within 3” of its owner, Skills: Fearsome.
enemy fighters may not make a Coup de Grace against the Wargear: Respirator.
owner. WYRD POWERS (UNSANCTIONED)
Pyromancy: Scouring (Basic).
FAITHFUL PROTECTOR
Telepathy: Maddening Visions (Basic).
When activated, if the owner is Engaged and within 6”, this
Telekinesis: Levitation (Basic), Continuous Effect.
fighter can immediately move into B2B with any fighters
Engaging the owner (counts as a free action).
TEAM WORK
Does not take up the Bounty slot (another Bounty Hunter may
be hired in addition).

MORTANNA SHROUD 330


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 5+ 3 3 1 3+ 2 7+ 7+ 6+ 6+
Skills: Escape Artist.
Weapons: Laspistol.
Wargear: Flak, refractor field.
WYRD POWERS (SANCTIONED)
Biomancy: Hammerhand (Basic), Continuous Effect.
Pyromancy: Scouring (Basic).
Telekinesis: Assail (Basic).

PSYCHIC CHAINS
If taken Out of Action, immediately before removed, all enemy
fighters within D6” suffer a S1 Seismic automatic hit.

193
★ NECROMUNDA ★

KAL JERICHO & SCABS ARBELESTA & ARAMISTA


KAL JERICHO 340 ARBELESTA RAEN CATALLUS 250
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 2+ 3 3 3 2+ 3 7+ 5+ 6+ 6+ 5” 6+ 2+ 3 3 2 3+ 1 7+ 7+ 6+ 6+
Skills: Counter-attack, Gunfighter, Inspirational, Skills: Infiltrate, Precision Shot, Trick Shot.
Spring Up, Step Aside. Weapons: Needle long rifle, needle pistol.
Wargear: Filter plugs, flak, strip kit. Wargear: Chem-synth, mesh, photo-goggles,
Weapons: 2x Master-crafted hotshot laspistols (custom), respirator, infra-sight (needle long rifle).
long blade (same as: duelling sabre). UNIQUE PARTNERSHIP (ARAMISTA)
PRECOGNITION (SAME AS: ‘A CHARMED LIFE’) Can be hired alongside the other Bounty Hunter, allowing the
● 3+ save (unmodifiable by AP). gang to field 2 Bounty Hunters instead of 1.
● 4+ save (bonus, invulnerable) against Blast/Template
only. If successful, this fighter does not count as being SLOTTED
hit. If Aramista is hit and wounded by an enemy Fight (Basic)
action, make a single Shoot (Basic) action against that fighter if
“COME ALONG SCABS!” all conditions are true:
If Scabs is also hired: ● Arbelesta is not Prone.
If rolling for “We’ll Get Our Bit…”, roll a single D6 for both. ● Target in Arbelesta’s line of sight.
SCABS 200 This is not affected by nor affects Ready markers.
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 3+ 3 3 2 3+ 2 7+ 7+ 6+ 7+ ARAMISTA DAE CATALLUS 250
Skills: Clamber, Escape Artist, Infiltrate. M WS BS S T W I A Ld Cl Wil Int
Weapons: Plasma gun, stub gun. 5” 2+ 6+ 3 3 3 3+ 3 7+ 7+ 6+ 6+
Wargear: Filter plugs, flak. Skills: Counter-attack, Impetuous, Rain of Blows.
“COME ALONG SCABS!” Weapons: Stiletto sword, stiletto knife.
If Kal is also hired: Wargear: Chem-synth, displacer field, mesh, photo-goggles,
respirator.
The cost is reduced to 100 credits (instead of 200). UNIQUE PARTNERSHIP (ARBELESTA)
Can be hired alongside the other Bounty Hunter, allowing the
Additionally, Scabs counts as a Bounty Hunter (instead of Hive gang to field 2 Bounty Hunters instead of 1.
Scum) and gains the associated special rules (Dead, Not Alive,
Claiming Bounties and “We’ll Get Our Bit…”). BODYGUARD (ARBELESTA)
If the other fighter is within 2” and hit by a ranged attack, the hit
If rolling for “We’ll Get Our Bit…”, roll a single D6 for both. and all its effects can be transferred to this fighter.
GIFTED FORAGER
In the post-battle sequence, add +1 to the Seek Rare
Equipment roll when visiting the Trading post. VORGEN MORTZ & REX SPIRES
VORGEN ‘GUNNER’ MORTZ 305
M WS BS S T W I A Ld Cl Wil Int
4” 5 4+
2+ 3+ 4 2 2 7+ 7+ 8+ 8+
(5”) (3) (3+)
SLATE MERDENA & MACULA (ORLOCK) Skills: Marksman, Regroup.
Weapons: Heavy stubber (standard & tracer), knife.
SLATE MERDENA (ORLOCK ROAD BOSS) 360 Wargear: Flak, servo harness (partial).
M WS BS S T W I A Ld Cl Wil Int SECOND PROFILE
5” 2+ 3+ 3 4 3 3+ 3 4+ 5+ 4+ 5+ The profile in parentheses is without servo harness (partial).
Skills: Fearsome, Iron Will, Nerves of Steel.
Wargear: Mesh, photo-goggles. UNIQUE PARTNERSHIP (REX SPIRES)
Weapons: Power hammer, custom plasma pistol, Can be hired alongside the other Bounty Hunter, allowing the
frag grenades. gang to field 2 Bounty Hunters instead of 1.

MACULA (CYBER-MASTIFF) REX SPIRES 315


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ - 3 3 2 4+ 2 7+ 6+ 8+ 9+ 5” 4+ 5+ 3 3 2 4+ 1 7+ 7+ 8+ 7+
Skills: Combat Master Skills: Evade, Lie Low.
Weapons: Savage bite (Str S, AP -2, D 1, Disarm) Wargear: Flak.
WATCHDOG Weapons: Frag trap, melta trap, blasting charge,
If the owner is a sentry, attackers can be spotted outside the demo charge, knife.
vision arc. Add 1+ modifier to spotting (a 1 before modifiers still DEMOLITIONS
fails). Place up to 3 booby traps (frag & melta) in the pre-battle
sequence.
LOYAL PROTECTOR
While Standing (Active or Engaged) and within 3” of its owner, UNIQUE PARTNERSHIP (VORGEN MORTZ)
enemy fighters may not make a Coup de Grace against the Can be hired alongside the other Bounty Hunter, allowing the
owner. gang to field 2 Bounty Hunters instead of 1.

194
★ NECROMUNDA ★

OUTLAW BOUNTY HUNTERS


An Outlaw gang can recruit 0-1 Outlaw Bounty Hunter at a time.

ALYCE SHIVVER 165


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 4+ 3 3 2 3+ 2 6+ 5+ 7+ 6+
Skills: Headbutt, True Grit.
Weapons: Stub gun (with Dumdum), knife.
Wargear: Mesh, Respirator, photo-goggles.
WYRD POWERS (UNSANCTIONED)
Telekinesis: Assail (Basic), Levitation (Basic), Continuous.
Telepathy: Maddening Visions (Basic).

EIGHTFOLD HARVEST LORD 205


(CHAOTIC)
M WS BS S T W I A Ld Cl Wil Int
5” 2+ 6+ 4 4 3 3+ 3 7+ 5+ 8+ 7+
Skills: Avatar of Blood, Killing Blow, Slaughterborn.
Weapons: Heavy chain cleavers (Paired), knife.
Wargear: Butcher’s mask, plate mail armour,
Corpse Grinder Cult icon.

VANDOTH THE FALLEN 250


(NOT CHAOTIC)
M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 4 4 3 3+ 3 7+ 5+ 6+ 7+
Skills: Crushing Blow, Fearsome, Hurl, Spring Up.
Weapons: Enforcer Boltgun, knife.
Wargear: Heavy carapace, respirator, stimm-slug stash.

THE HERMAPHAGE MAGOS 310


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 4+ 4 3 3 3+ 3 7+ 6+ 6+ 7+
Skills: Crushing Blow, Fearsome, Hurl, Spring Up.
Weapons: Laspistol, razor-sharp talons.
Wargear: Hardened Flak, Respirator.
WYRD POWERS (UNSANCTIONED)
Telekinesis: Force Blast (Basic).
Telepathy: Hypnosis (Basic), Mind Control (Basic).

T.H.R.U.G. 12 ‘SPARKY’ 320


(GOLIATH OR SLAVE OGRYNS)
FREED SLAVE OGRYN
M WS BS S T W I A Ld Cl Wil Int
5” 2+ 5+ 5 5 3 3+ 3 7+ 5+ 7+ 6+
Skills: Headbutt, Inspirational, True Grit.
Wargear: Light carapace, photo-goggles, stimm-slug stash.
Weapons: Las cutter, augmetic fist, Maul (club).

GROUP ACTIVATION (1)


Only applies to friendly Faction fighters when hired by a Slave
Ogryn gang.

RUNAWAY
If captured and Sold to the Guilders, the capturing gang
receives +D6x10 credits

CHAOTIC: Can only be hired by Chaos Cult, Corpse Grinder Cult or Chaos Corrupted gangs.

195
★ NECROMUNDA ★

AGENTS
A House gang can recruit 0-1 House Agent at a time, matching the alignment (Law Abiding / Outlaw).

All Agents have the following special rules:


● Leading By Example (6”).
● Group Activation (1).

Choose between the following (a gang can't use both for the same battle):
● Favours
● Agent

PETITION
To hire an Agent, roll D6 + Reputation. If successful, the gang can pay to hire the chosen Agent.
NB: Special Character Agents have separate Petition tables.

Each Special Character Agent has 2 different costs depending on the result of the petition. Refer to the selected Agent to see the
specific cost. The petition table will specify which result give the lowest and highest cost to pay.

PETITION: GENERIC AGENT PETITION: SPECIAL CHARACTER


(MAX 9 REP) (MAX 14 REP)
D6+Rep Result Cost D6+Rep Cost
1-5 Hired (the gang’s plea for help is heeded). 40 1-8 Hired (the gang’s plea for help is heeded). Low
6-10 Hired (aid is reluctantly sent, but it will cost). 80 9-15 Hired (aid is reluctantly sent, but it will cost). High
11+ Not hired (the gang is capable of fighting its - 16+ Not hired (the gang is capable of fighting its -
own battles). own battles).

MULTIPLE PROFILES
To represent the great variety of Agents active on Necromunda, there are 3 different profiles to choose from (depending on the
House).

SKILLS
Access to 6 skill sets (depending on House).

Brawn Combat Ferocity Leadership Shooting Piety Obfuscation Finesse Muscle Bravado Tech
Cawdor ✓ ✓ ✓ ✓ ✓ ✓
Delaque ✓ ✓ ✓ ✓ ✓ ✓
Escher ✓ ✓ ✓ ✓ ✓ ✓
Goliath ✓ ✓ ✓ ✓ ✓ ✓
Orlock ✓ ✓ ✓ ✓ ✓ ✓
Van Saar ✓ ✓ ✓ ✓ ✓ ✓

Choose one of the following:


● Random (3).
● Custom (1) and Random (1).

Roll for one skill set before selecting the next skill set. If a duplicate skill is gained, re-roll the result.

EQUIPMENT
● Up to 150 credits worth of Weapons and Wargear for free.
(any items available to the Leader from the gang’s House Equipment List).
● 0-3 Weapons.
○ 0-1 Unwieldy Weapon (takes up 2 weapon slots).
Note: Include the cost of all equipment to the Gang Rating (even if it is free).

196
★ NECROMUNDA ★

Generic Agent Equipment List. Choose from the appropriate House Gang.

PISTOLS House SPECIAL WEAPONS House


Item C D E G O VS Item C D E G O VS
Autopistol 10 5 10 - 10 - Flamer 130 140 140 140 140 140
- Master-crafted 5 5 - - - - + Fire Pike 140 - - - - -
+ Reclaimed 5 - - - - - + with Autogun (combi) 110 - - - - -
Bolt Pistol - - - 45 45 - Grav gun - 120 - - - 120
- Master-crafted - - - - 10 - - Master-crafted - 25 - - - -
Flechette pistol (solid & fleshbane) - 30 - - - - Grenade launcher (frag & krak) 65 - 55 55 65 -
- Master-crafted - 10 - - - - - Photon flash 15 - - - - -
Grav pistol - 90 - - - - - Smoke 15 - 15 15 - -
- Master-crafted - 20 - - - - - Stun round - - - 15 - -
Hand flamer 75 75 75 75 75 75 + (frag) with Bolter (combi) - - - 80 80 -
Laspistol - 10 10 - - 5 Long rifle 30 30 - - - -
- Focusing crystal - - - - - 20 - Master-crafted 5 5 - - - -
+ with Hotshot las pack - - 30 - - 25 Meltagun - 135 135 135 135 135
- Master-crafted - 5 - - - 5 + with Laspistol (combi) - - - - - 130
Needle pistol - - 25 - - - Needle rifle - - 35 - - -
Plasma pistol - 50 50 - 50 50 + Needler with Bolter (combi) - - 80 - - -
Stub gun 5 5 5 5 5 - ‘Nightshade’ chem-thrower - - 135 - - -
- Dumdum 5 5 5 5 5 - Plasma gun - 100 100 - 100 100
Web pistol - 80 - - - - + with Bolter (combi) - - 115 115 - -
Bolt pistol / hand flamer (combi) - - - 110 - - + with Laspistol (combi) - - - - - 95
Bolt pistol / needle pistol (combi) - - 60 - - - Rad gun - - - - - 100
Bolt pistol / plasma pistol (combi) - - - 80 - - Webber - 115 - - - -
Stub gun / plasma pistol (combi) - - - 40 - -

BASIC WEAPONS House HEAVY WEAPONS House


Item C D E G O VS Item C D E G O VS
Autogun 15 15 15 - 15 - Harpoon launcher * - - - - 110 -
+ with Exterminator 15 - - - - - Heavy crossbow * 125 - - - - -
- Master-crafted 5 5 - - - - Heavy stubber * 130 - 130 130 130 -
+ Reclaimed 10 - - - - - ‘Krumper’ rivet cannon * - - - 70 - -
+ with Polearm * 20 - - - - - Mining Laser * - - - - 125 -
- Master-crafted 5 - - - - - Seismic cannon * - - - - 140 -
Blunderbuss (grape & purgation) with Polearm* 40 - - - - - Plasma cannon * - - 130 - - 130
- Emperor's Wrath rounds 35 - - - - - Rad cannon * - - - - - 130
- Master-crafted 5 - - - - -
Boltgun - - 55 55 55 - GRENADES House
- Master-crafted - - - - 15 - Item C D E G O VS
Combat shotgun (salvo & shredder) - - - 60 55 - Blasting charges 35 - - 35 30 -
Lasgun - 15 5 - - 10 Choke gas 50 50 45 - - -
- Focusing crystal - - - - - 20 Demolition charges - - - - 45 -
+ with Hotshot las pack - - 25 - - 30 Frag 30 - 30 30 30 30
- Master-crafted - 5 - - - 5 Incendiary charges 40 - - - - -
Las carbine - - - - - 20 Krak 45 - 45 45 45 45
- Focusing crystal - - - - - 20 Melta bombs - - - - 60 -
- Master-crafted - - - - - 5 Photon flash flares - 15 15 - 15 -
Sawn-off shotgun (scatter) 15 - 15 - 15 - Plasma - - - - - 65
- Solid 10 - - - 10 - Rad - - - - - 25
Shotgun (solid & scatter) 30 30 30 30 25 - Scare gas - 40 40 - 45 -
- Acid rounds - - 15 - - - Smoke 15 15 15 15 15 15
- Executioner 20 20 - 20 20 - Stun - 10 25 25 - -
- Inferno 15 - - 15 15 -
- Retributor 20 - - - - -
+ with Exterminator 15 - - - - -
Stub cannon - - - 20 - -
Suppression laser - - - - - 40
- Focusing crystal - - - - - 20
- Master-crafted - - - - - 10
Throwing knives - 10 5 - - -

197
★ NECROMUNDA ★

Generic Agent Equipment List. Choose from the appropriate House Gang.

CLOSE COMBAT WEAPONS House EQUIPMENT House


Item C D E G O VS Item C D E G O VS
Axe 10 - - 10 - - Bio-booster - - - 35 35 35
Brute cleaver - - - 20 - - Bio-scanner (Sentry) - 30 - - - -
Chainaxe 30 - 30 25 - - Book of the Redemption 50 - - - - -
+ with Exterminator 15 - - - - - Bomb delivery rats 30 - - - - -
- Master-crafted 5 - - - - - Cameleoline Cloak - 35 - - - -
Chainsword - - 25 25 25 - Chem-synth - - 15 - - -
- Master-crafted 5 - - - - - Cult icon (max 1 per gang) - - - - - -
Chain glaive * 60 - - - - - Drop rig 10 - 10 10 10 10
- Master-crafted 15 - - - - - Filter plugs 10 10 10 10 10 10
Cleaver 20 - - - - - Grapnel launcher - 25 - - - -
Club, maul, bludgeon or hammer 10 - - 10 10 - Grav-chute - - - - - 40
Digi laser - 25 - - - - Medicae kit - - - - - 30
Eviscerator * 90 - - - - - Photo-goggles 35 20 35 35 35 35
- Master-crafted 20 - - - - - Pyromantic mantle 45 - - - - -
Flail 20 - - - 20 - Respirator 15 15 15 15 15 15
Greatsword * 40 - - - - - Servo harness (partial) - - - - 130 130
- Master-crafted 10 - - - - - Skinblade 10 10 10 10 - -
Heavy club 15 - - - - - Stimm-slug stash - - - 25 - -
Knife 15 - 15 10 10 - Strip kit 15 - - - - -
- Master-crafted 5 - - - 5 - Web solvent - 20 - - - -
Las cutter - - - - 85 -
Heavy club 30 - - - - - ARMOUR House
Power axe - - - 35 - - Item C D E G O VS
Power hammer - - 45 45 - - Armoured Undersuit - 25 25 - - -
Power knife - - 25 - 25 25 Carapace -light 80 80 80 80 80 80
Power pick - - - - 40 - Carapace -heavy - - - 100 - -
Power sword - - 45 - - - Flak 10 10 10 - 10 10
‘Renderizer’ serrated axe * - - - 40 - - Furnace plates - - - 5 - -
- Master-crafted - - - 10 - - Gutterforged cloak 15 - - - - -
Servo-claw - - 35 35 30 30 Mesh 15 15 15 - 15 15
Shield (assault/energy) - - - - - 50 Scrap shield 15 - - - - -
Shock baton - - - - - 30
FIELD House
Shock stave - 25 - - - 25
Item C D E G O VS
- Master-crafted - 5 - - - - Conversion - - - - - 60
Shock whip - - 25 - - - Displacer - - - - - 70
- Master-crafted - - 10 - - - Hexagrammic fetish 35 - - - - -
Spud-jacker - - - 15 - - Refractor 50 - - - - 50
- Master-crafted - - - 5 - -
Stiletto knife - 20 20 - - - WEAPON ATTACHMENTS House
- Master-crafted - 5 - - - - Item C D E G O VS
Stiletto sword - - 30 - - - Gunshroud (PB) - 10 20 20 - -
- Master-crafted - - 10 - - - Hotshot Las Pack (las pistol/gun) - - 20 - - 20
Two-handed axe * 25 - - 25 - - Infra-sight (PBS)** - - - - - 25
- Master-crafted 5 - - - - - Infra-sight (PBSH)** 40 35 - - - -
+ with Exterminator 15 - - - - - Las-projector (PBS) - - 35 - - 35
Two-handed hammer * 35 - - 35 35 - Mono-sight (BSH)** 35 35 - - - 35
- Master-crafted - - - - 10 - Suspensor (U) - 60 60 60 60 60
+ with Exterminator 15 - - - - - Telescopic sight (PBS)** - - - 25 25 25
Web gauntlet - 35 - - - - **: Maximum one gunsight per weapon.

198
★ NECROMUNDA ★

0-1 GENERIC (ESCHER) 40/80 0-1 GENERIC (VAN SAAR) 40/80


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 2 3+ 2 5+ 6+ 6+ 7+ 4” 4+ 2+ 3 3 2 5+ 1 4+ 5+ 6+ 6+
5” 2+ 4+ 3 3 2 3+ 3 7+ 6+ 8+ 8+ 5” 3+ 4+ 3 3 2 4+ 2 5+ 6+ 6+ 5+
5” 2+ 4+ 3 3 2 2+ 2 6+ 5+ 8+ 8+ 5” 4+ 3+ 3 3 2 4+ 1 6+ 5+ 5+ 4+

CYNISS (ESCHER) 100/200 GOLEM (VAN SAAR) 50/100


M WS BS S T W I A Ld Cl Wil Int ARACHNOTEK GOLEM
5” 4+ 4+ 3 3 2 3+ 1 6+ 5+ 6+ 6+ M WS BS S T W I A Ld Cl Wil Int
Skills: Medicae. 5” 3+ 3+ 5 5 3 3+ 3 ? ? ? ?
Weapons: Wrist-mounted needler. Skills: As host plus: Catfall, Clamber, Cold & Calculating,
Wargear: Mesh (5+), respirator. Mental Mastery, Rad-phaged.
Weapons: Energy projector, shock claw.
MASTER CLAN CHYMIST Wargear: Light carapace (4+), bio-booster, respirator.
When activating, can apply 1 Chem-alchemy Toxin effect the
wrist-mounted needler (lasts for this round). COMBINED CONSCIOUSNESS
When joining a gang, choose a donor fighter that will loan its
NECRANA (ESCHER) 100/200 consciousness (can even be in Recovery). The fighter is
effectively removed from the gang and replaced by the
M WS BS S T W I A Ld Cl Wil Int
Arachnotek Golem for the duration of the battle.
5” 2+ 4+ 3 4 3 4+ 3 8+ 4+ 7+ 7+
Skills: Hit & Run, Rain of Blows. Gain the following from the donor fighter:
Weapons: Needle pistol, venom claw. ● All mental stats (marked with ‘?’).
Wargear: Mesh (5+), respirator. ● All skills.

IMMORTAL DEATH-MAIDEN ABOMINABLE INTELLIGENCE


● Unaffected by Coup de Grace (Simple) action. If the battle is lost, the donor fighter will have all the mental
● Treats any Out of Action as Serious Injury instead. stats reduced to 12+ (Ld, Cl, Wil, Int).
● Does not roll Injury dice in the Recovery phase.
Instead, roll equal to or less than the Toughness to SEEMINGLY INVULNERABLE
recover (suffering a Flesh Wound as normal). 5+ save (unmodifiable by AP).
● Goes Out of Action when Toughness is reduced to 0
(as normal).

0-1 GENERIC (GOLIATH) 40/80 0-1 GENERIC (DELAQUE) 40/80


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 3+ 4 4 2 4+ 2 7+ 6+ 9+ 9+ 5” 4+ 3+ 3 3 2 4+ 1 4+ 6+ 5+ 6+
4” 2+ 5+ 4 4 2 4+ 2 7+ 5+ 9+ 9+ 5” 3+ 5+ 3 3 2 3+ 2 5+ 6+ 4+ 7+
4” 5+ 2+ 4 4 2 4+ 2 7+ 6+ 9+ 9+ 4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+

AJEX GORGOTH (GOLIATH) 100/200 PSYCHOTERIC MASTERY (+30)


M WS BS S T W I A Ld Cl Wil Int Can be recruited as an Unsanctioned Psyker (with 1
Psychoteric Wyrd Power). This cost affects gang rating and
4” 2+ 5+ 5 4 3 3+ 4 8+ 5+ 6+ 7+
must also be paid on top of the standard petition fee (even
Skills: Bull Charge, Immovable Stance, Naaargah! if it is free).
Weapons: Powered servo claw, great chainsword.
Wargear: Carapace (heavy), respirator.

0-1 GENERIC (ORLOCK) 40/80 SERVANT OF THE SILENT ONES 100/200


M WS BS S T W I A Ld Cl Wil Int (DELAQUE)
5” 3+ 3+ 3 3 3 4+ 2 5+ 5+ 5+ 7+ M WS BS S T W I A Ld Cl Wil Int
4” 2+ 5+ 4 3 2 3+ 2 6+ 6+ 6+ 7+ 8” 4+ 4+ 4 5 3 4+ 5 7+ 4+ 5+ 7+
4” 5+ 2+ 3 4 2 3+ 2 5+ 6+ 6+ 7+ Skills: Clamber, Infiltrate, Sprint.
Legendary Names: Weapons: Subsonic wail, electro-tendril.
2 random (re-roll duplicates) or 1 custom. Wargear: Carapace (heavy), bio-scanner, respirator.

MARGO MERDENA (ORLOCK) 100/200 PSYCHOTERIC ECHO CHAMBER


M WS BS S T W I A Ld Cl Wil Int Once per round, if a friendly Faction Psyker within 12" uses a
5” 2+ 3+ 3 3 3 2+ 3 5+ 6+ 6+ 7+ Wyrd Power, this fighter can make the same Wyrd Power
Skills: Bring It On!, Clamber, Spring Up, Sprint. (resolved one after the other, starting with the active fighter).
Weapons: Leg blades, harpoon fist. This fighter does not count as being active or activated (does
Wargear: Flak (6+, 5+ against blast/template), respirator. not lose Ready).

QUEEN OF THE ROAD


All Faction fighters on the battlefield can use this fighter’s Cool
characteristic instead of their own.

199
★ NECROMUNDA ★

0-1 GENERIC (CAWDOR) 40/80


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 2 4+ 1 4+ 6+ 5+ 6+
5” 3+ 5+ 3 3 2 3+ 2 5+ 6+ 4+ 7+
4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+
Law Abiding:
● Pious: Can re-roll Rally tests if the result is 2
(before modifiers).
● Choose equipment from Cawdor leader's list.

OUTLAW HOUSE AGENTS


0-1 GENERIC (CAWDOR) 40/80
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 2 4+ 1 4+ 6+ 5+ 6+
5” 3+ 5+ 3 3 2 3+ 2 5+ 6+ 4+ 7+
4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+
Outlaw:
● Fanatical: Can re-roll Nerve tests if the result is 2
(before modifiers).
● Choose equipment from Redemptionist leader's
list.

KLOVIS & MALAKEV


KLOVIS (CAWDOR) 100/200 MALAKEV (CAWDOR) 0
REDEEMER DEACON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 6+ 3 3 3 3+ 3 7+ 5+ 6+ 8+ 4” 5+ 6+ 2 4 2 5+ 1 7+ 6+ 7+ 8+
Skills: Devotional Frenzy, Fearsome, True Grit, Skills: Evade, Lie Low.
Restless Faith (only applies to Outcast Leader). Weapons: None.
Weapons: Eviscerator (master-crafted). Wargear: Light carapace armour (4+).
Wargear: Flak, incombustible hauberk,
Book of the Redemption, pyromantic mantle. BODYGUARD (KLOVIS)
If the other fighter is within 2" and hit by a ranged attack,
TERRIFYING (SAME AS: FEARSOME REPUTATION) the hit and all its effects can be transferred to this fighter.
Pass a Willpower test to target this fighter with a Fight (Basic)
or Shoot (Basic) action, or the action ends DEDICATED FOLLOWER
immediately (wasted). ● Included with Klovis (cannot be hired on his own).
● Must be deployed within 3" of Klovis
ARTICLES OF FAITH (3) (at the start of the battle).
● Generates a number of Faith dice (as shown in
parentheses) in the same ways as any other Faction SCRIBE
fighter. ● +D3 Reputation to the hiring gang if both Malakev
● Can perform Articles of Faith & Klovis are on the battlefield (not Seriously Injured)
(Path of the Redeemer). at the end of a battle.

THE LIBER EXCRUCIATUS HOUSE RULE


If both fighters are Active and within 1" of each other, Klovis Malakev is probably not an agent, and should
can spend a Basic action (Know your Fate):
instead have the following attributes:
D3 enemies (chosen by Klovis) with LOS to Klovis and
● Outlaw Faction fighter (Hired Fighter).
within 9" of Klovis must make a Nerve test with a -1 modifier.
● Generates no Faith dice.
● Cannot perform any Articles of Faith.
Note: Restless Faith is completely useless on an Agent.

200
★ NECROMUNDA ★

SKIRMISH
Guidelines: ● Only fighters with 1 or less free skills can be given a
● Between 1250-2000 credits. characteristic increase.
● 10-20 fighters. ● Ignore crew size limitations.
● Buy 10 fighters before adding Hangers-on or Hired ● Roll-off to determine which gang has Home Turf (if
Guns. applicable).
● Agree on a Rarity/Legality level for purchasing items ● Roll-off to see who the captor is (if applicable).
at the Trading Post and Black Market. Choose or randomize a fighter to be the Captive.
● Agree on the Reputation. ● Campaign Events are recommended.
● Decide how many Gangers are upgraded to
Specialists. Linked battles:
● Agree on a number of free skills in addition to the ● Roll a 3+ for any fighter (other than the Leader) that
starting skills for Champions and Leaders, for goes out of action, or go into Recovery (miss the
example 6 Primary skills and 1 Secondary. next battle).
● Each fighter may receive maximum 2 free skills. ● If a gang can't field a full crew, draw 1 extra Tactics
● Give a number of characteristic increases equal to card per crew slot empty.
half the number of free skills rounded down. ● Can keep score of how many battles each gang
● Each fighter can be allocated max 1 characteristic wins.
increase.

TOURNAMENTS
● Using Skirmish rules. ONE-DAY EVENTS
● Resurrection: No Lasting Injuries. ● 1250 credits.
● First round is random, later rounds uses Swiss draw. ● Use Campaign House Lists.
● 8-12 fighters.
TOURNAMENT SCORING ● 3 Gangers may be designated as Specialists.
Each individual battle is won as determined by the scenario. ● Gangs may purchase any item from the Rare Trade
The points scored are as follows: chart with Rare (9) or below including Common
● Win: 3 points items.
● Draw: 1 point ● Hired Guns and Hangers-on may be included. Hired
● Loss: 0 points Guns do not count towards the minimum number of
fighters, but both Hired Guns and Hangers-on count
Bonus points may be awarded if certain criteria are met. For towards the maximum number of fighters.
example if winning by a large margin, the winner gains +1 ● Gangs start with 0 Reputation (this means only 1
point, or if only winning by a minor margin, the loser may gain Hangers-on per gang).
+1 point. ● Choose 5 Primary skills to distribute between your
fighters. No fighter may be given more than 1 skill,
Further bonuses may be awarded for taking Captives, as this except the leader (can have a total of 2 skills
is an integral part of campaign play and should be recognised including the 1 free skill when recruited).
in tournament play. For example award +1 point whenever ● Choose 2 fighters in the gang to be given a single
they take an enemy fighter Captive. characteristic increase.

Use Reputation and Wealth as tiebreakers. TWO-DAY EVENTS


● 1750 credits.
CAMPAIGN EVENTS ● Use Campaign House Lists.
Feel free to add Campaign events for less competitive ● 10-20 fighters.
tournaments. ● 4 Gangers may be designated as Specialists.
● Gangs may purchase any item from the Rare Trade
HOUSE WAR chart with Rare (11) or below including Common
Gangs of the same type are grouped together, adding items.
requirements to matchups to ensure no gang of the same ● Hired Guns and Hangers-on may be included. Hired
type fights each other. Guns do not count towards the minimum number of
fighters, but both Hired Guns and Hangers-on count
MAP-BASED EVENT towards the maximum number of fighters.
Another option, and an expansion of the above, might be to ● Gangs start with 10 Reputation (this means only 3
group gangs into different clans who control a map. Over the Hangers-on per gang).
course of the event, a clan’s territory can shrink or grow ● Choose 5 Primary skills and 1 Secondary skill to
based on its member’s wins and losses. distribute between your fighters. No fighter may be
given more than 2 skills, except the leader (can have
EXAMPLE RULES PACKS a total of 3 skills including the 1 free skill when
In addition to the examples below, a rules pack should detail recruited).
any special rules, scenarios to be used each round, scoring ● Choose 3 fighters in the gang to be given a single
system and tiebreakers. characteristic increase. This may not be a fighter
who has two skills.

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ASSAULT ON PRECINCT FORTRESS 17


MINI CAMPAIGN
Designed to be played with 1 Defender and 1-2 Attackers. DEFENDER CREW
Each side splits the resources evenly among its gangs. ● Enforcers
● 1500 credits
Defender: Enforcers ● 1 Rogue Doc
Attackers: Outlaws (any gangs, even corrupt Enforcers!) ● 1 Ammo Jack
● 1 Slopper
5 linked Scenarios fought on the same battlefield. Agree ● 20 Reputation
beforehand how many optional scenarios are played. More ● Choose items from the Trading Post with a Rarity 12
optional scenarios benefits the attacker (more time to whittle or less.
down the defenders). Less optional scenarios benefits the ● Leader: 3 advancements
defender. ● Champions: 2 advancements
1. Night Falls PRISONERS
● Burn Them Out (Optional) The jail is occupied by 2 prisoners which may be conscripted
● Infiltration (Optional) during the course of the campaign:
● The Challenge (Optional) ● 2 Underhive Scum Hired Guns.
5. Hold Until Dawn
While the door to the Gaol is closed, the prisoners do not gain
Attacker: Ready markers and take no actions. If the door is opened,
● Choose which optional scenarios are used (if not give Ready markers to each prisoner. For the rest of the
using all). current scenario, they count as part of the defender’s gang.
● Choose the order of optional scenarios (if more than
1). If a prisoner activates more than 6” from an Enforcer, roll a 2+
or they switch sides, immediately joining the attackers. After a
Defender: scenario where they switch sides, they escape and are
Sets up the battlefield that is the precinct. removed from the campaign.
● 3’x3’ square (2D or 3D).
● 6 doors (internal) If activated and not escaped, the defender can set them up
● Barricades normally as part of the defender’s gang, or put them back in
● Ammo crates their cell.
● One area or part of an area must be the Gaol (jail)
with a door sealing it off from the rest of the
precinct. ATTACKER CREW
● Any gang (even corrupt Enforcers!)
The battlefield edges are impassable walls (outer walls of the ● 3000 credits
precinct). Place a door on the centre of each battlefield edge. ● 20 Reputation
These are the only entrances to the precinct. ● Choose items with Rarity/Legality 9 or less from:
○ Black Market
Finally the attacker can add up to 4 Ductways. ○ Trading Post
● Leader: 2 advancements
● Champions: 1 advancement
● Can include Brutes, Bounty Hunters and other Hired
Guns as normal for an Outlaw gang.
Wasteland 6”
DEPLOYMENT
Outer Door DEFENDER: SET DEFENCE
● Always starts deployment:
○ Fighters
○ Traps
○ Defences
○ Rally points
● Can deploy whole gang (unless otherwise noted)
● Always have Home Turf Advantage:
● Bottle tests: Roll 2D6 and discard the
Gaol highest.
● Rally tests: +1.
● Hangers-on: Included in the crew on a
4+ (roll individually).
● Does not need to take Bottle tests

ATTACKER: FORMULATE ATTACK


● Decide number of assault waves
● Deploy fighters
● Can deploy whole gang (unless otherwise noted)

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ATTACKER: 3 ASSAULT WAVES OUTCOMES: OVERRUNNING THE PRECINCT


The attacker has 3 Assault Waves during a campaign. The precinct battlefield is divided into areas or tiles (12”x12”).
● Must be declared at the start of the battle. Attackers can take over areas of the precinct and defenders
● Used during the battle (if declared at the start). can reclaim them. When an area is Overrun, it is no longer
● If declared and not used, it is wasted. considered part of the precinct (in the following battle).
● Each Assault Wave recycles some of their Gangers Overrun areas can no longer be used by the defender to:
and Juves once during a battle. ● Deploy fighters
● Deploy Rally Points
The attacker can activate an Assault Wave in any End phase ● Barricades
(before Seriously Injured fighters make Recovery rolls). ● Traps
● Repair doors (during Respite period)
The attacker can return the following fighters to the battle:
● Seriously Injured fighters Doors are always unlocked and the attacker can decide if
● Out of Action (even killed!): they are opened or closed before the battle.
○ Juves
○ Gangers RESPITE
Conditions are not automatically removed between battles, for
These fighters are deploying in the Wasteland after rolling for example weapons going out of ammo, fighters suffering
Priority, before Readying fighters. injuries and the precinct itself taking damage.

DEFENDER: 3 RALLY POINTS LIMITED AMMO


The defender has 3 Rally Points (stores of medical supplies, The defender’s Scarce weapons will not automatically
ammo crates, aiding servitors). All effects are within 3” and replenish ammo between battles (unless performing a
applies to defenders only. Restock action).
● Medical Assistance: Gain assistance during
Recovery Tests. Seriously Injured fighters never After the battle, defending fighters not in Recovery can make
succumb to injuries at the end of a battle. 1 Respite action each.
● Tactical Retreat: Automatically pass Rally Tests. ● Repair: Replace 1 destroyed or damaged door
Broken fighters can move towards a Rally Point ● Repair: Add D3 barricades
instead of seeking cover (even if moving closed to ● Patch-up: 1 fighter comes out of Recovery.
enemies). ● Restock: Reload D3 weapons with the Scarce trait
● Reloads: Weapons gain Plentiful. Ignore Scarce and (that are currently out of ammo).
Limited. ● Restock: Add D3 Booby Traps (Frag, Melta or Gas)
to the stash.
Rally points do not count as cover and do not affect
movement. Can't be targeted by attacks. TACTICS CARDS (OPTIONAL)
Custom (2) cards each.
Enemies in B2B with a Rally Point can destroy it by
performing the Smash Apart (Double) action.
VICTORY OR DEFEAT
Once destroyed, it is no longer available in future battles. The attackers win if all defenders are Out of Action or
Seriously Injured at the end of the last battle. The bodies are
The centre point of the precinct is also a Rally Point (in looted before burning the precinct to the ground and
addition to the 3 that are deployed elsewhere) and can't be retreating back into the wastes to celebrate their victory over
destroyed. Lord Helmawr’s rule.

PITCH BLACK The defenders win if there is at least one defender left on the
In Pitch Black conditions, Rally Points count as areas of battlefield who is not Seriously Injured. The Enforcers breathe
emergency lighting, and all fighters within 4” of a Rally Point a collective sigh of relief as reinforcements arrive to see off
are Revealed. the Outlaws, leaving the Palanites to take stock of the
damage and count their dead.

LASTING INJURIES AND RECOVERY


Side Fighter Out of Action (including succumbing to injuries) Critical Injuries
Attacker Juves & Gangers Survives on 5+ (Out Cold). Otherwise killed (Memorable Death) N/A
Attacker Leader & Champions Lasting Injury (as normal), ignore Recovery on 4+ Normal (Doc or Dead)
Defender Any Lasting Injury (as normal). Fighters that go Into Recovery: Normal (Doc or Dead)
● Deployed within 3” of a Rally Point
● Start Pinned
● Become Seriously Injured if:
○ Stand up
○ Move
○ Moved more than 3” from the Rally Point

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SCENARIO 1: NIGHT FALLS


DEFENDER: SET DEFENCE ATTACKER: FORMULATE ATTACK
Defender sets up anywhere within the precinct: Decide the number of Assault Waves.
● Rally Points
● Booby Traps Divide fighters into 2 groups. Each group must have at least 1
All doors within the precinct begin locked (defenders have Champion or Leader.
access codes and can open locked doors freely). ● Main Force
● Flanking Force
DEPLOYMENT
Leader: Central area. MAIN FORCE
Hangers-on: Central area. Deployed within 2” of one battlefield edge.
At least half the remaining fighters: Central area.
Remaining fighters: Anywhere within the precinct. FLANKING FORCE
Deployed within 2” of one edge of the battlefield at the
beginning round 2, 3, 4 or 5 (before rolling for Priority).

PRIORITY
The attacker has priority in the first round.
OUTCOMES
The battle ends after 6 rounds, or if either side has no fighters on the battlefield (at the end of any round). At the end of the
battle, count up the number of fighters on both sides in the precinct:
● Excluding Seriously Injured attackers.
● Excluding Seriously Injured defenders outside 3” of a Rally Point.

If the attacker has the most fighters in the precinct, they can choose 2 areas adjacent to the Wasteland to be Overrun.

Otherwise, the defender gains D3 additional Respite actions.

SCENARIO 2: BURN THEM OUT (OPTIONAL)


DEFENDER: SET DEFENCE ATTACKER: FORMULATE ATTACK
Defender sets up anywhere within the precinct: Decide the number of Assault Waves.
● Rally Points
● Booby Traps Crew: Custom (10).
All doors within the precinct begin locked (defenders have
access codes and can open locked doors freely). DEPLOYMENT
Anywhere in the Wasteland or in any Overrun areas provided
DEPLOYMENT they are out of LOS of any defenders.
Hangers-on: Central area.
Prisoners: Prisoners: Gaol (unless released, in which case PRIORITY
they can be placed anywhere within 6” of a defending The attacker has priority in the first round.
fighter).
Remaining fighters: Anywhere within the precinct.
FIRE
In this scenario, precinct areas (those not Overrun) can be set on fire. When an area is burning, use a counter to track how
much it is burning. Fighters within 3” of the centre of an area can make the Set Fire (Double) action to set the area on fire
(starting with 1), or Douse (Double) action if it already is burning (reduce the fire by 1). An area reduced to 0 is no longer
burning. In the End phase, roll a 4+ for each burning area to increase that counter.

Any fighter that starts or ends their activation on a burning area, or moves across one may be affected depending on how
much it is burning (all effects are cumulative):

1: Suffer -1 Toughness (unless equipped with a respirator) while on the area. LOS into, out of and through the area is reduced
to 6”.
2: Test for Blaze (4+) if beginning or ending an activation on this area. If both beginning and ending, test twice!
3: Fighters can't enter this area. Fighters already in it become Broken and must move toward the nearest non-burning area.

Active fighters can remove Blaze tokens from a burning area with the Douse (Double) action within 3” of the centre of the area.
If all Blaze tokens are removed, it is no longer on fire.

OUTCOMES
The battle ends after 4 rounds, or if either side has no fighters on the battlefield (at the end of any round). At the end of the
battle, count up the number of burning areas:
● 0: Reclaim 1 Overrun area (chosen by the defender).
● 1-2: Overrun 1 area adjacent to the Wasteland (chosen by the attacker).
● 3+: Overrun 2 areas adjacent to the Wasteland (chosen by the attacker).

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SCENARIO 3: INFILTRATION (OPTIONAL)


DEFENDER: SET DEFENCE ATTACKER: FORMULATE ATTACK
Defender sets up anywhere within the precinct: Decide the number of Assault Waves.
● Rally Points
● Booby Traps Crew: Custom (6)
All doors within the precinct begin closed and locked
(defenders have access codes and can open locked doors DEPLOYMENT
freely). Anywhere at least 3” from a defender and out of LOS.

DEPLOYMENT PRIORITY
Fighters: Anywhere within the precinct. The attacker has priority in the first round.
Prisoners: Gaol (unless released, in which case they can be
placed anywhere within 6” of a defending fighter).

BLACKOUT
The battle begins in Pitch Black conditions, Rally Points count as areas of emergency lighting, and all fighters within 4” of a
Rally Point are Revealed.

SNEAK ATTACK
The defenders are expecting an assault from outside but do not know that the attackers have found a secret way into the
precinct.

The battle uses Sneak Attack rules with all defenders counting as Sentries until the alarm is raised. Attackers more than 3”
away and benefiting from Pitch Black counts as being in full cover for the purposes of spotting attackers.

OUTCOMES
The battle ends after 4 rounds. At the end of the battle, test if the defending Leader or any defending Hangers-on have been
taken Out of Action:

● All 3 Hangers-on and the Leader are still on the battlefield: Reclaim 1 Overrun area (chosen by the defender).
● 2+ Hangers-on taken Out of Action: Overrun 1 area adjacent to the Wasteland (chosen by the attacker).
● 2+ Hangers-on and the Leader taken Out of Action: Overrun 2 areas adjacent to the Wasteland (chosen by the attacker).

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SCENARIO 4: THE CHALLENGE (OPTIONAL)


DEFENDER: SET DEFENCE ATTACKER: FORMULATE ATTACK
Defender sets up anywhere within the precinct: Decide the number of Assault Waves.
● Rally Points
● Booby Traps DEPLOYMENT
One door leading to the Wasteland begins open. The rest of Leader: In the Wasteland, at least 6” from the defender’s
the doors begin the battle closed but unlocked. Leader.
At least half of the fighters: In the Wasteland within 12 of
DEPLOYMENT the attacking Leader.
Leader: Just outside the entrance of the open door. Remaining fighters: Reinforcements.
Hangers-on and at least half of the fighters: Central area.
Prisoners: Gaol (unless released, in which case they can be REINFORCEMENTS
placed anywhere within 6” of a defending fighter). Arrives 3 fighters at a time. Deployed in any battlefield edge
Remaining fighters: Anywhere within the precinct within 12” or in any Overrun area at least 6” from any enemy fighters.
of the Leader.

The Leader must set up just outside the entrance of the open
door. Deploy Hangers-on and at least half of the fighters in
the central area. The prisoners begin in the Gaol (unless HOUSE RULE
released, in which case they can be placed anywhere within The White Dwarf article fails to specify when Reinforcements
6” of a defending fighter). Remaining fighters can be placed arrive. To fix this:
anywhere within the precinct within 12” of the Leader.
● Reinforcements arrive in every End Phase.
PRIORITY
The defender has Priority in the first round.

THROW DOWN
At the start of the battle, the defender’s Leader and (one of) the attacker’s Leader(s) are the only fighters to receive Ready
markers. Until a Leader has either been Seriously Injured or moved more than 12” from the other Leader, all fighters can only
use Melee weapons.

At the start of the 2nd round, and in each subsequent round, both gangs can choose an additional fighter to become Ready
and gain a Ready marker. Once a fighter is made Ready, they will then gain a Ready marker at the start of each following
round as normal.

OUTCOMES
The battle ends after 4 rounds, or at the end of a round where a Leader is taken Out of Action. The gangs are rewarded by the
damage dealt to the enemy Leader:
● Seriously Injured: Reclaim/Overrun 1 area.
● Out of Action: Reclaim/Overrun 2 areas.
● No Leaders Seriously Injured or Out of Action: The Defender can Reclaim an Overrun area.

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SCENARIO 5: HOLD UNTIL DAWN


DEFENDER: SET DEFENCE ATTACKER: FORMULATE ATTACK
Defender sets up anywhere within the precinct: Decide the number of Assault Waves.
● Rally Points
● Booby Traps DEPLOYMENT
All doors within the precinct begin locked (defenders have Divide fighters into 4 groups (at least 1 fighter in each group).
access codes and can open locked doors freely). Each group deploys within 12” of one of the 4 entrances to
the precinct.
DEPLOYMENT
Leader: Central area. PRIORITY
Hangers-on and at least half of the fighters: Central area. The attacker has Priority in the first round.
Prisoners: Gaol (unless released, in which case they can be
placed anywhere within 6” of a defending fighter).
Remaining fighters: Anywhere within the precinct.
FALL BACK
In each End phase, count up the number of attackers and defenders in each precinct area (except the central area). Do not
count Seriously Injured fighters unless within 3” of a Rally Point. If the attacker has more fighters than the defender in an area,
the tile has been taken and the defender must fall back:
● Rally Points are destroyed.
● Defending fighters must use their activations to fall back to a friendly area.
● If a defending fighter can't reach a friendly area, become Broken and flee toward the nearest friendly area.
● Defenders can't voluntarily enter an area taken by the attackers.

Unlike the previous scenarios, the defender must make Bottle tests (but still benefit from Home Turf Advantage).

OUTCOMES
The battle ends after 6 rounds, or if either side has no fighters on the battlefield.

VICTORY OR DEFEAT
The attackers win if all defenders are Out of Action or Seriously Injured at the end of the last battle. The bodies are looted
before burning the precinct to the ground and retreating back into the wastes to celebrate their victory over Lord Helmawr’s
rule.

The defenders win if there is at least one defender left on the battlefield who is not Seriously Injured. The Enforcers breathe a
collective sigh of relief as reinforcements arrive to see off the Outlaws, leaving the Palanites to take stock of the damage and
count their dead.

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ALIGNMENTS: LAW ABIDING & OUTLAW


THE RULE OF LAW AND THE PATH OF THE OUTLAW CONSEQUENCES OF CHANGING ALIGNMENT
Some gangs must choose an alignment when founded. ● -3 Reputation.
GANG STARTING SWITCHED ● Lose any Hangers-on (not Brutes).
TYPE ALIGNMENT ALIGNMENT ● Test the Alliance, adding 3 to the result.
Law Abiding Outlaw
House Gangs ALIGNMENT CHECKS
Outlaw Law Abiding
Make an Alignment test for each Intrigue claimed that does
Tainted House Gangs Outlaw N/A not match the gang’s alignment:
Law Abiding Outlaw
Genestealer Cult
Outlaw Law Abiding Roll a number of D6s specified by the claimed Intrigue(s). In
Chaos Cult Outlaw N/A addition, add a D6 per Law Abiding fighter in the gang that:
Corpse Grinder Cult Outlaw N/A ● Took part in the battle.
Venator Bounty Hunters Law Abiding Outlaw ● Equipped with Illegal item(s).
Enforcers Law Abiding N/A
If any D6 rolls a 1, the gang’s actions have caused their
Slave Ogryns Outlaw N/A alignment to change.
CHANGING ALIGNMENTS
The alignment can change in 2 ways during the campaign: Gangs that can't change alignment lose 5 Reputation
● Forced: instead when failing an alignment test.
○ When caught while claiming an Intrigue
with a different alignment. OUTLAW HOUSE GANGS
○ Alliances can force a gang to switch The connection to the House is lost:
alignment. ● Can't use Favours.
● Declared: Once during the campaign, a gang can ● Can't recruit House specific Brutes, Pets and
declare it is changing alignment (between battles). Special Characters (keep those already recruited,
but they can't be replaced).
THE RULE OF LAW AND THE PATH OF THE OUTLAW
Gangs have different effects depending on the alignment.
Ability Law Abiding Outlaw
Claim Bounties, Per Dead Outlaw (Memorable Death): No. Dispose Captives instead.
Sell Captives to Guilders ● 2D6x10.
(after having a chance to be rescued) Per Captured Outlaw:
● Full value.
Per Captured Law Abiding:
● Half value (rounding up to the
nearest 5 credits).
Trade Captives back to Law Abiding gangs only. Any gangs.
Fighters have Bounties No. Yes.
Buy Hangers-on, Brutes & Pets House Specific, generic (not Outlaw). Outlaw only.
Hire generic Hired Guns Any (not Outlaw). Any. The hired fighter counts as Outlaw.
(Hive Scum & Bounty Hunters)
Hire Special Characters House Specific, generic (not Outlaw). Outlaw only.
Trading Post:
● Rarity modifier - -2
● Trade action requirement - Cool test
Black Market:
● Legality modifier -2 -
● Rarity modifier -1 -
● Trade action requirement Intelligence test -
Start new Alliance Guilds and Nobles only. Recidivists and Nobles only.

THE REWARDS OF INFAMY AND DUTY


Each alignment gives different bonuses as Reputation increases. If Reputation decreases, these bonuses are lost accordingly.
The more Reputation a gang has, the more bonuses are gained. When changing alignment, the old bonuses are lost and new
bonuses are gained (according to Reputation).
REP LAW OUTLAW
1-4 Claiming Bounties: Gain the ability to Claim Bounties Black Market Trade: Unrestricted access to the Black Market.
for member of Outlaw gangs.
5-9 Recruit: Hire one Propagandist Hanger-on for free. Recruit: Hire one Scabber for free.
10-14 Claiming Enhanced Bounties: +50% for all bounties Black Market Trade Discount: 10% discount on all Black
claimed for members of Outlaw gangs. Market items.
15-19 Recruit: Hire one Bounty Hunter Hired Gun for free Recruit: Hire up to 2 Outlaw Hive Scum Hired Guns for free
(every battle). (every battle).
20-24 Claiming Enhanced Bounties: +100% for all Black Market Trade Discount: 25% discount on all Black
bounties claimed for members of Outlaw gangs. Market items.
25+ Recruit: Hire one Fixer Hanger-on for free. Recruit: Hire one Proxy Hanger-on for free.

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ALLEGIANCES: ORDER, CHAOS & UNALIGNED


Some gangs must choose an allegiance when founded. CHANGING ALLEGIANCES
There are 3 types of allegiances: Normally gangs can't change sides (too keep things simple).
● Order However, if everyone agrees, use the following rules to
● Chaos determine when gangs change side. Once a gang has
● Unaligned changed sides, it can't change again.
GANG STARTING SWITCHED
TYPE ALLEGIANCE ALLEGIANCE ORDER
Order Any ● 3 or more fighters become Chaos Spawn as a
House Gangs Chaos Any result of Festering Injuries.
CHAOS
Unaligned Any
● 3 or more Captured fighters are returned to the
Tainted House Gangs Chaos N/A gang willingly by the Captors (not recovered as part
Genestealer Cult Order N/A of the Public Execution scenario).
Chaos Cult Chaos N/A
Corpse Grinder Cult Chaos N/A ALWAYS ORDER VERSUS CHAOS
Venator Bounty Hunters Order Any In each battle, one side will always take the side of Order
Chaos Any and other Chaos. If the two sides are not Order and Chaos,
Unaligned Any one gang will fight for a side they do not have Allegiance to:
Enforcers Order N/A ACTUAL ALLEGIANCE FIGHTS FOR ALLEGIANCE
Slave Ogryns ? ? GANG 1 GANG 2 → GANG 1 GANG 2
Order Chaos → Order Chaos
Unaligned Chaos → Order Chaos
Order Unaligned → Order Chaos
Order Order → Roll-off (loser fights for Chaos)
Chaos Chaos → Roll-off (loser fights for Order)
Unaligned Unaligned → Roll-off (Order vs Chaos)

BENEFITS OF ORDER BENEFITS OF UNALIGNED BENEFITS OF CHAOS


Lord Helmawr’s Coffers: Re-roll any Hard as Nails: +1 Reputation when Bloody Harvest: +1 Meat portion when
dice for scenario credit rewards. gaining Reputation from scenario rewards. gaining Meat from scenario rewards.
Pax Imperium: +1 fighter to the crew if No Gods or Masters: The Leader gains Tear it all Down: +1 fighter to the crew
underdog. +D3 XP if participating in a battle without when attacking.
going Out of Action.

ASCENDANCY
Order starts with Ascendancy in the first cycle of phase 1.
Chaos starts with Ascendancy in the first cycle of phase 3.

At the end of each cycle, the side that won most battles gains Ascendancy for the next cycle. In case of a tie, Ascendancy
stays on on the side that have it.

Roll a D6 before each battle and apply the effects (depending on which side has Ascendancy) to all participating gangs.
D6 BONDS OF ORDER HAND OF CHAOS
1 Price of Victory Manufactorum Shortages
● +D6x10 credits for winning each battle. ● +10 cost per item purchased (after each battle)
● Scavenging: Instead, gain +1 Scavenging ● Phase 3: -1 Scavenging roll.
froll for winning each battle.
2 Head Hunters Dark Dreams
+1 XP when taking an enemy Leader or Champion Out If Broken, pass a Willpower test or gain Insanity for the rest of the
of Action. battle instead.
3 Crack Down: Rotting Meat
If the winner of a battle captures a 1 fighter, capture 2 ● Seriously Injured fighters must roll 4+ (instead of 3+) to
fighters instead. avoid succumbing to their injuries.
● Festering Injuries: Roll 2D6 and choose the highest.
4 Suppression Orders Abundant Dead
+1 XP when taking an enemy fighter Out of Action with ● Gain D6x10 credits per dead fighter from your gang.
a ranged weapon. ● Starvation: +1 Meat portion per dead fighter.
5 Good Medicine Blood for the Blood God
The cost for Medical Escorts to the Doc is D6x10 +1 XP when taking an enemy Out of Action with a Melee weapon.
(instead of 2D6x10).
6 Call to Arms Gnawing Hunger
Halve the cost when recruiting Gangers (rounding up). ● Before the battle, 1 random fighter in each crew gain -1
Strength.
● Starvation: Instead, D3 random fighters gain Starving.

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CAMPAIGNS
There are 4 types of campaigns. Each campaign is based ALIGNMENT/ALLEGIANCE
around gangs fighting battles for the control of Resources. Campaigns can divide gangs into sides. Teams on the same
Each campaign type has an unique type of Resource. A side can still fight each other.
campaign typically includes a single type of Resource.

Most battles in the campaign are fought for control of a TRADING POST & BLACK MARKET
Resource. The Resource being fought over is the stake of a Even if a campaign doesn’t use the Trading Post or Black
battle, and most battles have a Resource at stake on the Market, they are optional and can be included.
outcome. Instead of fighting over a Resource, the stake may
instead be Captives held by the opponent gang. CAMPAIGN PHASES AND CYCLES
All campaigns are divided into 3 phases. Each phase lasts a
GANG ATTRIBUTES number of cycles, which is an arbitrary amount of time that can
Gangs have the following attributes (tracked on the roster): be agreed upon.

GANG RATING
The total cost of all of the fighters in the gang.

REPUTATION
Starts at 1 and can't drop below 1.

WEALTH
The total cost of all fighters, credits and equipment
in the stash.
Trading Black Phase 1. Phase 2. Phase 3.
Campaign Post Market Resource Alignment/Allegiance 3 Cycles (max) 1 Cycle 3 Cycles (min)
Dominion ✓ ❌ Territory N/A Occupation Downtime Takeover
Law & Misrule ✓ ✓ Racket Law Abiding, Outlaw Expansion Downtime Justice
Uprising ❌ ❌ Territory Order, Chaos, Unaligned Insurrection Downtime Damnation
Outlander ✓ ✓ Structure N/A Development Downtime Expansion
Ash Wastes ✓ ✓ Road Section Outlaws, Raiders Season of Flame Downtime Season of Ash

CHALLENGES
DOMINION AND LAW & MISRULE
Any number of challenges may be issued.
● If declined, the stake is automatically claimed by the challenger.
● Challenges may be declined without penalty if:
○ Default: The gang has received 1 or challenge (this cycle).
○ Ash Wastes: The gang has issued and received least 1 challenge (this cycle).
● Can use Rescue Mission to free Captives instead of nominating a Resource as the stake of a battle.

The winner of the challenge takes control of the Resource at stake. If the result is a draw, the Resource is not transferred.

YAQ: There are no rules governing challenge management!

UPRISING
If the winner of a battle inflicted 3 times as many Out of Action results as was suffered (not counting models that left the
battlefield voluntarily or fled), then capture a random Resource from the opponent.

No Resources change hands if the opponent only has the permanent Resource remaining.

PHASE 1 (3 CYCLES)
DOMINION AND LAW & MISRULE:
Each battle is rewarded by a single uncontrolled Resource. The gangs decide which currently available Resource is at stake
when issuing and accepting challenges.

If there are no more uncontrolled Resources, the phase ends and Downtime begins. This does not change the length of the
Downtime, but Phase 3 can be extended if Phase 1 ends early.

UPRISING:
● Earn Resource rewards at the start of each cycle.
● Each cycle Chaos gains Ascendancy, each gang must choose a Territory to become Ruined.

OUTLANDER:
● Gain double the amount of Materials from scenario rewards.
● The following scenarios can't be used: Settlement Raid, Market Mayhem, Stealth Attack.

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PHASE 2 (1 CYCLE)
Complete the following steps:
1. Fighters 2. Captives are 3. Experienced Juves 4. Fresh 5. Settlement
Campaign Recover Returned are Promoted Recruitment Maintenance
Dominion ✓ ✓ ✓ ✓ ❌
Law & Misrule ✓ ❌ ✓ ✓ ❌
Uprising ✓ ✓ ✓ ✓ ❌
Outlander ✓ ✓ ✓ ✓ ✓
Ash Wastes ✓ ✓ ✓ ✓ ❌

1. FIGHTERS RECOVER
Fighters are no longer In Recovery.

2. CAPTIVES ARE RETURNED


Any Captured fighters are released. The gang that had captured them receives half their credits value (rounding up to the
nearest 5 credits). This is paid by friends and family, not the gang the Captured fighters belong to.

3. EXPERIENCED JUVES ARE PROMOTED


Juves with 5+ Advancements are promoted to Champions. Their characteristics and credits value are unaffected, but their
Type is changed. From now on, they are treated as a Champion in all respects.

4. FRESH RECRUITMENT
All gangs gain 250 credits to recruit new fighters and/or Hangers-on. These credits must be spent now and can't be added to
the gang’s Stash. Gangs may supplement these credits with extra credits from their Stash.

YAQ: Can only be spent on hangers-on, fighters and equipment for those fighters. Equipment can be purchased the same way
as it is when founding the gang (can only be purchased from the House Equipment List, must be equipped to one of the fresh
recruits) except there is no limitation on the number of special weapons you can get for your new gangers.

5. SETTLEMENT MAINTENANCE
Scrap 0-3 Structures to gain half the Material cost. Immediately build 3 new Structures (within normal requirements).
Structures that are prerequisites for other Structures cannot be scrapped.

SIDE BATTLES
After the effects of Downtime are applied, gangs can fight side battles. Fighters can earn Experience and suffer Lasting Injuries
as normal, but no Income, Credits or Reputation is gained, awarded or earned. Instead, special rewards, an unique drug or
custom Tactics cards can be created as rewards for winning side battles.

211
★ NECROMUNDA ★

PHASE 3 (3 CYCLES)
DOMINION AND LAW & MISRULE
Challengers nominate a Resource currently controlled by their opponent. Any number of battles may be fought in this phase.

REMAINING UNCLAIMED RESOURCES


Depending on campaign type, gangs may nominate unclaimed Resources as the stake of a battle.
● Dominion: Can be claimed in this phase.
● Law & Misrule: Lost (no longer available in this phase).
● Ash Wastes: Lost (no longer available in this phase).

UPRISING
● All Resources become Ruined (if not Ruined already).
● Apply the following rules:
○ Scavenging
○ Starvation
○ Festering Injuries
● Chaos begins with Ascendancy.
Gangs can no longer (during the post-battle sequence):
● Re-equip from any House Equipment List.
● Recruit new fighters, Hired Guns and Hangers-on.
● Medical Escorts to the Doc costs D3 Meat portions instead of credits.

‘Trade’ fighters into Meat portions (one-to-one basis):


● 1 Meat portion per Captive (after having a chance to be rescued).
● 1 Meat portion per ‘retired’ fighter.

Scenario rewards:
● Do not earn any credits!
● +1 Meat Portion per enemy fighter OoA.
● +1 Scavenging Roll for winning.
● +1 Scavenging roll per Loot (counter/casket) claimed (in addition to normal loot rewards).

OUTLANDER
● All scenarios can be used.

212
★ NECROMUNDA ★

ENDING THE CAMPAIGN


After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more
than one, and in case of a tie, no one is awarded it.

New Splinter gangs created based on the old gain bonuses for the next cycle. Triumphs only last for a single cycle.

Law & Misrule: The alignment that received most Triumphs is declared to have Tipped the Balance (balance of power between
Law & Misrule).

TRIUMPHS CRITERIA SPLINTER GANG REWARDS


Dominion: Slaughterer Most enemies taken Out of +3 XP (must be given to fighters from the old gang,max 1 XP per fighter).
Action
Dominion: Dominator Most Resources +1 random extra Resource (after each gang has received their starting Resources).
Law & Misrule: Racketeer
Outlander: Lord of the Badzones
Ash Wastes: As Far as the Eye can See
Dominion: Creditor Largest Wealth +100 credits.
Law & Misrule: Financier
Outlander: Master of Coin
Dominion: Warmonger Most battles fought +3 Reputation. Can choose to be the attacker or defender in the first battle,
Law & Misrule: Muscle regardless of who chose the scenario.
Dominion: Peacemaker Enforcers only: If no gangs are awarded the Dominator Triumph because of a tie.
Law & Misrule: Peacemaker
Law & Misrule: Hit Man Most Leaders of a different -
alignment taken Out of Action
Dominion: Powerbroker Highest Reputation +1 free Hangers-on (Ammo Jack, Dome Runner, Gang Look-out, Rogue Doc or
Law & Misrule: Lord of Law/Misrule Slopper)
Uprising: Legendary Status
Ash Wastes: Do You Know Who I Am!
Uprising: Champion of the Dark Gods Won most battles for Chaos.
Uprising: Scion of the Imperium Won most battles for Order.
Uprising: Flesh Harvester Accumulated most Meat portions.
Uprising: Survivor Suffered the fewest deaths.
Uprising: Heart of the Rebellion The highest gang rating of all Chaos aligned gangs. Note: Chaos to Order variant only.
Uprising: Hive General Destroyed most territories. Note: Hive War variant only.
Uprising: Won by the gang with the highest gang rating from each allegiance. Note: War of the Gods variant only.
● Lord of Blood
● Twister of Fates
● Pestilent Lord
● Prince of Perversion
Uprising: Carrion King Most devoured territories. Note: Cannibal Kingdoms variant only.
Uprising: Lord of the Wasteland Improved most ruined territories. Note: Survivors of the Apocalypse variant only.
Uprising: Brood Lord Infected most enemy fighters. Note: Rise of the Four-Armed Emperor variant only.
Outlander: Outland Raider Won the most scenarios as attacker (Settlement Raid, Stealth Attack, Market Mayhem).
Outlander: Outland Defender Won the most scenarios as defender (Settlement Raid, Stealth Attack, Market Mayhem).
Outlander: Scavenger Won the most scenarios (Gunk Tank, Mining Expedition, Big Score).
Ash Wastes: Road Master Longest unbroken chain of connected Road Sections.
Ash Wastes: Road of Corpses Most kills
Ash Wastes: Let it Burn Most enemy vehicles wrecked

213
★ NECROMUNDA ★

RESOURCES (TERRITORIES & RACKETS)


Each Resource has unique bonuses. A gang receives the benefits of a Resource so long as it holds it, including immediately
after taking control of it after a battle. Once the Resource is lost to another gang, the bonus is also lost.

Resources are gained by winning a battle that has one at stake. The only other way of gaining a Resource is as exchange for
Captives.

Campaign Gangs Count As Existing Gangs


● Chaos Cult counts as Cawdor.
● Genestealer Cult counts as Orlock. Retain 1 Resource
Dominion ● Venator Bounty Hunter counts as the gang of the Leader’s House Legacy. If the per 1000 Gang
Leader don’t have a House Legacy, the gang can't claim any gang specific Rating.
benefits.
Law & Misrule - -
Uprising - -
Outlander - -
Ash Wastes - -

Campaign Starting Resource Resource Rewards


Dominion Settlement. After each battle.
Law & Misrule 2 Random. After each battle.
2 Random + Settlement. Some gangs replace Settlement.
Uprising Once per cycle.
Enforcer: Precinct Fortress. Corpse Grinder Cult & Chaos Cult: Chaos Fane.
Isotopic Fuel Rod (Supply) & Water Still (Supply).
Outlander Fresh gangs can collect the benefits from these structures (15 Sustenance & 15 Once per cycle.
Power) before the first battle and build additional Structures.
Ash Wastes 2 Random. Once per cycle.

Campaign Amount of Resources


Generate 3 random Resources per gang:

1. Include 1 random gang specific Resource per House that takes part in the campaign (only one
Resource per House regardless of how many gangs there are from an individual House).
2. The rest of the Resources are randomized from the full set of remaining Resources.
Dominion
Refreshing Resources: If Resources have been refreshed between campaigns of a perpetual campaign,
determine the next campaigns Resources in the same way. However, random gang specific Resource are only
guaranteed to be included based on new gangs that join. The total number of Resources is determined as
usual, counting all gangs - new and old.
Law & Misrule All (except the starting Resources).
Uprising All (except Precinct Fortress & Chaos Fane).
Outlander -
Ash Wastes 4 per gang (minimum). All included Road Sections should be connected.

Unique
Campaign Resources Duplicate Enhanced Bonuses
Dominion Yes. Gang Specific: These bonuses replace generic bonuses of the same type.
Law & Misrule Yes. Linked: Receive all duplicate bonuses except Income. Only claim a single Income bonus.
Uprising No. -
Outlander No. -
Ash Wastes Yes. -

214
★ NECROMUNDA ★

STARTING RESOURCES UPRISING TERRITORIES


Each gang starts with a Resource which is permanent and Provide 2 sets of benefits:
can never be lost. ● Order
● Ruined
RESOURCE BONUSES
All Resources are unique and have different bonuses: Only one of these sets are available at any time, depending of
the state of the Territory. Once a resource has been ruined, it
INCOME remains ruined for the rest of the campaign.
● Add the amount of credits to the Stash when
collecting income from Resources (including any Some benefits require certain rules to be in effect:
that was won from the previous battle). ● Starvation: Meat portions.
● Scavenging: Scavenger rolls.
RECRUITS
● Free to recruit (does not cost any credits). If the rules are not in effect, the benefits are ignored.
● The cost is added to Gang Rating and Wealth.
● Equipment must be purchased separately (unless
otherwise specified).
● Hired guns remain with the gang while in control of
the Resource.
● Hangers-on can be recruited regardless of
Reputation and will not affect the maximum amount
of Hangers-on the gang may have. YAQ: Once the
Resource is lost, the Hangers-on is also lost. The
Hangers-on will never leave the gang because of
injuries and can't be killed. Note that this means it’s
important to distinguish between those that are
regular hangers-on and those territory-related (if you
control both types and at least one is drafted into a
battle).

EQUIPMENT
● Can be distributed to eligible fighters.
● Free equipment is lost when the Resource is lost.
● Purchased equipment is kept after the Resource is
lost.
● The (full) cost is added to Gang Rating and Wealth,
even for discounted and free items.

REPUTATION
● Increase the Reputation while in control of the
Resource. When the Resource is lost, decrease
Reputation with the equal amount.

SPECIAL
● If the Resource is lost, so is the benefit.

ENHANCED BONUSES
Some Resources have Enhanced bonuses that require
specific criterias to be met in order to claim them.

GANG SPECIFIC
Gang Specific bonuses can only be claimed by the specified
gang. It will replace generic bonuses of the same type.
UNDERHIVE PERILS WITHIN DOMINION TERRITORIES
LINKED Some Underhive Perils are particularly suitable for adding
Linked bonuses can be claimed by taking control of the great flavour to battles fought over some of the Territories:
specified Resources. They are claimed in addition to any
duplicate types of bonuses, except income. Only a single Territory Underhive Perils
Income bonus can be claimed. Collapsed Dome Collapsed Sections,
Unlit Corridors,
Flooded Corridors
Refuse Drift Waste Compactor
Needle Ways Ventilation Tunnel,
Unlit Corridors
Spoor Fungus Sprawl Fungus Sprawl
Slag Furnace Furnace Floor
Generatorium Malfunctioning Generatorium
Archaeotech Device Archaeotech Device
Promethium Cache Promethium Cache
Sludge Sea Sludge Farm, Flooded Corridors

215
★ NECROMUNDA ★

Free,
Temp,
Territory (Dominion) Boon Once
♠1 Old Ruins Income: D3x10 +10 per Dome Runner
♠2 Settlement Income: D6x10
Reputation: +1 T, O
Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead). F
♠3 Rogue Doc Shop Recruit: Rogue Doc
♠4 Promethium Cache Equipment: 3 fighters gain Incendiary charges. F, T
Special: Re-roll any Ammo tests for Blaze weapons.
♠5 Wastes Special: If challenged in the Phase 1, choose which Territory is at stake (instead of the challenger as normal). If challenged in the Phase 3 for a Resource
already controlled by the gang, the Leader can try to pass an Intelligence test to play as Attacker on the Ambush scenario instead of rolling.
♠6 Sludge Sea Equipment: 3 fighters gain Choke gas grenades. F, T
♠7 Workshop Recruit: Ammo-jack F
♠8 Collapsed Dome Income: Roll 2 to 6 dice. Receive 10x the result rolled if no doubles are rolled. If any double is rolled, a random fighter suffers a Lasting Injury roll instead.
♠9 Slag Furnace Income: D6x5
Reputation (Goliath): +2 T, O
Recruit (Goliath): Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead). F
♠10 Fighting Pit Recruit: 2x generic Hive Scum every battle (including equipment). F
Reputation (Goliath): +2 T, O
♠11 Smelting Works Income: D6x5
Income (Goliath): D6x5, or D6x10 if also controlling Slag Furnace.
♠12 Synth Still Special: Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post.
Special (Escher): Same as above, but at half the cost (rounded up).
Reputation (Escher): +2 T, O
♠13 Stinger Mould Sprawl Special: During the post-battle sequence, re-roll a single Lasting Injury result on a fighter. Memorable Death may not be re-rolled.
Special (Escher): Remove a single existing Lasting Injury from a fighter or re-roll a single Lasting Injury roll on a fighter, including a Memorable Death
result.
Reputation (Escher): +1 T, O
♥1 Narco Den Income: D6x5
Income (Escher): D6x5, or D6x10 if also in control of a Synth Still.
Reputation (Escher): +1 T, O
♥2 Mine Workings Income: D6x10. Add D6x10 per Ambots and Captives working in the mines. Captured fighters can work in the mines instead of being sold to the Guilders.
If the Resource changes control, the Captives remain working the mine. A Captive working the mine may not subsequently be sold to the Guilders. While a
Captive is working the mine, rescue may be attempted at any time.
Reputation (Orlock): +2 T, O
♥3 Tunnels Special: Before the battle, choose up to 3 fighters from the crew to deploy via tunnels. During the deployment, set up 2 tunnel entrance markers (2" wide)
on any table edge on the ground surface. During the Priority phase of each turn, the group arrives on a 4+. They may be activated as a single group, and
must move onto the battlefield from one of the tunnel entrance markers. The group must arrive through the same tunnel entrance. If the battle ends before
the fighters arrive, they take no part in the battle.
Special (Orlock): Deploy up to 6 fighters in 2 groups as described above.
Reputation (Orlock): +1 T, O
♥4 Toll Crossing Income: D6x5
Special (Orlock): Get Priority in the first round of any battle. Any gang in the campaign may pay the Orlock gang 20 credits to gain the same benefit in a
single battle against another gang.
YAQ: The payment can't be refused by the Orlock gang. If both gangs pay for this in the same battle, it has no effect (the credits are still spent).
♥5 Generatorium Special: The power may be cut any round before rolling for Priority, enabling the Pitch Black rules. At the start of each End phase, before making any
Bottle tests, the generators restart on a 5+ and the Pitch Black rules immediately cease to be in effect.
Reputation (Van Saar): +1 T, O
♥6 Archaeotech Device Special: Any number of weapons may be given one of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the T
same Trait and new weapons may also be given this Trait. These weapons also gain the Unstable Trait. If the Resource is lost, the weapons lose these
additional traits.
Special (Van Saar): Choose 2 Traits instead of 1 from the list above. T
Reputation (Van Saar): +2 T, O
♥7 Tech Bazaar Income: D6x10 credits.
Equipment: One Leader or Champion can make a Haggle post-battle action to gain a discount on a single item (half the cost rounded down) from the T
Trading Post or Black Market. Roll 2D6 (add +1 for Exotic Furs):
● 7+: 1 item with Rarity equal to the result.
● 4-7: Common item.
● 2-3: No item gained (the fighter proves to be very poor at haggling).
Income (Van Saar): D6x10 (+1D6x10 if also controlling Archaeotech Device).
Reputation (Van Saar): +1 T, O
♥8 Refuse Drift Income: 2D6x5. If a double is rolled, a random fighter must miss the next battle (Recovery).
Income (Cawdor): 2D6x5 without the risk of a fighter going into Recovery.
Reputation (Cawdor): +1 T, O
♥9 Corpse Farm Income: D6x10 for every fighter from either side that was deleted from their roster during the post-battle of the preceding battle.
Income (Cawdor): 2D6x10 instead of D6x10 as above.
Reputation (Cawdor): +1 T, O
YAQ: Only receive credits from dead fighters!
♥10 Bone Shine Income: 2D6x5
Income (Cawdor): 4D6x5
Reputation (Cawdor): +2 T, O
♥11 Drinking Hole Reputation: +1 T, O
Special: Re-roll any failed Cool tests. If this option is used, the fighter suffers a -1 hit modifier for the rest of the battle.
Reputation (Delaque): +2 T, O
Special (Delaque): Nominate 3 enemy fighters at the start of the battle, they suffer a -1 to all tests and tests for the battle.
♥12 Gambling Den Reputation: +1 T, O
Income: Choose a suit of cards, then draw a card (from a deck including 2 jokers):
● Same suit: Card value x 10.
● Same colour: Card value x 5.
● Joker: Pay all income earned in this post-battle sequence to a random gang taking part in the campaign.
Reputation (Delaque): +2 T, O
Special (Delaque): Nominate a single enemy fighter at the start of the battle. That fighter takes no part in this battle.
♥13 Needle Ways Special: 3 crew fighters can be infiltrated ahead of any battle. At the end of the first round, nominate any spot on the ground surface of the battlefield and
set up each infiltrating fighter within 2” of that spot.
Special (Delaque): Infiltrate 6 fighters instead of 3 as described above. The fighters are divided into 2 groups. The fighters in each group must be
specified before the battle.

216
★ NECROMUNDA ★

Free,
Temp,
Racket Boon Once
♦1 Narco-Distribution Special: Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post.
Linked: Out-Hive Smuggling Routes (♦2), Ghast Prospecting (♦3).
Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10
♦2 Out-Hive Smuggling Routes Linked: Ghast Prospecting (♦3), The cold Trade (♦4).
Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10
♦3 Ghast Prospecting Equipment: 3 doses of Ghast each battle. F, T
Linked: Out-Hive Smuggling Routes (♦2), Caravan Route control (♣9).
Income (Linked 1, 2): 2D6x10, 4D6x10
♦4 The Cold Trade Special: Xenos weapons (Black Market) are treated as Common.
Equipment: 1 Xenos weapon. F, T, O
Linked: Out-Hive Smuggling Routes (♦2), Spire Patronage (♣6).
Income (Linked 1, 2): 1D6x10, 2D6x10
♦5 Life Coin Exchange Recruit: 2x Hive Scum or 1x Bounty Hunter each battle (including equipment). F
Linked: Whisper Brokers (♦7), Corpse Guild Bond (♦8).
Income (Linked 1): D6x10
Special (Linked 2): All gang members gain Fearsome (skill). F, T
♦6 Xenos Beast Trafficking Special: Grapplehawks and Gyrinx Cats (Black Market) are treated as Common.
Equipment: 1 Grapplehawk or Gyrinx Cat (Leader only) F, T, O
Linked: Out-Hive Smuggling Routes (♦2), Blood Pits (♣5).
Income (Linked 1, 2): 1D6x10, 2D6x10
♦7 Whisper Brokers Special: +D3 Tactics cards each battle.
Linked: Life Coin Exchange (♦5), Peddlers of Forbidden Lore (♣13).
Special (Linked 1): When challenged, choose the Resource at stake (instead of the challenger as normal).
Special (Linked 2): When challenged for an already controlled Resource, the Leader can try to pass an Intelligence test to play as Attacker on the
Ambush scenario instead of rolling.
♦8 Corpse Guild Bond Exclusive: Can't control other Guild Bond Rackets.
Income: (1D6 + 1 per other Resource controlled) x10
Recruit (choose one):
● Law Abiding only: Form an automatic alliance with the Corpse Guild. Can always add the Guild to the crew each battle. T?, O
● Any: 1x generic Bounty Hunter + 2x generic Hive Scum each battle (including equipment). F
♦9 Slave Guild Bond Same as above, except with the Slave Guild.
♦10 Promethium Guild Bond Same as above, except with the Promethium Guild.
♦11 Guild Of Coin Bond Same as above, except with the Guild of Coin.
♦12 Water Guild Bond Same as above, except with Water Guild.
♦13 Archaeotech Auctioning Equipment: 1 Imperial weapon (Black Market). F, T, O
Linked: Proxies of the Omnissiah (♣3), The Cold Trade (♦4).
Income (Linked 0, 1, 2): 2D6x10, 3D6x10, 4D6x10. If a double is rolled, gain nothing.
♣1 Witch Seeking Exclusive: Law Abiding only! Converted into Wyrd Trade if controlled by Outlaws.
Special: Each fighter can add Shock to 1 of their Melee weapons. T
Linked: Redemptionist Backers (♣2), Slave Guild Bond (♦9).
Income (Linked 1): Double the income when Claiming Bounties for Psykers (including temporary Psykers).
Special (Linked 2): The Leader can try to pass an Intelligence test to double the income when Claiming Bounties (identify the captive as a witch).
♣2 Redemptionist Backers Exclusive: Can't be claimed by Cults (Chaos, Genestealer, Corpse Grinder). If they gain control, it becomes dormant until claimed by a different type
of gang.
Special: Re-roll failed Ammo tests for Blaze weapons.
Linked: Promethium Guild Bond (♦10), Witch Seeking (♣1).
Income (Linked 1, 2): 1D6x10, 2D6x10
♣3 Proxies of the Omnissiah Special: Can re-roll any failed Ammo tests. Bionics are treated as Common.
Linked: Archaeotech Auctioning (♦13), Promethium Guild Bond (♦10).
Income (Linked 1): D6x10
Special (Linked 2): Each fighter can add Shock or Seismic to 1 of their weapons. These weapons also gain Unstable. T
♣4 Gambling Empire Income: Choose a suit of cards, then draw a card:
● Same suit: Card value x 10.
● Same colour: Card value x 5.
Linked: Blood Pits (♣5), Whisper Brokers (♦7).
Special (Linked 1): Nominate an enemy fighter (not Leader or Champion) to miss the battle.
♣5 Blood Pits Recruit: 2x generic Hive Scum (including equipment). F
Linked: Slave Guild bond (♦9), Xenos Beast Trafficking (♦6).
Special (Linked 1): A Leader or Champion can fight in the pits as a post-battle action. Pass a WS test with a -1 modifier to permanently gain a
random Combat or Brawn skill. If failed with a double 1, the fighter suffers a Lasting Injury roll.
Income (Linked 2): 2D6x10
♣6 Spire Patronage Income: 2D6x10 when winning a battle.
Linked: Proxies of the Omnissiah (♣3), Blood Pits (♣5).
Equipment (Linked 1): All Leaders and Champions can gain 1 Extravagant Goods each: F
Gold-plated Gun, Exotic Furs, Opulent Jewellery, Uphive Raiments. T, O
Income (Linked 2): Gain a Caryatid for the Leader. It will not leave if losing Reputation (but will leave if this resource is lost). F, T, O
♣7 Bullet Cutting Special: Re-roll any failed Ammo tests.
Equipment: Treat all items with Rarity 9 or below as Common from either Black Market or Trading Post.
Linked: Proxies of the Omnissiah (♣3), Blood Pits (♣5).
Income (Linked 1, 2): 1D6x10, 2D6x10
♣8 Settlement Protection Recruit: 1 Hanger-on. F, T, O
Linked: Any Guild Bond (♦8 - ♦12), Bullet Cutting (♣7).
Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10
♣9 Caravan Route Control Linked: Guild of Coin Bond (♦11), The Cold Trade (♦4).
Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10
♣10 Wyrd Trade Equipment: Ghast is treated as Common.
Linked: Peddlers of Forbidden Lore (♣13), Whisper Brokers (♦7).
Income (Linked 1, 2): 2D6x10, 3D6x10
♣11 Production Skimming Linked: Any Guild Bond (♦8 - ♦12), Caravan Route Control (♣9).
Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10
♣12 The Resurrection Game Special: Ignore 1 Critical Injury or Memorable Death result on the Lasting Injury table per battle. The fighter goes into Recovery instead.
Linked: Corpse Guild Bond (♦8), Peddlers of Forbidden Lore (♣13).
Income (Linked 1): 2D6x10
Special (Linked 2): Any gang can pay the controlling gang to return a dead fighter from the grave. The cost is the original fighter value (including
equipment) + 100. Roll 2D6:
● 2: Failed.
● 3-6: Gains Fearsome and -1 Toughness.
● 7+: Gains Fearsome.
♣13 Peddlers of Forbidden Lore Special: Re-roll Priority roll.
Linked: Wyrd Trade (♣10), The Resurrection Game (♣12).
Income (Linked 1): 2D6x10.
Special (Linked 2): 4+ save (unmodifiable by AP) to the Leader and all Champions. F, T

217
★ NECROMUNDA ★

Free,
Temp,
D66 Territory (Uprising) Boon Once
♠1 11-13 Settlement Income: D6x10.
Recruit: Roll a 3+ to gain a free Juve including additional equipment worth 25 credits. F
RUINED
Recruit: Roll a 3+ to gain a free Juve excluding additional equipment. F
Starvation: D6.
♠2 14-16 Wastelands Income: D3x10.
Ambush: Once each cycle, after rolling to determine the scenario, roll a D6. On a 3+, the controlling gang can decide who is attacker & defender. T
RUINED
Ambush: Once each cycle, after rolling to determine the scenario, roll a D6. On a 2+, the controlling gang can decide who is attacker & defender. T
♠3 21-23 Hab Level Reputation: +D6. O
Income: D6x10.
RUINED
Starvation: D6.
Scavenging: D3.
♠4 24-26 Reclamation Zones Equipment: Reduce the cost of House Equipment List by 10 (minimum 5). T
Income: D6x10.
RUINED
Starvation: D3.
Scavenging: 2D3.
♠5 31-33 Underhive Shrine Blessings: Once each cycle, all fighters gain Blessed condition on a 6+ (roll individually). F, T
Blessed condition: 6+ save (irreducible by AP, can't be improved by other armour).
Income: D3x10.
RUINED
Blessings: Once each cycle, all fighters gain Blessed condition on a 6+ (roll individually). F, T
Starvation: D3.
♠6 34-36 Manufactorum Level Equipment: Gain equipment worth up to 30 credits for free. F
Income: D6x10.
RUINED
Starvation: D3.
Scavenging: D3.
♠7 41-43 Guilder Stronghold Recruit: Roll a 3+ to gain a free Ganger including additional equipment worth 40 credits. F
Income: D6x10.
RUINED
Recruit: Roll a 3+ to gain a free Ganger (excluding additional equipment). F
Scavenging: 1.
♠8 44-46 Slave Pits Training: Each fighter gains D3 XP on a 6+ (roll individually).
Income: D6x10.
RUINED
Training: Same as above.
Starvation: D3.
♠9 51-53 Wall Outpost Finest Things: Reduce the cost by 25 for equipment that costs 100 or more. T
Income: D6x10.
RUINED T, O
Finest Things: Can re-roll 1 Scavenging roll after each battle.
Scavenging: 1.
♠10 54-56 Thermal Vent Better Living: Before each battle, roll a 6+ to recover any fighters that are Into Recovery (roll individually). T
Income: 2D6x10.
RUINED
Starvation: D3.
Scavenging: 1.
♠11 61-63 Fungal Sprawl Income: D6x10.
Equipment: Each fighter can gain Toxin for a Melee weapon on a 6+. Lasts for the current cycle. Weapons with Toxin have Strength ‘-’. T
RUINED
Equipment: Same as above. T
Starvation: D6.
♠12 64-66 Ash Gate Income: 2D6x10.
Recruit: Roll a 4+ to gain a free Juve excluding additional equipment. F
RUINED
Starvation: D6.
Scavenging: 2D3.
♠13 Precinct Fortress Income: D6x10.
(Enforcers only) Recruit: Roll 3+ to gain a free Ganger (Palanite). F
RUINED
Recruit (Enforcer): Roll 4+ to gain a free Juve (Palanite). F
Starvation: D6.
♥1 Chaos Fane Income: D3x10.
(Chaos Cult & Recruit (Chaos & CGC): Roll a 4+ to gain a free Ganger. F
Corpse Grinder Cult RUINED
only) Recruit (Chaos & CGC): Roll 3+ to gain a free Juve. F
Starvation: 2D6.

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UPRISING SPECIAL RULES


SCAVENGING (PHASE 3)
Scavenging rolls can be gained from scenarios, Resources or other rewards. Each Scavenging roll can be used to roll once on
the Scavenging table after any battle. Any number of available Scavenging rolls can be made simultaneously or stashed.
2D6 SCAVENGING
2-3 Unfortunate Encounter
A random fighter suffers a Lasting Injury roll.
4-5 Paid in Blood
A random fighter suffers a Lasting Injury roll.
Spend 3D6 credits on items from the House Weapon List.
6-7 Useful Scrap
Spend D6x10 on a single item from the House Weapon List.
8-9 Hidden Cache
Spend D6x10 credits on items from the House Weapon List.
10-11 Band of Survivors
Gain a free Ganger including additional items worth 2D6x10 credits from the House Weapon List.
12 Lost Holestead
Roll a D6:
● 1-5: Gain a free Ganger.
● 6: Gain a free Champion.
Includes 4D6x10 credits worth of items from the House Weapon List.

STARVATION (PHASE 3)
Meat can be gained from scenarios, Resources or other rewards.
● Gangs must feed each fighter with 1 Meat portion after each battle (including after the last battle before Starvation
comes into effect) to stave off hunger.
● Meat portions can be ‘acquired’ from fighters on a 1-for-1 basis:
○ ‘Retired’ fighter.
○ Captured fighter (require a chance to be rescued as normal).
○ Free recruits (from Resources, Scavenging etc.).
● If a fighter is turned into meat, the weapons and wargear are added to the gang’s Stash.

STARVING
If the gang can't feed a fighter (or choose not to), the fighter gains the Starvation condition. Fighters remain Starving until
eating a portion of Meat after a battle or cannibalise a downed opponent. Starvation has the following effects:
● -1 S (for Strength tests, unarmed attacks and Melee weapons).
● Can make the Cannibalise (Basic) action.
● Must pass a Willpower test when activating if a Seriously Injured fighter (friend & foe) is within maximum Charge
range, or Charge the Seriously Injured fighter and perform a Cannibalise (Basic) action. If the target can’t be reached
(for any reason), use the activation to move as close as possible to the downed fighter.
● If a Coup de Grace action can be made (against an enemy), the fighter must instead make a Cannibalise action.

CANNIBALIZE (BASIC)
Must be used instead of a Fight (Basic) or Coup de Grace (Basic) action. The target must be Seriously Injured. The
attacker loses the Starvation condition. The target suffers a Lasting Injury roll with modifications:
● 11 (Lesson Learned): Counts as 11-26 (Out Cold). The fighter remains on the battlefield.
● 12-56: Apply the original Lasting Injury. The fighter remains on the battlefield.
● 61-65 (Critical Injury): Apply the original Lasting Injury. The fighter goes Out of Action.
● 66 (Memorable Death): Apply the original Lasting Injury. The fighter goes Out of Action.

FESTERING INJURIES (PHASE 3)


All fighters from all gangs have additional effects (Mutations) when suffering Lasting Injuries.

If a Lasting Injury has a Mutation effect, roll a D6 and apply the following modifiers:
● +1 if inflicted by a fighter aligned to Chaos.
● +1 inflicted in a cycle where Chaos is in Ascendancy.
● +1 if Starving.

If the result is 6+, the Lasting Injury is replaced by a Mutation. Each mutation can only be gained once. If the mutation is a
duplicate, choose another.

When a fighter gain a number of Mutations equal to the Toughness, they become a Chaos Spawn. If the gang is a Chaos Cult,
Corpse Grinder Cult or Corrupted gang, it is added to the gang.

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UPRISING CAMPAIGN EVENTS


Can be used at the start of each cycle. Affects the whole cycle. Roll a D66 or select an event that suits the current state.

D66 CAMPAIGN EVENT


11 Psychic Phenomena:
● +3 modifier to Willpower when using Wyrd Powers.
● Gain 2 psychic powers when using Ghast (instead of 1). Automatically gain Insanity when taking Ghast.
● +3 Str to Possessed Hivers (Horrors of the Underhive).
12 Restless Daemons: Include a Possessed Hiver. When rolling to deploy a Horror of the Underhive, roll 2D6 and apply the
highest result.
13 Survivor Enclaves: For the first battle, the winning gang gains a random Resource (in addition to other rewards). If in
Damnation phase, it is Ruined.
14 Hive Breach: In the End phase of each round, roll 3D6. If a double is rolled, toxic atmosphere beyond the hive will spill into
the battlefield. Apply the following effects for the next round:
● If the result was a triple, apply Pitch Black rules.
● -1 hit modifier to ranged attacks.
● All fighters must pass Toughness tests (benefiting from any respirators and filter plugs) in the End phase or suffer a
Flesh Wound.
15 Emergency Sanctioning: All gangs can include 0-3 Hive Scum or 1 Bounty Hunter for free.
16 Reality Wavers: Fighters can move through walls and solid terrain (provided having enough movement to not end within) on
a 2+. If failed, go Out of Action.
21 Dome Quake: Battles last D6+3 rounds. Work out victory conditions as normal.
22 Rancid Meat: Apply the following effects at the start of this cycle:
● Remove all Meat portions.
● All fighters gain Starvation.
● If in Insurrection phase, gangs can pay 30 credits per fighter to recover from Starvation.
23 Gifts of the Masters: Gain Favours after each battle (instead of only at the beginning of the cycle).
Apply a cumulative -1 modifier each time it is used after the first (this cycle). The result can't go below 2.
24 Burning Blood: Fighters must test against Blaze if another fighter is wounded within 2”. Fighters with Flesh Wounds counts
as revealed (Pitch Black).
25 Baleful Energies:
● Insurrection: Apply Festering Injuries.
● Damnation: Roll 2D6 and choose the highest result when rolling if a Lasting Injury becomes a Festering Injury.
26 Hungering Darkness: Use the Horrors in the Dark rules.
31 Broken Alliances: Gangs can't use hired guns. If testing the alliance, roll 2D6 and apply the higher result.
32 Proxy War: The gang can be replaced by a proxy gang. The proxy gang can't exceed the gang’s Gang Rating.
● 3 Bounty Hunters (1 as Leader, 2 as Champions).
● Any number of Hive Scum.
33 Urban Renewal: At the start of this cycle, each gang must replace a controlled territory (not hideout) with a new random
territory.
34 Cannibalistic Fury: All Starving fighters gain +D3 Strength (instead of -1). The Starving condition can't be removed (by Meat
portions or using the Cannibalise action).
35 Supreme Ascendancy: The side with Ascendancy can apply +2 or -2 modifier to the scenario roll before each battle. If the
faction loses even a single battle, Ascendancy is moved to the rivals (as if losing more battles than won).
36 Extra Bullet Rations: +1 Rapid Fire to all Rapid Fire weapons.
41 Gaze of the Harvest Lord:
● +D3 XP when taking an enemy Out of Action with a Melee/Versatile weapon (not Coup de Grace).
● Damnation: If earning this bonus and later suffering a Lasting Injury in the same battle, the injury is automatically a
Festering Injury.
42 Tide of Scum: If a gang has insufficient fighters to fill out the crew for the scenario, gain additional free Hive Scum to make
up the shortfall.
43 Systems Failure: Before each battle, roll 2D6 and apply the higher result. This is the round the battlefield suffers a complete
system failure:
● Apply the Pitch Black rules for the rest of the battle.
● Doors can no longer be operated normally and must instead be forced.
44 Dead Guilders: All gangs can join a multi-player battle with only 3 fighters in the crew. The last gang standing gains 6D6x10
credits after the battle. All other gangs gain D6x10 credits after the battle.
45 Wild Snake Distillery: All fighters part of a crew must pass a Willpower test or begin the battle Intoxicated.
46 Plague Madness: Before deployment, all fighters must pass an Intelligence test or begin the battle with Insanity.
51 Scrapalanche: +1 Scavenging roll to all gangs after each battle.
52 Fleeting Utopia:
● Ruined Resources counts as un-Ruined.
● Insurrection: Double the rewards from Resources.
● Damnation: Counts as Insurrection.

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D66 CAMPAIGN EVENTS


53 Pardons for Pay: At the beginning of the cycle, any non-Chaotic Outlaw gang can be aligned with Order.
54 Something to Prove: At the beginning of this cycle, any gang can join a special multi-player Shootout scenario. Each gang
fields a single Bounty Hunter as the crew. The last standing Bounty Hunter can join the gang for free (for the rest of this
cycle).
55 Warzone:
● Insurrection: -3 modifier to Rarity for all weapons (Note: Trading Post / Black Market is optional in Uprising).
● Damnation: Roll 2D6 and choose one of the results when making Scavenging rolls.
56 Spawn Again: When taken Out of Action by a psychic power, pass a Willpower test to go Out of Action as normal, or suffer a
Memorable Death (Lasting Injury 66). The dead fighter is replaced by a Spawn, controlled by the dead fighter’s gang. It may
also be retained after each battle as normal.
61 Meat Market:
● Insurrection: Gangs can buy Meat portions for 10 credits when visiting the Trading Post. The amount of Meat
portions that can be purchased is equal to the number of fighters in the gang.
● Damnation: Gain 1 Meat Portion after each battle.
62 Jealous Rage: At the start of the cycle, Each gang must resolve a leadership challenge between the Leader and the fighter
with the highest Rating (other than the Leader). Deploy the 2 fighters 12” apart and roll for Priority to see who begins. If the
Leader loses, the challenger becomes the new Leader, while the old Leader becomes a Champion.
63 The Unaligned will Inherit the Hive:
● Insurrection: At the beginning of the cycle, any gang can change allegiance to Unaligned.
● Damnation: +1 XP to all fighters taking part in a battle if the gang does not count the victory to their allegiance.
64 A Silence Descends:
● Fighters can't use psychic powers.
● -2 T (minimum 1) to daemonically possessed fighters.
● -2 modifier to all Leadership and Cool tests.
65 Violent Demise: When taken Out of Action, place a 3” Blast on the fighter before being removed from the battlefield. All
fighters hit immediately suffer a S 3 D 1 hit with Knockback.
66 Divine Intervention:
● Gangs aligned to Order:
○ +2 modifier to Leadership and Cool tests.
○ Re-roll Lasting Injuries (for their own fighters).
● Gangs aligned to Chaos:
○ Automatically pass Bottle tests.

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OUTLANDER SPECIAL RULES


Outlander campaigns have unique mechanics detailed here.

LOCATIONS
Each gang must choose a location for the gang's settlement. These will limit the capacity of the settlements for different types of
Structures.
Defence Resources Toxicity
Location (max Defence Structures) (max Building Structures) (max Supply Structures)
Factorum Run-off 3 6 3
Boneyard 4 4 4
Ghost Town 2 5 5
The Depths 6 3 3
Edge of the Hive 5 5 2

STRUCTURES (RESOURCE IN OUTLANDER)


Resources are different in Outlander campaign. The settlement is a collection of Structures.

All Structures have a cost in Materials and some have additional requirements that must be met. Some Structures also provide
Materials. There are 3 types:
● Power.
● Sustenance.
● Salvage.

Structures provide 1 or 2 types of benefits:


● Materials: Collected once per cycle.
● Other: Always active.

Materials can also be gained from scenario rewards.

If the requirements for a Structure is no longer met, the missing requirement must either be obtained or lose the Structure.

Gangs can build additional Structures in the post-battle sequence (after receiving rewards).

Supply (Structure) Benefits Build Costs/Requirements


Isotopic Fuel Rod +10 Power. 15 Sustenance.
Water Still +10 Sustenance. 15 Power.
Critter Farm +15 Sustenance. 5 Sustenance, Critters (Defence).
Fungi Farm +20 Sustenance. 20 Power, 10 Salvage.
Gunk Tank +5 Power & Sustenance. 5 Power, 5 Sustenance, 5 Salvage.
Scrap Market +10 any Material. 5 Power, 5 Sustenance, 5 Salvage, Scrap Mine (Supply).
Scrap Mine +10 Salvage. 10 Power, 5 Sustenance.
Scrap Reprocessing Plant +20 Salvage. 10 Power, 20 Sustenance, Habs (Building).
Building (Structure) Benefits Build Costs/Requirements
Black Market +2 modifier to Legality (Black Market). 5 Power, 10 Salvage, Scrap Market (Supply).
Bullet Hall 1 Hired Gun. 15 Sustenance, 10 Salvage, Drinking Hall (Building).
Corpse Yard +1 Supply Structure limit. 5 Power, 10 Sustenance, 10 Salvage.
Doc Clinic Up to 3 fighters recover after each battle. 20 Power, 10 Sustenance, 10 Salvage, Rogue Doc.
Drinking Hole 50% discount for Hired Guns & Hangers-on (rounding up). 10 Power, 20 Sustenance, 20 Salvage, Habs (Building).
Gaol +3 to Capture rolls (for enemy fighters). 5 Power, 5 Salvage.
Habs +1 Building Structure limit. 10 Power, 20 Sustenance, 10 Salvage.
Underhive Shrine Always apply Home Turf Advantage. 10 Power, 5 Sustenance, 5 Salvage.
Vault Immune to Settlement Raid. 10 Power, 10 Salvage, Walls & Gates (Defence)
Workshop 50% discount for Defence Structures (rounding up). 20 Power, 10 Sustenance, 10 Salvage, Ammo-jack.
Defence (Structure) Benefits Build Costs/Requirements
Chasm 6"x12" area of impassable terrain (placed by the defender). 30 Salvage.
Critters Attacker suffers Horrors in the Dark. 30 Sustenance, 10 Salvage, Fungi Farm (Supply)
Minefields Defender: 3 booby traps (min 6" from enemy deployment zone). 10 Power, 10 Salvage.
Outpost +2/-2 when rolling for a scenario. 5 Power, 10 Salvage.
Walls & Gates Defender: Place walls around the friendly deployment zone. 50 Salvage.
Watchtower Defender: Place a Watchtower in the friendly deployment zone. 20 Salvage.

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ASH WASTES SPECIAL RULES


OUTLAWS & RAIDERS
All gangs are divided into 2 sides:
● Outlaws.
● Raiders.

Fresh gangs can choose a side to join, however Ash Waste Nomads are always Raiders.

ROAD SECTIONS
The Resources (Road Sections) are connected with other Resources and/or locations.

TRADING ROUTES
Gain Trading Route bonuses (when collecting income at the start of any cycle) if controlling the required resources to connect
the specified locations.

ROAD SECTIONS (RESOURCE)


D66 Road Section (Sanctioned) Connects Location Income
11 Crater's Shadow Ironcrag - Grave Run Deep Wastes 2D6
12 Grave Run Crater's Shadow - Storm Road Deep Wastes D6
13 Storm Road Grave Run - Ash Storm Observatory Near Wastes 2D6
14 Iron Ridge Ash Storm Observatory - Light's End Near Wastes D6
15 Tubeway One Radfalls - The Dive Deep Wastes 2D6
16 Near Reaches Rust Deeps - Far Reaches Deep Wastes 2D6
21 Far Reaches Near Reaches - Spine Ridge Deep Wastes 3D6
22 Deeps Rust Deeps - Krok Pass Near Wastes 2D6
23 Krok Pass Deeps - Crater's Edge Deep Wastes D6
24 Low Road Six Holes - Witherwell Deep Wastes D6
25 High Road Witherwell - Cogway Near Wastes 2D6
26 Cogway High Road - Cinderak City Near Wastes 2D6
31 Fiveways Ash Storm Observatory - Clearway Near Wastes 2D6
32 Clearway Fiveways - The Flats Near Wastes 3D6
33 The Flats Clearway - Cinderak City Near Wastes 3D6
34 Ore Road Spider Mines - Ore Pass Deep Wastes 3D6
35 Ore Pass Ore Road - Cinderak City Near Wastes 2D6
36 Outcasts Passage Radfalls - Cinderak City Near Wastes 3D6
41 Blades Cut Brokebone Fighting Pits - Klassmar's Choice Deep Wastes 2D6
42 Klassmar's Choice Blades Cut - Cinderak City Near Wastes D6
43 The Baked Expanse Rust Deeps - The Hilt Near Wastes 2D6
44 The Hilt The Baked Expanse - The Wyrd Near Wastes 3D6
45 The Wyrd The Hilt - Bullet Gate Near Wastes 2D6
46 Bullet Gate The Wyrd - Cinderak City Near Wastes 2D6
D66 Road Section (Unsanctioned) Connects Location Income
51 The Radlight Expanse Light's End - Spider Mines Wild Wastes 3D6
52 Freedom Passage Spider Mines - Radfalls Wild Wastes 2D6
53 Helot's Path Radfalls - Brokebone Fighting Pits Wild Wastes 2D6
54 Khimerix Caves Brokebone Fighting Pits - Beast Run Wild Wastes 3D6
55 Beast Run Khimerix Caves - Gark's End Deep Wastes 2D6
56 Gark's End Beast Run - Rust Deeps Near Wastes D6
61 Edge Road Crater's Edge - Shimmer Falls Deep Wastes D6
62 Shimmer Falls Edge Road - Six Holes Wild Wastes 2D6
63 Raider's Refuge Six Holes - Night Passage Wild Wastes 2D6
64 Night Passage Raider's Refuge - Ironcrag Wild Wastes 2D6
65 The Twin's Pass Ironcrag - Cracked Canyon Wild Wastes 2D6
66 Cracked Canyon The Twin's Pass - Witherwell Wild Wastes 3D6

TRADE ROUTE (BONUS FOR CONNECTING ROAD SECTIONS)


Trade Route Start & End Trading Bonus Raiding Bonus
Shadows Ridge Ironcrag - Ash Storm Observatory 3D6x10. 2D6x10.
Spire Straight Ash Storm Observatory - Cinderak City 1 Bounty Hunter (every battle this cycle). D6x10.
Beaten Path Rust Deeps - Cinderak City 3D6x10. 3D6x10.
Crater Run Crater's Edge - Rust Deeps 50% discount on Hangers-on (rounded up to nearest 5 credits). 3D6x10.
Angel's Return Six Holes - Cinderak City 2D6x10. 1 Hive Scum (every battle this cycle).
Oilslick Run Ironcrag - Cinderak City 5D6x10. 4D6x10.
Dawn Run Light's End - Cinderak City 4D6x10. 5D6x10.
Crooked Road Crater's Edge - Cinderak City 1 Ganger. +1 Reputation.
Ore Road Spider Mines - Cinderak City -2 Rarity for all Trading Post items. 2D6x10.
Scrap Way The Dive - Cinderak City 2D6x10. 3D6x10.

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Crater's Shadow (11) Night Passage (64) Raider's Refuge (63)


2D6 - Sanctioned Ironcrag 2D6 - Unsanctioned 2D6 - Unsanctioned Six Holes
(Deep Wastes) (Wild Wastes) (Wild Wastes)

Grave Run (12) The Twin's Pass (65) Low Road (24) Shimmer Falls (62)
D6 - Sanctioned 2D6 - Unsanctioned D6 - Sanctioned 2D6 - Unsanctioned
(Deep Wastes) (Wild Wastes) (Deep Wastes) (Wild Wastes)

Storm Road (13) Cracked Canyon (66) Edge Road (61)


2D6 - Sanctioned 3D6 - Unsanctioned Witherwell D6 - Unsanctioned
(Near Wastes) (Wild Wastes) (Deep Wastes)

Fiveways (31) High Road (25)


Ash Storm Observatory 2D6 - Sanctioned 2D6 - Sanctioned Crater's Edge
(Near Wastes) (Near Wastes)

Iron Ridge (14) Clearway (32) Cogway (26) Krok Pass (23)
D6 - Sanctioned 3D6 - Sanctioned 2D6 - Sanctioned D6 - Sanctioned
(Near Wastes) (Near Wastes) (Near Wastes) (Deep Wastes)

The Flats (33)


Light's End 3D6 - Sanctioned
(Near Wastes)

The Radlight Expanse (51)


3D6 - Unsanctioned
(Wild Wastes)

Ore Road (34) Ore Pass (35)


Spider Mines 3D6 - Sanctioned 2D6 - Sanctioned
(Deep Wastes) (Near Wastes)

Freedom Passage (52) Outcasts Passage (36)


2D6 - Unsanctioned 3D6 - Sanctioned Cinderak City
(Wild Wastes) (Near Wastes)

Tubeway One (15) Bullet Gate (46)


Radfalls 2D6 - Sanctioned The Dive 2D6 - Sanctioned
(Deep Wastes) (Near Wastes)

Helot's Path (53) The Wyrd (45)


2D6 - Unsanctioned 2D6 - Sanctioned
(Wild Wastes) (Near Wastes)

Blades Cut (41) Klassmar's Choice (42) The Hilt (44)


Brokebone Fighting Pits 2D6 - Sanctioned D6 - Sanctioned 3D6 - Sanctioned
(Deep Wastes) (Near Wastes) (Near Wastes)

Khimerix Caves (54) The Baked Expense (43)


3D6 - Unsanctioned 2D6 - Sanctioned
(Wild Wastes) (Near Wastes)

Beast Run (55)


2D6 - Unsanctioned
(Deep Wastes)

Gark's End (56) Deeps (22)


D6 - Unsanctioned Rust Deeps 2D6 - Sanctioned
(Near Wastes) (Near Wastes)

Near Reaches (16)


2D6 - Sanctioned
(Deep Wastes)

Far Reaches (21)


3D6 - Sanctioned
(Deep Wastes)

Spine Ridge

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BATTLEFIELD ENVIRONMENTS
The following battlefield effects are in use:
● Battlefield Surface.
● Seasons.
● Regions.
● Roads.
● Visibility (X").

The campaign or scenario can specify certain Season and/or Region to use for a battle, but this can otherwise be randomized.

BATTLEFIELD SURFACE
The ground level of the battlefield. Not including:
● Terrain.
● Elevated areas.
● Roads.

This will affect any fighter on the ground, unless on roads, elevated terrain or otherwise protected by terrain.

SEASONS
The season depends on the phase & cycle, otherwise randomize (D3):
1: Season of Flame.
2: Season of Ash.
3: Changing Seasons.
Phase (Cycle) Season
1 (1) Season of the Flame.
1 (2) Season of the Flame.
1 (3) Randomize (D3) before each battle:
1-2: Season of the Flame.
3: Changing Seasons.
2 (4) -
3 (5) Randomize (D3) before each battle:
1-2: Season of Ash.
3: Changing Seasons.
3 (6) Season of Ash.
3 (7) Season of Ash.
REGION
Regions affect the battlefield surface which in turn will affect fighters on the battlefield surface. The resource at stake will
determine the Region, otherwise randomize (D3):
1: Near Wastes.
2: Deep Wastes.
3: Wild Wastes.

ROADS
Roads can be marked out or put on the battlefield surface. At least one road is recommended with the possible exceptions of a
busy settlement or out in the deep wastes. Recommendations:
● 1+ roads, 6"-8" wide, running from one battlefield edge to another.

VISIBILITY (X")
Visibility is not always as good as in the underhive:
● Models cannot be targeted outside X" (includes charges).
● All weapons use Long Range accuracy (regardless of actual distance).
● Affects where terrain can be placed when coming into view (Rolling Roads).
● Any effect that ignores or modifies Pitch Black also affects Visibility.

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REGIONS (BATTLEFIELD SURFACE CONDITIONS)


2D6 1: NEAR WASTES Effect
2 Sand Traps: Fighters: Horrors in the Dark. Vehicles: Difficult terrain.
3-5 Broken Ground: Vehicles: Difficult terrain.
6-8 Open Ground: Open terrain.
9-11 Rocky Fields: Fighters: Partial cover if not moving (during the activation). Vehicles: Difficult terrain.
12 Sunken Ruins: Dangerous & difficult terrain.
2D6 2: DEEP WASTES
Fighters
2 Ancient Roads:
Open terrain. Vehicles (Wheeled & Tracked): +2 move (on roads).
3-5 Shifting Dunes:
Difficult terrain. Suffer a Wound if not moving (during the activation).
6-8 Rolling Ash: Open terrain. Partial cover if moving more than 6" (during the activation). This will also Raise the
Alarm (Sneak Attack: Sentries).
9-11 High Dunes: If moving more than 6" or shooting any weapons with S5+, after the activation, roll a 4+ or suffer the
following hit: S4 Blast (5").
12 Burning Wastes: When shooting a weapon, roll a 2+ or suffer Blaze.
2D6 3: WILD WASTES Fighters
2 Acid Plains: Fighters (not Mounted): If ending an activation on the surface, suffer a S3 hit.
3-5 Toxic River: Dangerous & difficult terrain. Models with T5+ suffer -1 to Initiative tests for dangerous terrain.
6-8 Dead Seabed: Dangerous & difficult terrain. Place 1 Beast's Lair on the battlefield.
9-11 Crystal Maze: If moving more than 6", pass an Intelligence test or suffer Insanity.
12 Sea of Glass: +1S & +1D to Blasts. Vehicles: If moving more than 6", move 3" straight ahead at the start of the next
activation.

SEASONS (BATTLEFIELD ENVIRONMENT)


2D6 1: SEASON OF FLAME
2 Thermal Thunder: Visibility (18"). When activating, roll a 2+ or suffer a S5 hit.
3-5 Soaring Temperatures: Visibility (24"). Fighters without respirators must spend a Basic action to Move.
6-8 Yellow Skies: -
9-11 Boiling Wind: Visibility (24"). Fighters with armour save 6+ or worse suffer a S4 hit after the activation.
12 Firestorm: Visibility (18"). At the start of each round, each gang places 2 Blast (3") anywhere on the
surface, then scatter 3D6". Models that start, end or enter the blasts must test against Blaze
(normally 4+ to catch fire).
2D6 2: SEASON OF ASH
2 Ash Cyclone: Visibility (9"). The Cyclone is a Blast (24") that starts in the centre of the battlefield and in each
end phase scatters 3D6" (stopping if contacting a battlefield edge). Fighters that start or end
touched by the Blast becomes Pinned.
3-5 Choking Gloom: Visibility (12"). Fighters without respirators must spend a Basic action to Move.
6-8 Ash Clouds: Visibility (18").
9-11 Caustic Winds: Visibility (12"). All hits improve AP by 1.
12 Great Storm: Pitch Black. Randomize a battlefield edge. When moving towards that edge, double the
movement. Movement away from that edge is halved. In each End phase, all models are moved
D6" directly away from the edge (roll separately per model).
2D6 3: CHANGING SEASONS
2 Rust Storm: Visibility (18"). Fighters ending an activation outside a vehicle or terrain that offers protection
against the sky must pass an Initiative test or become Pinned.
3-5 Perpetual Dark: Pitch Black.
6-8 Blinding Rays: Fighters ending an activation outside a vehicle or terrain that offers protection against the sky
must pass an Initiative test or suffer Flash:
● If Ready, lose Ready (if not, do not become Ready at the start of the next next Round).
● Reaction attacks only hit on 6+ (before modifiers).
● No other attacks can be made until the next activation.
9-11 A Year in a Day: Randomize an effect at the start of each round (roll a D2), the effect remains for 1 round:
1: Season of Flame (D6).
2: Season of Ash (D6).
12 Rad Storm: At the start of each End phase (before making Bottle tests), all fighters not in a vehicle or
enclosed structure suffer a Flesh Wound.

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CAMPAIGN VARIANTS
UPRISING: ORDER FROM CHAOS UPRISING: CANNIBAL KINGDOMS
Uprising in reverse. Expands the Starvation rules:
● Start with Damnation phase, end with Insurrection. ● Starvation is in effect from the start.
● Phase 1: Resources begin Ruined. ● Can choose to take the Meat scenario reward instead
● Phase 3: All gangs must ‘un-ruin’ Resources each of any credit scenario rewards during the Insurrection
cycle if Order has Ascendancy. phase.
● Gangs aligned to Order gains 2D6x10 credits each ● Meat is available in the Trading Post: Rare (10),
cycle. D3x10 credits. A gang can't buy more Meat than it
● Triumph: Heart of the Rebellion - The highest has fighters during each post-battle sequence.
gang rating of all Chaos aligned gangs. ● Devour captured territories from opponents. The
territory is removed and the gang’s fighters does not
● need Meat for the remainder of the current cycle.
● Triumph: Carrion King - most devoured territories.
UPRISING: WAR OF THE GODS
The hive has been completely consumed by Chaos. UPRISING: SURVIVORS OF THE APOCALYPSE
● Both phase 1 and 3 is Damnation (replacing There are no sides in this campaign and the only true victory is
Insurrection in phase 1). to outlive the opposition.
● Replace Order and Chaos allegiances with Khorne, ● The first is also Damnation (with the usual break for
Tzeentch, Nurgle, Slaanesh. downtime):
● Standard allegiances have no effect (Order/Chaos). ○ Phase 1: Damnation.
● All gangs must make an allegiance at the start. ○ Phase 2: Downtime.
● Gangs can't switch alignment (gangs can still fight ○ Phase 3: Damnation.
against other gangs of the same alignment). ● No factions (Order, Chaos) and no allegiances. All
● Chaos is always in ascendancy (the allegiance who related rules are skipped.
won most battles counts as being in ascendancy ● Double the Scavenging rewards from scenarios. For
when choosing scenarios). example D6 Scavenging rolls is 2D6 instead.
● The allegiance that won the most battles is the ● Can spend 10 Scavenging rolls on a ruined territory
winner and claims the hive. to double the amount of Meat it produces. This can
● 4 new Triumphs, won by the gang with the highest be done once, permanently improving the territory,
gang rating from each allegiance: even if it is later captured by another gang.
○ Lord of Blood. ● Fighters subject to the Starving condition must still be
○ Twister of Fates. fed Meat. If a required Meat portion is not given to a
○ Pestilent Lord. Starving fighter, pass a Toughness test or the fighter
○ Prince of Perversion. dies (removed from the gang). If fed Meat, lose the
Starving condition as normal.
● Triumph: Lord of the Wasteland - improved most
DOMINION CAMPAIGN VARIANTS ruined territories.
OLD KINGDOMS
Start with 2 random Resources from those drawn for the campaign.
UPRISING: RISE OF THE FOUR-ARMED EMPEROR
The remainder are the unclaimed Resources. There is no Phase 1 in
this variant. Instead, start and end with Phase 3 (3 cycles each),
A rebellion by the alien infiltration organisms, replacing the
separated by one cycle of Downtime. threat of Chaos with that of xenos.
● Replace Chaos allegiance with Xenos.
INTO THE UNKNOWN ● Gangs can change allegiance to Xenos, but never to
Instead of revealing Resources, they are kept secret. Uncontrolled Order.
Resources are only revealed when being fought over. In Phase 3, ● Genestealer Cults and Infected gangs are always
battles are either fought over revealed Resources held by gangs, or aligned to Xenos.
unrevealed uncontrolled Resources. ● When a fighter from a gang not aligned to Xenos is
taken Out of Action in close combat against a Xenos
EXTENDING THE CAMPAIGN gang, make a Willpower test. Once 3 or more fighters
The length of the campaign can become longer by increasing the have failed this test, the Leader must make make a
number of cycles in each phase or introducing multiples of Phase 1 Willpower test at the end of each cycle. If failed, the
and Phase 3, separated by Downtime. gang becomes Infected and changes alignment to
Xenos.
For example Phase 1, Downtime, Phase 3, Downtime, Phase 1, ● Triumph: Brood Lord - Infected most enemy
Downtime, Phase 3.
fighters.
SPLINTER GANGS UPRISING: HIVE WAR
Normally, gangs can't continue past the campaign to maintain a degree
Gangs are in open warfare with heavy ordnance actively
of balance. However, splinter gangs may be founded. Choose one
Champion from an existing gang and hire them as the Leader of a new
targeting territories for annihilation.
gang, keeping all of their equipment, Advancements and permanent ● All gangs must align to Order or Chaos at the start.
injuries, and paying their Credits value to hire them. This Champion’s ● Gangs can't switch alignment (gangs can still fight
Type is simply changed to Leader and is treated as such in all regards. against other gangs of the same alignment).
● All items in the Trading Post are Common.
Further to this, Juves and Specialists can be recruited from an old gang ● Resources can be destroyed instead when won
in the same way, changing their type to Champion. Gangers can be (removed from the campaign).
hired again as Gangers. New fighters can be hired to fill out the ranks ● Triumph: Hive General - Destroyed most territories.
and help keep the cost down. Splinter cells must abide by the same
gang composition rules as a freshly founded gang, and is limited to the
same credits as new gangs.

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PERPETUAL CAMPAIGN
The phases of a single campaign can be looped where each GOING OUT IN A BLAZE OF GLORY
loop is a full campaign. Gangs can simply continue without A gang with Gang Rating above 4000 (or any other
any modifications. agreed-upon limit) can decide to either retire or to go out in a
Blaze of Glory.
REFRESHING TERRITORIES
Territories may be refreshed between campaigns. Each gang The gang takes part in the Escape the Hive scenario:
may retain 1 territory per 1000 Gang Rating. The rest of the ● The entirety of the gang is used (including
territories are lost, and a new set of territories is determined. Hangers-on).
● Any hired Special Characters and Bounty Hunters
DOMINION: Only add random gang specific Territories for leave the gang and give no support to the gang (for
each House from new gangs that join. The total number of example Bounty Hunters with “We’ll Get Our Bit…”).
Territories is determined as usual, counting all gangs - new ● Any leftover credits may be spent as usual.
and old. ● Hired Guns may be purchased.

CHANGING CAMPAIGN TYPE


If the next campaign is of a different type, discard all specific
elements from the previous campaign.

MAXIMUM STARTING CREW SIZES


Additional crew size limits may be used in scenarios with
Unlimited Crew selection:
GANG RATING MAX CREW SIZE
1001-2000 15
2001-3000 20
3001+ 25

HOUSE PATRONAGE
The underdog may purchase temporary benefits for each 100
credits of difference in startin crew cost or Gang Rating
(depending on scenario), rounding down. This replaces the
normal underdog bonus of drawing additional Tactics cards.
Any credits
LIMIT not spent are lost.
BENEFIT COST
0-5 Tactics card (Random) 100
0-2 Tactics card (Custom) 200
0-1 Sub-plot (Random) 100
0-1 Sub-plot (Custom) 200
0-* Underdog Tactics card (Random) 200
0-* Hanger-on *
0-3 Ganger *
0-* Juve *
0-1 Dramatis Personae *
0-1 Bounty Hunter *
0-5 Hive Scum *

All benefits are temporary for this battle only, so for example
Bounty Hunters are not subject to “We’ll Get Our Bit…”
special rule.

Any normal restrictions must be kept, for example gang


composition and hangers-on limit.
HOUSE RULE
Hired fighters: The original rules released in White Dwarf (May 2019) was
● Not limited by any Crew size restrictions. extremely messy with numerous problems and contradictions. To
● Automatically included in crew (regardless of make any kind of sense of this, a few decisions were made here:
selection method). ● Applied standard restrictions when hiring any temporary
● Can't be activated as part of a Group Activation. fighters. For example it was impossible to determine if
● Does not count as present at the start of the battle temporary juves were restricted by gang composition or
for the purpose of Bottle tests. not.
● Removed the possibility to auto-include hangers-ons in
the crew. Otherwise Ammo Jacks with Boltguns and BS
MINIMUM DIFFERENCE 3+ for 50 credits would be much better than similar
A minimum difference of 400 credits between gangs may be options.
used. If the difference is less, the underdog may draw tactics
cards instead as normal.

228
★ NECROMUNDA ★

SUB-PLOTS
Sub-plots can be used to add additional side missions in scenarios.

HOUSE INTRIGUES Cawdor Escher Goliath Orlock Van Saar Delaque


SUB-PLOTS
Originates from Dominion Law & Misrule
Draw (per gang) 1 random 3 random
Size 54 26 13 13 13 13 13 13
Suits Full deck2 1 1 1 1 1 1
(including
2 jokers)

SECRET AND REVEALED


Sub-plots are kept secret until completed or revealed. Unless
the Sub-plot details when it is revealed, it will normally be
revealed once it affects the battle with some effect or action.

VOLUNTARY USAGE
Each Sub-plot has some some criteria that must be achieved
to receive the reward. All Sub-plots are voluntary, and if a
gang deems the gain is not worth the cost, it can be kept
dormant without any effect.

ALIGNMENTS
If the Sub-plot specifies an alignment, it is safe to use for
gangs with a matching alignment. If a gang from the opposite
alignment claims it, an alignment test must be made after the
battle, with a number of D6s rolled as specified.

VOLUNTARY TO CLAIM
A gang can always choose whether to claim a Sub-plot or
not.

ALLIANCES
Gangs with an Alliance can't use Sub-plots.

HOUSE RULE
Instead of declaring any Sub-plot specific actions or effects,
a gang can declare using a secret action or effect. This
way, the opponent gang knows that something is going on,
but not exactly what. In addition, the opponent gang can
demand that a Sub-plot is revealed if they have a fighter
within 6” and LOS to a location where a secret action or
effect takes place.

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★ NECROMUNDA ★

FAVOURS
House Gangs:
● Law Abiding:
○ Generic: House
○ Gang-specific: Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar
● Outlaw: Outlaw
● Corrupted: Chaos
● Infected: Genestealer Cult
Bounty Hunter: Outlaw
● Leader with House Legacy: House (can choose between House and Outlaw)
Enforcer: None.
Chaotic (Chaos Cult, Corpse Grinder Cult, Corrupted gangs): Chaos
Genestealer Cult: Genestealer Cult
Slave Ogryn: Outlaw

Favours can be used at the start of each cycle (or any other time deemed appropriate). A gang may petition the overlords for
aid. Roll 2D6, adding +1 (maximum +3) for every gang in the campaign with a higher Rating than them.

HOUSE RULE
Don’t apply this bonus if all gangs participating in the battle are new. Add +1 (max +3) per 200 credits difference in Gang
Rating instead.

GENERIC HOUSE FAVOURS OUTLAW FAVOURS


2D6 RESULT 2D6 RESULT
2 Displeasure: Remove a Juve or Ganger from the gang 2 A Bad Business: Remove a Juve or Ganger from the
(including equipment). gang (including equipment).
3-5 No effect: Do not bore me with your cries! 3-5 Treacherous Scum: Gain a free Hive Scum. It must
6-8 Arms Shipment: Spend 2D6x10 on Common items. pass a Leadership test in each End phase, or flee
9-10 New Blood: Add a free Juve. (removed from play).
11-12 House Trainer: D3+1 fighters receive D6 XP each. 6-8 For the Cause: Spend 2D6x10 on Common items.
13+ Old Pro: Add a free Ganger with up to 150 credits worth 9-10 Young Guns: Add a free Juve, including 60 credits
of gear and 2D6 XP to the gang. worth of equipment.
11-12 Badzone Wisdom: D3+1 fighters receive D6 XP each.
13+ Wasteland Wanderer: Choose a Bounty Hunter or
Special Character to join the gang for this cycle.

GENESTEALER CULT FAVOURS CHAOS FAVOURS


2D6 RESULT 2D6 RESULT
2 Brood Cull: Remove a Juve or Ganger from the gang 2 Devoured by Spawn: Remove a random fighter from
(keep equipment). the gang. Gain a Spawn if the gang does not have one
3-5 Industry of War: Spend 100 credits on equipment. already.
Weapons gain Unstable and Reckless (if not already 3-5 Dark Omens: Can re-roll the result of Lead Ritual. If the
having these traits). re-roll is a double, count it as double 1s.
6-8 Alien Evolution: Remove a Juve or Ganger from the 6-8 Stolen Weaponry: Spend 2D6x10 on Common items.
gang (keep equipment). Gain a Champion or Ganger 9-10 Fresh Converts: Gain 1-3 Gangers for free. All must
(can include Extra Arm). receive a number of Lasting Injuries depending on how
9-10 Brood Whispers: Choose a fighter to gain a random many were recruited:
Primary or Secondary skill. ● 1 Ganger: 0 Lasting Injuries
11-12 Psychic Bond: Choose a Ganger, Juve or Acolyte to ● 2 Gangers: 1 Lasting Injury each
become an Unsanctioned Psyker: ● 3 Gangers: 2 Lasting Injuries each
● Choose a single psychic power (Cult Wyrd 11-12 Hour of the Witch: Choose a fighter to become an
Powers). Unsanctioned Psyker:
● Cult Wyrd Powers now count as a Primary skill. ● Choose a single psychic power (Chaos Cult
13+ A True Birth: Include a Purestrain Genestealer for a Wyrd Powers).
single battle this cycle: ● Chaos Cult Wyrd Powers now count as a
● Also has Infiltrate. Primary skill.
● Roll a D3 before deployment. It will leave the 13+ Eye of the Gods: When taking a fighter Out of Action in
battle (removed) in the End phase of that the next battle, roll a D6:
round. ● 1 - Unimpressed: Gain no XP for taking the
● Can't be removed from the battle by any enemy Out of Action.
special effect (Tactics cards, Campaign Events ● 2-3 - Growing Interest: Add +1 the next time
or similar). this fighter rolls on this table this battle.
● 4+ - Dark Favour: Increase a characteristic by
1 for this battle. Each time this bonus is
received, improve a different characteristic.

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CAWDOR FAVOURS DELAQUE FAVOURS


2D6 RESULT 2D6 RESULT
2 Penance!: Remove a Ganger or Juve (including 2 Disappeared: Remove a Ganger or Juve (including
equipment) from the gang. equipment) from the gang.
3-5 Flagellation: 3-5 Questionable Information: Can roll 3D6 for the
Gain D6 Faith dice at the start of every battle this cycle. scenario (instead of 2D6) and discard a single dice.
6-8 Scrap Shipment: Gain 2D6x10 credits to spend on 6-8 Tools of Subterfuge: Gain 2D6x10 credits to spend on
weapons and wargear from the Ganger’s Equipment List weapons and wargear from the Ganger’s Equipment List
(any unspent credits are wasted). The list depends on (any unspent credits are wasted).
the gang's alignment, Law Abiding (Cawdor) or Outlaw 9-10 A New Bonding:
(Redemptionist). Gain a Ganger with 60 credits worth of equipment.
9-10 Blessed of Cawdor: Gain a free Juve (including 11-12 Ancient Memories: Each fighter can roll a D6. 1: Go
equipment). This fighter cannot be retired for this cycle. into Recovery. 2-5: Gain 1 XP. 6: Gain D6 XP.
This fighter counts as the Leader and has Group 13+ Agent of the Star Chamber: Include an Agent for free
Activation (2). (no need to petition) in every battle this cycle.
11-12 Vision from the God-Emperor: Roll a D6 for each
fighter: 1: Go into Recovery. 2-5: 1XP 6: D6XP.
13+ The Executioner Cometh!: Include an Agent for free
(no need to petition) in every battle this cycle.

ESCHER FAVOURS GOLIATH FAVOURS


2D6 RESULT 2D6 RESULT
2 Too Many Chems: 2 Back to the Pit!:
Remove a fighter (including equipment) from the gang. Remove a fighter (including equipment) from the gang.
3-5 Test Subjects: 3-5 Test of Strength: A random fighter gains D3+2 XP and
Gain 50 credits to purchase Chem-alchemy Stimms for suffers a Lasting Injury roll. If suffering a Critical Injury,
up to 3 fighters (any unspent credits are wasted). any available Leader or Champion can immediately
6-8 Surplus Clan Equipment: Gain 2D6x10 credits to make a Medical Escort.
spend on weapons and wargear from the Ganger’s 6-8 Barrel of Spud-jackers: Spend 2D6x10 on Melee
Equipment List (any unspent credits are wasted). weapons from the Leader’s Equipment List.
9-10 Wyld Ones: D3 Wyld Runners can be added to the 9-10 Vat Leavings: Add a 0-2 free Gangers (Vatborn, no
gang for this campaign cycle. Gain a total of 100 credits Gene-smithing upgrades). Apply a Lasting Injury roll for
to spend on weapons and wargear (Wyld Runner the free Gangers (re-roll Critical Injury and Memorable
Equipment List) to equip these fighters. However, all Death). Equipment must be purchased as normal.
weapons used by these Wyld Runners gain Reckless. If 11-12 Cranial Jolt: A random fighter gains a random skill
no appropriate models are available, re-roll this result. (choose Primary or Secondary). If already having the
11-12 Chymist Cult Matron: skill, choose a skill instead (from that skill set).
Include a free Agent (no need to petition or pay) for the 13+ Glory for Goliath:
rest of the campaign cycle. A fighter can choose a Gene-smithing upgrade
13+ Chemical Warfare: according to the fighter’s origin (Vatborn, Natborn,
For the duration of any battle this campaign cycle, all Unborn) and then goes Into Recovery.
Faction fighters in the crew automatically pass any Cool
tests and the gang need not make Bottle tests.
VAN SAAR FAVOURS
2D6 RESULT
ORLOCK FAVOURS 2 Mind Wipe:
2D6 RESULT Remove a fighter (including equipment) from the gang.
2 A Long Walk: 3-5 Unwilling Upgrade: 2 random fighters gain the
Remove a fighter (including equipment) from the gang. following effects for the rest of the current cycle:
3-5 Hard Times: ● All carried weapons gain Unstable (except
0-3 fighters can be given temporary weapons from the Melee or if already Unstable).
Equipment List for free. These are kept until the end of ● +D3 XP if part of the starting crew and
the current cycle. The weapons gain Unstable and surviving a battle without being Seriously
Limited (if not having these traits already). Injured or taken Out of Action.
6-8 Guns and Ammo: Spend 2D6x10 credits on new 6-8 Trip to the Tech Bazaar: Spend 2D6x10 credits on new
weapons and Wargear from the the Ganger Equipment weapons from the the Ganger Equipment List (any
List (any credits not spent is lost). credits not spent is lost).
9-10 A Band of Prospects: Add D3 temporary Juve 9-10 Smooth Skin: Gain a free Juve (Specialist) for the
(Specialist) fighters equipped with weapons and current cycle:
Wargear from the Juve (Specialist) Equipment List up to ● Weapons: Plasma pistol (both profiles gain
a total of 100 credits. All weapons used by these fighters Reckless), energy shield.
gain Reckless. ● Wargear: Armoured undersuit, grav-cutter.
11-12 Visit from the Road Boss: Add a temporary free Agent If this model is not available, re-roll the result.
for the rest of the current cycle (no need to petition). Note: This has a rating of 170.
13+ Orlock’s Finest: Gain a crate of Merdena’s Finest Wild 11-12 Cranial Inload: A fighter gains a random skill (Primary
Snake. It is usable once, before any battle. All fighters in or Secondary). If the fighter already has the generated
the crew automatically pass all Cool tests for the skill, choose one instead (from the same skill set).
duration of that battle. 13+ Gifts of the Archeoteks: A fighter or a piece gains 1
free Archaeo-Cyberteknika upgrade.

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EXPERIENCE
GAINING EXPERIENCE JUVE
There are some standard ways of gaining Experience Can be Promoted during Downtime (phase 2) if having 5+
(scenarios can offer additional ways): Advancements (unless otherwise specified.
● 1 XP for each enemy (fighter or vehicle) taken Out
of Action. This must be a direct cause during an Juve → Ganger (Specialist)
activation (for example setting a booby trap which
later takes an enemy Out of Action would not count). JUVE (SPECIALIST)
A single attack that takes multiple enemies Out of Can be Promoted during Downtime (phase 2) if having 5+
Action grants multiple XP (for example Blast). Advancements (unless otherwise noted).
○ +1 XP if taking Leaders & Champions Out
of Action. Juve (Specialist) → Champion (any)
○ +1 XP for killing an enemy.
● 1 XP for Rallying (does not apply to pets that GANGERS
automatically rally after running back to the owner). Gangers gain Advancements during the pre-match sequence
if they have reached 6 XP. Reset XP to 0, then roll 2D6 to see
ADVANCEMENTS what Ganger Advancement they get. Update their value
Spend XP to gain Advancements. Update the fighter’s accordingly.
Advancements with 1 per purchase. The cost of each
characteristic Advancement of the same type taken is Ganger → Ganger (Specialist)
increased by 2XP for each Advancement of that type the
fighter already has. GANGER (SPECIALIST)
When becoming a Ganger (Specialist), the fighter is a Ganger
STARTING ADVANCEMENT for all rules purposes, but spend Experience and gain
Note that Leaders and Champions start with 1 Advancement Advancements in the same way as any other non-ganger.
as they have an initial skill. This is free and does not affect
cost or Gang Rating. Ganger (Specialist) → Champion (any)

FAST LEARNER MAXIMUM CHARACTERISTICS


Juve and Juve (Specialist) ignore the additional cost of Each stat has a maximum value. If a roll on the Advancement
advancements and always use the cost shown in the table, table for a Ganger has no option but to increase a
regardless of the number of identical characteristic Characteristic beyond its maximum, treat it as a roll of 12
Advancements they have (up to the maximum). instead.
M WS BS S T W I A Ld Cl Wil Int
PROMOTIONS Max 8” 2+ 2+ 6 6 6 2+ 10 3+ 3+ 3+ 3+
● Promotions are always optional. Min 1” 6+ 6+ 1 1 1 6+ 1 10+ 10+ 10+ 10+
● If a gang has a hard limit on a fighter class, no
fighters can be promoted to that class until the gang
● Max 2+ for Weapon Skill, Ballistic Skill and Initiative.
has available slots.
● Max 3+ for Leadership, Cool, Willpower and Intelligence.
● A fighter can can keep any current equipment (even ● Max +2 Movement, Strength and Toughness (compared to
if it breaks any restrictions of the new fighter class), the fighter’s current type).
but can only gain new equipment according to the ● Max +1 Wound and Attack (compared to the fighter’s
new class restrictions. current type).
● Access to the old skill set (if any) is replaced by
access to the new skill set. Toughness VEHICLE STATS
● Characteristics and value (rating) are unaffected. M Front Side Rear BS W Sv Hnd Ld Cl Wil Int
● Treated as the new fighter type in all respects. Max 12” 10 10 10 2+ 3 2+ 6+ 3+ 3+ 3+ 3+
● Any special rules for the old class are lost and any Min 1" 3 3 3 6+ 1 6+ 10+ 10+ 10+ 10+ 10+
special rules for the new class are gained.
SKILLS
YAQ: The fighter keeps improved stats above the new class Skills can be obtained by the following fighters:
maximum characteristics (for example Movement). However, ● Leader.
if the fighter (after promotion) later receives stat decrease ● Champion (including Specialist).
injury bringing them back to the current class max, the fighter ● Juve (including Specialist).
will forever be unable to go above the max again (with future ● Ganger (Specialist only).
advancements or bionics).
Skill access is divided into 2 types:
Examples:
● Primary (easiest to gain).
● A Corpse Grinder Cult Juve can only be promoted to
● Secondary (higher cost).
Champion if the gang has less than 3 Champions
(the gang can have 0-3 Champions).
To determine a random skill, declare a set and roll a D6 to
● A Corpse Grinder Cult Juve promoted to Champion
see which skill is gained. Re-roll if the fighter already has that
lose Infiltration (Infiltrate skill) and gains Dervish.
skill or cannot take that skill. When gaining skills that are not
random, simply choose one from a relevant set.
PROMOTIONS OVERVIEW
Ganger
Juve Ganger (Specialist) Champion
Juve (Specialist) Champion (Specialist)

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Cost Advancement - Leader, Champion, Juve, Specialist Ganger, Crew Value


3 XP +1 Willpower or Intelligence. +5 credits
4 XP +1 Cool or Leadership. +10 credits
5 XP +1 Initiative. +10 credits
5 XP +1” Movement. +10 credits
6 XP +1 Weapon Skill or Ballistic Skill. +20 credits
6 XP +1 Random Primary skill. +20 credits
6 XP Psyker (unique): +1 random Wyrd Power (from any unique selection of wyrd powers). +20 credits
7 XP Delaque (Leader & Champion): Promoted to Psyker (Unsanctioned). +1 Wyrd Power. +30 credits
8 XP +1 Strength or Toughness. +30 credits
9 XP +1 custom Primary skill. +20 credits
9 XP Psyker (unique): +1 custom Wyrd Power (from any unique selection of wyrd powers). +20 credits
9 XP Psyker (universal): +1 random Wyrd Power (from any universal discipline). +20 credits
9 XP +1 random Secondary skill. +35 credits
12 XP +1 Wound or Attack. +45 credits
12 XP Specialist Only: Promote to Champion. +1 random Primary skill. +40 credits
12 XP Psyker (universal): +1 custom Wyrd Power (any universal discipline) +20 credits
15 XP +1 skill from any set (random) +50 credits

2D6 Advancement - Ganger (not including Specialist) Value


2 The Ganger becomes a Specialist -
3-4 +1 Weapon Skill or Ballistic Skill +20 credits
5-6 +1 Strength or Toughness +30 credits
7 +1” Movement or +1 Initiative +10 credits
8-9 +1 Willpower or Intelligence +5 credits
10-11 +1 Cool or Leadership +10 credits
12 The Ganger becomes a Specialist -

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LASTING INJURIES & DAMAGE


When going Out of Action, a model will suffer one of the MUTATIONS
following (depending on type): Open wounds are a gateway for more than just disease and
● Fighter: Lasting Injury roll. rot.
○ Chaotic: Mutation (conditional).
● Vehicle: The following gangs have additional effects when suffering
○ Crew Lasting Injury roll. Lasting Injuries:
○ Lasting Damage roll (suffer 2 rolls if ● Corpse Grinder Cult
reduced to 0 Wounds and rolling over at ● Chaos Cult
the same time). ● Corrupted gang
If an Injury roll results in more than 1 Out of Action result, roll If a Lasting Injury has a Mutation effect, roll a D6 and apply
separately on the Lasting Injuries table for each. the following modifiers:
● +1 if inflicted by a Chaos Cult, Corpse Grinder Cult
GOING INTO RECOVERY or Corrupted gang.
When going Into Recovery, miss both the post-battle ● +1 if the fighter is a Daemon or daemonically
sequence of the current battle and the next battle in order to possessed.
recover. This means that Leaders and Champions going Into ● +1 if already having mutation(s).
Recovery can't perform post-battle actions after the battle
they received the injury. No matter how many Lasting Injury If the result is 6+, the Lasting Injury is replaced by a Mutation.
rolls are made, the effect only applies once (does not stack). Each mutation can only be gained once. If the mutation is a
duplicate, choose another.
CHARACTERISTIC PENALTIES
A fighter can gain a decrease in a Characteristic. This does When a fighter gain a number of Mutations equal to the
not decrease the cost. Note that a decrease in a Toughness, they become a Chaos Spawn. If the gang is a
characteristic that is depicted as a target number actually Chaos Cult, Corpse Grinder Cult or Corrupted gang, it is
increase this number. For example if WS 4+ is decreased, it added to the gang.
becomes WS 5+.

MINIMUM CHARACTERISTICS NOTE


Characteristics can't be reduced beyond a certain level. If Pets shouldn't be able to gain Mutations. The official
reduced below this level, go Into Recovery, but suffer no rules doesn't prevent this, but it won't work well.
additional penalty.

● WS, BS and I: Minimum 6+.


● Cl, Ld, Will and Int: Minimum 12+.
● S, T, M & W: Minimum 1.

Vehicles:
● Toughness: Minimum 3 (front/side/rear).
● Sv: 6+.
● Hnd: 10+.

SUCCUMBING TO INJURIES
Seriously Injured fighters at the end of a battle survive
without Lasting Injuries on a 3+. On a 1-2, they succumb to
their injuries and are treated as having gone Out of Action
(suffer a Lasting Injury roll as normal).

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D66 LASTING INJURIES Recovery


11 Lesson Learned: Gain D3 XP. Yes
12-26 Out Cold: No long time injuries. -
31-45 Grievous Injury. Yes
46 Humiliated: -1 Cool and Leadership. Yes
51 Head Injury: -1 Intelligence and Willpower. Yes
52 Eye Injury: -1 Ballistic Skill. Yes
53 Hand Injury: -1 Weapon Skill. Yes
54 Hobbled: -1” Movement. Yes
55 Spinal Injury: -1 Strength. Yes
56 Enfeebled: -1 Toughness. Yes
61-65 Critical Injury: Critical condition - dead if not treated by the Doc (post-battle sequence). -
66 Memorable Death: Instantly killed. The attacker gains +1 XP (if killed by an enemy fighter). -

D66 LASTING INJURIES (CREW) Recovery


11 Lesson Learned: Gain D3 XP. Yes
12-26 Out Cold: No long time injuries. -
31-46 Grievous Injury. Yes
51-52 Humiliated: -1 Cool and Leadership. Yes
53-54 Head Injury: -1 Intelligence and Willpower. Yes
55-56 Eye Injury: -1 Ballistic Skill. Yes
61-65 Critical Injury: Critical condition - dead if not treated by the Doc in the post-battle sequence. -
66 Memorable Death: Instantly killed. The attacker gains +1 XP (if killed by an enemy fighter). -

D6 LASTING DAMAGE (VEHICLES)


1 Persistent Rattle: +1 modifier on future rolls (on this table).
2 Handling Glitch: -1 to Handling tests.
3 Unreliable: Roll a 2+ (per Unreliable damage) at the start of each battle or this vehicle can't take part.
4 Loss of Power: -1" Movement.
5 Damaged Bodywork: -1 Toughness.
6 Damaged Frame: -1 Wounds.
7+ Write-off: Cannot take part in any battles until repaired (post-battle sequence).

D66 LASTING INJURIES MUTATIONS


11 Lesson Learned.
12-26Out Cold.
31-45Grievous Injury.
46 Humiliated. Hungering Pride: Must activate before other fighters in the crew. If other friendly fighters also
have this mutation, choose the order. Gain +1 XP for taking an enemy Leader or Champion Out
of Action.
51 Head Injury. Dark Madness: Pass an Intelligence test each activation, or roll a D6 to determine the first
action:
● 1-2: Move.
● 3-4: Shoot or Fight.
● 5-6: No action (wasted).
52 Eye Injury. Bestial Senses: Can't start or take part in Group Activations. Counts as having a bio-scanner.
53 Hand Injury. Disturbing Appendage: Counts as a knife that can't be disarmed or destroyed. Add -1 hit
modifier when using Unwieldy weapons (WS and BS).
54 Hobbled. Warped Limbs: -1” M. Roll 3D3 and choose the highest when charging (instead of a single D3).
55 Spinal Injury. Crooked Body: Add -1 hit modifier to ranged attacks at Long range. Can't wear armour of any
kind (equipped armour is returned to stash).
56 Enfeebled. Twisted Flesh: Remove 1 Flesh Wound at the start of each Activation. Can't benefit from
bio-booster, medicae kit or assistance from friendly fighters when making Recovery tests.
61-65Critical Injury.
66 Memorable Death.

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★ NECROMUNDA ★

BEING CAPTURED
BEING CAPTURED CAPTURED FIGHTERS
If only one gang has fighters on the battlefield at the end of a Any time the same two gangs fight, the captured fighter’s
battle, roll 2D6 and add modifiers: gang can declare a rescue mission, superseding any step to
● +1 per enemy fighter taken Out of Action (including Determine Scenario. If failed, this can be repeated next battle.
those who succumbed to their injuries).
● +1 per friendly hired Bounty Hunter. If a gang fails to rescue the Captive, or the gang doesn't want
● +1 per webbed enemy fighter that went Out of to rescue, the capturing gang can choose any of the
Action. following:
● +1 per restrained enemy fighter (Enforcer skill). ● Trade back to the gang (or any other gang that
● +1 per friendly Water Guild fighter not Out of Action wants the Captive).
if the Master Nautican (Leader) has not gone Out of ● Sell to the Guilders (not Uprising campaign).
Action. Gain half the cost (rounded up to nearest 5 credits).
● Law Abiding: Claim a bounty on Outlaw Captives.
CAPTURE LEVELS Gain the full cost.
Default (Dominion, Uprising & Outlander): 13+ ● Outlaw: 'Dispose' of the Captive.
Law & Misrule: 11+
Gangs can trade back Captives at any time, regardless of
If the result is higher than the capture level, one random whether a rescue mission has already been attempted. The
fighter that went Out of Action is captured. Critically Injured two gangs can try to negotiate a trade for the Captive. This
fighters can't be captured (randomize another fighter). could be a payment of credits, a trade for another Captive, a
Resource, an item, equipment or anything else - this is
A captured fighter is unavailable until freed. entirely up to the two gangs, and the capturing gang is free to
refuse an offer. If an agreement is reached and the trade is
Hired Guns: Can be sold without any rescue attempt. made, the captured fighter is immediately handed over to the
other gang.

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RESURRECTION
Resurrection Packs are optional rules that can be used when There are a total of 8 Resurrection Packages to choose from.
a fighter is killed (Memorable Death or untreated Critical All Resurrection Packages has 3 special rules:
Injury). Resurrection should be restricted to important fighters ● Benefits
(for example Leaders and Champions). Players should agree ● Price
when a fighter can be resurrected and what package to use ● End Game
(choose or randomize). It is recommended that each gang
only has a single fighter with a Resurrection Package at a
time and fighters only use the option once.

RESURRECTION PACKS
1: ARCHEO-REBIRTH
A living piece of abominable technology has attached itself to the fighter's body, burrowing mecha-tendrils deep inside the
flesh. Whatever dark technology is keeping the fighter alive has also burrowed its way into the brain. Eventually the fighter
will become more machine than human and vanish into the underhive, never to be seen again.
Benefit Price If the fighter has ever avoided
Treat any Lasting Injuries that would reduce a When activated, roll a D6. If the 6+ Lasting Injuries (Benefit),
characteristic (46, 51-56) as Out Cold (12-26). Make a result is equal to or less than the the fighter is removed.
note each time a Lasting Injury is avoided this way. total number of times a Lasting Injury
has been avoided, gain Insanity.

2: A DEBT OF BLOOD
There are few things that create loyalty like the gift of unexpected life. The moment when souls believe they will plunge into
the abyss but then find themselves still hanging by a thread is a moment that the powerful can use to create servants who will
be loyal for the rest of their lives. For some it is a gunshot that they thought would end their lives but instead saw their killers
dead at the hands of an angel with a smile and an offer. No matter what, a debt of blood is a path back to a life lived still at
the end of a string.
Benefit Price End Game
Choose an Alliance (Criminal, Guild or Noble). The gang ● Must change alignment to After each won battle, a fighter
immediately enters into this alliance, forsaking all other match that of the alliance. is removed from the gang
allies. The gang will always have this alliance while the ● Can never voluntarily Test (joins the allies). This can be
resurrected fighter is alive. Fighters gained from the the Alliance. the resurrected fighter or any
allies: other fighter (except hired guns
● Ignore the Band Apart rules. HOUSE RULE or allied fighters).
● Count as part of the resurrected fighter's gang. Only use alliances the gang
● Gain experience and suffer Lasting Injuries. could normally take.
3: DAEMONIC POSSESSION
There is a supernatural horror that emanates from the fighter, infecting all around them. The Daemon within the fighter
demands souls as it gets stronger. Once the Daemon has consumed its weak mortal vessel, it will no longer need the fighter
and it breaks free. It is the will of the Dark Gods to bestow terrible gifts upon the servants.
Benefit Price End Game
● Gain the Fearsome skill (if not having it). After every battle (whether the fighter Each time the fighter takes a
● Enemy fighters must pass a Cool test to target took part or not), at least one of the soul (performs a Coup de
this fighter with ranged weapons. following must be done: Grace or sacrifices a friendly
● Become Unsanctioned Psyker. ● The fighter performed a fighter), make a note. After
● Can generate a random psychic power from Coup de Grace (during the each battle, before deciding
the Chaos Cult psychic powers list. battle). whether or not to sacrifice a
● Sacrifice a friendly fighter friendly fighter, roll 2D6. If the
(as if suffering a Memorable result is equal to or lower than
Death). the number of souls the fighter
● Lose 1 Toughness. has consumed, the fighter is
The fighter dies for good when the immediately killed (as the
Toughness is reduced to 0. Daemon breaks free).
4: DARK PACT
There are things that listen to the dreams and fears of mortals, things that live beyond the shadow line that separates reality
from that which lies beyond. Some call these things gods, others call them Daemons. In the depths of Hive Primus there are
those that whisper of the Seven Pale Spinners, the Burning Ones, the Lord of Skin and Sinew and the Horned Darkness. No
matter their name, or why mortals call to them, there is one truth to them: they listen. And should a lost soul desire to live
beyond their allotted span, the Daemons and gods can grant that last wish … for a price.
Benefit Price End Game
● Can perform a Dark Ritual (post-battle action) The gang can't sell Captives to the After sacrificing 3 Captives, the
(as if part of a Chaos Cult). Guild and must instead sacrifice fighter is transformed into a
● If already part of a Chaos Cult, the fighter can them to the Dark Gods just like a Spawn (the gang can retain it
add +2 to the result. Chaos Cult. If already a Chaos Cult, as if a Chaos Cult).
● Become Unsanctioned Psyker. this has no effect.
● Generate a random psychic power from the The gang immediately becomes
Chaos Cult psychic powers list. Outlaws.

237
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Resurrection Package
5: CANNIBAL CORPSE
The fighter is inexorably driven to create more zombies. Eventually the entire egang will be disbanded, and all zombies
wander off into the underhive looking for fresh meat...
Benefit Price End Game
● Can't be Pinned. ● Can only ever perform a ● After each battle, one
● Ignores Flesh Wounds. single action in each random fighter in the
● Automatically passes any Cool tests. activation. gang becomes a
● Can activate normally while ablaze (still takes ● -4 hit modifier (except zombie.
damage). Melee or Versatile). ● Zombies can't be
● Must Charge or Coup de deleted from the gang
HOUSE RULE Grace if able. during the post-battle
● Can't perform Group sequence.
When randomizing new zombies, randomize from
Activations with fighters ● The gang is
fighters who are not currently zombies!
who are not also zombies. disbanded once all
fighters are zombies.
6: REVENANT
Revenge is a power that can deny the dead the peace of the grave. Driven by immortal hate, the revenant is a figure who
lives again to perform one deed alone: to pull those that wronged them into death with them.
Benefit Price End Game
Note down which enemy fighter responsible for the The fighter must try to kill their killer. If the resurrected fighter kills
resurrected fighter's death. If the fighter wasn't killed by Each time the gang doesn't face the the chosen enemy (Memorable
an enemy fighter, choose the Leader of the enemy gang enemy's gang in a battle (whether or Death or untreated Critical
the resurrected fighter was facing when dying. The not the chosen enemy is part of the Injury), the fighter retires and is
resurrected fighter can re-roll failed hit and wound rolls, opponent's crew), roll a 4+ or lose 1 removed from the gang. If the
as well as injury dice, when attacking the chosen Strength. The fighter dies for good enemy is killed by someone
enemy. when the Strength is reduced to 0. else or retires, choose a new
fighter from the enemy gang
instead to be the chosen
enemy.
7: XENOS-RESURRECTION
There are always ways back from death open to those who are willing to leave their humanity behind. Each time an injury is
avoided, the fighter becomes more alien. Eventually the fighter's humanity is consumed by the alien within and the fighter
becomes something else entirely.
Benefit Price End Game
All Lasting Injuries except Memorable Death and Critical Each time a Lasting Injury is After surviving 4+ Lasting
Injury counts as Out Cold (12-26) instead. Make a note avoided, apply the following Injuries (since being
each time a Lasting Injury is avoided this way. cumulative effects: resurrected), each time a new
1: Can't use or benefit from Lasting Injury is suffered, roll
Leading By Example. 2D6. If the result is equal to or
2: Can't make or take part in lower than the current number
Group Activations. of survived Lasting Injuries, the
3: Can't be targeted by fighter immediately transforms
friendly Tactics. into a Beast's Lair (or a
4+: Other friendly fighters can different creature if other
never voluntarily be players agree), and will always
deployed or move within 3" attack the nearest fighters
of this fighter. (friend & foe) on their
activation (or move towards
the nearest fighter if
transforming into a different
creature). After the battle, the
fighter is permanently
removed.
8: SKIN-DEEP DOPPELGANGER
The fighter is not quite the same and is following a personal secret agenda. Other members of the gang are a little unnerved
by the Doppelganger. Remorphic aliens, witch-bred assassins, neuro-mimic cultists and other shape-changers may take the
death of an individual as an opportunity to slip into the space left by the departed.
Benefit Price End Game
When resurrected, the fighter can alter any skill ● Can't make or take part in After each battle the fighter
advances already received, effectively gaining back any Group Activations. takes part in, roll 3D6. If a
spent experience points on skills and spending them ● Can't use or benefit from double is rolled, the fighter
again on new skills. When choosing skills (including the Leading By Example. goes Into Recovery
starting skill for Leader or Champion), choose from any (disappears for a battle). If a
skill category (not limited to those available to the gang). triple is rolled, the fighter is
removed from the gang
(vanishes entirely).

238
SCENARIOS
N17/N18/N19/N20
★ NECROMUNDA ★

CONTENTS (PART 3)
PART 1 PART 2 PART 3
RULES GANGS & CAMPAIGNS SCENARIOS

CHARACTERISTICS PROFILES ……4 FOUNDING A GANG …………………92 PRE-BATTLE SEQUENCE ……… 242
Modifying Characters ………………4 Gang Composition …………………92 POST-BATTLE SEQUENCE ..…… 245
Characteristic Tests ……………… 4 Loss Of A Leader …………………. 93 TACTICS ………………….………… 248
GENERAL PRINCIPLES ……………… 6 HOUSE CAWDOR …………………… 95 BATTLEFIELD SETUP …………… 250
Visibility ………………..………….…6 HOUSE DELAQUE ……………………102 OPEN HIVE WAR ………..………… 251
Cover …………………………..……6 HOUSE ESCHER ……………………… 106 SCENARIO SPECIAL RULES …… 256
Zone Mortalis (2D) …………………6 HOUSE GOLIATH ……………………… 109 HORRORS OF THE UNDERHIVE .. 260
Dice …………………………..………8 HOUSE ORLOCK …………………….… 113 SCENARIOS ………………………….261
Measurement ………………………8 HOUSE VAN SAAR …………………….. 117
STATUSES ………………..………… 9 BOUNTY HUNTERS (VENATOR) ……… 120
CONDITIONS ………………..…………10 PALANITE ENFORCERS …………. 121
TERRAIN …………………………..…… 11 GENESTEALER CULT …………………. 123
SPECIAL TERRAIN FEATURES ……12 CHAOS CULT ……………………………. 126
Carnivorous Plants …………………17 CORPSE GRINDER CULT ……………… 129
Industrial Terrain ……………………18 SLAVE OGRYNS …………………….. 131
Hive Ruins …………..………………19 OUTCAST ……..…………………….. 133
Gang Terrain ……………………... 20 ASH WASTE NOMADS ……………….. 136
BADZONE BATTLEFIELD …………… 24 TAINTED GANGS …………………...…… 137
Environments ………………………24 CHAOS SPECIAL RULES ………….…… 138
Events ………………………………24 ALLIANCES …………………....…… 139
GAME STRUCTURE ………………… 31 Merchant Guilds ..……………...… 141
PRIORITY PHASE …………………… 31 Recidivists ………………………… 144
ACTION PHASE ………………………31 Noble Houses .....………………… 147
ACTIONS …………………………...… 32 THE TRADING POST …………………151
MOVEMENT ………………………….. 37 Pistols …………………………..……152
SHOOTING …………………………… 41 Basic Weapons ……………………… 153
CLOSE COMBAT …………………..…43 Special Weapons …………………… 155
RESOLVE HITS …………………….…44 Heavy Weapons ……………………156
Nerve Tests ………………………...46 Grenades ………………………….. 156
END PHASE ………………………..… 47 Close Combat Weapons ………… 158
Bottle Tests …………………………47 Equipment ………………………… 160
Recovery Tests ……….…...……… 47 EXOTIC BEAST ……………………… 165
Rally Tests ………………………... 47 VEHICLES …………………………… 169
ARMOURY ………………………….. 49 MOUNTS ………………..…………… 171
Pistols …………………………..… 49 HANGERS-ON ……………………….. 172
Basic Weapons …………………… 50 Brutes ……………………………..…178
Special Weapons ………………… 52 HIRED GUNS ………………………….182
Heavy Weapons ………………… 53 Hive Scum …………….…………. 183
Close Combat Weapons ………… 54 Bounty Hunters …...…………….… 186
Grenades ………………………… 56 House Agents ……………………. 196
Booby Traps ……………………… 56 SKIRMISH & TOURNAMENTS ………201
WEAPON TRAITS ………………….. 58 ASSAULT PRECINCT FORTRESS . 202
ARMOUR AND FIELDS ……………. 62 ALIGNMENTS ……………………….. 208
EQUIPMENT ………………………… 64 ALLEGIANCES …………………….. 209
STATUS ITEMS ……………………… 69 CAMPAIGNS ………………………... 210
SERVO-SKULLS …………………… 69 RESOURCES ...…………………….. 214
WEAPON ATTACHMENTS ………….70 UPRISING CAMPAIGN EVENTS …. 220
BIONICS .……………………………. 70 UPRISING SPECIAL RULES ……… 219
Cyberteknika (Van Saar) ……….. 71 CAMPAIGN VARIANTS ……………. 228
CHEMS ………………………………. 72 PERPETUAL CAMPAIGN ...…………229
Chem-Alchemy Elixir (Escher) …. 74 SUB-PLOTS …………………………. 230
SKILLS ……………………...……...… 76 FAVOURS …………………………….. 231
PSYKERS …..…………...…………… 83 EXPERIENCE …………………………233
WYRD POWERS ……..……………… 85 LASTING INJURIES ………………… 235
Psychoteric (Delaque) ………...…. 89 Going Into Recovery ………………… 235
Succumbing To Injuries ………………
235
CAPTURED …...……………………… 235
RESURRECTION ...……………………… 238

240
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PRE-BATTLE SEQUENCE
1. Make a Challenge
2. Recruit Hired Guns
3. Determine Scenario
4. Draw Sub-plot(s)
5. Set up the Battlefield
6. Choose Crews
7. Announce Resource Bonuses
8. Tactics Cards (specified by scenario)
9. Deployment (specified by scenario or default)

1. MAKE A CHALLENGE
A gang must challenge another gang.

DOMINION AND LAW & MISRULE


Nominate an eligible Resource as the stake (unclaimed or
controlled by the opponent). The challenged gang then
accepts or refuses the challenge.

REFUSING THE CHALLENGE


If the challenged gang had captured any fighters from the ZONE MORTALIS OR SECTOR MECHANICUS
challenger’s gang, the captives are freed instead of gaining Agree whether using the Zone Mortalis or Sector Mechanicus
the Resource. battlefield. If no agreement can be made, the gang choosing
● Dominion and Law & Misrule the scenario decides (roll-off if neither gang chooses the
If refused, the challenger gains the nominated scenario).
Resource without a fight.
DETERMINE THE ATTACKER & DEFENDER
UPRISING ● Dominion and Law & Misrule:
● No territory at stake during challenges. ○ Campaign Phase 1: The gang that chose
● Determine Ascendancy effects before each battle. the scenario is the attacker. Roll-off if
Roll a D6 and apply the effects for the Allegiance neither gang chose the scenario.
that currently have Ascendancy. Effects apply to all ○ Campaign Phase 3: The gang that issued
participating gangs. the challenge is the attacker (unless of
course the challenged gang also holds a
2. RECRUIT HIRED GUNS Wastes or Whisper Brokers Resource).
The underdog goes first (roll-off in case of a tie): ● Uprising:
● Hired Guns can be hired. ○ If there is a choice for scenario, the gang
on the side with Ascendancy can choose.
YAQ: Then re-calculate Gang Rating including Hired Guns. ○ The gang with Ascendancy is the attacker.

3. DETERMINE SCENARIO RESCUE MISSION


Roll for scenario. There are 3 options: If a gang has captured fighters, the captured fighter’s gang
● Roll 2D6 (default) can override the Scenario table and attempt a rescue
● Roll D36 (alternative) mission. The captive(s) replace the Resource as the stake of
● Hive War (randomly generate a scenario) the battle.

4. DRAW SUB-PLOTS
● Dominion (House): Draw 1 each.
● Law & Misrule (Intrigues): Draw 3 each.
● Uprising, Outlander: None.

NB: A gang with an Alliance can't use Sub-plots.

5. SET UP BATTLEFIELD
Setup the battlefield according to the scenario or the default
rules.

241
★ NECROMUNDA ★

6. CHOOSE CREWS ADDITIONAL OPTIONAL STEPS


Each gang creates a crew from the available models, ● House Patronage (Underdog bonus)
using one of the following methods, specified by the ● Badzone Environment & Event
scenario. Unless the scenario states otherwise, the rest of ● Sub-plots
the crew will not take any part in the battle. The crew can't ● Favours
include any models who are unable to take part in the
battle for any reason (in Recovery, Captured etc.).
LIMIT HOUSE PATRONAGE COST
Note that vehicles are generally only designed for Ash 0-5 Tactics card (Random) 100
Wastes battlefields, however agreements can be made to 0-2 Tactics card (Custom) 200
include vehicles in the crew for any battlefields. 0-1 Sub-plot (Random) 100
0-1 Sub-plot (Custom) 200
RANDOM (X) 0-* Hanger-on *
The crew consists of a number of randomly selected
0-3 Ganger *
models. The size of the crew is shown in the brackets. If
models with multiple equipment sets are included in the 0-* Juve *
crew, a randomly determined equipment set is used. 0-1 Dramatis Personae *
0-1 Bounty Hunter *
CUSTOM (X) 0-5 Hive Scum *
Chooses any models as the crew. If there is a number in
brackets, that is the maximum number of fighters that can
be included.
BADZONE
CREW Randomize:
1. Generate the starting crew (Random or Custom). ● Environment.
2. Additional models can take the starting crew size ● Event.
above the amount specified by the scenario:
○ Hired Guns. VARIOUS BONUSES
○ Alliance (Guild, Recidivist or Noble). The table below shows which bonuses can be combined:
Agent Alliance Favour Sub-plot
7. ANNOUNCE RESOURCE BONUSES
Announce any bonuses gained by Resources or Agent N/A Yes? No Yes
Reputation that may have an effect on this battle. If a Alliance Yes? N/A No No
bonus is not announced, it can't be used during the battle. Favour No No N/A Yes
Sub-plot Yes No Yes N/A
8. TACTICS CARDS
Draw cards as described in the scenario.

242
★ NECROMUNDA ★

2D6 Dominion Law & Misrule Outlander Uprising


2-3 The gang with the most Resources chooses. Roll-off in case of a tie. Choose any.
4-5 Border Dispute or Marauders. Looters or The Trap. Development: Gunk Tank. Meat Harvest.
Expansion: Settlement.
6-7 Stand-off or Tunnel Skirmish. Ambush or Marauders. Development: Mining Expedition. Hit & Run or
Expansion: Market Mayhem. Show of Force.
8-9 Sabotage or Sneak Attack. Border Dispute or Smash & Grab. Development: Big Score. Search & Destroy.
Expansion: Stealth Attack.
10-12 The gang with the fewest Resources chooses. Roll-off in case of a tie. Choose any.

Ash Wastes
D6 Near Wastes Deep Wastes Wild Wastes
1 The gang with the most Resources chooses. Roll-off in case of a tie.
2 Looters. Fuel Hunt. Beast.
3 Marauders / Settlement Raid v2. Breakdown. Incoming Storm.
4 Settlement Showdown. Rescue Mission. Ambush.
5 Bone Road Death Race. Cargo Run. Wasteland Encounter.
6 The gang with the fewest Resources chooses. Roll-off in case of a tie.

D36 Uprising (Alternative)


11 Show of Force.
12 Hit & Run.
13 Search and Destroy.
14 Meat Harvest.
15 Propaganda.
16 Scavenge.
21 Public Execution.
22 Takeover.
23 Hunt Them Down.
24 Ritual.
25 Blood Rites.
26 Slaughter.
31 Meeeeeeeeeat!
32 Daemonic Possession.
33 Meat for the Grinder.
34 Urban Renewal.
35 War in the Shadows.
36 End Times.

243
★ NECROMUNDA ★

POST-BATTLE SEQUENCE
1. Wrap Up
2. Alignment Checks 3. ASSIGN/REASSIGN RESOURCE
3. Assign/Reassign Resource DOMINION AND LAW & MISRULE
The winner claims the Resource. In case of a draw, the
4. Receive Rewards
Resource is not assigned/reassigned.
5. Collect Income UPRISING
6. Post-battle Actions If the winning gang inflicted 3x as many Out of Action results
7. Update Roster as was suffered (not counting fighters that escaped or fled),
capture a random (non-permanent) Resource from the
1. WRAP UP opponent (if they have any remaining).
Any events that take place ‘at the end of the battle’ are
triggered here.
4. RECEIVE REWARDS
Receive rewards according to the scenario.
SUCCUMBING TO INJURIES
Seriously Injured fighters (that fled during the battle or
CLAIMING SCRAP (WRECKED VEHICLES)
remained at the end of the battle) survive without Lasting
If only one gang remained on the battlefield, gain D3x10
Injuries on a 3+. On a 1-2, they succumb to their injuries and
credits per wrecked enemy vehicle (the vehicles are then
are treated as having gone Out of Action, suffering a Lasting
reclaimed by their owners).
Injury as normal.
Outlanders: Build Structures (after receiving rewards).
BEING CAPTURED
If only one gang has fighters left on the battlefield at the end
GAINING AND LOSING REPUTATION
of a battle, roll 2D6 and add the following modifiers:
Reputation can be modified in a number of ways. Apply gains
● +1 per enemy fighter taken Out of Action (including
before losses (Reputation can't go below 1).
those who succumbed to their injuries).
● +1 per friendly hired Bounty Hunter.
● +1 per webbed enemy fighter that went Out of 5. COLLECT INCOME
Action. Collect income from each Resource including any just gained.
● +1 per restrained enemy fighter (Enforcer skill). ● Dominion: After each battle.
● +1 per friendly Water Guild fighter not Out of Action ● Law & Misrule: After each battle.
if the Master Nautican (Leader) has not gone Out of ● Uprising: After the first battle in each cycle.
Action.
6. POST-BATTLE ACTIONS
Capture levels: Each Leader or Champion can make one post-battle action
● Standard: 13+ each (except if In Recovery, Captured or dead etc.):
● Law & Misrule: 11+
● Trade (2 types):
If the result is higher than the capture level, one random ○ Regular Trade (Trading Post)
fighter that went Out of Action is captured. Critically Injured ○ Black Market Trade (Black Market)
fighters can't be captured (randomize another fighter). ● Escort critically injured fighter to the Doc
(costs 2D6x10 credits per action).
FIGHTERS RECOVER ● Negotiate Repairs
Fighters that were in recovery during this battle are now (cost varies).
healed and available again. ● Uprising:
○ Scavenging (phase 3)
2. ALIGNMENT CHECKS
LAW & MISRULE In addition, the gang can make the following actions any
Make an Alignment test for each Sub-plot claimed that does number of times:
not match the gang’s alignment:
● Handle Captives:
Roll a number of D6s specified by the claimed Sub-plot(s). In ○ Dominion
addition, add a D6 per Law Abiding fighter in the gang that: ■ Sell
● Took part in the battle. ■ Trade
● Equipped with Illegal item(s). ○ Law & Misrule
■ Claim Bounties
If any D6 rolls a 1, the gang’s actions have caused their ■ Trade
alignment to change. ■ Dispose
○ Uprising
Gangs that can't change alignment lose 5 Reputation instead ■ Dispose
when failing an alignment test. ■ Trade
■ Phase 3: +1 Meat portion.
● Visit the Trading Post
HOUSE RULE
Underdog bonuses:
● XP (win/lose)
● Credits - Giant Killer Bonus (win)
Other:
● Income tax
● Steal/Destroy Resource (win)

244
★ NECROMUNDA ★

ESCORT CRITICALLY INJURED FIGHTER TO THE DOC NEGOTIATE REPAIRS


1) Make the post-battle action (for a critically injured 1) Make the post-battle action (for a vehicle that
fighter). suffered a Lasting Damage).
2) Determine the price of 2D6x10 credits. 2) Roll a D6 for the Chop Shop.
3) Decide if you can or want to pay. 3) The cost will be either 50% or 25% of the vehicle's
4) If the doc is not paid, the fighter dies, but you can cost (rounding up to the nearest 5 credits):
keep any non-armour equipment. ○ Including Upgrades
○ Not including Wargear and weapons.
If the doc is paid, roll a D6: 4) Decide if you can or want to pay.
1: Complications: The fighter dies. 5) If not paid, the vehicle is not repaired.
2-5: Stabilised: Roll a D6, add 50, and apply the result 6) If paid, remove all existing Lasting Damages.
from the Lasting Injuries table.
6: Full Recovery: The fighter goes Into Recovery. 1-3: Almost Like New: Cost 50%.
Suffer a Persistent Rattle
(+1 to future Lasting Damage rolls).
4-5: Quality Repairs: Cost 50%.
6: Full Recovery: Cost 25%.

CHOOSE A TRADE ACTION VISIT THE TRADING POST


Each eligible fighter can make one trade action each. These ● Hire fighters, vehicles & vehicle upgrades
are chosen individually per fighter: (according to Gang Composition).
● Trading Post & Black Market: Rare items. ● Recruit Hangers-on (according to Reputation limit)
● Black Market Trade: Illegal items. ● Sell Equipment (value - D6x10, minimum 5).
● Sell damaged vehicles (25% of value):
Depending on Alignment, fighters may need to take a test for Vehicles with at least one Lasting Damage can be
the trade action. scrapped for 25% of the cost (rounding up to the
nearest 5 credits):
RARE ITEMS (TRADING POST & BLACK MARKET) ○ Including Upgrades (lost).
Law Abiding: Automatically pass test. ○ Not including Wargear and weapons
Outlaw: Pass a Cool test. (returned to Stash).

ILLEGAL ITEMS (BLACK MARKET) Purchase equipment from:


Law Abiding: Pass an Intelligence test. ● Gang equipment list.
Outlaw: Automatically pass test ● Trading Post.
● Black Market.
TRADING
The gang can make 2 separate rolls (one for Rare items and Uprising: Trading Post & Black Market is not available.
one for Illegal items).

● Rare items availability: 2D6


● Illegal items availability: 2D6.

Finally, add any modifiers to the roll if any fighters made


trade actions. The gang can now buy any number of items
with an availability level equal to or lower than the roll (after
applying modifiers).

TRADING POST BLACK MARKET


Rare Rare Illegal
Law Abiding - -1 -2
● Leader +2 +2 (Intelligence test) +2 (Intelligence test)
● Champion +1 +1 (Intelligence test) +1 (Intelligence test)
Outlaw -2 - -
● Leader +2 (Cool test) +2 +2
● Champion +1 (Cool test) +1 +1
Per full 10 Reputation +1 +1 +1

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7. UPDATE ROSTER GAIN BONUSES FROM RESOURCES AND REPUTATION


Some Resources grant additional bonuses (recruits,
BUY ADVANCEMENTS Hangers-on or equipment).
Fighters can spend XP to buy Advancements.
UPDATE GANG RATING
UPDATE ROSTER After all changes are made, update the Gang Rating. Note
● Delete dead fighters that any other references to the Gang Rating in the
● Sell damaged vehicles post-battle sequence are referring to the value before it is
● Retire fighters & crew updated.

Dead fighters and vehicle crew are permanently lost. The


equipment (except armour) is added to the Stash if any of LOSS OF A LEADER
the following is true: If the leader is killed or sold to the Guilders (after
● At least 1 friendly fighter was on the battlefield at capture), a new Leader must be nominated from the
the end of the battle. gang according to this priority:
● The fighter was taken to the Doc but still died (even
if the Doc wasn’t paid). 1. Champion & Champion (Specialist).
2. Ganger (Specialist) & Juve (Specialist).
Otherwise, the dead fighter’s equipment is lost. 3. Other fighters.

Any fighters or vehicle crew can be retired and their Tie-breakers:


equipment is added to the Stash. Vehicles without crew is 1. Leadership.
returned to the Stash (and can be given to a new crew). 2. Advancements.
3. Choose freely.

REP OUTLAW LAW


1-4 Black Market Trade: Unrestricted access to the Black Claiming Bounties: Gain the ability to Claim Bounties for
Market. member of Outlaw gangs.
5-9 Recruit: Hire one Scabber for free. Recruit: Hire one Propagandist Hanger-on for free.
10-14 Black Market Trade Discount: 10% discount on all Claiming Enhanced Bounties: +50% for all bounties claimed
Black Market items. for members of Outlaw gangs.
15-19 Recruit: Hire up to 2 Outlaw Hive Scum for free (everyRecruit: Hire one Bounty Hunter Hired Gun for free (every
battle). battle).
20-24 Black Market Trade Discount: 25% discount on all Claiming Enhanced Bounties: +100% for all bounties claimed
Black Market items. for members of Outlaw gangs.
25+ Recruit: Hire one Proxy Hanger-on for free. Recruit: Hire one Fixer Hanger-on for free.
BENEFITS OF ORDER BENEFITS OF UNALIGNED BENEFITS OF CHAOS
Lord Helmawr’s Coffers: Re-roll any Hard as Nails: +1 Reputation when Bloody Harvest: +1 Meat portion when
dice for scenario credit rewards. gaining Reputation from scenario rewards. gaining Meat from scenario rewards.
Pax Imperium: +1 fighter to the crew if No Gods or Masters: The Leader gains Tear it all Down: +1 fighter to the crew
underdog. +D3 XP if participating in a battle without when attacking.
going Out of Action.

D6 BONDS OF ORDER HAND OF CHAOS


1 Price of Victory Manufactorum Shortages
● +D6x10 credits for winning each battle. ● +10 cost per item purchased (after each battle)
● Scavenging: Instead, gain +1 Scavenging ● Phase 3: -1 Scavenging roll.
froll for winning each battle.
2 Head Hunters Dark Dreams
+1 XP when taking an enemy Leader or Champion Out If Broken, pass a Willpower test or gain Insanity for the rest of the
of Action. battle instead.
3 Crack Down: Rotting Meat
If the winner of a battle captures a 1 fighter, capture 2 ● Seriously Injured fighters must roll 4+ (instead of 3+) to
fighters instead. avoid succumbing to their injuries.
● Festering Injuries: Roll 2D6 and choose the highest.
4 Suppression Orders Abundant Dead
+1 XP when taking an enemy fighter Out of Action with ● Gain D6x10 credits per dead fighter from your gang.
a ranged weapon. ● Starvation: +1 Meat portion per dead fighter.
5 Good Medicine Blood for the Blood God
The cost for Medical Escorts to the Doc is D6x10 +1 XP when taking an enemy Out of Action with a Melee weapon.
(instead of 2D6x10).
6 Call to Arms Gnawing Hunger
Halve the cost when recruiting Gangers (rounding up). ● Before the battle, 1 random fighter in each crew gain -1
Strength.
● Starvation: Instead, D3 random fighters gain Starving.

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TACTICS
Most scenarios will specify if Tactics cards are used, how ZONE MORTALIS TACTICS
many and how they are drawn. Alternatively, if the battlefield is Zone Mortalis, tactics can be
drawn using only the special Zone Mortalis deck.
There are 3 ways of using tactics:
● Tactics cards 1. Each gang can draw the amount specified by the
● Zone Mortalis Tactics (Zone Mortalis battlefield) scenario, randomly from the 12 universal tactics.
● Tactics tables (limited to some gangs only) 2. Then, any gang can replace one of the cards with
Decide and agree which one to use. the 1 gang specific Zone Mortalis Tactic (specific to
the gang).
TACTICS CARDS
There are no rules for how a deck of Tactics are made. Some
prefer to have separate decks per gang, others may use a DETERMINE TACTICS FROM TABLE
shared deck to draw from. Alternatively, some gangs can roll on a gang-specific table
instead of drawing cards. Roll a D36 (D3x10+D6) to
Some cards have limitations for what type of battlefield they determine the tactics.
can be used on (Zone Mortalis or Sector Mechanicus), and
some cards are limited to a specific type of gang. If a card is
drawn that is limited to a different gang or a different type of
terrain, simply discard it and draw another.

Draw cards as described in the scenario. There are 2 ways to


draw:

RANDOM (X): Draw X cards randomly.


CUSTOM (X): Choose X cards.

HOUSE RULE
A better alternative to selecting cards:
● Draw X+3 random cards, keep X cards.
This gives a range of benefits:
● Noob friendly: New players can select cards much
faster, instead of reading through a big deck of 200+
cards they have never seen before.
● Less cards required: The same deck can be
shared among players, so only a single deck is
required.
● Diversity: Avoid boring choices where the best
cards are selected every game.

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D36 NR CAWDOR DELAQUE ESCHER GOLIATH


11 1 REFORMATION SHAPE SHIFTING MISTRESS OF DEATH GENETICALLY GIFTED
12 2 THE EMPEROR PROTECTS DISQUIETING SUSURRATION DANCE OF DEATH NAMED AND SHAMED
13 3 PURITY THROUGH FIRE SHIFTING SHADOWS CHEMICAL REIGN FIREBORN
14 4 THE PRICE OF AVARICE MADDENING VOICES PREDATORY PHYRR WALKING FORTRESS
15 5 DIVINE AVATAR FACES IN THE GLOOM BLADE TRAPS HAMMER BLOW
16 6 UNYIELDING ZEAL WHISPERED THREATS DEATH AND THE MAIDEN SUBCONSCIOUS MNEMONICS
21 7 FOLLOWERS OF THE PATH DISTRUST HIT & RUN STIMM RESERVE
22 8 FAITHFUL MASSES A DEBT TO PAY FREE FALL VAT TWIN
23 9 APOSTATES BLINDING REVELATIONS RUNNING BATTLE UNLEASH THE FEAR
24 10 DIVINE GUIDANCE CLOYING DARKNESS WYLD HUNT CRUNCH TIME
25 11 LIGHT OF THE EMPEROR DECEIT SISTERHOOD OF VIOLENCE TEMPERED IN BATTLE
26 12 KEEPER OF SACRED VERMIN SNAKES IN THE DARK GIFTS OF THE MATRON APPRENTICE
31 13 PREACHER AMONGST US WHISPERER SHIVVER PROPHESY THE HAND THAT FEEDS YOU
32 14 SHIELDED BY FAITH SHOOTING AT SHADOWS SEARCH & SCRAG BOOST UP
33 15 RISE ANEW SIGHTBLIND TRAPS KILL COUNT THEY’RE ONLY BULLETS!
34 16 PURIFICATION THROUGH BLOOD SHADOWFAST UNEXPECTED HELP ONE LAST GO
35 17 FIRE & ZEAL WEB TRAPS RAIN OF BLADES IMPROVISED PROJECTILES
36 18 FAITHFUL & RESOLVED CONFUSION QUEEN OF THE HIVE GET ‘EM!

D36 NR ORLOCK ORLOCK (VEHICLES) VAN SAAR SLAVE OGRYN


11 1 WHAT'S IN A NAME? BACK IN THE SADDLE LONGSHOT STRONG AND STEADY
12 2 QUICK TRICK BIKER GANG POWER UP TOOLS OF THE TRADE
13 3 BOOM BOOM SURPRISE BOARDING AKTION! ABLATIVE MESH QUICKER THAN THEY LOOK
14 4 BLOOD BROTHERS BULLDOZE AMMO DUMP SLAVE BECOMES MASTER
15 5 DOWN BUT NOT OUT CAN OPENERS BODYGUARD NO, I'M SMARTICUS!
16 6 BOND OF IRON DRIVE BY DEFENSIVE PROTOCOLS HIDDEN LOYALTIES
21 7 TRIGGER DISCIPLINE FAMILIAR GROUND ENHANCED CYBERTEKNIKA NOT TODAY!
22 8 STEPPING UP FANG IT! SHUT-IN GENE-BRED
23 9 INITIATION GOING IN GUNS BLAZING ARACHNI-ROPES LIMB FROM LIMB
24 10 STRENGTH OF ARMS I CAN HOLD IT! RAD-CLOUDS AVENGING OGRYN
25 11 GRANDSTANDING KING OF THE ROAD DATA MINING OUT OF MY WAY!
26 12 WALL OF IRON POWER SLIDE MEDICAL INTERVENTION UNLEASH THE STORM
31 13 SHOWBOATING RIDE THEM DOWN! WEAKENED PHYSIOLOGY REBOOT
32 14 PROTECTION DUTY ROAD WARRIORS SECURITY OVERRIDE FREEDOM IN DEATH
33 15 SEISMIC SURPRISE RUGGED CONSTRUCTION TRACER FIRE LOOTED GEAR
34 16 UP CLOSE AND PERSONAL SUPPLIES DELIVERED FEIGNED NOBILITY CHAIN BREAKER
35 17 AMMO PACK TAKE THEM OUT! UNEXPECTED ALLIES RESURGENT THREAT
36 18 TOUGH AS NAILS WHEELS OF IRON WEAPON DRILL DIE ON YOUR FEET

D36 NR OUTCAST VEHICLES ASH WASTES NOMAD SQUATS?


11 1 TEMPORARY ALLIANCE TEMPORARY ALLIANCE AMBUSH MASTERS ?
12 2 A FEW FRIENDS A FEW FRIENDS ASH QUAKE! ?
13 3 OLD FAITHFUL OLD FAITHFUL BAIT & SWITCH ?
14 4 WORTHLESS WORTHLESS BESEECH THE GREAT SPIRITS ?
15 5 MORE WHERE THEY CAME FROM MORE WHERE THEY CAME FROM BLESSED BY THE STORM ?
16 6 DIRTY TACTICS DIRTY TACTICS FADE TO ASH ?
21 7 NO MASTERS NO MASTERS GHOSTS IN THE ASH ?
22 8 HONOURLESS VICTORY HONOURLESS VICTORY MASTER SNIPER ?
23 9 ALL OR NOTHING ALL OR NOTHING MINED! ?
24 10 FIGHT ANOTHER DAY FIGHT ANOTHER DAY NOW YOU SEE ME… ?
25 11 LUCKY SCORE LUCKY SCORE NUMBERS WITHOUT END ?
26 12 HARD ROUNDS HARD ROUNDS OVERCHARGE! ?
31 13 WYRD OCCURRENCE WYRD OCCURRENCE RAIDERS WITHOUT EQUAL ?
32 14 WE NEVER LIKED HIM ANYWAY WE NEVER LIKED HIM ANYWAY SECRET PATHS ?
33 15 UNDERCOVER AGENT UNDERCOVER AGENT SPINERDACH VENOM ?
34 16 IT'S PERSONAL IT'S PERSONAL SURVIVAL SUITS ?
35 17 BACK TO THE BADZONES BACK TO THE BADZONES WAR OF ATTRITION ?
36 18 RISE FROM THE ASHES RISE FROM THE ASHES WILL-O'-THE-WASTES ?

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BATTLEFIELD SETUP
Some scenarios have special instructions. This is the default method:

ZONE MORTALIS SECTOR MECHANICUS & ASH WASTES


Zone Mortalis should generally have a lot of terrain, tight Sector Mechanicus should generally a lot of terrain. Ash
corridors with a few open areas. Wastes uses less terrain and more open/flat areas.

Recommended size (using 12" tiles): Recommended size:


● 3'x3 or 3'x4'. ● 4'x4'.

Set up the battlefield pieces in the following order: Set up the battlefield pieces in the following order:
1. Tiles (maximum number described by scenario) and 1. Large terrain pieces.
some walls. 2. Obstacles.
2. Minimum 3 Doors (with optional terminals). 3. 2 Loot caskets.
3. D6 Barricades.
4. 2 Ductways (optional). HOUSE RULE Take turns setting up pieces. The defender starts (or the
5. 2 Loot caskets. D3+3 Barricades. winner of a roll-off if there is no defender) in each step. The
only exception is loot caskets, where the winner of a roll-off
Take turns setting up pieces. The defender starts (or the starts. At any point in each step, anyone can declare they are
winner of a roll-off if there is no defender) in each step. The finished setting up pieces. The opponent can then set up one
only exception is loot caskets, where the winner of a roll-off last piece before moving on to the next step.
starts.
Finally, if the scenario does not give special instructions for
Each tile must be placed with minimum half of its edges loot caskets, everyone, starting with the winner of a roll-off,
touching an existing tile. places one anywhere on the battlefield that is not within 6” of
an edge of the battlefield.
Everyone can place any number of doors and terminal. As
long as 3 doors have been placed, anyone can declare they DEPLOYMENT
are finished. The opponent can then set up one last door. Draw a line dividing the battlefield into 2 equal halves.
Starting with the defender (or the winner of a roll-off if there is
Place D6 barricades (max 3 each). no defender):
● Select one half of the battlefield.
Place 1 ductway per player. ● Set up the entire starting crew.
● All models must be set up at least 12” away from the
Finally, if the scenario does not give special instructions for dividing line.
loot caskets, each player, starting with the winner of a roll-off,
places 1 anywhere on the battlefield that is not within 6” of an
edge of the battlefield.

DEPLOYMENT
Starting with the defender (or the winner of a roll-off if there is
no defender):
● Choose a deployment area:
○ 1 full tile.
○ 3” area from one edge of the battlefield.
● Set up the entire starting crew.

The attacker (or the loser of a roll-off if there is no attacker):


● Choose a deployment area
○ 1 full tile that is at least 1 full tile away from
the enemy deployment zone.
○ 2” area from the opposite edge.
● Set up the entire starting crew.

A fighter can never be deployed (during deployment or as


reinforcement) in an area of the battlefield which is entirely
blocked off by walls. Unless there is a ductway placed
allowing fighters into and out of such areas, no fighters may
ever be deployed in blocked-off corners.

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OPEN HIVE WAR


Scenarios can be randomly generated using these ‘Hive War’ STEPS
rules. The default size for this battlefield is 36”x36”, but 1. Generate the scenario (randomly):
smaller and larger battlefields can be used. ○ Deployment: 1
○ Objective: 1
The scenario is determined by randomly combining the ○ Peril: 1
following components (there are 12 of each): ○ Loot: 1 per gang (secret)
● Deployment: Where gangs can deploy. Some 2. Attacker & Defender: The winner of a roll-off can
specify separate zones for attacker & defender. If a choose.
gang has multiple separate zones, at least 1 fighter 3. Deployment Zone: The Attacker chooses a
must be placed in each zone (as far as possible). deployment zone (if not specified).
● Objective: Describes how the battle is won. Some 4. Objective markers (if specified): Place any
use Objective markers. These are controlled in the Objective markers. Can't be placed in Impassable
End phase by the gang having the most fighters terrain or within 2" of another Objective.
within 2” (not counting Seriously Injured fighters). 5. Loot markers (if specified): Place any Loot
Objective markers can't be scored in the first round markers.
or until the round after the Alarm is raised (Sneak 6. Peril markers (if specified): Place any Peril
Attack). markers.
● Peril: Special effects that apply to the battle. 7. Crews: Depends on the battlefield size:
● Loot: Side-missions with additional rewards (usually ○ 36"x36" (or larger): Custom (12).
kept secret). Scored immediately when the specified ○ Smaller than 36”x36”: Custom (8).
requirements are met. At least half the crew must be Reinforcements (if
specified).
8. Tactics:
HOUSE RULE ○ Custom (2) to each gang
It could be beneficial to add the following rules universally: ○ Additional Custom (1) to the underdog per
● Sneak Attack 100 credits difference in gang rating.
○ No gang can win until after the End phase 9. Deployment: Attacker sets up the crew first. If the
of the round after the Alarm has been deployment zone is split in separate zones, at least
raised. one fighter must be placed in each zone.
○ Loot can't be scored until the End phase 10. Reinforcements (if specified): D3 Reinforcements
of the round after the Alarm has been arrive at the end of the End phase of the 2nd round,
raised. and in each subsequent End phase.

BROKEN COMBINATIONS NOTE


Note that these rules have never been proof-read or play All scenarios have the following:
tested. Winning the Battle:
● Last remaining gang (at the start of any round).
Several Objectives are potentially broken if combined with
certain Deployments or special rules: Most scenarios have the following:
● Burn Them Out: Sneak Attack:
○ Ambush ● No gang can win until after the End phase of the
● Critter Hunt: round after the Alarm has been raised.
○ Ambush Rewards:
○ Home Turf ● All participants gain 1 XP + D6x10 credits.
● Escape the Dome: ● Winner gains additionally D3 Rep + D6x10 credits.
○ Sneak Attack (special rule)
○ Reinforcements (special rule)
○ Backstab
○ Backstab (Reinforcements)
○ Free For All
○ Ambush
○ Home Turf
● King of the Hive:
○ Ambush
○ Home Turf
● Rush ‘Em:
○ Ambush
○ Home Turf
● Flank ‘Em:
○ Ambush
○ Home Turf
● Tunnel Clash:
○ Ambush
○ Home Turf

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D12 OBJECTIVE
1 Burn Them Out: Each gang places 3 Objectives in the opponent’s deployment zone (take turns starting with the Attacker).
Once an Objective is scored, it is removed.
Winning the Battle:
● Default: Last remaining gang (at the start of any round).
● First and only gang to score all Objectives in the opponent’s deployment zone.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
2 Critter Hunt: Place a single Objective in the centre of the battlefield. After being scored, it immediately moves 3D6” in a random direction.
If this would place it in Impassable terrain or off the battlefield, the gang that did not score it can place it anywhere on the battlefield instead.
Winning the Battle:
● Last remaining gang (at the start of any round).
● First to control the Objective 3 times.
Rewards: All participants gain 1 XP + D6x10 credits. Winner gains additionally 1 Rep + 2D6x10 credits.
3 Last Gang Standing:
● Default: Last remaining gang (at the start of any round).
● Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally 1 Rep + 1XP if still on the battlefield + D6x10 credits.
Rewards:
All: 1 XP for taking part. D6x10 credits.
Winner: 1 XP if still on the battlefield. 1 Rep.
4 Escape The Dome: The defender chooses a battlefield edge (after deployment).
NB: Potentially broken!
Winning the Battle:
● Last remaining gang (at the start of any round).
● Attacker: At least 3 fighters are B2B with the chosen edge.
● Defender: Less than 3 attacking fighters remaining (at the start of any round).
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
5 Survival of the Meanest:
● Default: Last remaining gang (at the start of any round).
● Defender: Having at least 1 fighter still on the battlefield at the end of round 9.
● Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
Rewards:
All: 1 XP for taking part. D6x10 credits.
Winner: D3 Rep + D6x10 credits.
6 A Lesson In Pain:
● Default: Last remaining gang (at the start of any round).
● The Attacker wins if at least half the Defender’s crew is Seriously Injured or Out of Action by the End phase of round 6.
● Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
7 Turf War:
● Default: Last remaining gang (at the start of any round).
● A friendly fighter within 8” of the centre of the battlefield (and no enemies within 8” of the centre) in the End phase of round 3 or any subsequent
End phase.
● Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
8 Killbox:
● Last remaining gang (at the start of any round).
● Attacker: No defending fighters are within 6” of any battlefield edge in the End phase of round 3 or any subsequent rounds.
● Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
9 King of the Hive: Place a single Objective in the centre of the battlefield.
Winning the Battle:
● Default: Last remaining gang (at the start of any round).
● First to control the Objective 3 times.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
10 Rush ‘Em: Each gang places 1 Objective in the opponent’s deployment zone (take turns starting with the Attacker).
Winning the Battle:
● Last remaining gang (at the start of any round).
● First to control both Objectives 3 times.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
11 Flank ‘Em: The Attacker chooses 2 opposite battlefield edges. Places an Objective on the centre point of each edge.
NB: Potentially broken in some deployments!
Winning the Battle:
● Default: Last remaining gang (at the start of any round).
● First to control both Objectives simultaneously 3 times.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
12 Tunnel Clash: NB: Potentially broken in some deployments! Place a single Objective in the centre of the battlefield. Each gang then places 1 Objective each
(starting with the Attacker):
● At least 6” from the centre.
● At least 12” from any edge.
● At least 2” from another Objective.
Winning the Battle:
● Default: Last remaining gang (at the start of any round).
● First to control 2 of 3 Objectives simultaneously 3 times.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.

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1: BACKSTAB 2: BACKSTAB 3: FREE FOR ALL


REINFORCEMENTS

4: BEATDOWN 5: BEATDOWN 6: DOME RUSH


REINFORCEMENTS SNEAK ATTACK & REINFORCEMENTS

7: AMBUSH 8: HOME TURF 9: SNIPING RANGE


SNEAK ATTACK & REINFORCEMENTS

10: STAND-OFF 11: STAND-OFF 12: IN YOUR FACE


REINFORCEMENTS

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D12 LOOT
1 The Hit: The enemy Leader is Seriously Injured or taken out of Action.
Requirements: An enemy Leader included in the enemy crew (if not, discard this and draw another).
Rewards: D6x10 credits & 1 Reputation.
2 The Challenge: At least 1 enemy Champion is Seriously Injured or taken Out of Action.
Requirements: An enemy Champion is included in the enemy crew (if not, discard this and draw another).
Rewards: D6x10 credits.
3 Wipe Them Out: At least 1/3 of the enemy crew is Seriously Injured or taken Out of Action.
Rewards: D6x10 credits.
4 Loot Their Corpses: After making 3+ Coup de Grace (Simple) actions, except when having made a Charge (Double) or
Fight (Basic) action in the same activation.
Rewards: D6x10 credits.
5 Sabotage: In any End phase, 2+ friendly fighters are in the enemy deployment zone without having moved or attacked
during their activations.
Sneak Attack: Can't be scored until the End phase of the round after the Alarm has been raised.
Rewards: D6x10 credits.
6 Settle A Score: After deployment, secretly randomize an enemy fighter (other than the Leader). Scored during any End
phase if that fighter is Seriously Injured or taken Out of action.
Rewards: 1 Reputation.
7 Finish Them Off: Take 3+ enemies Out of Action with Coup de Grace (Simple) actions.
Rewards: D6x10 credits.
8 Blaze of Glory: After deployment, secretly randomize a friendly fighter (other than the Leader). Scored during any End
phase if that fighter is Seriously Injured or taken Out of action by the enemy Leader.
Requirements: An enemy Leader included in the enemy crew (if not, discard this and draw another).
Rewards: D6x10 credits.
9 Search the Area: Friendly fighters are B2B with each of the 4 edges of the battlefield in the End phase of the 3rd or
subsequent round.
Rewards: 2D6x10 credits.
10 Kidnap Job: After deployment, set up a Hive Dweller in the centre of the battlefield:
● Can't be harmed by attacks (assumed to keep the head down).
● Counts as a Loot casket for the purpose of being moved.
A friendly fighter must reach B2B with a battlefield edge while guiding the Hive Dweller.
Rewards: 2D6x10 credits.
11 The Package: After deployment, choose a friendly fighter. Scored in the End phase if that fighter is B2B with a battlefield
edge in the enemy deployment zone (if the enemy deployment zone has no battlefield edges, reach the centre of the
battlefield instead).
Sneak Attack: Can't be scored until the End phase of the round after the Alarm has been raised.
Rewards: D6x10 credits.
12 Got It Covered: Divide the battlefield into 4 equal quarters. Have a friendly fighter within 2” of the centre of each of the 4
squares in the End phase of round 3 or any subsequent round.
Rewards: D6x10 credits & 1 Reputation.

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D12 PERIL
1 Pitch Black:
● Apply pitch black rules (see Scenario Special Rules).
2 Lair of the Beast: Before deployment, place D3+1 Beast Lair markers (take turns starting with the Attacker).
● Not a fighter.
● Always considered to be Standing.
● Can't become Prone or be moved by any means.
● Fighters can move within 1” of the Beast’s Lair and may move into base contact with it without needing to perform
a Charge (Double) action.
● Fighters can attack the Beast’s Lair with ranged or close combat attacks.
● If reduced to 0 Wounds,remove it from play.
M WS BS S T W I A Ld Cl Wil Int
- 4+ - 6 4 3 - 1 - - - -
If any fighter ends an activation within 6” of a Beast’s Lair, roll a D6. The beast will attack if at least one condition is met:
● The result is a 6.
● The result is higher than the number of inches between the fighter and the Beast’s Lair.
Weapon: S6, AP-2, D3, Knockback, Melee, Versatile (6”).
3 Ammo Shortage:
● All weapons gain Scarce (can't be reloaded).
● Lose Plentiful (if any).
● Special & Heavy weapons must re-roll successful Ammo tests.
4 Hive Critters: Before deployment, place D3+1 Hive Critters (take turns starting with the Attacker):
● Outside Impassable terrain.
● At least 2” away from:
○ Other Hive Critters.
○ Any battlefield edge.

In each End phase, each Critter moves 2D6” in a random direction, stopping if contacting Impassable terrain or a fighter.
This move can go up or down levels, ignoring any vertical distances. After moving, any fighters within 1” suffers a S3 hit.
Critters can't be damaged by attacks.
5 Radioactive Rain:
● All weapons gain Rad-phage (a fighter hit suffers an additional Flesh Wound on a 4+).
● If already having Rad-phase, this effect can be re-rolled.
6 Poisoned Air: For this battle, fighters can't perform more than a single Move (Simple) action during the activation unless
equipped with a Respirator.
7 Gas Leak: For this battle, Blaze triggers on 3+ (instead of 4+). When a fighter armed with a Blaze weapon is taken Out of
Action, centre a 3” Blast on the fighter (before being removed). All fighters hit suffer Blaze on 3+.
8 Horrors in the Dark:
When a fighter activates outside 8" of any other fighters (friend or foe), roll a D6:
1: Suffer a Strength 6 hit with AP -1 and D2. If Seriously Injured, the fighter is dragged away into the darkness and taken
Out of Action.
2-3: The fighter can't make any actions this turn.
4-5: The fighter can only make one action this turn.
6: The fighter activates normally.
HOUSE RULE
Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter.
9 Unstable Ground:
● Re-roll successful Initiative tests to avoid falling from ledges and levels.
● When making a Charge (Double) action, roll two D3 and choose the lowest result to determine the final Charge
distance.
10 Rotten Walls: For this battle, fighters can make ranged attacks through Solid Terrain features targeting enemies within 12”
(of the attacker). Does not apply to Gas, Template and Blast. These attacks only ever hit on a 6 (before modifiers).
11 Falling Debris: For this battle, each time a Blast (X) weapon is used, all fighters within 12” of the edge of the Blast must
pass an Initiative test or become suffer a S1 hit and become Pinned. Does not apply to weapons also having Gas, Flash or
Smoke.
12 Hive Plague: After deployment, each gang suffers a Flesh Wound on D3 random fighters (roll separately per gang).

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SCENARIO SPECIAL RULES


Some scenarios are subject to additional special rules. REINFORCEMENTS
● The scenario will describe if Reinforcements are
SNEAK ATTACKS used.
In some scenarios, the defender may not initially be aware of ● The scenario will describe how many fighters are
the attacker’s presence. In these scenarios, the following rules part of the Reinforcements.
are used. The defender's starting crew will always be 5 ● The scenario will describe which round they arrive.
fighters (custom or random as specified in each scenario). ● Always arrive at the end of the End phase.
● Randomize which fighters arrive, then roll a D6:
SENTRIES ● 1-2: The opponent deploys them.
● Never becomes Ready at the start of a round (before ● 3+: The controlling player deploys them.
the alarm is raised). ● Unless instructed otherwise, Reinforcements are
● The defender always activates a random sentry. Note deployed on any battlefield edge, not within 6” of an
that a sentry can be activated several times in the enemy fighter.
same turn in this way. ● N17: Tactics cards that equip a fighter with a piece of
● Once the last attacking fighter has activated, one wargear from the start of the battle (for example a
more sentry is activated, then the Activation phase frag trap) must usually be played when setting up the
ends. gang; they can instead be played when a fighter
● When a sentry is activated, roll-off to see who makes arrives as Reinforcements.
a Move (Basic) action for the sentry:
● If the attacker rolled the highest, the Reinforcements do not count as fighters in the crew when
attacker can move the sentry. making Bottle tests (only starting crew is counted).
● Otherwise the defender can move the
sentry. HOUSE RULES (REINFORCEMENTS)
● The player who moved the sentry chooses a facing. Include Reinforcements when making Bottle tests.
● Open or close any door within 1” before or after
moving. Some scenarios could reward one gang with 10 custom
fighters and the other gang random 4 (min) + reinforcements.
SPOTTING ATTACKERS The small gang would bottle 50% after first Seriously Injured
After the move, roll 2D6. If any attackers are within that many or OoA. The big gang would bottle on 17% after suffering 5
inches of any sentry, and within their vision arc, they may be casualties! This will cause massive imbalance.
spotted. Roll a D6, subtracting 1 from the result if the attacker
is Prone:
● 2+ if within 3” (regardless of facing). HOUSE RULES (SENTRIES)
● 2+ if in the open (regardless of facing).
Crews
● 4+ if in partial cover and more than 3” away.
Attacker: Random (3) + 3 Blips
● 6+ if in full cover and more than 3” away.
Defender: Random (3 Sentries)
● Pitch Black: Counts as full cover (6+) if more than 3"
away.
The attacker should have 6 blips. Each blip is revealed when
spotted. If a revealed blip was not a fighter, nothing happens.
A sentry will automatically spot the attacking fighter when:
● Engaged
Sentries must pass an Intelligence test to move freely.
● Pinned (ranged attack)
Otherwise, move D6” in a random direction (stopping before
any dangers).
ALERTED SENTRIES
If a sentry spots any attacker:
Check for spotting enemies before and after moving sentries.
● Becomes Ready.
● No longer part of the sentry group.
Updates to when sentries are alerted:
● Can make Retaliation attacks (if Engaged).
● When hit but not OoA or Seriously Injured.
● If not Engaged, pass an Initiative test to immediately
make a ranged attack against the spotted enemy
Spotting Attackers:
fighter.
● Blips
● Injured sentries
RAISING THE ALARM
Some events cause sentries to roll for spotting attackers
The alarm is raised if:
immediately:
● At least 1 sentry is Ready when any sentry is
● Friendly fighter being hit (not gas or smoke)
activated.
● Blasts & Templates
● If an attacker fires a weapon, roll 2D6 and add the
weapon’s Strength after the attack has been
Gas & Smoke are common in the underhive and does not
resolved. If the weapon has the Blast trait, add 2 to
cause sentries to be alerted. If hit by gas, become Ready.
the result. If the result is 10+, the alarm is raised.
● From the 5th round onwards, if the attacker rolls 1 or
If the alarm is raised during the action phase, the action phase
2 for the Priority, the alarm is raised.
immediately ends. Complete the end phase (including
reinforcements). Then the Sentry rules are no longer in use.
Once the alarm is raised:
● The Sentry Round ends.
Do not roll for Bottle tests before both teams have received
● Resolve the End phase.
Reinforcements. Include currently arrived reinforcements for
● Continue the battle as normal (sentry rules are no
the purpose of crew size (instead of initial crew size).
longer used).

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HOME TURF ADVANTAGE AMMO CACHE


While a gang defends on its own turf, gain the following: Apply the following effects within 1”:
Defender: ● +2 modifier for Ammo tests.
● Bottle tests: Roll 2D6 and discard the highest. ● Ignore the Scarce trait.
● Rally tests: +1. ● If the Ammo roll is a 6 (before modifiers), the ammo
● Hangers-on: Roll a D6 (individually). cache is exhausted and removed from play.
○ 1-3: The hanger-on is unfortunate
enough to be around when the BOOBY TRAP
fighting starts, and must be A fighter risks triggering a boby trap in the following situations
included as part of the crew. (but only once per booby trap in a single activation):
○ 4-6: The hangers-on escapes before ● Comes within 2” of a booby trap (for any reason)
the battle and is not part of the ● Ends an action within 2".
crew.
Roll a D6:
PITCH BLACK 1: A dud, remove it from play.
All fighters are Hidden unless having the following: 2-3: Not triggered, leave it in place.
● Ablaze. 4+: Triggered and explodes.
● Refractor field.
● Photo-lumens. EXPLODING WHILE MOVING
● Holochromatic Field (while operational). If triggered during movement, the move is interrupted while
● Rad-phaged (Tech skill). resolving the booby trap (resolved where the fighter was while
moving). If Pinned or Injured, the move action ends.
Fighters are Revealed (no longer Hidden) in the following
situations: SHOOTING AT BOOBY TRAPS
● Ablaze. Can be targeted with ranged attacks:
● Refractor field: Always. ● Short range: -1 to hit.
● Photo-lumens: Always. ● Long Range: -2 to hit.
● Holochromatic Field: While operational.
● Rad-phaged: Always. If hit, roll a D6:
● Ranged weapon: When used (except Silent). 1-2: No effect.
● Power weapon: When used. 3-4: Triggered and explodes.
● Irradiated Coolant (Toxic Downpour): While in effect. 5-6: Disarmed and removed.
● Vehicles: When moving.

Ranged attacks can only be made against targets that meet N21 (HIVE WAR) BOOBY TRAPS
at least one of the following criterias: These are alternative rules for triggering traps:
● Revealed.
● Within 3”. MELTA
● Within 12” with infra-scope, photo-goggles or Replace the trap with a pitfall marker (centered on the trap).
photo-lumens. Any fighter partially or completely covered by the marker:
● Within 4" of a Rally Point (Assault On Precinct 17). ● Completely: Out of Action.
● Within any range with "And Lo His Gaze did ● Partially: Make an Initiative test.
Illuminate them!" (Cawdor Path of the Faithful). ○ Success: Pinned and moved as short as
possible outside the marker.
In each End phase, Revealed fighters become Hidden (no ○ Fail: Out of Action.
longer Revealed), unless being affected by any of the
exceptions above. The pitfall remains in play.

GAS
N18 & N22 PITCH BLACK 2D6" range (instead of 5" blast).
Charge is also affected by Pitch Black (in the same way as
ranged attacks).
TREASURE CASKET
ASH WASTES NOTES FORGOTTEN ORDNANCE, HIVE RUINS TERRAIN
Should probably use some common sense to restrict several Counts as a Loot Casket, with different contents. If opened,
special rules that can enable/disable Pitch Black, as most of roll a D6:
these were designed for battles inside the hive, not out in the 1: Click! - Fitted with a fiendishly clever needle-trap.
open wastes. Roll an Injury dice and apply the result (no save
possible)
2-3: Fancy Threads - The fighter immediately gains
Uphive Raiments Status item.
4-6: A Noble’s Ransom - The fighter immediately gains
a Personal Equipment item, chosen by the
controlling player.

GANG RELICS
+2 to any Cool and Leadership tests made by friendly fighters
within 6”.

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AMBULL
THE BEAST’S LAIR M WS BS S T W I A Ld Cl Wil Int
If any model ends an activation within 6”, roll a D6. The beast
6” 3+ 6+ 6 6 7 4+ 4 6+ 2+ 6+ 12+
will attack if at least one condition is met:
● The result is a 6. Skills: Infiltrate, Unstoppable
● The result is higher than the number of inches Weapons: Enormous Claws (S6, AP-3, D2, Melee)
between the fighter and the Beast’s Lair. Wargear: Chitin Armour (3+)

The Beast’s Lair is not a model. It is always considered to be BOREWYRM INFESTATION


Standing and can never become Prone or be moved by any M WS BS S T W I A Ld Cl Wil Int
means. Models can move within 1” of the Beast’s Lair and 4” 4+ 6+ 3 4 2 3+ 3 5+ 7+ 9+ 11+
may move into base contact with it without needing to perform Skills: Infiltrate, Evade
a Charge (Double) action. Models can attack the Beast’s Lair Weapons: Vicious Jaws (S3, AP-3, D1, Rending, Melee)
with ranged or close combat attacks. If reduced to 0 Wounds, Wargear: Chitin Armour (4+)
remove it from play.
M WS BS S T W I A Ld Cl Wil Int PURESTRAIN GENESTEALER
- 4+ - 6 4 3 - 1 - - - - M WS BS S T W I A Ld Cl Wil Int
Weapon: Beast’s Tentacles 6” 4+ 6+ 4 5 4 3+ 4 7+ 4+ 6+ 10+
(Str S, AP -2, D 3, Knockback, Melee, Versatile 6”) Skills: Dodge, Evade, Nerves of Steel, Rain of Blows
Weapons: Custom razor-sharp talons, custom venomous bite
Wargear: Bio-booster, photo-googles, Mesh
BRAINLEAF ZOMBIES Note: This is an example using the Xenos Abomination from
M WS BS S T W I A Ld Cl Wil Int Horrors of the Underhive.
2D6” 5+ 6+ 3 3 1 6+ 1 12+ 4+ 6+ 12+
Suitable weapons: Genestealer Cult Favour:
● Clubs (or guns used as clubs) ● Also has Infiltrate.
● Unarmed attacks (fists and teeth) ● Roll a D3 before deployment. It will leave the battle
Special Rules: (removed) in the End phase of that round.
● Can't be Pinned. ● Can't be removed from the battle by any special effect
● Automatically pass any Cool tests. (Tactics cards, Campaign Events or similar).
● Ignore all Injury dice results except Out of Action.
● Counts Out of Action as Seriously Injured.
● Recovers and stands up in the Recovery phase. HORRORS IN THE DARK
● Can activate normally with Blaze (still takes damage) When a fighter activates outside 8" of any other fighters
and can't attempt to put out the fire. (friend or foe), roll a D6:
● Only has a single action each activation. D6 Result
● Move 2D6" when taking a Move action.
1 Suffer a Strength 6 hit with AP -1 and Damage 2. If Seriously
● If the movement take them into B2B with an enemy,
Injured, the fighter is dragged away into the darkness and
consider this as a Charge and immediately attack.
taken Out of Action.
● Enemies taken Out of Action are replaced with a
Brainleaf Zombie in the End phase. 2-3 The fighter can't make any actions this turn.
4-5 The fighter can only make one action this turn.
CRAZED CANNIBALS 6 The fighter activates normally.
M WS BS S T W I A Ld Cl Wil Int
6” 4+ 5+ 3 4 1 4+ 1 9+ 4+ 6+ 10+ HOUSE RULE
Skills: True Grit, Unstoppable, Nerves of Steel Horrors in the Dark: Seriously Injured or Broken fighters
Weapons: Unarmed attacks (claws & teeth) should be ignored when measuring closest fighter.
SPECIAL RULES
● Activates in the End phase. Take turns controlling
each Cannibal, starting with the player with Priority.
● Can't choose not to use the skills (if able).

Take actions as normal, with the following exceptions:


● Must charge (if able).
● Must Fight if Engaged.
● Otherwise, must move toward the closest fighter from
any crew.

HOUSELESS GANGERS
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 8+
SPECIAL RULES
Armed and equipped as on the model. Both sides can take
control of these fighters, so they could be heavily armed
without disrupting the balance (as long making an agreement
before the battle).

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DEFENCE SERVITOR MULTI-PLAYER GAMES


● Immobile (can't move). Many scenarios can be used with more than two gangs. They
● 360° vision arc can be modified depending on the difference in Gang Rating:
● Counts any Injury roll as Flesh Wound (can only be ● Stronger gangs can deploy in the most exposed
taken Out of Action by being reduced to T0). area.
● Can't be Pinned. ● Stronger gangs can deploy further away from the
● Automatically passes any Cool tests. objective.
● Stronger gangs can have random crew while weaker
gangs can have custom crew.
M WS BS S T W I A Ld Cl Wil Int
- 5+ 4+ 5 5 1 3+ 2 7+ 5+ 9+ 8+
Multi-player games use all the normal rules for battles with
Weapons: Grav gun, servo claw the following clarifications:
Wargear: Light carapace (4+)
OVERWATCH ROUTINE PRIORITY
The servitor will make Shoot (Basic) actions whenever all of Roll for Priority as normal, taking turns activating the fighters.
the following are true: Re-roll ties.
● Not Engaged.
● A fighter ends an activation within LOS of the MELEE COMBAT
servitor. Count interference from all fighters B2B, even if they are from
● Passes an Initiative test. This test is automatically different gangs. However, fighters can only claim assistance
passed if at least one of the following is true: from models from their own gang.
○ The first time each round.
○ The activated fighter made an attack DEFENDERS AND ATTACKERS
against the servitor. In scenarios that have defenders and attackers, divide the
gangs roughly equal on both sides.
If Engaged, make Reaction attacks as normal.
LOOT CASKETS
HIVE DWELLERS There will always be at least 2 loot caskets on any battlefield.
Treated as fighters and use the normal rules for movement, The content is unknown until opened. Active fighters within 1”
stray shots, being Engaged and pinning. However, if reduced of a loot casket may perform actions to open or carry a loot
to 0 wounds, they are taken Out of Action without rolling any casket.
Injury dice.
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+ SMASH OPEN (BASIC) - Requires the fighter to be within
1”. Roll a D6 and add the fighter’s Strength. On a 6+, the
Hivers do not activate normally and instead react to the casket is opened; however, subtract 1 from the result when
actions of nearby fighters. Hivers are triggered by the rolling to determine the casket’s contents (minimum 1).
following actions:
● A fighter makes a Shoot action within 12” BYPASS LOCK (BASIC) - Requires the fighter to be within
● A fighter makes a Fight action within 6” 1”. Pass an Intelligence test to open the casket.
● A blast is placed (after scatter) within 6”
● A fighter or hiver is hit by a ranged attack within 6”
CARRY (SIMPLE) - Requires the fighter to be within 1”.
After working out the effects of the action that triggered the Make a Move (Simple) action, carrying the loot casket or
hiver, roll a D6 on the table that follows (roll separately for ammo cache with them. When the action ends, the casket is
each hiver that is triggered). placed in base contact with this fighter.

D6 Result
1-2 Damn Gangers messing up my Town! Take a single Shoot OPENING LOOT CASKETS
action using a stub gun at the nearest fighter (even if they If opened, roll a D6:
didn’t trigger the local)
3-4 OK, take it Easy Fella: Take no action 1: Dangerous Goods: The casket is booby trapped.
5-6 I’m getting outta here! Become Broken (may rally in the Replace it with a Frag trap.
End phase as normal by passing a Cool test) 2-3: Nothing Useful: Receive D6 credits.
4-6: Ammo Cache: Replace it with an Ammo Cache.
During the End phase, take turns moving the hivers. Roll the
Scatter dice for each one - on a Hit, the player moves the
hiver its full Move in a direction of their choice, otherwise they
make a full Move in the direction indicated (stopping if it
contacts terrain).

CORRUPT ENFORCER
● Counts as a normal fighter.
● Can't take part in a Group Activation.
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+
Weapons: Enforcer boltgun, shock stave.
Wargear: Hardened flak, armoured undersuit.

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ROLLING ROADS (ASH WASTES)


Used in some scenarios, works best on larger battlefields.
● Size: 6'x4' (recommended size) unless specified in the scenario.

DIRECTION
● One edge will be Leading, the opposite will be Trailing. The other 2 edges are sides.
● The direction of travel is always from Trailing towards Leading.
● The scenario will specify the direction, otherwise randomize 2 opposite short edges as Leading & Trailing.

SIDES
Battlefield sides can have the following special rules:
● Impassable: Models cannot voluntarily move off the sides. Treated as impassable terrain when hit by vehicles
(collision).
● Cliff: Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as
normal).
● Open Sides: Models moving off the sides are Left Behind (can Rejoin later).

CLOUDS OF ASH
● Shooting attacks suffer a -1 hit modifier if targeting models that moved further than its Move stat during its previous
activation.

ROLLING ROADS PHASE


At the start of each End phase, resolve the following steps:
1: Move the Battlefield: All models and terrain are moved 8" directly towards the Trailing Edge. Anything contacting the
Trailing Edge is removed.
2: Left Behind: Models not completely within the battlefield are Left Behind.
○ Seriously Injured: Succumb to injuries (roll a 3+ or suffer a Lasting Injury).
○ Stationary: Can rejoin after this round (not this round), becoming Mobile.
○ Counts as Out of Action for the purposes of Bottle tests (until rejoining).
3: Rejoin: Left Behind models with Move 7"+ can pass an Intelligence check to become Reinforcements.
If failed, try again in the next End phase.
○ Reinforcements (unless otherwise specified):
■ All available Reinforcements arrive each round within 3" of the Trailing Edge.
■ All markers still apply (Out of Ammo, Wounds, Flesh Wounds, damage etc.), except Stationary
vehicles (automatically become Mobile).
4: Add New Terrain/Obstacles: Battle continues down the road and more of the road ahead comes into view.
Alternate placing terrain pieces (starting with the gang without Priority),
using D3-1 pieces of available & suitable terrain (note that the result can be zero):
○ Touching the Leading Edge.
○ At least 3" from any model or terrain.
○ Visibility (X"): Anywhere at least X" closer to the Leading Edge than any model.
○ If terrain can't be placed according to these guidelines, then skip placing that terrain.

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HORRORS OF THE UNDERHIVE


Experimental rules to spice up scenarios. Caution: These can Deployment rules:
be quite complicated, so best used with simple scenarios. ● Deployed by the player with Priority.
Before the battle, agree if and which one should be used. The ● Not within 6” of any fighter.
Horror is equipped to represent its inhuman resilience to
harm, preternatural ability to see in low light and imbued Roll a D6 at the start of each round, starting with the 2nd
resistance to hostile environments. round, after rolling for Priority. Deployed on a 4+:
● 4: In the deployment zone of the gang with Priority.
2 types, roll a D6: ● 5: Within 6” of the centre.
● 1-3: Possessed Hiver ● 6: Anywhere.
● 4+: Xenos Abomination
ACTIVATION
3 levels (depending of the lowest Gang Rating): ● Activates at the start of the End phase (before Bottle
● Level 1 (Peril Minoris): 1000-1300 tests).
● Level 2 (Peril Secundus): 1301-1600 ● Roll-off to determine which gang controls the Horror.
● Level 3 (Peril Extremis): 1601+ ● Treats all fighters from all gangs as enemies.

REWARDS FOR DEFEATING A HORROR


● Inflict wound: +1 XP.
● Out of Action: +2 XP and +1 Reputation.

POSSESSED HIVER (UNSANCTIONED) XENOS ABOMINATION


Level M WS BS S T W I A Ld Cl Wil Int Level M WS BS S T W I A Ld Cl Wil Int
1 5” 4+ 4+ 3 3 3 4+ 2 5+ 5+ 6+ 9+ 6” 3+ 6+ 2 3 3 4+ 2 5+ 6+ 7+ 10+
2
3
5” 3+ 4+
6” 2+ 3+
4
5
4
5
4 3+ 3 5+ 4+ 5+
5 3+ 4 5+ 3+ 4+
9+
9+
1 5”
3”
5+
4+
6+
6+
3
3
4
3
2
2
3+ 3 7+ 7+ 7+ 10+
5+ 2 5+ 5+ 5+ 4+
SKILLS 6” 3+ 6+ 3 3 4 4+ 3 6+ 4+ 7+ 10+
Bull Charge, Catfall,
True Grit.
Dodge, Nerves of Steel, Rain of Blows,
2 5”
4”
4+
4+
6+
6+
3
4
4
3
3
3
3+ 3 7+ 5+ 7+ 10+
4+ 3 5+ 4+ 5+ 4+
WEAPON & WARGEAR 7” 3+ 6+ 4 4 5 3+ 3 6+ 3+ 6+ 10+
● Daemonic Talons:
○ Str S, AP -2, D 2, Cursed, Melee, Rending 3 6”
5”
4+
4+
6+
6+
4
5
5
5
4
4
4+ 4 7+ 4+ 6+ 10+
3+ 3 5+ 3+ 5+ 10+
● Bio-booster, photo-goggles and respirator.
DAEMONIC INVULNERABILITY Agree on which profile to use, skills and weapons (depending
● Level 1: 6+ save (unmodifiable by AP). of level).
● Level 2: 5+ save (unmodifiable by AP).
● Level 3: 4+ save (unmodifiable by AP). LEVEL WARGEAR SKILLS
1 1 2
DAEMONIC SPEED 2 2 3
Can make D3 Actions instead of the normal 2 (controlling 3 3 4
gang chooses)
SKILLS
TERRIFYING Choose from:
Pass a Willpower test to target this fighter with a Fight (Basic) ● Agility
or Shoot (Basic) action, or the action ends immediately ● Brawn
(wasted). However, the action does not count as being ● Combat
performed, so the same action can be attempted again, if the ● Ferocity
fighter has more available actions in the activation.
HOUSE RULE WARGEAR
● Apply the Willpower test to any attack (ranged or ● Bio-booster, Mesh, Photo-goggles, Respirator.
melee) regardless of Basic or Double.
.
● Psychic attacks that are not made as a Fight/Shoot
action ignores this Willpower test.
WYRD POWERS
Telekinesis: Levitation (Basic), Continuous Effect WEAPON S L Str AP D Am Traits
Pyromancy: Scouring (Basic) Custom venomous bite E - - -2 - - Toxin
Custom razor-sharp talons E - +1 -1 1 - Rending
Add additional Wyrd Powers depending of level:
Writhing tentacles E 3" S -1 1 - Entangle
● Level 1: +1 Wyrd Power.
Spearing spines and bony growths E 1" +1 - 2 - -
● Level 2: +2 Wyrd Powers.
● Level 3: +3 Wyrd Powers. Web shooter T - 2 - - 2+ Silent, Web

Roll a D6 for each additional Wyrd Power:


1. Biomancy: Quickening (Basic), Continuous
2. Chronomancy: Freeze Time (Double), Continuous
3. Pyromancy: Flame Blast (Double), Continuous
4. Technomancy: Weapon Jinx (Simple)
5. Telekinesis: Assail (Basic)
6. Telepathy: Terrify (Double)

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SCENARIOS
Nr Scenario Comment Page Nr Scenario Comment Page
1 Tunnel Skirmish / Stand-off 2d/3d 262 58 Clandestine Rendezvous 2d, Gang Raids 319
2 The Trap 2d 263 59 Bar Brawl 2d, Gang Raids 320
3 Forgotten Riches 2d 264 60 The Beatdown Goliath 321
4 Marauders / Settlement Raid 2d / Ash Wastes 265 61 Something to Prove Goliath 322
5 Sneak Attack 2d 266 62 Feast of the Fallen Goliath 323
6 Smash & Grab 2d 267 63 The Hunt Solo 324
7 Looters 2d / 3d / Ash Wastes 268 64 Khimerix Hunt Escher 326
8 Ambush / Wasteland Ambush 2d / 3d / Ash Wastes 269 65 Back from the Dead Escher 327
9 Border Dispute 3d 270 66 Road Block Orlock 328
10 Sabotage 3d 271 67 Big Bar Brawl Orlock 329
11 Rescue Mission 2d / 3d / Ash Wastes 272 68 The Last Round End-game, Multi-player 330
12 Last Stand 273 69 Gateway to Hell End-game, Multi-player 331
13 Escape the Pit! 274 70 The Long Night End-game, Multi-player 332
14 Downtown Dust-up 275 71 Deus Ex Machina Van Saar 333
15 Shoot-Out 276 72 Last Rites for the Machine Van Saar 334
16 Caravan Heist 277 73 Mercy Mission Hangers-on 335
17 Spook/Ghast Harvest 278 74 Dome Rush Hangers-on 336
18 Archaeo-Hunters 279 75 Target Practice Hangers-on 337
19 Escort Mission 280 76 The Crossing Point N21 Hive War 338
20 Fighter Down 281 77 Stronghold Assault N21 Hive War 339
21 Murder Cyborg 282 78 Break In N21 Hive War 340
22 The Hit 283 79 Showdown N21 Hive War 341
23 Gang Moot Multi-player 284 80 Defile the Relic N21 Hive War 342
24 Pitfight Multi-player 285 81 Riches in the Dark N21 Hive War 343
25 Claim the Spire 3d (N17) 286 82 Righteous Crusade Cawdor 344
26 The Gauntlet 2d 287 83 Test of Faith Cawdor 345
27 In the Dark (N17) 288 84 Intelligence Gathering Delaque 346
28 Monster Hunt 289 85 Cauldron of Lies Delaque 347
29 Settlement Attack (N17) 290 86 Power Lines Van Saar (linked) 348
30 Escape! (N17) 291 87 Field Test Van Saar (linked) 349
31 Prison Break (N17) 292 88 Rogue Archeotek Van Saar (linked) 350
32 Blaze of Glory End-game, Multi-player 293 89 Settlement Raid Outlander 351
33 Escape the Badzone BZ 294 90 Market Mayhem Outlander 352
34 Manufactorum Raid BZ 295 91 Stealth Attack Outlander 353
35 The Conveyer BZ 296 92 Gunk Tank Outlander 354
36 Fungal Horror BZ 297 93 Mining Expedition Outlander 355
37 Toll Bridge BZ 298 94 Big Score Outlander 356
38 Show of Force Uprising 299 95 Dust Bowl Skirmish Ash Wastes 357
39 Hit & Run Uprising 300 96 Fuel Hunt Ash Wastes 358
40 Search & Destroy Uprising 301 97 Breakdown Ash Wastes 359
41 Meat Harvest Uprising 302 98 Wasteland Encounter 3d / Ash Wastes 360
42 Propaganda 303 99 Settlement Showdown Ash Wastes 361
43 Scavenge Uprising 304 100 The Beast Ash Wastes 362
44 Public Execution Uprising, Rescue 305 101 Incoming Storm Ash Wastes 363
45 Takeover 306 102 Cargo Run Ash Wastes, Rolling 364
46 Hunt Them Down ZM 307 103 Bone Road Death Race Ash Wastes, Rolling 365
47 Ritual 308 104
48 Blood Rites 309 105
49 Slaughter 310 106
50 Meeeeeeeeeat! Multi-player 311 107
51 Daemonic Possession Multi-player 312 108
52 Meat for the Grinder Multi-player 313 109
53 Urban Renewal Multi-player 314 110
54 War in the Shadows Multi-player 315 111
55 End Times Multi-player 316 112
56 Daylight Robbery 2d, Gang Raids 317 113
57 Mercator Storehouse Heist 2d, Gang Raids 318 114

261
★ NECROMUNDA ★

SCENARIO 1: TUNNEL SKIRMISH / STAND-OFF


BATTLEFIELD VICTORY
Standard. The gang that scored the most points is the winner. Otherwise
it is a draw.
ZONE MORTALIS: 4 or 6 tiles.
REWARDS
CREWS CREDITS
● ZONE MORTALIS (4 TILES): Custom (6) Zone Mortalis:
● ZONE MORTALIS (6 TILES): Custom (10) ● +2D6x10 to the winner.
● SECTOR MECHANICUS: Custom (10) ● +D3x5 to the loser.
● +D6x10 to both gangs in case of a draw.
TACTICS CARDS Sector Mechanicus:
● Custom (2). ● +D6x10 to the winner.
● Underdog (starting crew cost): +1 random per 100 credits. ● +D3x5 to the loser.
● +D6x5 to both gangs in case of a draw.

EXPERIENCE
DEPLOYMENT Scenario specific rewards:
Standard. ● +1 for taking part.
● +1 to the winning Leader (regardless of whether they
OBJECTIVES took part in the battle or not). In case of a draw,
Take out as many of the enemy as possible! Each gang neither Leader gets this bonus.
scores points for each enemy fighter that goes Out of Action Standard rewards:
or flees: ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
● 3 points for a Leader Action.
● 2 points per Champion ● +1 for killing an enemy (during the battle).
● 1 point for any other fighter ● +1 for Rallying.

REPUTATION
NOTE ● +2 to the winner.
● +1 to both gangs if this was the first battle against
The points rarely makes a difference. It’s mainly about being
each other.
the last gang standing.
● -1 to any gang that bottled out.

ENDING THE BATTLE


The battle ends when only one gang has fighters remaining
(at the end of a round).

HOUSE RULE
This scenario is potentially broken! Apply this fix:

If either gang voluntarily bottles out OR voluntarily flees, the


other gang should automatically win.

262
★ NECROMUNDA ★

2D

SCENARIO 2: THE TRAP


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining
the defender. Otherwise, randomize one gang to choose who (at the end of a round).
to be attacker and defender.
VICTORY
BATTLEFIELD The gang that scored the most points is the winner. Otherwise
The defender places the first tile. This tile marks the centre of it is a draw.
the battlefield. Then take turns placing 4 more tiles, 2 each,
adjacent to the first tile, forming a cross. The defender may
place all the barricades. REWARDS
CREDITS
● +D6x10 to the winner.
CREWS ● +D3x5 to the loser.
● Custom (10). ● +D3x10 to both gangs in case of a draw.

TACTICS CARDS EXPERIENCE


● Custom (2). Scenario specific rewards:
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 for taking part.
● +1 to the winning Leader (regardless of whether they
DEPLOYMENT took part in the battle or not). In case of a draw,
The defender divides the crew into 2 or more groups. The neither Leader gets this bonus.
defender then chooses one group and set up a fighter from Standard rewards:
that group in the centre of the central tile, then sets up the ● +1 for taking an enemy Out of Action.
rest of the fighters in that group within 2” of the first fighter. ● +1 for taking an enemy Leader or Champion Out of
Action.
Then the attacker sets up their entire crew within 6” of the ● +1 for killing an enemy (during the battle).
edge of the outer tiles, however they wish. ● +1 for Rallying.

Finally, the defender set up the rest of their crew. Roll a D6 for REPUTATION
each group. On a 6, they may be set up anywhere on the ● +2 to the winner.
battlefield, at least 2” from an enemy fighter. Otherwise they ● +1 to both gangs if this was the first battle against
must set up within 2” of the fighters already deployed in the each other.
central tile. ● -1 to any gang that bottled out.

SURPRISE ATTACK
The defender rolls a D6, adding 1 to the result for each fighter
they were able to set up outside their deployment zone. On a
7+, the defender automatically takes Priority in the first round.
Otherwise, the attacker takes Priority.

During the first round, make a Cool test for each fighter when
they are activated. If failed, the fighter can only make one
action this round instead of two.

OBJECTIVES
Take out as many of the enemy as possible! Each gang
scores points for each enemy fighter that goes Out of Action:

● 3 points for a Leader


● 2 points per Champion
● 1 point for any other fighter
● D3 points for being the last gang on the battlefield.

NOTE
The points rarely makes a difference. It’s mainly about being
the last gang standing. Presumably fleeing fighters count as
OoA (universal rule) since anything else is not spelled out.

HOUSE RULE
This scenario is potentially broken! Apply this fix:

If either gang voluntarily bottles out OR voluntarily flees, the


other gang should automatically win.

263
★ NECROMUNDA ★

2D

SCENARIO 3: FORGOTTEN RICHES


BATTLEFIELD HORRORS IN THE DARK
Standard: 7 tiles. Take turns placing tiles (starting with the When a fighter activates outside 8" of any other fighters
winner of a roll-off). The first tile marks the centre of the (friend or foe), roll a D6:
battlefield. The remaining 6 tiles must be adjacent to the first. D6 Result
1 Suffer a Strength 6 hit with AP -1 and Damage 2. If Seriously
CREWS Injured, the fighter is dragged away into the darkness and
● Custom. taken Out of Action.
The maximum number of fighters in each crew is determined 2-3 The fighter can't make any actions this turn.
by rolling 2D6: 4-5 The fighter can only make one action this turn.
6 The fighter activates normally.
● 2-3: 5
● 4-5: 6
● 6-8: 7 HOUSE RULE
● 9-10: 8 Fighters that are Seriously Injured or Broken should not count
● 11-12: 9 for Horrors in the Dark.

TACTICS CARDS
● Custom (3).
FLEEING THE BATTLEFIELD
● Underdog (starting crew cost): +1 random per 100 credits. If one gang voluntarily bottles out and flees the battlefield,
their opponent automatically wins the scenario. The winning
gang claims any loot caskets left on the battlefield at the end
DEPLOYMENT of the battle.
Take turns placing 5 loot caskets (starting with the winner of a
roll-off):
● Must be placed in a separate tiles. HOUSE RULE
● The first must be placed in the central tile. This scenario is potentially broken! Apply this fix:
● At last 6” from each other.
● Not in inaccessible areas. If either gang voluntarily bottles out OR voluntarily flees, the
other gang should automatically win.
Then, the winner of another roll-off selects a tile without a loot
casket as deployment zone (roll-off again). Deploy within 3” of
the edge of the tile (on the edge of the battlefield). The
ENDING THE BATTLE
opponent then does the same on the other remaining tile. If The battle ends when only one gang has fighters remaining
the 2 deployment tiles are adjacent, fighters can't be set up (at the end of a round).
within 6” of an enemy.
VICTORY
OBJECTIVES The gang that secured most loot caskets at the end of the
Both teams are attempting to get away with as much loot as battle wins. Otherwise it is a draw.
they can carry and prevent their enemies doing the same.
Each gang scores points when enemies go Out of Action or REWARDS
loot caskets are secured: CREDITS
● +D6x10 for each secured loot casket.
● 1 point for each enemy that goes Out of Action.
● 2 points for each loot casket (not including ammo caches) EXPERIENCE
on their starting tile within 3” of the board edge when the Scenario specific rewards:
battle ends. ● +1 for taking part.
● D3 points for being the last remaining gang. ● +1 to the Leader of the gang that scored the most
points, regardless of whether they took part in the
battle or not (in case of a draw, neither Leader gets
this bonus).
NOTE Standard rewards:
Presumably fleeing fighters count as OoA (universal rule) ● +1 for taking an enemy Out of Action.
since anything else is not spelled out. ● +1 for taking an enemy Leader or Champion Out of
Action.
Rewards: ● +1 for killing an enemy (during the battle).
● Points determine which leader (if any) receives XP ● +1 for Rallying.
bonus.
● Loot caskets (winning condition) determine REPUTATION
Reputation and Credits bonus. ● +2 to the winner (secured most loot caskets).
● Last gang on the battlefield only affects D3 bonus ● +1 to both gangs if this was the first battle against
points and captives. each other.
● -1 to any gang that bottled out.

264
★ NECROMUNDA ★

2D / ASH WASTES

SCENARIO 4: MARAUDERS / SETTLEMENT RAID v2


ATTACKER & DEFENDER REINFORCEMENTS
The gang who chose this scenario is the attacker, the other is D3 random defenders arrive at the start of each End phase.
the defender. Otherwise, randomize one gang to choose who In this scenario they are deployed by the controlling player
to be attacker and defender. within 1” of any edge of the battlefield and outside 12” of
enemy fighters.
BATTLEFIELD
Marauders (2d): Standard (6 tiles). ENDING THE BATTLE
Settlement Raid v2 (Ash Wastes): Standard, one half The battle ends (at the end of any round) if max one gang
should be the wastes, the other half should be a settlement. remains on the battlefield.

CREWS VICTORY
● Attacker: Custom (6). The gang that scored the most points is the winner. Otherwise
Ash Wastes: Vehicles can be included. it is a draw.
● Defender: Random (D3+2) + Reinforcements.
Ash Wastes: Vehicles can be included as Reinforcements.
REWARDS
CREDITS
HOME TURF ADVANTAGE ● D6x10 (win).
Defender: ● D3x5 (lose).
● Bottle tests: Roll 2D6 and discard the highest. ● D3x10 (draw).
● Rally tests: +1.
● Hangers-on: Included in the crew on a 4+ EXPERIENCE
(roll individually). Scenario specific rewards:
● +1 for taking part.
DESPERATION ● +1 to the winning Leader, regardless of whether they
Defenders: Automatically pass any Bottle tests (can still took part in the battle or not (in case of a draw,
bottle out voluntarily). neither Leader gets this bonus).
Standard rewards:
TACTICS CARDS ● +1 for taking an enemy Out of Action
● Custom (2). ● +1 for taking an enemy Leader or Champion Out of
● Underdog (starting crew cost): +1 random per 100 credits. Action
● +1 for killing an enemy
● +1 for Rallying
DEPLOYMENT
Marauders (2d): Standard. REPUTATION
Settlement Raid v2 (Ash Wastes): ● +2 to the winner.
1: Defender: Entire crew in the settlement half. ● +1 to both gangs if this was the first battle against
2: Attacker: With 6" of the opposite edge (wastes). each other.
● -1 to any gang that bottled out.
OBJECTIVES
Each gang scores points:
● 1 point per enemy fighter Out of Action.
● 2 points per enemy vehicle Out of Action (wrecked).
● D3 points for being the last gang on the battlefield.

The attacker have a special objective granting additional


points, roll a D3:
1: Bushwack:
○ +1 point per enemy Champion Out of
Action.
○ +2 points if the enemy Leader is Out of
Action.
2: Scrag: After deployment, nominate 1 fighter in the
enemy's crew to be the target.
○ +1 point if the target is Out of Action.
○ +1 point for Coup de Grace against the
target.
3: Mayhem: After an attacker has Seriously Injured an
enemy, the attacker can leave the battlefield by
ending an action within 1" of their edge. The attacker
counts as Out of Action for the purposes of Bottle
tests.
○ +1 point if the attacker leaves.

If the attacker bottles out, points can no longer be scored


from these objectives.

265
★ NECROMUNDA ★

2D

SCENARIO 5: SNEAK ATTACK


ATTACKER & DEFENDER REINFORCEMENTS
The gang who chose this scenario is the attacker, the other is D3 random defending fighters arrive at the start of each End
the defender. Otherwise, randomize one gang to choose who phase. In this scenario they are deployed by the controlling
to be attacker and defender. player within 1” of any edge of the battlefield and outside 12”
of enemy fighters.
BATTLEFIELD
Standard: 7 tiles. The winner of a roll-off places the first tile. HOUSE RULE
This tile marks the centre of the battlefield. Take turns placing The Reinforcements should only arrive in each turn after the
6 more tiles, adjacent to the first tile. alarm is raised (including the round that the alarm is raised).

CREWS ENDING THE BATTLE


● Attacker: Custom. The battle ends when only one gang has fighters remaining
● Defender: Custom (5 Sentries) + Reinforcements. (at the end of a round).

If a sentry has multiple equipment sets, randomize which one FLEEING THE BATTLEFIELD
is used. If the defender voluntarily Bottles out and flees the battlefield,
the attacker automatically wins the scenario. The attacking
HOME TURF ADVANTAGE Leader is considered to have defiled the gang relic.
Defender:
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1. HOUSE RULE
● Hangers-on: Included in the crew on a 4+ This scenario is potentially broken! Apply this fix:
(roll individually).
If the defender voluntarily bottles out OR voluntarily flees, the
other gang should automatically win.
TACTICS CARDS
● Attacker: Custom (3).
● Defender: Random (2) (only usable after the alarm is VICTORY
raised). The attacker wins by having remaining fighters (not including
● Underdog (Gang Rating): +1 random per 100 credits. Seriously Injured fighters) and defiled the gang relic. The
defender wins by having remaining fighters (not including
DEPLOYMENT Seriously Injured fighters) and the gang relic is not defiled.
The defender sets up their sentries anywhere on the Otherwise it is a draw.
battlefield, and a gang relic anywhere within 6” of one edge of
the battlefield. The attacker then sets up each of their fighters REWARDS
within 4” of any edge of the battlefield and must be within 4” CREDITS
of another member of the crew. The attacker is free to use all ● D6x10 to the attacker for defiling the gang relic.
edges. ● D3x10 to the attacker if the gang relic was not
defiled.
HOUSE RULE ● D6x10 to the defender if the gang relic was not
defiled.
The Relic should be deployed within 6” of the centre, or the
● D3x10 to the attacker if the gang relic was defiled.
attackers should deploy on the opposite battlefield edge.
EXPERIENCE
GANG RELICS Scenario specific rewards:
The attacker is trying to defile a gang relic, the defenders are ● +1 for taking part.
trying to stop them. ● +D3 to an attacking fighter defiling a relic.
● +1 to the Leader of the gang which had fighters on
● +2 for any Cool and Leadership tests made by friendly the battlefield at the end of the battle (regardless of
fighters within 6” of the gang relic (while undefiled). whether they took part in the battle or not).
Standard rewards:
DEFILING A RELIC ● +1 for taking an enemy Out of Action.
If the relic is left unprotected, the enemy will try to wreck it, ● +1 for taking an enemy Leader or Champion Out of
tear it down, mark it with their own gang's tag or ruin it in a Action.
more creative fashion! ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
Spend a Double action within 1” to wreck the relic. It no
longers offers any bonuses and can't be wrecked again. REPUTATION
● +2 to the attacker if the gang relic was defiled.
● -2 to the defender if the gang relic was defiled.
● +1 to both gangs if this was the first battle against
each other.
● -1 to any gang that bottled out.

266
★ NECROMUNDA ★

2D

SCENARIO 6: SMASH & GRAB


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If a gang voluntarily Bottles out and flees the battlefield, the
the defender. Otherwise, randomize one gang to choose who other gang automatically wins the scenario. If the attacker
to be attacker and defender. wins this way, rewards are earned for the remaining loot
caskets without risk of detonating a frag trap. If the defender
BATTLEFIELD wins this way, rewards are earned for any unopened loot
Standard: 6 tiles. caskets at the end of the battle.

CREWS HOUSE RULE


● Attacker: Custom (10). This scenario is potentially broken! Apply this fix:
● Defender: Random (D6+3).
If the defender voluntarily bottles out OR voluntarily flees, the
TACTICS CARDS other gang should automatically win.
● Attacker: Custom (2).
● Defender: Random (2).
● Underdog (starting crew cost): +1 random per 100
ENDING THE BATTLE
credits. The battle ends when only one gang has fighters remaining
(at the end of a round).
DEPLOYMENT
Standard.
VICTORY
The attacker wins they have opened more loot caskets
Additionally, the defender sets up 5 loot crates in their containing ammo than are left unopened on the battlefield.
deployment zone, at least 4” from the edge of the battlefield. Otherwise the defender wins.

● 3 ammo (ammo casket) REWARDS


● 1 empty (no value) CREDITS
● 1 frag trap (triggered when opened, then removed) ● D6x10 to the attacker for each opened ammo
casket.
All are set up with the lids on, keeping the contents secret ● 2D6x10 to the defender for each closed ammo
from the attacker until opened. casket.

EXPERIENCE
HOUSE RULE Scenario specific rewards:
This deployment is broken if defender sets up on an edge! ● +1 for taking part.
Deploy loot caskets within the 3” deployment zone AND at ● +1 to the attacking Leader if at least 2 ammo caskets
least 4” from the edge of the battlefield? Also, having one were opened (regardless of whether they took part in
gang march across the board, into or through the enemy the battle or not).
gang, to open loot caskets is highly unrealistic! Apply this fix: Standard rewards:
● +1 for taking an enemy Out of Action.
Deploy loot caskets within 2” of the middle line between both ● +1 for taking an enemy Leader or Champion Out of
deployment zones. Action.
● +1 for killing an enemy (during the battle).
OBJECTIVES ● +1 for Rallying.
The attacker wants to steal the Guilders’ loot crates. The
defender is determined to drive off the attacker empty REPUTATION
handed. ● +1 to the attacker for each opened ammo casket.
● -1 to the defender for each opened ammo casket.
● -1 to the attacker if the frag trap was opened.
SPECIAL RULE: LOOT CASKETS ● +1 to each gang if this was the first battle against
The defender can't open any loot caskets. each other.
● -1 to any gang that bottled out.
If the attacker opens a loot casket, do not roll to see what the
contents are. Instead, remove the lid and apply the effects
depending of the content.

267
★ NECROMUNDA ★

2D / 3D / Ash Wastes

SCENARIO 7: LOOTERS
ATTACKER & DEFENDER REINFORCEMENTS
The gang who chose this scenario is the attacker, the other is 1 random defender arrives at the start of the first End phase,
the defender. Otherwise, randomize one gang to choose who 2 at the start of the second, and so on.
to be attacker and defender.
FLEEING THE BATTLEFIELD
BATTLEFIELD If the defender voluntarily bottles out and flees the battlefield,
Standard. Any type (2D, 3D, Ash Wastes). the attacker automatically wins the scenario and may claim all
of the loot caskets.
CREWS
● Attacker: Custom (10). HOUSE RULE
Ash Wastes: Vehicles can be included. This scenario is potentially broken! Apply this fix:
● Defender: Random (D3+4) + Reinforcements.
Ash Wastes: Vehicles can be included If the defender voluntarily bottles out OR voluntarily flees, the
as Reinforcements. other gang should automatically win.

HOME TURF ADVANTAGE


Defender:
ENDING THE BATTLE
● Bottle tests: Roll 2D6 and discard the highest. The battle ends if max one gang has models remaining on the
● Rally tests: +1. battlefield (at the end of any round).
● Hangers-on: Included in the crew on a 4+
(roll individually). VICTORY
The attacker wins by claiming more loot than there are left on
TACTICS CARDS the battlefield. Otherwise the defender wins.
● Attacker: Custom (2).
● Defender: Random (2). REWARDS
● Underdog (Gang Rating): +1 random per 100 credits. CREDITS
● Attacker: D3x10 per claimed loot, taken from the
DEPLOYMENT defender's Stash (note that the attacker can't take
1: Defender: more than the defender has).
1.1: 4 loot caskets (anywhere).
1.2: Entire crew (within 3" of any loot casket). EXPERIENCE
2: Attacker: Pick a battlefield edge to be the escape Scenario specific rewards:
route. Set up the entire crew within 6” of that edge. ● +1 for taking part.
● +1 to the attacking Leader if at least 2 loot caskets
HOUSE RULE were claimed (regardless of whether they took part
The objective is completely unrealistic. Having one gang in the battle or not).
march across the board, into or through the enemy gang, pick Standard rewards:
up loot caskets and then carry them all the way back is ● +1 for taking an enemy Out of Action.
completely unrealistic! Either the attackers will suffer ● +1 for taking an enemy Leader or Champion Out of
casualties and eventually flee, or the opponent will suffer Action.
casualties and eventually flee, at which point the defender ● +1 for killing an enemy (during the battle).
receives 100% of the rewards (no secured loot caskets). ● +1 for Rallying.
Apply this fix:
REPUTATION
Defender and attacker deploys on opposite edges according ● Attacker:
to standard deployment rules. Then deploy loot caskets within ○ +1 per claimed loot.
2” of the middle line between both deployment zones, at least ○ -2 if no loot was claimed.
6” from another loot casket. ● Defender:
○ +1 per unclaimed loot.
CLAIMING CASKETS AND ESCAPING ○ -2 if all loot were claimed.
The attackers are attempting to secure the 4 loot caskets and ● +1 to both gangs if this was the first battle against
move them off via the escape route. The caskets are valuable each other.
even if opened or converted to ammo caches - however, if the
ammo cache is exhausted it can't be claimed by the attacker.
Note that only those 4 loot caskets placed by the defender
can be claimed by the attacker.

Any of the 4 loot caskets (or ammo caches) can be claimed if


within 1” of the escape route at the start of an End phase
(removed from the battlefield). Attackers within 1” of the
escape route can escape at the start of an End phase (even if
Seriously Injured). They count as being Out of Action for the
purposes of Bottle tests.

Attackers cannot claim loot after bottling out, but can still
escape.

268
★ NECROMUNDA ★

2D / 3D / ASH WASTES

SCENARIO 8: AMBUSH / WASTELAND AMBUSH


ATTACKER & DEFENDER ENDING THE BATTLE
The battle ends when max one gang has fighters remaining
The gang who chose this scenario is the attacker, the other is
(at the end of a round).
the defender. Otherwise, randomize one gang to choose who
to be attacker and defender.
VICTORY
The attacker wins if more defenders were taken Out of Action
BATTLEFIELD than those who escaped (fleeing fighters do not count).
Standard. Any type (2D, 3D, Ash Wastes).
Otherwise the defender wins.
Vehicles can't be included (regardless of battlefield type).

Defender can place all scatter terrain. The centre can only REWARDS
have scatter terrain within 12" (no large terrain). EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
CREWS ● +1 to each escaping defended.
● Attacker: Custom.
● +1 to the attacking Leader if no defenders escaped
● Defender: Random (D3+5).
(regardless of whether they took part in the battle or
not).
TACTICS CARDS Standard rewards:
● Attacker: Custom (2). ● +1 for taking an enemy Out of Action.
● Defender: Random (2). ● +1 for taking an enemy Leader or Champion Out of
● Underdog (starting crew cost): +1 random per 100 credits. Action.
● +1 for killing an enemy (during the battle).
DEPLOYMENT ● +1 for Rallying.
1: Defender: Set up each fighter one by one (in any
order) within 6" of the centre. However, roll a 6+ per REPUTATION
fighter when setting up to have that fighter set aside ● +1 to the winning attacker.
instead. ● +2 to the winning defender.
2: Attacker: Anywhere at least 12" from any defender, ● -1 to any gang that bottled out.
or 6" if no defender can draw LOS to the fighter.
3: Defender: Set up each fighter that were set aside,
anywhere at least 1" from any attacker.

SURPRISE ATTACK
Take out as many enemies as possible! An alternative for the
defenders is to escape.

The attacker has Priority in the first round. The attacker can
activate D3 fighters before the first defender activates.

In addition, during the first round, each fighter must pass a


Cool check when activating, or the fighter can only make one
action this turn (instead of the normal 2).

SLIPPING THE NET


Defenders within 1” of a battlefield edge at the start of the
End phase can escape (even if Seriously Injured). Escaping
fighters count as being Out of Action for the purposes of
Bottle tests.

269
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3D

SCENARIO 9: BORDER DISPUTE


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining
(at the end of a round).
CREWS
● Random (D3+3) + Reinforcements. FLEEING THE BATTLEFIELD
If a gang voluntarily Bottles out and flees the battlefield, their
TACTICS CARDS opponent automatically wins the scenario. The Leader of the
● Random (1) at the start of each round after the first. winning gang is considered to have defiled the losing gang’s
● Underdog (Gang Rating): +1 random per 100 credits. Relic.

DEPLOYMENT VICTORY
Standard with the following exceptions: The gang with fighters left on the battlefield (not including
Seriously Injured fighters) and a gang relic not defiled wins. If
Roll-off, the winner picks one half to be their Turf, then sets up both gang relics are defiled, it is a draw.
a random fighter from their crew within 1” of the centre of the
battlefield, in their own half. The other gang then does the REWARDS
same. CREDITS
● D6x10 to each gang whose gang relic was not
Then, starting with the gang that set up the first fighter, take defiled.
turns setting up one of the remaining fighters in the crew ● D3x10 to each gang whose gang relic was defiled.
within their own Turf, at least 12” from the dividing line.
EXPERIENCE
Finally, each gang sets up a gang relic in their own Scenario specific rewards:
deployment zone, at least 5” away from any edge of the ● +1 for taking part.
battlefield. ● +D3 to a fighter defiling a relic.
● +1 to the Leader of the gang which had fighters on
GANG RELICS the battlefield at the end of the battle (regardless of
Each gang is seeking to secure their Turf and drive off the whether they took part in the battle or not).
other gang - and the best way to do this is to defile the other Standard rewards:
gang’s Relic. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
● +2 for any Cool and Leadership tests made by friendly Action.
fighters within 6” of the gang relic (while undefiled). ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
DEFILING A RELIC
If the relic is left unprotected, the enemy will try to wreck it, REPUTATION
tear it down, mark it with their own gang's tag or ruin it in a ● +2 if only the opponent’s relic was defiled.
more creative fashion! ● -2 if only the gang’s relic was defiled.
● +1 to both gangs if this was the first battle against
Spend a Double action within 1” to wreck the relic. It no each other.
longers offers any bonuses and can't be wrecked again. ● -1 to any gang that bottled out.

REINFORCEMENTS
D3 random fighters arrive at the start of each End phase.
Deploy them one at a time, starting with the player with
Priority and alternating until all are deployed.

270
★ NECROMUNDA ★

3D

SCENARIO 10: SABOTAGE


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If the defender voluntarily Bottles out and flees the battlefield,
the defender. Otherwise, randomize one gang to choose who the attacker automatically wins the scenario. The target is
to be attacker and defender. destroyed but no XP is gained for doing so after the
defenders have fled.
BATTLEFIELD
Standard. The defender sets up a piece of terrain, which ENDING THE BATTLE
should be at least 2” square, to represent the attacker’s The battle ends when only one gang has fighters remaining
target. It is recommended that it is set up as close to the (at the end of a round).
centre of the battlefield as possible.
VICTORY (SKIRMISH ONLY)
CREWS The attacker wins if they have destroyed the target and fewer
● Attacker: Custom. than half of the crew has been taken Out of Action. If the
● Defender: Custom (5 Sentries) + Reinforcements. target is not destroyed, the defender wins. Otherwise, the
If a sentry has multiple equipment sets, randomize which one battle ends in a draw.
is used.
REWARDS
HOME TURF ADVANTAGE CREDITS
Defender: ● D6x10 to the attacker if the target was destroyed.
● Bottle tests: Roll 2D6 and discard the highest. ● D6x10 to the defender if the target was not
● Rally tests: +1. destroyed.
● Hangers-on: Included in the crew on a 4+
(roll individually). EXPERIENCE
Scenario specific rewards:
TACTICS CARDS ● +1 for taking part.
● Attacker: Custom (3). ● +1 for each Wound caused on the target.
● Defender: Random (2) (only usable after the alarm is ● +1 for destroying the target.
raised). ● +1 to the attacking Leader if the target was
● Underdog (Gang Rating): +1 random per 100 credits. destroyed (regardless of whether they took part in
the battle or not).
DEPLOYMENT Standard rewards:
The defender sets up their sentries anywhere on the ● +1 for taking an enemy Out of Action.
battlefield. The attacker then sets up each of their fighters ● +1 for taking an enemy Leader or Champion Out of
within 2” of any edges of the battlefield. Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.
OBJECTIVES
The attackers are attempting to destroy their target and deal a REPUTATION
blow to their target’s territory. The defenders are trying to stop ● +3 to the attacker if the target was destroyed.
this at all costs! ● -1 to the defender if the target was destroyed.
● +1 to both gangs if this was the first battle against
DESTROYING THE TARGET each other.
The target has: ● -1 to any gang that bottled out.
● Toughness 6.
● 5+ save.
● 4 Wounds.
● Large & stationary:
○ +2 hit modifier to all ranged attacks.
○ Any close combat attacks automatically hit.

REINFORCEMENTS
Receive D6 random fighters in each End phase after the
alarm is raised (including the round the Alarm is raised).

TAKING FLIGHT
Once the attackers have destroyed the target, they can take
flight within 1” of an edge of the battlefield at the start of the
End phase (even if Seriously Injured). They count as being
HOUSE RULE (INFILTRATE)
Problem: Infiltrate can be imbalanced or break this
Out of Action for the purposes of Bottle tests.
scenario.
Solution: If at least one player wants, Infiltrate can't be
used in this scenario. Instead, Infiltrating fighters can make
1 or 2 move actions before the first round.

271
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2D / 3D / ASH WASTES

SCENARIO 11: RESCUE MISSION


ATTACKER & DEFENDER FREED CAPTIVES
The gang who chose this scenario is the attacker, the other is Freed Captives become Ready at the start of the following
the defender. Otherwise, randomize one gang to choose who round and activate as normal. It is assumed that the rescuers
to be attacker and defender. return all equipment to them, or collect it from nearby.

THE CAPTIVES TAKING FLIGHT


In a campaign, this scenario can only be chosen if any of the Attackers within 1” of a battlefield edge at the start of the End
attacker’s fighters have been captured by the defender. phase can take flight (including Seriously Injured &
These fighters are the Captives. Otherwise the attacker picks Stationary). They count as being Out of Action for the purpose
one fighter as the Captive. of Bottle tests.

BATTLEFIELD FLEEING THE BATTLEFIELD


Standard. Any type (2D, 3D, Ash Wastes). If the defender voluntarily bottles out and flees the battlefield,
the attacker automatically wins and all Captives are freed.
CREWS
● Attacker: Custom HOUSE RULE
(Ash Wastes: can include vehicles). This scenario is potentially broken! Apply this fix:
● Defender: Custom (5 Sentries) + Reinforcements
(Ash Wastes: Reinforcements If the defender voluntarily bottles out OR voluntarily flees, the
can include vehicles). other gang should automatically win.

If a sentry has multiple equipment sets, randomize which one


is used.
ENDING THE BATTLE
The battle ends (at the end of a round) if max one gang has
fighters remaining.
HOME TURF ADVANTAGE
Defender:
● Bottle tests: Roll 2D6 and discard the highest.
VICTORY
● Rally tests: +1. Attacker: All Captives are freed and took flight.
● Hangers-on: Included in the crew on a 4+ Defender: No Captives took flight.
(roll individually). Otherwise it is a draw.

TACTICS CARDS REWARDS


● Attacker: Custom (3). EXPERIENCE
● Defender: Random (2) Scenario specific rewards:
(only usable after the alarm is raised). ● +1 for taking part.
● Underdog (Gang Rating): +1 random per 100 credits. ● +D3 for freeing a Captive.
● +1 to each Captive that were freed and took flight.
● +1 to the attacking Leader for winning (regardless of
DEPLOYMENT whether they took part in the battle or not).
1: Defender: Set up the Captive(s) & sentries Standard rewards:
anywhere. ● +1 for taking an enemy Out of Action.
2: Attacker: Entire crew within 2" of any battlefield ● +1 for taking an enemy Leader or Champion Out of
edges (free to use all edges). Action.
● +1 for killing an enemy (during the battle).
REINFORCEMENTS ● +1 for Rallying.
D6 random defenders in each End phase after the alarm is
raised (including the round the Alarm is raised). REPUTATION
● +2 to the attacker per freed Captive.
CAPTIVE MODELS ● -1 to the defender per freed Captive.
Captive fighters never become Ready, and can't be activated ● -1 to any gang that bottled out.
or attacked by either side.

FREE CAPTIVE
Non-Captive attackers can spend a Basic action (Free
Captive) to free a Captive within 1” on a 3+.

ATTEMPT TO ESCAPE
In each End phase, any Captive can attempt to escape. Roll HOUSE RULE (INFILTRATE)
2D6 + Strength (individually) per Captive that attempts to Problem: Infiltrate can be imbalanced or break this
escape: scenario.
1-6: The Captive suffers a Flesh Wound. Solution: If at least one player wants, Infiltrate can't be
7-12: No effect. used in this scenario. Instead, Infiltrating fighters can make
13+: Freed. 1 or 2 move actions before the first round.

272
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SCENARIO 12: LAST STAND


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining
the defender. Otherwise, randomize one gang to choose who (at the end of a round).
to be attacker and defender.
VICTORY (SKIRMISH ONLY)
BATTLEFIELD If the defender still has fighters (not Seriously Injured or
Standard. Broken) on the Battlefield by the start of round 7, then they
are the winner, otherwise the attacker is victorious.
CREWS
● Attacker: Custom (D3+6) + Reinforcements. REWARDS
● Defender: Random (D3+5). The rewards depend on how long the defenders were able to
hold out.
HOME TURF ADVANTAGE
Defender: ROUND CREDITS REPUTATION
● Bottle tests: Roll 2D6 and discard the highest. Attacker 2D6x10 +3
1-2
● Rally tests: +1. Defender 0 -3
● Hangers-on: Included in the crew on a 4+ Attacker D6x10 +2
(roll individually). 3-4
Defender D3x10 +1
Attacker D3x10 +1
TACTICS CARDS 5-6
Defender D6x10 +2
● Attacker: Custom (2). Attacker 0 -3
● Defender: Random (2). 7+
Defender 2D6x10 +3
● Underdog (starting crew cost): +1 random per 100
credits.
EXPERIENCE
Scenario specific rewards:
DEPLOYMENT ● +1 for taking part.
The defender deploys their entire crew within 6” of the centre ● +D3 to each defending fighter not Broken, Seriously
of the board. Then the attacker deploys their entire crew Injured or Out of Action by round 7.
within 2” of all board edges. Standard rewards:
● +1 for taking an enemy Out of Action
OBJECTIVES ● +1 for taking an enemy Leader or Champion Out of
The defender must hold out as long as they can, while the Action
attacker must wipe them out. ● +1 for killing an enemy
● +1 for Rallying
SPECIAL RULE: OUTNUMBERED
At the end of the first round, and each round thereafter, the
attacker may bring on D6 Reinforcements (using standard
rules for Reinforcements). In addition, any of the attacking
fighters that were taken Out of Action may join as
Reinforcements instead of rolling on the Lasting Injury table
(removing any Conditions).

ALTERNATIVE VARIANT
This can be a multi-player scenario, with 2 or more gangs
attacking the defender. If the total Rating of the combined
attacking gangs is at least double that of the defender’s, do
not use the outnumbered special rule.

273
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SCENARIO 13: ESCAPE THE PIT!


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard. Mark the centre point of the battlefield, this is the If a gang voluntarily Bottles out and flees the battlefield, their
escape point. If using Sector Mechanicus, the escape point opponent automatically wins the scenario. The winner claims
should be on an elevated platform - the higher the better! any loot caskets left on the battlefield.

CREWS ENDING THE BATTLE


● Random (D3+4). The battle ends when at least 1 condition is true:
● Only one gang has fighters remaining (at the end of
TACTICS CARDS a round).
● Custom (2). ● No battlefield area remains (at the start of a round).
● Underdog (starting crew cost): +1 random per 100 credits.
VICTORY (SKIRMISH ONLY)
DEPLOYMENT The gang who escaped with the most loot caskets is the
Alternate placing 3 loot caskets each, rolling off to see who winner (or in case of a tie, the gang with most escaped
will place the first casket. Loot caskets must be placed fighters). Otherwise it is a draw.
anywhere on the board at least 8” from any edge, 8” from
another loot casket and 12” from the escape point. Roll-off REWARDS
again, the winner deploying first, choosing any board edge CREDITS
and putting down their entire crew within 6” of that edge. The ● D3x10 per loot casket the gang escaped with.
other player then sets up their entire crew within 6” of the
opposite board edge. EXPERIENCE
Scenario specific rewards:
OBJECTIVES ● +1 for taking part.
The gangs are trying to grab as much loot as they can and ● +1 for escaping.
then escape. ● +1 for escaping while carrying a loot casket.
Standard rewards:
SPECIAL RULE: THE WALLS ARE ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
MOVING! Action.
At the start of round 3, the player with priority should roll a D6 ● +1 for killing an enemy (during the battle).
- on a 3+ the walls close in. ● +1 for Rallying.

Zone Mortalis: Randomly select one of the edge-most tiles REPUTATION


and remove it from the board (the tile with the escape point is ● +1 for escaping with at least 1 fighter.
always the last to be removed). ● +1 per escaped loot casket.
Sector Mechanicus: Randomize a board edge and remove
all terrain within 6” of both this edge and the opposite edge -
these areas are now no longer part of the battlefield.

Fighters caught in a vanishing part of the battlefield should


make an Initiative test. If passed, move them to the nearest
part of the board that is still part of the battlefield, otherwise
they are taken Out of Action. Continue rolling at the start of
each round to see if the walls close in until the scenario ends
or there are no more battlefield left.

ESCAPING
Fighters within 1” of the escape point may leave the battlefield
at the start of any End phase (even if Seriously Injured).
Fighters that have escaped are removed from the table and
take no further part in the battle. They count as Out of Action
for the purposes of Bottle tests.

ALTERNATIVE VARIANT
Creatures may also try to escape. Place a Beast’s Lair
anywhere on the battlefield to increase risk or motivate
alternative routes. Appropriate monsters could also be
introduced.

274
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SCENARIO 14: DOWNTOWN DUST-UP


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY
● Random (D3+4). If at least half of the hivers have been taken Out of Action or
are Broken, it is a draw. Otherwise the winner is the gang with
TACTICS CARDS fighters left on the battlefield.
● Custom (2)
● Underdog (starting crew cost): +1 random per 100 credits. REWARDS
CREDITS
DEPLOYMENT ● Each gang must pay D3x10 credits or D3 Reputation
Roll-off to see who deploys first. Alternate placing the fighters per hiver that they took Out of Action.
anywhere on the battlefield, at least 6” from an already
deployed fighter (friend & foe). Then take turns placing D6+6 EXPERIENCE
Hive Dwellers anywhere on the battlefield, at least 6” from the Scenario specific rewards:
edge. ● +1 for taking part.
● +1 to each fighter in the winning gang.
● +1 to each fighter in the winning gang if no locals are
OBJECTIVES Out of Action or Broken.
Each gang tries to run the other gang out of town, without too Standard rewards:
many of the locals caught in the crossfire. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
SPECIAL RULE: HIVE DWELLERS Action.
Hivers are treated as fighters and use the normal rules for ● +1 for killing an enemy (during the battle).
movement, stray shots, being Engaged and pinning. ● +1 for Rallying.
However, if reduced to 0 wounds, they are taken Out of
Action without rolling any Injury dice. REPUTATION
● +1 to each gang that took part in the battle.
M WS BS S T W I A Ld Cl Wil Int ● +D3 +1 to the winning gang.
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+

Hivers do not activate normally and instead react to the


actions of nearby fighters. Hivers are triggered by the
following actions:
● A fighter makes a Shoot action within 12”
● A fighter makes a Fight action within 6”
● A blast is placed (after scatter) within 6”
● A fighter or hiver is hit by a ranged attack within 6”

After working out the effects of the action that triggered the
hiver, roll a D6 on the table that follows (roll separately for
each hiver that is triggered).
D6 Result
1-2 Damn Gangers messing up my Town! Take a single Shoot
action using a stub gun at the nearest fighter (even if they
didn’t trigger the local)
3-4 OK, take it Easy Fella: Take no action
5-6 I’m getting outta here! Become Broken (may rally in the
End phase as normal by passing a Cool test)

During the End phase, take turns moving the hivers. Roll the
Scatter dice for each one - on a Hit, the player moves the
hiver its full Move in a direction of their choice, otherwise they
make a full Move in the direction indicated (stopping if it
contacts terrain or comes within 1” of another model).

ALTERNATIVE VARIANT (HANGERS-ON)


A Hangers-on could be mixed into the hive dwellers, perhaps the
gunfight is taking place outside an Ammo-jack’s workshop or a
Rogue Doc’s clinic.

275
★ NECROMUNDA ★

SCENARIO 15: SHOOT-OUT


BATTLEFIELD ENDING THE BATTLE
The battlefield for this scenario represents a long tunnel, The battle ends when only one gang has fighters remaining.
settlement main street or narrow gantry. For Zone Mortalis,
use 3 tiles to create a straight corridor, with a clear line of
sight from one side to the other. For Sector Mechanicus, the VICTORY
table size should be roughly 36”x12” with no terrain that The winner is the last gang with fighters on the battlefield.
blocks line of sight from one short end to the other.
REWARDS
CREWS CREDITS
● Random (D3+1). ● +D6x5 to the winning gang per enemy fighter taken
Out of Action.
EXPERIENCE
TACTICS CARDS Scenario specific rewards:
None. ● +1 for taking part.
● +1 to each fighter that didn’t fail a Cool test before
DEPLOYMENT the shooting started.
Roll-off to see who deploys the crew first: Standard rewards:
● On ground level ● +1 for taking an enemy Out of Action.
● Within 10” of a short board edge ● +1 for taking an enemy Leader or Champion Out of
● Within 1” of at least one other friendly fighter Action.
Both crews should have line of sight to each other. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
SPECIAL RULE: QUICK DRAW
When a fighter activates, make a Cool test for them - as soon REPUTATION
as one crew has failed a total of 6 Cool tests, they go for their ● +1 to each gang that took part in the battle.
guns! ● 6 minus the amount of failed Cool tests to the gang
that didn’t fail all 6 Cool tests.
Until one side draws and starts shooting, fighters can only
make a single move action during activations:
● No more than 3”.
● Must move toward the opposing crew.
● May not move into cover.
● If the move would take the fighter closer than 4” to
an enemy fighter, take no action instead.

When a crew’s fighters go for their guns, all fighters on the


board become Ready. Make an Initiative test for all fighters,
adding +1 if using a Sidearm and a -2 modifier if using an
Unwieldy weapon.

● Fighters that passed the test activate first (first


group).
● Those that failed the test activate last (second
group).

Activations in the first and last groups are made in order of


their Initiative characteristic, from best to worst.

For fighters activating simultaneously (tied go at the same


time), work out any Shooting actions before any Move or
Charge actions.

Once the quick draw has been worked out, the following
rounds are played as normal.

HOUSE RULE (INFILTRATE)


Problem: Infiltrate can be imbalanced or break this
scenario.
Solution: Infiltrate can't be used in this scenario.

276
★ NECROMUNDA ★

SCENARIO 16: CARAVAN HEIST


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If a gang voluntarily bottles out and flees the battlefield, their
the defender. Otherwise, randomize one gang to choose who opponent automatically wins the scenario. If the attacker wins
to be attacker and defender. this way, place D3 extra Loot counters on each fighter in the
crew not Prone and Seriously Injured or Out of Action at the
BATTLEFIELD end of the battle.
Standard. However, the battlefield must be set up in such a
way that the caravan can travel across the battlefield without ENDING THE BATTLE
structures or impassable terrain blocking its path. The battle ends when at least 1 condition is true:
● Only one gang has fighters remaining (at the end of
CREWS a round).
● Custom (10). ● The caravan reaches the far battlefield edge.

TACTICS CARDS VICTORY


● Custom (2). The attacker wins if they can gather 10 Loot counters,
● Underdog (starting crew cost): +1 random per 100 credits. otherwise the defender is the winner.

DEPLOYMENT REWARDS
The defender deploys first, placing the caravan so that it is CREDITS
touching one of the edges of the battlefield. Then place the ● D6x10 per Loot counter the attacker got on fighters
crew so that they are on on or within 12” of the caravan. The that didn’t go Out of Action, but including those that
attacker then sets up their fighters within 6” of any board edge fled.
except the one with the caravan. ● D6x10 to the defender.
● 3D6x10 to the defender if the attacker recovered less
than 5 Loot counters.
SPECIAL RULE: THE CARAVAN
Use a suitable vehicle or marker to represent the caravan. At EXPERIENCE
the start of each round, before rolling for Priority, the defender Scenario specific rewards:
moves the caravan 6” toward the table edge opposite its ● +1 for taking part.
starting position. The caravan must avoid impassable terrain ● +1 to attacking fighters that didn’t go Out of Action
and stay on ground level, but is otherwise not stopped by and gathered a Loot counter.
anything. Fighters on the caravan are moved with it. Fighters ● +1 to defending fighters for taking an enemy carrying
in its path are moved the minimum distance necessary to one or more Loot counter Out of Action.
avoid the caravan’s advance. Any barricades, loot caskets, Standard rewards:
ammo crates or small pieces of terrain that are run over by ● +1 for taking an enemy Out of Action.
the caravan are removed. ● +1 for taking an enemy Leader or Champion Out of
Action.
The caravan can't be attacked, blocks line of sight and ● +1 for killing an enemy (during the battle).
provides partial cover to fighters riding on it. ● +1 for Rallying.
EMBARK / DISEMBARK (SIMPLE) REPUTATION
Spend a Simple action (Embark / Disembark) to climb onto, or ● +1 to each gang that took part in the battle.
off, the caravan. ● +D3+1 to winning attacker (10 or more Loot
counters).
LOOT CARAVAN (SIMPLE) ● +D3+1 to winning defender (the caravan reached the
If Active and within 1" of the caravan, spend a Simple action far table edge without the attacker recovinger 10 or
(Loot Caravan) to gain a Loot counter. more Loot counters).

If an attacking fighter goes Out of Action, any Loot they have


are discarded. ALTERNATIVE VARIANT
The caravan can include mounted weapons to be operated,
DESIGNER’S NOTE ignoring Unwieldy trait.
If there are weapons modelled on the caravan, fighters riding
it can operate them by taking a Shoot action. Ignore the
Unwieldy trait for mounted weapons. ALTERNATIVE VARIANT (HANGERS-ON)
A Dome Runner might be one of the defenders, or maybe
leading the way for the caravan to make sure it has a clear
SPECIAL RULE: GUILDER HIRED GUNS path.
As Guild appointed protectors, the defender’s gang wouldn’t
dare run off, and so need not take Bottle tests for this
scenario. They can however voluntarily bottle out and flee the
battlefield.

Additionally, if (due to injuries) the defender has insufficient


fighters to field the max crew size, Hive Scum may be hired
free of charge to even the odds.

277
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SCENARIO 17: SPOOK/GHAST HARVEST


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard. If a gang voluntarily bottles out and flees the battlefield, their
opponent automatically wins the scenario. If the attacker wins
CREWS this way, place D3 extra ghast tokens on each fighter in the
● Custom (D3+4). crew not Prone and Seriously Injured or Out of Action at the
end of the battle (there is no risk of being affected by the
unrefined ghast).
TACTICS CARDS
● Random (2).
ENDING THE BATTLE
Cards can only be played on a 4+. If failed, it has no effect The battle ends when only one gang has fighters remaining.
and is discarded. Draw another random card to replace it.
VICTORY (SKIRMISH ONLY)
DEPLOYMENT The gang with the most ghast tokens at the end of the battle
Standard. is the winner - otherwise it is a draw.

OBJECTIVES REWARDS
Gather as much unrefined ghast as possible, and take out CREDITS
any enemy fighters that get in their way. ● D6x10 per ghast token carried by a fighter that didn’t
go Out of Action.
SPECIAL RULE: HARVESTING GHAST Alternatively, a gang may hold onto any or all of the ghast for
After setting up the battlefield, starting with the player with use in the future battles. A fighter may consume a bag of
priority, take turns placing 4 ghast deposits. unrefined ghast as a Simple action:

An Active fighter in B2B with a ghast may spend a Double CONSUME GHAST (SIMPLE)
action (Harvest Ghast): Roll on the Harvesting Ghast table to see what
happens.
HARVEST GHAST (DOUBLE)
Pass an Intelligence test to gain a Ghast token. If passed,
EXPERIENCE
roll a D6. On a 6+, the ghast deposit is exhausted and
Scenario specific rewards:
removed.
● +1 for taking part.
● +1 to each fighter that harvested at least one ghast
Regardless of the outcome, make a Toughness test (+2 if
token and didn’t go Out of Action.
wearing a respirator). This test can be failed voluntarily. If
● +1 for the first use of a Wyrd Power.
failed, roll on the table below.
Standard rewards:
D6 Result ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
1-3 Oh God! Oh God! Oh God! Become Ready and activate
Action.
immediately, but controlled by the opponent.
● +1 for killing an enemy (during the battle).
4-5 It’s like the Universe is in my Mind! Become a Psyker ● +1 for Rallying.
(Unsanctioned?) and gain a random psychic power. If
already a Psyker and has a Wyrd Power, this has no REPUTATION
effect. ● +1 to each gang that took part in the battle.
6 Today, I am the Emperor! ● +3 for successfully harvesting 5 or more ghast
● +2 modifier to any dice rolls for the rest of the tokens.
battle.
● Become a Psyker (Unsanctioned?) and gain a
random psychic power. If already a Psyker and
has a Wyrd Power, this has no effect.

Any carried ghast token is lost if going Out of Action.

Random psychic power (from this list or any universal


discipline):
1: Assail (Basic)
2: Flame Blast (Basic), Continuous Effect ALTERNATIVE VARIANT
3: Freeze Time (Double) Add defences, sentries and locked doors to represent a ghast
4: Weapon Jinx (Simple) farm. Turrets can be used, counting as heavy stubbers or
5: Terrify (Double) heavy bolters with BS 5+, T5, 2 Wounds, Overwatch skill and
6: Quickening (Basic), Continuous Effect always count as Active and subject to the Ready condition.
Sentries can be set up using the Sneak Attack rules.

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SCENARIO 18: ARCHAEO-HUNTERS


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard. If a gang voluntarily bottles out and flees the battlefield, their
opponent automatically wins. The winner gains an additional
CREWS D6x10 credits for each of their fighters that are still on the
● Random (D3+7). battlefield and not Seriously Injured.

TACTICS CARDS HOUSE RULE


● Custom (2). This scenario is potentially broken! Apply this fix:
● Underdog (starting crew cost): +1 random per 100 credits.
If a gang voluntarily bottles out OR voluntarily flees, the other
DEPLOYMENT gang should automatically win.
Standard.
ENDING THE BATTLE
OBJECTIVES The battle ends when only one gang has fighters remaining
The gangs are trying to crack open the vault before their (whether having fled, been taken Out of Action or entered the
rivals. vault).

SPECIAL RULE: THE AUTOMATA VICTORY


Gangs are hunting for a rumoured archaeo-vault, but to find it, The gang with the most fighters in the vault is the winner.
and crack it open, they need to use an abandoned mining Otherwise it is a draw.
automata. After setting up the board, randomly select one of
the edges that is not part of a deployment area. Place a door REWARDS
on this edge, as close to the midpoint as possible. This is the CREDITS
entrance to the vault. Next, place a marker or suitable model ● D6x10 per fighter in the vault.
in the centre of the battlefield to represent the automata. ● D6x10 per fighter still on the battlefield (excluding
Seriously Injured) if the opponent voluntarily bottled
M WS BS S T W I A Ld Cl Wil Int out and flees the battlefield.

4” 4+ 5+ 5 5 5 6+ 3 12+ 2+ 6+ 10+ EXPERIENCE


Scenario specific rewards:
Wargear: Meltagun, heavy rock cutter ● +1 for taking part.
Armour: Light Carapace (4+) ● +1 to each fighter entering the vault.
Special rule: The automata can't be Pinned. ● +D3 for taking the automata Out of Action (if using
alternative scenario rules).
The automata begins the battle in a powered-down state. A Standard rewards:
fighter can perform the Power Up (Simple) action to power it ● +1 for taking an enemy Out of Action.
up: ● +1 for taking an enemy Leader or Champion Out of
Action.
POWER UP (SIMPLE)
● +1 for killing an enemy (during the battle).
If within 1” of the automata, pass an Intelligence test to
● +1 for Rallying.
power it up. The automata becomes ready and is part of the
gang who powered it up until it powers down.
REPUTATION
● +1 to each gang that took part in the battle.
In the end phase, the automata returns to a powered-down ● +D3 to the winning gang.
state.

Only the automata can open the vault. It can perform the
Destroy Door (Double) action:

DESTROY DOOR (DOUBLE)


If the automata is powered up and within 1” of the vault door,
the vault door is destroyed.

After the vault door is destroyed, any fighters may move off
the table and into the vault via the doorway.
ALTERNATIVE RULES
The Ambot is especially appropriate for this scenario and can
be substituted for the automata. More than one automata can
be introduced to make the scenario more challenging. The
Automata begins the scenario powered up, and fighters must
move into base contact with them and make Intelligence tests
to take control of them for a round. Unless controlled by a
gang, each automata will fight on their own side to defend the
vault.

279
★ NECROMUNDA ★

SCENARIO 19: ESCORT MISSION


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If the defender voluntarily bottles out and flees the battlefield,
the defender. Otherwise, randomize one gang to choose who the attacker automatically wins.
to be attacker and defender.
ENDING THE BATTLE
BATTLEFIELD The battle ends when at least 1 condition is true:
Standard. ● Only one gang has fighters remaining.
● The agent has escaped.
CREWS
● Attacker: Custom (D3+5) + Reinforcements. VICTORY
● Defender: Random (D3+7) + Agent. The defender wins if the agent is extracted, otherwise the
attackers wins.
TACTICS CARDS
● Attacker: Custom (2). REWARDS
● Defender: Random (2). CREDITS
● Underdog (starting crew cost): +1 random per 100 ● D6x10 to the defender if the agent is extracted.
credits. ● D6x10 to the attacker if the agent is taken Out of
Action.
DEPLOYMENT
Standard. EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
SPECIAL RULE:THE AGENT ● +1 for taking the agent Out of Action.
The defender is trying to guide an uphive agent to safety. For Standard rewards:
the duration of the battle, the agent is considered to be part of ● +1 for taking an enemy Out of Action.
the defender’s crew. ● +1 for taking an enemy Leader or Champion out of
action.
UPHIVE AGENT ● +1 for killing an enemy (during the battle).
M WS BS S T W I A Ld Cl Wil Int ● +1 for Rallying.
4” 5+ 4+ 3 3 2 4+ 1 7+ 6+ 7+ 7+
REPUTATION
Wargear: Mesh, displacer field ● +D3 to the defender for extracting the agent.
Weapons: Laspistol ● +D3 to the attacker for taking the agent Out of
Action.
● -1 to any gang that bottled out
SPECIAL RULE: EXTRACTION
The defender’s goal is to get the agent to the extraction point.
The agent needs to reach the battlefield edge closest to the
attacker and roll 5+ in the End phase to escape. If the roll
failed, add a cumulative +1 in each subsequent End phase.

REINFORCEMENTS
1 random attacking fighter arrives at the End phase of the
second round, and each round thereafter.

ALTERNATIVE VARIANT
The defender may be a single Cyborg Assassin with
Bodyguard (any hit against the agent can be transferred to
the Cyborg on a 3+, provided that the two are within 2” of
each other).

ALTERNATIVE VARIANT (HANGERS-ON)


Any Hangers-on could be used instead of the Agent.

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SCENARIO 20: FIGHTER DOWN


ATTACKER & DEFENDER SPECIAL RULE: CARRION CREATURES
The gang who chose this scenario is the attacker, the other is In the underhive, there are countless predators skulking in the
the defender. Otherwise, randomize one gang to choose who shadows - mutated rats, murder-pedes, rust vultures and
to be attacker and defender. others.

BATTLEFIELD After the wounded fighter and both gangs have deployed, roll
Standard. D6+3 to find out how many Carrion Creatures are present.
Take turns, starting with the player with Priority, to place these
creatures on the board, at least 12” from any fighters
CREWS (including the wounded fighter).
● Random (D3+2) + Reinforcements.
In each End phase, take turns moving the Carrion Creatures,
The attacking crew must include a random Ganger or Juve to starting with the player with Priority. Any Carrion Creature that
be the wounded fighter. ends its movement in base contact with a fighter will make a
Melee (Basic) action against it - after this action has been
TACTICS CARDS resolved move the creature D3” directly away from the fighter.
● Attacker: Custom (2). The fighter may not make Reaction attacks.
● Defender: Random (2).
● Underdog (starting crew cost): +1 random per 100
credits. CARRION CREATURE
M WS BS S T W I A Ld Cl Wil Int
DEPLOYMENT 6” 5+ 6+ 3 3 1 3+ 1 9+ 7+ 9+ 11+
Standard. The attacker places the wounded fighter face down
within 8” of the centre of the board.
Weapons: Beaks, claws and mandibles
(counts as unarmed attacks).
REINFORCEMENTS
Receive D3 random fighters at the end of the second round,
and each round thereafter. In this scenario, Reinforcements ENDING THE BATTLE
are deployed by the controlling player anywhere within 1” of The battle ends when at least 1 condition is true:
the edge of the battlefield and not within 12” of an enemy ● Only one gang has fighters remaining.
fighter. ● The wounded fighter has escaped or is taken Out of
Action.
SPECIAL RULE: THE WOUNDED FIGHTER
For the purpose of this scenario, the wounded fighter is VICTORY
considered to have suffered a Serious Injury, one which they The attacker wins if the wounded fighter escapes, otherwise
can't recover from - do not roll to see if they recover in the the defender wins.
End phase. Instead, they remain Seriously Injured until they
either go Out of Action or are carried off the board. They may REWARDS
still make Crawl (Double) actions as normal. EXPERIENCE
Scenario specific rewards:
The wounded fighter may be taken Out of Action with the ● +1 for taking part.
Coup de Grace action as normal. Friendly fighters may spend ● +1 for taking the wounded fighter Out of Action.
a Double action (Carry) if activating within 1” of the wounded Standard rewards:
fighter, allowing them to move up to their Move characteristic ● +1 for taking an enemy Out of Action.
and take the wounded fighter with them. If the wounded ● +1 for taking an enemy Leader or Champion out of
fighter begins their activation within 1” of the board edge action.
closest to the attacker’s deployment area, they may escape ● +1 for killing an enemy (during the battle).
off the board. ● +1 for Rallying.

REPUTATION
ALTERNATIVE VARIANT ● +D3 to the attacker if the wounded fighter escaped.
Custom underhive predators may be included. Creatures may ● +1 to the defender if the wounded fighter was taken
be placed anywhere on the board, or keep their location Out of Action.
secret using Pitch Black special rule from In the Dark ● -1 to any gang that bottled out.
scenario. The creatures are only revealed when fighters get
within line of sight of them. If a creature moves out of line of
sight, replace it with a counter. In the End phase, each
counter may swap which monster it represents.

ALTERNATIVE VARIANT (HANGERS-ON)


A Rogue Doc could be included.

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SCENARIO 21: MURDER CYBORG


D6 CYBORG’S MISSION
BATTLEFIELD
Standard. 1-2 Extermination Directives: The Cyborg must kill everyone! If
it is Engaged, it will take Fight actions. If not, it will target the
closest model with a Shoot action. If it can see more than
CREWS one model, it must divide its Shoot actions between then as
● Custom. evenly as possible, starting with the closest model and
moving outward (it must take Cool tests as normal to target
TACTICS CARDS models other than the closest). If it can't see any models, it
● Custom (2). must move toward the nearest model.
● Underdog (starting crew cost): +1 random per 100 credits. 3-4 Decapitation Subroutines: The Cyborg must kill the
Leaders. The Assassin acts as above, however it will only
DEPLOYMENT target Leader models, only fighting other emodels if they are
Standard. either Engaged with it, or blocking its path to a Leader.
5-6 Preservation Protocols: The Cyborg must return to its
SPECIAL RULE: THE CYBORG masters. When the Assassin is revealed, the player who has
An augmented Hive Assassin is operating in the gang’s Priority picks a point on the board edge farthest from it, this
territory. Until the Assassin is placed on the board, whenever is its escape point. If the Assassin ends any round in base
a fighter suffers a wound, roll a D6. On a 5+, the Cyborg contact with the escape point, it is removed. While escaping,
Assassin is revealed. Remove the wounded fighter from the in each activation the Cyborg must make at least one Move
board (they do not count as having been Seriously Injured or action that takes it closer to the escape point if possible,
taken Out of Action) and replace them with an appropriate though it can shoot at the closest targets as detailed above,
model to represent the Cyborg Assassin. at the controlling player’s discretion.

When the Cyborg is first revealed, the player with Priority ENDING THE BATTLE
should roll a D6 on the table below to find out what its mission The battle ends when at least 1 condition is true:
is. The player with Priority controls the Cyborg, although it ● Only one gang has fighters remaining.
must follow its directives as detailed below. The Cyborg ● At the end of a round in which the Cyborg was
Assassin never counts as a friendly model for any gang. removed.

CYBORG ASSASSIN VICTORY


M WS BS S T W I A Ld Cl Wil Int The gang who destroyed the Cyborg Assassin is the winner.
4” 3+ 2+ 4 5 3 4+ 3 8+ 3+ 5+ 8+ Otherwise it is a draw.
Skills: Fast Shot, Gunfighter, Iron Jaw
Wargear: Light Carapace (4+), displaced field REWARDS
Weapons: 2x Bolt pistols (with las-projectors), CREDITS
shotgun (with executioner ammo), ● 3D6x10 for delivering the Coup de Grace to the
frag & krak grenades Assassin.
● Ignores the effects of Flash, Gas and Toxin traits
EXPERIENCE
(while taking damage from Blaze, it may take
Scenario specific rewards:
actions and move as normal while on fire).
● +1 for taking part.
● Can't be Pinned.
● +1 for wounding the Cyborg.
● Unaffected by the Coup de Grace action.
Standard rewards:
● Treats Out of Action as Serious Injury instead.
● +1 for taking an enemy Out of Action.
● While Seriously Injured, do not roll Injury dice in
● +1 for taking an enemy Leader or Champion out of
the End phase.
action.
● Instead, pass a Toughness test
● +1 for killing an enemy (during the battle).
(roll equal to or lower than Toughness)
● +1 for Rallying.
to recover (suffering a Flesh Wound as normal).
● Once Toughness reaches 0 as a result
REPUTATION
of Flesh Wounds, it can't recover. Although it
● +D3 for delivering the Coup de Grace on the Cyborg.
may still Crawl as a Double action and can
● -1 to any gang that bottled out.
now be removed from the board with a
Coup de Grace action.
ALTERNATIVE VARIANT
Use a Rise of the Servitors scenario against one or more gangs. The
number of servitors should equal to at least 3 times the number of
opposing fighters. Use the Hive Dweller profile for the Servitors (from
the Downtown Dust-up scenario). The servitors can only make a
Move action with the servitors as they go about their pre-programmed
duties. The attackers’ mission is to find the 3 Cyborg Assassins
ALTERNATIVE ENDGAME VARIANT posing as servitors. When a servitor is taken Out of Action, roll a D6.
Gangs work together or against each other, but there will be a Murder On a 4+, they become a Cyborg Assassin. Then roll to see what their
Cyborg for each gang. The game only ends when all the Cyborgs or mission is. Once 3 Cyborg Assassins have been revealed, no more
Gangs are killed. Alternatively, the Murder Cyborgs might be are added to the board. Servitors activating within 12” of an active
chrono-gladiators turned assassins, and if not killed by the end of a Cyborg Assassin can make Attack actions as the Assassin overrides
set round, they explode! their simple machine functions for its own ends.

282
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SCENARIO 22: THE HIT


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining.
the defender. Otherwise, randomize one gang to choose who
to be attacker and defender. VICTORY
If the defender’s Leader is Seriously Injured or taken Out of
BATTLEFIELD Action, the attacker is victorious. Otherwise, the defender is
Standard. the winner.

CREWS REWARDS
● Attacker: Custom (D3+5). EXPERIENCE
● Defender: Random (D3+5) + the Leader + Scenario specific rewards:
Reinforcements. ● +1 for taking part.
● +D3 to attacking fighters for wounding the defender’s
TACTICS CARDS Leader.
● Attacker: Custom (2). ● +D3 to the defending Leader if not taken Out of
● Defender: Random (2). Action or Seriously Injured at the end of the battle.
● Underdog (starting crew cost): +1 random per 100 Standard rewards:
credits. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion out of
action.
DEPLOYMENT ● +1 for killing an enemy (during the battle).
The defender deploys first, placing their Leader and 2 other ● +1 for Rallying.
fighters within 12” of the centre of the board. Roll a D6 for
each of the remaining fighters. On a 5+, the defender may REPUTATION
place them anywhere on the board - otherwise they must ● The attacker gains +D3 if the defender’s Leader is
deploy within 8” of the Leader. Seriously Injured or +D6 if the defender’s Leader is
taken Out of Action.
The Attacker then deploys their fighters within 2” of any board ● +D3 to the defender if their Leader is still on the
edge and at least 6” from any enemy models. board at the end of the battle.
● -1 to any gang that bottled out.
REINFORCEMENTS
At the end of the second round, and each round thereafter,
one random fighter will arrive in the End phase as
Reinforcements.

SPECIAL RULE: THE TARGET


The attacker is gunning for the defender’s Leader. The
Attacker has Priority for the first round. In the first round, the
defender’s fighters may only make a single action in each
activation.

ALTERNATIVE VARIANT
The attackers can be a custom watchman hit squad or
assassin gang. Alternatively, the attackers might unleash a
nest of murder servitors or monsters.

283
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MULTI-PLAYER

SCENARIO 23: GANG MOOT


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY (SKIRMISH ONLY)


● Random (D3+5) + the Leader. The winner is the gang with the Leader still on the battlefield (not
Seriously Injured). Otherwise it is a draw.
TACTICS CARDS
● Random (2). REWARDS
EXPERIENCE
DEPLOYMENT Scenario specific rewards:
Using Priority to determine the order, place the Leaders within ● +1 for taking part.
6” of the centre of the board. Take turns placing the fighters ● +1 for taking an enemy Out of Action.
anywhere on the battlefield, at least 12” from a Leader and 6” ● +D6 to the last Leader on the battlefield.
from any already deployed fighter (friend & foe). Standard rewards:
● +1 for taking an enemy Out of Action
● +1 for taking an enemy Leader or Champion out of action.
SPECIAL RULE: PARLAY ● +1 for killing an enemy (during the battle).
The gangs are meeting to hammer out a treaty or settle some ● +1 for Rallying.
other kind of business - when suddenly someone goes for a
gun! REPUTATION
● +1 to each gang that took part in the battle.
At the start of the battle only Leaders are ready, all other ● +2 for taking an enemy Leader Out of Action.
fighters are unaware that their allies are about to become ● +3 to the gang with the last standing Leader.
enemies. When a fighter takes a Shoot action (unless the
weapon has the Silent trait), all other unready fighters within
12” can pass an Intelligence test to become Ready. Fighters
attacked in close combat or hit with a shooting attack also
become Ready (as long as they survive). In the End phase,
each unready fighter can move 6” in any direction.

OUTDATED ACTION FROM N17 (NOT AVAILABLE IN


N18):

YELL (DOUBLE)
All friendly fighters within 12” can make an Intelligence test
with a +2 modifier to determine if they become Ready.

284
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MULTI-PLAYER

SCENARIO 24: PITFIGHT


BATTLEFIELD ENDING THE BATTLE
Standard. It is advisable to make the battlefield no larger than The battle ends when only one Champion (or less) remains.
24”x24” - alternatively, the interior of the Necromunda:
Underhive box can be used to represent a deadly fighting pit. VICTORY
The gang with the last Champion standing is the winner.
CREWS Otherwise it is a draw.
Each gang chooses 1 Champion.
REWARDS
TACTICS CARDS CREDITS
● Custom (1). ● D6x5 to the winning Champion per other Champion
that took part in the fight
DEPLOYMENT
Take turns placing the Champion in contact with one of the EXPERIENCE
board edges and at least 12” from an already deployed Scenario specific rewards:
Champion. ● +1 to each Champion taking part in the pitfight.
● +1 for taking an enemy Out of Action.
● +D3 to the winning Champion.
SPECIAL RULE: IT’S ONLY A SCRATCH! Standard rewards:
No one likes a quick fight, and the Champions know that they ● +1 for taking an enemy Out of Action.
need to put on a show with lots of blood. ● +1 for taking an enemy Leader or Champion out of
● Ignore Flesh Wound results on the Injury dice. action.
● Treat Seriously Injured results as Flesh Wounds. ● +1 for killing an enemy (during the battle).
● Coup de Grace can't be used (no easy deaths!). ● +1 for Rallying.

SPECIAL RULE: ROUND ONE... REPUTATION


Pitfights have rules… after a fashion. ● +1 to each gang that took part in the battle.
● Round 1-2: No ranged weapons or grenades. ● +2 if the Champion survives to round 6.
● Round 3-4: No Unwieldy ranged weapons or ● +4 to the winner.
grenades.
● Round 6+: All weapons may be used.

285
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N17 - 3D

SCENARIO 25: CLAIM THE SPIRE


BATTLEFIELD ENDING THE BATTLE
Lay out the terrain so that it creates a series of large spires The battle ends when only one gang has fighters remaining.
and tall structures close to the centre of the board. Each spire
should have plenty of levels for gangers to fight upon as well Additionally, if a gang Bottles Out, the battle also ends on a
as a series of walkways linking them to each other. Scatter 4+ at the end of the following round. Otherwise, roll again at
terrain is still placed as normal. the end of each subsequent round, adding 1 to the result for
each additional time this roll is made; in other words, the
CREWS second time this roll is made, the battle will end on a 3+ and
● Custom. so on.

TACTICS CARDS VICTORY


● Frag Trap, Blood Dept & Last Gasp. If only one gang has fighters remaining at the end of the
battle, they are victorious. Otherwise, at the end of the battle,
whichever gang has scored the most points is declared the
DEPLOYMENT winner.
Standard.
REWARDS
OBJECTIVES CREDITS
Each gang is trying to claim the highest ground they can, ● D3x10 to the winner.
whilst also inflicting heavy losses upon their rival gang. At the
end of each turn, the gang with the highest-placed model EXPERIENCE
scores 1 point (if both gangs are tied then they each score 1 Scenario specific rewards:
point). Additionally, each gang scores 1 point for each enemy ● +1 for taking part.
ganger that goes Out of Action. ● +1 to the winning Leader (regardless of whether they took
part in the battle or not).
Standard rewards:
● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +3 to the winner.
● +1 to both gangs if this was the first battle against each
other.
● -1 to any gang that bottled out.

HOUSE RULE (INFILTRATE)


Problem: Infiltrate can be imbalanced or break this
scenario.
Solution: If at least one player wants, Infiltrate can't be
used in this scenario. Instead, Infiltrating fighters can make
1 or 2 move actions before the first round.

286
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2D

SCENARIO 26: THE GAUNTLET


ATTACKER & DEFENDER SPECIAL RULE: SOMETHING TO MOVE
The gang who chose this scenario is the attacker (the During the run it is all or nothing! In this scenario neither side
runners), the other is the defender (the hunters). needs to make Bottle Tests. If, at the start of any round, half of
the attacker’s crew (rounding up) are Seriously Injured or Out
BATTLEFIELD of Action, the attacker may voluntarily bottle out.
Set up the battlefield as shown on the map.
1. Double door (closest to the bridge). OBJECTIVES
2. Single door (between wall and bridge). Attacker: Break into the Vault and open the loot casket
3. Double door (entrance to Ventilation Turbine). (retrieving the chrono crystal).
4. Double door (entrance to the vault). Defender: Stop all the runners by taking them Out of Action.
● 1 loot casket inside the vault.
● The defender may add 0-4 barricades anywhere. ENDING THE BATTLE
● All doors begin closed but not locked The battle ends when at least 1 condition is true:
(except the Vault door of course!). ● Only one gang has fighters remaining (at the start of
any round).
● An attacking fighter opens the loot in the Vault.
CREWS
● Attacker: Custom (D6+4).
● Defender: Random (D3+4). VICTORY (SKIRMISH ONLY)
If the attacker wins by claiming the chrono crystal, otherwise
the defender wins.
TACTICS CARDS
● Attacker: Custom (2).
● Defender: Random (2). REWARDS
● Underdog (starting crew cost): +1 random per 100 CREDITS
credits. ● +10 credits for each opposing Ganger or Juve taken Out of
Action.
● +20 credits for each opposing Champion taken Out of
DEPLOYMENT Action.
The attacker deploys first anywhere in the shadowed area of ● +40 credits for the opposing Leader taken Out of Action.
the Unlit Crossroads tile. The defender then deploys as
detailed in ‘From the Shadows’ below. The attacker has The attacker can sell the chrono crystal for 2D6x20 credits (if
priority for the first round. they get it) or hold onto it as it might be useful at some point in
the future...
SPECIAL RULE: FROM THE SHADOWS
At the start of the battle the defender can set up anywhere on EXPERIENCE
the battlefield (with the exception of the Unlit Crossroads tile) Scenario specific rewards:
or can choose to have them lurking in the shadows. Fighters ● +1 for taking part.
that are lurking in the shadows are not active and have no ● +1 to each defender for taking an attacker Out of Action
effect until they are deployed. (in addition to the standard for this).
● +D3 to each winning attacker.
When it is the defender’s turn to activate a fighter they can Standard rewards:
choose one of the following: ● +1 for taking an enemy Out of Action.
● Pass (taking no action). ● +1 for taking an enemy Leader or Champion Out of Action.
● Activate a ready fighter as normal. ● +1 for killing an enemy (during the battle).
● Move a fighter from the shadows onto the battlefield ● +1 for Rallying.
(placing them anywhere on the battlefield at least 3” from
an enemy). REPUTATION
● Send an Active or Pinned fighter back into the shadows ● +1 to both gangs.
(removing them from the board). ● +1 to winning defender.
● +3 to winning attacker.
Fighters placed from the shadows are not ready and so must
wait until the following round to take actions.

287
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N17

SCENARIO 27: IN THE DARK


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY
● Custom. The winner is the last crew with fighters on the battlefield.

TACTICS CARDS REWARDS


● Custom (2). EXPERIENCE
● Underdog (starting crew cost): +1 random per 100 credits. Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +1 for taking an enemy Out of Action (this also
Standard. applies to monsters if they are included).
Standard rewards:
● +1 for taking an enemy Out of Action.
OBJECTIVES ● +1 for taking an enemy Leader or Champion Out of
The gangs are trying to wipe each other out, and hopefully Action.
survive the dark. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
PITCH BLACK
This scenario uses the Pitch Black special rule. REPUTATION
● +1 to each gang that took part in the battle.
HORRORS IN THE DARK ● +2 to the winning gang.
● +1 for each monster taken Out of Action (if included).
When a fighter activates outside 8" of any other fighters
(friend or foe), roll a D6:

D6 Result
1 Suffer a Strength 6 hit with AP -1 and Damage 2. If Seriously
Injured, the fighter is dragged away into the darkness and
taken Out of Action.
2-3 The fighter can't make any actions this turn.
4-5 The fighter can only make one action this turn.
6 The fighter activates normally.

HOUSE RULE
Horrors in the Dark: Seriously Injured or Broken fighters
should be ignored when measuring closest fighter.

ALTERNATIVE VARIANT
Custom monsters may be included. Place them anywhere on
the board, represented by a counter to keep their identity
secret. The monsters are only revealed when fighters get
within line of sight of them. If a monster moves out of line of
sight, replace it with a counter. In the End phase, each
counter may swap which monster it represents.

288
★ NECROMUNDA ★

SCENARIO 28: MONSTER HUNT


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least 1 condition is true:
● Only one gang has fighters remaining.
CREWS ● The Sump Horror is killed.
● Random (D3+7).
VICTORY
TACTICS CARDS The winner is the gang that killed the Sump Horror. Otherwise
● Custom (2). it is a draw.
● Underdog (starting crew cost): +1 random per 100 credits.
REWARDS
DEPLOYMENT CREDITS
Standard. ● 3D6x10 to the gang that slew the Sump Horror

EXPERIENCE
SPECIAL RULE: THE SUMP HORROR! Scenario specific rewards:
The gangs are trying to bag a massive Sump Horror (as well ● +1 for taking part.
as scrag each other), though first they must flush the creature ● +1 to each fighter that destroyed a Beast’s Lair
out. The Sump Horror is attracted to wounded prey. marker.
Whenever a fighter suffers a Flesh Wound or is Seriously ● +D6 for dealing the killing blow to the Sump Horror.
Injured, the gang whose fighter was injured places a Beast’s Standard rewards:
Lair marker within D6” of their fighter. These markers follow all ● +1 for taking an enemy Out of Action.
the rules for the Beast’s Lair, with the exception that they can't ● +1 for taking an enemy Leader or Champion Out of
be targeted by Shooting actions from more than 6” away. Action.
● +1 for killing an enemy (during the battle).
Once 6 markers have been destroyed, the Sump Horror will ● +1 for Rallying.
emerge. Replace the final destroyed marker with a large
appropriate model. The Sump Horror has the following profile: REPUTATION
● +1 to each gang that took part in the battle.
M WS BS S T W I A Ld Cl Wil Int ● +D6 to the winning gang.
3” 5+ 6+ 7 6 8 4+ 4 9+ 2+ 6+ 12+
Armour: 5+
Weapon: S 7, D 2, AP -3
Special Rule: Can't be Pinned, immune to Coup de Grace

At the start of the End phase of each round, the Sump Horror
fights any fighters in base contact, or if there are no fighters in
base contact, it moves, or charges (if in range) toward the
nearest fighter.

289
★ NECROMUNDA ★

N17

SCENARIO 29: SETTLEMENT ATTACK


ATTACKER & DEFENDER SECTOR MECHANICUS
The gang who chose this scenario is the attacker, the other is The defenders can fight from the top of the Wall (and are
the defender. Otherwise, randomize one gang to choose who considered to be in full cover if they do so). The only ways to
to be attacker and defender. bypass the Wall are to either breach the locked door in the
gateway, or to try to scale its side. Attacking fighters
beginning in base contact with the Wall may take the Scale
BATTLEFIELD (Double) action. If they complete 2 of these actions in a row,
Divide the battlefield into 3 areas representing the edge of a place them on top of the Wall.
major settlement, the areas are: the Wall, No-man’s-land and
the Wilderness. LOOTING THE SETTLEMENT
Attacking fighters in base contact with the defender’s board
SECTOR MECHANICUS edge in the start of the End phase may be removed from play
The Wall should be set up within 6” of one board edge (but as they are looting the settlement. Fighters that move off the
still allowing space for models to be deployed behind it), using board in this way are not considered to have been taken Out
suitable terrain to represent an impassable line. In the middle of Action, but also do not contribute to the attacker’s crew size
of the Wall there should be a gateway with a closed and for Bottle tests.
locked door (according to Zone Mortalis rules). An area 12”
beyond the Wall is No-man’s-land, and it should only have
sparse scattering of terrain. The rest of the table is the
ENDING THE BATTLE
Wilderness, using standard setup as described in the The battle ends when only one gang has fighters remaining.
pre-battle sequence.
VICTORY
ZONE MORTALIS If 3 or more attacking fighters looted the settlement, they are
The wall is a line of at least 3 tiles with only 1 tunnel victorious. Otherwise, the defender wins.
connecting them to the rest of the board. The tunnel should
have locked doors at both of its ends and all other access to REWARDS
the rest of the board should be blocked off. The next line of CREDITS
tiles, connecting to the Wall, is No-man’s-land and should be ● +D6x10 to the winning defender.
made up of tiles with large open areas if possible. Beyond ● +D6x10 per looting fighter to the winning attacker.
these tiles, there should be one or more lines representing
the Wilderness, using standard setup as described in the EXPERIENCE
pre-battle sequence. Scenario specific rewards:
● +1 for taking part.
CREWS ● +D3 to each looting fighter.
● Custom. Standard rewards:
● +1 for taking an enemy Out of Action.
TACTICS CARDS ● +1 for taking an enemy Leader or Champion out of
● Attacker: Custom (2). action.
● Defender: Random (2). ● +1 for killing an enemy (during the battle).
● Underdog (starting crew cost): +1 random per 100 ● +1 for Rallying.
credits.
REPUTATION
● +D6 to the defender if no attackers made it past the
DEPLOYMENT Wall.
The attacker deploys their crew within 6” of the board edge ● +D3 to the defender if attackers made it past the
farthest away from the Wall. The defender deploys their crew Wall, but not looting the settlement.
anywhere either on or behind the Wall. ● +1 to attacker for every looting fighter.
● -1 to any gang that bottled out.
SPECIAL RULE: THE WALL
The Wall represents a formidable barrier to reaching the
settlement.

The defenders can fire through loopholes if they are directly


behind the Wall. Fighters using loopholes can't be Engaged or
attacked with Close Combat weapons and ranged attacks
against them suffer -3 to hit. Due to the limited sight lines,
firing from a loophole is restricted to 12” and weapons with
the Blast trait may not be used.

ZONE MORTALIS ALTERNATIVE VARIANT


Loopholes are considered to be present in any doors or Mounted guns, minefields (melta/gas/frag traps) or defense
bulkheads used to block off access to the tiles representing turrets can be introduced. With more than one attacker,
the Wall. The only ways to bypass the Wall is to breach the 2 multiple boards can be set up, and with each gang racing
locked doors, or use a Hidden Passage tactics card to place a against their rivals to be the first to loot.
Ductway.

290
★ NECROMUNDA ★

N17

SCENARIO 30: ESCAPE!


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining.
the defender. Otherwise, randomize one gang to choose who
to be attacker and defender. VICTORY
The attacker wins if at least 3 fighters escape, otherwise the
BATTLEFIELD defender wins.
Standard.
REWARDS
CREWS
● Custom. EXPERIENCE
Scenario specific rewards:
TACTICS CARDS ● +1 for taking part.
● Attacker: Custom (2). ● +1 to each attacking fighter that escaped.
● Defender: Random (2). Standard rewards:
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion out of
action.
DEPLOYMENT ● +1 for killing an enemy (during the battle).
Standard. ● +1 for Rallying.
SPECIAL RULE: ESCAPING THE BOARD REPUTATION
The attackers are trying to escape the hive level, and only the ● +D3 to the defender if no attackers escaped.
defender’s gang stands in their way. ● +1 to attacker for every fighter that escaped.
● -1 to any gang that bottled out.
Attacking fighters in base contact with the defender’s board
edge in the start of the End phase may escape the board. If
they are Engaged, they must first pass an Initiative test. They
do not count as having gone Out of Action.

Attacking fighters that do not end their activation closer to the


escape area must make a Nerve test, just as if a friendly
fighter had been Seriously Injured or taken Out of Action
within 3”.

ALTERNATIVE VARIANT
Create a battlefield that funnels the attacker towards a
number of points - either a handful of Zone Mortalis tunnels or
gaps between impassable terrain pieces on a Sector
Mechanicus board.

The attackers can use the Sneak Attack rules, The defenders
may have sentries standing guard behind cover, turreted guns
covering the entrance and patrols prowling the nearby area
with Cyber-mastiffs while more fighters stand in reserves.

291
★ NECROMUNDA ★

N17

SCENARIO 31: PRISON BREAK


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining.
the defender. Otherwise, randomize one gang to choose who
to be attacker and defender. VICTORY (SKIRMISH ONLY)
The attacker is the winner if at least two captives escape off
BATTLEFIELD the battlefield. Otherwise the defender is the winner.
The defender sets up the battlefield, creating the Guild prison.
This works best as a Zone Mortalis scenario. REWARDS
EXPERIENCE
CREWS Scenario specific rewards:
● Attacker: Random (D3+2). ● +1 for taking part.
● Defender: Random (5 Sentries) + Reinforcements. ● +2 to each captive that escaped.
● +1 to each defender for taking a captive Out of
HOME TURF ADVANTAGE Action.
Defender: Standard rewards:
● Bottle tests: Roll 2D6 and discard the highest. ● +1 for taking an enemy Out of Action.
● Rally tests: +1. ● +1 for taking an enemy Leader or Champion Out of
● Hangers-on: Included in the crew on a 4+ Action.
(roll individually). ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS CARDS REPUTATION
● Attacker: Custom (3). ● +1 to each gang that took part in the battle.
● Defender: Custom (2) (only usable after the alarm is ● +2 to the attacker for each captive that escaped.
raised). ● +D3 to the attacker if all captives escaped.
● +D3+1 to the defender if no more than one captive
DEPLOYMENT escaped.
The defender chooses a room, sealed off from surrounding
tunnels by doors, or a raised platform, as close to the centre
of the board as possible and sets up the captives in the room
or on the platform within 2” of each other. Sentries are then
placed anywhere on the battlefield, provided they are not in CAPTIVE FIGHTERS
the room or on the same platform as the captives and no This scenario can be used to rescue fighters that have been
sentry is closer than 8” to another sentry. captured and then sold to the Guilders, in which case only
those that have been sold to the Guilders are available.
REINFORCEMENTS
The defender uses Reinforcements. In the round that the This scenario can also be used in multi-player battles with
alarm is raised, and in each subsequent round, D3 random more than one crew starting in separate cells, and then
fighters arrive at the start of the End phase until their entire working against both each other and the prison to escape.
gang has arrived.
This scenario could also be run at the end of a campaign with
SPECIAL RULE: GUILDER PRISON one custom generated gang facing all the fighters who have
The captives are locked up in their cell, but have freed been sold to the guilders - the gangs fielding their captive
themselves from their bonds. Now they just need to escape! fighters and forced to work together to escape the Guild
prison.
All attacking fighters begin the battle armed with only a knife,
regardless of other weapons they have. All doors are locked -
with the exception of one of those leading to the captive’s cell
(if using Zone Mortalis), which they are considered to have
already unlocked.

The captives can leave the battlefield if, during the End
phase, they are within 1” of a board edge and not Engaged.
Whenever a captive takes one of the defender’s fighters Out
of Action in close combat, roll a D6 - on a 1-3, they find a
code that can be used to open a locked door and is then
discarded. On a 4+, they can take one of the fighter’s
weapons and use it for the remainder of the scenario. HOUSE RULE (INFILTRATE)
Problem: Infiltrate can be imbalanced or break this
scenario.
Solution: Infiltrate can't be used in this scenario.

292
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 32: BLAZE OF GLORY


ATTACKER & DEFENDER REINFORCEMENTS
The gang going out in a Blaze of Glory is the attacker. The The defender receives Reinforcements in the third and each
other gang(s) are the defender(s). subsequent round. D3 fighters arrive at the start of the End
phase until the entire gang has arrived. In this scenario, the
The attacker is attempting to board the ship and escape Reinforcements are deployed by the controlling player.
Necromunda for a new life somewhere in the stars. The
defender is trying to stop them. STOLEN ACCESS CODES
The attackers have obtained the access codes for the starport
BATTLEFIELD doors, but there is always an outside chance these are out of
Standard. Add key points shown below. The spaceport walls date or simply false.
should be impossible to cross except by the 2 doors. The
doors begin locked and have access terminals on both sides. When making Access Terminal (Basic) action, roll a D6. On a
Ladders can be placed on the inside of the wall to allow 2+, the door is opened without the need to make an
defenders to scale onto the top of the walls. The defender Intelligence test. Otherwise the codes for that door are
then places a ship anywhere on the battlefield more than 6” useless and it can only be opened by making a Force Door
from a board edge and more than 12” from the Spaceport (Basic) action.
Walls.
BLASTING OFF
Only barricades and crates can be placed on the access Any attacking fighter within 1” of the ship at the start of any
road. No large structures can be placed within 12” of the ship. End Phase can board the ship (even if Seriously Injured). At
the start of any round, one fighter that has boarded the ship
can make an Intelligence test with a -5 modifier, and a +1
modifier for every 3 additional friendly fighters who have
boarded the aircraft. If passed, the ship is powered up and
Ship blasts off during the End Phase of that turn.

From the moment the ship is boarded, the defenders know


the situation has slipped outside their control and order the
Hangar Doors to close. The attackers only have 2 rounds with
2 attempts at starting the ship. Once closed, the ship can't
take off. All boarding attackers are placed within 2” of the ship
- they have nothing left to do but fight to the end.

GUARD IT WITH YOUR LIFE


The defender automatically passes any Bottle tests.

ENDING THE BATTLE


The battle ends when at least 1 condition is true:
● Only attackers or defenders have fighters remaining.
Door
12” ● The ship blasts off.

VICTORY
The attacker wins if the ship blasts off. Otherwise, the
Access Road defender wins.
CREWS
● Attacker: Entire gang (including In Recovery and
Hangers-on).
REWARDS
● Defender: Random (10) + Reinforcements. There is only one reward - escape. If the attacking gang is
victorious, they’ll blast off, hoping to evade the guns of the
If this is a multi-player battle, each defending gang has Eye of Selene above Necromunda. If not, the survivors will be
Random (5) + Reinforcements instead. hunted down and brought to justice, no matter how far they
run. This is the end for the gang, for good or for ill.

TACTICS CARDS EXPERIENCE


● Attacker: Custom (2). Standard rewards:
● +1 for taking an enemy Out of Action
DEPLOYMENT ● +1 for taking an enemy Leader or Champion Out of
Action
Defending crew(s):
● +1 for killing an enemy
● Outside 12” of the attacker’s edge (Access Road).
● +1 for Rallying
● Outside 3” of an already-deployed fighter.

Attacker:
● Within 3” of the attacker’s edge (Access Road).

293
★ NECROMUNDA ★

BADZONE

SCENARIO 33: ESCAPE THE BADZONE


BATTLEFIELD ENDING THE BATTLE
Standard. After setting up terrain, take turns placing 4 loot The battle ends when only one gang has remaining (at the
caskets anywhere at least 8” from any edge. end of a round).

CREWS If only one gang bottles out and flees, the opponent’s
Custom (10) remaining fighters count as having escaped.

VICTORY
TACTICS CARDS The gang with the most escaped fighters is victorious. If both
Custom (2). gangs had an equal amount of escaped fighters, it is a draw.
Underdog (starting crew cost): +1 random per 100 credits.
REWARDS
DEPLOYMENT CREDITS
Standard. ● 2D6x10 per loot casket carried off the board.
EXPERIENCE
SPECIAL RULE: A PATH TO SAFETY Scenario specific rewards:
Both gangs are attempting to find a path through the ● +1 for taking part.
Badzone, while stopping others from doing the same. Each ● +1 to each captive that escaped.
gang must get its fighters off the board edge closest to their Standard rewards:
opponent’s deployment area. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Any fighters that are not Engaged and within 1” of the Action.
opponent’s board edge may escape in the End phase. Loot ● +1 for killing an enemy (during the battle).
caskets within 1” of an escaping fighter may be secured. ● +1 for Rallying.
Fighters removed in this way are ignored for the purposes of
Bottle tests (not counting as part of the crew size nor as Out REPUTATION
of Action). ● +D3 if at least half of the gang’s crew escaped.
● -1 for bottling out.
SPECIAL RULE: DANGEROUS GROUND
The battle is taking place in an especially hostile Badzone.
Discard Badzone Events each round, even if their Discard
Trigger is not rolled.

CHOOSE EVENTS
Take control of the Environment and Events. A neutral part or
a winner of a roll-off can choose which Environment to use,
which Event to start with or which Event to use next.

294
★ NECROMUNDA ★

BADZONE

SCENARIO 34: MANUFACTORUM RAID


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least 1 condition is true:
the defender. Otherwise, randomize one gang to choose who ● Only one gang has fighters remaining.
to be attacker and defender. ● All 3 bombs explode.

BATTLEFIELD VICTORY
Standard. If all 3 bombs explode, the attacker wins. Otherwise, the
defender wins.
CREWS
● Attacker: Custom. REWARDS
● Defender: Random (D3+5) + Reinforcements. CREDITS
● +2D6x10 to the winning defender.
TACTICS CARDS
Custom (2). EXPERIENCE
Underdog (starting crew cost): +1 random per 100 credits. Scenario specific rewards:
● +1 for taking part.
● +1 to each fighter that plants or rearms a bomb.
DEPLOYMENT ● +D3 to each fighter that successfully disarms a
Standard. Then the attacker places 3 bomb markers at least bomb.
12” from another marker and at least 16” from the attacker’s Standard rewards:
deployment area. These are the points where the attacker ● +1 for taking an enemy Out of Action
must plant their bombs. ● +1 for taking an enemy Leader or Champion Out of
Action
REINFORCEMENTS ● +1 for killing an enemy
The defender uses Reinforcements. At the end of the 2nd ● +1 for Rallying
round, and in each subsequent round, D3 random fighters
arrive in the End phase. REPUTATION
● +D3 to the winning attacker.
SPECIAL RULE: BOMBS ● +D6 to the defender if no bombs explode.
● +D3 to the defender if 1 or 2 bombs explode.
The attacking crew is carrying a collection of homemade
● -1 for bottling out.
explosives to blow up machinery vital to the rival House.

Any attacking fighter must make the Plant Bomb (Double)


action if in B2B with a bomb marker.

PLANT BOMB (DOUBLE)


If in B2B with a bomb, the fighter must activate it. Gain 1 XP.
This action is also used for rearming a disarmed bomb.

The planted bomb has a counter which starts with 1.

In the End phase, roll a D6 for each bomb, adding the result
on its counter. On a 7+, the bomb explodes:
● Strength 6, Damage D3, Blast (5”), Knockback.
Otherwise, increase the counter’s number by 1.

Any defending models in B2B with a marker may try to disarm


the bomb (after being planted).

DISARM BOMB (DOUBLE)


If in B2B with a bomb, pass an Intelligence test to disarm it.
If failed and a double, the bomb explodes.

A disarmed bomb must be rearmed by an attacker using the


Plant Bomb (Double) action. The counter is reset to 1.
SPECIAL RULE: FUNCTIONING MANUFACTORUM
The Industrial Terrain in this scenario is fully functioning.
Terrain activates on a 3+ rather than a 6+.

295
★ NECROMUNDA ★

BADZONE

SCENARIO 35: THE CONVEYER


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least 1 condition is true:
the defender. Otherwise, randomize one gang to choose who ● No more defenders remaining.
to be attacker and defender. ● After round 9.

BATTLEFIELD VICTORY
Defender chooses a tile or a piece of terrain roughly 12” in The attacker wins if there are no more defenders. The
diameter and sets it up in the centre of the table. This is the defender wins if all 9 rounds are played.
platform.
REWARDS
The attacker then sets up the rest of the board around the EXPERIENCE
platform. Scenario specific rewards:
● +1 for taking part.
Finally, the attacker places 4 loot caskets within 12” of the ● +1 to attacking fighters on the platform when it
edges of the platform. moves.
● +1 to defending fighters on the platform at the end.
CREWS Standard rewards:
Custom (10). ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Action.
TACTICS CARDS ● +1 for killing an enemy (during the battle).
Custom (2). ● +1 for Rallying.
Underdog (starting crew cost): +1 random per 100 credits.
REPUTATION
DEPLOYMENT ● +D3 to the winning attacker.
The defender deploys on the platform. The attacker deploys ● +D3 to the winning defender.
at least 16” from the platform.

SPECIAL RULE: THE PLATFORM


In each End phase, the defender rolls a D6 to see if the
platform moves, adding a cumulative +1 to the result for each
turn the platform remained stationary. On a 6+, the platform
moves.

When the platform moves, remove any tiles or terrain from


the board with the exception of the platform. Fighters not on
the platform are removed from the board and any conditions
on them are removed. They do not count as having gone Out
of Action. The attacker then sets up the table around the
platform in any configuration they choose, placing 4 new loot
caskets (as described above) and deploys the fighters that
were removed within 12” of the platform.

SPECIAL RULE: CHANGING


ENVIRONMENTS
Each time the platform moves, replace the current
Environment with a new random Environment. If the Dome
Collapse Event is generated, the Platform immediately moves
(as detailed above). While the Shutdown Event is in play, do
not test to see if the platform moves.

CHOOSE EVENTS
Control the environments that the platform passes through
beforehand to create the most interesting or challenging
levels possible.

296
★ NECROMUNDA ★

BADZONE

SCENARIO 36: FUNGAL HORROR


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least 1 condition is true:
● Only one gang has fighters remaining (at the end of
CREWS a round).
Custom (10). ● 9+ Fungal Horror markers on the battlefield (at the
start of any End phase).

TACTICS CARDS VICTORY


Random (2). The remaining gang is the winner. Otherwise it is a draw.
Underdog (starting crew cost): +1 random per 100 credits.
REWARDS
DEPLOYMENT EXPERIENCE
Standard. Scenario specific rewards:
● +1 for taking part.
SPECIAL RULE: GROWING HORROR Standard rewards:
The battlefield is rapidly becoming overgrown by a fungal ● +1 for taking an enemy Out of Action.
horror, and with each round, the Carnivorous Plant spreads. ● +1 for taking an enemy Leader or Champion Out of
Action.
At the start of the battle, place a marker on the centre of the ● +1 for killing an enemy (during the battle).
board (for Zone Mortalis, choose the central-most tile). This ● +1 for Rallying.
represents the fungal horror. The area within 12” (or the tile)
of the marker is overgrown with writhing questing vines. REPUTATION
● +D3 to the winner.
● Fighters beginning or ending the activation in this ● -1 for bottling out.
area gains the Blaze condition (counts as being
coated in flesh-eating spores).
● Fighters may take no more than 1 Move action CARNIVOROUS PLANTS
(unless equipped with a respirator). Instead of markers, use Carnivorous Plants. When a new
● Seriously Injured fighters go Out of Action. Carnivorous Plant is placed, set up D6 carrion-eaters within
● Line of sight in this area is limited to 6” (clouds of 6”. These beasts will attack the gangs as they desperately try
spores). to escape.

In each End phase, the player with Priority rolls a D6 for each
Fungal Horror marker. On a 4+, place a new marker 12” in a
random direction from it (or the closest tile in a random
direction). If this point is off the board, place the marker on the
edge instead.

297
★ NECROMUNDA ★

BADZONE

SCENARIO 37: TOLL BRIDGE


BATTLEFIELD ENDING THE BATTLE
Standard. Leave a 12” wide corridor with no terrain or tiles The battle ends when at least 1 condition is true:
down the middle of the board - this is the toxic river. Only a ● Only one gang has fighters remaining.
single bridge crosses the river - this is the toll bridge. ● Only one gang has any fighters within 12" of the
centre of the bridge.
CREWS
Custom (10). VICTORY
The winner is the remaining gang or the only gang with
fighters within 12” of the centre of the bridge. Otherwise it is a
TACTICS CARDS draw.
Custom (2).
Underdog (starting crew cost): +1 random per 100 credits.
REWARDS
CREDITS
DEPLOYMENT ● +3D6x10 to the winner.
Standard. Gangs must start on opposite sides of the river.
EXPERIENCE
SPECIAL RULE: THE TOXIC RIVER Scenario specific rewards:
The gangs are fighting to control a valuable toll bridge ● +1 for taking part.
spanning a toxic river. ● +D3 for crossing the river.
Standard rewards:
Junk (barrels, barricades, loot caskets or ramshackle boats) ● +1 for taking an enemy Out of Action.
can be spread across the river within a few inches of each ● +1 for taking an enemy Leader or Champion Out of
other. This debris can be used to leap from one to the other, Action.
or as a makeshift boat. When standing on a piece of debris, a ● +1 for killing an enemy (during the battle).
fighter can make a Row (Double) action. ● +1 for Rallying.

ROW (DOUBLE) REPUTATION


Used in the Toll Bridge scenario. Use debris in the toxic river ● +1 to each gang that took part in the battle.
to move up to the Strength in inches. Then pass an Initiative ● +D3 to the winner.
test or fall into the river and go Out of Action.

● Fighters can't voluntarily enter the river. CUSTOMIZED BRIDGE


● Go Out of Action if falling into the river. The bridge may be fortified with barricades or a powerful
● If becoming Pinned while standing on debris, pass brute or monster acting as its guardian. Fighters who crosses
an Initiative test or go Out of Action. the bridge can escape off the enemy board edge to earn
D6x10 credits.
SPECIAL RULE: THE BRIDGE
The bridge uses an ancient mechanism to swing open or
closed. It starts connected to the shore. In the 3rd End phase,
and each subsequent End phase, roll a D6. On a 5, it pivots
90° to the left. On a 6, it pivotes 90° to the right. On any other
result, it remains stationary.

Note: The anchor point is probably at the centre of the bridge!

When pivoting, fighters on the bridge within 1” of its ends


must pass an Initiative test or fall. If the ends were touching
the shore before pivoting, fall onto the shore and become
Prone. Otherwise, go Out of Action.

While the bridge is not connected to the shore, fighters on it


can ignore the effects of failing a Bottle test (pass Cool test or
flee). They have nowhere to go! However, when the bridge is
connected to the shore, they must make tests as normal.

298
★ NECROMUNDA ★

UPRISING

SCENARIO 38: SHOW OF FORCE


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining.
the defender. Otherwise, randomize one gang to choose who
to be attacker and defender. VICTORY
The gang that scored most points is the winner. If equal
BATTLEFIELD amount of points:
Standard. ● Uprising: The gang with Ascendancy (Allegiance) is
the winner.
CREWS ● Otherwise: Draw.
● Attacker: Custom(D3+7) + Reinforcements.
● Defender: Random (D3+5). REWARDS
CREDITS
TACTICS CARDS ● Attacker: D6x10 for each defender taken Out of
● Custom (2). Action.
● Underdog (starting crew cost): +1 random per 100 credits.
EXPERIENCE
Scenario specific rewards:
DEPLOYMENT ● +1 for taking part.
Standard. ● +1 to each escaped defender
Standard rewards:
SHOCK AND AWE ● +1 for taking an enemy Out of Action.
The attacker is seeking to make an example of the enemy ● +1 for taking an enemy Leader or Champion Out of
and the best way to do that is with a substantial body count - Action.
ideally where their comrades can witness the price of heresy. ● +1 for killing an enemy (during the battle).
Attacker: ● +1 for Rallying.
● 1 point for taking a defender Out of Action.
● 1 point if friendly fighters are within 6” of another REPUTATION
defender taken Out of Action. ● +D3 to the winner.
● -1 to any gang that bottled out.
BACK INTO THE SHADOWS
The defender has been brought to battle before they are
ready and must escape before being wiped out - hopefully
taking some of their foes down in the process. UPRISING
Defender: Phase 1:
● 1 point for taking an attacker Out of Action. ● Credits: As described above.
● 1 point for each defender escaping the battlefield. Phase 3:
Defenders can escape within 2” of the battlefield ● Starvation: +1 per enemy Out of Action.
edge opposite of the defender’s deployment zone. ● Scavenge: +1 to the winner.
Escaped fighters do not count as Out of Action, but
do also not count as part of the crew when making
Bottle tests.

REINFORCEMENTS
1 random attacking fighter arrives in each End phase, starting
on the second round.

299
★ NECROMUNDA ★

UPRISING

SCENARIO 39: HIT & RUN


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining.
the defender. Otherwise, randomize one gang to choose who
to be attacker and defender. VICTORY
The gang that scored most points is the winner. If the score is
BATTLEFIELD equal:
Standard. ● Uprising: The gang with Ascendancy is the winner.
● Otherwise: Draw.
CREWS
● Defender: Random (D3+7) REWARDS
● Attacker: Custom (D3+7) CREDITS
● Attacker: D6x10 credits for each enemy fighter
TACTICS CARDS taken Out of Action.
● Custom (2).
● Underdog (starting crew cost): +1 random per 100 credits. EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +1 for taking an enemy leader Out of Action.
1. Defender: Within 6” of the centre of the battlefield. Standard rewards:
2. Attacker: Anywhere at least 8” from any defenders. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
MAKE THEM PAY Action.
Gain points for taking enemies Out of Action (cumulative): ● +1 for killing an enemy (during the battle).
● 1 per fighter ● +1 for Rallying.
● +2 if the fighter was the Leader
REPUTATION
I HAVE A SENSE OF FOREBODING… ● +D3 for winning.
● -1 to any gang that bottled out.
After deployment, test if the defenders spot attackers. Each
defender can make an Intelligence test with the following
modifiers:

● Partial cover: -1
● Full cover: -2 UPRISING
● More than 12” away: -2 Phase 1:
● Credits: As described above.
If passed, make a single Shoot or Move action. The defender Phase 3:
decides the order of the attacks. Only a single test is made ● Starvation: +1 per enemy Out of Action.
regardless of how many enemies can be seen. ● Scavenge: +1 to the winner.

BUTCHER & BOLT


The attackers are trying to inflict as much damas as possible
without being drawn into a protracted firefight.

Attackers can spend a Double action (Vanish) if all the


following conditions are true:
● Out of LOS of any enemy fighters.
● At least 6” away from any Active enemy fighters.

Pass an Intelligence test to remove the fighter from the


battlefield. Vanished fighters do not count as Out of Action,
but do also not count as part of the crew when making Bottle
tests.

300
★ NECROMUNDA ★

UPRISING

SCENARIO 40: SEARCH & DESTROY


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least 1 condition is true:
the defender. Otherwise, randomize one gang to choose who ● Only one gang has fighters remaining.
to be attacker and defender. ● All weapon caches are destroyed or recovered.

BATTLEFIELD VICTORY
Standard. The gang that scored most points is the winner. If the score is
equal:
CREWS ● Uprising: The gang with Ascendancy is the winner.
● Defender: Random (D3+3) + Reinforcement ● Otherwise: Draw.
● Attacker: Custom (10)
REWARDS
TACTICS CARDS CREDITS
● Custom (2). ● D3x10 to the attacker for each destroyed cache.
● Underdog (starting crew cost): +1 random per 100 credits. ● D6x10 to the defender for each recovered cache.

EXPERIENCE
DEPLOYMENT Scenario specific rewards:
Standard. ● +1 for taking part.
● +1 for destroying a cache.
SWEEP AND CLEAR ● +D3 for recovering a cache.
Divide the battlefield into 4 equal-sized areas. A weapon Standard rewards:
cache is hidden in each area and must be discovered. ● +1 for taking an enemy Out of Action.
Attacker: Destroy ● +1 for taking an enemy Leader or Champion Out of
Defender: Recover Action.
● +1 for killing an enemy (during the battle).
At the start of each round, a gang can declare 1 or more ● +1 for Rallying.
fighters are searching 1 or more areas. The fighters must be
Active and more than 6” from a battlefield edge. Searching REPUTATION
fighters lose the Ready status and may not be activated for ● +D3 for winning.
this round. ● -1 to any gang that bottled out.

In the End phase, each searching fighter still Active can roll a
5+ to find the weapon cache. If both gangs are searching the UPRISING
same area, start with the gang with Priority. If found, place a Phase 1:
weapon cache next to the fighter who found it. ● Credits: As described above.
Phase 3:
WEAPON CACHES ● Starvation: +1 per enemy Out of Action.
Counts as loot caskets. Once found, it must be carried off the ● Scavenge:
battlefield by the defender or destroyed by the attacker. ○ Attacker: +1 per destroyed cache.
Defender: ○ Defender: +1 per recovered cache.
● Removed after being carried into the defending
deployment zone.
● +2 points.
Attacker:
● Spend a Double action while B2B. Pass an
Intelligence test to destroy it. Add a +1 modifier for
each friendly fighter within 2”.
● +1 point.

REINFORCEMENTS
1 random defending fighter arrives in each End phase,
starting on the second round.

HOUSE RULE (INFILTRATE)


Problem: Infiltrate can be imbalanced or break this
scenario.
Solution: If at least one player wants, Infiltrate can't be
used in this scenario. Instead, Infiltrating fighters can make
1 or 2 move actions before the first round.

301
★ NECROMUNDA ★

UPRISING

SCENARIO 41: MEAT HARVEST


ATTACKER & DEFENDER ENDING THE BATTLE
If only one gang is Chaotic, then that gang is the attacker. The battle ends when at least 1 condition is true:
Otherwise, the gang who chose this scenario is the attacker, ● Only one gang has fighters remaining.
the other is the defender. ● All hivers escape.

BATTLEFIELD VICTORY
Standard. The gang that scored most points is the winner. If the score is
equal:
CREWS ● Uprising: The gang with Ascendancy is the winner.
● Random (D3+2) + Reinforcement. ● Otherwise: Draw.

TACTICS CARDS REWARDS


● Custom (2). CREDITS
● Underdog (starting crew cost): +1 random per 100 credits. ● D3x10 to the attacker for each harvested hiver.
● D6x10 to the defender for each escaped hiver.
DEPLOYMENT EXPERIENCE
1. Standard. Scenario specific rewards:
2. Take turns (starting with the attacker) deploying 12 ● +1 for taking part.
Hive Dwellers anywhere more than 8” from a Standard rewards:
battlefield edge. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Action.
HOUSE RULE ● +1 for killing an enemy (during the battle).
This scenario is a broken. It is suggested to deploy the Hive
● +1 for Rallying.
Dwellers outside any deployment zones and at least 6” from
any other fighter (in addition to the original rule of 8” from any
REPUTATION
battlefield edge).
● +D3 for winning.
● -1 to any gang that bottled out.
REINFORCEMENTS
1 random fighter from each gang arrives in each End phase,
starting on the second round.
UPRISING
HIVE DWELLERS Phase 1:
● No profile or equipment. ● Credits: As described above.
● If hit by a ranged attack (including Blast/Template, Phase 3:
go Out of Action on 5+. ● Starvation:
● If hit by a close combat attack, go Out of Action on ○ +1 per enemy Out of Action.
3+ (harvested). Otherwise move D6” directly away ○ Attacker: +1 per harvested hiver.
from the attacker. ● Scavenge:
● If more than 2” from a defender, move 2D6” in a ○ Winner: +1.
random direction (stopping outside 1” of a fighter or ○ Defender: +1 per escaped hiver.
contacting impassable terrain).

A BLOODY HARVEST
The attacker is out searching for meat.

Attacker: 1 point per harvested hive dweller (hit by a close


combat attack and taken Out of Action on a 3+).

SALVATION FOR THE WORTHY


The defender is attempting to guide the hivers to safety
before being harvested for meat.

Defenders can make the Shepherd (Basic) action:

SHEPHERD (BASIC)
Pass a Leadership test to move hivers within 8” 2D6”
directly towards this fighter.

Defender: 2 points per escaping hive dweller (escape if in the


defender’s deployment zone during any End phase).

302
★ NECROMUNDA ★

SCENARIO 42: PROPAGANDA


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY
● Custom (4) The last remaining gang is the winner. If no gangs are left on
the battlefield, it is a draw.
TACTICS CARDS
● Custom (2). REWARDS
● Underdog (starting crew cost): +1 random per 100 credits. CREDITS
● D3x10 for each Houseless Ganger controlled by the
DEPLOYMENT gang at the end of the battle.
1. Standard.
2. Take turns (starting with the gang with Priority) EXPERIENCE
deploying 12 Houseless Gangers: Scenario specific rewards:
● More than 12” from a battlefield edge. ● +1 for taking part.
● Not within 3” of another fighter. ● +1 for coercing an enemy Houseless Ganger.
Standard rewards:
● +1 for taking an enemy Out of Action.
HEARTS AND MINDS ● +1 for taking an enemy Leader or Champion Out of
Both sides seek to turn gangers and gangs to their cause. Action.
● +1 for killing an enemy (during the battle).
Fighters can make the Coerce (Basic) action: ● +1 for Rallying.

COERCE (BASIC) REPUTATION


Pass a Leadership test to make a Houseless Ganger ● +D3 for winning.
within 3” join the gang for this battle. ● -1 to any gang that bottled out.

If the Houseless Ganger already joined the other side


side, the Houseless Ganger can avoid changing sides by
passing a Leadership with a +1 modifier for each friendly
fighter within 3” (relative to the Houseless Ganger). If
passed, the Houseless Ganger can immediately make a
free Shoot (Basic) action against the fighter making the
Coerce action. If failed, the Houseless Ganger changes
side and is no longer Ready (if being Ready).

The fighter becomes part of the gang for all intents and
purposes and will gain a Ready marker at the start of the
following round.

DON’T BELIEVE THEIR LIES


Houseless Gangers can change sides any number of times.

HOUSELESS GANGERS
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 8+
SPECIAL RULES
Armed and equipped as on the model. Both sides can take
control of these fighters, so they could be heavily armed
without disrupting the balance (as long making an agreement
before the battle).

303
★ NECROMUNDA ★

UPRISING

SCENARIO 43: SCAVENGE


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least 1 condition is true:
● Only one gang has fighters remaining.
CREWS ● No more loot.
● Custom (D3+7)
VICTORY
TACTICS CARDS The gang that gathered the most loot points is the winner. If
● Custom (2). the score is equal:
● Underdog (starting crew cost): +1 random per 100 credits. ● Uprising: The gang with Ascendancy is the winner.
● Otherwise: Draw.
DEPLOYMENT
1. Standard.
REWARDS
2. 2D6 loot (caskets, barrels, consoles, etc.). Take turn CREDITS
deploying (starting with the gang with Priority): ● D3x10 per loot point.
● At least 3” from any terrain.
● At least 6” away from any battlefield edge. EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
HOUSE RULES Standard rewards:
The original loot deployment rules are broken. Use this ● +1 for taking an enemy Out of Action.
instead: ● +1 for taking an enemy Leader or Champion Out of
● At least 12” from own deployment zone. Action.
● At least 6” from another loot. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.

LOOTING THE BATTLEFIELD REPUTATION


Gangs are out for loot and steal anything that’s not nailed ● +D3 for winning.
down - and some things that are! ● -1 to any gang that bottled out.

A fighter within 1” of a loot can make a Loot (Double) action to


see if it contains anything useful. Roll a D6:
● 1: Booby trap! Explodes like a frag trap:
○ Str 3, D 1, Blast (5”), Knockback. UPRISING
● 2-3: Nothing. Phase 1:
● 4+: 1 loot point. ● Credits: As described above.
Phase 3:
Regardless of the result, the loot is removed from the ● Starvation: +1 per enemy Out of Action.
battlefield. ● Scavenge: +1 per loot point.

NOTE
This scenario is open for abuse where a gang with most loot
can attempt to bottle (if not bottled already) and flee to win.

However, if the remaining gang can claim the leftover loot, it


could potentially devolve into a simple shoot out scenario
instead.

A possible solution is to limit the battle to 6 turns. Afterwards,


roll to see if the battle continues:
● Round 7: 4+
● Round 8: 5+
● Round 9: 6+

The remaining gang can then claim all the loot.

304
★ NECROMUNDA ★

UPRISING - RESCUE

SCENARIO 44: PUBLIC EXECUTION


ATTACKER & DEFENDER THE PRISONER
If only one gang is Chaotic, then that gang is the attacker. The prisoner is well-restrained and consigned to the fate.
Otherwise, the gang who chose this scenario is the attacker,
the other is the defender. Until freed, the prisoner takes no part in the battle, can't be
targeted by attacks or affected by Blast/Template. An
BATTLEFIELD attacking fighter can free the prisoner by spending a Double
Standard. action within 1”. Once freed, the prisoner will attempt to flee
the battlefield. Once freed, the execution clock no longer
apply (the prisoner slipped the noose!).
CREWS
● Attacker: Custom (D3+7) FLEEING PRISONER
● Defender: Random (D3+5) + Reinforcement ● Controlled by the attacker.
● Moves 3D6” in each End phase (must remain
TACTICS CARDS outside 1” of enemies).
● Custom (2). ● Counts as a fighter for all purposes and can be
● Underdog (starting crew cost): +1 random per 100 credits. targeted by attacks.
● Never becomes Ready.
DEPLOYMENT ● Use the profile for an attacking ganger or similar.
● Successfully escapes when reaching any battlefield
1. Prisoner: In the centre of the battlefield.
edge.
2. Defender: Within 6” of the prisoner.
3. Attacker: Within 2” of any battlefield edge.
ENDING THE BATTLE
REINFORCEMENTS The battle ends when at least one of the following is true:
1 random defender arrives in each End phase, starting on the ● Only one gang has fighters remaining.
second round. ● The prisoner escapes.

EXECUTION CLOCK VICTORY


The attacker only has a short time before the prisoner meets ● Defender: Win if the prisoner is executed.
the end. ● Attacker: Win if the prisoner escapes.
● If the prisoner is still on the battlefield at the end of
The execution clock starts on 6. In the End phase of any the battle:
round, the clock is temporarily halted until the next End phase ● Uprising: The gang with Ascendancy is the
if: winner.
● At least 1 Active attacker within 3” of the prisoner. ● Otherwise: Draw.
● No defender have LOS to any attacker.
● An attacker is in possession of a chrono crystal. REWARDS
CREDITS
If the clock is not temporarily halted, the clock is reduced by 1 ● Attacker: 2D6x10 for winning.
for each of the following: ● Defender: D6x10 for winning.
● At least 1 Active defender within 3” of the prisoner.
● At least 1 defender taken Out of Action this round. EXPERIENCE
● Defending Leader taken Out of Action. Scenario specific rewards:
● +1 for taking part.
When the clock count down to 0 (or less), the prisoner suffers ● +1 for freeing the prisoner.
an Injury roll. The prisoner goes Out of Action on any result Standard rewards:
except Flesh Wound (successful execution). If suffering a ● +1 for taking an enemy Out of Action.
Flesh Wound, roll again in the following End phase with an ● +1 for taking an enemy Leader or Champion Out of
additional Injury dice for each Flesh Wound suffered. Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +D3 for winning.
● -1 to any gang that bottled out.

RESCUING GANGERS UPRISING


The attacker can choose this scenario in place of the Rescue
Phase 1:
Mission to recover captured fighters. If freed, the prisoner
● Credits: As described above.
becomes Ready and joins the attacker’s crew instead, with
Phase 3:
the fighter’s weapons and equipment (assuming the attackers
● Starvation: +1 per enemy Out of Action.
brought extra guns with them).
● Scavenge: +1 to the winner.
If the attackers fail, the Captive is executed, with the same
effect as being Sold to the Guilders.

305
★ NECROMUNDA ★

SCENARIO 45: TAKEOVER


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least one of the following is true:
the defender. Otherwise, randomize one gang to choose who ● Only one gang has fighters remaining (at the start of
to be attacker and defender. a round).
● The end of round 10.
BATTLEFIELD ● At the end of a round when all 3 landmarks are
Standard. Additionally, include 3 landmarks. captured by the attacker.

CREWS VICTORY
● Attacker: Custom (10) The attacker wins if all 3 landmarks are captured or no
● Defender: Random (10) defending fighters are left on the battlefield. Otherwise the
defender wins.
TACTICS CARDS
● Custom (2).
REWARDS
● Underdog (starting crew cost): +1 random per 100 credits. CREDITS
● Attacker: D6x10 per captured landmark.
● Defender: 2D6x10 for winning.
DEPLOYMENT
Standard, with some exceptions: EXPERIENCE
1. Attacker deploys first. Scenario specific rewards:
2. Defender deploys last. ● +1 for taking part.
3. Finally, defender deploys 3 landmarks ● +1 for participating in capturing a landmark.
(or designate pieces of terrain): Standard rewards:
○ Within 18” of the centre of the battlefield. ● +1 for taking an enemy Out of Action.
○ At least 12” from another landmark ● +1 for taking an enemy Leader or Champion Out of
(measured from the centre). Action.
○ Not within or surrounded by impassable ● +1 for killing an enemy (during the battle).
terrain. ● +1 for Rallying.

SURPRISE ASSAULT REPUTATION


The attacker is making a prepared assault against the enemy ● +D3 for winning.
territory to capture a number of key points - or landmarks - to ● -1 to any gang that bottled out.
take control of the local area.

LANDMARKS
The defender controls all landmarks at the start of the battle.
The attacker can take control of a landmark by having more
fighters than the defender within 3” of the centre of the
landmark. Once captured, it is permanently controlled by the
attacker.

306
★ NECROMUNDA ★

2D

SCENARIO 46: HUNT THEM DOWN


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least one of the following is true:
the defender. Otherwise, randomize one gang to choose who ● Only one gang has fighters remaining (at the start of
to be attacker and defender. a round).
● The end of round 9.
BATTLEFIELD
Standard. Additionally, set up the battlefield using 2x3 tiles. VICTORY
Fighters should be able to traverse the battlefield from one The attacker wins if there are no defenders left on the
short edge to the other. battlefield at the end of any round. Otherwise the defenders
win.
CREWS
● Attacker: Custom, see Relentless Hunters. REWARDS
● Defender: Random (D3+3). EXPERIENCE
Scenario specific rewards:
TACTICS CARDS ● +1 for taking part.
● Custom (2). ● Attacker: +1 per defender Out of Action.
● Underdog (starting crew cost): +1 random per 100 credits. ● Defender: +1 if on the battlefield at the end.
Standard rewards:
● +1 for taking an enemy Out of Action.
DEPLOYMENT ● +1 for taking an enemy Leader or Champion Out of
1. Defender: Base contact with one of the short Action.
battlefield edges. ● +1 for killing an enemy (during the battle).
2. Attacker: No deployment at the start. ● +1 for Rallying.

FREEDOM ROAD REPUTATION


The defenders have been discovered trying to sneak through ● +D3 for winning.
the attacker’s turf and now must make an escape.

● Defender’s deployment edge: Trailing edge.


● Opposite short edge: Leading edge.

In each End phase, if there are defenders within 2” of the


Leading edge, remove the 2 tiles closest to the Trailing edge.
Fighters on the removed tiles are removed:
● Attacker: Returned to the Relentless Hunters.
● Defender: Out of Action, suffer a Lasting Injury roll.

The attacker then places 2 tiles in contact with the Leading


edge (effectively extending the battlefield). The battlefield
must at all times be 2x3 tiles and it must be possible to
traverse the battlefield between the 2 short edges.

The attacker can set up doors and terrain on these tiles. The
short edge next to the removed tiles is the new Trailing edge.
The short edge on the added tiles is the new Leading edge.

RELENTLESS HUNTERS
The attackers have discovered enemies in their territory and
are going to make them pay!

At the start of the 2nd round, and each subsequent round, the
attackers can deploy a wave of fighters from the crew:
● First wave: Custom (D3+3)
● Subsequent waves: Custom (D3)

Deployed the attackers in any of the following ways:


● Any wave: On the Trailing edge.
● Subsequent waves: Any edge, within 8” of an HOUSE RULE (INFILTRATE)
already deployed attacker. Problem: Infiltrate can be imbalanced or break this
scenario.
Attackers can't be deployed within 1” of any defender. Solution: If at least one player wants, Infiltrate can't be
Deployed attackers becomes Ready like normal. used in this scenario. Instead, Infiltrating fighters can make
1 or 2 move actions before the first round.

307
★ NECROMUNDA ★

SCENARIO 47: RITUAL


HOUSE RULE
ATTACKER & DEFENDER This scenario is broken. The counter can never increase if the Ritual
If only one gang is Chaotic, then that gang is the defender. Leader is pinned, because the requirement of being Active (standing)
Otherwise, the gang who chose this scenario is the attacker, and having no actions.
the other is the defender.
Solution: The Ritual Leader can never be Pinned. When nominating a
new Ritual Leader, that fighter immediately stands up (if Pinned).
BATTLEFIELD
Standard. ENDING THE BATTLE
The battle ends when at least one of the following is true:
● Only one gang has fighters remaining (at the start of
CREWS a round).
● Attacker: Custom (10) ● The Warp Vomits Forth (13+ on the Daemonic Ritual
● Defender: Random (10) table).

TACTICS CARDS VICTORY


● Custom (2). ● Defender: The Warp Vomits Forth.
● Underdog (starting crew cost): +1 random per 100 credits. ● Any: Last remaining gang.

DEPLOYMENT REWARDS
1. Defender: Within 12” of the centre of the battlefield. EXPERIENCE
2. Attacker: Base contact with any battlefield edge. Scenario specific rewards:
3. Defender: Choose a fighter to be the Ritual Leader. ● +1 for taking part.
● +1 if on the battlefield at the end.
RITUAL LEADER ● +D3 per Daemon destroyed.
The Ritual Leader must not be disturbed if the ritual is going Standard rewards:
to be completed. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
The defender chooses any fighter to be the Ritual Leader: Action.
● Can't activate or make actions. ● +1 for killing an enemy (during the battle).
● If Seriously Injured or taken Out of Action, nominate ● +1 for Rallying.
a different fighter as the Ritual Leader at the start of
the following round (chosen by the defender). REPUTATION
● +D3 for winning.
DAEMONIC ENERGIES ● -1 to any gang that bottled out.
As the ritual nears completion, daemonic energies begin to
ravage the battlefield.
FIGHTER POSSESSED BY A DAEMON
Count how many turns there are an Active Ritual Leader on (DANCERS ON THE THRESHOLD)
the battlefield in the End phase. After counting at least 1, roll ● +3 Strength, Move, Attacks and Willpower.
a D6, adding the count to the result. Note that the Daemonic ● Can't use ranged weapons.
Ritual effects are cumulative. If the result is 10-12, also apply ● Becomes an Unsanctioned Psyker.
7-9 and 4-6. ● Have Scouring (Basic) Wyrd Power:
○ Str 2, AP -2, D 1, Blaze, Template
● 1-3: The Veil Weakens ● Automatically passes any Cool tests.
○ No effect (eerie noises and ethereal lights ● Can't be Pinned.
fill the battlefield). ● If Seriously Injured or taken Out of Action, leap to
● 4-6: Tendrils of Madness: another fighter.
○ All fighters (except the Ritual Leader) gains
Insanity. LEAPING
● 7-9 Screams from Beyond The Daemon leaps to another fighter on a 5+ each End
○ All fighters suffer a -2 modifier to Willpower phase. The next target is the closest Standing fighter
and Cool tests. (randomize if there are multiple fighters equally close). After
○ Group Activations can't be made. the leap, the previous host gains Insanity.
● 10-12: Dancers on the Threshold
○ A random fighter on the battlefield becomes CREATURE OF THE WARP
possessed by a Daemon. When rolling on the Perils of the Warp table, treat Daemonic
● 13+: The Warp Vomits Forth Possession (11-12) as Warp Surge! (9-10). The fighter is
○ All attackers must pass a Willpower or already possessed, so can't be possessed again.
suffer an Injury roll. The battle ends.
UNDERHIVE EXORCISM
NOTES The Daemon is exorcised on a 5+ if:
After the Ritual Leader has remained Active until the End ● Seriously Injured or taken Out of Action by a Melee
phase, a roll for Daemonic Ritual effect is always made. weapon.
However, the counter doesn’t increase when the Ritual ● Coup de Grace.
Leader is not Active in the End phase (Engaged, Seriously
Injured or Out of Action). Otherwise, it leaps to the next target.

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SCENARIO 48: BLOOD RITES


ATTACKER & DEFENDER ENDING THE BATTLE
If only one gang is Chaotic, then that gang is the attacker. The battle ends when at least one of the following is true:
Otherwise, the gang who chose this scenario is the attacker, ● Only one gang has fighters remaining (at the start of
the other is the defender. a round).
● The end of round 9.
BATTLEFIELD
Standard. VICTORY
The attacker wins if having 5+ Blood tokens when the battle
CREWS ends, or being the last remaining gang. Otherwise the
● Attacker: Custom (10) defender wins.
● Defender: Random (D3+3) + Reinforcement
REWARDS
TACTICS CARDS EXPERIENCE
● Custom (2). Scenario specific rewards:
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 for taking part.
● Attacker: +1 per Blood token gained.
Standard rewards:
DEPLOYMENT ● +1 for taking an enemy Out of Action.
Standard. ● +1 for taking an enemy Leader or Champion Out of
Action.
REINFORCEMENTS ● +1 for killing an enemy (during the battle).
1 random defending fighter arrives in each End phase, ● +1 for Rallying.
starting on the second round.
REPUTATION
SACRIFICES ● +D3 for winning.
● -1 to any gang that bottled out.
The attacker is seeking to stain the ground with a blood
offering.

Defending fighters taken Out of Action are not removed from


the battlefield. Instead the fighter becomes a ‘downed fighter’:
● Apply a Lasting Injury as normal.
● Still considered Out of Action (no longer becomes
Ready).
● Can't make any actions for any reason.

Other fighters can spend a double action to drag a downed


fighter up to a single Movement distance.

Attacking fighters B2B with a downed fighter can spend a


double action (Blood Ritual) to gain a Blood token. The fighter
must immediately pass a Toughness test, or be removed.

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SCENARIO 49: SLAUGHTER


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY
● Random (D3+7) The last remaining gang is the winner.

TACTICS CARDS REWARDS


● Custom (2). EXPERIENCE
● Underdog (starting crew cost): +1 random per 100 credits. Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +1 per enemy taken Out of Action with a melee
Standard. weapon.
● +1 if still on the battlefield at the end.
Standard rewards:
BLOODLUST ● +1 for taking an enemy Out of Action.
Daemonic fury saturated the battlefield, driving fighters insane ● +1 for taking an enemy Leader or Champion Out of
with blood lust. Action.
● +1 for killing an enemy (during the battle).
● All ranged attacks suffer a -2 hit modifier. ● +1 for Rallying.
● Pass a Willpower test before making ranged attacks,
or the action is wasted (no ranged attack is made). REPUTATION
● +D3 for winning.
At the start of all Activations, roll 2D6 and add Strength: ● -1 to any gang that bottled out.
● 10+: Charge the closest enemy (if possible), or use
both actions to get as close as possible to the
closest enemy.
● 14+: Charge and attack the closest fighter (friend &
foe!). If there are no other fighters within charge
range, suffer an Injury roll instead.

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MULTI-PLAYER

SCENARIO 50: MEEEEEEEEEAT!


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Only one gang has fighters remaining (at the start of
CREWS a round).
Random (D3). ● The end of round 9.

TACTICS CARDS VICTORY


● Custom (2). The last remaining gang is the winner. Otherwise, the gang
● Underdogs (lowest Gang Rating): Random(1). who took most Cannibals Out of Action is the winner.

DEPLOYMENT REWARDS
The gang with Priority starts each step: EXPERIENCE
● Crew within 12” of the centre of the battlefield. Scenario specific rewards:
● 3 Cannibals per fighter within 6” of any battlefield ● +1 for taking part.
edges. ● +D3 if on the battlefield at the end.
Standard rewards:
● +1 for taking an enemy Out of Action.
CRAZED CANNIBALS ● +1 for taking an enemy Leader or Champion Out of
A group of survivors from several gangs find themselves Action.
surrounded by crazed cannibals in the midst of a cannibal ● +1 for killing an enemy (during the battle).
feeding frenzy! ● +1 for Rallying.
M WS BS S T W I A Ld Cl Wil Int
6” 4+ 5+ 3 4 1 4+ 1 9+ 4+ 6+ 10+ REPUTATION
● +D3 to any gang still on the battlefield at the end.
Skills: True Grit, Unstoppable, Nerves of Steel
Weapons: Unarmed attacks (claws & teeth)

SPECIAL RULES
● Treated as fighters in all aspects.
● Activates in the End phase. Take turns controlling
each Cannibal, starting with the player with Priority.
● Can't choose not to use the skills (if able).

Take actions as normal, with the following exceptions:


● Must charge (if able).
● Must Fight if Engaged.
● Otherwise, must move toward the closest fighter
from any crew.

DRAWN TO THE SCENT OF DEATH


As the battle progresses, more and more Cannibals are
drawn to the fight by the smell of blood.

At the start of each End phase, before moving Cannibals),


take turns placing D3+2 Cannibals (starting with the player
with Priority):
● Within 6” of any battlefield edges (not within 1” of
another fighter).

The newly deployed Cannibals can active this round as


normal.

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SCENARIO 51: DAEMONIC POSSESSION


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Only one gang has fighters remaining (at the end of
CREWS a round).
● Random (6) ● Underhive Exorcism is performed.

TACTICS CARDS VICTORY


● Custom (2). The gang that scored most points is the winner. If the score is
● Underdogs (lowest Gang Rating): Random(1). equal, the gang with the most remaining fighters is the
winner.
DEPLOYMENT
Standard.
REWARDS
EXPERIENCE
Scenario specific rewards:
THE DAEMON ● +1 for taking part.
A fighter is secretly harbouring a daemonic entity that will ● +D3 if possessed at the end of the battle.
manifest fully and take possession of that fighter, before ● +D6 for destroying the Daemon.
leaping from fighter to fighter to spread havoc and evade Standard rewards:
destruction. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Before deployment, decide who has a Daemon within the Action.
crew: ● +1 for killing an enemy (during the battle).
1. Randomize a gang. ● +1 for Rallying.
2. Randomize a fighter in that gang.
REPUTATION
Roll a D6 in each End phase. The Daemon manifests and ● +D3 for winning.
takes possession of the fighter on a 5+. If the Daemon has ● -1 to any gang that bottled out.
already manifested, it will leap to another fighter. The next
target is the closest Standing fighter (randomize if there are
multiple fighters equally close). After the leap, the previous
host gains Insanity.

POSSESSED FIGHTERS
● +3 Strength, Move, Attacks and Willpower.
● Can't use ranged weapons.
● Becomes an Unsanctioned Psyker.
● Have Scouring (Basic) Pyromancy Wyrd Power
(same as: Psychic Vomit):
○ Str 2, AP -2, D 1, Blaze, Template
● Automatically passes any Cool tests.
● Can't be Pinned.
● If Seriously Injured or taken Out of Action, leap to
another fighter.

CREATURE OF THE WARP


When rolling on the Perils of the Warp table, treat Daemonic
Possession (11-12) as Warp Surge! (9-10). The fighter is
already possessed, so can't be possessed again.

UNDERHIVE EXORCISM
The Daemon is exorcised on a 5+ if:
● Seriously Injured or taken Out of Action by a Melee
weapon.
● Coup de Grace.

Otherwise, it leaps to the next target.


HOUSE RULE
BLOOD FOR THE WARP For simplicity, Psychic Vomit (Basic) is treated like Scouring
● 1 point per enemy taken Out of Action by the (Basic), as it has the same effect. At least as far as anything
possessed fighter (to the gang controlling it). can have the same effect as Scouring, including Scouring
● 6 points to the gang exorcing the Daemon. itself, since there are already so many versions of this
weapon profile.

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MULTI-PLAYER

SCENARIO 52: MEAT FOR THE GRINDER


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining
(at the end of a round).
CREWS
● The 3 lowest rated fighters in each gang. VICTORY
The last remaining gang is the winner. If there are multiple
TACTICS CARDS gangs remaining:
● Random (2). ● Uprising: The gang with Ascendancy is the winner.
● Underdogs (lowest Gang Rating): Random(1). ● Otherwise: Draw.

DEPLOYMENT REWARDS
1. Standard. CREDITS
2. Take turns placing 2 loot caskets each (starting with ● 2D6x10 to the winner.
the gang with Priority):
● At least 10” from any fighter. EXPERIENCE
● At least 4” from another loot casket. Scenario specific rewards:
● +1 for taking part.
● +1 if on the battlefield at the end.
DESPERATION Standard rewards:
The weak become meat. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
All fighters are considered to have: Action.
● True Grit ● +1 for killing an enemy (during the battle).
● Iron Jaw ● +1 for Rallying.
● Unstoppable
REPUTATION
SCAVENGED WEAPONRY ● +D3 for winning.
Fighters must scavenge weapons from the battlefield. ● -1 to any gang that bottled out.

● No weapon restrictions apply during the battle.


● Fighters begin without any weapons or wargear
(considered to be safely back in the gang’s Stash).
● If a fighter is taken Out of Action after acquiring any
weapons, leave the weapons on the fighter’s last
position on the battlefield (can be scavenged by
remaining fighters).

Fighters can spend a Basic action (Loot) if B2B with a loot


casket or a dropped weapon. For loot caskets, roll 2D6, then IRON JAW (BRAWN)
remove the loot casket: +2 Toughness against unarmed attacks in close combat.

2. Heavy Stubber TRUE GRIT (FEROCITY)


3. Flamer When Injured, roll one less Injury dice. If an attack only has
4. Autogun Damage 1, roll two Injury dice and discard one before
5. Shotgun (Solid & Scatter) resolving the effects.
6. Auto Pistol
7. Stub gun UNSTOPPABLE (FEROCITY)
8. Axe Before making Recovery test, roll a D6. On a 4+, either
9. Stiletto knife remove one Flesh Wound, or if there is no Flesh Wound, roll
10. Sword one additional dice for the Recovery test and choose one to
11. Power axe discard.
12. Heavy rock cutter

Note: Automatically fails any Ammo tests (scavenged


weapons are of the poorest quality).

All scavenged weapons are discarded after the battle.

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MULTI-PLAYER

SCENARIO 53: URBAN RENEWAL


BATTLEFIELD ENDING THE BATTLE
Standard. Additionally, set up a large piece of terrain (the The battle ends when at least one of the following is true:
Structure) in the centre of the battlefield. ● Only one gang has fighters remaining (at the start of
a round).
CREWS ● The entire battlefield is impassable.
● Custom (6).
VICTORY
TACTICS CARDS The winner is the gang which completed the following
● Custom (2). objectives:
● Underdogs (lowest Gang Rating): Random(1). ● Inflicted at least 1 damage on the Structure.
● Most fighters escape the battlefield.
DEPLOYMENT Tie breaker:
Standard. ● Most damage to the structure.
Otherwise:
DESTRUCTIBLE TERRAIN ● Draw.
The gangs are attempting to be the first to bring down a dome
by destroying a key structure, ideally while causing lots of REWARDS
damage to the rivals. Once destroyed, the dome will start to EXPERIENCE
collapse and the fighters must run for their lives! Scenario specific rewards:
● +1 for taking part.
The Structure can be attacked: ● +1 for damaging the Structure.
● Ranged: Within 12”. ● +1 for escaping.
● Close combat: Auto hit. Standard rewards:
● Toughness 9 ● +1 for taking an enemy Out of Action.
● 10 Wounds. ● +1 for taking an enemy Leader or Champion Out of
Action.
When losing the last wound, it is destroyed and removed. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
In the End phase after being destroyed, apply the following
effect for the area within 6” of the centre of the battlefield: REPUTATION
● Impassable terrain. ● +D3 for winning.
● Fighters are removed and suffer an Injury roll. ● +1 if at least one fighter escaped.
● -1 to any gang that bottled out.
In each subsequent End phase, increase the radius by 6” until
the entire battlefield is impassable.

Once destroyed, fighters can escape via any edge, counting


as Out of Action without suffering any Lasting Injuries.

COLLATERAL DAMAGE
Each time the Structure takes damage, the whole battlefield
shudders and debris rains down from above.

When the Structure is damaged, all fighters must pass an


Initiative test or become pinned (potentially falling if within 1”
of a ledge). If a 1 is rolled (before modifiers), the fighter takes
a Strength 3 hit.

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SCENARIO 54: WAR IN THE SHADOWS


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Only one gang has fighters remaining (at the start of
CREWS a round).
● Custom (1): ● The end of round 10.
○ Max 1 Wound
○ Not Leader. VICTORY
○ Not Champion. The gang with most remaining fighters is the winner. In case
of a tie, the gang that Seriously Injured or took Out of Action
The rest join as Reinforcements. the most enemies is the winner.

TACTICS CARDS REWARDS


● Custom (2). EXPERIENCE
● Underdogs (lowest Gang Rating): Random(1). Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT Standard rewards:
No fighters begin on the battlefield. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Action.
REINFORCEMENTS ● +1 for killing an enemy (during the battle).
1 random fighter arrives in each End phase, starting on the ● +1 for Rallying.
second round:
● Within 2” of a friendly fighter. REPUTATION
● Not in LOS of any enemy fighters. ● +D3 for winning.
● -1 to any gang that bottled out.
If these conditions can't be met, the reinforcement can't be
deployed.

FORWARD SCOUTS
Scouts infiltrate the battlefield and take out any enemy scouts
encountered.

In the first round, take turns deploying the scout fighter


(starting with the gang with Priority) anywhere on the
battlefield:
● Not within 1” of another fighter.
● Not in LOS of any enemy fighters.

After deployment, the fighter becomes Ready and can


immediately activate with a single action (Simple/Basic).

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MULTI-PLAYER

SCENARIO 55: END TIMES


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Only one gang has fighters remaining (at the start of
CREWS a round).
● Custom (10). ● The transport departs.

TACTICS CARDS VICTORY


● Custom (2). The gang with the most departing fighters in the transport is
● Underdog (starting crew cost): Random(1) per 100 credits. the winner. Tiebreaker: The gang with the most surviving
fighters on the battlefield.
DEPLOYMENT
Standard.
REWARDS
EXPERIENCE
Scenario specific rewards:
IT’S THE END OF THE WORLD ● +D3 for embarking the transport.
The last hours are at hand and all that remains is for the ● +D3 per Daemon destroyed.
remaining survivors to battle it out to the bitter end. Standard rewards:
● +1 for taking an enemy Out of Action.
At the start of each round, apply the End Times effects ● +1 for taking an enemy Leader or Champion Out of
depending of the current round. Note that the effects are Action.
cumulative, so in round 4-6, also apply effects from round 1-3. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.

ROUND END TIMES REPUTATION


1-3 Insanity Reigns: All fighters must pass a Willpower test ● +D6 for winning.
or gain Insanity. ● +D3 for having fighters embarked on the transport at
4-6 Spontaneous Mutation: Roll a D6 for all fighters with the end of the battle.
Insanity and apply the following bonus for this round:
1. +2 S
2. +2” M
3. +1 A
4. +1 I
5. +2 T
6. +3 A
7+ Daemonic Incursion:
When taken Out of Action, place a 5” blast on this fighter
before being removed. All fighters hit become possessed
by a Daemon. Note that these Daemons will not jump
between bodies and remain until exorcised or the battle
ends.

THE LAST STRATOPLANE


What little hope survives for the gangs is to reach the last
stratoplane fleeing the dying hive.
FIGHTER POSSESSED BY A DAEMON
In each End phase, starting on the 3rd round, a transport
arrives on a 5+. The cargo ramp scatters 12” from the centre
(DAEMONIC INCURSION)
of the battlefield (closest approximation not in impassable ● +3 Strength, Move, Attacks and Willpower.
terrain). ● Can't use ranged weapons.
● Becomes an Unsanctioned Psyker.
Fighters can embark on the transport and be removed from ● Have Scouring (Basic) Wyrd Power:
the battlefield if ending a movement B2B with the cargo ramp. ○ Str 2, AP -2, D 1, Blaze, Template
A fighter may not embark or disembark in the same round. ● Automatically passes any Cool tests.
● Can't be Pinned.
DEPARTURE
In each End phase, the transport can depart or remain CREATURE OF THE WARP
grounded. If there are fighters from more than 1 gang When rolling on the Perils of the Warp table, treat Daemonic
embarked, roll-off to determine who can decide to attempt to Possession (11-12) as Warp Surge! (9-10). The fighter is
depart or remain grounded: already possessed, so can't be possessed again.
1. More than 1 gang: Roll-off, adding the number of
embarked fighters to results (re-roll ties). The winner UNDERHIVE EXORCISM
can choose to attempt to take off or remain The Daemon is exorcised on a 5+ if:
grounded. ● Seriously Injured or taken Out of Action by a Melee
2. Attempt to take off: Pass a single Intelligence test weapon.
for an embarked fighter (in control) to depart. ● Coup de Grace.

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GANG RAIDS - 2D

SCENARIO 56: DAYLIGHT ROBBERY


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining
the defender. Otherwise, randomize one gang to choose who (at the end of a round).
to be attacker and defender.
VICTORY
BATTLEFIELD The attacker wins if at least 1 fighter has escaped and the
Standard: 7 tiles (3x2 rectangle + Stash Vault). Stash marker is claimed. Otherwise, the defender wins.
The defender places the last tile marked with an ‘X’. This is
the Stash Vault (where the defender keeps the stash). The REWARDS
short edge on the opposite side of the Stash Vault is the CREDITS
escape route. ● D6x10 to the attacker for winning.
EXPERIENCE
The defender places all of the barricades. Scenario specific rewards:
● +1 for taking part.

X ● +1 to the winning Leader (regardless of whether they


took part in the battle or not).
Standard rewards:
● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
CREWS ● +1 for Rallying.
● Attacker: Custom (3)
● Defender: Random (3) + Random Reinforcement (3) REPUTATION
● +2 to the attacker for winning.
HOME TURF ADVANTAGE ● +D3+1 to the defender for winning.
Defender: ● -1 for bottling out.
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1.

TACTICS CARDS
● Attacker: Custom (2)
● Defender: Random (2)
● Underdog (starting crew cost): Random(1) per 100 credits.

DEPLOYMENT
1. Attacker: Entire crew in the Stash Vault. One fighter
is given the Stash marker.
2. Defender: More than 6” from any enemies.

OBJECTIVES
● Attacker: Attempting to escape with the pilfered loot.
● Defender: Stop the attackers.

REINFORCEMENTS
All defending Reinforcements arrive at the start of the 4th End
phase. Deployed by the controlling player within 1” of the
escape route and at least 2” from an attacker.

CLAIMING THE STASH AND ESCAPING


Any attackers (regardless of statuses or conditions) can escape the
battlefield in the End phase if within 1” of an Escape Route (counting
as Out of Action for the purposes of Bottle tests).
GANG RAIDS (30 MINUTE BATTLES)
If the Stash marker is within 1” of the escape route when a fighter Gang Raids scenarios are designed to be shorter than
escapes, it is claimed and removed from the battlefield. standard games and have some limitations and exceptions
to the normal rules:
GO THROUGH THEM ● No Leaders, Hangers-on, Brutes or Hired Guns.
The attacker does not take Bottle tests and can't voluntarily ● Max 1 Champion.
flee the battlefield. ● No Resource at stake.
● No Infiltrate.
● No Loot caskets (unless otherwise stated).
FLEEING THE BATTLEFIELD
If the defender bottles out and flees the battlefield, the BOTTLE TESTS
attacker automatically wins and claims the Stash marker. D3 + Seriously Injured + Out of Action > starting crew

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SCENARIO 57:
MERCATOR STOREHOUSE HEIST
BATTLEFIELD DEFENCE SERVITOR
● Standard: 5. A mindless immobile automaton is protecting the auction item
The winner of a roll-off places the first tile. This tile marks the centre from prospective thieves.
of the battlefield. Then take turns placing 4 more tiles, 2 each, ● Immobile (can't move).
adjacent to the first tile, forming a cross. There must be a clear route ● 360° vision arc
from the centre tile to each battlefield edge furthest from the centre. ● Counts any Injury roll as Flesh Wound (can only be
taken Out of Action by being reduced to T0).
CREWS ● Can't be Pinned.
● Custom (4). ● Automatically passes any Cool tests.
M WS BS S T W I A Ld Cl Wil Int
TACTICS CARDS - 5+ 4+ 5 5 1 3+ 2 7+ 5+ 9+ 8+
● No cards.
Weapons: Grav gun, servo claw
DEPLOYMENT Wargear: Light carapace (4+)
1. Place the auction item on the centre.
2. Place the defence servitor within 1” of the centre (winner of OVERWATCH ROUTINE
a roll-off). The servitor will make Shoot (Basic) actions whenever all of
3. The winner of a roll-off selects a deployment zone (3”) and the following are true:
deploys the entire crew. The other team deploys the entire ● Not Engaged.
crew in the opposite deployment zone. Take turns selecting ● A fighter ends an activation within LOS of the
a deployment zone (3”) and deploy the entire crew. servitor.
Deployment Zone A 3” ● Passes an Initiative test. This test is automatically
passed if at least one of the following is true:
○ The first time each round.
○ The activated fighter made an attack
Escape Route
Escape Route

against the servitor.

X If Engaged, make Reaction attacks as normal.

FLEEING THE BATTLEFIELD


If a gang voluntarily bottles out and flees the battlefield,
the remaining gang automatically wins and claims the auction
Deployment Zone B 3” item.
THE AUCTION ITEM AND ESCAPING
● No fighter can carry the auction item until the defence ENDING THE BATTLE
servitor is Out of Action. The battle ends when only one gang has fighters remaining
● If within 1” of the auction item, spend a Simple action (at the end of a round).
(Carry) to carry the item.
● A fighter can't use any weapons while carrying the auction
item (unless having Bulging Biceps). VICTORY
● If taken Out of Action while carrying the auction item, leave The gang escaping with the auction item is the winner.
it where the fighter was. Otherwise it is a draw.

Any fighters (regardless of statuses or conditions) can escape the


battlefield in the End phase if within 1” of an Escape Route (counting
REWARDS
as Out of Action for the purposes of Bottle tests).
EXPERIENCE
Scenario specific rewards:
HOLE IN THE WALL ● +1 for taking part.
Once per game, instead of activating a fighter, each gang can place a
● +1 to the winning Leader (regardless of whether they
ductway anywhere on the battlefield. took part in the battle or not).
Standard rewards:
LOOT ● +1 for taking an enemy Out of Action.
The winner can roll a D66 after the battle for additional rewards. ● +1 for taking an enemy Leader or Champion Out of
11 - Useless Tat: D3x10 credits. Action.
12-46 - Valuable to Someone: D6x15 credits. ● +1 for killing an enemy (during the battle).
51-53 - Arms Trade: A single weapon with Rarity/Legality (10) or ● +1 for Rallying.
less.
54-56 - Exotic Gear: A single Wargear item (not status item or exotic REPUTATION
beast) with a Rarity/Legality (10) or less. ● +2 to the winner.
61-63 - Valuable Haul: A single weapon or Wargear item (not status ● +1 to both gangs if this was the first battle against
item or exotic beast) with a Rarity/Legality of (11) or less. each other.
64-66 - Rare Find: A single status item with Rarity/Legality (12) or ● -1 for bottling out.
less. If choosing a master-crafted weapon, the total cost must be 125
credits or less.
GANG RAIDS (30 MINUTE BATTLES)
Rules described on the previous and next page.

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GANG RAIDS - 2D

SCENARIO 58: CLANDESTINE RENDEZVOUS


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least one of the following is true:
the defender. Otherwise, randomize one gang to choose who ● Only one gang has fighters remaining (at the end of
to be attacker and defender. a round).
● The Corrupt Enforcer has escaped.
BATTLEFIELD ● The Corrupt Enforcer is out of Action.
Standard: 4 tiles (2x2).
VICTORY
CREWS The defender wins if the Corrupt Enforcer is escorted to
● Attacker: Custom (5). safety. The attacker wins if the Corrupt Enforcer is taken Out
● Defender: Custom (4). of Action. Otherwise it is a draw.

Defender has a Corrupt Enforcer model as part of gang REWARDS


EXPERIENCE
TACTICS CARDS Scenario specific rewards:
● Custom (1). ● +1 for taking part.
● Underdog (starting crew cost): ● +1 for taking the Corrupt Enforcer Out of Action.
Random (1) per 100 credits. ● +1 to the winning Leader (regardless of whether they
took part in the battle or not).
Standard rewards:
DEPLOYMENT ● +1 for taking an enemy Out of Action.
1. The Corrupt Enforcer: Centre. ● +1 for taking an enemy Leader or Champion Out of
2. Defender: Within 4” of the centre. Action.
3. Attacker: Anywhere at least 4” away from enemies. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
OBJECTIVES
● Attacker: Kill the Corrupt Enforcer and wipe out the REPUTATION
rivals in the process (if possible). ● +1 to the defender for winning.
● Defender: Escort the Corrupt Enforcer to safety. ● +D3 to the attacker for winning.
● -1 for bottling out.
AMBUSH
● Attacker: Starts with Priority in the first round.
● Defender: Pass a Cool test for each fighter when
activating in the first round, or the fighter can only
make 1 action this round (instead of 2).

CORRUPT ENFORCER
● Counts as a normal fighter in the defender’s crew.
● Can't take part in a Group Activation.

M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+
Weapons: Enforcer boltgun, shock stave.
Wargear: Hardened flak, armoured undersuit.

TO SAFETY
The Corrupt Enforcer can escape at the start of any End
phase if Active and within 1” of any battlefield edge.

GANG RAIDS (30 MINUTE BATTLES)


Gang Raids scenarios are designed to be shorter than
standard games and have some limitations and exceptions
to the normal rules:
● No Leaders, Hangers-on, Brutes or Hired Guns.
● Max 1 Champion.
● No Resource at stake.
● No Infiltrate.
● No Loot caskets (unless otherwise stated).

BOTTLE TESTS
D3 + Seriously Injured + Out of Action > starting crew

319
★ NECROMUNDA ★

GANG RAIDS - 2D

SCENARIO 59: BAR BRAWL


BATTLEFIELD PATRONS (OPTIONAL)
Standard. 1-2 tiles. This battle uses D3+3 Hive Dwellers (slightly modified for this battle).

CREWS HIVE DWELLERS


Hivers are treated as fighters and use the normal rules for movement,
● Custom (4). stray shots, being Engaged and pinning. However, if reduced to 0
wounds, they are taken Out of Action without rolling any Injury dice.
TACTICS CARDS
● None. M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+
DEPLOYMENT
Take turns placing fighters anywhere on the battlefield at least Hive Dwellers do not activate normally and instead react to the
3” from another fighter (the winner of a roll-off can choose to actions of nearby fighters. Hive Dwellers are triggered by the
deploy first or second). following actions:

Take turns placing D3+3 Hive Dwellers anywhere on the ● A fighter making a Fight action within 3”.
● A fighter ends a Move action within 2”.
battlefield at least 1” from any fighters from any gangs
(starting with the winner of a roll-off). After working out the effects of the action that triggered the hiver, roll
a D6 on the table that follows (roll separately for each hiver that is
A NIGHT OF REVELRY triggered).
All fighters have consumed several rounds of drinks before D6 Result
trouble started, making them mean drunks indeed! Both sides 1-2 “Oh yeah?”: Picks up a piece of furniture and takes a
are attempting to be the last standing. single Shoot action at the nearest fighter (even if that fighter
didn’t trigger this event). Resolved as BS 5+, S2, D1.
● No Group Activations.
3-4 “Ok, take it Easy Fella!”: Take no action.
● All fighters suffer from the Intoxicated condition:
○ -1” M. 5-6 “I’m getting outta here!”: Flee the building (removed from
○ -1 WS. the battlefield).
○ -1 BS. Unless triggered, a Hive Dweller takes no action.
○ Automatically pass Cool tests.
During the End phase, take turns moving the hivers. Roll the
Scatter dice for each one:
The first time a fighter is activated each round, roll a D6 to
● Hit: The player moves the hiver its full Move in a direction
shake off the Intoxication: of their choice.
● Round 1: 6+. ● Otherwise: Make a full Move in the direction indicated
● Round 2 and onwards: 4+. (stopping if contacting terrain or coming within 1” of another
model).
CHECK YOUR GUNS AT THE DOOR
Most sensible saloon owners enforce a ‘no-guns policy’, to ENDING THE BATTLE
avoid situations like these rapidly escalating. The battle ends when only one gang has fighters remaining
(at the end of a round).
The following weapons can't be used:
● Ranged. VICTORY
● Grenades.
The remaining gang is the winner. If no gangs are on the
● Unwieldy close combat weapons.
battlefield at the end, it is a draw.
Fighters without any usable weapons are assumed to be
equipped with a maul (representing a bar stool, table leg or REWARDS
other improvised weapon) for this battle. EFFECT
A random fighter on the losing team is locked up for causing trouble:
● Go Into Recovery (31-45 Grievous Injury).
● If the fighter suffered a Critical Injury, receive a free Medical
Escort (without paying credits or spending a post-battle
action).
EXPERIENCE
Scenario specific rewards:
GANG RAIDS (30 MINUTE BATTLES) ● +1 for taking part.
Gang Raids scenarios are designed to be shorter than ● +1 to the winning Leader (regardless of whether they took
standard games and have some limitations and exceptions part in the battle or not).
to the normal rules: Standard rewards:
● No Leaders, Hangers-on, Brutes or Hired Guns. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of Action.
● Max 1 Champion.
● +1 for killing an enemy (during the battle).
● No Resource at stake.
● +1 for Rallying.
● No Infiltrate.
● No Loot caskets (unless otherwise stated).
REPUTATION
● +2 for winning.
BOTTLE TESTS ● +1 to both gangs if this was the first battle against each
D3 + Seriously Injured + Out of Action > starting crew other.

320
★ NECROMUNDA ★

GOLIATH

SCENARIO 60: THE BEATDOWN


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has Ready fighters
remaining (after a Priority phase).
CREWS
● Random (D3+4). VICTORY
The side with at least one fighter with a Ready marker when
TACTICS CARDS the battle ends is the winner.
● Custom (2).
● Underdog (starting crew cost): +1 random per 100 credits. REWARDS
EXPERIENCE
DEPLOYMENT Scenario specific rewards:
1. Roll-off to see determine who deploys a fighter first. ● +1 for taking part.
The first fighter can be placed anywhere on the ● +1 if only a single other friendly fighter were Readied
battlefield (not in impassable terrain). during the battle.
2. Alternate placing the remaining fighters within 12” of ● +D3 to a single fighter if no other friendly fighters
the first fighter. were Readied during the battle.
Standard rewards:
If there is no room within 12” of the first fighter, or no room ● +1 for taking an enemy Out of Action.
outside 1” of an enemy, deploy as close as possible to the ● +1 for taking an enemy Leader or Champion Out of
first fighter. Action.
● +1 for killing an enemy (during the battle).
HOUSE RULE ● +1 for Rallying.
During deployment, the first fighter must be placed at least
6” from any battlefield edge. REPUTATION
The winner gains the Reputation rewards, depending on the
maximum number of fighters that were Readied per turn:
YOU LOOKING AT ME? ● 1 fighter: +2D3.
The gangs have chanced upon each other and are passing ● 2 fighters: +D6.
each other in the underhive when the violence starts. They ● 3+ fighters: +D3.
may well have gone on their way if one of the fighters hadn’t
decided they didn’t like the way their rivals were looking at
them.

In round 1, only a single random fighter per team is Readied.


In each subsequent Priority phase, each gan can choose to
Ready a number of fighters equal to the current round (not
random). No fighters are required to be Readied.

Fighters without Ready markers:


● Take no part in the battle (only spectating).
● Provide no benefits (assists, Leading By Example
etc.).
● Can't be targeted by attacks or damaged by blasts
and templates.

However, all fighters still follow normal rules for:


● Counted for Bottle tests.
● Enemy fighters must stay more than 1” away.

If one gang choose to not Ready any fighters, the battle is


effectively lost.

ALTERNATIVE VARIANT
Can be played with any gangs, not just Goliath.

This can also be used for multi-player battles. Perhaps


multiple gangs have found themselves in a tense stand-off,
after randomly running into each other in a seedy drinking
hole, and now must prove their might without things getting
‘too’ out of hand.

321
★ NECROMUNDA ★

GOLIATH

SCENARIO 61: SOMETHING TO PROVE


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when only one gang has fighters remaining.
1. Lowest rating.
2. Roll-off (the winner can choose attacker/defender). VICTORY
The other gang is the defender. The last remaining gang is the winner.

BATTLEFIELD REWARDS
Standard. CREDITS
● +D6x10 to the attacker per defender taken Out of
CREWS Action.
● Attacker: Custom (D3+7). ● +D3x10 to the defender (if winning) per fighter still
● Defender: Random (D3+7). on the battlefield.
EXPERIENCE
TACTICS CARDS Scenario specific rewards:
● Custom (2). ● +1 for taking part.
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 to each defending (winning) fighter still on the
battlefield.
Standard rewards:
DEPLOYMENT ● +1 for taking an enemy Out of Action.
Standard. ● +1 for taking an enemy Leader or Champion Out of
Action.
GIANT KILLERS ● +1 for killing an enemy (during the battle).
The underdog got something to prove, hoping to bloody the ● +1 for Rallying.
nose of a stronger gang and not get too smashed about in the
process. REPUTATION
● +D3 to the attacker for winning.
The attacker receives bonuses depending on the difference in ● -1 to any gang that bottled out.
gang rating (all are cumulative):

0-100:
● Does not need to make Bottle tests.
101-250:
● The Leader can ignore the effects of Flesh Wounds.
● From the second round and onwards, at least one
action must be Shoot or Fight. If neither actions can
be made, the Leader can only take a single action
during the activation.
251-500:
● Fighters can re-roll one Injury dice when injuring
enemy fighters.
● When making Recovery tests, the an extra Injury
dice must be rolled, apply Out of Action if any dice
rolled this result.
500+:
● Automatically pass any Cool tests.

ALTERNATIVE VARIANT
Can be played with any gangs, not just Goliath.

322
★ NECROMUNDA ★

GOLIATH

SCENARIO 62: FEAST OF THE FALLEN


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY
● Custom (D3+7). The last remaining gang is the winner.

TACTICS CARDS REWARDS


● Custom (2). EXPERIENCE
● Underdog (starting crew cost): +1 random per 100 credits. Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +D3 to the empowered fighter if still on the battlefield
Standard. in the end.
Standard rewards:
● +1 for taking an enemy Out of Action.
GODS OF THE UNDERHIVE ● +1 for taking an enemy Leader or Champion Out of
The gangs honour the hardest fighters to ever walk the Action.
underhive by attempting to beat one another to death. Acts of ● +1 for killing an enemy (during the battle).
violence are offered to the legendary ancestors to empower ● +1 for Rallying.
the gangs, and when one does, it falls to the rivals to bring
them down - for while becoming a god is glorious, killing one REPUTATION
is even better! While something supernatural might be going ● +D3 to the winner.
on, it is just as likely homicidal hysteria. ● -1 to any gang that bottled out.

Each time a fighter suffers a wound from a weapon with one


of the traits listed below, the fighter becomes empowered on
a 4+ (before rolling any Injury dice). If successful, no other
fighters can make this test or become empowered.

If the fighter is empowered, any effects of the attack is


cancelled.

The empowered fighter gains the following effects:


● Immediately restore the Wounds to the starting
number.
● Can't be Pinned.
● If Seriously Injured by a ranged attack (not
Melee/Versatile), suffer a Flesh Wound instead.
● Ignores all other Flesh Wounds.

In addition to the benefits above, apply the effects below


depending the trait(s) of the weapon that inflicted the wound.
WEAPON TRAITS TYPE EFFECT
● Melee God of Blood ● Unarmed attacks become Damage 5.
● Versatile
● Blaze God of Fire ● Unarmed attacks gains Blaze.
● Immune to Blaze effects.
● Gas God of Poison ● Unarmed attacks gain Toxin.
● Toxin
● Shock God of Pain Unarmed attacks gain Shock and Versatile (6”).
● Blast God of Fury ● Unarmed attacks gain Blast (3”).
● Ignores Blast effects (including own attacks).

ALTERNATIVE VARIANT
Can be played with any gangs, not just Goliath.

A separate gang can be included, only consisting of


ancestor-driven gangers, all five at once!

323
★ NECROMUNDA ★

SOLO

SCENARIO 63: THE HUNT


SOLO SCENARIO HUNTER & HUNTED
This is designed for a single gang. ● The gang starts in every round (priority).
● The Rambot is an enemy fighter.
From somewhere in the hive, a ‘Rambot’ (rogue Ambot) has
appeared. For reasons unknown, the many failsafes designed If the rogue Ambot is not on the battlefield, the gang can
to suppress its natural instincts have become ineffective, activate each Ready fighter in any order as normal. However,
causing the mechanical beast to do what Ambulls in captivity fighters can only make a single action when activated:
have done since before the birth of the Imperium - tunnel to ● Standing: Move (Simple).
freedom, build a lair, and hunt for food! Logically, of course, ● Prone: Crawl (Double).
this specimen has no particular need for fresh meat, and,
trapped within its mechanical shell, is unable to consume its In addition, each Standing fighter can perform one of the
prey anyway. But these trifling facts are of little concern to the following Basic actions:
primitive Ambull mind! ● Search Area (Basic): Pass an Intelligence test (+1
modifier if the rogue Ambot has previously appeared
The crew of a hardened underhive gang is unexpectedly and then returned to the shadows). Note down how
hunted by a ‘Rambot’ (rogue Ambot). It behaves many searches were successful and how many
autonomously, in a manner determined by the movements failed each round.
and actions of the fighters. The gang must bring it down to ● Give Cover (Basic): If the Rambot appears on the
escape its unnatural lair. battlefield, make a Shoot (Basic) action targeting it
(using ‘It Came From the Shadows! rules). All
At the start the fighters believe the Rambot to be close, but fighters having made this action can make this
have no idea where exactly it might be. They cautiously attack. Lasts until the End phase.
search the area for evidence of it. When fighters search and
blundering about, there is a chance that the Rambot is If the Rambot is on the battlefield, all Ready fighters can
discovered. activate in any order as normal (performing any action).

The Rambot does not think or reason like a human. It is a “IT CAME FROM THE SHADOWS!”
sophisticated servitor-construct, but with malfunctioning Each time a Search Area (Basic) action is performed, roll a
sensor arrays, allowing it to ignore certain environmental D6 and apply the following modifiers (using previously
dangers. performed Search Area actions this round):
● -1 per unsuccessful Search Area action.
Freed from the many inhibitors that govern and suppress its ● +1 per successful Search Area action.
natural behavior, the Rambot behaves far more like a wild
Ambull. It’s alien reactions are far faster than those of the The result will determine how or if the Rambot appears
average human, and it moves with a speed that seems (placement), whether fighters can Give Cover and how the
impossible for its mechanical bulk. Rambt activates.

BATTLEFIELD D6 EFFECT
Standard. 1 “Ooops...”
Placement:
CREWS ● B2B with the fighter.
● Custom (D3+4). ● Counts as having charged.
2-3 “It’s Behind You!”
TACTICS CARDS Placement:
● Within 3” of the fighter.
● Custom (1) or Random (2).
● Outside the vision arc of the fighter.
Give Cover:
DEPLOYMENT ● -3 hit modifier
Within 3” of the centre. After these attacks, the Rambot activates.
4-7 “What’s That?”
Give Cover:
● Nominate a weapon for each fighter (with Give
Cover) and roll a Firepower dice (representing
nervous shooting at shadows). Resolve Ammo
tests (if any) as normal.
● Afterwards, no fighters Give Cover.
8+ “There It Is!”
Placement:
● Within 6” of the fighter.
Give Cover:
● -2 hit modifier to Giving Cover attacks.
After these attacks, the Rambot activates.

324
★ NECROMUNDA ★

THE RAMBOT ACTING ON INSTINCTS


M WS BS S T W I A Ld Cl Wil Int To determine the actions when activated, use the following
4” 2+ 5+ 5 5 4 4+ 3 8+ 4+ 8+ 9+ table:
Weapons: 2x Tunnelling claw Trigger Action
Wargear: Light carapace (4+) Fighter in base contact? One of the following:
● Fight (Basic) action
TUNNELLING CLAW ● Hurl (Basic) action
- Melee: Str S, AP -1, D2 Closest fighter within 6”? Charge (Double)
- Ranged: Short 4”, Long 8”, Str 6, AP -2, D2, Am 5+, Closest fighter within 12”? 1. Move (Simple)
Melta, Scarce, Sidearm 2. Shoot (Basic)
None of the above? Back to the Shadows
SKILLS
BULL CHARGE
Melee weapons gain Knockback & +1S when Charging. BACK TO THE SHADOWS
● If, during any End phase, the Rambit is B2B with a
HURL Seriously Injured fighter, and no other fighters are
Can make the Hurl (Basic) action: within 4”, drag the prey off into the shadows (both
Target an Engaged enemy: are removed from the battlefield). The fighter counts
● Engaged: B2B. as going Out of Action.
● Seriously Injured: Within 1”. ● If suffering a wound (for any reason), after saving (if
The enemy fighter must pass an Initiative or be hurled: any), but before applying the damage, pass an
1. Choose a direction. Initiative test to:
2. Move the fighter D3” in that direction. ○ Reduce the damage to 1.
If contacting any terrain or other fighters: ○ Ignore all weapon traits.
● Stop moving. ○ Go Back to the Shadows (removed from
● Suffer a S3 hit. the battlefield).
The hurled fighter and any fighters it contacts are Pinned. Otherwise, apply the damage as normal.

NERVES OF STEEL When going Back to the Shadows, it will not appear again this
Pass a Cool test when hit by a ranged attack to avoid round, but may appear in later rounds (Search Area).
Pinning.
ENDING THE BATTLE
SPRING UP The battle ends when the Ambot is Out of Action or no
If Pinned when activated, pass an Initiative test to make a fighters remain.
free Stand Up (Basic) action.
VICTORY
SPECIAL RULES The last remaining side is the winner.
ALIEN ABOMINATION
● Does not lose Ready at the end of an activation. REWARDS
● No limit to how many times it can be activated each
CREDITS
round.
● 2D6x10 for taking the Ambot Out of Action.
● Each time a fighter ends an activation (or finishes
EXPERIENCE
the last activation of a group activation), the Rambot
Scenario specific rewards:
activates (Acting on Instincts).
● +1 for taking part.
● +D3 for taking the Ambot Out of Action.
FRENZIED
Standard rewards:
● When attacking with a Fight (Basic) action, one
● +1 for taking an enemy Out of Action.
attack must be made using the tunnelling claw’s
● +1 for taking an enemy Leader or Champion Out of
ranged profile.
Action.
● Will always choose Coup De Grace instead of
● +1 for killing an enemy (during the battle).
consolidating (if having the choice).
● +1 for Rallying.
UNBREAKABLE
REPUTATION
● Never bottles out.
● +1 for taking the Ambot Out of Action.
● Can't become Broken (for any reason).
● -1 to the gang if it bottled out.
UNFEELING HIDE
Blaze: ALTERNATIVE VARIANT
● Acts as normal (still suffer S3 AP-1 damage as
The Rambot can be replaced by all manner of monsters,
normal).
daemonically-possessed hivers or alien abominations. Or
● No longer ablaze if going Back to the Shadows.
perhaps the gang has stumbled into the lair of a Chaos cult
Webbed:
and becomes hunted by a daemonhost. Or perhaps a nest
● When activating, roll 4+ to remove the condition.
of Purestrain Genestealers is uncovered.
Otherwise the activation ends immediately.
● If Webbed during the End phase, roll for Recovery
These rules can be used to control any such foe, and an
as anormal.
experienced gang could face a far more powerful entity
than an escaped Ambot with its safety systems switched
off. Or the gang could be outnumbered by swarms of
smaller xenos lifeforms, and a random amount activates
each turn, for example D3.

325
★ NECROMUNDA ★

ESCHER

SCENARIO 64: KHIMERIX HUNT


BATTLEFIELD BACK TO THE SHADOWS
Standard. If in B2B with a Seriously Injured fighter in the End phase and
no other fighters within 6” of the Khimerix, it will:
CREWS ● Drag its prey off into the shadows (counts as going
● Custom (D3+7). Out of Action).
● Removing itself from the battlefield.
TACTICS CARDS If wounded by an attack, after making a save (if any), but
● Custom (2). before applying the damage, the Khimerix will make an
● Underdog (starting crew cost): +1 random per 100 credits. Initiative test. If passed:
● Only suffer a single wound.
DEPLOYMENT ● Ignore any weapon traits of the attack.
Standard. ● Removing itself from the battlefield.

THE KHIMERIX In both cases, it will not appear again this round, but may
appear in later rounds (as detailed above).
Something’s stalking the gang's turf. The Escher have
released a newly-created Khimerix into the underhive and are
using a rival gang to train the half-wild beast. The Khimerix BIGGER PROBLEMS
may show itself the first time blood is spilled. Fighters can only choose the Khimerix as a target while within
12” of it.
KHIMERIX
M WS BS S T W I A Ld Cl Wil Int ENDING THE BATTLE
6” 4+ 4+ 4 5 3 3+ 3 8+ 7+ 7+ 8+ The battle ends when one of the following is true:
● Only one gang has fighters remaining.
● Gaseous Eruption (Range T, Gas). ● The Khimerix is taken Out of Action.
● Razor-sharp talons (Str +1, AP -1, D3, Rending).
● Flak (6+, 5+ against Blast/Template, same as: Scaly VICTORY
hide 3) The gang that took the Khimerix Out of Action is the winner.
Otherwise it is a draw.
REGENERATION
Unless ablaze, can spend a Simple action (Regeneration) to
heal 1 wound on a 4+. REWARDS
CREDITS
CRUSHING BLOW ● 2D6x10 to the winning gang.
Nominate one attack (before rolling to hit) to gain +1 S & D (if EXPERIENCE
hitting). Scenario specific rewards:
● +1 for taking part.
APPEARANCE ● +D3 for taking the Khimerix Out of Action.
The Khimerix does not start on the battlefield, but appears Standard rewards:
after a fighter is injured. Whenever a fighter (in any gang) ● +1 for taking an enemy Out of Action.
suffers a Flesh Wound, is Seriously Injured or taken Out of ● +1 for taking an enemy Leader or Champion Out of
Action, the Khimerix will appear on a 5+. Action.
● +1 for killing an enemy (during the battle).
Each additional time the roll is made in the same round, add 1 ● +1 for Rallying.
to the result. Once the Khimerix has appeared, do not roll for
it again to appear this round. REPUTATION
● +D3 to the winner.
The injured fighter’s gang can place the Khimerix anywhere ● -1 to any gang that bottled out.
B2B with the injured fighter, or where the fighter was if taken
Out of Action. It then immediately takes an action.

ACTIONS
Whenever the Khimerix takes an action, use the following
priority:
PRIORITY TRIGGER ACTION
1 Closest fighter B2B Fight (Basic)
2 Closest fighter within 9“ Charge (Double)
3 Closest fighter within 12“ Move (Simple) + Shoot (Basic)
4 Khimerix wounded Regeneration (Simple)
5 None of the above Return to the Shadows
The Khimerix will always target the closest fighter with its
attacks. If 2 fighters are equally distant, then randomly
determine the target.

326
★ NECROMUNDA ★

ESCHER

SCENARIO 65: BACK FROM THE DEAD


ATTACKER & DEFENDER DEAD ON ARRIVAL
Tie-breaker for determining the attacker: The newly-risen Death-maiden is only just now coming to her
1. Escher. senses, and as time goes on she will become surer of herself,
2. Roll-off (the winner can choose attacker/defender). and more deadly.
The other gang is the defender.
In each round, the attacking fighter can take a number of
BATTLEFIELD activations equal to the current round number (can activate
Standard. twice in the second round, 3 times in round 3 and so forth).
The enemy will be able to activate a fighter in between as
normal (before the attacking fighter can activate again). The
CREWS activations still only has 2 actions as normal.
● Attacker: Random (1).
● Defender: Random (10) split into 2 groups: If the attacking fighter is Seriously Injured, the result is
● Custom (5 sentries). automatically a Flesh Wound in the Recovery phase (no need
● Custom (5 reinforcement). to roll).

The defending crew is made up of 10 random fighters, then


divided into 2 groups of 5 fighters. One group is deployed as
ENDING THE BATTLE
Sentries, the other arrives later as Reinforcements. The battle ends when only one gang has fighters remaining.

TACTICS CARDS VICTORY


● Attacker: Custom (2) + Random (1). The last remaining gang is the winner. If no gangs remain, the
● Additional Random (1) if the attacking fighter is a defender wins.
Ganger or Juve (including Specialists).
● Defender: Custom (2). REWARDS
EXPERIENCE
DEPLOYMENT Scenario specific rewards:
1. Defender: Within 2” of any battlefield edge. ● +1 for taking part.
2. Attacker: Within 6” of the centre of the battlefield. ● +D3 to a defender for taking the attacking fighter Out
3. Take turns placing 6 corpse markers (starting with of Action.
the attacker): ● +D3+1 to the attacking fighter if winning.
○ Anywhere within 12” of the centre. Standard rewards:
○ At least 4” from each other. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Action.
REINFORCEMENTS ● +1 for killing an enemy (during the battle).
Up to 2 random defending fighters arrive in each End phase, ● +1 for Rallying.
starting on the round the alarm is raised.
REPUTATION
FIELD OF CORPSES ● +D3 to the winner.
The enemy gang are combing the area looking for survivors.
This takes place in the aftermath of a battle and the battlefield
is strewn with corpses of dead gangers.

During the battle, a fighter can spend a Basic action


(Scavenge) to scavenge weapons from the corpse markers.
Roll a D6:
1. Knife.
2. Laspistol.
3. Stub gun (with dumdum rounds).
4. Shotgun (solid & scatter).
5. Lasgun.
6. Bolt pistol.

Once a corpse marker has been scavenged, it is removed.

SCAVENGED WEAPONS
● A fighter can only carry one at a time.
● If scavenging a new weapon, the old is discarded.
● Lost at the end of the battle. HOUSE RULE
● A fighter must be within 1” of a corpse marker to
scavenge weapons from it.
● This scenario has been modified. ‘Attacker’ and
‘defender’ are swapped to make sense with the
Sneak Attack rules (which applies to the
defender).

327
★ NECROMUNDA ★

ORLOCK

SCENARIO 66: ROAD BLOCK


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when only one gang has fighters remaining.
1. Lowest rating.
2. Roll-off (the winner can choose attacker/defender). VICTORY
The other gang is the defender. The attacker wins if 3+ fighters escaped. Otherwise the
defender wins.
BATTLEFIELD
The defender sets up the battlefield to represent a road going REWARDS
from one side to the opposite side. This road can twist and CREDITS
turn, can include doors and other obstacles, but must be ● D6x10 to the attacker for each escaped fighter.
traversable from one battlefield edge to the other. The rest of ● D6x10 credits to the defender for winning.
the battlefield is considered impassable. EXPERIENCE
Scenario specific rewards:
The defender delegates one end of the road as the entrance ● +1 for taking part.
and the other as the exit. ● +1 to each attacker that escaped.
Standard rewards:
The defender sets up 3 road blocks along the length of the ● +1 for taking an enemy Out of Action.
road (barricades or anything else that provides cover). Each ● +1 for taking an enemy Leader or Champion Out of
road block should completely fill a section of the road. Action.
● +1 for killing an enemy (during the battle).
CREWS ● +1 for Rallying.
● Attacker: Custom (10).
● Defender: Random (10). REPUTATION
● +D3 to the attacker for winning.
● -1 for bottling out.
TACTICS CARDS
● Custom (2).
● Underdog (starting crew cost): +1 random per 100 credits. HOUSE RULE
The defender should probably not win if voluntarily failing a
DEPLOYMENT Bottle test or fleeing the battlefield before the attacker has
1. Defender: Within 6” of any road block. Each road reached the exit with 3+ fighters.
block must have at least 1 fighter deployed within 6”.
2. Attacker: Within 6” of the road entrance.

ROAD BLOCKS
The attacker is trying to break through the defender’s trade
route.

Fighters behind a road block gain full cover.

Can be targeted and destroyed by ranged or melee attacks:


● T5 and W5.
● Can be torn down by a B2B fighter in a similar way
as forcing open a door:
○ D6+Str > 8

When destroyed or torn down, it is removed from the


battlefield.

HOME RUN
Any attacker that finishes a Move action B2B with the road
exit can escape (removed from the battlefield). This does not
count as having gone Out of Action, but is also not counted
for the purposes of Bottle tests.

328
★ NECROMUNDA ★

ORLOCK

SCENARIO 67: BIG BAR BRAWL


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has Standing fighters
remaining at the end of any End phase.
CREWS
● Random (7). VICTORY
The gang with at least 1 Standing fighter at the end of the
TACTICS CARDS battle is the winner.
None.
REWARDS
DEPLOYMENT CREDITS
Randomize one gang to place the first, then take turns ● D3x10 to the winner.
placing all remaining fighters: EXPERIENCE
○ Within 12” of the centre of the battlefield. Scenario specific rewards:
○ At least 1” from another fighter. ● +1 for taking part.
● +1 to each fighter still Standing with 4+ intoxicated
tokens.
DRINKING HOLE Standard rewards:
The fighters are all relaxing in a local drinking hole and are ● +1 for taking an enemy Out of Action.
not armed for a gang fight. A drunken insult leads to a ● +1 for taking an enemy Leader or Champion Out of
free-for-all. Action.
● +1 for killing an enemy (during the battle).
All fighters count as being unarmed and unarmoured: ● +1 for Rallying.
● Can't make attacks with any equipped weapons.
● No save from armour or field armour. REPUTATION
● Can't use any carried Wargear. ● +1 for winning.

Skills work as normal (including special saves or improved


fighting abilities).

The Action phase is replaced by the following new phases:


● Drinking phase (starts after determining priority).
● Fighting phase.

In both phases, take turns activating fighters, starting with the


gang with priority as normal. The activation order resets
between the 2 phases, so the gang with priority will activate
first in both phases.

DRINKING PHASE
A fighter (including Seriously Injured) can choose one of the
following:
● Drink: Gain an intoxicated token.
● Stagger: Move D6” (any direction).

After all fighters have either drunk or staggered, this phase


ends.

FIGHTING PHASE
Each fighter can make a single Simple, Basic or Double
action. No fighter can take more than a single action each
round, regardless of any special rules or skills.

Charge (Double) action: Move D6” (instead of D3+M).

Each intoxicated token give the following effect:


● +1T.
● -1 hit modifier when attacking (a 6 will always hit).

END PHASE
After all fighters have activated, move on to the End phase.
Apply the following to all Engaged fighters:
● Move 1” apart (directly away from each other).
● Pass an Initiative test with a -1 modifier per
intoxicated token or become Pinned.

329
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 68: THE LAST ROUND


ATTACKER & DEFENDER ENDING THE BATTLE
The gang with the highest rating is the defender (in case of a The battle ends when only one side (attacker or defender)
tie, the winner of a roll-off decides). The remaining gangs are has fighters remaining on the battlefield.
the attacker.
VICTORY
This scenario can be fought one-on one, but is intended for The defender wins if at least 1 defending fighter remains on
one powerful gang to fight against a group of less powerful the battlefield (not Seriously Injured) at the end of the battle.
gangs. Otherwise the attacker wins.

BATTLEFIELD OUTCOME
Standard with the following exceptions (the battle takes place Win or lose, the glorious run for the most powerful gang in the
in a drinking hole): dome ends here. If the defender wins, enjoy one last round of
● Centre: An open area roughly 122 wide with a drinks (over the corpses of the rivals) before disappearing
reasonable amount of scatter terrain (represents the from the sector and into legend. Otherwise, become
taproom). permanent fixtures of the bar’s decor...
● Surrounding area: As normal.
● Border between centre and surrounding area:
Walls (impassable terrain) with 2+ doors (entrances). REWARDS
EXPERIENCE
Scenario specific rewards:
CREWS ● +1 to each attacking fighter for taking part.
● Defender: Custom. Standard rewards:
● Attacker (crew size is per gang): ● +1 for taking an enemy Out of Action.
● 1-2 attacking gangs: Custom (10). ● +1 for taking an enemy Leader or Champion Out of
● 3 attacking gangs: Custom (7). Action.
● 4+ attacking gangs: Custom (5). ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS CARDS
● Custom (2). REPUTATION
● +1 to each attacking gang.
DEPLOYMENT ● +1 to each attacking gang if the defender bottled out.
1. Attacker: Within 6” of any edge of the battlefield.
2. Defender: Within 12” of the centre (taproom).

LIMITED AMMO
A powerful gang celebrates their final victory at a local ALTERNATIVES & REBALANCING
drinking hole - only to discover the fight is not over yet… The
The two sides can be rebalanced. Each side can have
defenders are caught by surprise and only have a limited
additional benefits.
supply of ammo to hand, and haven’t brought all the
Attackers:
firepower.
● Recruit a free Bounty Hunter or Hive Scum.
● An Enforcer patrol can show up to help.
Apply the following to all weapons carried by defending
● A Guild entourage can show up to help.
fighters:
● Modify crew sizes.
1. Weapons with Limited can't be used.
Defender:
2. Gain Limited (if Scarce).
● Set up sentry guns and defences in the bar.
3. Gain Scarce (if not having Scarce already).
● A friendly Ogryn bouncer.
● The bar could be on fire:
ON THE CLOCK ○ -2 hit modifier to all ranged attacks.
While the defenders are caught unexpected, the attackers ○ D3 random fighters on each side must
can still lose their nerve when trying to take out the toughest roll against Blaze (4+) or catch fire (as if
gang around. being hit by a Blaze weapon).

Starting with the End phase of round 3 (and the End phase of Alternatively, create an attacking gang (Enforcers, outlaws,
each subsequent round), each gang with a Leader present on plague zombies etc.) to fight against all Leaders in the
the battlefield (not Seriously Injured, Out of Action or Broken) campaign as the defenders.
rolls a D6:
● If the defender’s roll is higher than each of the
attackers’ rolls (compared individually), all attacking
gangs must immediately remove D3 random fighters
from the battlefield (lose the nerve and flee).

330
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 69: GATEWAY TO HELL


ATTACKER & DEFENDER ESCAPING
The gang with the highest rating is the defender (in case of a Any fighter can attempt to escape (but only defenders will win
tie, the winner of a roll-off decides). The remaining gangs are from it) if moving into B2B with the Ash Gate (battlefield
the attacker. edge). Roll 2D6-Str and compare the result to the current
round:
This scenario can be fought one-on one, but is intended for ● Equal or less (than the current round):
one powerful gang to fight against a group of less powerful Escape (removed from the battlefield).
gangs. ● Higher (than the current round):
Suffer a S4 D1 hit, then move D6” directly away from
BATTLEFIELD the Ash Gate.
Standard. After set up, the defender chooses one battlefield
edge to be the Ash Gate. ENDING THE BATTLE
The battle ends when at least one of the following is true:
CREWS ● End of round 9.
● Defender: Custom. ● Defender has less than ⅓ (rounding down) of the
● Attacker (crew size is per gang): crew remaining on the battlefield.
● 1-2 attacking gangs: Custom (10). ● Only one gang remains.
● 3 attacking gangs: Custom (7).
● 4+ attacking gangs: Custom (5). VICTORY
Defender wins if at least ⅓ (rounding down) of the defending
TACTICS CARDS fighters escape via the Ash Gate (battlefield edge). Otherwise
● Custom (2). the attacker wins.

DEPLOYMENT OUTCOME
1. Defender: Within 6” of the centre of the battlefield. Win or lose, the most powerful gang’s days are numbered. If
2. Attacker: Anywhere outside 9” of any defenders the defender wins, head out into the wastes (perhaps starting
(and out of LOS if possible). a new settlement or rising to rule an ash wastes tribe).
Otherwise, the gears of the great gate aren’t greased by oil
alone...
THE ASH GATES
A gang tries to escape from the authorities into the wastes -
though the hive will not let them go so easily. The gangs are
REWARDS
fighting in the shadow of one of the great ash gates that ring EXPERIENCE
the base of the hive. The defender must hold out until this Scenario specific rewards:
mighty seal opens enough for them to escape - though this ● +1 to each attacking fighter for taking part.
wait, and the approach to the gate itself, are not without peril Standard rewards:
as the gates are well-defended and the mechanisms that ● +1 for taking an enemy Out of Action.
work them are potentially deadly. As the gate opens, clouds of ● +1 for taking an enemy Leader or Champion Out of
choking blinding dust roll into the hive, driving some fighters Action.
to the ground and reducing visibility. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
Starting with the End phase of round 3 (and the End phase of
each subsequent round), apply the rules for Ash Clouds and REPUTATION
Ash Storm. ● +1 to each attacking gang.
● +1 to each attacking gang if the defender bottled out.
ASH CLOUDS
All fighters within 12” of the Ash Gate (battlefield edge) and
with LOS to that edge must pass a Strength test or apply the
HOUSE RULE
This scenario is broken. The attacker should probably not win if
following: voluntarily failing a Bottle test or fleeing the battlefield before the
● Move D6” directly away from the Ash Gate (stop if defender has escaped with ⅓ of the fighters.
contacting impassable terrain, can fall off ledges).
● Pass an Initiative test or become Pinned (this test is If the defender has lost more than ⅓ of the gang, it can be difficult
only applied if the Strength test failed). to escape while having ⅓ of the gang remaining, or all fighters
must escape at the same in the same round (to avoid ending the
ASH STORM game before escaping with sufficient fighters).
Reduce the visibility at the end of round 3 and each
subsequent round: ALTERNATIVES & REBALANCING
● Round 3: 36”. The battle can be rebalanced.
Attackers:
● Round 3: 24”. ● Modify crew sizes.
● Round 5: 18”.
● Round 6: 12”. Alternatively, a bunch of enemies can enter the battlefield edge opposite of
● Round 7: 9”. the Ash Gate each round (Enforcers, Guild watchmen, Bounty Hunters,
plague zombies, Redemptionists, hive critters, Murder Cyborgs etc.). These
● Round 8-9: Pitch Black (3”). adversaries continue to enter the battlefield until the gangs escape or the
battlefield ends. Or run it in reverse, having all gangs fight amongst
themselves while enemies pour in from the wastes, and must hold out as
the gate slowly begins to close (reduce the enemies arriving each round) as
the hive’s air scrubbers clear away the dust and restore visibility.

331
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 70: THE LONG NIGHT


ATTACKER & DEFENDER ENDING THE BATTLE
The gang with the highest rating is the defender (in case of a The battle ends when at least one of the following is true:
tie, the winner of a roll-off decides). The remaining gangs are ● End of round 9.
the attacker. ● Only one gang remains.

This scenario can be fought one-on one, but is intended for VICTORY
one powerful gang to fight against a group of less powerful The gang with the most remaining fighters wins.
gangs.

Even though one side is the attacker, these gangs are not OUTCOME
allies. All gangs fight as individual gangs and treat all other Win or lose, this long night will mark the passing of a gang
gangs as enemies. into legend. If the most powerful gang wins, they have
survived and will wander off into the dark of the underhive,
never to be seen again (though tales will be told about them
BATTLEFIELD for some time). Otherwise, well, the bones of the great look
Standard. much like everyone else’s!

CREWS REWARDS
● Defender: Custom. EXPERIENCE
● Attacker (crew size is per gang): Scenario specific rewards:
● 1-2 attacking gangs: Custom (10). ● +1 to each attacking fighter for taking part.
● 3 attacking gangs: Custom (7). Standard rewards:
● 4+ attacking gangs: Custom (5). ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
TACTICS CARDS Action.
● Custom (2). ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
DEPLOYMENT
Standard. REPUTATION
● +1 to each attacking gang.
● +1 to each attacking gang if the defender bottled out.
DEEPEST DARKNESS, FREEZING COLD
Gangs must fight to survive a sector-wide shutdown, battling
darkness, cold, critters and each other until the artificial dawn
comes. In an act of desperation, or perhaps local sabotage,
power to this entire section has been shut down. Darkness
descends as lumens fail, cold sets in as thermal vents close,
and critters gather as automated settlement defenses power
down. The plummeting temperatures force fighters to
constantly move for warmth.

● Apply the Pitch Black rules.


All fighters must have one of the following effects or actions
during each activation to avoid suffering a Flesh Wound (from
freezing):
● Move (Simple) action.
● Charge (Double) action.
● Ablaze (burning fighters won’t freeze).
● Pass a Toughness test (to prevent freezing).

MONSTERS EVERYWHERE
With the darkness comes the monsters, and in the darkness
of the underhive, there are many monsters.

In each activation, roll 2D6, then choose the highest roll as


the result and apply the following to that fighter:
● 1: Suffer a S6 AP-1 D2 hit. If Seriously Injured as a
result, go Out of Action (dragged away into the
darkness).
● 2-3: Can't make any actions this activation (busy ALTERNATIVES
fighting to survive a nightmarish creature emerging Actual monsters can be added to the darkness. These can be anything from
swarms of hive rats, plage zombies, crawling xenos horrors or even warped
from the shadows). Daemons. Or use scenario complications like Horrors of the Underhive.
● 4-5: Can only make 1 action this turn (hesitates
when hearing a noise in the darkness). These monsters can even appear and disappear from one round to the
● 6: Activate normally (the fighter goes unnoticed). next, never knowing exactly where or when they will show up.

These fighters should move and attack in the End phase and controlled by
someone not participating with a gang.

332
★ NECROMUNDA ★

VAN SAAR

SCENARIO 71: DEUS EX MACHINA


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when one of the following is true:
1. Van Saar. ● Only one gang has fighters remaining on the
2. Lowest rating. battlefield.
3. Roll-off (the winner can choose attacker/defender). ● The Abominable Intelligence is captured (after the
The other gang is the defender. host is taken Out of Action).

BATTLEFIELD VICTORY
Standard. The attacker wins if the Abominable Intelligence is captured.
The defender wins if the attacker has no fighters remaining on
CREWS the battlefield and the Abominable Intelligence is not
● Attacker: Custom (10). captured. Otherwise it is a draw.
● Defender: Random (10).
REWARDS
DEPLOYMENT CREDITS
Standard. ● D6x10 to the winner.
EXPERIENCE
Scenario specific rewards:
TACTICS CARDS ● +1 for taking part.
● Custom (2). ● +D3 to the fighter capturing the Abominable
● Underdog (starting crew cost): +1 random per 100 credits. Intelligence.
Standard rewards:
GHOST OF THE MACHINE SPIRIT ● +1 for taking an enemy Out of Action.
A fighter has been possessed by the Abominable Intelligence ● +1 for taking an enemy Leader or Champion Out of
residing within a tech-trinket picked up as a curio from the Action.
tech-bazaar. The identity is known to the attackers, who are ● +1 for killing an enemy (during the battle).
hunting the fighter, certain that the possessing machine spirit ● +1 for Rallying.
holds many secrets.
REPUTATION
Randomize 1 defender to be possessed by the Abominable ● +D3 to the winner.
Intelligence for this battle: ● -1 for bottling out.
● +1 to each stat (max 1+ or 10).
● 5+ save (unmodifiable by AP).

HOUSE RULE
CAPTURING THE ABOMINABLE INTELLIGENCE This scenario is broken. The defender can almost always force a
● All attackers have the ability to capture the draw by voluntarily failing the Bottle test (this option is guaranteed
Abominable Intelligence (equipped with containment after the host is taken Out of Action), then fleeing the battlefield,
units). preventing the attacker from capturing the tech-trinket.
● If the possessed fighter is taken Out of Action, leave
a tech-trinket marker where the fighter was. Solution: The attacker wins if the defender voluntarily bottles out
● Attackers within 1” of the tech-trinket can spend a OR flees the battlefield voluntarily.
Double action (Operate Containment Device): Pass
an Intelligence test with a -2 modifier to take
possession of the tech-trinket. If failed, it remains on
the battlefield.
● “THAT’S OURS!”: If the tech-trinket lies on the
battlefield, any defender within 1” of the tech-trinket
can spend a Simple action (Pick Up Tech-trinket) to
become possessed (gaining the bonuses described
above).

333
★ NECROMUNDA ★

VAN SAAR

SCENARIO 72: LAST RITES FOR THE MACHINE


ATTACKER & DEFENDER ENDING THE BATTLE
The defender is: The battle ends when only one gang has fighters remaining
1. Van Saar (if only one gang is Van Saar). on the battlefield.
2. The gang with the lowest rating (if no gangs or
multiple gangs are Van Saar). Roll-off in case of a VICTORY
tie. The defender wins if the Fading Legend has not gone Out of
The other gang is the attacker. Action (by the end of the battle). The attacker wins if the
Fading Legend has gone Out of Action as a result of the
BATTLEFIELD “None of us are getting any Younger!” special rule. Otherwise
Standard. it is a draw.

CREWS REWARDS
● Custom (D3+7). CREDITS
● D6x10 to the winner.
DEPLOYMENT EXPERIENCE
Standard. Scenario specific rewards:
● +1 for taking part.
● +1 to each winning fighter taking part.
TACTICS CARDS Standard rewards:
● Custom (2). ● +1 for taking an enemy Out of Action.
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 for taking an enemy Leader or Champion Out of
Action.
GOING OUT IN STYLE ● +1 for killing an enemy (during the battle).
A legendary fighter is rapidly approaching the end of the ● +1 for Rallying.
career and have an aging body with many failing cyberteknika
enhancements. The Fading Legend has but one goal to REPUTATION
secure their legacy in a blaze of glory, facing the foes one last ● +D3 to the winner.
time before testing out. ● -1 for bottling out.

The Fading Legend is joining the defenders. The type and


value of the equipment (weapons & Wargear) is determined HOUSE RULE
by what gang the defender is: This scenario is broken. The defender can almost always force a
● Van Saar: draw by voluntarily failing the Bottle test, then fleeing the
battlefield, preventing the Fading Legend from going Out of Action
○ Agent.
by having the Toughness reduced to 0 from the “None of us are
○ Spend up to 400 credits (can purchase getting any Younger!” special rule.
Cyberteknika).
● Other: Solution: The attacker wins if the defender voluntarily bottles out
○ Agent or Bounty Hunter. OR flees the battlefield voluntarily.
○ Spend up to 300 credits.

Can purchase items from the Trading Post, Black Market and
any item available to the gang’s Leader.

"NONE OF US ARE GETTING ANY YOUNGER"


The Fading Legend weakens during the battle, if the battle
proves too protracted, may even succumb to the failing health
mid-fight.

In the End phase of round 4 and each End phase of


subsequent rounds, apply the following stat reductions to the
Fading Legend:
● -1 MA (min 1”).
● -1 BS (min 6+).
● -1 WS (min 6+).
● -1 W (min 0).

If Wounds are reduced to 0 in this way, immediately go Out of


Action.

INSPIRATIONAL FIGURE
The defender can automatically pass any Bottle tests while
the Fading Legend is still on the battlefield.

HATED FOE
Attackers can ignore Target Priority when targeting the Fading
Legend.

334
★ NECROMUNDA ★

HANGERS-ON

SCENARIO 73: MERCY MISSION


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when one of the following is true:
● Only one gang has fighters remaining on the
CREWS battlefield (except the Rogue Doc and Hive Scum).
● Random (5). ● One gang has 3+ fighters B2B with their battlefield
In addition, both teams add the following: edge (except the Rogue Doc and Hive Scum).
● 1 Rogue Doc (Hangers-on).
● 1 Hive Scum (Stub Gun). VICTORY
The winner is the only gang with 3+ fighters B2B on their
DEPLOYMENT battlefield edge. Otherwise it is a draw.
Take turns (starting with the winner of a roll-off) in each of the
following steps: REWARDS
1. Place one of the 5 random enemy fighters anywhere EXPERIENCE
on the battlefield, continue until all are deployed. Scenario specific rewards:
2. Place the friendly Rogue Doc & Hangers on a ● +1 for taking part.
random battlefield edge. Then the other gang does ● +1 to each fighter B2B with their battlefield edge.
the same on the opposite battlefield edge. Standard rewards:
● +1 for taking an enemy Out of Action.
Note that the battlefield edge where the Rogue Doc and Hive ● +1 for taking an enemy Leader or Champion Out of
Scum is placed counts as the gang’s edge for the purpose of Action.
XP rewards, ending and winning the battle. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS CARDS
None. REPUTATION
● +D3 to the winner.
THE AFTERMATH
A brutal gang fight has taken place, and the battlefield is
strewn with downed fighters.

All 5 random fighters from both teams begin:


● Seriously Injured (Recovery rolls are made as
normal at the end of each round).
● Only 1 Wound remaining (if having more).
● All weapons counts as Out of Amo (can be reloaded
as normal after recovering).

For this battle, all gangs (including all fighters) have the
following effects:
● No Lasting Injuries if going Out of Action.
● No need to make Bottle tests.

MISSION OF MERCY
The Rogue Doc and Hive Scum:
● Can't Coup de Grace.

Rogue Doc:
● Can't Coup de Grace.
● Only Pinned if hit by an attack (otherwise
unaffected).

HIVE SCUM (GENERIC)


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+

EQUIPMENT
Stub gun.
ROGUE DOC
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 2 3 1 4+ 1 9+ 8+ 7+ 5+
Skills: Medicae.
Wargear: Stub gun, medicae kit.

335
★ NECROMUNDA ★

HANGERS-ON

SCENARIO 74: DOME RUSH


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when one of the following is true:
● Only one gang has fighters remaining on the
CREWS battlefield.
● Custom (10). ● One gang has opened 3+ loot caskets.

DEPLOYMENT VICTORY
1. The winner of a roll-off chooses a battlefield corner The winner is the only gang with 3+ fighters B2B on their
and deploys all fighters within 6” of that corner. battlefield edge. Otherwise it is a draw.
2. Then the other gang deploys all fighters within 6” of
the opposite corner. REWARDS
3. A Dome Runner is placed in the centre of the CREDITS
battlefield. ● 2D6x10 to the winner.
● D6x10 per opened loot casket (any gang).
TACTICS CARDS EXPERIENCE
None. Scenario specific rewards:
● +1 for taking part.
Standard rewards:
DOME RUN ● +1 for taking an enemy Out of Action.
The gangs are following a Dome Runner into dangerous ● +1 for taking an enemy Leader or Champion Out of
territory looking for loot. As the gangs are trying to follow the Action.
trail left by the runner, they don’t want to kill them. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
If the Dome Runner is hit by an attack:
● Only Pinned (otherwise unaffected). REPUTATION
● +D3 to the winner.
In each End phase, the player with Priority activates the ● -1 for bottling out.
Dome Runner:
● Must move maximum distance.
● Must end the move at least 5” from where it started.

After moving, choose up to one of the following:


● Can place any or all of the following within 6” of
where the move ended:
○ Loot casket.
○ Any type Booby trap (Gas/Melta/).
● Remove a booby trap within 6”.

0-1 DOME RUNNER 20


M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 3+ 1 10+ 9+ 7+ 8+
Skills: Lie Low.
Weapons: Laspistol or stub gun, knife or axe.

Any fighter in the gang can re-roll the D6 when determining the
contents of a loot casket (the result of the re-roll must be
accepted, even if it is worse).

HOUSE RULE
Agree upon or randomize what weapons the Hangers-on has.

336
★ NECROMUNDA ★

HANGERS-ON

SCENARIO 75: TARGET PRACTISE


BATTLEFIELD ENDING THE BATTLE
Standard. Should include some large open areas and The battle ends when one of the following is true:
numerous long-range firing lines where possible. ● Only one gang has fighters remaining on the
battlefield.
CREWS ● The Ammo-jack is attacked.
● Custom (5). ● A gang reaches 50 points.

DEPLOYMENT VICTORY
Take turns (starting with the winner of a roll-off): ● The winner is the first gang to reach 50 points.
● Deploy the entire crew 6” from the centre of the ● Any gang that attacked the Ammo-jack loses.
battlefield, each fighter 2” within another. ● Otherwise it is a draw.

An Ammo-jack is then placed between the gangs. REWARDS


CREDITS
TACTICS CARDS ● 3D6x10 to the winner.
None. EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
SHOOT-OUT ● +1 to each fighter scoring 20+ points.
The gangs test their aim in an Ammo-jack’s bullet emporium. Standard rewards:
● +1 for taking an enemy Out of Action.
At the start of each round, each gang place the targets ● +1 for taking an enemy Leader or Champion Out of
(markers) for the enemy gang on the battlefield. Starting the Action.
gang with priority, place 3 enemy targets as follows: ● +1 for killing an enemy (during the battle).
● Within LOS and weapon range of at least 1 enemy ● +1 for Rallying.
fighter.
REPUTATION
Targets: ● +D3 to the winner.
● Can be attacked as fighter.
● Benefits from cover.
● Removed when hit.

Score the following cumulative points per target hit:


● Long range: 2.
● Partial cover: 1.
● Full Cover: 3.
● More than 24” away: 4.
● Per friendly fighter risking Stray Shots: 2.

Record the points per gang and per individual fighter.

In each End phase, the gang with the highest points total can:
● Move the Ammo-jack anywhere on the battlefield.
● Count the Ammo-jack as a friendly fighter the next
round.

If a fighter attacks an enemy fighter:


● The Ammo-jack is moved within 6” of the offending
fighter and attacks the offending fighter.

AMMO-JACK
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 1 5+ 1 9+ 7+ 6+ 7+
Skills: Munitioneer.
Wargear: Boltgun or combat shotgun (salvo & shredder),
power hammer or power sword, mesh.

Re-roll any failed Ammo tests if the result (before modifiers) is


equal to or lower than the amount of Ammo-jacks. Does not
have to take part in the battle for the bonus to apply, but must
be available (not in Recovery, Captured etc).

HOUSE RULE
Agree upon or randomize what weapons the Hangers-on has.

337
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 76: THE CROSSING POINT


BATTLEFIELD ENDING THE BATTLE
20"x16" as shown (each square is approximately 2"x2"). The battle ends when only one gang has fighters remaining
on the battlefield.
CREWS
● Custom (5). VICTORY
The last remaining gang is the winner.
DEPLOYMENT
The winner of a roll-off starts each of the following steps: REWARDS
1. Choose deployment zones (red or green). EXPERIENCE
2. Take turns placing 1 fighter at a time within the Standard rewards:
deployment zone (until all fighters are deployed). ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
TACTICS CARDS Action.
● Draw 2, keep 1. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.

LINKED REWARDS
Hive War Rulebook (N21) has a simplified 'linked'
campaign. This campaign only has the following reward:
● The winner is automatically the attacker in the
next battle.

338
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 77: STRONGHOLD ASSAULT


ATTACKER & DEFENDER ENDING THE BATTLE
The winner of a roll-off chooses whether to be the attacker or The battle ends when only one gang has fighters remaining
defender. on the battlefield.

BATTLEFIELD VICTORY
20"x16" as shown (each square is approximately 2"x2"). Win conditions:
● The last remaining gang is the winner.
CREWS ● Attacker: At least 1 friendly fighter in the gatehouse
● Random (5). at the end of the battle and no defending fighters in
the gatehouse.
Otherwise it is a draw.
DEPLOYMENT
1. Defender: Green.
2. Attacker: Red.
REWARDS
EXPERIENCE
Standard rewards:
TACTICS CARDS ● +1 for taking an enemy Out of Action.
● Draw 2, keep 1. ● +1 for taking an enemy Leader or Champion Out of
Action.
SEIZE THE GATEHOUSE ● +1 for killing an enemy (during the battle).
The attackers are attempting to storm and seize the ● +1 for Rallying.
gatehouse to the enemy's stronghold. The defenders are
trying to keep them out.
LINKED REWARDS
The gatehouse is marked in blue (used for win condition). Hive War Rulebook (N21) has a simplified 'linked'
campaign. This campaign only has the following reward:
● +1 crew size in the next battle.

339
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 78: BREAK IN


ATTACKER & DEFENDER ENDING THE BATTLE
The winner of a roll-off chooses whether to be the attacker or The battle ends when only one gang has fighters remaining
defender. on the battlefield.

BATTLEFIELD VICTORY
20"x16" as shown (each square is approximately 2"x2"). The gang that opened most Loot is the winner. Otherwise it's
4 Loot are placed at the centre. a draw.

CREWS REWARDS
● Random (5). EXPERIENCE
Standard rewards:
DEPLOYMENT ● +1 for taking an enemy Out of Action.
1. Defender: Green. ● +1 for taking an enemy Leader or Champion Out of
2. Attacker: Red. Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS CARDS
● Draw 2, keep 1.
LINKED REWARDS
STEAL THE LOOT Hive War Rulebook (N21) has a simplified 'linked'
Count how many Loot are opened. campaign. This campaign only has the following reward:
● 50 credits per opened loot with the contents of an
Ammo cache (4+).

Loot Loot

Loot Loot

340
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 79: SHOWDOWN


BATTLEFIELD ENDING THE BATTLE
20"x16" as shown (each square is approximately 2"x2"). The battle ends if any of the following are true:
● Only one gang has fighters remaining on the
CREWS battlefield.
● Custom (5). ● End of the 5th round.

DEPLOYMENT VICTORY
The winner of a roll-off starts each of the following steps: The last remaining gang is the winner. In case of a tie, the
1. Choose deployment zones (red or green). gang that scored the most points is the winner. Otherwise it is
2. Take turns placing 1 fighter at a time within the a draw.
deployment zone (until all fighters are deployed).
REWARDS
TACTICS CARDS EXPERIENCE
● Draw 2, keep 1. Standard rewards:
● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
HUMILIATE THE ENEMY Action.
Sometimes, eliminating an enemy is not enough - they must ● +1 for killing an enemy (during the battle).
be humiliated! Each gang is attempting to drive the enemy ● +1 for Rallying.
from the battlefield and seize control of their territory.

Score points for the following (only relevant if both gangs


remain on the battlefield after the 5th round): LINKED REWARDS
● 1 per enemy Out of Action. Hive War Rulebook (N21) has a simplified 'linked'
● 2 per friendly Active fighter in the enemy deployment campaign. This campaign only has the following reward:
zone at the end of the battle. ● The winning Leader gains a free Primary skill.

341
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 80: DEFILE THE RELIC


ATTACKER & DEFENDER ENDING THE BATTLE
The winner of a roll-off chooses whether to be the attacker or The battle ends if any of the following are true:
defender. ● Only one gang has fighters remaining on the
battlefield.
BATTLEFIELD ● End of the 6th round.
20"x16" as shown (each square is approximately 2"x2").
The relic is placed at the centre. VICTORY
The attacker wins if the relic is defiled and at least 1 attacking
CREWS fighter (not Seriously Injured) is on the battlefield.
● Attacker: Random (5) + Reinforcements.
● Defender: Random (5 sentries) + Reinforcements. The defender wins if the relic is not defiled and at least 1
defending fighter (not Seriously Injured) is on the battlefield.
DEPLOYMENT Otherwise it's a draw.
1. Defender: Green.
2. Attacker: Red.
REWARDS
EXPERIENCE
REINFORCEMENTS Standard rewards:
D3 random fighters arrive at the start of each round after the ● +1 for taking an enemy Out of Action.
alarm is raised. ● +1 for taking an enemy Leader or Champion Out of
Action.
HOME TURF ADVANTAGE ● +1 for killing an enemy (during the battle).
Defender: ● +1 for Rallying.
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1. LINKED REWARDS
● Hangers-on: Included in the crew on a 4+ Hive War Rulebook (N21) has a simplified 'linked'
(roll individually). campaign. This campaign only has the following reward:
● 1 winning fighter can roll a D6 and gain the
TACTICS CARDS following:
● Draw 2, keep 1. 1. +1" M
2. +1 WS
3. +1 BS
GANG RELICS 4. +1 S
The attacker is trying to defile a gang relic, but the defenders 5. +1 T
are aware and have guards defending it. 6. +1 A

● +2 for any Cool and Leadership tests made by friendly


fighters within 6” of the gang relic (while undefiled).

DEFILING A RELIC
If the relic is left unprotected, the enemy will try to wreck it,
tear it down, mark it with their own gang's tag or ruin it in a
more creative fashion!
Spend a Double action within 1” to wreck
the relic. It no longers offers any bonuses
and can't be wrecked again

Relic

342
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 81: RICHES IN THE DARK


BATTLEFIELD ENDING THE BATTLE
20"x16" as shown (each square is approximately 2"x2"). The battle ends if any of the following are true:
The Beast's Lair is at the centre surrounded by 4 Loot. ● Only one gang has fighters remaining on the
battlefield.
CREWS ● End of the 6th round.
● Custom (5) + Reinforcements.
VICTORY
DEPLOYMENT The gang that scored the most points is the winner. In case of
The winner of a roll-off starts each of the following steps: a tie, the gang that secured the most loot is the winner.
1. Chooses deployment zones (red or green). Otherwise it is a draw.
2. Take turns placing 1 fighter at a time within the
deployment zone (until all fighters are deployed). REWARDS
EXPERIENCE
REINFORCEMENTS Standard rewards:
D3 random fighters arrive at the start of the 2nd round and ● +1 for taking an enemy Out of Action.
each subsequent round. ● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
PITCH BLACK ● +1 for Rallying.
Use the Pitch Black special rule.

TACTICS CARDS LINKED REWARDS


● Draw 2, keep 1. Hive War Rulebook (N21) has a simplified 'linked'
campaign. This campaign only has the following reward:
GRAB THE LOOT ● 100 credits per unopened loot returned to the
Each gang is trying to grab as much Loot as possible back to deployment zone.
their deployment zones. Note that only unopened loot are
used for the win condition and rewards (any opened loot are
left behind).

Gangs can score the following points:


● 2 per unopened loot that is secured.
● 1 per enemy fighter Out of Action.
● D3 to the last remaining gang.

ot
Lo

Lo
ot

Beast's
Lair
ot

Lo
Lo

ot

343
★ NECROMUNDA ★

CAWDOR

SCENARIO 82: RIGHTEOUS CRUSADE


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Cawdor. ● Only one gang remains on the battlefield.
2. Lowest rating. ● All 4 quarters are claimed (by the attacker).
3. Roll-off (the winner can choose attacker/defender).
The other gang is the defender. VICTORY
The attacker wins if all 4 quarters are claimed. Otherwise the
BATTLEFIELD last remaining gang is the winner.
Standard.
REWARDS
CREWS CREDITS
● Attacker: Custom (10). ● 2D6x10 to attacker if claiming all 4 quarters.
● Defender: Random (10). ● D6x10 to the defender if having fighters on the
battlefield at the end of the battle.
DEPLOYMENT EXPERIENCE
Standard. Scenario specific rewards:
● +1 for taking part.
● +1 to each defending fighter still on the battlefield at
TACTICS CARDS the end of the battle.
● Custom (2). Standard rewards:
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
CLEANSING THE UNDERHIVE Action.
The attacker brings the fire of the Redemption, attempting to ● +1 for killing an enemy (during the battle).
cleanse an area of the underhive and to drive out the faithless ● +1 for Rallying.
(chasing them from the battlefield).
REPUTATION
Starting with the End phase of the round 3 (and every ● +D3 to the winner.
subsequent End phase), the attacker can claim quarters: ● -1 for bottling out.
● Attacker: A Standing fighter within 2" of the centre of
a battlefield quarter.
● Defender: No fighters in that quarter (including
Seriously Injured).

Once claimed, defending fighters cannot voluntarily enter it.


Any defending fighters in a claimed quarter are removed from
the battlefield in every End phase (counts as going Out of
Action).

THE FINAL QUARTER


After 3 quarters are claimed, the attacker can flaim the 4th
quarter even if there are defending fighters within its
boundaries:
● Attacker: A Standing fighter within 2" of the centre of
the battlefield quarter.
● Defender: No fighters within 3" of the centre of the
battlefield quarter (including Seriously Injured).

Claiming the final quarter brings the battle to an end, but


defending fighters do not go Out of Action.

344
★ NECROMUNDA ★

CAWDOR

SCENARIO 83: TEST OF FAITH


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Cawdor. ● Only one gang remains on the battlefield.
2. Lowest rating. ● All Unworthy are removed from the battlefield.
3. Roll-off (the winner can choose attacker/defender). ● Completing 6 trials.
The other gang is the defender.
VICTORY
BATTLEFIELD The attacker wins if completing 6 trials. Otherwise the
Standard. defender wins.

CREWS REWARDS
● Custom (10). EXPERIENCE
Scenario specific rewards:
DEPLOYMENT ● +1 for taking part.
Standard. ● +D3 to each Unworthy completing at least 1 trial.
Standard rewards:
● +1 for taking an enemy Out of Action.
TACTICS CARDS ● +1 for taking an enemy Leader or Champion Out of
● Custom (2). Action.
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
THE UNWORTHY
A gang tests the faith of its newest members. REPUTATION
● +D3 to the winner.
Declare 3 Unworthy fighters from the attacking crew: ● +D3+1 to the attacker if completing each individual
● The 3 cheapest fighters (credit cost). trial (6 different).
● Not Leader or Champion. ● -1 for bottling out.

TRIALS OF FAITH
The Unworthy must prove themselves during the battle. HOUSE RULE
This scenario is broken. The defender can almost always win by
There are 6 trials that can be completed by the Unworthy: voluntarily failing the Bottle test, then fleeing the battlefield,
1. Perform a Coup de Grace (against an enemy). preventing the Unworthy from completing more trials.
2. Recover from being Seriously Injured.
3. Inflict a wound on an enemy Leader or Champion. Solution: The attacker wins if the defender voluntarily bottles out
4. Take down an enemy Psyker (Seriously Injure or Out OR flees the battlefield voluntarily.
of Action).
5. Take down an enemy Brute (Seriously Injure or Out
of Action).
6. Survive being ablaze for 3 consecutive rounds.

Each trial can be completed multiple times.

345
★ NECROMUNDA ★

DELAQUE

SCENARIO 84: INTELLIGENCE GATHERING


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Delaque. ● Only one gang remains on the battlefield.
2. Lowest rating. ● All 5 spy devices are placed (1 in each centre and 1
3. Roll-off (the winner can choose attacker/defender). in the centre).
The other gang is the defender.
VICTORY
BATTLEFIELD The attacker wins if all 5 spy devices are placed. The
Standard. defender wins if the attacker voluntarily bottles out or if only
the defender remains on the battlefield at the end of the
CREWS battle. Otherwise it is a draw.
● Attacker: Custom (10).
● Defender: Random (10). REWARDS
CREDITS
DEPLOYMENT ● 2D6x10 to the attacker for winning.
1. Defender: ● D6x10 to the defender for winning.
○ Divide the battlefield into 4 quarters. EXPERIENCE
○ Place at least 1 fighter in each quarter Scenario specific rewards:
(unless having less than 4 fighters). ● +1 for taking part.
2. Attacker: ● +1 to each attacker for placing 1+ spy devices.
○ Within 2" of one battlefield edge and within Standard rewards:
12" of at least one friendly fighter (if ● +1 for taking an enemy Out of Action.
possible). ● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
TACTICS CARDS ● +1 for Rallying.
● Custom (2).
● Underdog (starting crew cost): +1 random per 100 credits. REPUTATION
● +D3 to the attacker for winning.
UNDERHIVE SPIES ● -1 for bottling out.
The attacker is attempting to place hidden recorders, vox
traps and other spying devices in the enemy turf. This activity HOUSE RULE
is secret and the killing is kept to a minimum. This scenario is broken. The defender can always prevent the
attacker from losing by voluntarily failing the Bottle test, then
Each attacker can spend a Double action (Plant Spying) if all fleeing the battlefield, preventing the attacker from placing more
the following are true: spy devices.
● Within 6" of a corner or centre of the battlefield.
● No enemies have LOS to this fighter. Solution: The attacker wins if the defender voluntarily bottles out
OR flees the battlefield voluntarily.
Note that to win, the attacker must have at least 1 spy device
in each of the 5 locations (4 corners + 1 centre). Additional
spy devices can be placed in the same location, but this has
no effect on winning the battle.

346
★ NECROMUNDA ★

DELAQUE

SCENARIO 85: CAULDRON OF LIES


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when any of the following are true:
● Only one gang remains on the battlefield.
In addition, each gang places 5 Loot caskets each, anywhere ● An agenda is completed.
at least 8" from any battlefield edge.
VICTORY
The gang that completed it's agenda is the winner. If no
HOUSE RULE agendas were completed, all gangs lose.
Loot caskets have limited deployment restrictions, allowing both
gangs to retrieve 5 loot caskets in round 1.
REWARDS
Solution: Each gang must place 5 loot caskets in the opponent's EXPERIENCE
half of the battlefield. Scenario specific rewards:
● +1 for taking part.
● +1 to the winning Leader.
CREWS Standard rewards:
Custom (6). ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
DEPLOYMENT Action.
Standard. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS CARDS REPUTATION
● Custom (2). ● +D3 to the winner.
● Underdog (starting crew cost): +1 random per 100 credits. ● -1 for bottling out.

HIDDEN TRUTHS
Victory is forever moving just out of reach. The true motives of
the gangs are hidden and simple confrontation might not be HOUSE RULE
an end unto itself. This scenario is broken. The enemy can always prevent victory
(forcing everyone to lose) by voluntarily failing the Bottle test, then
At the start of the battle (after deployment), each gang fleeing the battlefield.
secretly choose one of the following agendas (win condition):
● Kill Them All! Solution: The attacker wins if the defender voluntarily bottles out
Take 5 enemies Out of Action. OR flees the battlefield voluntarily.
● Escape the Underhive
5 friendly fighters B2B with the battlefield edge of the
enemy deployment zone.
● Hidden Treasures
Get 5 Loot caskets back to the deployment area.

UNSEEN INFLUENCE
At the start of each round, each gang choose an agenda to
nullify for the enemy. The enemy cannot win by completing
the nullified agenda this round. The same agenda cannot be
nullified two rounds in a row.

Multi-player:
● Secretly vote on one agenda to be nullified (in case
of a tie, randomize an agenda).

347
★ NECROMUNDA ★

VAN SAAR - LAIR OF THE ARCHEOTEK (1/3)

SCENARIO 86: POWER LINES


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Van Saar. ● Only one gang remains on the battlefield.
The other gang is the defender. ● All 5 tokens are tapped.

BATTLEFIELD VICTORY
Standard. The attackers win if all tokens are tapped. Otherwise the last
remaining gang wins.
The defender places 5 power relay tokens (up to 40mm):
● 6" from any battlefield edge. REWARDS
● 8" from other tokens. EXPERIENCE
● Not in impassable terrain or otherwise inaccessible. Standard rewards:
● +1 for taking an enemy Out of Action.
CREWS ● +1 for taking an enemy Leader or Champion Out of
● Attacker: Custom (10). Action.
● Defender: Random (10). ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
DEPLOYMENT
Standard.
LAIR OF THE ARCHEOTEK
This is part 1/3 of a simplified 'linked' campaign designed for
TACTICS CARDS Van Saar, but could be used for any gangs.
None. ● Attacker: Hunters (Van Saar).
● Defender: Agents of Druun.
Scenario order:
POWER LINES 1. Power Lines.
The attackers must follow the trail of power back to the 2. Field Test.
defender's lair, investigating a number of power nodes, 3. Rogue Archeotek.
following the trail from one to the next until all have been
explored. It falls to the defenders to stop them before they LINKED REWARDS
find a path to their master! ● Winning attacker: 3 Hive Scum to the next battle.
● Winning defender: +1 Experimental Weapon
Attackers within 1" of any token can spend a Double action (Field Test scenario).
(Power Tap). The token is now tapped. When a token is
tapped, randomize a remaining untapped token to be the next
to be tapped. Except for the first token, all tokens must be
tapped in this randomly generated order!

348
★ NECROMUNDA ★

VAN SAAR - LAIR OF THE ARCHEOTEK (2/3)

SCENARIO 87: FIELD TEST


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Van Saar. ● Only one gang remains on the battlefield.
The other gang is the defender. ● No fighter with the experimental weapon remains on
the battlefield (ie. taken Out of Action).
BATTLEFIELD
Standard. VICTORY
The attacker wins if no fighter with the experimental weapon
CREWS remains on the battlefield. Otherwise the defender wins.
● Attacker: Custom (10).
● Defender: Random (10). REWARDS
EXPERIENCE
Note: If the attacker won the previous scenario (Power Standard rewards:
Lines), 3 Hive Scum can be added in addition to the full crew. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
DEPLOYMENT Action.
Standard. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS CARDS
None. LAIR OF THE ARCHEOTEK
This is part 2/3 of a simplified 'linked' campaign designed for
THE EXPERIMENTAL WEAPON Van Saar, but could be used for any gangs.
The defender dispatches a hireling to test a new weapon, ● Attacker: Hunters (Van Saar).
crafted by Kavos Druun himself. Kavos Druun has given his ● Defender: Agents of Druun.
Scenario order:
followers an experimental weapon to help stop the attackers.
1. Power Lines.
The weapon must be used to put down attackers, while the
2. Field Test.
attackers must attempt to take out the defending fighter with 3. Rogue Archeotek.
the weapon.
LINKED REWARDS
After deployment, one of the defending fighters can upgrade ● Winning attacker: 1 Bounty Hunter.
one equipped ranged weapon with any 2 of the following: ● Winning defender: Retain 1 experimental weapon
● Blast. for the next battle (Rogue Archeotek).
● Blaze.
● Concussion.
● Knockback.
● Melta.
● Rad-phage.
● Rapid Fire (2).
● Shock.

This applies for the entire battle.

Note: If the defender won the previous scenario (Power


Lines), an additional experimental weapon can be added.

349
★ NECROMUNDA ★

VAN SAAR - LAIR OF THE ARCHEOTEK (3/3)

SCENARIO 88: ROGUE ARCHEOTEK


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Van Saar. ● Only one gang remains on the battlefield.
The other gang is the defender. ● Kavos Druun is Out of Action.

BATTLEFIELD VICTORY
Standard. The attackers win if Kavos Druun is Out of Action (can haul
the disgraced Archeotek back to House Van Saar for
CREWS judgement). Otherwise, the notorious bounty hunter escapes
● Attacker: Custom (10). again!
● Defender: Custom (10) + Kavos Druun.
REWARDS
Note: If the attacker won the previous scenario (Field Test), EXPERIENCE
1 Bounty Hunter can be added in addition to the full crew. Standard rewards:
● +1 for taking an enemy Out of Action.
DEPLOYMENT ● +1 for taking an enemy Leader or Champion Out of
1. Kavos Druun is deployed in the centre (as close as Action.
possible). ● +1 for killing an enemy (during the battle).
2. Defenders deploy within 12" of Druun. ● +1 for Rallying.
3. Attackers deploy within 2" of any battlefield edge at
least 6" from any enemy.
LAIR OF THE ARCHEOTEK
This is part 3/3 of a simplified 'linked' campaign designed for
TACTICS CARDS Van Saar, but could be used for any gangs.
None. ● Attacker: Hunters (Van Saar).
● Defender: Agents of Druun.
Scenario order:
KAVOS DRUUN 1. Power Lines.
The attackers have found the lair of Kavos Druun and must 2. Field Test.
confront him and bring him to justice! Druun himself is present 3. Rogue Archeotek.
along with his followers and aims to see the Hunters stopped
for good!

There are 2 options to field Druun:

LEADER (N18) (125) 3 CYBERACHNID (PET) (225)


PRIME (VAN SAAR) M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int 6” 4+ 5+ 2 2 1 2+ 1 7+ 8+ 8+ 8+
4” 4+ 2+ 3 3 2 5+ 2 4+ 5+ 5+ 4+ Skills: Clamber (climb without penalty).
Skills: Choose 1 (Leadership, Savant, Shooting). Wargear: Stiletto knife (same as: venomous bite),
Weapons: Grav gun, autopistol, knife. Web projector.
Wargear: Mesh, armoured Bodyglove, 3 Cyberachnids.
FEAR INDUCING
Cyberachnids have the Fearsome (Ferocity) skill. While Active
CHAMPION (SPECIALIST) (130) and within 3” of its owner, the skill also applies to the owner.
ARCHEOTEK (VAN SAAR)
M WS BS S T W I A Ld Cl Wil Int HORRIFIC
4” 4+ 2+ 3 3 2 5+ 2 4+ 6+ 6+ 5+ Can't be Captured.
Skills: Choose 1 (Leadership, Savant, Shooting, Tech).
Wargear: Armoured Bodyglove, 3 Cyberachnids.

MASTER OF CYBERTEKNIKA
● Includes 1 Alpha level Cyberteknika (free).
● 1 additional Cyberteknika can be purchased at half
cost (rounded up to nearest 5 credits).

Spend up to 155 credits on weapons and wargear (from the


Specialist Champion equipment list).

350
★ NECROMUNDA ★

OUTLANDER

SCENARIO 89: SETTLEMENT RAID


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
Tie-breaker for determining the attacker: If the defender voluntarily bottles out and flees the battlefield,
1. Highest rating. all remaining attackers automatically ransacks the settlement.
2. Roll-off (the winner can choose attacker/defender).
The other gang is the defender. ENDING THE BATTLE
The battle ends when only one gang has fighters remaining
BATTLEFIELD on the battlefield.
Divide the battlefield into 2 halves:
● Attacker: Standard. VICTORY
● Defender: Defender can set up any terrain The attacker wins by looting at least 100 credits from the
representing their settlement including a settlement, otherwise the defender wins.
Gang Stronghold.

The defender's half is the settlement being raided. REWARDS


CREDITS
● Attacker: D3x10 per ransacking attacker.
CREWS ● Defender: D6x10 for winning.
● Attacker: Custom (10). EXPERIENCE
● Defender: Random (10) + Reinforcements. Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +1 to each ransacking attacker.
1. Defender: Anywhere in the settlement. Standard rewards:
2. Attacker: Within 2" of the opposite battlefield edge. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
REINFORCEMENTS Action.
2 random defenders arrive in the End phase of the 3rd round ● +1 for killing an enemy (during the battle).
(and each subsequent round). ● +1 for Rallying.

REPUTATION
TACTICS CARDS ● +D3 to the winner.
● Custom (2). ● -1 for bottling out.
● Underdog (starting crew cost): +1 random per 100 credits.

HOME TURF ADVANTAGE


Defender:
● Bottle tests: Roll 2D6 and discard the highest. OUTLANDER
● Rally tests: +1. Part of the Outlander campaign and has additional effects.
● Hangers-on: Included in the crew on a 4+
(roll individually). PHASE 3
Cannot be used in phase 1.
RANSACKING THE SETTLEMENT ATTACKER & DEFENDER
The attacker is trying to get fighters into the enemy settlement The gang who issued the challenge is the attacker.
to cause havoc and steal anything that is not nailed down.
BATTLEFIELD (DEFENCES)
Attackers B2B with the defender's battlefield Edge can be The defender can set up any and all settlement defences
removed from the battlefield in the start of the End phase. in defender's half of the battlefield. This replaces the
default Gang Stronghold.

REWARDS
Choose one of the following per attacker that moves off the
defender's battlefield edge:
● D6 Power.
● D6 Salvage.
● D6 Sustenance.

351
★ NECROMUNDA ★

OUTLANDER

SCENARIO 90: MARKET MAYHEM


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends at the start of any round when any of the
1. Lowest rating. following are true:
2. Roll-off (the winner can choose attacker/defender). ● Only one gang remains on the battlefield.
The other gang is the defender. ● One gang only has Seriously Injured fighters
remaining
BATTLEFIELD
Setup a Underhive Market covering a 12" radius circle in the VICTORY
centre. Otherwise standard. The attacker wins if the defender only has Seriously Injured
fighters remaining on the battlefield. Otherwise the defender
CREWS wins.
● Attacker: Custom (10).
● Defender: Random (10). REWARDS
CREDITS
DEPLOYMENT ● Attacker: 4D6x10 for winning.
Take turns (starting with the defender), setting up 1 fighter at ● Defender: 3D6x10 for winning.
the time: EXPERIENCE
● Within 12" of the centre. Scenario specific rewards:
● Outside 1" of any enemy fighter. ● +1 for taking part.
● +D6 to the winning leader.
Standard rewards:
TACTICS CARDS ● +1 for taking an enemy Out of Action.
● Custom (2). ● +1 for taking an enemy Leader or Champion Out of
● Underdog (starting crew cost): +1 random per 100 credits. Action.
● +1 for killing an enemy (during the battle).
HOME TURF ADVANTAGE ● +1 for Rallying.
Defender:
● Bottle tests: Roll 2D6 and discard the highest. REPUTATION
● Rally tests: +1. ● +D3 to the attacker for winning.
● Hangers-on: Included in the crew on a 4+ ● -1 for bottling out.
(roll individually).

THE MARKET OUTLANDER


Neither side is packing heavy weapons for the fight - the Part of the Outlander campaign and has additional effects.
attacker has snuck into the rival's market with only what they
can hide on their person, while the defender doesn't want to PHASE 3
shoot up their own settlement. Cannot be used in phase 1.

Apply standard Underhive Market rules. In addition, the ATTACKER & DEFENDER
following can't be used when fighting in the market or The gang who issued the challenge is the attacker.
shooting into the market (applies to all gangs):
● Heavy weapons. REWARDS
● Ranged weapons with S6+. The winning attacker gains all of the following:
● Blast/Template. ● D6 Power.
● Rapid Fire (X), however, can use single shot mode ● D6 Salvage.
(without Rapid Fire). ● D6 Sustenance.
● Coup de Grace or targeting Seriously Injured fighters
with attacks.

UNDERHIVE MARKET
Apply all the standard rules:
AMMO STASH
MARKET LOOTING
Counts as an Ammo Crate with an additional effect within
Counts as a Loot casket that can be opened multiple times
1":
and with different content:
● Spend a Simple action (Resupply) and roll a 4+ to
1 Trapped!: Suffer a S3 hit.
reload a Single Shot weapon.
2-3 Nothing Much: D6x5 credits.
4-5 It Wasn't Nailed Down: A Common item worth 40
POORLY CONSTRUCTED
or less (after the battle).
If hit by Blast, it is destroyed (and replaced with a pile of
6 Jackpot!: Select 3 different items with Rarity 9 or
rubble) if the following test succeeds:
less, then randomize one to gain.
● Weapon Str >= 2D6
Additionally, if hit by Blaze, it is automatically set on fire.
Note: If controlled by a gang, only the enemy can loot it.
Fighters inside or B2B with it must test against Blaze.

352
★ NECROMUNDA ★

OUTLANDER

SCENARIO 91: STEALTH ATTACK


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Lowest rating. ● Only one gang remains on the battlefield.
2. Roll-off (the winner can choose attacker/defender). ● The attacker completed the chosen objective.
The other gang is the defender.
VICTORY
BATTLEFIELD The attacker wins by completing the chosen objective,
Standard. otherwise the defender wins.

CREWS REWARDS
● Attacker: Custom (10). CREDITS
● Defender: Random (5 Sentries) + Reinforcements. ● Attacker: 2D6x10 for winning.
● Defender: D6x10 for winning.
DEPLOYMENT EXPERIENCE
1. Defender (Sentries): Anywhere. Scenario specific rewards:
2. Attacker: ● +1 for taking part.
○ Within 2" of a single battlefield edge. ● +D6 to the attacker completing the assassination
○ At least 6" from any defenders. objective.
○ Within 12" of all other friendly fighters. Standard rewards:
● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
REINFORCEMENTS Action.
2 random defenders arrive in the End phase of the round the ● +1 for killing an enemy (during the battle).
alarm is raised (and each subsequent round). ● +1 for Rallying.

TACTICS CARDS REPUTATION


● Custom (2). ● +D3 to the attacker for completing the sabotage
● Underdog (starting crew cost): +1 random per 100 credits. objective.
● +1 to the attacker for completing any other objective.
HOME TURF ADVANTAGE ● -1 for bottling out.
Defender:
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1.
● Hangers-on: Included in the crew on a 4+ OUTLANDER
(roll individually). Part of the Outlander campaign and has additional effects.

RAIDERS PHASE 3
Cannot be used in phase 1.
The attacker is looking to cause some damage or make off
with some loot.
ATTACKER & DEFENDER
The gang who issued the challenge is the attacker.
The attacker secretly chooses one of the following objectives
at the start of the battle:
REWARDS
● Asssassination: Secretly choose one defender
The attacker gains one of the following rewards depending
(part of Reinforcements, not Sentry and not in
on which objective was completed:
Recovery). Take that fighter Out of Action.
● Assassination (all of the following):
● Sabotage: Secretly choose 3 terrain features
○ D3 Power.
completely within 12" of the centre of the battlefield.
○ D3 Sustenance.
An attacker B2B with one any of these terrain
● Ransack (choose one):
features can spend a Double action (Sabotage).
○ D6 Power.
Sabotage at least 2 terrain features 3 times each.
○ D6 Salvage.
● Ransack: Attackers that move B2B with the
○ D6 Sustenance.
opposite battlefield edge can be removed from the
● Sabotage:
battlefield edge. At the start of the following round
○ D6 Salvage.
(after determining Priority), place removed fighters
B2B with the edge they moved off from with a loot
casket each. Get at least 1 of these loot caskets
back to the attacker's deployment zone.

353
★ NECROMUNDA ★

OUTLANDER

SCENARIO 92: GUNK TANK


BATTLEFIELD ENDING THE BATTLE
Standard. Place a Gunk Tank in the centre. The battle ends when only one gang has fighters remaining
on the battlefield.
CREWS
● Random (7). NOTE: The last remaining gang gains D3 gunk.

DEPLOYMENT VICTORY
Standard. The gang that escaped with the most gunk is the winner.
Otherwise it is a draw.
TACTICS CARDS
● Custom (2).
REWARDS
● Underdog (starting crew cost): +1 random per 100 credits. CREDITS
● D6x10 per gunk.
EXPERIENCE
THE GUNK TANK Scenario specific rewards:
Represented by any suitable terrain at least 3" in diameter. ● +1 for taking part.
● +1 for escaping.
In addition to the standard rules, a fighter B2B can spend a Standard rewards:
Double action (Siphon) to gain 1 gunk: ● +1 for taking an enemy Out of Action.
● A fighter can only carry 1 gunk at the time. ● +1 for taking an enemy Leader or Champion Out of
● If Seriously Injured or taken Out of Action, the gunk Action.
is dropped and placed B2B with the fighter (or where ● +1 for killing an enemy (during the battle).
the fighter was). ● +1 for Rallying.

LUGGING GUNK REPUTATION


While carrying gunk, automatically catch fire if hit by Blaze ● -1 for bottling out.
(this alone does not cause the gunk to be dropped).

ESCAPE
Fighters carrying gunk can escape by moving B2B with any
battlefield edge. Fighters removed in this way do not count as
Seriously Injured or Out of Action for the purposes of Bottle OUTLANDER
tests. Part of the Outlander campaign and has additional effects.

PHASE 1
Double the amount of Materials received as rewards.

REWARDS
Each gunk is worth one of the following:
● D6 Power.
● D6 Sustenance.

354
★ NECROMUNDA ★

OUTLANDER

SCENARIO 93: MINING EXPEDITION


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when any of the following are true:
● Only one gang remains on the battlefield.
Add 4 Prospecting Sites (abouce 4" in size) at least 8" from ● All sites are prospected.
any battlefield edge.
VICTORY
CREWS The gang who prospected most sites is the winner. Otherwise
● Custom (10). it is a draw.

DEPLOYMENT REWARDS
Standard. CREDITS
● 2D6x10 per mined out site.
TACTICS CARDS EXPERIENCE
● Custom (2). Scenario specific rewards:
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 for taking part.
● +1 per mined out site.
Standard rewards:
PROSPECTING SITES ● +1 for taking an enemy Out of Action.
Active fighters within within a Prospecting Site and at least 6" ● +1 for taking an enemy Leader or Champion Out of
from any enemy fighter can spend a Double action Action.
(Prospect), then roll a D6: ● +1 for killing an enemy (during the battle).
2 Sink hole! - Pass an Initiative test or go Out of ● +1 for Rallying.
Action. If successful, become Seriously Injured.
3-5 Damn thing bit me! - Suffer a S1 hit. REPUTATION
6-9 There might be something here… - No result (yet), ● -1 for bottling out.
but if this fighter can roll 3D6 next time on this table
for this site.
10+ Some good scrap here! - The fighter finds a rich
seam of scrap to mine. This site is mined out and OUTLANDER
cannot be Prospected again. Part of the Outlander campaign and has additional effects.

REWARDS
Each mined out site gives:
● 2D6 Salvage.

PHASE 1
Double the amount of Materials received as rewards.

355
★ NECROMUNDA ★

OUTLANDER

SCENARIO 94: BIG SCORE


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when any of the following are true:
● Only one gang remains on the battlefield.
CREWS ● Any gang has 3+ Loot caskets in the gang's
● Custom (10). deployment zone.

DEPLOYMENT VICTORY
Standard. The gang with the most loot caskets in the gang's deployment
zone is the winner.
After deployment, take turns (starting with the gang with
Priority) for each of the following steps: REWARDS
1. Place 6 loot caskets within 6" of the centre (one at a CREDITS
time). ● 2D6x10 per loot casket.
2. Place 6 defences anywhere (one at a time). EXPERIENCE
Scenario specific rewards:
THE SCORE ● +1 for taking part.
Defences are automated and treats both gangs as enemies. Standard rewards:
● +1 for taking an enemy Out of Action.
TACTICS CARDS ● +1 for taking an enemy Leader or Champion Out of
● Custom (2). Action.
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
HORRORS IN THE DARK REPUTATION
When a fighter activates outside 8" of any other fighters ● +D3 to the winner.
(friend or foe), roll a D6. ● -1 for bottling out.
D6 Result
1 Suffer a Strength 6 hit with AP -1 and Damage 2. If
Seriously Injured, the fighter is dragged away into the OUTLANDER
darkness and taken Out of Action. Part of the Outlander campaign and has additional effects.
2-3 The fighter can't make any actions this turn.
4-5 The fighter can only make one action this turn. REWARDS
6 The fighter activates normally. Randomize one of the following Materials (roll a D3) per
loot:
1. D6 Power.
2. D6 Salvage.
HOUSE RULE 3. D6 Sustenance.
Horrors in the Dark: Seriously Injured or Broken fighters
should be ignored when measuring closest fighter. PHASE 1
Double the amount of Materials received as rewards.

356
★ NECROMUNDA ★

ASH WASTES

SCENARIO 95: DUST BOWL SKIRMISH


BATTLEFIELD ENDING THE BATTLE
Standard (Ash Wastes). Size approximately 3'x3'. The battle ends if max one gang has models remaining on the
battlefield (at the end of any round).
CREWS
● Custom (can include vehicles). VICTORY
The last remaining gang is the winner. Otherwise it is a draw.
DEPLOYMENT
Standard. REWARDS
CREDITS
TACTICS CARDS ● D6x10 (win).
● Custom (2). ● D3x10 (draw).
● Underdog (starting crew cost): +1 random per 100 credits. EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
PITCH BLACK ● +2 for taking an enemy Leader Out of Action.
When selecting this scenario, roll a 4+ to enable Pitch Black. Standard rewards:
● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +D3 (win).
● -1 (bottle out).

357
★ NECROMUNDA ★

ASH WASTES

SCENARIO 96: FUEL HUNT


BATTLEFIELD ENDING THE BATTLE
Standard (Ash Wastes). The battle ends if any of the following are true:
● Max one gang has models remaining on the
CREWS battlefield.
● Custom (D3+7). Can include vehicles. ● No more fuel caches on the battlefield.

DEPLOYMENT VICTORY
Standard. The gang that gathered most points.

TACTICS CARDS REWARDS


● Custom (2). CREDITS
● Underdog (Gang Rating): +1 random per 100 credits. ● D3x10 per point.
EXPERIENCE
Scenario specific rewards:
LOOTING THE BATTLEFIELD ● +1 for taking part.
Gangs are hunting for fuel caches and investigating anything ● +1 for gaining a point.
they find to see if it contains fuel. Standard rewards:
● +1 for taking an enemy Out of Action.
2D6 fuel caches (can be loot, barrels or anything else). ● +1 for taking an enemy Leader or Champion Out of
Action.
Starting with the gang with Priority, place 2D6 fuel caches ● +1 for killing an enemy (during the battle).
(can be loot, barrels or anything else): ● +1 for Rallying.
● At least 8" from any battlefield edge.
● At least 3" from a battlefield object. REPUTATION
● +D3 (win).
Fighters within 1" can spend a Double action (Loot) and a D6: ● -1 (bottle out).
1: Explodes! Resolved as a frag trap.
2-3: Empty.
4+: roll a 4+ to gain 1 point.

Afterwards, the fuel cache is removed from the battlefield


(regardless of the result).

RUNNING LOW ON FUEL


Vehicles are running on vapours.

When activating vehicles, roll a 2+ or become Stationary.

358
★ NECROMUNDA ★

ASH WASTES

SCENARIO 97: BREAKDOWN


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If the defender voluntarily bottles out and flees the battlefield,
the defender. Otherwise, randomize one gang to choose who the attacker automatically wins.
to be attacker and defender.
ENDING THE BATTLE
BATTLEFIELD The battle ends at the end of any round if any of the following
Standard (Ash Wastes). are true:
● Broken Down Vehicle destroyed or moved off the
CREWS battlefield.
Vehicles can be included (defender must include at least 1 as ● No attackers remaining on the battlefield.
the Broken Down vehicle).
VICTORY
● Attacker: Custom (8) + Reinforcements. The attacker wins if any of the following are true:
● Defender: Random (D3+2) + Reinforcements. ● Broken Down Vehicle is destroyed.
Additionally, add 1 random vehicle to be ● No other defenders remain on the battlefield.
the Broken Down Vehicle. ● Fleeing the Battlefield: The defender voluntarily
bottles out and flees the battlefield.
DEPLOYMENT Otherwise the defender wins.
1: Defender: Set up the Broken Down Vehicle in the
centre. Then set up the entire crew within 6" of the REWARDS
Broken Down Vehicle. CREDITS
2: Attacker: Entire crew within 6" of any battlefield ● D6x10 (win).
edge, at least 9" from enemies. EXPERIENCE
Scenario specific rewards:
REINFORCEMENTS ● +1 for taking part.
1 random model (both gangs) arrive at the start of the first ● +1 to the Broken Down Vehicle if surviving.
End phase, 2 at the start of the second, and so on. Standard rewards:
● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
TACTICS CARDS Action.
● Custom (2). ● +1 for killing an enemy (during the battle).
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 for Rallying.

BROKEN DOWN VEHICLE REPUTATION


The defenders must protect the Broken Down Vehicle until ● +D3 (win).
the crew can make it running again and fend off an assault by ● +1 to both gangs if this was the first battle against
the attackers. each other.

Broken Down Vehicle cannot move or shoot.

At the start of each round, roll a D6 + round number:


2-3: Still Busted: No effect (roll again next round).
4-5: Getting Closer: +1 to the next roll.
6-7: Gun Operational: The guns are now functioning. If
this result is rolled again, +1 to the next roll.
8: False Start: Move 2D6" in any direction.
9+: Fully Repaired: Move & shoot normally
(stop rolling to repair again).

The vehicle escapes if contacting a battlefield edge.

359
★ NECROMUNDA ★

3D / ASH WASTES

SCENARIO 98: WASTELAND ENCOUNTER


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard (3d or Ash Wastes). If the defender voluntarily bottles out and flees the battlefield,
the attacker automatically wins.
CREWS
● Custom (D3+1) + Reinforcements ENDING THE BATTLE
(Ash Wastes: Reinforcements can include vehicles). The battle ends (at the end of any round) if max 1 gang
remains.
DEPLOYMENT
Randomize a gang to place the first fighter: VICTORY
● Within 12" of the centre. The only remaining gang is the winner. Otherwise it is a draw.
Then, gangs alternate to place all remaining fighters, starting
with the gang(s) that didn't place the first fighter: REWARDS
● Anywhere at least 12" from enemies. CREDITS
● D3x10 (win).
REINFORCEMENTS ● D3x5 (draw).
D3 random models (both gangs, starting with Priority) arrive EXPERIENCE
at the start of each End phase: Scenario specific rewards:
● Within 2" of a random battlefield edge. ● +1 for taking part.
● At least 2" from other models. Standard rewards:
● +1 for taking an enemy Out of Action.
TACTICS CARDS ● +1 for taking an enemy Leader or Champion Out of
● Underdog (starting crew cost): +1 random per 100 credits. Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +D3 (win).
● +1 to both gangs if this was the first battle against
each other.

360
★ NECROMUNDA ★

ASH WASTES

SCENARIO 99: SETTLEMENT SHOWDOWN


BATTLEFIELD ENDING THE BATTLE
Standard (Ash Wastes) with the following exceptions: The battle ends at the end of any round if any of the following
● Take turns (randomize one gang to start) placing 3 are true:
structures (recommended size 5" to 9" diameter) ● A gang has claimed all 3 structure.
within 12" of the centre. ● Max 1 gang remains.

CREWS VICTORY
● Custom (10). Vehicles can be included. A gang wins if if any of the following are true:
● Claim all 3 structures (at the end of any round).
DEPLOYMENT ● Fleeing the Battlefield: At the end of any round, be
A random gang starts by setting up the entire crew within 6" of the last remaining gang and automatically claim all 3
a single chosen battlefield edge. The other gang then sets up structures (no enemies remain).
the entire crew within 6" of the opposite edge. Otherwise it is a draw.

TACTICS CARDS REWARDS


● Custom (2). CREDITS
● Underdog (starting crew cost): +1 random per 100 credits. ● Win: 2D6x10.
● Lose/Draw: D3x10
(if claiming at least 1 structure during the battle).
CLAIMING STRUCTURES EXPERIENCE
The gangs attempt to secure settlement structures from the Scenario specific rewards:
rivals. ● +1 for taking part.
● +D3 to the winning Leader (regardless of whether
Claim structures at the start of the End phase if at least 1 they took part in the battle or not).
friendly fighter is inside and no enemies are within 3" of the Standard rewards:
structure. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
The structure is no longer claimed if enemies move within 3". Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +D3 (win).
● +1 to both gangs if this was the first battle against
each other.

361
★ NECROMUNDA ★

ASH WASTES

SCENARIO 100: THE BEAST


BATTLEFIELD ENDING THE BATTLE
Standard (Ash Wastes). The battle ends (at the end of any round) if max 1 gang
remains.
CREWS
● Custom (10). Vehicles can be included. VICTORY
The last remaining gang is the winner. Otherwise it is a draw.
DEPLOYMENT
Randomize a gang to choose a battlefield edge and set up REWARDS
the entire crew within 6". The opponent sets up within 6" of CREDITS
the opposite edge. ● D3x10 (win).
EXPERIENCE
TACTICS CARDS Scenario specific rewards:
● Custom (2). ● +1 for taking part.
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 if surviving at least one Beast encounter.
Standard rewards:
● +1 for taking an enemy Out of Action.
THE BEAST STIRS ● +1 for taking an enemy Leader or Champion Out of
It doesn't pay to think too hard about what's living under all Action.
this ash… ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
At the start of each round, each gang (starting with the gang
with Priority) places 1 Beast's Lair anywhere at least 6" from a REPUTATION
model. ● +D3 (win).
● +1 to both gangs if this was the first battle against
At the end of each round, remove all Beast's Lairs. each other.

362
★ NECROMUNDA ★

ASH WASTES

SCENARIO 101: INCOMING STORM


BATTLEFIELD ENDING THE BATTLE
Standard (Ash Wastes). The battle ends (at the end of any round) if any of the
following are true:
CREWS ● Max 1 gang remains.
● Custom (10). Vehicles can be included. ● Round 9.

DEPLOYMENT VICTORY
Randomize a gang to choose a battlefield edge and set up The last remaining gang is the winner. Otherwise it is a draw.
the entire crew within 6". The opponent sets up within 6" of
the opposite edge. REWARDS
EXPERIENCE
TACTICS CARDS Scenario specific rewards:
● Custom (2). ● +1 for taking part.
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 if the battle ends before round 9.
● +1 if still on the battlefield at the end of round 9.
Standard rewards:
INCOMING STORM ● +1 for taking an enemy Out of Action.
Gangs attempt to wipe each other out before the full force of ● +1 for taking an enemy Leader or Champion Out of
the storm descends… Action.
● +1 for killing an enemy (during the battle).
● The battle lasts for 9 rounds. ● +1 for Rallying.
● Do not generate weather conditions.
REPUTATION
The following are in effect, depending on the round: ● +D3 (win).
1-3: Ash Clouds: Visibility (18"). ● +1 to both gangs if this was the first battle against
4-5: Choking Gloom: Visibility (12"). Fighters without each other.
respirators must spend a Basic action to Move.
6: Ash Cyclone: Visibility (9"). The Cyclone is a Blast
(24") that starts in the centre of the battlefield and in
each end phase scatters 3D6" (stopping if contacting
a battlefield edge). Fighters that start or end touched
by the Blast becomes Pinned.

Lost in the Storm: When activating outside 2" of a


friendly model, pass an Intelligence test or become
lost. Cannot take any actions and lose Ready
marker.
7-9: Great Storm: Pitch Black. Randomize a battlefield
edge. When moving towards that edge, double the
movement. Movement away from that edge is
halved. In each End phase, all models are moved
D6" directly away from the edge (roll separately per
model).

Lost in the Storm: When activating outside 2" of a


friendly model, pass an Intelligence test or become
lost. Cannot take any actions and lose Ready
marker.

363
★ NECROMUNDA ★

ASH WASTES - ROLLING ROADS

SCENARIO 102: CARGO RUN


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends if any of the following are true:
the defender. Otherwise, randomize one gang to choose who ● Defenders reach the destination.
to be attacker and defender. ● The vehicle carrying the cargo is destroyed.

BATTLEFIELD VICTORY
Standard (Ash Wastes): If the attacker destroyed the vehicle carrying the cargo, the
● Rolling Roads. attacker wins. Otherwise the defender wins.
● Recommended size: 6'x4'.
REWARDS
CREWS CREDITS
● Custom (10). Vehicles can be included. ● 4D6x10 (win).
EXPERIENCE
The defender's highest rated vehicle must carry the cargo. Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +1 to vehicle carrying the cargo (if surviving).
Take turns placing models (highest gang rating starts): Standard rewards:
○ Within 12" of the Trailing Edge. ● +1 for taking an enemy Out of Action.
○ More than 1" from enemies. ● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
TACTICS CARDS ● +1 for Rallying.
● Custom (2).
● Underdog (starting crew cost): +1 random per 100 credits. REPUTATION
● +D3 (win).
DANGEROUS ROADS ● +1 to both gangs if this was the first battle against
At the start of round 2 (and each subsequent round): each other.
1: Defender must choose a route ● -1 (bottle out).
(represents moving through the wastes).
2: Roll to reach the destination:
D6 + round number + route modifier
If the result is 10+, this is the last round of the battle.

CHOOSE A ROUTE
The defender must choose a route. This will affect the
modifier to reach the destination. The more dangerous the
rout, the higher the modifier:
+0: Open sides: Models moving off the sides are Left
Behind (can Rejoin later).
+1: Cliff sides: Models moving off the sides are
immediately taken Out of Action (suffering a Lasting
Injury/Damage roll as normal).
+2: Cliff sides: Models moving off the sides are
immediately taken Out of Action (suffering a Lasting
Injury/Damage roll as normal).

Ash crust: Models moving less than 8" during an


activation goes Out of Action suffering a Lasting
Injury/Damage roll as normal (falls through the ash
crust).
+3: Impassable sides: Models cannot voluntarily move
off the sides. Treated as impassable terrain when hit
by vehicles (collision).

On fire
Models must test against Blaze when activating.
Vehicles must pass a Handling test at the end of the
activation or Lose Control.

364
★ NECROMUNDA ★

ASH WASTES - ROLLING ROADS

SCENARIO 103: BONE ROAD DEATH RACE


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends if any of the following are true:
the defender. Otherwise, randomize one gang to choose who ● After round 8.
to be attacker and defender. ● Max 1 gang has models remaining
(excluding Seriously Injured).
BATTLEFIELD
Standard (Ash Wastes): VICTORY
● Rolling Roads. The gang with a model closest to the Leading Edge is the
● Recommended size: 6'x4'. winner. Otherwise it is a draw.

CREWS REWARDS
● Custom (10). Vehicles can be included. CREDITS
● 4D6x10 (win).
The defender's highest rated vehicle must carry the cargo. EXPERIENCE
Scenario specific rewards:
DEPLOYMENT ● +1 for taking part.
Take turns placing models (highest gang rating starts): ● +D3 for being closest to the Leading Edge when the
○ Within 12" of the Trailing Edge. battle ends (win).
○ More than 1" from enemies. Standard rewards:
● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
TACTICS CARDS Action.
● Custom (2). ● +1 for killing an enemy (during the battle).
● Underdog (starting crew cost): +1 random per 100 credits. ● +1 for Rallying.

VISIBILITY (18") REPUTATION


Visibility (18") is in effect for the entire battle. ● +D3 (win).
● -1 (bottle out).
SIDES
Battlefield sides can have the following special rules:
● Models cannot be targeted outside 18"
(includes charges).
● All weapons use Long Range accuracy
(regardless of actual distance).
● Affects where terrain can be placed when coming
into view (Rolling Roads).
● Any effect that ignores or modifies Pitch Black also
affects Visibility.

THE BONE ROAD


Apply the following depending on the round number
(represents moving along the track):
1-2: Impassable sides: Models cannot voluntarily move
off the sides. Treated as impassable terrain when hit
by vehicles (collision).
3-4: Open sides: Models moving off the sides are Left
Behind (can Rejoin later).
5-6: Cliff sides: Models moving off the sides are
immediately taken Out of Action (suffering a Lasting
Injury/Damage roll as normal).
7-8: Cliff sides: Models moving off the sides are
immediately taken Out of Action (suffering a Lasting
Injury/Damage roll as normal).

Ash crust: Models moving less than 8" during an


activation goes Out of Action suffering a Lasting
Injury/Damage roll as normal (falls through the ash
crust).

365
★ NECROMUNDA ★

Jumping Down Falling Wound Roll


Distance Modifier Strength AP Damage Strength TWICE or greater than Toughness 2+
1”-2” - - - - Strength GREATER than Toughness 3+
3” -1 3 - 1 Strength EQUAL to Toughness 4+
4” -1 3 - 1 Strength LOWER than Toughness 5+
5” -2 3 - 1 Strength HALF or lower than Toughness 6+
6” -2 5 -1 1
7” -3 5 -1 1 BOTTLE TESTS
8” -3 7 -2 2 D6 + Seriously Injured + Out of Action > starting crew
9” -4 7 -2 2
SUCCUMBING TO INJURIES: 3+ OK
10” + -4 9 -3 3
D66 LASTING INJURIES MUTATIONS
11 +D3 XP, Recovery.
12-26 No long time injuries.
31-45 Recovery.
46 -1 Cool & Ld, Recovery. Activate before other friendly fighters. If other friendly fighters also have this mutation,
choose the order. Gain +1 XP for taking an enemy Leader or Champion Out of Action.
51 -1 Int & Will, Recovery. Pass an Intelligence test each activation, or roll a D6 to determine the first action:
● 1-2: Move.
● 3-4: Shoot or Fight.
● 5-6: No action (wasted).
52 -1 Ballistic Skill, Recovery. Can't start or take part in Group Activations. Counts as having a bio-scanner.
53 -1 Weapon Skill, Recovery. Counts as a knife that can't be disarmed or destroyed. Add -1 hit modifier when using
Unwieldy weapons (WS & BS).
54 -1” Movement, Recovery. -1” M. Roll 3D3 and choose the highest when charging (instead of a single D3).
55 -1 Strength, Recovery. Add -1 hit modifier to ranged attacks at Long range. Can't wear armour of any kind
(equipped armour is returned to stash).
56 -1 Toughness, Recovery. Remove 1 Flesh Wound at the start of each Activation. Can't benefit from bio-booster,
medicae kit or assistance from friendly fighters when making Recovery tests.
61-65 Doc or dead.
66 Killed (attacker gains +1
XP).
REP OUTLAW LAW
1-4 Black Market Trade: Unrestricted access to the Black Claiming Bounties: Gain the ability to Claim Bounties for member of
Market. Outlaw gangs.
5-9 Recruit: Hire one Scabber for free. Recruit: Hire one Propagandist Hanger-on for free.
10-14 Black Market Trade Discount: 10% discount on all Black Claiming Enhanced Bounties: +50% for all bounties claimed for
Market items. members of Outlaw gangs.
15-19 Recruit: Hire up to 2 Outlaw Hive Scum Hired Guns for free Recruit: Hire one Bounty Hunter Hired Gun for free (every battle).
(every battle).
20-24 Black Market Trade Discount: 25% discount on all Black Claiming Enhanced Bounties: +100% for all bounties claimed for
Market items. members of Outlaw gangs.
25+ Recruit: Hire one Proxy Hanger-on for free. Recruit: Hire one Fixer Hanger-on for free.
BENEFITS OF ORDER BENEFITS OF UNALIGNED BENEFITS OF CHAOS
Lord Helmawr’s Coffers: Re-roll any dice for Hard as Nails: +1 Reputation when gaining Bloody Harvest: +1 Meat portion when gaining
scenario credit rewards. Reputation from scenario rewards. Meat from scenario rewards.
Pax Imperium: +1 fighter to the crew if No Gods or Masters: The Leader gains +D3 Tear it all Down: +1 fighter to the crew when
underdog. XP if participating in a battle without going Out attacking.
D6 BONDS OF ORDER of Action. HAND OF CHAOS
1 Price of Victory Manufactorum Shortages
● +D6x10 credits for winning each battle. ● +10 cost per item purchased (after each battle)
● Scavenging: Instead, gain +1 Scavenging froll for ● Phase 3: -1 Scavenging roll.
winning each battle.
2 Head Hunters Dark Dreams
+1 XP when taking an enemy Leader or Champion Out of If Broken, pass a Willpower test or gain Insanity for the rest of the battle
Action. instead.
3 Crack Down: Rotting Meat
If the winner of a battle captures a 1 fighter, capture 2 fighters ● Seriously Injured fighters must roll 4+ (instead of 3+) to avoid
instead. succumbing to their injuries.
● Festering Injuries: Roll 2D6 and choose the highest.
4 Suppression Orders Abundant Dead
+1 XP when taking an enemy fighter Out of Action with a ● Gain D6x10 credits per dead fighter from your gang.
ranged weapon. ● Starvation: +1 Meat portion per dead fighter.
5 Good Medicine Blood for the Blood God
The cost for Medical Escorts to the Doc is D6x10 (instead of +1 XP when taking an enemy Out of Action with a Melee weapon.
2D6x10).
6 Call to Arms Gnawing Hunger
Halve the cost when recruiting Gangers (rounding up). ● Before the battle, 1 random fighter in each crew gain -1 Strength.
● Starvation: Instead, D3 random fighters gain Starving.

366

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