Necrodamus N22 Rules 20220522
Necrodamus N22 Rules 20220522
Necrodamus N22 Rules 20220522
N17/N18/N19/N20/N21/N22
Latest update: 2022-05-20
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)
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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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).
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).
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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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.
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.
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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.
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.
Ignore the base and any minor elements such as hair, gun
barrels and spikes.
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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.
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DICE SYMBOLS 1 2 3 4 5 6
Scatter
Arrow Arrow Arrow Arrow Hit (with arrow) Hit (with arrow)
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
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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.
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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.
IMPASSABLE TERRAIN
Impassable terrain can't be moved across.
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★ NECROMUNDA ★
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).
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.
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★ NECROMUNDA ★
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★ NECROMUNDA ★
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.
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.
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★ NECROMUNDA ★
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.
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★ 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.
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★ 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)
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★ NECROMUNDA ★
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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.
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★ NECROMUNDA ★
EUCLIDEAN ARTEFACT
● Deployment: Deployment zone.
Counts as a Gang Relic:
● +2 Cool & Ld for friendly fighters within 6”.
● Only available when defending.
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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.
22
★ NECROMUNDA ★
23
★ 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.
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
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★ 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.
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 ★
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.
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.
26
★ NECROMUNDA ★
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.
27
★ NECROMUNDA ★
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+
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.
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.
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.
28
★ NECROMUNDA ★
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.
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.
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.
29
★ NECROMUNDA ★
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”.
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.
30
★ 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.
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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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.
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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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.
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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”.
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.
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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.
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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.
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.
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.
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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.
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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.
MISFIRES
If the Scatter dice and D6 results in a ‘Hit’ and 1, something
has gone wrong. Roll another D6:
● 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.
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+.
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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.
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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):
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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.
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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.
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.
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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).
VEHICLE: STATIONARY
Pass a Handling test (+1 modifier if having 2+ Wounds
remaining) to become Mobile.
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.
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.).
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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
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NOTE: Ignore Scarce on Phosphor canister (it doesn’t make sense for grenades).
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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 ★
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.
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.
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".
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 ★
66
★ 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.
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).
67
★ NECROMUNDA ★
THREADNEEDLE WORMS
Usable once, after which it is removed. Make the Can of
Worms (Basic) action to roll a D6:
WEB SOLVENT
Used in the Recovery phase. Roll extra Injury dice, picking
one of the dice to resolve and discard the other.
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:
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:
68
★ NECROMUNDA ★
STATUS ITEMS
EXTRAVAGANT GOODS EXOTIC FURS
Only available to Leaders and Champions. +1 when seeking rare equipment in the post-battle sequence.
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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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:
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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.
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
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.
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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
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. 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.
HOUSE RULE
Replace the entire skill with this:
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★ NECROMUNDA ★
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.
Finally, the enemy can continue the Charge action and make
the attacks as normal.
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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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.
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6. STEADY HANDS
Can make a free Reload (Simple) action when activating
(before making any other actions).
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).
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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★ NECROMUNDA ★
HOUSE RULE
If the first action causes Insanity, apply Insanity immediately
if the fighter makes a 2nd action.
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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
UNIVERSAL
CONCENTRATE (BASIC)
If making a Willpower test in their subsequent action, add 1
to the result.
HOUSE RULE
Psykers should have 1 free Maintain Control action at the
start of each Activation to make Continuous Effects viable.
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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).
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).
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TECHNOMANCY TELEKINESIS
FOCUSED: TECHNO-AFFINITY FOCUSED: FISTS OF FURY
Re-roll any Ammo test. Unarmed attacks gain +1 S & D.
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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.
5. HALLUCINATIONS (BASIC)
An enemy within 12" suffer Insanity.
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.
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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.
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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
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★ 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").
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★ NECROMUNDA ★
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
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★ NECROMUNDA ★
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★ 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.
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.
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).
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★ NECROMUNDA ★
INTELLIGENT CONTROL
Can re-roll any failed Leadership, Cool, Willpower or
Intelligence tests.
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 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.
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★ 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.
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★ 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.
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).
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★ NECROMUNDA ★
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.
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★ NECROMUNDA ★
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.
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).
102
★ NECROMUNDA ★
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 -
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★ 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.
SPECIAL RULES
Follow normal rules as other gangs with the following exceptions:
● Psychoteric Wyrd Powers: Access to 3 disciplines (Darkness, Delusion, Madness).
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.
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).
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 - -
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 - - - -
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).
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★ 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).
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 ★
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.
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) -
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
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 ★
116
★ NECROMUNDA ★
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.
HORRIFIC
Can't be Captured.
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 - - - - -
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
GANG COMPOSITION
● Specialist Champions does not have Group Activation (1).
● Specialist Gangers can use Heavy Weapons.
119
★ NECROMUNDA ★
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.
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+
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.
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
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★ 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.
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 ★
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
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.
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.
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 - - -
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.
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.
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 - - - -
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).
128
★ NECROMUNDA ★
STARTING SKILL
Choose 1 Primary skill.
STARTING SKILL
Choose 1 Primary skill.
DERVISH
Extend LoS to 360° when making Fight (Basic) action with Versatile weapons.
EQUIPMENT
Mask (Skinner), plate mail armour. Can be equipped with Close Combat weapons.
STARTING SKILL
Berserker (+1A when charging).
STARTING SKILL
Infiltrate.
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 ★
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).
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.
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.
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.
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.
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
135
★ NECROMUNDA ★
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
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.
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 ★
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.
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”)
139
★ NECROMUNDA ★
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 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 ★
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 ★
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)?
PAYMENT DUE
Test-trigger: Earning any credits as a scenario reward. → Pay
D3x10 to the allies.
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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.
145
★ NECROMUNDA ★
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.
146
★ NECROMUNDA ★
NOBLE HOUSES
GREIM (330) ULANTI (460)
● STRONG ALLIANCE (GOLIATH) ● STRONG ALLIANCE (ESCHER)
BENEFITS BENEFITS
MILITARY ATTACHÉ COURT ADVISOR
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 ★
NOTE
An exceptions for this alliance:
● Gangers don't have Indentured Fighter.
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★ 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.
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★ 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.
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 ★
● 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 ★
152
★ NECROMUNDA ★
153
★ NECROMUNDA ★
154
★ NECROMUNDA ★
155
★ NECROMUNDA ★
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
157
★ NECROMUNDA ★
158
★ NECROMUNDA ★
159
★ NECROMUNDA ★
160
★ NECROMUNDA ★
161
★ NECROMUNDA ★
162
★ NECROMUNDA ★
163
★ NECROMUNDA ★
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.
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
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★ NECROMUNDA ★
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.
SMALL TARGET
Never a potential target for Stray shots.
NIMBLE
4+ save (unmodifiable by AP).
166
★ NECROMUNDA ★
HORRIFIC
Can't be Captured.
167
★ NECROMUNDA ★
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.
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.
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.
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.
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.
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★ NECROMUNDA ★
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.
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.
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TRAINING
If Active and within 3” of a friendly Brute, the Brute gains:
● Nerves of Steel
● Re-roll:
○ Leadership
○ Cool
○ Willpower
○ Intelligence
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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).
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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.
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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 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.
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.
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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.
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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
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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).
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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.
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.
MOTHER OF SUMPKROCS
Any Sumpkroc within 6” can use this fighter’s Cool & Willpower.
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HIVE SCUM
A Law Abiding gang can recruit 0-5 Law Abiding Hive Scum at a time.
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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).
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).
QUESTIONABLE MORALS
Can be hired regardless of alignment (Law Abiding & Outlaw).
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CHAOTIC: Only available to Chaos Cult, Corpse Grinder Cult or Chaos Corrupted gangs.
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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:
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).
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.
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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.
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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.
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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.
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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).
WELL-CONNECTED
Can spend a post-battle action to gain credits:
● Outcast: D6x10.
● Bounty Hunter: D3x10.
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PSYCHIC CHAINS
If taken Out of Action, immediately before removed, all enemy
fighters within D6” suffer a S1 Seismic automatic hit.
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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.
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AGENTS
A House gang can recruit 0-1 House Agent at a time, matching the alignment (Law Abiding / Outlaw).
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.
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 ✓ ✓ ✓ ✓ ✓ ✓
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).
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Generic Agent Equipment List. Choose from the appropriate House Gang.
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Generic Agent Equipment List. Choose from the appropriate House Gang.
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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.
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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.
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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.
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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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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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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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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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.
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.
210
★ NECROMUNDA ★
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.
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.
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.
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 ★
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).
213
★ NECROMUNDA ★
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.
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 ★
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.
218
★ NECROMUNDA ★
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.
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.
219
★ NECROMUNDA ★
220
★ NECROMUNDA ★
221
★ NECROMUNDA ★
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
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.
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).
222
★ NECROMUNDA ★
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.
223
★ NECROMUNDA ★
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)
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)
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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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.
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.
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SUB-PLOTS
Sub-plots can be used to add additional side missions in scenarios.
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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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.
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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)
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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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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.
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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).
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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
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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.
4. DRAW SUB-PLOTS
● Dominion (House): Draw 1 each.
● Law & Misrule (Intrigues): Draw 3 each.
● Uprising, Outlander: None.
5. SET UP BATTLEFIELD
Setup the battlefield according to the scenario or the default
rules.
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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.
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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)
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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.
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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BATTLEFIELD SETUP
Some scenarios have special instructions. This is the default method:
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.
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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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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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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+)
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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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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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.
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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 ★
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.
HOUSE RULE
This scenario is potentially broken! Apply this fix:
262
★ NECROMUNDA ★
2D
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:
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:
263
★ NECROMUNDA ★
2D
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
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.
265
★ NECROMUNDA ★
2D
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
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.
Attackers cannot claim loot after bottling out, but can still
escape.
268
★ NECROMUNDA ★
2D / 3D / ASH WASTES
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.
269
★ NECROMUNDA ★
3D
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
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
★ NECROMUNDA ★
2D / 3D / ASH WASTES
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
★ NECROMUNDA ★
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
★ NECROMUNDA ★
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
★ NECROMUNDA ★
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+
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).
275
★ NECROMUNDA ★
Once the quick draw has been worked out, the following
rounds are played as normal.
276
★ NECROMUNDA ★
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).
277
★ NECROMUNDA ★
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.
278
★ NECROMUNDA ★
Only the automata can open the vault. It can perform the
Destroy Door (Double) action:
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 ★
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).
280
★ NECROMUNDA ★
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.
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★ NECROMUNDA ★
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.
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★ NECROMUNDA ★
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.
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.
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★ NECROMUNDA ★
MULTI-PLAYER
YELL (DOUBLE)
All friendly fighters within 12” can make an Intelligence test
with a +2 modifier to determine if they become Ready.
284
★ NECROMUNDA ★
MULTI-PLAYER
285
★ NECROMUNDA ★
N17 - 3D
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.
286
★ NECROMUNDA ★
2D
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★ NECROMUNDA ★
N17
CREWS VICTORY
● Custom. The winner is the last crew with fighters on the battlefield.
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.
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★ NECROMUNDA ★
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
290
★ NECROMUNDA ★
N17
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
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N17
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 ★
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.
Attacker:
● Within 3” of the attacker’s edge (Access Road).
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BADZONE
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.
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★ NECROMUNDA ★
BADZONE
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.
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.
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★ NECROMUNDA ★
BADZONE
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.
CHOOSE EVENTS
Control the environments that the platform passes through
beforehand to create the most interesting or challenging
levels possible.
296
★ NECROMUNDA ★
BADZONE
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
298
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UPRISING
REINFORCEMENTS
1 random attacking fighter arrives in each End phase, starting
on the second round.
299
★ NECROMUNDA ★
UPRISING
● 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.
300
★ NECROMUNDA ★
UPRISING
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.
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★ NECROMUNDA ★
UPRISING
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.
A BLOODY HARVEST
The attacker is out searching for meat.
SHEPHERD (BASIC)
Pass a Leadership test to move hivers within 8” 2D6”
directly towards this fighter.
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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.
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.
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
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UPRISING
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.
304
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UPRISING - RESCUE
REPUTATION
● +D3 for winning.
● -1 to any gang that bottled out.
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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.
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.
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2D
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)
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★ NECROMUNDA ★
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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CREWS VICTORY
● Random (D3+7) The last remaining gang is the winner.
310
★ NECROMUNDA ★
MULTI-PLAYER
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).
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MULTI-PLAYER
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.
UNDERHIVE EXORCISM
The Daemon is exorcised on a 5+ if:
● Seriously Injured or taken Out of Action by a Melee
weapon.
● Coup de Grace.
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MULTI-PLAYER
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.
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MULTI-PLAYER
COLLATERAL DAMAGE
Each time the Structure takes damage, the whole battlefield
shudders and debris rains down from above.
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★ NECROMUNDA ★
MULTI-PLAYER
FORWARD SCOUTS
Scouts infiltrate the battlefield and take out any enemy scouts
encountered.
315
★ NECROMUNDA ★
MULTI-PLAYER
316
★ NECROMUNDA ★
GANG RAIDS - 2D
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.
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★ NECROMUNDA ★
GANG RAIDS - 2D
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
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★ NECROMUNDA ★
GANG RAIDS - 2D
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.
BOTTLE TESTS
D3 + Seriously Injured + Out of Action > starting crew
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★ NECROMUNDA ★
GANG RAIDS - 2D
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.
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★ NECROMUNDA ★
GOLIATH
ALTERNATIVE VARIANT
Can be played with any gangs, not just Goliath.
321
★ NECROMUNDA ★
GOLIATH
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.
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★ NECROMUNDA ★
GOLIATH
CREWS VICTORY
● Custom (D3+7). The last remaining gang is the winner.
ALTERNATIVE VARIANT
Can be played with any gangs, not just Goliath.
323
★ NECROMUNDA ★
SOLO
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.
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★ NECROMUNDA ★
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.
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★ NECROMUNDA ★
ESCHER
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
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
ROAD BLOCKS
The attacker is trying to break through the defender’s trade
route.
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
DRINKING PHASE
A fighter (including Seriously Injured) can choose one of the
following:
● Drink: Gain an intoxicated token.
● Stagger: Move D6” (any direction).
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.
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 ★
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 ★
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 ★
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.
MONSTERS EVERYWHERE
With the darkness comes the monsters, and in the darkness
of the underhive, there are many monsters.
These fighters should move and attack in the End phase and controlled by
someone not participating with a gang.
332
★ NECROMUNDA ★
VAN SAAR
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
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.
Can purchase items from the Trading Post, Black Market and
any item available to the gang’s Leader.
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
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).
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
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.
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
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.
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.
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.
HOUSE RULE
Agree upon or randomize what weapons the Hangers-on has.
337
★ NECROMUNDA ★
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 ★
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 ★
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 ★
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.
341
★ NECROMUNDA ★
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 ★
ot
Lo
Lo
ot
Beast's
Lair
ot
Lo
Lo
ot
343
★ NECROMUNDA ★
CAWDOR
344
★ NECROMUNDA ★
CAWDOR
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.
345
★ NECROMUNDA ★
DELAQUE
346
★ NECROMUNDA ★
DELAQUE
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 ★
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 ★
349
★ NECROMUNDA ★
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!
MASTER OF CYBERTEKNIKA
● Includes 1 Alpha level Cyberteknika (free).
● 1 additional Cyberteknika can be purchased at half
cost (rounded up to nearest 5 credits).
350
★ NECROMUNDA ★
OUTLANDER
REPUTATION
TACTICS CARDS ● +D3 to the winner.
● Custom (2). ● -1 for bottling out.
● Underdog (starting crew cost): +1 random per 100 credits.
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
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
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.
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
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.
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
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
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
REPUTATION
● +D3 (win).
● -1 (bottle out).
357
★ NECROMUNDA ★
ASH WASTES
DEPLOYMENT VICTORY
Standard. The gang that gathered most points.
358
★ NECROMUNDA ★
ASH WASTES
359
★ NECROMUNDA ★
3D / ASH WASTES
REPUTATION
● +D3 (win).
● +1 to both gangs if this was the first battle against
each other.
360
★ NECROMUNDA ★
ASH WASTES
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.
REPUTATION
● +D3 (win).
● +1 to both gangs if this was the first battle against
each other.
361
★ NECROMUNDA ★
ASH WASTES
362
★ NECROMUNDA ★
ASH WASTES
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.
363
★ NECROMUNDA ★
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).
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 ★
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.
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★ NECROMUNDA ★
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