Necromunda - Chart of Charts
Necromunda - Chart of Charts
Necromunda - Chart of Charts
The opposing player can control the Insane fighter for the duration of this activation, treating them as part of their
gang in all respects until their activation ends. As soon as their activation ends, the Insane fighter no longer counts
3-4 as being a part of the opposing gang. In the case of a multi-player game, the winner of a roll-off between the other
players will control the Insane fighter.
The fighter can act as normal. Once their activation is over, make a Willpower check for them. If it is passed, they
5-6 lose their Insanity marker.
Ganger Advancements 2D6 (Pg. 143 NCR)
2 The fighter becomes a Specialist. +0 Credits
3-4 Improve the fighter's Weapon Skill or Ballistic Skill characteristic by 1. +20 Credits
5-6 Increase the fighter's Strength or Toughness characteristic by 1. +30 Credits
7 Either add 1'' to the fighter's Movement characteristic, or increase their Initiative characteristic by 1 +10 Credits
8-9 Improve the fighter's Willpower or Intelligence characteristic by 1. +5 Credits
10-11 Improve the fighter's Leadership or Cool characteristic by 1. +10 Credits
12 The fighter becomes a Specialist. +0 Credits
Lasting Injuries D66 (Pg. 48 NCR) Medical Escort D6 (Pg. 149 NCR)
1 Complications. The fighter dies.
11 Lesson Learned. Into recovery, +D3 Experience.
Stabilized.
12-26 Out Cold. No effect. 2-5 D66 roll, the first is automatically a 5. Apply the
appropriate result from the Lasting Injuries table.
31-45 Grievous Injury. Into recovery.
Full Recovery. The fighter goes into Recovery,
46 Humiliated. Into recovery, -1 Ld and Cl. 6
but suffers no lasting effects.
51 Head Injury. Into recovery, -1 Int and Wil.
52 Eye Injury. Into recovery, -1 BS. Testing an Alliance D6 (Pg. 282
53 Hand Injury. Into recovery, -1 WS. NCR)
54 Hobbled. Into recovery, -1 M. Disquiet:
55 Spinal Injury. Into recovery, -1 S. 1-4 actions but continues to hold up their end of the
56 Enfeebled. Into recovery, -1 T. Alliance... at least for now.
Critical Injury. Dead, unless saved by a Doc (see Warning: The ally issues a warning to the
61-65 gang,who must work to restore their good faith.
page 149).
5-6
Memorable Death. ofthe Benefits of their Alliance, though they must
66
Experience. still adhere to its Drawbacks.
Backstab:
Blaze: After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken Out Of Action. On a 4, 5 or 6, they
become subject to the Blaze condition. When activated, a fighter subject to the Blaze condition suffers an immediate Strength 3, AP -1,
Damage 1 hit before acting as follows:
⚫ If Prone and Pinned the fighter immediately becomes Standing and Active and acts as described below.
⚫ If Standing and Active the fighter moves 2D6" in a random direction, determined by the Scatter dice. The fighter will stop moving if
this movement would bring them within 1" of an enemy fighter or into base contact with impassable terrain. If this movement brings
the edge of a level or platform, they will simply fall. At the end of this move, the fighter may choose to become Prone and Pinned. The
fighter may then attempt to put the fire out.
⚫ If Standing and Engaged or Prone and Seriously Injured, the fighter does not move and attempts to put the fire out. To attempt to
put the fire out, roll a D6, adding 1 to the result for each other Active friendly fighter within 1". On a result of 6 or more, the flames go
out and the Blaze marker is removed. Pinned or Seriously Injured fighters add 2 to the result of the roll to see if the flames go out.
Combi: A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack.
Due to the compact nature of the weapons, they often have less capacity for ammunition, and are prone
to jams and other minor issues. When making an Ammo check for either of the weapons, roll twice and
apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of
Concussion: Any model hit by a Concussion weapon has their Initiative reduced by 2 to a minimum of 6+ until the
end of the round.
Cursed: A fighter hit by a weapon with the Cursed trait must make a Willpower check or gain the Insane condition
(Pg. 22 NCR)
Disarm: If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons
Flash: If a fighter is hit by a Flash weapon, no wound roll is made. Instead, make an Initiative check for the
target. If it is failed, they are blinded. A blinded fighter loses their Ready marker; if they do not have a
Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the
fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will
only succeed on a natural 6.
Gas: When a fighter is hit by an attack made by a Gas weapon, they are not Pinned and a wound roll is not
make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the
Grenade: Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with
grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long
limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead,
after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot
be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the
battle.
Plentiful:
automatically reloaded.
Shock: If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no
wound roll needs to be made)
Scattershot: When a target is hit by a scattershot attack, make D6 wounds roll instead of 1.
Toxin: Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the
Rending: If the roll to wound with a Rending weapon is a natural 6 the attack causes 1 extra point of damage.
Law and Misrule Scenario Selection 2D6 (Pg. 173 NCR)
The player with the greater number of Rackets chooses which scenario to play. If both players have the same number of Rackets,
2-3 both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a
defender, see below.
The player with fewer Rackets chooses which scenario to play. If both players have the samenumber of Rackets, the winner of a
10-12
roll-off chooses which scenario to play. If the scenario dictates there is an attacker and a defender, see below.
Black Market Trade: The gang gains unrestricted Claiming Bounties: The gang gains the ability to Claim
1-4
access to the Black Market. Bounties for members of Outlaw gangs.
Recruit: The gang may immediately hire one Recruit: The gang may immediately hire one Propagandist
5-9
Scabber Hanger-on for free (Pg. 247 NCR). Hanger-on for free (Pg. 246 NCR).
Black Market Trade Discount: The gang gains a Claiming Enhanced Bounties: The gang gains +100% for
20-24
25% discount on all Black Market items. all bounties claimed for members of Outlaw gangs.
Recruit: The gang may immediately hire one Recruit: The gang may immediately hire one Fixer
25+
Proxy Hanger-on for free (Pg. 247 NCR). Hanger-on for free (Pg. 245 NCR).
Alignment Checks
Hangers-on and Brutes
⚫ Roll a number of D6 as detailed in the description of
the Intrigue claimed. Reputation Maximum
⚫ If the gang is Law Abiding, roll an extra D6 for each
Less than 5 1
fighter that took part in the battle equipped with an Illegal
item. 5-9 2
10-14 3
15-19 4
alignment immediately changes. Gangs that cannot change
their alignment, such as Enforcers or Chaos Cultists, suffer 20-24 5
a loss of 5 Reputation every time they fail an Alignment Each additional 5 +1
check.
Dark Uprising Scenario
Selection 2D6 (Pg. 208 NCR)
2-3 Choose any Scenario
4-5 Play Meat Harvest
6-7 Play Hit and Run or Show of Force
8-9 Play Search and Destroy
10-12 Choose any Scenario
Paid in Blood:
4-5
6-7 Useful Scrap: Roll D6x10 and choose a single item on their House Equipment List up to its value in credits.
Hidden Cache:
8-9
their Stash.
Band of Survivors:
10-11
weapons and Wargear chosen from the House Equipment List.
Lost Holestead
12
may be equipped with 4D6x10 credits of weapons and Wargear from the House Equipment List.
The player with the greater number of Territories chooses which scenario to play. If both players have the same
2-3 number of Territories, both players should roll a D6, with the player who rolls the highest choosing. If the scenario
dictates there is an attacker and a defender, see below .
4-5 Play the Border Dispute or the Marauders scenario
6-7 Play the Stand-off or the Tunnel Skirmish scenario.
8-9 Play the Sabotage or the Sneak Attack scenario
The player with the fewer Territories chooses which scenario to play. If both players have the same number of
10-12 Territories, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates
there is an attacker and a defender, see below.
Immaterium Inverse. The Warp inverts upon those attempting to control it. The Psyker becomes the target of the power (regardless of range). If
5-6 the power is beneficial, the Psyker instead becomes Pinned and suffers a Strength 6 hit that inflicts 2 Damage ignoring armour saves. The power has
no other effects.
Whispers from the Warp.
6-8
Fighter card and roll a D6 on the Insanity table (see page 22) when they activate.
Warp Surge! The Psyker may immediately try to manifest the same power again as a
9-10 manifestation of the power can trigger Perils of the Warp as normal. After working out the effects of the power, the Psyker becomes Pinned and
suffers a Strength 4 hit that inflicts 1 Damage ignoring armour saves.
Daemonic Possession. The Psyker increases their Movement, Strength, Toughness an Attacks
11-12 characteristics all by 3 and their Weapon Skill to 2+. Their unarmed attacks inflict 2 Damage and have an AP of -1. In the End phase of the following
round, or if the Psyker generates this result again, they go Out of Action.