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RULES

Latest update: 2021-12-03

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


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

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


★ NECROMUNDA ★

ARBITRATOR FREE

House rules
These rules are intended to bring some level of balance. To have a campaign worthy of Necromunda, that does not spiral
out of control, does not require an arbitrator and have ultimate freedom for gangs to join and leave at any time.

Author:

Thanks to:
● Yaktribe community

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CONTENTS
PART 1 PART 2 PART 3
RULES GANGS & CAMPAIGNS SCENARIOS
CHARACTERISTICS PROFILES ……4 FOUNDING A GANG …………………79 PRE-BATTLE SEQUENCE ……… 180
Modifying Characters ………………4 Gang Composition …………………79 Campaign Events …..……………… 181
Characteristic Checks ……………… 4 Loss Of A Leader …………………. 80 Badzone Events …..………………182
GENERAL PRINCIPLES ……………… 5 UNIVERSAL GANG STRUCTURE .. 81 POST-BATTLE SEQUENCE ..…… 189
Visibility ………………..………….…5 HOUSE CAWDOR …………………… 83 Underdog Bonuses …..………………190
Cover …………………………..……5 HOUSE DELAQUE ……………………89 Income Tax ……...……………… 190
Zone Mortalis (2D) …………………5 HOUSE ESCHER ……………………… 92 Experience ……...……………… 192
Dice …………………………..………6 HOUSE GOLIATH ……………………… 94 BATTLEFIELD SETUP …………… 194
Measurement ………………………6 HOUSE ORLOCK …………………….… 97 OPEN HIVE WAR ………..………… 195
STATUSES ………………..………… 7 HOUSE VAN SAAR …………………….. 100 SCENARIO SPECIAL RULES …… 200
CONDITIONS ………………..…………8 ENFORCERS …………………...…… 102 HORRORS OF THE UNDERHIVE .. 204
TERRAIN …………………………..…… 10 BOUNTY HUNTERS (VENATOR) ……… 104 SCENARIOS ………………………….205
SPECIAL TERRAIN FEATURES ……11 GENESTEALER CULT …………………. 105
Carnivorous Plants …………………16 CHAOS CULT ……………………………. 107
Industrial Terrain ……………………17 CORPSE GRINDER CULT ……………… 110
Hive Ruins …………..………………18 SLAVE OGRYNS …………………….. 112
Gang Terrain ……………………... 19 OUTCAST ………………………….... 113
GAME STRUCTURE ………………… 24 TAINTED GANGS …………………...…… 116
PRIORITY PHASE …………………… 24 CHAOS SPECIAL RULES ………….…… 117
ACTION PHASE ………………………24 ALLIANCES …………………....…… 118
ACTIONS …………………………...… 25 Merchant Guilds ..……………...… 120
MOVEMENT ………………………….. 28 Recidivists ………………………… 123
SHOOTING …………………………… 31 Noble Houses .....………………… 126
CLOSE COMBAT …………………..…33 THE TRADING POST ……………… 130
RESOLVE HITS …………………….…36 EXOTIC BEAST ……………………… 139
Nerve Tests ………………………...37 HANGERS-ON ……………………….. 143
END PHASE ………………………..… 38 Brutes ……………………………..…148
Bottle Tests …………………………38 HIRED GUNS ………………………….152
Recovery Tests ……….…...……… 38 Hive Scum …………….…………. 153
Rally Tests ………………………... 38 Bounty Hunters …...…………….… 156
ARMOURY ………………………….. 39 Agents ……….……………………. 163
Pistols …………………………..… 40 ASSAULT PRECINCT FORTRESS . 166
Basic Weapons …………………… 40 ALIGNMENTS ……………………….. 172
Special Weapons ………………… 41 CAMPAIGNS ………………………... 172
Heavy Weapons ………………… 42 TERRITORIES ...…………………….. 173
Close Combat Weapons ………… 43 LASTING INJURIES ………………… 174
Grenades ………………………… 44 Going Into Recovery ………………… 174
Booby Traps ……………………… 44 Succumbing To Injuries ………………
174
WEAPON TRAITS ………………….. 45 CAPTURED …...……………………… 175
ARMOUR AND FIELDS ……………. 49 RESURRECTION ...……………………… 176
EQUIPMENT ………………………… 51
STATUS ITEMS ……………………… 56
SERVO-SKULLS …………………… 56
CHEMS ………………………………. 57
Chem-Alchemy Elixir (Escher) …. 59
WEAPON ATTACHMENTS ………….61
BIONICS .……………………………. 61
Cyberteknika (Van Saar) ……….. 62
SKILLS ……………………...……...… 63
PSYKERS …..…………...…………… 70
WYRD POWERS ……..……………… 72
Psychoteric (Delaque) ………...…. 76

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CHARACTERISTICS PROFILES
Each fighter and weapon has a characteristics profile, which details their capabilities in battle.

FIGHTER PROFILE WEAPON PROFILE


M WS BS S T W I A Ld Cl Wil Int Rng Acc
5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+ Weapon S L S L Str AP D Ammo Traits

MAX STATS (FROM MODIFIERS) Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful


Regardless of how stats are modified (from any effects,
modifiers or advancements), they can never go below or Range (Rng)
beyond the following: Each weapon has two ranges: Short (S) and Long (L). If a
M WS BS S T W I A Ld Cl Wil Int weapon’s range is listed as an E, it is a close combat weapon
Min 1” 6+ - 1 1 1 6+ 1 12+ 12+ 12+ 12+ only usable against targets that are Engaged with the wielder.
Max 10” 2+ 2+ 10 10 1 2+ 10 3+ 3+ 3+ 3+ Otherwise, it is a ranged weapon.

Move (M) Template: All weapons with short range ‘T’ has the Template
Distance in inches the fighter can move when making a standard trait and uses flame template when fired. These weapons
Move action. never have a long range.

Weapon Skill (WS) Melee: All weapons with short range ‘E’ (Engaged) has the
The proficiency in close combat (melee/sidearm weapons). Melee trait and is used in close combat against targets that
are B2B.
Ballistic Skill (BS)
The proficiency with ranged weapons. Versatile: All weapons with short range ‘E’ and a long range
(other than ‘-’) has the Versatile trait and can be used in close
Strength (S)
The fighter’s ability to inflict damage in close combat.
combat even if the target is not B2B.

Toughness (T) Accuracy (Acc)


The fighter’s ability to not be wounded by an attack. Modifiers that are applied to the hit roll when attacking with
the weapon. The ‘S’ modifier applies at Short range and ‘L’
Wounds (W) applies at Long range.
A measure of how much punishment a fighter can take.
Strength (Str)
Initiative (I) The weapon’s Strength used when making wound rolls. If
The fighter’s dexterity and reflexes. listed as a modifier, this is applied to the wielder’s Strength.
Attacks (A) Armour Penetration (AP)
The number of dice rolled when attacking in close combat.
The weapon’s ability to punch through armour. This modifier
Leadership (Ld)
can increase or reduce the target’s save roll.
The ability to issue or follow commands in the heat of battle.
Damage (D)
Cool (Cl) The chance of damaging or taking a target Out of Action.
A fighter’s capacity for keeping calm under fire. Default 1 (unless '-' or a higher value is specified).

Willpower (Wil) Ammo (AM)


The fighter’s mental fortitude and resilience. If this stat is a numerical value, a Firepower dice must be
rolled when attacking with it, as there is a chance of it running
Intelligence (Int) Out of Ammo or jamming.
Represents mental acuity and ability to apply knowledge.
Traits
MODIFYING CHARACTERISTICS Most weapons have one or more traits, each of which gives
Sometimes, the rules will modify a stat. If a fighter with the weapon an unique bonus or changes the way it attacks.
Strength 3 is given a +1 modifier, the Strength counts as 4.
If the stat is a target number, the modifier is effectively DAMAGE ‘-’ WEAPONS
applied to the dice roll. For example, if Initiative 4+ is given a Weapons with Damage a stat of ‘-’ does not cause Damage in
+1 Initiative modifier, the Initiative would effectively be the usual way and will not cause a fighter to lose a Wound.
improved to 3+.
Consequently, if any Injury dice are rolled against a fighter as
CHARACTERISTIC CHECKS the result of an attack made by a Damage ‘-’ weapon, the
● Weapon Skill, Ballistic Skill and Initiative result(s) of the Injury dice are applied as normal. No Wounds
Success: D6 >= WS, BS or I. are removed from the fighter.
● Leadership, Cool, Willpower and Intelligence
Success: 2D6 >= Ld, Cool, Will or Int.
● Strength or Toughness
Success: D6 <= S or T.

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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 2d 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 if a straight line can be drawn from
All fighters have a default vision arc of 90° to the front, starting the centre of the first fighter’s base to any part of the other
from the center of their base. Vertical vision arc is 180°. fighter’s base without crossing a wall or closed door.
● An attack originates from a target's front if any part of Obstacles and other fighters do not block line of sight.
the attacker's base is in the target's vision arc.
● For blasts, use the centre of the blast instead. COVER
● Can be checked at any time (unlike measuring To see if a target is in cover from the attacker’s point of view,
distances). trace a straight line from the centre of the attacker’s base to
● Mostly relevant for target priority, disarm and the target. Ignore friendly fighters in base contact with the
improved front armour saves. attacker and any obstacles within 1” of the attacker.
● Base only: Vision arc is only about the attacker and
target's base (if targeting another fighter) and doesn't In the open (line traced to all parts of target’s base):
require LOS at all (completely separate from LOS). A
fighter behind a wall can still be within another
fighter's vision arc. If the target is not a fighter, use
any part of the model instead (for example the door).

Partial cover (line traced to at least half of the target’s base):

LINE OF SIGHT (LOS)


LOS is only determined by the presence of terrain between the
attacker and the target (completely separate from vision arc).
● Use the attacker's point of view (true line of sight).
● If the target is not entirely obscured (by terrain or
other fighters), the attacker has LOS to the target.
● A fighter outside the vision arc can still be in LOS
(LOS is basically 360° in all directions).
● Model only: Insignificant elements can be ignored
(like the base, a protruding hairstyle, the barrel of a
gun or a spike from the armour).
Full cover (line traced to less than half of the target’s base):
● Can be checked at any time (unlike measuring
distances).

COVER
When determining cover, disregard friendly fighters in base to
base (B2B) contact with the attacker (move them aside
temporarily if necessary).

Fully visible (in the open): No cover.


Partially visible: Cover.

Ignore the base and any minor elements such as hair, gun
barrels and spikes.
Walls, obstacles and intervening fighters will will give cover.

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DICE CRITICAL ROLL


A critical roll is when all dice of a roll are 1s or 6s.
Dice are used to resolve the outcome of several events. ● Critical success: All dice are 6s (before modifiers).
● Critical failure: All dice are 1s (before modifiers).
D3
To roll a D3, a D6 can be used with the following translation: Unless otherwise noted:
1-2: 1 3-4: 2 5-6: 3. ● A roll is always successful if the result is a critical
success (all dice are 6s).
D6 ● A roll is always failed if the result is a critical failure
A regular 6-sided dice. (all dice are 1s).

D36 The opposite is true for rolls where a lower value is better, for
D3x10 + D6. Results are in range 11-36. For example a roll of example a Strength or Toughness check (a roll of 1 is always
2 and 4 would be 24. successful).

Examples:
D66 ● Critical wound: The wound roll is a 6 (before
D6x10 + D6. Results are in range 11 to 66. For example a roll
modifiers).
of 5 and 4 would be a result of 54.
● Critical hit: The hit roll is a 6 (before modifiers).

FIREPOWER DICE (SUSTAINED FIRE DICE) RE-ROLLING


Used when attacking using weapons with Ammo stat other
● A re-rolled result always stands (even if the result is
than '-'.
worse than the original).
● Rapid Fire (X): All results are relevant (variable
● A dice can never be re-rolled more than once.
amount of shots).
● All dice of a roll is re-rolled (for example 2D6 or 3D6).
● No Rapid Fire (X): Only the Ammo symbol is
● If multiple dice are rolled separately, the re-roll can
relevant (always counts as 1 shot).
include only some of the dice.
The Firepower dice is rolled to see if there is a chance of the
weapon’s ammunition being depleted, if the result is the Ammo ROLLING OFF
symbol. D6 distribution: Used to randomize a gang. Each participant rolls a D6, the
1: 1 bullet + Ammo! 2-3: 1 bullet 4-5: 2 bullets 6: 3 bullets highest result wins. In case of a tie, roll again (unless
otherwise noted).
SCATTER DICE
Used to determine random directions, most commonly for
Blast (X) weapons. D6 distribution:
1-4: Arrow 5-6: Arrow + Hit!

INJURY DICE
Used to determine how severe a fighter's injury is when
wounded. D6 distribution:
1-2: Fleshwound 3-5: Seriously Injured 6: Out of Action.

MODIFYING ROLLS
A modified dice roll, for example D6+1, would add 1 to the
result of a D6 roll. If the rules instruct a result to be halved (or
divide it in any other way), any fractions are rounded up unless
otherwise noted.

BEFORE MODIFIERS (NATURAL ROLLS)


Some rules have special effects depending on the actual roll of
the dice, before any modifiers (a ‘natural’ roll). In these cases,
the actual number rolled on the dice, before (and regardless)
of any modifiers, are applied.

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TAKE-BACKS (CHANGING ONE’S MIND) TOWARDS, AWAY AND DIRECTLY


As a general rule, be tolerant of opponents changing their Rules can instruct some effect to apply in a certain direction
minds. However, once dice have been rolled for any reason, or between a source and a target (for example between 2
the range of a declared action is measured, the decision must fighters):
be abided by. It is then too late to go back and change ● Towards: Can be measured in any way such that the
anything that came before the dice roll or the act of measuring! result is closer to the target than the starting point.
● Away: Can be measured in any way such that the
ROUNDING result is further from the target than the starting point.
Values are always rounded up to full numbers (unless ● Directly Towards: Trace an imaginary straight line
otherwise noted): that crosses the source and the target. The effect
● Cost/Credits: Always up to nearest 5 credits. must move exactly along this line towards the target.
● Measurement/Distances: Always round up to the ● Away: Same as above, but the effect must move
nearest 1". exactly along this line away from the target.

WALLS AND SOLID TERRAIN FEATURES


MEASUREMENT Distances can't be measured through walls or solid terrain
● Inches: All distances are measured in inches ("). features (unless otherwise noted).
● No pre-measure: Distances are only measured
when the rules call for it. Declare any action or effect
(including any source and target) before measuring.
● Distances between fighters and any other objects are
measured from the closest point of the base to the
closest point of the other (use the base or the closest
point of the object overall).

STATUSES
FIGHTER STATUSES PRONE
A Pronse fighter represents lying down:
A fighter’s status dictate what they can or can't do. This will
● Occupies the same space as the base (as normal).
affect what actions are available during activations. Fighter
● No facing (effectively having no vision arc).
statuses generally represented by how the model is
● Never block line of sight (considered to be well out of
positioned on the table, but may also depend upon other
the way of action).
factors. ● Cannot be hit by Stray shots.
● Can have one (and only one) of the following
STANDING Secondary Status:
A fighter that is upright is said to be Standing. A Standing ○ Pinned (face-up).
fighter may turn to face any direction when activated, before ○ Seriously Injured (face-down).
making actions. A Standing fighter always has a Secondary
Status as either Active or Engaged. PRONE: PINNED (FACE-UP)
Fighters are generally Pinned as a result of being hit by
STANDING: ACTIVE enemy fire, and will need to spend a Stand Up (Basic) action
A standing fighter is Active they are not currently Engaged to be Standing (and Active) again. If a Pinned fighter ever is
with any enemy fighters. This is the default status for a Engaged by an enemy fighter, automatically make a free
fighter, and Active fighters have very few restrictions on how Stand Up (Basic) action, becoming Engaged (and Standing),
they can act. without having to spend an action to do so. A fighter can
never be both Pinned and Engaged.
STANDING: ENGAGED
If a standing fighter is B2B with an enemy, they are Engaged PRONE: SERIOUSLY INJURED (FACE-DOWN)
with that enemy. An Engaged fighter can generally only A Seriously Injured fighter is likely to spend at least a few
choose to fight or retreat. An Engaged fighter is always turns on the ground:
Standing (never Pinned). ● Cannot make attacks.
● Passive (condition).
Note that in some cases a fighter may be able to Engage an
enemy they are not in B2B with and may act accordingly
when activated.

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CONDITIONS
Any effect that results in a marker being placed on a fighter HIDDEN/REVEALED
should be considered a Condition. Related to the Pitch Black special rule.

A fighter may be subject to several Conditions at the same INSANE


time. Some conditions, in particular Out of Ammo, may apply Many situations can lead to temporary insanity. When
specifically to a weapon carried by a fighter rather than the activating, roll a D3:
fighter. 1. Immediately Broken (if already Broken, flee even if
the gang has not failed a Bottle test).
BLAZE 2. An opposing gang (randomize if multi-player) can
Inorganic targets are not affected by Blaze. control the fighter this activation, treated as a friendly
fighter to that opposing gang (while activating).
When hit, catch fire on 4+ (and become Passive). When 3. Activate as normal. After the activation, pass a
activated while ablaze, the fighter can't make any normal Willpower check to lose Insanity.
actions, but must instead act as follows:
Note: If gaining Insanity during an activation, roll immediately
1) Suffer a Strength 3, AP -1, Damage 1 hit. before making the first subsequent action after gaining
2) Move: Insanity.
● Engaged or Seriously Injured: No move.
→ Go to step 3). INTOXICATED
● Otherwise: Normally a result of Take A Swig (Simple) action in
a. Pinned: Become Active. combination with a bottle of Second Best or Wild Snake. For
b. Active: Move 2D6” in a random direction. each token, remove a Flesh Wound and roll a D6 for the
c. Become Pinned (optional). effect.
3) Roll a D6 to attempt to put out flames:
● +2 if Pinned. OUT OF AMMO
● +1 per friendly Active non-Passive fighters within 1”. The Ammo symbol on the Firepower dice requires a fighter to
make an immediate Ammo check for that weapon. If failed,
On a 6+, the flames go out. The activation then ends.
the weapon is now Out of Ammo and can't be used until it has
been reloaded.
BLIND
Usually a result of failing an Initiate check after being hit by a
Flash weapon: If weapons with multiple profiles run out of ammo, Scarce &
● Become Passive. Limited traits only apply when running out of ammo while
● If not Ready, do not become Ready at the start of using the corresponding profile. Weapons with both ranged
the following round. and melee profiles can only run out of ammo for the profiles
● If Ready, lose Ready. that can actually run out of ammo. Profiles with an Ammo '-'
● Reaction attacks only hit on a 6+ (before modifiers). can't run out of ammo.
● No other attacks can be made until the next
activation. READY
The most simple but arguably the most important Condition.
BROKEN At the start of each round, during the Priority phase, all
Usually a result of failing a Nerve test or some cases of fighters will be readied. After activating (during the Action
Insanity: phase), the fighter is no longer Ready and can (normally) not
● Become Passive. activate again until the next round.
● Can't perform any actions other than Running for
Cover (Double).
● Engaged: Can only make Reaction attacks with a
-2 modifier.
● Make a Running for Cover (Double) action in every
activation.
● Broken fighters may be rallied in the End phase
(Cool check with a +1 modifier for each friendly
fighter within 3” that is not Passive).

CONCUSSION
When hit by a Concussion weapon:
-2 Initiative (minimum 6+) when hit until the end of the round.

GUNKED
When hit by a Gunked weapon:
● -1” M (minimum 1”).
● Don’t add D3" when Charging.
● -1 modifier to Initiative.
● Blaze trigger on 2+.

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PASSIVE
Some situations will cause a fighter to be passive. This will
limit the options and special rules available. The following
effects cannot be used or benefited from while Passive:
● Group Activation.
● Leading By Example (cannot inspire others).
● Assisting in:
○ Recovery.
○ Melee.
○ Nerve tests.
○ Rally.
○ Blaze (cannot assist others).
○ Force Door.

The fighter cannot make any special actions other than the
most common listed for the relevant status or described for
the condition. All other actions by default require a fighter to
not be Passive (unless otherwise noted).

The following effects always include Passive:


● Blaze.
● Blind.
● Broken.
● Seriously Injured.
● Webbed.

WEBBED
If wounded by a Web weapon:
● Does not inflict any wounds or cause any Injury roll.
● Ignores save.

The target:
● Seriously Injured and Webbed (while Seriously
Injured).
● If going Out of Action from during Recovery (while
Webbed), does not suffer any Lasting Injuries
(treated as Out Cold).

End of the battle:


● No succumbing to their injuries while Webbed
(automatically recover).
● +1 to the Capture roll if at least one enemy is
currently webbed.
● Enemies currently Webbed are eligible to be
captured.

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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 fighter may cross dangerous terrain in the same way as other side of the barricade, even though their bases are not
difficult terrain. However, the fighter must also pass an touching, as long as the two fighters are within ½" of each
Initiative check. If this is passed, they cross the terrain safely. other. Any close combat attack made across a barricade
If they fail, they immediately go Out of Action and suffer a (regardless of range, Versatile etc.) has a -1 to hit modifier.
Lasting Injury.

DIFFICULT TERRAIN
Pools of toxic sludge, areas of fallen rubble and broken or
RAILINGS
missing walkways sections - there are numerous things in the If the nearest edge of a level or platform is bounded by a
underhive that can make the terrain difficult to cross. railing or similar barrier at least ½“ tall, the chance of falling is
reduced. When a fighter goes from Standing to Prone, add +1
For every 1” a fighter moves through difficult terrain, they modifier to the Initiative check to see if the fighter falls.
count as having moved 2”.
SOLID TERRAIN FEATURES
DUCTWAYS Solid terrain features completely block line of sight and can't
Ductways can be up to 2” in length and represents a pathway be measured across.
across any 2” wide wall or other terrain features that would
otherwise be impassable. STAIRS
If going Prone on stairs, pass an Initiative check or fall down
CRAWL THROUGH DUCTWAY (DOUBLE) to the bottom of the stairs (or mid-staircase landing). If falling
Fighters within 1" can spend a Double action: 3” or more down the staircase, suffer a S3 hit. A falling fighter
Place the fighter within 1" of the other end (provided there is is immediately Pinned and the activation ends.
space).

FIRE THROUGH DUCTWAY (BASIC) STRUCTURES


Fighters within 1" can spend a Basic action: Make a ranged Structures are any terrain feature measuring more than 2”
attack targeting an enemy fighter within 1" of the other end. high and more than 2” across, be they free standing or
Hit on 5+ (regardless of BS or modifiers). connected to other terrain features in some way. Structures
● Template: Automatically hit all fighters within 2" of may feature many different levels, platforms and walkways on
the other end. which fighters may be placed.
● Blast: Can target any point within 1" of the other
end. Scatter as normal (if missed). Other than the difference in size, there is little difference
between obstacles and structures.
DUCTWAY: FIRING PORT Fighters may climb over obstacles or up onto structures as
Related to the Gang Stronghold terrain, intended to have one described in the movement rules, but be aware that
gang as defender. movement may be reduced or not possible over obstacles
and structures.
● Provides cover.
● Can be moved through like a Ductway (Double
action). WALLS
Walls are impassable terrain and solid terrain.
IMPASSABLE TERRAIN
Impassable terrain can't be moved across.

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SPECIAL TERRAIN FEATURES


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

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

ACCESS TERMINAL (BASIC)


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

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

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

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SPECIAL TERRAIN FEATURES Activate & Deactivate


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

BADZONE TERRAIN Activate & Deactivate


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

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★ NECROMUNDA ★

ARCHEOTECH DEVICE DOORS


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

Pass an Intelligence check to give the Shock trait to any Any Active fighter may can spend a Simple action (Operate
weapons carried by any fighter who is currently standing at Door) to 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 hits with S2 and Shock (roll to hit to see if Shock ● Toughness 5.
triggers). ● 4 Wounds.
If reduced to 0 Wounds, it is removed from the battlefield.
COLLAPSED SECTIONS
A Collapsed Section features one or more large Pitfalls. If the MIND THE DOORS
centre of a Blast ends on a Collapsed Section tile, the floor If Standing in the way of a closing door, pass an Initiative
shifts and each fighter on that tile must pass a Toughness check to move up to 2" to escape the closing door.
check, or move D3" towards the nearest pitfall (potentially
falling if moving into it). If the check failed or the move is insufficient to clear the
doorway, suffer the following hit:
● S3 D2.
CULT RITUAL CHAMBER If survived, move the shortest distance possible, no longer
If ending an activation within 6", pass a Willpower check or obstructing the door (if directly between 2 sides, randomize
suffer Insanity. which which side of the door to end up).
INSANITY LOCKED DOORS AND TERMINALS
When activating with Insanity, roll a D3: A locked door is is represented by having 2 door terminals
1. Immediately Broken (if already Broken, flee even if within 1" of either side of the door.
the gang has not failed a Bottle test).
2. An opposing gang (randomize if multi-player) can To open a locked door, spend a Basic action to permanently
control the fighter this activation, treated as a open the door (unlocked for the rest of the battle):
friendly fighter to that opposing gang (while ● Access Terminal: If within 1" of a terminal, pass an
activating). Intelligence check with a -2 modifier.
3. Activate as normal. After the activation, pass a ● Force Door: If Active and B2B with a door, roll
Willpower check to lose Insanity. D6+S with an additional +2 per friendly non-Passive
fighter also Active and B2B with the door:
○ Door: 9+ to open.
○ Vault Door: 11+ to open.

In scenarios with an attacker & defender, the defending gang


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

BLAST DOOR (STRONGHOLD GATE)


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

Counts as door with the following exceptions:


● Active defenders B2B can spend a Simple action
(Bolt Door) to lock or unlock.
● Does not have door terminals.
● Can't be opened with Access Terminal (Basic) action
or Tactics cards that causes a locked door to open
or close.
● If destroyed, fighters within 1" of the other side must
pass an Initiative check or suffer S4 hit and become
Pinned.

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

13
★ 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 check ● Force Door succeed on 11+ (instead of 9+).
to move up to 2" to escape the lift. ● Access Terminal have a -4 modifier (instead of -2).

If the check failed or the move is insufficient to clear the lift's SEWAGE CHANNEL
path, suffer the following hit: ● If moving into (for any reason) or starting an
● S3 D2. activation within the Open Sewer, roll D6 + Strength.
If survived, move the shortest distance possible, no longer If the result is lower than 7, become Pinned.
obstructing the lift. ● If Pinned when activating within the Sewage
Channel, immediately go Out of Action (swept away
LIFTS AND TERMINALS by the fast-flowing current).
A lift can be remotely activated or deactivated by a control
panel with an Access Terminal (Basic) action. SLUDGE FARM
● Does not block line of sight (set into the ground).
MALFUNCTIONING GENERATORIUM ● Treated like Pitfalls (with exceptions).
● DEACTIVATE (CONTROLLED) ● When fallen into:
● The Generators block line of sight. ○ Not taken Out of Action
● The Generators are by default active. ○ Become Pinned.
● If moving between two active Generators or ending ○ The activation ends immediately.
an action within 1” of an active Generator, become ○ Receive D3xD3 credits.
Pinned and suffer: ● When activating inside it, perform 2 Move (Simple)
○ D3 S4 hits with Shock (roll a 6+ to trigger actions to climb out of it. At the end of this
Shock). activation, become Pinned.

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

UNLIT CORRIDORS
Unlit Corridors and fighters within them are subject to the
Pitch Black rules when targeted.

14
★ NECROMUNDA ★

VENTILATION TUNNEL WATCHTOWER


● If ending an activation within 6”, roll D6 + Strength. Related to the Gang Stronghold terrain, intended to have one
If the result is lower than 7, move D3” towards the gang as defender.
centre of the Turbine.
● If moving into the Turbine, suffer D3 Lasting Injuries. Any Sentries (Sneak Attack scenarios) placed in the tower:
● If a Blast marker centred within 6” scatters, it moves ● Do not move if activated before the alarm is raised.
directly towards the centre of the Turbine (don’t roll ● Can be turned to face in any direction by the
Scatter dice). controlling gang.
● Counts as rolling 12 for the purpose of Spotting
WALLS AND SOLID TERRAIN FEATURES Attackers.
Solid terrain features are those that hide portions of a
battlefield, walls between corridors, or even the floors and XENOS NESTING CHAMBER
ceilings between levels. LOS is never possible through the If ending an activation within 1” of an Egg Sac, roll 4+ or
walls or solid terrain features (unless otherwise noted). suffer an attack by Xenos Hatchlings. Immediately become
Pinned, and suffer D6 Rending Strength 1 hits.
WASTE COMPACTOR
(SAME AS PROTEIN RECLAMATOR)
● ACTIVATE (CONTROLLED)
● Treated like Pitfalls (with exceptions).
● When fallen into:
○ Not taken Out of Action
○ Become Pinned.
○ The activation ends immediately.
● When activating inside it, perform 2 Move (Simple)
actions to climb out of it. At the end of this
activation, become Pinned.

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


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

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: D3x5 credits. rubble) if the following test succeeds:
4-5 It Wasn't Nailed Down: A Common item worth 30 ● Weapon Str >= 2D6
or less (after the battle). Additionally, if hit by Blaze, it is automatically set on fire.
6 Jackpot!: Select 3 different items with Rarity 9 or Fighters inside or B2B with it must test against Blaze.
less, then randomize one to gain.

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

15
★ NECROMUNDA ★

GANG STRONGHOLD
BLAST DOOR (STRONGHOLD GATE)
STRONGHOLD Counts as door with the following exceptions:
Can be used as the focal point of a scenario. ● Active defenders B2B can spend a Simple action
(Bolt Door) to lock or unlock.
If all participants agree, the Gang Stronghold can be ● Does not have door terminals.
deployed by the defender in a scenario with the Home Turf ● Can't be opened with Access Terminal (Basic) action
Advantage. or tactics cards that causes a locked door to open or
close.
The defender can set up the Stronghold before the rest of the ● If destroyed, fighters within 1" of the other side must
terrain is setup as normal. As much as possible of the pass an Initiative check or suffer S4 hit and become
Stronghold should be placed in the defender’s deployment Pinned.
zone.

LOOTING WATCHTOWER
If the attacker wins, gain an additional 3D6x10 credits (from Any Sentries (Sneak Attack scenarios) placed in the tower:
looting the hideout). ● Do not move if activated before the alarm is raised.
● Can be turned to face in any direction by the
FEATURES controlling gang.
In addition to all standard rules, the Stronghold has the ● Counts as rolling 12 for the purpose of Spotting
following unique features: Attackers.
● Blast Door (Stronghold Gate) FIRING PORT (DUCTWAY)
● Watchtower ● Provides cover.
● Gunk Tank (counts as a Promethium Reservoir) ● Can be moved through like a Ductway (Double
● Firing Ports 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 check or take a Strength 2 AP
-1 Damage 1 hit.
● 5 wounds.
● Only vulnerable to Blast/Template weapons with SPITTING SPINES
Blaze or Gas. In each End phase, roll a D6 for each grove of Shardwrack
Spines. On a 4+, it shoots spines at the closest fighter within
If hit, roll a D6: 12", treated as an autopistol with BS 4+:
1-2: No effect.
3-5: 1 damage. ● +1 to hit within 4”, Strength 3, Rapid Fire (1).
6: 2 damage.
If the attack scores more than one hit, it must spread these
BARBED VENOMGORSE out to as many models as possible. This attack can't run out
BARBED SNARES of ammo.
If a fighter moves within 3" during movement (measuring this
distance from the plant’s branches), once the movement is GRAPPLE WEED
completed, pass an Initiative check or suffer a S3 Web hit. CRAWLING HORROR
In each End phase, each section of Grapple Weed moves
WASTING TOXIN 2D6" towards the nearest fighter (whether they are visible or
In the End phase, a fighter who has taken at least one hit not). It must avoid impassable terrain but is otherwise
from a Barbed Venomgorse must make a Strength check or unimpeded by terrain. Stop before coming within 1" of
gain -1 Strength. If the Strength reaches 0, the fighter goes another model.
Out of Action.
VISCOUS TONGUES
In each End phase, after moving, make a single attack
against any models within 3" of it (measuring this distance
from the plant’s branches), treated as a Flail with WS 3+:

● Strength 4, Entangle

Models attacked by Grapple Weed do not count as being


Engaged by it.

16
★ 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 check: If active, the area within 6” blocks line of sight.

● Passed: The controlling gang chooses where to place FOUL AIR


the fighter. If active, fighters may only make a single Move (Simple)
● Failed: The opponent chooses 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 check 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). INDUSTRIAL CLAWS AND HOOKS
● ACTIVATE/DEACTIVATE (CONTROLLED)
IMPROVISED COVER
Make a Cover (Simple) action when within 1" of a hatch to QUICK CLIMBING
gain cover. Any movement (voluntarily or otherwise) removes When within 3" of the line between the Claw (or where it
this benefit. connects to the structure) and the ground level, make the
Climb (Simple) action to ascend or descend.
HIDING PLACE
When ending the movement within 1" of a hatch, the fighter DEATH FROM ABOVE
can be removed from the battlefield. Place a marker next to When within 3” of a Claw, make a Trigger Claw (Basic) action
the hatch to show that the fighter is hiding in it. While hiding, to drop the Claw on an enemy fighter on a lower level than the
the fighter can't take actions or be targeted by ranged attacks attacker and within 3" of the line between the Claw (or where it
from more than 3" away. Fighters may Engage and attack a connects to the structure) and the ground level.
fighter in hiding by moving or charging into base contact with
the hiding place. If Engaged, place the hiding fighter on the The target must pass an Initiative check or take a S5 hit.
battlefield in base contact with the fighter who Engaged them
and conduct combat as normal. HAULING CARGO
When within 3" of a claw, make a Hook Cargo (Simple) action
In any End phase, the fighter may re-emerge from the hatch to lift either a Seriously Injured fighter or loot casket (or similar
(provided there is space). item that can be carried) up or down to any point within 3" of
the Claw, provided that there is space to place the model.
PROMETHIUM PIPES AND RESERVOIRS
● ACTIVATE/DEACTIVATE (RANDOM, CONTROLLED) PLASMA PIPES AND GENERATORS
● EXPLOSIVE ● ACTIVATE/DEACTIVATE (CONTROLLED)
● EXPLOSIVE
HIGH PRESSURE GAS
If hit, make the following test: HIGH PRESSURE PLASMA
● Str + D6 > 8 If hit, make the following test:
If passed, it explodes using a Blast (5”) with Flamer profile: ● Str + D6 > 8
● S4, AP-1, Blast (5”), Blaze If passed, it explodes using a plasma grenade:
Any fighter hit by the Blast can pass an Initiative check to ● S5, AP-1, D2, Blast (3”)
avoid being hit. Any fighter hit by the Blast can pass an Initiative check to
avoid being hit.
FUEL SLICKS
If active, fighters that end a Move (Simple) or Charge (Double) HARSH GLOW
action within 3” must pass an Initiative check after the move is Ignore Pitch Black rules within 6”. Infrasights and
completed, or become Pinned. If charging, the movement photo-goggles provide no benefit when targeting fighters
must end 1” away from any enemy fighters. within 3" of a Plasma Pipe or Generator.

FREE FUEL PLASMA CANISTERS


While within 3”, Blaze weapons lose Scarce. Or, if the weapon ● EXPLOSIVE
doesn’t have Scarce, it gains Plentiful instead.
Counts as ammo caches for plasma weapons (pistol, gun,
cannon and combi-weapons with a plasma component). May
be moved in the same way as loot caskets. Any fighter in base
contact may use it as plasma grenades with a -2 hit modifier
(improvised weapons). Once used as an improvised weapon,
remove it from the battlefield.

17
★ NECROMUNDA ★

HIVE RUINS: ANCIENT IMPERIUM


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

HIVE RUINS: ABANDONED HARDWARE


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

HIVE RUINS: FORGOTTEN ORDNANCE


UNEXPLODED ORDNANCE MUNITORUM CONTAINERS
Should be limited to 0-2 pieces of terrain and placed within Treated as loot caskets that can't be moved and may be
12” of the centre of the battlefield. looted once each turn. Roll once for the content of the Loot
Casket each time a Munitorum container is looted.
In each End phase, place a token next to the unexploded
ordnance. Starting from the 3rd round and onwards, roll a D6 TREASURE CASKET
after adding a token. If the result is less than the number of Counts as a Loot Casket, with different contents. If opened,
tokens, it explodes! All fighters within 6” suffers an Injury dice roll a D6:
roll (armour rolls may not be made). In addition, all fighters on 1: Click! - Fitted with a fiendishly clever needle-trap.
the battlefield must pass an Initiative check or become Suffer an Injury dice (no save possible).
Pinned. Remove the Unexploded Ordnance from the 2-3: Fancy Threads - The fighter immediately gains
battlefield. Uphive Raiments Status item.
4-6: A Noble’s Ransom - The fighter immediately gains
Fighters within 3” can spend a Double action (Disarm 1 free item from the Trading Post (not Black Market).
Ordnance): Pass an Intelligence or Cool check to remove a Roll 2D6 to determine the Rarity/Legality.
token from the bomb.

FUEL DRUMS AND AMMO CRATES


● EXPLOSIVE
If hit, make the following test:
● Str + D6 > 6
If passed, it explodes using a frag grenade:
● S3, Blast (3”), Knockback
It is then removed from the battlefield.

18
★ 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).
● 6" from enemy deployment zone (traps).

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. All gang terrain are automatically replenished
between battles and are never permanently lost (even if triggered, exploded, destroyed or defiled).

Base
Trading Size
Type Gang Rarity Post Deployment Requirement (mm)
Incendiary Trap (Hidden Traps) Cawdor Common 30 6" from enemy deployment zone. -
Holy Gang-Relic (Gang Relic) Cawdor Rare (8) 30 Outside enemy deployment zone. 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 6" from 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 6" from enemy deployment zone.
Euclidean Artefact (Gang Relic) Delaque Rare (9) 90 Deployment zone. Defender only. 40
Blade Cages (Hidden Traps) Escher Rare (9) 50 6" from enemy deployment zone.
Decapitators (Hidden Traps) Escher Rare (11) 75 6" from 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 6" from enemy deployment zone.
Promethium Barrels Orlock Rare (8) 30 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 (8) 40 Outside enemy deployment zone.
Energy Sink Van Saar Rare (11) 60 Outside enemy deployment zone.
Thermal Mines (Hidden Traps) Van Saar Rare (10) 70 6" from enemy deployment zone.
Archaeo-relic (Gang Relic) Van Saar Rare (10) 80 Deployment zone.
Rad cannon Emplacement Van Saar Rare (9) 145 Deployment zone. Defender only.
Cult Ritual Chamber Chaotic Rare (9) 75 Deployment zone. Defender only.

SCENARIOS WITHOUT DEPLOYMENT ZONES


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

19
★ NECROMUNDA ★

GANG RELICS
There are many types of Gang Relics, but they all have the following universal rules (while not defiled):
● +2 to Ld & Cool checks by friendly fighters within 6”.
● Any Active fighter within 1” of an enemy relic can make a Double action to defile it.
● +D3 XP to a fighter defiling a relic.
● Once defiled, it no longers offers any bonuses and can't be wrecked again.

TRAPS
A gang can have any amount of traps (reusable each battle).
There are 2 types of traps:
● Booby trap (Frag/Gas/Melta/Sawn-off).
● Hidden traps.

DEPLOYMENT
All have the following (unless otherwise noted):
● Before any fighters.
● Anywhere 6" from the enemy deployment zone.
● If multiple gangs have traps, take turns, starting with the winner of a roll-off.

TRIGGER
A fighter risks triggering a booby trap in the following situations (but only once per booby trap in a single activation):
● Moves or ends an action within 2” of a booby trap (for any reason).

If triggered, roll a D6:


1: A dud (removed).
2-3: Not triggered (leave it in place).
4+: Triggered and explodes (all traps have unique effects when triggered).

TRIGGERED WHILE MOVING


If triggered during movement, the move is interrupted while resolving the booby trap (resolved where the fighter was while
moving). If Pinned or Injured, the move action ends.

SHOOTING AT TRAPS
Can be targeted with ranged attacks:
● Short range: -1 to hit.
● Long Range: -2 to hit.

If hit, roll a D3:


1. No effect.
2. Triggered and explodes.
3. Disarmed and removed.

DISARM TRAP
Can be removed by spending a Basic action within 1”. Pass an Intelligence check, or the trap is triggered.

HIDDEN TRAPS
Represented by 6 traps where one of them is secretly noted as being real (the other 5 are false). When one of these traps is
triggered it is revealed (false traps are discarded).

If there are multiple hidden traps, revealing a real trap does not remove any unreveal traps (unless all real traps are revealed).
This is relevant if more than one trap is in play, as it will keep the enemy guessing how many traps remain to be discovered.

20
★ NECROMUNDA ★

CAWDOR DELAQUE
INCENDIARY TRAPS (HIDDEN TRAPS) SIGHTBLIND TRAP (HIDDEN TRAPS)
● Deployment: 6" from enemy deployment zone. ● Deployment: 6" from enemy deployment zone.
● Effect: S2, AP-2, Blast (5"), Blaze. ● Effect: Flash, Blast (5").
● Triggers automatically.
HOLY GANG-RELIC (GANG RELIC)
● Outside enemy deployment zone. SHADOW VEIL
● Only available when defending. ● Deployment: Outside enemy deployment zone.
● +2 Cool & Ld for friendly fighters within 6”. Pitch Black within 3":
● Effectively blocks LOS from one side to the other.
Friendly fighters within 6": ● Can be targeted as a fighter (affected by Pitch
● +1 to hit & wound rolls in close combat. Black): Toughness 4, 1 Wound. Removed from the
battle if reduced to 0 Wounds (automatically repaired
HIVE INCENSE between battles and is not lost to the gang).
● Deployment: Outside enemy deployment zone.
WHISPERBOX
Apply the following effects within 3": ● Deployment: Outside enemy deployment zone.
● -1 hit modifier to ranged attacks Enemies within 8" suffer -1 to Cool checks.
(into, through and out of).
● When activating, enemy fighters must pass a An enemy B2B can spend a Basic action and pass an
Toughness check (any special rules affecting Gas, Intelligence check with a -3 modifier to destroy it
like respirators, can be applied), or the first Move (automatically repaired between battles and is not lost to the
(Simple) action will be in a random direction. gang).

DIVINE BRAZIER WEB TRAP (HIDDEN TRAPS)


● Deployment: Deployment zone. ● Deployment: 6" from enemy deployment zone.
● Pitch Black: All fighters are revealed while within 3". ● Effect: S5, Blast (5"), Web.
● Any fighter can spend a Simple action to add Blaze
to a Melee weapon (until the End phase of the EUCLIDEAN ARTEFACT (GANG RELIC)
following round). ● Deployment: Deployment zone.
● Only available when defending.
CAGED HERETIC ● +2 Cool & Ld for friendly fighters within 6”.
● Deployment: Outside enemy deployment zone.
Friendly fighters within 8” counts as being in cover.
Apply the following effects within 6":
● When ending an activation, fighters (except Cawdor)
must make a Nerve test.

Can be destroyed and removed in the following ways:


● 5+ if hit by Blast/Template attacks.
● Enemy fighters B2B can spend a Double action and
pass a Strength or Intelligence check (freeing the
heretic), also gaining D3 XP if successful.

CHAOTIC
CULT RITUAL CHAMBER
● Deployment: Deployment zone.
If ending an activation within 6", pass a Willpower check or
suffer Insanity.

INSANITY
When activating with Insanity, roll a D3:
1. Immediately Broken (if already Broken, flee even if
the gang has not failed a Bottle test).
2. An opposing gang (randomize if multi-player) can
control the fighter this activation, treated as a friendly
fighter to that opposing gang (while activating).
3. Activate as normal. After the activation, pass a
Willpower check to lose Insanity.

21
★ NECROMUNDA ★

ESCHER GOLIATH
BLADE CAGES (HIDDEN TRAPS) AMNEO CANISTERS
● Deployment: 6" from enemy deployment zone. ● Deployment: Deployment zone.
● Effect: Move into B2B with the trap and become Faction fighters within 3” can remove 1 Flesh Wound during
Webbed. the End phase of any round.

DECAPITATORS (HIDDEN TRAPS) FURNACE BARRICADE


● Deployment: 6" from enemy deployment zone. ● Deployment: Outside enemy deployment.
● Effect: Suffer an Injury roll. Ignore Blaze and Melta traits when hit within 1” if it grants
cover against the origin of the hit.
GAS CANISTERS
● Deployment: Deployment zone. HEAVY RIVET CANNON
Similar to a Loot casket (can be moved in the same way). ● Deployment: Deployment zone.
Friendly fighters within 1” can use it as it were chem-synth, but ● Only available when defending.
only for Gas weapons.
A Fixed custom rivet cannon with double range:
Can be targeted by ranged attacks as if a fighter (including ● Rapid Fire: 6" (+2) - 18", S4, AP-1, D2, Am3+, Rapid
being touched by Blas/Template). Toughness 3. If taking any Fire (1), Rending.
damage, it is destroyed. Center a 3” Blast over it before being ● Super-heated: 3" (+2) - 12", S6, AP-2, D2, Am3+,
removed. All fighters touched by the Blast suffer a Gas hit. Blaze, Rending.

GAS CENSERS PILLAR OF CHAINS (GANG RELIC)


● Deployment: Outside enemy deployment zone. ● Deployment: Deployment zone.
In the End phase, fighters within 3” must pass a Toughness ● Only available when defending.
check (adding any modifiers that protects against Gas) or ● +2 Cool & Ld for friendly fighters within 6”.
suffer an immediate Flesh Wound (a roll of 6 always fails).
Can re-roll one or both dice if the gang has a chance to
Can be thrown by friendly fighters B2B as a Choke Gas capture enemy fighters.
Grenade. After the attack, it is removed from the battlefield.
RELIC OF THE FORGE (GANG RELIC)
CHYMIST CULT RELIC (GANG RELIC) ● Deployment: Deployment zone.
● Deployment: Deployment zone. ● Only available when defending.
● Only available when defending. ● +2 Cool & Ld for friendly fighters within 6”.
● +2 Cool & Ld for friendly fighters within 6”.
Fighters within 3”:
Fighters within 3": ● Friendly:
● Friendly: ○ Ignore Disarm.
○ Usable as a chem-synth (for Gas & Toxin ○ Re-roll failed Ammo checks.
weapons). ● Enemy:
○ Automatically apply assistance to recovery ○ If ending an activation, pass a Nerve test or
tests (in the End phase). become Broken.
● Enemy:
○ When ending an activation, pass a
Toughness check (adding any modifiers that
protects against Gas) or suffer a Flesh
Wound.

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★ NECROMUNDA ★

ORLOCK
SAWN-OFF SURPRISE (BOOBY TRAP) VAN SAAR
● Deployment: 6" from enemy deployment zone. RAD CANNON EMPLACEMENT
● Effect: 3", S3, Scattershot. ● Deployment: Deployment zone.
● Only available when defending.
PROMETHIUM BARRELS
● Deployment: Outside enemy deployment zone. A Fixed custom rad cannon with increased range:
● 24" - 48" (-1), S2, AP-2, Am4+,
Apply the following effects to all fighters (friend & foe) Blast (5"), Rad-phage, Unwieldy.
within 3”:
● If activating within 3”, fighters can only make a single THERMAL MINES (HIDDEN TRAPS)
Move (Simple) action during the activation. ● Deployment: 6" from enemy deployment zone.
● +1 modifier if hit by Blaze to see if the fighter is set ● Effect: 6", S8, AP-4, D3, Blaze, Melta (within 3").
on fire.
ENERGY SINK
SERVITOR SENTRY ● Deployment: Outside enemy deployment zone.
● Deployment: Deployment zone. ● Can be represented by a token/marker.
Living Wargear:
● Counts as a fighter in all regards. Affects the following weapons (ranged & close combat):
● Can't gain XP. ● Power (trait).
● All Lasting Injuries counts as ‘Out Cold’. ● Melta (trait).
● Automatically pass Cool & Willpower checks. ● Las.
● Automatically fail Leadership & Intelligence checks. ● Plasma.
● Do not count for the purposes of Bottle tests.
● Can't be Reinforcement. If a fighter makes an attack with such a weapon, reduce the
● Must always be deployed on the battlefield (in Strength depending on the distance to the Energy Sink:
addition to the specified crew size). ● Within 3”: -D3S (min 1).
● Immobile (can't move). ● Within 6”: -1S (min 1).
● Can be moved by friendly fighters like a Loot casket.
RAD CASTERS
M WS BS S T W I A Ld Cl Wil Int
● Deployment: Outside enemy deployment zone.
- 6+ 5+ 2 4 1 6+ 1 12+ 4+ 6+ 12+ ● Can be represented by a token/marker.
Weapons: Autogun or shotgun (solid & scatter).
If within 3” in the End phase, pass a Toughness check (+1
TOOL BOX
modifier per equipped item that protects against Rad-phage
● Deployment: Deployment zone.
weapons), suffer a Flesh Wound.
Can be moved like a Loot casket.
Friendly fighters B2B can throw it as a Rad Grenade (removed
the attack).
Apply the following effects to friendly fighters within 1” when
activating (before making any actions):
ARCHAEO-RELIC (GANG RELIC)
● Make a free Reload (Double) action.
● Deployment: Deployment zone.
● Mechanic fighters (Cyber-mastiff, Ambot, Servitor
● Only available when defending.
Sentry or Servitor):
● +2 Cool & Ld for friendly fighters within 6”.
○ Roll a 4+ to remove a single Flesh Wound
or recover a lost Wound.
Enemy fighters ending an activation within 3” must pass an
Intelligence check or gain Insanity.
ROAD RELIC (GANG RELIC)
● Deployment: Outside enemy deployment zone.
● Only available when defending.
● +2 Cool & Ld for friendly fighters within 6”.

Include a Fixed Heavy Stubber with 2 fire modes:


● Custom Heavy Stubber: Rapid Fire (1).
● Custom Heavy Stubber (Suppressive):
12" (+1) - 24", Rapid Fire (3), Unstable.

23
★ NECROMUNDA ★

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

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

ROLL FOR PRIORITY


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

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

ACTION PHASE
Starting with the gang with Priority, take turns to pick one of GROUP ACTIVATIONS
the Ready fighters to activate. When activating a non-Passive fighter with the Group
Activation (X) ability, additional Ready non-Passive friendly
START OF ACTIVATION Faction fighters within 3” can be activated at the same time.
Most Leaders and Champions have this:
Some events happen at the start of an activation before any
actions are made. If there are multiple such events, the
● Leader: 2 additional Ready fighters.
controlling gang can choose the order. ● Champion: 1 additional Ready fighter.

TURN TO FACE: A Standing fighter can turn to face any If a Leader or Champion is activated in this way, they may not
direction when activated. then perform a Group Activation themselves!

INSANITY All fighters must be nominated before any of them makes an


When activating with Insanity, roll a D3: action. Then activate each fighter in the group as normal, fully
1. Immediately Broken (if already Broken, flee even if resolving their activation before picking the next fighter. Each
the gang has not failed a Bottle test). fighter activates individually, groups never activate
2. An opposing gang (randomize if multi-player) can simultaneously.
control the fighter this activation, treated as a
friendly fighter to that opposing gang (while GROUP ACTIVATIONS (PETS)
activating). All pet owner gains the ability to Group Activate all pets:
3. Activate as normal. After the activation, pass a ● Pets join the Group Activation in addition to the
Willpower check to lose Insanity. number of fighters that can normally be Group
Activated.
ACTIVATE FIGHTERS ● Pets can be Group Activated regardless of distance
By default, all activations include 2 actions. to the owner and even if the owner is prevented from
activating or make any actions in a round.
The available actions depend on the Status, Secondary Unlike normal Group Activations, this can and must be done
Status and Conditions of the fighter. regardless of any event that would normally prevent Group
Activations:
If one gang runs out of fighters to activate, the other gang(s) ● Chained: If the owner itself was part of another
can activate all remaining fighters in any order. Once all fighter's Group Activation.
fighters have been activated, even if no actions were ● Passive: Regardless of whether the pets or the
performed during an activation, the Action phase ends. owner is Passive.

24
★ NECROMUNDA ★

ACTIONS
COUP DE GRACE (SIMPLE)
TYPES OF ACTION Requires the fighter to not be Engaged with any other
A fighter normally has 2 actions per activation. Each action is fighters. Pick a Seriously Injured enemy fighter within 1” and
fully resolved before declaring the next action. There are 3 within the vision arc of the fighter making the action. That
types of action: fighter immediately goes Out of Action.
● Basic (1 action): Only once per activation.
● Simple (1 action): Repeatable. A fighter making a Charge (Double) action can make a Coup
● Double (2 actions): Repeatable. de Grace (Simple) action instead of a Fight (Basic) action if
they end their move within 1” of a Prone and Seriously Injured
An action that is repeatable can be made more than once fighter and not Engaged by any enemy fighters.
during the activation (if the fighter has sufficient actions to
spend). If making a fight action and the target becomes Seriously
Injured, the fighter may end the action with a free Coup de
Basic & Simple actions cost 1 action to use. Double action Grace (if within 1" and no longer Engaged).
costs 2 actions (normally taking up the entire activation). If an
activation is reduced to only 1 action (for any reason), a Note that Nerve tests do not stack and a free Coup de Grace
Double action cannot be made. If a fighter has 4 or more action after a fight action that Seriously Injured a fighter only
actions available in an activation, the same Double action triggers 1 Nerve test (not 2).
can be declared more than once (the cost of a Double action
is equivalent to 2 Simple actions). TAKE COVER (BASIC)
Move up to half Movement, then become Pinned.
DEFAULT ACTIONS Note: Voluntarily becoming Pinned never triggers an Initiative
The actions listed here (under Active, Engaged, Pinned, test to prevent falling (edge, pitfall or similar).
Seriously Injured) are default and always available to a
fighter if the fighter can activate and make actions. This can DUCTWAYS: CRAWL THROUGH DUCTWAY (DOUBLE)
even include Passive fighters (unless otherwise noted). If within 1” of a ductway, place the fighter within 1” of the other
end (provided there is space).
There are other actions granted by wargear, scenarios, skills
or other effects, however these are not always available: DUCTWAYS: FIRE THROUGH DUCTWAY (BASIC)
● Actions not listed here requires the fighter to be not If within 1” of a ductway, make a ranged attack against an
Passive (unless otherwise noted). enemy fighter that is within 1” of the other end of the same
ductway. The attack will hit on a 5+, regardless of BS or
modifiers.
STANDING: ACTIVE
MOVE (SIMPLE) Template: Automatically hit all fighters within 2” of the other
Make a Standard move. end of the ductway.
● Move a distance up to the Movement stat.
● Climb vertically up or down. Blasts: The target must be within 1" of the ductway (an
● Cross any gap no wider than their base. enemy or any point of the battlefield). Then roll to hit (5+) and
● Attempt to leap across a bigger gap provided they scatter it it misses as normal.
have enough movement left to do so.
● Attempt to jump down to a level below.

CHARGE (DOUBLE)
Make a Move (Simple) action, adding D3” to the distance.
During a charge, the fighter can move within 1” of one or
more Active, Engaged or Pinned enemies, but if they do, they
cannot move away from those enemies.

Can also move within 1" of any Seriously Injured enemies,


but can also continue moving away from them.

If Engaged at the end of the action, they can immediately


make a free Fight (Basic) action. If they only end up within 1”
of one or more Seriously Injured enemies, they can make a
free Coup de Grace (Simple) action instead.

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

AIM (BASIC)
If the fighter makes a subsequent Shoot (Basic) action, add 1
to the result of any hit rolls.

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

25
★ NECROMUNDA ★

DOOR: OPERATE (SIMPLE)


If within 1”, either open a closed door or close an open door. STANDING: ENGAGED
FIGHT (BASIC)
ACCESS TERMINAL (BASIC) Make close combat attacks against one or more Engaged
Used for terrain with special rules (locked doors or industrial enemies.
terrain). If within 1”, make an Intelligence test with a -2
modifier. RETREAT (BASIC)
1. Make an Initiative check. If failed, the action ends.
Doors: If passed, make a free Operate Door action on the 2. If passed, any Engaged enemies can try to pass an
terminal’s door (regardless of distance to the door). Initiative check in order to make Reaction attacks
against the retreating fighter.
Lift: If passed, activate or deactivate a single lift on the 3. If still standing, move D6" (2D6” if broken).
battlefield. If deactivated, it can't be used until the following
round’s End phase.
PRONE: PINNED
Terrain Special Effect: If passed, activate or deactivate the STAND UP (BASIC)
special effect for a piece of terrain. Activation lasts until the The fighter stands up, returning to Active status. Choose the
End phase. Deactivation lasts until the next round’s End fighter’s facing.
phase.
CRAWL (DOUBLE)
Ancient Terminal: If passed and a double, gain 2D6x10 The fighter may move up to half their Movement.
Credits. Additionally, if successful, roll a D6:
● 1-2: +D6 Reputation. BLIND FIRE (DOUBLE)
● 3-4: +D6x10 Credits. Make a ranged attack, treating their vision arc as 360°.
● 5-6: +D6 Experience. Subtract 2 from the result of any hit rolls.

LOCKED DOOR: FORCE OPEN (BASIC) RELOAD (DOUBLE)


If within 1”, pass the following test to open the door: Pick a weapon that is Out of Ammo and make an Ammo
check. If passed, the weapon is reloaded and no longer Out of
Open standard: D6+Str > 8 Ammo.
Open vault: D6+Str > 10

Add +2 per friendly fighter B2B with the door.


PRONE: SERIOUSLY INJURED
CRAWL (DOUBLE)
The fighter may move up to half their Movement.
LOOT CASKET: SMASH OPEN (BASIC)
If within 1”, pass the following test to open the loot casket:
BROKEN
Open Loot Casket: D6 + Str > 5 Any fighters subject to the Broken Condition must perform a
Running for Cover (Double) action when activated.
However, suffer a -1 modifier when rolling to determine the
casket’s contents (minimum 1). RUNNING FOR COVER (DOUBLE)
If Active, move 2D6”. If Prone (Pinned or Seriously Injured),
LOOT CASKET: BYPASS LOCK (BASIC) move half Movement instead.
If within 1”, pass an Intelligence check to open the casket.
Attempt to end the move in the following order of priority:
LOOT CASKET / AMMO CACHE: CARRY (SIMPLE) 1. More than 3” away from enemy fighters.
If within 1”, make a Move (Simple) action, carrying the loot 2. Out of line of sight of enemy fighters.
casket or ammo cache. When the action ends, the casket is 3. In cover.
placed in B2B. 4. As far away from any enemy fighters as possible.

DROP RIG: DESCEND (BASIC) If Engaged when activated, use same rules as when
Requires the Drop Rig wargear. Spend a Basic action Retreating:
(Descend) if Active and within 1” of an edge: 1. Make an Initiative check. If failed, the action ends.
● Move 0-3” horizontally and 0-12” vertically 2. If passed, any Engaged enemies can try to pass an
downwards. Initiative check in order to make Reaction attacks
against the retreating fighter.
GRAPNEL LAUNCHER: GRAPNEL (DOUBLE) 3. If still standing, move 2D6", or half Movement if
Requires the Grapnel Launcher wargear. Move up to 12” in a Seriously Injured when trying to Retreat.
straight line, in any direction. This move can take them to a
different level, as long as they do not move through terrain.

26
★ NECROMUNDA ★

BADZONE ACTIONS
SCAVENGE (DOUBLE)
Requires the Old Cache Badzone Event. 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.

Ancient Manufactorum: Find loot caskets on a 4+ (rather


than a 6+).
Warp-tainted: If failing the Scavenge action, pass a
Willpower check or gain Insanity.

COVER (SIMPLE)
Requires the fighter to be within 1” of a Service Hatch
(Industrial Terrain). Gain cover. Any movement (voluntarily or
otherwise) removes this benefit.

CLIMB (SIMPLE)
Applies to Industrial Claw/Hook (Industrial Terrain). When
within 3" of the line between the Claw (or where it connects to
the structure) and the ground level, make the Climb (Simple)
action to ascend or descend.

TRIGGER CLAW (BASIC)


When within 3” of a Claw/Hook (Industrial Terrain), drop the
Claw on an enemy fighter on a lower level than the attacker
and within 3" of the line between the Claw (or where it
connects to the structure) and the ground level.

The attacked fighter must pass an Initiative check or take a


S5 hit.

HOOK CARGO (SIMPLE)


When within 3" of a claw/hook, lift either a Seriously Injured
fighter or loot casket (or similar item that can be carried) up or
down to any point within 3" of the Claw/Hook, provided that
there is space to place the model.

JURY RIG (DOUBLE)


Requires the Abandoned Hardware (Hive Ruins). When B2B,
pass an Intelligence check to move the terrain piece up to 10”
(moving with it if they wish). Can't climb ladders, but can go
up ramps or be driven off ledges (suffering and inflicting
damage in the same way as falling fighters). Alternatively, the
Hauler or Crane’s claw can be activated (if it has one) using
the rules for Industrial Claws and Hooks (Industrial Terrain).

DISARM ORDNANCE (DOUBLE)


If within 3” of an Unexploded Ordnance (Forgotten Ordnance),
pass an Intelligence or Cool check to remove a token from the
bomb.

27
★ NECROMUNDA ★

MOVEMENT
Fighters move by making actions, for example Move (Simple), TERRAIN
Charge (Double) or Crawl (Double). To run, make 2 Move The following section covers how terrain affects movement.
(Simple) actions.
DIFFICULT TERRAIN
There are 2 types of movement: Every 1” movement count as 2”.
● Voluntary move.
● Involuntary move. DANGEROUS TERRAIN
Dangerous Terrain is Difficult Terrain. In addition, an Initiative
check must be passed to avoid immediately going Out of
VOLUNTARY MOVEMENT Action and suffering a Lasting Injury roll.
Normal moving, usually during a fighter's activation.
● Move through friendly fighters. OBSTACLES
● Move up to (but not further) than the full movement Obstacles are free standing terrain no more than 2” high and
allowance. 2” across (such as pipelines, barricades and barrels). Fighters
may cross obstacles as they move, but doing so reduced their
INVOLUNTARY MOVEMENT movement by a number of inches equal to the height of the
obstacle. A fighter may not end their movement on top of an
Some rules may force a fighter to move involuntarily. obstacle.
● Stop moving if contacting any fighters or impassable
terrain.
STRUCTURE
● If movement ends with the base partially over an Structures are terrain features more than 2” high and more
edge (open air), pass an Initiative check to avoid
than 2” across. A fighter may climb up and onto structures and
falling (move shortest way back so the base is no
between various levels and platforms as they move and may
longer over open air). end their movement on any level if there is sufficient space for
● If moving completely over an edge, fall automatically. their base.

UNIVERSAL IMPASSABLE AND SOLID TERRAIN


Apply the following regardless of what movement a fighter Fighters may not move across impassable terrain.
does (unless specified otherwise):
● Stop movement before ending in a position where the DUCTWAYS
base is overlapping other fighters or impassable Ductways can be up to 2” in length and can be placed across
terrain. any 2” wide wall or any other impassable terrain.Can be
● After moving, a fighter can turn to face any direction. crawled through using Crawl Through Ductway (Double)
● Moves should be declared before any measuring. action.
● After measuring, move the full distance declared
(even if it was shorter than expected or insufficient for CRAWL THROUGH DUCTWAY (DOUBLE) - If within 1” of
what was planned). For example a failed Charge a ductway, place the fighter within 1” of the other end,
provided they can be set up so that they are not within 1” of
having insufficient move to reach engagement.
an enemy fighter and so that their base does not overlap
● A fighter can never end up inside a solid piece of
that of another friendly fighter or an obstacle.
terrain feature or anywhere else it can't move out of.
CLIMBING
Climbing is equal to moving through Difficult Terrain. Any
vertical surface can be climbed. A fighter can't end the
0.99" GUIDELINE activation mid-climb; they must have sufficient movement to
It can be practical to keep fighters almost 1" away from reach a flat surface. If they can't, they will stay where they
enemies to clearly distinguish who are engaged B2B. were when the action was declared.

Note that a fighter may end a Move (Simple) action mid-climb,


provided that they are able to immediately use another action
to complete the climb.

STEPPING UP
A fighter may freely ‘step up’ onto another level or platform of a
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.

OVERHANGS
Overhangs can be traversed as long as it protrudes no more
than 1” from the vertical surface. Overhangs that protrude
more than 1” are considered impassable when climbing.

LADDERS AND STAIRS


Normal movement.

28
★ NECROMUNDA ★

LIFT
If moving onto a lift, the lift can go 4" up or down. The fighter
can then use any remaining movement. The lift can only move
once per round. Any models standing on it moves with it.

If a fighter moves a lift while another fighter obstructs the path


of the lift, the other fighter must pass an Initiative test to move
up to 2" away from the lift. If failed, or having insufficient move
to escape the lift, suffer an automatic hit with automatic wound
with a D3 attack. If the attack was survived, move the fighter
the shortest distance possible to no longer obstruct the lift.

LEAPING GAPS
A fighter may attempt to leap across a gap that is bigger than
their base, provided there is enough Movement to do so. Stop
at the edge and pass an Initiative check to leap the gap and
continue moving. If failed, fall straight down by the shortest
possible route to the next level down and suffer a hit as follows.

JUMPING DOWN
Pass an Initiative check to jump down to a lower level. No
modifier for the first 2”, but a cumulative -1 modifier for each
additional 2” jumped (rounded up). If failed, suffer falling
damage as normal (described below).

N17: The vertical distance does not cost any movement.

FALLING HAZARDS
A fighter is at risk of falling if they go from Standing to Prone
whilst within ½” of the an edge. Pass an Initiative check to
avoid falling.

RAILINGS
If the nearest edge of a level or platform is bounded by a railing
or similar barrier at least ½“ tall, the chance of falling is
reduced:
● +1 to Initiative checks
(when going Prone to see if the fighter falls).

FALLING
If a fighter falls 3” or more, they will take a hit. Round up to the
nearest inch.
Jumping Down
Distance Modifier Strength Falling AP Damage
1”-2” - - - -
3-5” -1 3 - 1
6”-7" -2 5 -1 1
8”-9" -3 7 -2 2
10” + -4 9 -3 3

A falling fighter is immediately Pinned and their activation ends.

If falling and landing within ½” of a platform edge, pass another


Initiative check or fall again.

FALLING ON OTHER FIGHTERS


If landing on top of another fighter, both are Pinned and suffer
the same damage. Move the falling fighter the shortest possible
distance so that they are not overlapping (if neither went Out of
Action).

If falling on an enemy fighter (and neither fighter is Seriously


Injured), move the falling fighter 1" away from the enemy fighter
(shortest possible route).

29
★ NECROMUNDA ★

Name Description Rule

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

Vats of molten metal, Difficult Terrain.


DANGEROUS TERRAIN spinning turbines etc. Pass an Initiative to avoid going Out of Action (suffering a
Lasting Injury roll).

OBSTACLES Free standing terrain no May be crossed during movement.


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

STRUCTURE Structures are terrain May be climbed up and onto.


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

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

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

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

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

OVERHANGS Overhangs can be traversed as long as it protrudes no


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

LADDERS AND STAIRS Normal movement.

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

JUMPING DOWN Pass an Initiative check to jump down to a lower level.


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

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


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

30
★ NECROMUNDA ★

SHOOTING
1 Declare the shot 5. RESOLVE HITS
2 Check the Range Each attack that scores a hit is resolved using ‘Resolving hits’
3 Make the Hit Roll rules.
4 Target is Pinned
5 Resolve Hits STRAY SHOTS
If a ranged attack misses, there is a chance that other fighters
1. DECLARE THE RANGED ATTACK (friend & foe) will be hit:
Pick a ranged weapon, then pick an eligible target.
● Any fighters Engaged with the target.
TARGET PRIORITY ● Within 1” of the measured line (between attacker
● Must target the closest enemy fighter in LOS and target).
(regardless of facing), even if the target is Engaged. ● Not in hiding (Prone & in cover).
○ Blast/Template: Same as above, but must ● Not B2B with the attacker.
touch the closest enemy.
● Can target a more distant enemy if easier to hit. Stray shots will hit intervening fighters on a 6+. Roll once per
● Can ignore Seriously Injured enemies. fighter (until a fighter is hit or there are no more fighters),
● Pass a Cool check to target a more distant enemy. starting with the fighter closest to the attacker.

When a target is determined, the attacker must turn to face If the attack would have caused more than one hit, follow this
so that the target is within the attacker's vision arc. sequence for every hit.

FIGHTERS IN HIDING COLLATERAL DAMAGE


A fighter that is both Prone (Pinned or Seriously Injured) and If an Engaged fighter is hit by a blast/template, any other
in cover can't be targeted. fighters Engaged with that fighter is also hit on a 4+.

2. CHECK THE RANGE TWIN GUNS BLAZING


Measure the range from the attacker to the target. If beyond A fighter with 2 sidearms can attack with both as part of a
the weapon’s Long range, the attack automatically misses. single Shoot (Basic) action.
The Firepower dice must still be rolled.
● Make hit rolls for each weapon before resolving any
3. MAKE THE HIT ROLL successful hits.
Make a BS check with modifiers: ● Must be made against the same target.
● -1 to hit.
● Cover (-2)
Critical miss on 1 and 2 (instead of only 1), meaning THE FIREPOWER DICE
a minimum of 3+ is required to hit, regardless of Always roll a Firepower dice when attacking with a ranged
whether BS and modifiers would improve the hit roll weapon (or any weapon with an Ammo stat other than '-').
to 2+. This also applies for Sidearm in close combat or the hit roll
● Stealth (-1) isn't made (for example if the target is out of range).
A target that didn't make any ranged/psychic attacks
since the start of its previous activation. If the Ammo symbol is rolled, roll a D6 to make an Ammo
● Accuracy Modifier (+/-?) check for the weapon. If failed, the weapon itself becomes
● Engaged (-1) subject to the Out of Ammo condition after resolving the
● Prone & Long Range (-1) attack. If the weapon has more than one profile, all are
● Modified Shoot action (-1) considered to have failed an Ammo check.
When improving a Shoot action using a special rule
or skill (for example Double → Basic or Basic → The weapon can't be used until a successful Reload (Double)
Simple) or making a ranged attack with an Unwieldy action has been performed, using any one of the weapon’s
weapon as anything other than a Shoot (Double). available profiles.
Note: Unwieldy weapons can never be used with
Shoot (Simple). SHOOTING WHEN PINNED
A Pinned fighter can spend a Double action (Blind Fire):
IMPROBABLE SHOTS
● Make a ranged attack, treating the vision arc as
If the hit modifiers applied to a ranged attack mean that it is
360°.
impossible to score a hit, the attack is an improbable shot (for
● -2 hit modifier.
example 7+).

First roll to hit on a 6+, then roll again using only the fighter’s
Ballistic Skill and ignoring any modifiers.

4. TARGET IS PINNED
When a Standing Active fighter is hit by a ranged attack, they
are automatically Pinned. Note that Engaged fighters can't
become Pinned.

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★ NECROMUNDA ★

BLAST MARKERS FLAME TEMPLATES


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

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

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

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

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

1: - Centre the Blast over the attacking model.


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

RAPID FIRE
When combined with Rapid Fire, apply the following:
● Hit: Additional Blasts can be placed within 3" and
range of the original target.
● Miss: Each Blast scatters D6" from the original target
(roll individually).

BLASTS, TEMPLATES AND COVER


Fighters hit by Blasts and Templates may gain a positive modifier to their save roll if in cover:
● 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 attacker.

Note that these modifiers can't be applied to unmodifiable saves.

32
★ NECROMUNDA ★

CLOSE COMBAT
Fighters can make close combat attacks against Engaged PISTOLS AT CLOSE QUARTERS (SIDEARM)
enemies during a Fight action or as Reaction actions. A Sidearm can only have one Attack dice allocated to it. Any
All close combat attack rolls always use Weapon Skill to hit. remaining attack dice must be allocated to a Melee weapon
(or Unarmed attacks).
The activating fighter declares a Fight action, targeting an ● Accuracy modifiers do not apply in close combat.
enemy and makes the first attack roll. Then the targeted ● Use WS in close combat (never BS).
fighter can make an attack roll as part of the Reaction attack. ● Use the Firepower dice as normal (to trigger Ammo
This is called the close combat sequence and includes both tests or amount of hits for Rapid Fire).
the Fight action and any Reaction attacks.
● Attacker: The activating fighter making the Fight TURN TO FACE
action. The first target must be in the fighter's front arc before
● Defender: Any fighter(s) targeted by the attacker. attacking. The fighter can turn to face once before making the
first attack roll:
The close combat sequence contains 3 steps: ● Attacker: Turn towards any Engaged enemy.
1. Initiation. ● Defender: Turn towards the attacker.
2. Attacks & Reaction attacks.
3. Conclusion. If turning to face the target, suffer a -1 hit modifier to all attack
rolls this close combat sequence.
Any Nerve tests are delayed until the conclusion.

INITIATION
A fighter targeting an enemy for the first time during a close
combat sequence must first complete the following steps:
1. Pick weapons.
2. Determine attack dice.
3. Turn to face (-1).

PICK WEAPONS
Any fighter that targets a fighter for the first time during a
close combat sequence must first pick weapons from one of
the following:
● Dual Wielding (+1): 0-2 weapons (Melee/Sidearm).
● Unwieldy: 1 Unwieldy weapon.
● Unarmed: Strength as user.

DETERMINE ATTACK DICE


Calculate how many the fighter has available:

The number of Attack dice is determined by the Attacks stat


plus the following bonuses:
● Dual Wielding (Sidearm/Melee): +1.
If using more than 1 weapon (Melee/Sidearm). This
bonus can apply multiple times for unusual cases
where a fighter can use more than 2 weapons (for
example Extra Arm).
● Paired: +1.
If using 2 Melee weapons.
● Charging: +1.

If attacking with more than 1 weapon, the Attack dice must be


split as evenly as possible, the fighter chooses which weapon
makes any odd attack.

33
★ NECROMUNDA ★

ATTACK VERSATILE
Starting with the attacker, attacker and defenders take turns Normally Engaged fighters are B2B, however the Versatile
making one hit roll for a single attack at a time. Each attack trait allows fighters to be Engaged while attacking and while
dice is rolled individually, using the following steps: making reaction attacks. The ranges may differ between
Versatile weapons, allowing only some fighter(s) to attack
1. Declare a target: Engaged and within vision arc. while preventing others.
○ Attacking fighter: Any enemy.
○ Reacting fighter: The attacking fighter. KNOCKBACK
2. Choose a weapon: If dual wielding, subsequent Critical hit: The target can be moved 1" directly away. This
attacks must alternate between weapons. fighter can choose to follow up, moving directly towards the
3. Resolve the hit roll: See 'Resolving Hits'. target to remain Engaged (unless attacking across a
○ -2 if Broken (Reaction attacks). barricade).
○ +1 for each Assist.
○ -1 for each Interference. +1 Damage if the target can't be moved the full 1” (because of
○ -1 if turned to face. walls, obstacles or other fighters). Move as far as possible.
○ -1 when attacking through a barricade.
If any part of the base is knocked back over an edge, pass an
REACTION ATTACK Initiative check or fall.
If the defender is still Engaged (survived), repeat all of the
previous steps: If a knockback is triggered and a fighter is moved back, the
1. Pick weapons. distance between fighters can be increased, resulting in
2. Determine attack dice. subsequent attacks or reaction attacks being prevented. Only
3. Turn to face (-1). fighters with sufficient versatile range can continue attacking.

Then the defender continues making one hit roll in the same BACKSTAB
way as the attacker: Triggered when an enemy B2B turns to face to declare this
1. Declare the attacker as target. fighter (with Backstab) as the first target. The Backstab fighter
2. Choose a weapon. can immediately make one attack (before the enemy) with a
3. Resolve the hit roll. Backstab weapon with +1S.

As long as the attacker is Engaged (survived) and there are Requirements:


one or more Engaged defenders (also survived), keep ● This fighter must already be facing the enemy
making attacks and reaction attacks until all fighters have (before turning to face).
spent all available attack dice. If a fighter runs out of attacks, ● Must have remaining attack(s) to spend.
the other fighters can continue making attacking using their
remaining attack dice. DISARM
Critical hit: The target's remaining attack rolls are reduced to
If there are multiple defenders, this can mean that one or unarmed attacks.
more defending fighters have unspent attack dice after the
attacker has finished attacking. Each Engaged defender can CONCLUSION
then resolve any remaining attack dice, one defender at a If the attacker is no longer Engaged, the fighter can choose
time. one of the following:
● A free Coup de Grace (Simple) action (against a
The defender can start the combat using 1 attack with a Seriously Injured fighter within 1").
Backstab weapon if the attacker must turn to face the ● Move up to 2”.
defender.
Any fighters that were Seriously Injured or taken Out of Action
NOTES now triggers Nerve tests. Each fighter will max suffer 1 Nerve
● Reaction attacks must target the attacker. test (regardless of how many casualties there were).
● Reaction attacks are only triggered by the attacker's
Fight action (Simple/Basic/Double), not other
actions that are made instead of Fight actions
(Headbutt, Hurl etc.).

ASSISTS
Claim an assist from each other friendly fighter that is:
● Engaged & B2B with the target.
● Not Engaged with any other enemies.

Apply a +1 hit modifier for each assist.

INTERFERENCE
Suffer interference from each other enemy fighter that is:
● Engaged with the target.
● Not Engaged with any other enemies.

Apply a -1 hit modifier for each interference.

34
★ NECROMUNDA ★

EXAMPLES ATTACK (MULTI)


Fighter A makes a Fight action targeting fighter B and C.
The close combat sequence can be quite complex. here are
some examples that may help explaining this mechanic:

PICK WEAPONS & DETERMINE ATTACK DICE A


Fighter A makes a Fight action targeting fighter B (B2B). B

A
B C

Fighter A options (A2, 2xAutopistol, Club): All fighters have A1, Laspistol and Club (dual wielding) for a
● 2xAutopistol (3 attacks, dual wielding): total of 2 attacks each. Fighter A will suffer interference and
○ 2x Autopistols: 2 attacks fighters B & C will benefit from assist.
(each pistol can only be used once). 1. A makes attack nr 1: Targets B (could target C
○ Unarmed: 1 attack. instead).
● Autopistol + Club (3 attacks, dual wielding): 2. B makes (reaction) attack nr 1: Targets A.
○ Autopistol: 1 attack (only usable once). 3. A makes attack nr 2: Targets C (could target B
○ Club: 2 attacks. instead).
● Autopistol (2 attacks): 4. C makes (reaction) attack nr 1: Targets A.
○ Autopistol: 1 attack (only usable once). 5. B & C makes remaining attacks (one fighter at a
○ Unarmed: 1 attack. time) against A.
● Club: 2 attacks.
● Unarmed: 2 attacks. Notes:
● A can choose to only attack one fighter (B or C),
Fighter B options (A1, Club, Two-handed axe): preventing any reaction attacks from the other
● Club: 1 attack. enemy.
● Two-handed axe: 1 attack. ● At any time B or C is no longer Engaged with A, the
● Unarmed: 1 attack. assistance/interference stops.

Neither fighter have to turn to face. BACKSTAB


Fighter A got Backstab. It is irrelevant whether fighter B got
TURN TO FACE Backstab (since B has to turn to face before attacking).
Fighter A makes a Fight action targeting fighter B (B2B).

A
A B
B
A starts the Fight action:
Fighter A: ● A makes first attack (as normal).
● Don't have to turn to face B in order to attack. ● B turns to face A.
● B is attacked outside its front arc. ● A interrupts normal attack sequence and make a
● B has to turn to face A to make Reaction attacks. attack (with Backstab).
● B makes first attack.
ATTACK (SIMPLIFIED) Notes:
Fighter A makes a Fight action targeting fighter B (B2B). ● A must have an available Backstab attack to
interrupt B's attack.

A
B

A has 2 attacks, B has 5 attacks. Follow these steps as long


as both fighters are Engaged:
1. A makes attack nr 1.
2. B makes attack nr 1 (reaction).
3. A makes attack nr 2.
4. B makes all 3 remaining attacks (sequentially).

Stop making attacks if any fighter is knocked back (outside


B2B or any Versatile range), Seriously Injured or otherwise
no longer an eligible target.

35
★ NECROMUNDA ★

RESOLVE HITS
When hit by an attack, follow these steps: INJURIES
When any number of Injury dice are rolled for any reason,
1. Wound roll apply the results of each individual dice.
2. Save roll
3. Inflict Damage FLESH WOUND
● Suffer a Flesh Wound (-1T).
1. WOUND ROLL ● If Toughness is reduced to 0, go Out of Action.
Roll a D6 and compare the weapon’s Strength with the ● This stacks, a fighter can have multiple Flesh
target’s Toughness on the table below. Wounds.
Strength vs Toughness D6
SERIOUS INJURY
Strength >= 2 x Toughness 2+ ● Become Prone.
Strength > Toughness 3+ ● Can successfully recover in a later End phase.
Strength = Toughness 4+ ● Vulnerable to Coup de Grace actions.
Strength < Toughness 5+ ● Trigger Nerve tests to friendly fighters within 3" (note
Strength <= ½ x Toughness 6+ that Juves do not trigger Nerve tests to non-Juves).
● Does not stack (if already Seriously Injured, this has
2. SAVE ROLL no effect).
If the hit results in a successful wound roll, or leads to an
Injury roll being made against the fighter for any reason, the OUT OF ACTION
fighter may be able to make a save roll. ● Immediately removed from play.
● Trigger Nerve tests to friendly fighters within 3" (note
Only one save roll may be made for each hit that successfully that Juves do not trigger Nerve tests to non-Juves).
wounds (or inflicts an Injury roll).

Armour saves are made either: DAMAGE ‘-’ WEAPONS


● After the Wound roll, but before the Wound is Weapons with Damage characteristic of ‘-’ does not cause
removed, in which case the Wound is ‘saved’ and Damage in the usual way and will not cause a fighter to lose
not removed. a Wound.
● If the attack has a Damage ‘-’ characteristic and
causes an Injury dice to be rolled against the fighter Consequently, if any Injury dice are rolled against a fighter as
for any reason, a save roll is made before any Injury the result of an attack made by a Damage ‘-’ weapon, the
dice are rolled. result(s) of the Injury dice are applied as normal. No Wounds
are removed from the fighter.
Note that some weapon traits ignore save rolls. In such
cases, regardless of any modifiers, no save roll can be made.
FALLING
ARMOUR PENETRATION If falling 3” or more, take a hit based on the distance (rounded
If the AP stat reduced the save roll to 7+ or worse, it is up).
cancelled. Distance Strength AP Damage
1”-2” - - -
POSITIVE SAVE MODIFIERS
If a save would be improved, the positive modifier is added to 3”-5” 3 - 1
any modifiable save roll. 6”-7” 5 -1 1
8”-9” 7 -2 2
A fighter without any armour save can always benefit from a 10”+ 9 -3 3
positive save modifier, treated as having a save of 7+ before
modification.
LASTING INJURIES
After going Out of Action (for any reason), suffer a Lasting
3. INFLICT DAMAGE Injury roll.
Damage is inflicted following a successful unsaved wound
roll, as follows: D66 Lasting Injuries
11 Lesson Learned. Recovery, +D3 XP.
1. Each point of Damage caused by a weapon
12-26 Out Cold. No effect.
removes one Wound from a fighter.
2. When reduced to 0 Wounds by Damage from an 31-45 Grievous Injury. Recovery.
attack, immediately roll one Injury dice and apply 46 Humiliated. Recovery. -1 Cl and Ld.
the result to the fighter. 51 Head Injury. Recovery. -1 Int and Will.
3. Any additional points of Damage inflicted after the 52 Eye Injury. Recovery. -1 BS.
last Wound is removed immediately inflicts 53 Hand Injury. Recovery. -1 WS.
additional Injury rolls (for each additional wound). 54 Hobbled. Recovery. -1” M.
55 Spinal Injury. Recovery. -1 S.
Always use a default Damage of 1 unless a higher Damage
value is specified or the attack/weapon/effect has no 56 Enfeebled. Recovery. -1 T.
Damage ('-'). 61-65 Critical Injury. Dead, unless saved by a Doc.
66 Memorable Death. Dead, attacker gains +1 XP.

36
★ NECROMUNDA ★

NERVE TESTS RUNNING FOR COVER (DOUBLE)


Fighters must take a Nerve test when a friendly fighter within If Active, move 2D6”. If Prone (Pinned or Seriously Injured),
3” becomes Seriously Injured (not already Seriously Injured) move half Movement instead.
or taken Out of Action. All non-Broken fighters must test
regardless of Status and Secondary Status (unless immune Attempt to end the move in the following order of priority:
to Nerve tests). 1. More than 3” away from enemy fighters.
2. Out of line of sight of enemy fighters.
Note that Nerve tests don't stack. Even if multiple fighters are 3. In cover.
Seriously Injured or taken Out of Action by an attack (for 4. As far away from any enemy fighters as possible.
example Rapid Fire, Blast, or close combat), affected fighters
only take a single test as a result of that attack or event. If Engaged when activated, use same rules as when
Retreating:
NB: No Nerve test is required when a Juve is taken Out of 1. Make an Initiative check. If failed, the action ends.
Action, except for other Juves. 2. If passed, any Engaged enemies can try to pass an
Initiative check in order to make Reaction attacks
Nerve test: against the retreating fighter.
● Cool check. 3. If still standing, move 2D6", or half Movement if
● +1 modifier for each friendly non-Passive fighter Seriously Injured when trying to Retreat.
within 3”.

If failed, the fighter becomes Broken.

When becoming Broken:


● Immediately make a Running for Cover (Double)
action.
● Lose Ready.

Broken fighters can be rallied in the End phase. When a


Broken fighter activates in a subsequent round, the only
action available is another Running for Cover (Double). If
Engaged, Reaction attacks suffer a -2 modifier.

37
★ NECROMUNDA ★

END PHASE
After all fighters that wish to activate have activated, the VOLUNTARILY FLEEING
Action phase ends. Events that happen in the End Phase will Once bottled out (either voluntarily or failing a Bottle test), any
by default be resolved at the start of the End Phase. fighter (not Seriously Injured) can flee the battlefield at the
Examples: start of any Action phase:
● Flare & Smoke: Removed on a 4+ (roll individually). ● Active or Pinned: Flee automatically.
● Graviton Pulse: Remove all. ● Engaged: Pass an Initiative check to flee,
● Toxic Sludge: Prone fighters (at least partially in a or be Seriously Injured instead.
pool of toxic sludge) must roll a 2+ or go Out of ● Seriously Injured: Cannot voluntarily flee.
Action.
Once the gang only has Seriously Injured fighters remaining,
END PHASE ORDER the battle ends. Roll for Seriously Injured fighters succumbing
1. Make Bottle tests (if necessary). to their injuries as normal.
2. Fleeing the Battlefield (if necessary).
3. Make Recovery tests for Seriously Injured fighters. RECOVERY TESTS
4. Make Rally tests for Broken fighters. Each Seriously Injured fighter must make a Recovery test by
an Injury dice:
BOTTLE TESTS
Make a Bottle test for any gang with at least one fighter ● Flesh Wound: Suffer a Flesh Wound and become
Seriously Injured or Out of Action: Pinned.
● D6 + Seriously Injured + Out of Action > crew ● Seriously Injured: Remain Seriously Injured.
● Out of Action: Removed from play. Suffer a Lasting
For the purpose of bottle tests, the crew includes all friendly Injury roll as normal.
fighters present at the start of the battle and any that have
joined since. The results above are ranked from best to worst.

If the result is higher than the total number of fighters in the MODIFYING RECOVERY TESTS
crew (the number of fighters who were present at the start of The default amount of Injury dice being rolled is 1. Some
the battle), the gang has bottled out. effects can modify this (for example +1 dice or -1 dice during
Recovery), in which case more than 1 dice are rolled, then a
Alternatively, a gang can choose to automatically fail. single result is applied:

3 Roll 3 dice, then choose 1 to apply.


FLEEING THE BATTLEFIELD 2 Roll 2 dice, then choose 1 to apply.
Once a gang has Bottled Out, fighters may begin to flee the 1 Roll 1 dice.
battlefield. 0 Roll 2 dice, then apply the worst result.
-1 Roll 3 dice, then apply the worst result.
Starting with the gang with Priority, every fighter must pass a -2 Roll 4 dice, then apply the worst result.
Cool check, regardless of their Status, Secondary Status or
any Conditions. Fighters that fail will flee the battlefield. For ASSISTANCE
the purposes of the scenario being played, fighters that flee in When making a Recovery test, an Active friendly fighter (not
this way are considered to have gone Out of Action, unless Passive) within 1” can assist to gain +1 Injury dice for
the scenario states otherwise. recovery.
LEADING BY EXAMPLE Each fighter can only assist one recovery test per End phase
Fighters draw courage from their leaders. and each fighter can only be assisted once.

After the gang bottles out, if a fighter with the Leading By


Example ability passes the Fleeing the Battlefield (Cool)
RALLY TESTS
check in the End phase, any friendly Faction fighters within X” Make a Cool check with a +1 modifier for each friendly
automatically pass the Cool check and will not flee. non-Passive fighter within 3”. If failed, remain Broken until the
● Leader: 12” (any other Faction fighter). next End phase.
● Champion: 6” (Faction fighters without LBE).
END OF THE END PHASE
Notes: Some events are resolved at the end of the End phase:
● Keep in mind the role of walls and solid terrain ● Flooded Passage (special terrain feature):
features when measuring the distance between Seriously Injured fighters in the Flood Water must
fighters. roll a 2+ or go Out of Action (the injuries are too
great to keep the head above water).
● Badzone Environments: Roll to see if the current is
discarded. If discarded, generate a new Event.

38
★ NECROMUNDA ★

ARMOURY
UNIVERSAL WEAPON RULES ● Melee:
● Pistol: Always Sidearm (except Blaze/Template). ○ Always Ammo -.
● Close Combat: Always Melee. ○ Versatile if having range (other than E).
● Blaze/Template: Never Sidearm. ● Combi:
● Toxin/Web: Always Damage -. ○ Ammo (Wargear): Also gains Combo.
● Phase/Graviton Pulse: Always AP & S *. ○ Blaze: Gain Unstable.
● Single shot: Ammo * (for weapons without other ammo). ○ Multiple fire modes: Only use the weakest one
(low/short).
○ Grenade launcher:
■ Only include frag (Single Shot).
■ All additional ammo gain Single Shot.

PISTOLS Rng Acc


Weapon S L S L Str AP D Ammo Traits
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
+ 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
Bolt pistol 6” 12” +1 - 4 -1 2 6+ -
- Gas 6” 12” +1 - 4 * - 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 - * * 2 5+ Blast (3"), Concussion, Graviton Pulse
Hand flamer T - - - 3 - 1 5+ Blaze
+ 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+ -
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
Stub gun 6” 12” +2 - 3 - 1 4+ Plentiful
- Dumdum rounds 5” 10” +1 - 4 - 1 4+ Limited
- Static 6” 12” +2 - 3 - 1 4+ Limited, Shield Breaker, Shock
- Warp 6” 12” +2 - 3 - 1 4+ Cursed, Limited, Single Shot
Web pistol T - - - 4 * - 6+ Silent, Web
Wrist-mounted needler ~ spray (Cyniss) 3” 6” +1 - - - - 4+ Scattershot, Toxin
~ Burst (Cyniss) 6” 12” +1 - - - - 5+ Rapid Fire (1), Toxin

39
★ NECROMUNDA ★

BASIC WEAPONS (1/2) Rng Acc


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

40
★ NECROMUNDA ★

BASIC WEAPONS (2/2) Rng Acc


Weapon S L S L Str AP D Ammo Traits
Suppression laser ~ broad burst 4” 8” +2 - 2 - 1 4+ Plentiful, Scattershot
~ Short burst 8” 16” +1 - 4 - 2 4+ Knockback, Plentiful
- Focusing crystal 8” 16” +1 - 4 -2 2 5+ Knockback, Unstable
Throwing knives Sx2 Sx4 - -1 - -1 - 5+ Scarce, Silent, Toxin
Wyld Bow 9” 18” - -1 3 - - 4+ Silent
- Poison (arrows) 9” 18” - -1 - - - 6+ Scarce, Silent, Toxin
- Explosive (arrows) 9” 18” - -1 2 - 1 6+ Blast (3”), Scarce, Unstable
- Acid (arrows) 9” 18” - -1 3 - 1 6+ Blaze, Scarce
SPECIAL WEAPONS Rng Acc
Weapon S L S L Str AP D Ammo Traits
Chemical cloud breath (Khimerix) 6” 12” +1 - 3 -1 1 - Blast (3”)
Chem-thrower ‘Nightshade’ T - - - - * - 5+ Gas, Silent
Concussion carbine 9” 18” +1 - 3 -1 1 4+ Blast (3”), Concussion, Knockback, Seismic
Energy projector (Arachnotek Golem) 8” 16” +1 - 5 -1 1 3+ Rapid Fire (3), Reckless, Shock
Flamer T - - - 4 -1 1 5+ Blaze
+ Balefire thrower (Corrupted) T - - - 4 -1 2 5+ Blaze, Cursed
+ Fire Pike T - - - 4 -2 1 5+ Blaze, Rending
Gaseous eruption breath (Khimerix) T - - - - * - - Gas
Grav gun 9” 18” +1 - * * 2 5+ Blast (3”), Concussion, Graviton Pulse
Grenade launcher - anti-plant 6” 24” -1 - - - - 4+ Blast (3”), Defoliate
- Frag 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
- Krak 6” 24” -1 - 6 -2 2 6+ -
- Choke gas 6” 24” -1 - - * - 5+ Blast (3”), Gas, Limited
- Photon flash 6” 24” - - - - - 5+ Blast (5”), Flash
- Flare 6” 24” -1 - - - - 4+ Blast (3”), Flare
- Plasma 6” 24” -1 - 5 -1 2 6+ Blast (3”), Unstable
- Scare gas 6” 24” -1 - - * - 6+ Blast (3”), Fear, Gas, Limited
- Smoke 6” 24” -1 - - - - 4+ Blast (5”), Smoke
- Stun round 6” 24” - - 2 -1 1 4+ Concussion
Hrud fusil (Xenos) - low 9” 18” - - 6 -1 2 5+ Rapid Fire(1), Scarce
- Maximal 12” 24” +1 - 8 -2 3 5+ Scarce, Unstable
Kai hellspear (Corrupted) 6” 18” - - 3 -3 1 3+ Impale, Pulverise, Rending
Long las 18” 36” - +1 4 - 1 2+ Plentiful
- Focusing crystal 18” 36” - +1 4 -2 1 3+ Unstable
Long rifle 24” 48” - +1 4 -1 1 4+ Knockback
- Static 24” 48” - +1 4 -1 1 4+ Limited, Knockback, Shield Breaker, Shock
- Warp 24” 48” - +1 4 -1 1 4+ Cursed, Knockback, Limited, Single Shot
Meltagun 6” 12” +1 - 8 -4 3 4+ Melta, Scarce
Necrotic beamer - ranged (Xenos) 6” 12” - -1 6 -1 3 6+ Melta, Scarce, Scattershot
Needle rifle 9” 18” +2 - - -2 - 6+ Scarce, Silent, Toxin
- Chem darts 9” 18” +2 - - - - 6+ Chem Delivery, Silent
Neural flayer ~ short (Xenos) T - - - - - - 4+ Concussion, Flash
~ Full (Xenos) T - - - - * - 6+ Concussion, Fear, Flash, Gas, Pulverise
Plasma gun ~ low 12” 24” +2 - 5 -1 2 5+ Rapid Fire(1), Scarce
~ Maximal 12” 24” +1 - 7 -2 3 5+ Scarce, Unstable
Rad beamer ~ focused 12” 24” +2 - 3 -2 1 5+ Rad-phage
~ Dispersed 12” 24” - - 2 -2 1 5+ Rapid Fire (1), Rad-phage
Rad gun T - - - 2 -2 1 4+ Rad-phage
Sniper rifle 24” 48” - +1 4 -1 1 4+ Knockback, Rending
Storm Bolter (Imperial) 12” 24” +1 - 4 -1 2 6+ Rapid Fire (2), Scarce
Storm-welder 8” 16” +1 - 5 - 1 3+ Rapid Fire (3), Reckless, Shock, Unstable
Webber T - - - 5 * - 5+ Silent, Web
Yu’vath puzzle box (Xenos) 3” 6” +2 - 2 -1 1 3+ Rapid Fire (3), Scattershot, Unwieldy

41
★ NECROMUNDA ★

HEAVY WEAPONS Rng Acc


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

42
★ NECROMUNDA ★

GENERIC MELEE WEAPONS (GMW)


Used to represent various non-standard weapons, such as various attacks from beasts (claw/talon/beak/jaws) or unique weapons
used by special characters. There are 3 types and additional traits can apply (such as Versatile range).
CLOSE COMBAT (GMW) Rng Acc
Weapon S L S L Str AP D Ammo Traits (always Melee)
GMW1 (light) E - - - S -1 1 - *
GMW2 (medium) E - - - S -2 2 - *
GMW3 (heavy) E - - - S -3 3 - *

CLOSE COMBAT (1/2) Rng Acc


Weapon S L S L Str AP D Ammo Traits (always Melee)
Arc hammer E 1” - - +3 -1 3 - Pulverise
Arc welder E - - - +2 -3 3 - Blaze
Assault ram (SLHG pattern ‘sledge hammer’) E 2” - - +2 -1 2 - Knockback, Pulverise
Axe E - - - +1 - 1 - Disarm
Boning sword E - - - S -2 2 - Parry, Rending
Brute Cleaver E - +1 - S -1 1 - Disarm
Chainaxe E - +1 - +1 -1 1 - Disarm, Parry, Rending
Chain cleaver E - - - +1 -2 2 - Shred
Chainsword E - +1 - S -1 1 - Parry, Rending
Chain glaive E 2“ -1 - +2 -2 2 - Unwieldy
Cleaver E - - - +1 -1 1 - Disarm
Club, maul or hammer E - - - S +1 2 - -
Desire’s needle (Corrupted) E - +1 - +2 -1 1 - Chem Delivery, Power, Toxin
Digi laser E 3” - - 1 - 1 - Digi
Eviscerator -melee E 1" - - +1 -1 1 - Sever, Shred, Unwieldy
Flail E - +1 - +1 - 1 - Entangle
Flensing knife E - - - S -1 1 - Rending
Goredrinker axe (Corrupted) E - - - +3 -1 2 - Reckless, Rending
Greatsword E 1" - +1 +1 -1 1 - Sever, Unwieldy
Heavy chain cleaver E - +1 - +2 -2 2 - Sever
Heavy club E - - - S - 2 - Concussion
Heavy rock cutter E - - - +4 -4 3 - Unwieldy
+ drill E - - - +2 -3 2 - Pulverise, Unwieldy
+ saw E - +1 - +3 -3 2 - Rending, Unwieldy
Hex’iron Blade (Corrupted) E - - - +1 -3 1 - Cursed, Parry
Knife E - - - S -1 1 - Backstab
Kroot long rifle - close combat (Xenos) E 2” - - +1 - 1 - Disarm
Las cutter E 2” +1 - 9 -3 2 6+ Scarce
Lightning claw (Imperial) E - +1 - +1 -2 1 - Parry, Power, Rending
Necrotic beamer - close combat (Xenos) E 3” +1 - 3 - 3 - Melta
Polearm E 2” -1 - +1 - 1 - Unwieldy
Power axe E - - - +2 -2 1 - Disarm, Power
+ Fist (Imperial) E - - - +3 -3 3 - Power, Pulverise, Unwieldy
+ Hammer E - - - +1 -1 2 - Power
+ Knife E - - - +1 -2 1 - Backstab, Power
+ Maul E - - - +2 -1 1 - Power
+ Pick E - - - +1 -3 1 - Power, Pulverise
+ Sword E - - - +1 -2 1 - Parry, Power
Psychomantic Claw E 3" - - +1 * 1 - Phase, Shock
‘Pulverizer’ serrated axe E - - - +1 -1 1 - Pulverize
‘Renderizer’ serrated axe E - - - +2 -1 2 - Pulverise, Unwieldy
Rotary flensing saw E 4” - -1 +1 -2 2 - Knockback, Shred

43
★ NECROMUNDA ★

CLOSE COMBAT (2/2) Rng Acc


Weapon S L S L Str AP D Ammo Traits (always Melee)
Serpent's Fang E - - - +2 * 1 - Phase, Rending
Servo-claw E - - - +2 - 2 - -
Shield (assault/energy) E - - - S - 1 - Shield, Knockback
Shock baton E - - - S - 1 - Parry, Shock
+ Stave E 2” - - +1 - 1 - Shock
+ Whip E 3” -1 - +1 - 1 - Shock
Shivver Sword E - +1 - +1 -1 1 - Parry, Power, Sever
Spider-rig E 3” +1 +1 +1 -1 1 - Entangle, Parry, Shock
Spud-Jacker E - - - +1 - 1 - Knockback
Stiletto knife E - - - - - - - Toxin
+ Sword E - - - - -1 - - Parry, Toxin
Sword E - +1 - S -1 1 - Parry
Tenebrous scourge (Corrupted) E 3” - - +3 - 1 - Entangle, Power
Thunder hammer E - - - +1 -1 3 - Power, Shock
Two-handed axe E - -1 - +2 - 2 - Unwieldy
+ hammer E - -1 - +1 - 3 - Knockback, Unwieldy
Unarmed attack E - - - S - 1 - -
Venom Claw E - - - - -2 - - Entangle, Toxin
Web Gauntlet E - +1 - 3 * - - Backstab, Web
Whip E 3” -1 - S - 1 - Entangle
Whisperbane knife (Corrupted) E - +2 - S - 1 - Backstab, Scattershot
Xenarch Death-arc (Xenos) E 5” +1 - 3 - 1 2+ Plentiful, Rapid Fire (2), Shock

GRENADES Rng Acc


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

BOOBY TRAPS Rng Acc


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

44
★ NECROMUNDA ★

WEAPON TRAITS
BACKSTAB COMBI
Triggered when an enemy B2B turns to face to declare this A combi-weapon has 2 profiles. When fired, pick a profile for
fighter (with Backstab) as the first target. The Backstab the attack.
fighter can immediately make one attack (before the enemy) ● Roll twice for Ammo checks and apply the worst
with a Backstab weapon with +1S. result.
● If one profile runs Out of Ammo, the other can still
Requirements: fire (unless also Out of Ammo).
● This fighter must already be facing the enemy
(before turning to face). Any ammo added to the combi weapon also gains this trait.
● Must have remaining attack(s) to spend.
Hotshot las pack can't be fitted to combi weapons.
BLAST (3”/5”)
The weapon utilises a Blast marker. In addition, some weapons are worsened when part of combi:
● Weapons with multiple fire modes can only use the
BLAZE weakest one (low/short).
Inorganic targets are not affected by Blaze. ● Grenade launcher:
○ Only include frag (Single Shot).
When hit, catch fire on 4+ (and become Passive). When ○ All additional ammo gain Single Shot.
activated while ablaze, the fighter can't make any normal ● Blaze weapons gain Unstable.
actions, but must instead act as follows:
The following weapons can be combined:
1) Suffer a Strength 3, AP -1, Damage 1 hit. ● Pistol-Pistol:
2) Move: ○ Auto: flamer/plasma.
● Engaged or Seriously Injured: No move. ○ Bolt: flamer/needle/plasma.
→ Go to step 3). ○ Stub gun: plasma.
● Otherwise: ● Pistol-Special:
a. Pinned: Become Active. ○ Las: melta/plasma.
b. Active: Move 2D6” in a random direction. ● Basic-Special:
c. Become Pinned (optional). ○ Auto: flamer/grenade launcher (frag).
3) Roll a D6 to attempt to put out flames: ○ Bolter: flamer/needle rifle/melta/plasma/
● +2 if Pinned. grenade launcher (frag).
● +1 per friendly Active non-Passive fighters within 1”.
CONCUSSION
On a 6+, the flames go out. The activation then ends. -2 Initiative (minimum 6+) when hit until the end of the round.

BURROWING CURSED
Can be used against targets outside LOS: When hit, pass a Willpower check or become Insane.
● Place the Blast (3") anywhere on any level
(ignoring LOS). DEFOLIATE
● Scatter 2D6” (instead of hit roll). Deals D3 Damage to Carnivorous Plants. Brainleaf Zombies
● If scatter result is a 'Hit', the Blast doesn't scatter. lose a wound and are removed from the battlefield if they
● Otherwise, ignore impassable terrain suffer an Out of Action result on the Injury dice.
(when scattering 2D6").
● No effect if scattering off the battlefield (wasted). DEMOLITION
Can use the Grenade in close combat attacks against
At the start of the End phase of the round this weapon was scenery targets (doors/objectives). Apply a single automatic
fired, any fighters touched by the blast is hit by the weapon. hit (regardless of Attack dice).

CHEM DELIVERY DIGI


Declare what type of equipped chem is used. If the weapon Mounted on a ring or hidden inside a glove. Can be used in
also has Toxin or Gas, these Traits can be used instead. addition to any other Melee weapons, granting an additional
close combat attack. Does not count towards the maximum
Instead of making a wound roll, roll equal to or higher than number of weapons a fighter can carry. A fighter can carry up
the Toughness (inverse Toughness check) to inflict the dose. to 10 Digi weapons.

DISARM
Critical hit: The target's remaining attack rolls (this close
combat sequence) are reduced to unarmed attacks (cannot
use any weapons).

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★ NECROMUNDA ★

DRAG GRENADE
If hit (and not taking the target Out of Action, the target can be Grenades are Wargear (not a weapon), but treated as a
dragged closer to the attacker. Roll a D6, if the result is equal special type of ranged weapon that can be thrown as a Shoot
to or higher than the target’s Strength, the target is dragged (Basic) action. Grenades do not have Short range. Long
D3” straight towards the attacker, stopping if they hit any range is determined by multiplying the fighter’s Strength.
terrain. If they move into another fighter (other than the
attacker), both fighters are moved the remaining distance Do not roll Firepower dice for Grenades, instead always make
towards the attacker. an Ammo check. Grenades can't be reloaded - once they are
gone, they are gone for the entire battle.
If the weapon also has the Impale trait, only the last fighter to
be hit can be dragged. GUNK
Gain the Gunk condition:
ENTANGLE ● -1” M (minimum 1”).
● Hits can't be negated by the Parry trait. ● Don’t add D3” when making a charging.
● Critical hit: -2 hit modifiers to reaction attacks (this ● -1 modifier to Initiative checks.
activation). ● Catch fire on 2+ (rather than 4+) when hit by Blaze
weapons.
FEAR
Instead of suffering an Injury roll, the target must pass a The Gunked condition lasts until the End phase or the fighter
Nerve test with a -2 modifier or immediately become Broken catches fire after being hit by a Blaze weapon.
(run for cover).
HEXAGRAMMATIC
FIXED Hits ignore Psychic power saves. 2x damage against Psykers.
Represented by a weapon on its own base (not equipped by a
fighter). A fighter beginning the activation B2B can spend a IMPALE
Double action (Move Weapon) to make a single Move, then If a target is wounded, the projectile continues through and
place the weapon in B2B (after moving). might hit another fighter! Trace a straight line from the target,
directly away from the attacker. If there are any fighters within
If B2B with a fixed weapon (and no enemies in B2B with the 1” of this line, and within the weapon’s Long Range, the one
fixed weapon), a fighter can aim, shoot and reload it as that is closest to the target is hit on a 3+ with -1 Strength per
normal. subsequent hit. The projectile can continue through multiple
fighters until the Strength is reduced to 0.
FLARE
A fighter hit becomes Revealed (if in darkness). If using Blast, KNOCKBACK
leave it in place. While on the battlefield, all models at least The target can be moved 1" directly away (per hit) if the
touched by it are illuminated and are Revealed. In the End trigger condition is true:
phase, the flare goes out and is removed on a 4+. ● Ranged:
○ The hit roll is equal or higher than the
FLASH target’s Strength.
Instead of making a wound roll, pass an Initiative check or ○ Blast: Roll a D6 for each fighter hit (equal
become Blind: to or higher than the fighter's Strength). If
● Become Passive. the centre of the Blast was over the centre
● If not Ready, do not become Ready at the start of the of the base, roll a Scatter to determine the
following round. direction to move.
● If Ready, lose Ready. ● Melee:
● Reaction attacks only hit on a 6+ (before modifiers). ○ Critical hit. If B2B, the attacker can choose
● No other attacks can be made until the next to follow up, moving directly towards the
activation. target to remain Engaged. If the attack was
made across a barricade or the target is
GAS moved to another level, the attacker can't
● Not Pinned when hit. follow up.
● Ignores save.
● Instead of making a wound roll, roll equal to or higher +1 Damage if the target can't be moved the full 1” (because of
than the Toughness to inflict an Injury roll (regardless walls, obstacles or other fighters). Move as far as possible.
of Wounds).
If any part of the base is knocked back over an edge, pass an
Notes: Initiative check or fall.
● The target's Wounds are not affected.
● Inorganic targets are not affected. LIMITED
When limited ammo run out, that type is permanently lost and
GRAVITON PULSE can't be used again until more is purchased. The weapon can
Instead of making a wound roll, pass a Strength check or still be reloaded using any remaining profile(s).
suffer Damage. No save roll can be made.
Only a single 'dose' of ammo can be carried per weapon.
Leave any Blast marker in place for the rest of the round. Any
movement through this area is halved.

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★ NECROMUNDA ★

MASTER-CRAFTED RAPID FIRE (X)


Once per battle, re-roll a single failed hit roll. A successful hit scores a number of hits equal to the number
of bullet holes on the Firepower dice. The amount of dice that
Rarity: 10. can be rolled is up to X (shown in brackets). Make an Ammo
Cost: 125% of original cost. check for each Ammo symbol that is rolled. If any fail, the
weapon runs Out of Ammo. If two or more fail, the weapon has
MELEE jammed and can't be used for the rest of the battle.
Applies to all weapons with range E (Engaged).
Can be used during close combat attacks. Ranged:
● The first shot must be allocated to the original target.
MELTA ● Additional shots can be allocated to other targets that
If a Short range attack reduces wounds to 0, automatically go are within range, LOS and within 3” of the original
Out of ACtion (no injury roll is made). target.
● Additional targets can't be harder to hit than the
This also applies to weapons without short range. original target.
● Allocate all hits before making any wound rolls.
PAIRED Melee: All shots must be allocated to the single target.
Applies to any 2 identical equipped Melee weapons:
● +1A when Charging. RECKLESS
● Counts as being 2 weapons (as normal): Ignores Target priority. Randomize the target from all eligible
○ For determining Attack dice. targets (friend & foe).
○ Takes up 2 weapon slots (*). ● Ranged: Targets in the attacker’s LOS and range of
the weapon.
PARRY ○ Rapid Fire: Additional hits must be
In close combat, the defender can force the attacker to re-roll distributed among the maximum number of
one successful hit. If armed with two Parry weapons, two eligible targets. If there are more hits than
successful hits can be re-rolled instead. eligible targets, choose where any spare hits
are allocated.
PHASE ● Melee: Targets in B2B (or within range of Versatile).
Ignore saves from armour and field armour (saves from
special rules can still be used). RENDING
Critical wound: +1 D.
PLENTIFUL
Ammo checks are automatically passed (no roll is required) SCARCE
when reloading. Can't be reloaded - once Out of Ammo, this weapon can't be
used again during the battle.
POWER
● Can't be parried except by other Power weapons. SCATTERSHOT
● Critical hit: Each hit inflicts D6 wound rolls instead of 1.
○ Ignores save.
○ +1 Damage (does not apply in combination SEISMIC
with certain other traits like Toxin). ● The target is always Pinned (if hit).
● Pitch Black: Revealed (when used). ● Critical wound: Ignores save.

PSYCHOMANCER'S HARNESS SEVER


● +2" M. Injury rolls inflicted with this weapon are automatically Out of
● Climb without penalty. Action.
● 2x Psychomantic claws.
● -1 weapon slot (reduced to 2). SHOCK
● Cannot carry Unwieldy or two-handed weapons (*). Critical hit: Automatically wounds.

PULVERIZE SHIELD
After inflicting an Injury roll, a D6 can be rolled. If the result is Grants improved save against attacks from the 90° front.
equal or higher than the target’s Toughness, or a 6 (before
modifiers), an Injury dice can be changed from Flesh Wound ● Melee attacks: +2 Save modifier.
to Serious Injury. ● Ranged attacks: +1 Save modifier.

RAD-PHAGE Use the centre of the attacking fighter’s base when measuring
After being hit, roll 4+ to inflict an additional Flesh Wound. the angle. If hit by Blasts, use the centre of the Blast. If the
target does not have a facing (for example being Prone before
the attack), the shield can't be used.

SHIELD BREAKER
Ignore the effects of shields. Field armours must roll twice and
apply the lowest result.

SHRED
Critical Wound: 2xAP.

47
★ NECROMUNDA ★

SIDEARM UNWIELDY
Applies to all pistols (and ammo) with the following exceptions: Take up 2 weapon slots.
● Not Blast/Template. ● Ranged: A Shoot action counts as a Double action
(instead of Basic).
Can be used for both ranged and close combat attacks. ● Melee: Requires 2 hands so a second weapon can't
be used at the same time.
Twin guns blazing:
A fighter with 2 sidearms can attack with both as part of a Apply -1 hit modifier if a special rule allows shooting Unwieldy
single Shoot (Basic) action. Fully resolve each attack in turn. weapons as anything other than Shoot (Double) action.

● Fully resolve each attack in turn (one after the other). VERSATILE
● Must be made against the same target. Applies to all Melee weapons with a long range.
● -1 to hit.
Can Engage and attack enemies outside B2B in close combat.
Close combat: The extended melee range only applies for:
● Accuracy modifiers does not apply. ● The attackers activation.
● Firepower dice are applied as normal. ● When making Reaction attacks.
● Max 1 attack per sidearm.
Note that the target must be within vision arc, LOS and Long
SILENT range.
● Sneak Attack (scenario special rule): No test to see
whether the alarm is raised when this weapon is The target is considered to be Engaged, but need a Versatile
fired. weapon (with equal or longer range) to Engage the attacker
● Pitch Black (scenario special rule): A Hidden fighter is and make Reaction attacks.
not Revealed when using this weapon.
At all times other than during this fighter’s activation or when
SINGLE SHOT making Reaction attacks, Versatile has no effect.
Usable once per battle. Counts as having automatically failed
an Ammo check (no need to roll the Firepower dice unless Note: Only fighters B2B grant assists.
also having Rapid Fire).
WEB
SMOKE If wounded by a Web weapon:
Does not cause hits, Pinning or Wounds. Center a 5" blast on ● Does not inflict any wounds or cause any Injury roll.
the hit location (2.5" radius from the center in all directions). ● Ignores save.
No effect on movement, but blocks LOS, so attacks can't be
made into, out of or through it. In the End phase, roll a 5+ or The target:
remove the cloud. ● Seriously Injured and Webbed (while Seriously
● Blast: Can target into and out of smoke, but scatter Injured).
D6" (short range) or 2D6" (long range). ● If going Out of Action from during Recovery (while
● Template: Hit on 4+ (roll individually). Webbed), does not suffer any Lasting Injuries
(treated as Out Cold).
TEMPLATE
Applies to all weapons with range T (Template). End of the battle:
Use the Flame template to determine how many targets are ● No succumbing to their injuries while Webbed
hit. (automatically recover).
● +1 to the Capture roll if at least one enemy is
TOXIN currently webbed.
Instead of making a wound roll, roll equal to or higher than the ● Enemies currently Webbed are eligible to be
Toughness to inflict an Injury roll (regardless of Wounds). captured.

Notes:
● Armour saves can be made as normal.
● The target's Wounds are not affected.
● Inorganic targets are not affected.

UNSTABLE
If the Ammo symbol is rolled when making an attack, roll a 4+
or the attacker is taken Out of Action (catastrophic overload).
The attack is still resolved against the target.

Note: When used with an effect which forces an Ammo roll


without Firepower dice (for example Grenade), the 4+
Unstable test must always be made.

TWIN-LINKED
Re-roll any number of ammo dice.

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★ NECROMUNDA ★

ARMOUR AND FIELDS


ARMOUR TYPES SAVES AGAINST ENVIRONMENT
A fighter can wear up to 1 of each type of armour at the same Some saves come from environmental effects and underhive
time: perils. These have only an effect against attacks that doesn’t
● Armour (Standard) originate from another fighter.
● Combined Armour (improves other armour)
● Extra (can be equipped on top of standard armour). SAVE TYPES
● Shield (improves other armour) There are different types of saves. Unless otherwise noted:
● Field Armour (unmodifiable) ● Choose a single save for the save roll (if having
multiple saves to choose from).
IMPROVED FRONT ARMOUR ● Saves have no effect against attacks that ignores
Some saves are improved from attacks originating in the saves completely.
front arc (normally 90° vision arc). For Blast weapons, ● Any save counts as normal unless otherwise noted.
measure from the centre of the blast. A fighter must be
Standing (before being hit) in order to receive this bonus. If Other save types:
the fighter is Prone, it has no front arc. ● Bonus: A save that can be used in addition to the
normal save (and in addition to other bonus saves).
SAVE MODIFIER ● Unmodifiable: Cannot be modified in any way.
Some saves improve other saves (unless otherwise noted): ● Invulnerable: An unmodifiable save that can
● Can only improve a save up to max 2+. always be made regardless of any special rules that
● Apply positive modifiers before negative. would normally ignore saves. If successful, the hit
● Use a default 7+ save when applying save modifiers counts as missed (completely ignored).
for fighters without any other (modifiable) save.

ARMOUR
ARMOURWEAVE 5+ (6+ unmodifiable).
CARAPACE Light: 4+.

Heavy: 4+ (3+ front).


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

Archaeo: 4+.
Apply these special rules for Lasting Injuries that can be repaired by bionics:
● Receive a free bionic.
● Instead of increasing the stat, 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 check 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 from any weapons with 'las' or 'plasma' in the name or with the melta trait.

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★ 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). A fighter can have multiples of this
item (usable in close combat), but can only use one shield to improve armour.
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 check (to the Psyker) when targeted by a psychic power.
6 - Real juice: -3 to Willpower check (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.
● The attack is ignored even if the fighter is still under a Blast/Template.
● Move the shortest route possible around impassable terrain or through other models until the
base doesn’t overlap anything.

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

If transported off the battlefield, go Out of Action.


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

50
★ NECROMUNDA ★

EQUIPMENT
ARCHAEOTECH DEVICE BOMB DELIVERY RATS
The first time a fighter is given this item, pass an Intelligence If equipped with any grenades, spend a Basic action (Prime
check to learn how it works. If failed, wait until after the next Bomb) to attach one to a rat and release it:
battle to try again. This must be repeated if it is given to a ● Make an Ammo roll for the selected grenade (as
different fighter for any reason. Roll once to determine what normal).
type it is: ● The bomb delivery rat is placed B2B.
● Pass an Intelligence check to choose the direction. If
1 - Dangerous: Suffer D6 S2 hits. The device is reduced to a failed, move the rat in a random direction instead. In
pile of worthless molten slag. either case, the rat moves up to 6”.
2 - Viewer:
● Spend a Simple action (Scan) to Reveal an enemy Movement:
fighter within 18”. ● Ignores all terrain (except impassable, walls etc.).
● If a Sentry, in each activation, roll a 6+ to ● Climb without penalty.
automatically raise the alarm. ● Leap any gap of 2” or less freely (wider gaps are
3 - Cutting Beam: Spend a Double action (Laser Cut) within considered impassable).
1” of a door, loot casket or other damageable piece of terrain ● Not a fighter.
to apply a single automatic S8 D3 hit. ● Can be targeted by ranged or melee attacks, but
4 - Lifter: When making a Move or Charge action, ignore all apply an additional -1 hit modifier.
terrain, move freely between levels without restriction and ● If hit, the grenade goes off on a 4+, then the rat is
never fall (cannot ignore impassable terrain or walls). removed.
5 - Holo Projector: 4+ unmodifiable save (not
Blast/Template/Melee) once per battle. At the start of every subsequent round, after rolling for Priority
6 - Weapon: The device is a pistol-sized, but as effective as but before activating any fighters, if the bomb delivery rat will
a much larger piece of ordnance. In addition, it is a Sidearm activate again (if not exploded).
that can be carried by any fighter regardless of restrictions.
Roll a D6: Choose the direction and move the rat up to 6” if all of the
1-2: Boltgun conditions apply for the owner:
3: Flamer ● Within 9”.
4: Meltagun ● Active or Pinned.
5: Plasma gun ● Passed an Intelligence check.
6: Grenade Launcher (frag) Otherwise, if any of the following conditions apply to the
owner, move the rat in a random direction 6”:
BIO-BOOSTER ● Outside 9”.
The first time in each battle that an Injury roll is suffered, one ● Failed the Intelligence check.
less Injury dice is rolled. If only one die was to be rolled, roll ● Engaged.
two and choose one to discard. ● Seriously Injured.
● Out of Action.
BIO-SCANNER
Used in scenarios that uses the Sentries special rule. +1 to Should the rat at any time end its movement within 1” of a
spot and attackers can be spotted regardless of vision arc. fighter (friend & foe), or another bomb delivery rat, roll a D6.
On a 2+, the grenade will go off. On a 1, the grenade proves
BLIND SNAKE POUCH to be a dud and the rat vanishes into the darkness to dwell
Gain the Dodge skill. If the fighter already has the Dodge upon its good fortune. In either case, the rat is removed from
skill, it is successful on 5+ instead of 6+. In addition, it is play.
successful on 4+ against Overwatch.
CAMELEOLINE CLOAK
BOOK OF THE REDEMPTION If this fighter does not move, incoming ranged attacks suffer a
Can spend a Basic action (Words of Wrath). Until the End - hit modifier until the start of the next activation.
phase, all friendly fighters within 6" (when activating) can use
one of the following: CHEM-SYNTH
● Re-roll the D3 when Charging. If Standing at the start of an activation, pass an Intelligence
● Re-roll hit rolls with a result of 1 (before modifiers). check to reduce the Toughness of any targets with 1 when
resolving attacks for Gas and/or Toxin weapons this
activation.

CHRONO-CRYSTAL
Usable in the Public Execution scenario (no effect to rating).

CRED SNIFFER
Receive 3D6x5 credits at the end of the battle if:
● Took part in the battle.
● Not taken Out of Action or Seriously Injured (at the
end of the battle).

This item only lasts 1 battle (permanently discarded even if it


fails).

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★ NECROMUNDA ★

CULT ICON GRAV-CHUTE


Max 1 per gang. Only available to a single Leader or ● No damage is suffered from jumping or falling (simply
Champion (must have Group Activation). move down).
Group Activation (+1). ● Not Pinned after falling from a failed jump (however,
remain Pinned after landing if Pinned before the fall).
CULT ICON (CORPSE GRINDER)
Max 1 per gang. Only available to a single Leader or HALO DEVICE
Champion in the gang. Can spend a Simple action (Enrage): Transfer a Lasting Injury roll (including death!) to another
(permanently hired) friendly fighter:
All friendly fighters (including this fighter) gain +D3” movement ● The transfer target suffers the Lasting Injury.
until the End phase of this round if all the following conditions ● This fighter is still removed from the battle if taken
are true: Out of Action.
● Readied. ● The transfer target remains on the battlefield unless
● Active. the result was 61-66, in which case the transfer
● Completely within 6”. target is removed from the battlefield.

Roll individually for each fighter when activating. HOLOCHROMATIC FIELD


Roll a 2+ each time this fighter is targeted by an attack, or it is
DATA-THIEF drained and can't be used again this battle. While operative:
If at least 1 is included in the crew, the opponent must reveal 1 ● -2 modifier against ranged attacks.
Tactics card (randomly). ● -1 modifier against melee attacks.
● Pitch Black: Revealed.
DROP RIG
Spend a Basic action (Descend) if Active and within 1” of an Can't be combined with Cameleoline Cloaks or similar devices
edge: that make the wearer harder to see.
● Move 0-3” horizontally and 0-12” vertically
downwards. LHO STICKS
Friendly fighters can use this fighter’s Cool stat instead of their
FALSEHOOD own when they satisfy the following conditions:
The following effects last until the End phase of the 2nd round, ● Intelligence 8+ or worse.
or if this fighter makes an attack (ranged, melee or psychic): ● Within 6”.
● Can’t be targeted by any attacks (ranged, melee, ● Have LOS to this fighter.
psychic).
● The alarm is not raised if spotted (Sneak Attack). LOCK-PUNCH
+4 Strength when making the Force Door (Basic) action.
FILTER PLUGS Doors opened in this way are permanently damaged.
+1 Toughness against gas weapons. If this wargear is used, it
is permanently discarded after the battle (single use). MAGNACLES
Can spend a Basic action (Attack).
FORGED GUILDER SEAL
When visiting the Trading Post: Requirements:
● -2 Rarity ● Active.
● -D6x5 cost (minimum 10) ● Engaged and B2B to an enemy.

After purchasing items, if a double 1 or 6 is rolled for the cost, Can be used in the following situations:
the seal is removed and the gang is Outlawed. ● Separately (as any other Basic action).
● Instead of a Fight action (for example during a
FRENZON COLLAR Charge).
Permanently under the effects of Frenzon (Chem): ● After a Fight action (for free).
● Nerves of Steel
● True Grit Target an Engaged B2B enemy to pass an Initiative or
● Unstoppable become locked in place:
● Berserk ● Can't move.
● All weapons gain Reckless. ● Can't make ranged attacks.
● Unless Engaged or Seriously Injured, must make at ● -2 hit modifier in melee.
least 1 Move action toward the nearest enemy fighter
or perform a Charge (Double) action against a visible A fighter locked in place can spend a Double action (Break
enemy (if within range). Bonds) to attempt to become free. Pass a Strength test with
2D6 to break free:
In addition, at the start of the battle, pick one Leader or ● Success: 2D6 <= Strength +2 per Active friendly
Champion to ignore the distance when making Group (non-Passive) fighter B2B.
Activations that include any friendly fighters with the Frenzon
Collar.

GRAPNEL LAUNCHER
If active, can spend a Double action (Grapnel) to move up to
12” in a straight line, in any direction. This can be to a different
level, as long as the move doesn't go through terrain.

52
★ NECROMUNDA ★

MALEFIC ARTEFACT RESPIRATOR


The first time a fighter is given this item, pass an Intelligence +2 Toughness against Gas weapons.
check 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 RESPIRATOR (INDUSTRIAL)
different fighter for any reason. Roll once to determine what +3 Toughness against Gas (+4 with Hazard Suit). Once per
type it is: battle, when activating, the fighter gains:
● Re-roll Toughness roll for Gas attack.
1 - Cursed Artefact: Start the next battle with Insanity. The ● Act normally while on fire (still takes damage).
item mysteriously vanishes. ● Ignore effects related to breathing air or air quality.
2 - Whisper Vox: Gain the Overwatch skill. If already having
the Overwatch skill, Shoot (Basic) with Aim (Basic) can be SECOND BEST
made in addition when using this skill. Cannot be combined with Wild Snake.
3 - Void Gate: Can perform the Unleash the Void (Double) A fighter with a bottle of Second Best can spend a Simple
action: action (Take a Swig):
All other fighters within 6” can only make a single action ● Roll 4+ or the bottle is empty and discarded.
during their activation. ● Add 1 Intoxicated token and remove 1 Flesh Wound
4 - Etheric Lantern: Can perform a Double action to force all (if any). Intoxicated tokens remains until the end of
Seriously Injured fighters within 12” to pass a Toughness the battle. The amount of tokens decides the effect:
check or go Out of Action. 1 - Feeling Good: -1 hit modifier to ranged attacks, +1 to Cool
5 - Chronoscope: Roll a D6 when activating (applies to this checks.
round): 2 - Getting Unsteady: -2 hit modifier to ranged attacks, +2 to
1: 0 actions. Cool checks. After making 2 Move actions in a row, pass an
2-5: +1 actions. Initiative check or become Pinned.
6: Placed anywhere within 12” after the activation. 3+ - Blind Drunk: -3 hit modifier to ranged attacks, +3 to Cool
6 - Terrox Telepathica: Re-roll failed Willpower tests for checks. When making a Move action, move D6” in a random
Insanity. All other fighters activating within 6” must pass a direction.
Willpower check or gain Insanity.
SERVO HARNESS
MEDICAE KIT PARTIAL FULL
+1 dice when assisting a Recovery test. +2 Strength +2 Strength
+1 Toughness +1 Toughness
MNEMONIC INLOAD SPIKE
Usable once. Apply the following to any fighter (if surviving): -1” Movement -
● Suffer a Lasting Injury roll. -1 Initiative -
● Gain XP up to the next advancement level. Suspensor Suspensor
● Instead of advancing as normal, choose 1 skill from ● Any equipped Unwieldy weapons gains the
Agility, Brawn, Combat, Cunning, Ferocity, benefit of the Suspensor.
Leadership, Savant or Shooting. ● Can't be combined with servo claw or any other
● Increase rating accordingly (depending on the type of servo harness.
fighter's skill access). ● Changes to stats are lost if the servo harness is
lost or cease to function.
PHOTO-GOGGLES
● Stats can improve beyond max for the fighter.
● Allows for attacking through smoke clouds. Low-light
● While Corrupted and Xenos weapons can't have
conditions are ignored.
weapon attachments, nothing prevents the
● Apply a +1 modifier to the Initiative test when hit by a
Suspensor ability of the Servo Harness to be
Flash weapon (test for being blinded).
used with any Unwieldy weapons.
PHOTO-LUMENS
Pitch Black scenarios: SKINBLADE
● Can make ranged attacks up to 12”. When captured, can roll a D6 to attempt to escape:
● Always Revealed (can't be Hidden). 1-2: Unsuccessful.
3-4: Escape, but suffer a Lasting Injury roll.
PSI-GRUB 5-6: Escape.
Place a token each time the fighter uses or is targeted by a The skinblade is single use only and is lost after a successful
psychic power (after working out the effects). Can spend a escape.
Basic action (Tap Psi-Gub) once there are at least 3 tokens:
STIMM-SLUG STASH
Roll a D6. If the result is equal to or lower than the number of Usable once per battle, at the start of the fighter’s turn, before
tokens, remove all tokens. Then immediately use one of the activating. Until the end of the round, receive the following
fighter’s psychic powers (without making a Willpower check). bonuses:
● Discard 1 Flesh Wound (if any).
Once there are 6+ tokens, it explodes! Suffer an Injury dice ● +2 Move, Strength and Toughness.
and remove all tokens.
At the start of the End phase, roll a 2+ or apply an Injury roll
PYROMANTIC MANTLE for the fighter.
Melee weapons gain Blaze during this fighter's activation
(not for Reaction attacks). STRIP KIT
+2 for Intelligence checks when operating door terminals or
RADCOUNTER bypassing locked loot caskets.
Can never be the random target of a Badzone Event unless
there are no other fighters to choose from. SUSPENSOR HARNESS
+1 weapon slot (normally 4 instead of 3).

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★ NECROMUNDA ★

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

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


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

WEB SOLVENT
Used for Recovery tests (in the End phase) to gain extra
Injury dice (in addition to normal and other bonus dice).
● Webbed: +1 dice.
● Assisting a webbed fighter: +1 dice.

WILD SNAKE
Cannot be combined with Second Best.
A fighter with a bottle of Wild Snake can spend a Simple
action (Take a Swig):
● Roll a 3+ or the bottle is empty and discarded.
● Add 1 Intoxicated token and remove 1 Flesh Wound
(if any). Intoxicated tokens remains until the end of
the battle. The amount of tokens decides the effect:
1 - A Good Buzz: -1 hit modifier to ranged attacks, +2 to Cool
checks.
2 - Seeing Double: -1 hit modifier to ranged attacks, +3 to
Cool checks. After choosing a ranged target, before making
the hit roll, randomise the actual target between the intended
target and any other eligible target (friend & foe) within 6” of
the intended target.
3+ - Snake Courage!: -2 hit modifier to ranged attacks,
automatically pass any Cool checks.

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

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


2 - Xenos Claws: Unarmed attacks become S+2 D2 Power.
Ranged attacks suffer a -2 hit modifier.
3 - Ghost Form: Can enter ghost form when activating. Roll a
4+, or it has expended its charge and can't be used again this
battle. This state persists until next activation:
● Ignore all terrain and falling.
● Ignore all attacks (except psychic powers).
● Can't make attacks.
● Can't interact with the environment in any way.
4 - Horror Aura: When activating, all fighters (friend & foe)
within 6” must pass a Nerve test.
5 - Alien Chem-factory:
● +1 dice for Recovery tests or assisting Recovery
tests.
● A member of the crew can make a Medical Escort
action for free (if not in Recovery).
6 - Brain Booster:
● +5 modifier to Intelligence checks.
● +1 XP after each battle.

54
★ NECROMUNDA ★

GANG EQUIPMENT
AMMO CACHE BOOBY TRAPS
Usable once at the start of the battle (after deploying the last fighters A gang can have any amount of traps (reusable each battle).
in the crew). If this gang is the defender the ammo cache can only be There are 2 types of traps:
deployed on a 5+ (roll individually). Deployment: ● Booby trap (Frag/Gas/Melta/Sawn-off).
● Within 1” of a friendly fighter. ● Hidden traps.
● then deleted from the gang’s Stash.
DEPLOYMENT
Any fighter within 1 gains the following: All have the following (unless otherwise noted):
● +2 modifier for Ammo checks. ● Before any fighters.
● Ignore Scarce. ● Anywhere 6" from the enemy deployment zone.
● If the Ammo roll is a critical success, the ammo cache is ● If multiple gangs have traps, take turns, starting with the
exhausted and removed from play. winner of a roll-off.

GUILDER CARTOGRAPH TRIGGER


While in possession of this map: A fighter risks triggering a booby trap in the following situations (but
● Badzone Environment may be altered: The first only once per booby trap in a single activation):
Environment can be discarded immediately and replaced ● Moves or ends an action within 2” of a booby trap
by a new. If both gangs have it, roll-off to see who gets to
(for any reason).
use theirs for this battle.
● Deploy 4 loot caskets anywhere on the battlefield.
If triggered, roll a D6:
1: A dud (removed).
After each use, roll a 4+ or it is no longer valid.
2-3: Not triggered (leave it in place).
4+: Triggered and explodes (all traps have unique effects when
ISOTROPIC FUEL ROD
triggered).
Usable once to turn any Territory into a Settlement.
TRIGGERED WHILE MOVING
MUNG VASE
If triggered during movement, the move is interrupted while resolving
Discount when recruiting Hired Guns:
the booby trap (resolved where the fighter was while moving). If
● D6x10 discount for 1 Hired Gun per battle (minimum 10).
Pinned or Injured, the move action ends.
● After a battle (if used to recruit a Hired Gun), roll a 2+, or
both the Hired Gun and the vase disappear (never to be
SHOOTING AT TRAPS
seen again).
Can be targeted with ranged attacks:
● Short range: -1 to hit.
Can be sold after any battle. Roll a D6:
● Long Range: -2 to hit.
1: Dismal Fake D3x5.
2-3: Passable Fake D6x10.
If hit, roll a D3:
4-5: Impressive Fake D6x20.
1. No effect.
6: Outstanding Fake? The Leader can pass an
2. Triggered and explodes.
Intelligence check to gain D6x50. Otherwise, gain
3. Disarmed and removed.
D6x20.
DISARM TRAP
If the Leader is killed, the vase is lost too (no one else knows where
Can be removed by spending a Basic action within 1”. Pass an
the vase has been kept hidden!).
Intelligence check, or the trap is triggered.
RATSKIN MAP
HIDDEN TRAPS
Before determining scenario, a gang can declare using the Ratskin
Represented by 6 traps where one of them is secretly noted as being
Map. If both gangs have it, roll-off to see which gang gets to use it for
real (the other 5 are false). When one of these traps is triggered it is
this battle. The first time it is used, roll a D6 to determine what type it
revealed (false traps are discarded).
is. It may be used again in subsequent battles.
If there are multiple hidden traps, revealing a real trap does not
1 - Fake: The opponent chooses the scenario. The map is then
remove any unreveal traps (unless all real traps are revealed). This is
removed.
relevant if more than one trap is in play, as it will keep the enemy
2 - Worn and Incomplete: Add or subtract 1 from the result when
guessing how many traps remain to be discovered.
rolling for scenario.
3 - Treasure Map: Roll a D6:
BOOBY TRAP EFFECTS:
1-5: Fake (as above). ● Frag: S3, Blast (5"), Knockback.
6: If winning the scenario, gain D6x20 credits. ● Gas: Roll a D2:
4 - Ancient and Faded: Add or subtract 2 from the result when 1. Blast (5"), Gas.
rolling for scenario. 2. 2D6", Gas.
5 - Secret Pathways: D3 fighters gain Infiltrate for this scenario. ● Melta: Roll a D2:
1. S8, AP-4, D3, Blast (5").
6: Recent and Accurate: Add or subtract 3 from the result when
2. Centre a pitfall marker on the trap (remains in play). Any
rolling for scenario. fighter partially or completely covered (when triggered):
■ Completely: Out of Action.
SANCTIONING WRIT ■ Partially: Make an Initiative test:
Usable once. Put an official bounty on any member of a Law Abiding ● Success: Pinned and moved as
gang (that does not already have a bounty). This remains in place short as possible outside the
marker.
until fulfilled, the fighter dies or the campaign ends. ● Fail: Out of Action.
● Sawn-off (scatter) (Orlock): 3", S3, Scattershot.
HIDDEN TRAP EFFECTS:
● Sightblind (Delaque): Flash, Blast (5").
● Thermal mine (Van Saar): 6", S8, AP-4, D3, Blaze, Melta (within
3").
● Incendiary (Cawdor): S2, AP-2, Blast (5"), Blaze.
● Web (Delaque): S5, Blast (5"), Web.

55
★ NECROMUNDA ★

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

GOLD-PLATED GUN OPULENT JEWELLERY


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

MASTER-CRAFTED WEAPON UPHIVE RAIMENTS


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

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


failed hit roll).

SERVO-SKULLS
Status Item: Only available to Leaders and Champions. SENSOR SKULL (60, RARE 12)
Same as bio-scanner:
● Owner: ● +1 to spot attackers.
○ Placed within 2" of the owner whenever the ● Can spot attackers regardless of vision arc.
owner is moved.
○ Will not give away the owner’s position. When the owner takes an Aim action, add +2 instead of +1
○ Leaves the battlefield if the owner is (in addition to any other bonuses).
removed from the battlefield.
● Not a fighter: MEDI SKULL (80, RARE 12)
○ Purely a marker for its own LOS & Recovery test: +1 dice.
targeting purposes.
GUN SKULL (65, RARE 12)
○ Ignores all terrain and can never fall.
● Custom autopistol (S2, Scarce).
○ Cannot be targeted by attacks, hit by stray
● BS 5+.
shots, Engaged, Pinned etc.
○ The owner and the skull does not block
Can shoot at the same time as the owner:
LOS for each other.
● Roll hit and ammo separately.
● Blast/Template: If hit, roll 2D6:
● Following normal target priority rules as if the owner
○ 2-3: Permanently destroyed.
made the attack.
○ 3-7: No effect.
● Range, LOS and cover is worked out from the gun
○ 8-12: Out of Action (no long-term effect).
skull’s position (instead of the owner).
● The owner can always trigger this by spending a
HARRIER SKULL (40, BLACK MARKET RARE 8)
Basic action (Shoot) even if not having any relevant
● Exotic Beasts must pass an Intelligence check to
ranged weapons.
attack the Harrier Skull's owner, otherwise the
● The owner cannot be hit by stray shots
attack fails and the action is wasted.
(from this attack).
● If the Exotic Beast is within 3" of its owner, it can
● Cannot benefit from any of the owner's bonuses to
use its owner's Intelligence instead.
ranged attacks.

56
★ NECROMUNDA ★

CHEMS
CHEM SUPPLIERS ICROTIC SLIME
Chems are bought as single doses and can only be used Pass a characteristic check for each of the following to gain
once. After buying the first item of a specific chem, the gang the 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 stats (unless already worse):
● 10+ Leadership.
DURATION ● 10+ Intelligence.
● Lasts for the duration of a single battle (unless ● 10+ Willpower.
otherwise noted).
● Can be used before the battle begins, or during the AFTER THE BATTLE
battle by performing the Use Chem (Simple) action. Roll 2D6:

MIXING CHEMS 2: Immediately killed.


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

Shake the addition by going into Recovery.

57
★ NECROMUNDA ★

SPUR
● +2” Movement. STINGER MOULD
● 2+ Initiative Must ignore the first suffered Lasting Injury roll (not
Memorable Death), even if the result is positive (Lessoned
In each End-phase after taking the chem, roll 2D6 + Learned).
Toughness in. If the result is 10+, the chem has worn off.
AFTER THE BATTLE
Alternatively, roll a 5+ after any battle to remove an existing
Lasting Injury.

Type Effect Consequence (after the battle)


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

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


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

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

Shake the addition by going into Recovery.


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

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

Stinger Must ignore the first suffered Lasting Injury roll (not Memorable Death), even if theAlternatively, roll a 5+ after any battle to remove
Mould result is positive (Lessoned Learned). an existing Lasting Injury.

58
★ NECROMUNDA ★

CHEM-ALCHEMY ELIXIR
ESCHER ONLY AMMO (GASEOUS & TOXIC)
Chem-alchemy Elixir is only available to Escher gangs. ● Declared: Before the battle (after determining
crews).
A gang visiting the Trading post during the post-battle ● Duration: The whole battle (unless otherwise
sequence can buy any number of Chem-alchemy Elixir noted).
doses. ● Effect: Can change the profile and Traits of all
equipped weapons (Gas/Toxin). This will typically
A Chem-alchemy Elixir consists of 1-3 unique effects of a improve or change the result when hitting enemies.
single category. There are 3 categories of chems for
Chem-alchemy Elixirs: STIMMS
● Stimm (Wargear) ● Declared (choose one):
● Gaseous Ammo (Gas weapons) ○ Before the battle (after determining crews).
● Toxic Ammo (Toxin weapons) ○ During the battle by spending a Simple
action (Administer Dose).
The cost is the sum of all effects included. ● Effect: Applied to the fighter itself or a friendly fighter
B2B.
Each chem represents a single dose or application (lasts a
single battle, unless otherwise noted). Declare the usage CHEM TRADE
before the battle, after determining crews. If all participants agree, an Escher gang might even concoct these
poisons and sell them to other gangs, creating a clandestine trade
in stimms, chem weapons and toxic blades.

CUSTOM CHEM NAMES


Make up new names when combining effects. For example:
Acidic + Blinding + Pyrophoric = Eyebite Gas
Expansive + Liftin' = Khimerix Breath

59
★ NECROMUNDA ★

Effect Type Cost Requirements Effect


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

The new 3” Blast remains until the End phase of the current round. Any
fighters moving through counts as being hit by the weapon that made this
attack (apply the hit after the fighter ends the current action).
Liftin’ Gas Ammo 25 Gas, Template The Template can be placed up to 6” away from the attacker. It must be
positioned in a straight line (narrow end points directly towards the attacker,
the wide end must then be the furthest part of the template from the
attacker).
Pathogenic Gas Ammo 15 Gas If hit, the fighter must roll a 3+ at the start of its next activation or suffer the
effects of the Gas trait, as if being hit by the same weapon again.
Pyrophoric Gas Ammo 20 Gas Gain Blaze.
Bleeding Toxic Ammo 10 Toxin If Injured, suffer a Flesh Wound at the start of the End phase (cumulative
per Injury).
Concentrated Toxic Ammo 15 Toxin +2 modifier when rolling against the target’s Toughness (only applies to the
single first hit).
Debilitating Toxic Ammo 10 Toxin If Injured, suffer a -1 modifier to any characteristic checks (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, roll twice for the Lasting Injury and the attacker can
choose which of the two 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 check or become Webbed (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 check 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 checks.
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, the Lasting Injury is automatically Out Cold (12-26).
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).

60
★ NECROMUNDA ★

WEAPON ATTACHMENTS
WEAPON ATTACHMENTS MONO-SIGHT **
**: Maximum 1 gunsight per weapon. (BASIC, SPECIAL AND HEAVY WEAPONS)
Note: Xenos and Corrupted weapons can't have any weapon +1 hit modifier when aiming (Aim action).
attachments!
LAS-PROJECTOR
FOCUSING CRYSTAL (PISTOLS, BASIC AND SPECIAL WEAPONS)
(LAS: PISTOL, GUN, LONG, SUPPRESSION, +1 hit modifier for the weapon’s Short range.
SUB-CARBINE, CARBINE)
● -2 modifier to AP (additional). PSI-AMPLIFIER
● Unstable. (MELEE WEAPONS)
Upgrade any Melee weapon into a Force Weapon (gaining
HOTSHOT LAS PACK Power & Sever when used by a Psyker) by performing the Psi
(LASPISTOL, LASGUN) Attune post-battle action:
● Strength 4, AP -1 ● Leaders and Champions can make this action in the
● Ammo 4+ and lose Plentiful same way as a Trade action and is successful on a
● Note: Can't be fitted to combi-weapons. 2D6 roll of 15+ (after modifiers).

GUNSHROUD SUSPENSOR (UNWIELDY WEAPONS)


(PISTOLS AND BASIC WEAPONS) ● Ranged (Heavy Weapon): Firing becomes a Basic
The weapon gains the Silent trait. action (instead of a Double action). Apply -1 hit
modifier if shooting Unwieldy weapons as anything
INFRA-SIGHT ** other than Double.
(PISTOLS, BASIC, SPECIAL AND HEAVY WEAPONS) ● Melee: Can be used single-handedly (allowing to
Can't be used with Rapid Fire or Blast weapons The weapon use a second close combat weapon).
is unaffected by smoke and low-light conditions. Reduce
cover to -1. TELESCOPIC SIGHT **
(PISTOLS, BASIC AND SPECIAL WEAPONS)
When Aiming, use the Short range modifier even if the target
is within the Long range.

BIONICS
Bionomics pieces are used to revert any permanent DAMAGE
damage from Lasting Injuries: Bionics can protect against future harm, only taking minor
● The original damage is permanently reverted damage that can easily be repaired.
(Increasing the stat by 1).
● Can't increase a stat above the maximum. If a location with a bionic suffers a new subsequent Lasting
● Go into Recovery as normal (only affects the Injury, roll 2D6:
permanent damage). ● 2-3: Apply the new Lasting Injury as normal. The
● Each bionics can only rectify the damage from a bionics are destroyed (damaged beyond repair).
single Lasting Injury. ● 4-7: Apply the new Lasting Injury.
● 8+: The new Lasting Injury is ignored (the bionics
LOCATION take no damage).
Each piece can be fitted to 1 of 6 body locations
(associated with one or more Lasting Injuries):
● Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld)
● Eye Injury (-1 BS)
● Hand Injury (-1 WS)
● Hobbled (-1” M)
● Spinal Injury (-1 S)
● Enfeebled (-1 T)

Bionics Injury Affects Cost Rarity


Lobo chip Humiliated Leadership and/or Cool 15 Rare (11)
Cortex-cogitator Head Intelligence and/or Willpower 10 Rare (11)
Bionic eye Eye BS 25 Rare (13)
Bionic arm Hand WS 15 Rare (13)
Bionic Leg Hobbled M 15 Rare (12)
Skeletal enhancers Spinal S 20 Rare (13)
Aortic supercharger Enfeebled T 30 Rare (13)

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★ NECROMUNDA ★

ARCHAEO-CYBERTEKNIKA (VAN SAAR)


Cyberteknika pieces are used to repair and enhance fighters (similar to bionics). Cyberteknika are permanent (can't be
removed later).
LEVEL
Each piece has 3 levels (each level grants an unique benefit):
1. Alpha.
2. Gamma.
3. Omega.
Each level is cumulative. Omega includes benefits of Gamma and Alpha. Gamma includes benefits of Alpha.
LOCATION
Each piece can be fitted to 1 of 6 body locations (associated with one or more Lasting Injuries):
● Cranial: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld)
● Ocular: Eye Injury (-1 BS)
● Sindextrous: Hand Injury (-1 WS)
● Motive: Hobbled (-1” M)
● Torsonic: Spinal Injury (-1 S)
● Vascular: Enfeebled (-1 T)
PURCHASE
Any Faction fighter can buy a new piece (any level) in the following 3 situations:
● During gang creation (new gang).
○ Leader and Champions only.
● When gaining an advancement.
○ Any piece.
○ Go into Recovery.
● Repairing a Lasting Injury (after any battle).
○ A piece for the location of the existing injury.
○ Go into Recovery.
○ Replace any Bionics in the same location.
○ Each location can only have a single Cyberteknika.
UPGRADES
The only way to change an existing piece is to upgrade it:
● Each upgrade can only improve the level by 1 (Alpha → Gamma or Gamma → Omega).
● Can't be upgraded beyond level 3 (Omega).
● The fighter must go into Recovery after each upgrade.
● Pay the difference in cost (between the current level and the next level).
DAMAGE
If a fighter suffers a Lasting Injury to a location with a piece:
● The permanent effect (stat decrease) is ignored.
● Go into Recovery (as normal).
● Roll a 4+, or the piece is damaged (no longer grants any benefits). Pay half its cost to repair it (after any battle).
ALPHA GAMMA OMEGA
CRANIAL - Location: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld) 20 25 35
Re-roll failed Insanity tests. ✓ ✓ ✓
Roll 4+ to ignore Intoxication (when intoxicated). ✓ (+5) ✓
Re-roll failed Broken tests. ✓ (+10)
OCULAR - Location: Eye Injury (-1 BS) 40 70 90
Infra-sight (applies to any ranged weapon except Rapid Fire or Blast). ✓ ✓ ✓
Mono-sight (applies to any ranged weapon except Pistols). ✓ (+30) ✓
Photo-goggles. ✓ (+20)
SINDEXTROUS - Location: Hand Injury (-1 WS) 20 25 70
Ignore Disarm. ✓ ✓ ✓
Ignore -1 hit modifier when turning to face the opponent (close combat). ✓ (+5) ✓
Ignore Parry (when attacking). ✓ (+45)
MOTIVE - Location: Hobbled (-1” M) 35 60 90
Ignore difficult terrain (move without penalty). ✓ ✓ ✓
+2” Movement when moving vertically (for example climbing a ladder). ✓ (+25) ✓
Re-roll failed Initiative checks to avoid falling when Pinned within ½” of an edge. ✓ (+30)
TORSONIC - Location: Spinal Injury (-1 S) 30 50 100
+2D for Unarmed attacks (3 instead of 1). ✓ ✓ ✓
+2S for Melee weapons. ✓ (+20) ✓
Suspensor (counts as equipped and applied to any carried weapon). ✓ (+50)
VASCULAR - Location: Enfeebled (-1 T) 35 60 110
+1T for the purpose of the number of Flesh Wounds suffered before going Out of Action. ✓ ✓ ✓
Re-roll failed Toughness checks. ✓ (+25) ✓
Discard 1 Flesh Wound in the End phase of each round. ✓ (+50)

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★ NECROMUNDA ★

SKILLS
GENERIC SKILLS
D6 Agility Brawn Combat Cunning Ferocity
1 Catfall Bull Charge Combat Master Backstab Berserker
2 Clamber Bulging Biceps Counter-attack Escape Artist Fearsome
3 Dodge Crushing Blow Disarm Evade Impetuous
4 Mighty Leap Headbutt Parry Infiltrate Nerves of Steel
5 Spring Up Hurl Step Aside Lie Low True Grit
6 Sprint Iron Jaw Rain of Blows Overwatch Unstoppable

D6 Leadership Savant Shooting


1 Commanding Presence Ballistics Expert Fast Shot
2 Inspirational Connected Gunfighter
3 Iron Will Fixer Hip Shooting
4 Mentor Medicae Marksman
5 Overseer Munitioneer Precision Shot
6 Regroup Savvy Trader Trick Shot

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

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

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★ NECROMUNDA ★

AGILITY BRAWN
1. CATFALL 1. BULL CHARGE
Halve the vertical distance when falling or jumping. If not Melee weapons gain Knockback and +1 Strength when Charging.
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
If falling into a pitfall (Out of Action), mark the closest edge. usual 2 (only applies to close combat). Unwieldy weapons still
At the end of each round, the fighter can return next to the takes up two weapon slots as normal.
pitfall on a 4+.
3. CRUSHING BLOW
2. CLAMBER Nominate 1 attack (not Sidearm) before rolling to hit. If it hits, add
When climbing vertical distances, the move is not halved. +1S and +1D.

Move freely through ductways without spending a Crawl 4. HEADBUTT


Through (Double) action. Can spend a Basic action (Headbutt).

3. DODGE Requirements:
6+ save (bonus, invulnerable) against ranged and close ● Active.
combat attacks. ● B2B and Engaged with an enemy.

If hit by a Blast/Template, a successful save does not Can be used in the following situations:
automatically cancel the attack, instead, it allows to move up ● Separately (as any other Basic action).
to 2” before determining if the fighter is hit. ● Instead of a Fight action (for example during a Charge).
● After a Fight action (for free).
4. MIGHTY LEAP
The fighter can ignore the first 2” of the distance when Target an Engaged enemy and roll 2D6. If either one is equal or
leaping. Leaping over gaps of 2” or less does not require an higher than the Toughness, they suffer a hit with the attacker’s
Initiative test. All other rules for leaping over gaps still apply. Strength +2 and 2 Damage. If both dice are less than the
Toughness, this fighter suffers a hit instead, using their own
5. SPRING UP Strength and Damage 1.
If Pinned when activated, pass an Initiative check to make a
free Stand Up (Basic) action. 5. HURL
Can spend a Basic action (Hurl).
6. SPRINT
When making 2 (or more) Move actions in an activation, Requirements:
double the Move stat for the last Move. ● Active.
● Within 1" an enemy that is either Engaged (by this
fighter) or Seriously Injured.

Can be used in the following situations:


● Separately (as any other Basic action).
● Instead of a Fight action (for example during a Charge).
● After a Fight action (for free).

Target an enemy (Engaged or Seriously Injured) within 1" to pass


an Initiative or be hurled:
● Move the fighter D3” in a direction chosen by the
attacker.
● If contacting any terrain or other fighters:
○ Stop moving.
○ Suffer a S3 hit.

The hurled fighter and any fighters it contacts are Pinned.

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

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★ NECROMUNDA ★

COMBAT CUNNING
1. COMBAT MASTER 1. BACKSTAB
Ignore interference and always grant assist. ● Backstab gains -1 AP.
● Weapons with Backstab gain +2S (instead of +1S).
2. COUNTER-ATTACK ● Weapons without Backstab gain Backstab (+1S).
When making Reaction attacks, re-roll up to 1 failed hit if the ● When Charging, gain Backstab bonus against
attacker's attacks failed to hit at least one attack (whatever fighters that were Pinned before being Engaged.
reason, parry, missed, etc.).
2. ESCAPE ARTIST
3. DISARM Add +2 to the Initiative check when making a Retreat action
Melee weapons gain Disarm (Critical hit: can't use any (a result of 1 before modifiers always fails). If Captured,
weapons when making Reaction attacks for this round - use counts as being equipped with Skinblade (+1 modifier). If
unarmed attacks instead). If a weapon already has Disarm, already equipped with Skin Blade, add +2 (instead of +1).
the Critical hit for Disarm is triggered on a 5+ (instead of 6+).
3. DIVE & EVADE
4. PARRY If Active and not in cover, add a -1 modifier to incoming Short
Apply one additional Parry as though carrying a weapon with range attacks and -2 modifier to Long range attacks.
that trait (parry one additional attack).
Can go Pinned (Take Cover Basic action) at the end of any
5. RAIN OF BLOWS action (for free).
Fight action becomes Simple (instead of Basic). When
Charging, make an additional Fight action (free). 4. INFILTRATE
Before the first round (after deployment), make 2 free Move
6. STEP ASIDE actions. If entering from Reserves, make 1 free Move action
If hit in close combat, pass an Initiative check to avoid the hit. after deployment. If both gangs have this skill, take turns,
Can only be used once per enemy in each round of close starting with the winner of a roll-off.
combat (if an enemy makes more than 1 attack, only 1
attempt can be made to step aside). 5. LIE LOW
Can't be targeted by ranged attacks while Prone, unless
LEADERSHIP within the Short range. Weapons without Short range are
1. COMMANDING PRESENCE unaffected by this rule.
Group Activation (+1).
6. OVERWATCH
2. INSPIRATIONAL Usable when all the following are true:
If a friendly fighter within 6” fails a Cool check, pass a ● Ready and Active.
Leadership check to treat the original Cool check as passed. ● A visible enemy makes an action.

3. IRON WILL Immediately interrupt the action (after being declared). Lose
-1 modifier to any Bottle rolls while on the battlefield and not the Ready condition, then immediately make a Shoot (Basic)
Seriously Injured. action against that enemy with a -1 hit modifier. Cannot be
used with template weapons.
4. MENTOR
Make a Leadership check each time another fighter within 6” FEROCITY
gains a point of Experience. If passed, they gain 2 Experience 1. BERSERKER
points instead of 1. For each Flesh Wound, gain:
● +1 A, S, M and Cool.
5. OVERSEER (ANY/FACTION ONLY)
If Active, spend a Double action (Order) to target a friendly 2. FEARSOME
non-Passive fighter within 6" to immediately activate and When charged, the enemy must first pass a Willpower check
make 2 actions (as if it was the target's own activation): before moving, or their action ends immediately.
● Can only make Move (Simple) abd Stand Up (Basic)
actions. 3. IMPETUOUS
● This is regardless of whether the target is Ready or ● Consolidate up to 4” instead of 2”.
not and does not affect the target's Ready status. ● Can both Coup de Grace and Consolidate after a
Fight action.
6. REGROUP
If Active at the end of the activation, pass a Leadership check 4. NERVES OF STEEL
to recover all friendly fighters within 6” from Broken. Pass a Cool check when hit by a ranged attack to avoid
Pinning.

5. TRUE GRIT
When Injured, roll one less Injury dice. If an attack only has
Damage 1, roll two Injury dice and discard one before
resolving the effects.

6. UNSTOPPABLE
Before making a Recovery test, roll a 4+ to gain one of the
following:
● Remove a Flesh Wound (if having Flesh Wounds).
● Recovery test: +1 dice (if there are no Flesh
Wounds).

65
★ NECROMUNDA ★

SHOOTING SAVANT
1. FAST SHOT 1. BALLISTIC EXPERT
Declared at the start of the activation to apply the following ● Apply +1 modifier to any ammo tests.
during the activation: When making an Aim (Basic) action, pass an Intelligence
● Shoot (Basic) becomes Shoot (Simple) instead. check to ignore the damage from Unstable (this activation).
● Unwieldy weapons can never be used with Shoot
(Simple).
● -1 hit modifier to all ranged attacks. 2. CONNECTED
Any fighter can have this skill:
2. GUNFIGHTER ● Gangers: Make a Trade action (+1 modifier) instead
● Ignore the -1 modifier when shooting with 2 of working a Territory.
Sidearms (Twin Guns Blazing). ● Leader/Champion: Gain +1 modifier for Trade action
● Each Sidearm can target a separate enemy. (effectively +2 or +3).
● +1 weapon slot (for Sidearm only).
3. FIXER
3. HIP SHOOTING Earn D3x10 credits after a battle as long as this fighter is not
Declared at the start of an activation. If Active, can spend a Captured or In Recovery. The fighter does not need to have
Double action (Run & Gun): taken part in the battle.
1. Move up to 2xM" (without any positive modifiers).
2. Make a range attack (not Unwieldy) with a -1 hit 4. MEDICAE
modifier. Re-roll any Out of Action results when assisting a Recovery
3. The activation ends. test (a second Out of Action result stands).

4. MARKSMAN 5. MUNITIONEER
● Ignore Target Priority. Re-roll any friendly failed Ammo check within 6” (including
● Critical hit: 2xD. this fighter).
○ Blasts: No double Damage.
○ Rapid Fire: Only for the first hit. 6. SAVVY TRADER
Any fighter can have this skill. Can make the following
5. PRECISION SHOT post-battle action (instead of making any other):
Critical hit: Ignore save (not Blast/Template). ● Reduce the cost of 1 item by 20 credits (min 10).
● One Rarity/Legality roll may be re-rolled.
6. TRICK SHOT
+1 hit modifier to ranged attacks within the weapon's short
range if the target benefits from negative hit modifiers from
any of the following:
● Cover.
● Engaged.

66
★ NECROMUNDA ★

PALANITE DRILL (ENFORCER) SAVAGERY (CORPSE GRINDER CULT)


1. GOT YOUR SIX 1. AVATAR OF BLOOD
Can be used when all conditions are true: Discard a Flesh Wound for every unsaved wound inflicted
● Once per round. against an enemy with a Melee weapon.
● Active.
● Visible enemy declares a Charge (Double) action. 2. BLOODLUST
Consolidate 2” after performing a Coup de Grace.
Interrupt the activation by performing a Shoot (Basic) action
against the enemy fighter. If Pinned or Seriously Injured as a 3. CRIMSON HAZE
result, the activation ends immediately (no actions are made). Automatically pass Nerve tests when Engaged.

2. HELMAWR’S JUSTICE 4. FRENZY


When making Coup de Grace, roll twice on the Lasting Injury Gain +D3 Attacks and -1 hit modifier when charging.
table and choose which result to apply.
5. KILLING BLOW
3. NON-VERBAL COMMUNICATION Can opt to roll a single Killing Blow attack instead of normal
In each activation, target another friendly fighter within 6” to close combat attacks. This attack can't be made with a
gain 360° vision arc for this round. Sidearm. If hit, double the Strength and Damage. No Armour
Save can be made.
4. RESTRAINT PROTOCOLS
+1 to the Capture roll if this fighter has taken Out of Action at 6. SLAUGHTERBORN
least one enemy with a Coup de Grace action (restrained). Add +1” Move for every unsaved wound inflicted against an
enemy with a Melee weapon. Lasts for the rest of the battle.
5. TEAM WORK
Group Activation (+1). Unlocks the Group Activation ability for
fighters that don’t already have it.

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

Interrupt the activation by performing a Charge (Double)


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

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

67
★ NECROMUNDA ★

PIETY (CAWDOR) FINESSE (ESCHER)


1. LORD OF RATS 1. ACROBATIC
● +2 to Cool & Willpower checks made by friendly Ignore enemies during a Move or Charge action (while
Juves within 12" and LOS. Active). In effect, move over other fighters.
● Bomb rats that end the movement within 3" must
move the shortest amount possible to be at least 3" Cross any barricade or linear terrain feature up to 2” high
away. without reduction in movement.

2. SCAVENGER'S EYE 2. COMBAT FOCUS


After any battle, the gang can add +1 to all scenario reward +1 Willpower & Cool per enemy fighter OoA or Seriously
rolls related to loot, scrap and harvested goods of any kind. Injured.

3. BLAZING FAITH 3. COMBAT VIRTUOSO


● Ignore Blaze (can activate normally, but still suffer The following weapons gain Versatile with range equal to the
the damage). fighter’s Strength:
● Re-roll failed Willpower tests for Insanity. ● Knife
● Stiletto: knife & sword
4. UNSHAKABLE CONVICTION ● Power: knife & sword
While Seriously Injured: ● Chainsword
● Can make reaction attacks.
● Can't be targeted by Coup de Grace. 4. HIT & RUN
● Spend a Double action (Flock Together) to move Can make a free Retreat (Basic) after a Charge (Double)
M+D3" towards a friendly Faction fighter. action, before the opponent makes any reaction attacks. If
unsuccessful, the opponent can only make reaction attacks
5. DEVOTIONAL FRENZY once.
Once per round, can gain the following at the start of any
activation (roll individually): 5. LIGHTNING REFLEXES
● +D3 WS. Can make a free Retreat (Basic) action when Engaged,
● +D3 Cl. before an enemy makes any attack action or additional
● +D3 Ld. actions.
● +D3 Will.
Can only be used once per round, regardless of whether it
If used, suffer 1D (can't be saved) at the end of the activation. was successful or not. The fighter can still activate as normal
later if Ready.
6. RESTLESS FAITH
While in Recovery: 6. SOMERSAULT
● Can be part of the crew. Spend a Basic action (Somersault) to be placed anywhere
● Start the battle with a Flesh Wound. within:
● 6” of the current position.
● LOS.
● Outside 1” of any enemy.

This does not count as moving for effects triggered by


movement and for firing Unwieldy weapons.

OBFUSCATION (DELAQUE) 4. RUMOUR-MONGER


1. FACELESS Can pass an Intelligence check to perform a post-battle action
From the start of each round until after this fighter's activation: (Despicable Rumours):
● Enemies must pass a Willpower check to target this ● +D3 Reputation. Reduce the enemy gang's
fighter with a ranged attack (or placing a Blast reputation by the same amount.
touching this fighter's base).
● If failed, another target may be chosen. 5. FAKE OUT
When rolling to determine scenario, roll 3D6 (instead of 2D6)
2. PSI-TOUCHED and choose one dice to discard.
● Can re-roll Willpower checks for performing or
resisting Wyrd Powers. 6. DOPPELGANGER
● Treat Ghast as common (when visiting Black At the start of each battle (before determining crew), the
Market). enemy must pass an Intelligence check, or you gain the
following:
3. TAKE DOWN ● +1 fighter can be added to the Crew (this can take
Re-roll any Injury dice on a successful wound in close the Crew beyond the size specified by the scenario).
combat.

68
★ NECROMUNDA ★

MUSCLE (GOLIATH) BRAVADO (ORLOCK)


1. FISTS OF STEEL 1. BIG BROTHER
Unarmed attacks gain +2 Strength and Damage 2. While Active, friendly Juves & Gangers within this fighter’s
LOS and 9” can use this fighter’s Cool stat when making
2. IRON MAN Nerve tests.
Does not reduce Toughness when suffering Flesh Wounds.
When suffering a number of Flesh Wounds equal to or higher 2. BRING IT ON!
than the Toughness, go Out of Action as normal. Can spend a Basic action (Issue Challenge) to target an
enemy fighter within 12”. The enemy fighter must pass a
3. IMMOVABLE STANCE Willpower check to target any fighter other than this fighter
Can spend a Double action (Tank). Until the start of this with a ranged or close combat attack (ignores normal target
fighter’s next activation, gain the following bonuses: priority rules).
● +2 save modifier.
● Can't be moved by any skill (Hurl, Overseer etc.) or This effect lasts until the end of this round, or the enemy
weapon (Knockback, Drag etc.). fighter is attacked by a friendly fighter.
● Can't be Pinned.
3. GUILDER CONTACTS
4. NAAARGAH! After hiring any Hired guns, reduce the cost by D6x10 credits
Can attempt to perform a 3rd action by passing a Toughness (minimum 20). Roll separately for each Hired Gun. If multiple
check after completing the first 2 actions. If the test is made fighters have this ability, each can make the roll, but only 1 of
(regardless of outcome), automatically become Pinned when the results can be applied.
the activation ends (can't be negated by skills such as Nerves
of Steel). 4. KING HIT
Can roll a single Attack dice in close combat (regardless of
5. UNLEASH THE BEAST the Attack stat or other bonuses) to make a special unarmed
Can spend a Simple action (Flex) while Engaged. All fighters attack:
(friend & foe) in B2B must pass a Strength check or be ● Str S, Knockback, Shock, Pulverise, Concussion.
pushed D3” directly away (stopping if coming into contact with
another fighter or impassable terrain). Choose the order if 5. SHOTGUN SAVANT
multiple fighters are pushed. Applies to any equipped shotgun (standard, sawn-off &
combat):
6. WALK IT OFF ● Can use the Short range Accuracy modifier at Long
If making 2+ Move (Simple) actions in a single activation, range.
pass a Toughness check at the end of the activation to ● Can roll 2D6 and choose the highest for Scattershot.
recover a lost Wound or discard a Flesh Wound.
6. STEADY HANDS
Can make a free Reload (Double) action when activating
(before making any other actions).

TECH (VAN SAAR) 4. PHOTONIC ENGINEER


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

3. MENTAL MASTERY
● Re-roll failed Willpower tests for 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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★ NECROMUNDA ★

PSYKERS
PSYCHIC POWERS GAINING WYRD POWERS
Psykers are a distinct type of fighters able to manifest The following apply when recruiting Psykers without any
strange and powerful abilities. There are 2 types: predefined starting Wyrd Powers:
● Sanctioned: Re-roll a failed Willpower test once per ● When choosing Wyrd Powers, use the fighter's
battle. predefined lists or any universal Discipline.
● Unsanctioned: ● Choose 1 Wyrd Power when hired.
○ D3x10 credits to a gang causing this fighter ● Choose additional Wyrd Powers as a Primary skill
to go Out of Action. during advancement.
○ Rewards full value when sold to the
Guilders. GHAST
When a Psyker takes a dose of Ghast, a Wyrd Power can be
All Psykers can perform any available Wyrd Power (X) randomized from a predefined list or randomized from any
actions, this can be Simple, Basic or Double. chosen universal Discipline.

All Psykers are able to perform the following actions: USING WYRD POWERS
Pass a Willpower check to make a Wyrd Power (X) action
Maintain Control (Simple) take immediate effect.
● Make a Willpower check with a +3 modifier.
● Can be made once for free at the start of any However, using Wyrd Powers is not without risk. Some
activation. results (before modifiers) will cause the Psyker to
● Used to maintain a Continuous Effect. Otherwise immediately suffer a Perils of the Warp roll:
the Continuous Effect expires at the start of this ● 2 (double 1)
fighter’s activation. ● 12 (double 6)
○ The Wyrd Power is still successful and
Concentrate (Basic) takes effect.
● +1 modifier to a Willpower check in a subsequent ○ Can't be Disrupted.
action (in the same activation).
CONTINUOUS EFFECTS (CE)
DISCIPLINES Wyrd Powers noted as Continuous Effect have the following
There are 7 universal Wyrd Power Disciplines: abilities:
● Biomancy. ● Expires in any of the following situations:
● Chronomancy. ○ At the start of the Psyker's next activation.
● Divination. ○ Psyker is Seriously Injured.
● Pyromancy. ○ Psyker is taken Out of Action.
● Technomancy. ● Keep the Continuous Effect for another round if the
● Telekinesis Psyker successfully makes a Maintain control
● Telepathy. (Simple) action at the start of an activation.
● 0-1 CE can be used at a time per Psyker.
FOCUSED ● Cannot be channelled through other fighters.
If a Psyker only has Wyrd Powers from a single universal
discipline, gain a bonus from that discipline: FORCE WEAPONS
● Biomancy (Fast Healing): +1 Injury dice for Any Melee weapon can be upgraded into a Force Weapon by
recovery. buying a Psi-amplifier (75 credits, Rare 15) from the Trading
● Chronomancy (Flicker): +1 action during an Post) and performing the Psi Attune post-battle action:
activation (once per battle). ● Leaders and Champions must make this action in
● Divination (Future Sight): Re-roll any dice roll the same way as a Trade action and is successful
during the activation, this can be any number of dice on a 2D6 roll of 15+ (after modifiers).
or even a roll made by an enemy fighter (once per
battle). Force Weapons gain the following when used by a Psyker:
● Pyromancy (Fire Shield): Re-roll failed Blaze tests. ● Power.
● Technomancy (Techno-affinity): Re-roll any ● Sever.
Ammo check.
● Telekinesis (Fists of Fury): Unarmed attacks gain
+1 S & D.
● Telepathy (Fearful Aura): Enemies declaring a
Charge against this fighter must pass a Willpower
check or end the action before moving.

70
★ NECROMUNDA ★

PSYCHIC DUELS PERILS OF THE WARP


Whenever a Wyrd Power (X) or Maintain Control (Simple) Whenever a double 1 or 6 is rolled when making a Willpower
action is successful, an Active or Pinned enemy Psyker check to perform a Wyrd Power (X) action or attempting to
within 18” can attempt to Disrupt it: Disrupt a Wyrd Power, roll 2D6:
● Roll 2D6, the result must be higher than the total for
the enemy Willpower check when performing the 2-3: A Tear in Reality! Centre a 5” Blast on the Psyker,
Wyrd Power. any fighter touched by the blast must pass a
● If successful, the Wyrd Power is Disrupted and fails Willpower check or lose a Wound. The Psyker goes
as if the Willpower check had failed. Out of Action.
4-5: Immaterium Inverse. The Psyker becomes target
However, Disruption attempts can be just as risky as of the power (regardless of range). If the power is
manifesting psychic powers. Some results (before modifiers) beneficial, the Psyker instead becomes Pinned and
will cause the Disrupting Psyker to immediately suffer a suffers a Strength 6 Damage 2 hit ignoring saves.
Perils of the Warp roll: The power has no other effects.
● 2 (double 1) 6-8: Whispers from the Warp. The Psyker suffers
● 12 (double 6): The Disruption is still successful. Insanity. If suffering Insanity before the activation
ended, apply Insanity immediately when making
additional actions.

INSANITY
Roll the D3 when activating:
1. Immediately Broken (if already Broken, flee even if
the gang has not failed a Bottle test).
2. An opposing gang (randomize if multi-player) can
control the fighter this activation, treated as a
friendly fighter to that opposing gang (while
activating).
3. Activate as normal. After the activation, pass a
Willpower check to lose Insanity.

Note: If gaining Insanity during an activation, roll


immediately before making the first subsequent
action after gaining Insanity.

9-10: Warp Surge! The same power can immediately be


manifested again as a free action, or if trying to
disrupt a power, can immediately manifest on of
their own powers as a free action - this additional
manifestation can trigger Perils of the Warp as
normal. After working out the effects of the power,
the Psyker becomes Pinned and suffers a Strength
4 Damage 1 hit ignoring armour saves.

11-12: Daemonic Possession. Gain +3 Movement,


Strength, Toughness, Attacks and 2+ Weapon Skill.
Unarmed attacks inflict 2 Damage and have -1
Armour Penetration. In the End phase of the
following round, or if the Psyker generates this
result again, they go Out of Action.

71
★ NECROMUNDA ★

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

PYROMANCY TECHNOMANCY TELEKINESIS TELEPATHY


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

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

MAINTAIN CONTROL (SIMPLE)


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

Can be made once for free at the start of any activation.

72
★ NECROMUNDA ★

BIOMANCY CHRONOMANCY
FOCUSED: FAST HEALING FOCUSED: FLICKER
+1 Injury dice for recovery. Perform one extra action during the activation (once per
battle).
1. ARACHNOSIS (BASIC), CONTINUOUS EFFECT
Clamber, Catfall & Mighty Leap. 1. FREEZE TIME (DOUBLE)
All fighters within 12” (friend & foe) may only take a single
2. CHAMELEON (BASIC), CONTINUOUS EFFECT action when activated this round.
-2 modifier when targeted by ranged attacks if this fighter
didn't move during its activation. 2. SUPPRESS POWER (BASIC)
Choose a Wyrd Power from an enemy Psyker within 18" and
3. CAUSE PAIN (BASIC) LOS to be disabled (cannot be used this round).
Target an enemy to suffer an Injury roll:
● Within 18". 3. ZEN SHOOTIST (BASIC), CONTINUOUS EFFECT
● LOS. Gain 2+ BS and ignore negative hit modifiers from cover. No
● Suffered at least one Wound or Flesh Wound. effect for Blast or Rapid Fire weapons.

4. STOP BLEEDING (BASIC) 4. WALK THROUGH WALLS (DOUBLE)


Target a friendly fighter within 18" and LOS to remove all Placed anywhere within 8" (outside 1" of enemies).
Flesh Wounds.
5. MIRROR IMAGE (BASIC)
5. QUICKENING (BASIC), CONTINUOUS EFFECT -1 hit modifier when targeted by attacks. Cannot be targeted
● +3” Movement. by Reaction attacks when making Retreat (Basic) actions.
● +1 WS, BS & Initiative (max 2+). Lasts until the End phase.

6. IRON ARM (BASIC), CONTINUOUS EFFECT 6. LUCKY AURA (BASIC), CONTINUOUS EFFECT
5+ save (bonus, unmodifiable by AP) for close combat only. When targeted by an attack, the enemy must re-roll a
successful hit roll (once per round).
7. HAMMERHAND (BASIC), CONTINUOUS EFFECT
Armed with the following melee weapon:
● GMW2 (S+2, AP-1, Pulverise).

8. WARP STRENGTH (SIMPLE), CONTINUOUS EFFECT


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

DIVINATION PYROMANCY
FOCUSED: FUTURE SIGHT FOCUSED: FIRE SHIELD
Re-roll any dice roll during the activation (once per battle), Re-roll failed Blaze tests.
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
Roll a 4+ to be the attacker (if the scenario has attacker & Blaze test.
defender). If multiple gangs have this power, it has no effect
(cancel each other out). 2. STOKE FLAMES (BASIC)
Centre a Blast (5") with Blaze on an enemy that is within 18",
2. FOREBODING (DOUBLE), CONTINUOUS EFFECT LOS and already ablaze (does not cause Pinned).
Give Overwatch to a friendly fighter within 12" & LOS
(including this fighter). 3. WALL OF FLAME (BASIC), CONTINUOUS EFFECT
Place a Blast (5") with the centre within 12" and LOS. Any
3. MISFORTUNE (BASIC) fighter starting or ending an activation within the Blast suffers
An enemy must re-roll a dice roll if within 12" and LOS (once, a hit with S3, AP 1, Blaze.
until the End phase).
4. FLAME BLAST (BASIC), CONTINUOUS EFFECT
4. FOREWARNING (BASIC) One equipped weapon gains Blaze.
Ignore the first hit from an attack on a 2+ (until the End
phase). 5. MOLTEN BOLT (BASIC)
Make a ranged attack targeting an enemy fighter within 6"
5. WARP WHISPERS (SPECIAL) and LOS to inflict a hit with S8, AP-3, D3, Melta.
● +1 Crew size.
● Re-roll any Reinforcement rolls. 6. SCOURING (BASIC)
● Sentry: This Psyker automatically raises the alarm if Make the following attack: S2, AP-2, D1, Template, Blaze.
finishing a move within 6" of an enemy fighter.

6. VISIONS (DOUBLE), CONTINUOUS EFFECT


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

73
★ NECROMUNDA ★

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

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


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

5. FORCE BLAST (BASIC)


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

6. LEVITATION (BASIC), CONTINUOUS EFFECT


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

7. PSYCHIC SHOCKWAVE (BASIC)


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

74
★ NECROMUNDA ★

TELEPATHY INSANITY
HALLUCINATIONS (BASIC) When activating with Insanity, roll a D3:
An enemy within 12" suffer Insanity. 1. Immediately Broken (if already Broken, flee even if
the gang has not failed a Bottle test).
HYPNOSIS (BASIC) 2. An opposing gang (randomize if multi-player) can
An enemy within 9” and LOS (that has not activated this control the fighter this activation, treated as a
round) can only make a single Move (Simple) action when friendly fighter to that opposing gang (while
activated this round. activating).
3. Activate as normal. After the activation, pass a
INVISIBILITY (BASIC), CONTINUOUS EFFECT Willpower check to lose Insanity.
● Cannot be targeted by ranged attacks.
● This power ends if (for any reason) the Psyker
makes any other action than Move (Simple) or
Maintain Control (Simple).

MADDENING VISIONS (BASIC)


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

MENTAL ASSAULT (BASIC)


Target an enemy within within 12 and LOS. Both the Psyker
and the target makes a Willpower check:
● The Psyker must pass.
● If the target also pass, the Psyker must pass by a
greater amount than the target.
If successful, the target suffers the following:
● Pinned (unless Engaged).
● Cannot activate this round.

MIND CONTROL (BASIC)


An enemy fighter within 9" must make a Shoot (Basic) action
(even if already activated this round). Target any eligible
fighter from that gang (chosen by the Psyker).

MIND LOCK (BASIC)


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

PREMONITION (SIMPLE), CONTINUOUS EFFECT


4+ save (unmodifiable).

PSYCHIC ASSAULT (BASIC)


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

PSYCHIC SCREAM (BASIC)


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

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

UNBREAKABLE WILL (BASIC), CONTINUOUS EFFECT


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

ZEALOT (DOUBLE), CONTINUOUS EFFECT


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

75
★ NECROMUNDA ★

PSYCHOTERIC WYRD POWERS (DELAQUE)


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

DARKNESS MADNESS
1. CACOPHONY OF SILENCE (DOUBLE), CONTINUOUS EFFECT 1. EXISTENTIAL BARRAGE (SIMPLE)
All enemies within 5" must re-roll successful Hit rolls for An enemy within 1" of the Psyker must pass an Intelligence
ranged attacks. check 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 check or suffer
Insanity.
3. A PERFECT VOID (BASIC), CONTINUOUS EFFECT
Counts as in 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). When activating with Insanity, roll a D3:
1. Immediately Broken (if already Broken, flee even if
2. SEEN UNSEEN (BASIC), CONTINUOUS EFFECT the gang has not failed a Bottle test).
Choose an enemy within 3": 2. An opposing gang (randomize if multi-player) can
● The target treats all fighters as enemies. control the fighter this activation, treated as a
● All other fighters treat the target as an enemy. friendly fighter to that opposing gang (while
activating).
The fighter still activates as normal and is treated as part of 3. Activate as normal. After the activation, pass a
the crew, but in all other regards is treated an enemy fighter Willpower check to lose Insanity.
and not part of the gang.

3. GHOST & SHADOW (BASIC)


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

4. DECEITFUL THOUGHTS (DOUBLE)


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

5. SUICIDAL EMBRACE (BASIC)


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

6. OPPROBRIOUS CURSE (SIMPLE)


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

76
GANGS & CAMPAIGNS
★ NECROMUNDA ★

CONTENTS (PART 2)
PART 1 PART 2 PART 3
RULES GANGS & CAMPAIGNS SCENARIOS
CHARACTERISTICS PROFILES ……4 FOUNDING A GANG …………………79 PRE-BATTLE SEQUENCE ……… 180
Modifying Characters ………………4 Gang Composition …………………79 Campaign Events …..……………… 181
Characteristic Checks ……………… 4 Loss Of A Leader …………………. 80 Badzone Events …..………………182
GENERAL PRINCIPLES ……………… 5 UNIVERSAL GANG STRUCTURE .. 81 POST-BATTLE SEQUENCE ..…… 189
Visibility ………………..………….…5 HOUSE CAWDOR …………………… 83 Underdog Bonuses …..………………190
Cover …………………………..……5 HOUSE DELAQUE ……………………89 Income Tax ……...……………… 190
Zone Mortalis (2D) …………………5 HOUSE ESCHER ……………………… 92 Experience ……...……………… 192
Dice …………………………..………6 HOUSE GOLIATH ……………………… 94 BATTLEFIELD SETUP …………… 194
Measurement ………………………6 HOUSE ORLOCK …………………….… 97 OPEN HIVE WAR ………..………… 195
STATUSES ………………..………… 7 HOUSE VAN SAAR …………………….. 100 SCENARIO SPECIAL RULES …… 200
CONDITIONS ………………..…………8 ENFORCERS …………………...…… 102 HORRORS OF THE UNDERHIVE .. 204
TERRAIN …………………………..…… 10 BOUNTY HUNTERS (VENATOR) ……… 104 SCENARIOS ………………………….205
SPECIAL TERRAIN FEATURES ……11 GENESTEALER CULT …………………. 105
Carnivorous Plants …………………16 CHAOS CULT ……………………………. 107
Industrial Terrain ……………………17 CORPSE GRINDER CULT ……………… 110
Hive Ruins …………..………………18 SLAVE OGRYNS …………………….. 112
Gang Terrain ……………………... 19 OUTCAST ………………………….... 113
GAME STRUCTURE ………………… 24 TAINTED GANGS …………………...…… 116
PRIORITY PHASE …………………… 24 CHAOS SPECIAL RULES ………….…… 117
ACTION PHASE ………………………24 ALLIANCES …………………....…… 118
ACTIONS …………………………...… 25 Merchant Guilds ..……………...… 120
MOVEMENT ………………………….. 28 Recidivists ………………………… 123
SHOOTING …………………………… 31 Noble Houses .....………………… 126
CLOSE COMBAT …………………..…33 THE TRADING POST ……………… 130
RESOLVE HITS …………………….…36 EXOTIC BEAST ……………………… 139
Nerve Tests ………………………...37 HANGERS-ON ……………………….. 143
END PHASE ………………………..… 38 Brutes ……………………………..…148
Bottle Tests …………………………38 HIRED GUNS ………………………….152
Recovery Tests ……….…...……… 38 Hive Scum …………….…………. 153
Rally Tests ………………………... 38 Bounty Hunters …...…………….… 156
ARMOURY ………………………….. 39 Agents ……….……………………. 163
Pistols …………………………..… 40 ASSAULT PRECINCT FORTRESS . 166
Basic Weapons …………………… 40 ALIGNMENTS ……………………….. 172
Special Weapons ………………… 41 CAMPAIGNS ………………………... 172
Heavy Weapons ………………… 42 TERRITORIES ...…………………….. 173
Close Combat Weapons ………… 43 LASTING INJURIES ………………… 174
Grenades ………………………… 44 Going Into Recovery ………………… 174
Booby Traps ……………………… 44 Succumbing To Injuries ………………
174
WEAPON TRAITS ………………….. 45 CAPTURED …...……………………… 175
ARMOUR AND FIELDS ……………. 49 RESURRECTION ...……………………… 176
EQUIPMENT ………………………… 51
STATUS ITEMS ……………………… 56
SERVO-SKULLS …………………… 56
CHEMS ………………………………. 57
Chem-Alchemy Elixir (Escher) …. 59
WEAPON ATTACHMENTS ………….61
BIONICS .……………………………. 61
Cyberteknika (Van Saar) ……….. 62
SKILLS ……………………...……...… 63
PSYKERS …..…………...…………… 70
WYRD POWERS ……..……………… 72
Psychoteric (Delaque) ………...…. 76

78
★ NECROMUNDA ★

FOUNDING A GANG
A new gang has a starting budget of 1’000 credits that can be LEADER
spent on fighters and equipment. Any credits not spent are ● Group Activation (2).
stored in the gang’s Stash for later use. There are no limit of ● Leading By Example (12”).
amount of fighters a gang can contain. ● Can perform Post-battle actions.
● Start with 1 free skill (Primary) included in the cost.
GANG COMPOSITION ● Can't voluntarily retire (must be replaced if killed
All gangs follow these rules when founded and when new using Loss of a Leader).
fighters are added to the gang: ● Weapon restrictions: Pistol, Basic, Special & Close
● Always 1 Leader: If killed or sold to the Guilders Combat weapons.
(after capture), a new Leader must be promoted ● Skill access: Always Leadership (Primary).
(using Loss of a Leader).
● Gang Balance: At least half the gang must consist of CHAMPION
Gangers and Juves. When recruiting additional ● Group Activation (1).
fighters, this balance must be maintained, or only ● Leading By Example (6”).
new Gangers and Juves can be recruited. ● Can perform Post-battle actions.
● Start with 1 free skill (Primary) included in the cost.
All gangs can purchase new weapons and equipment from ● Weapon restrictions: None.
the gang's Equipment List, Trading Post or Black Market. ● Skill access: Always Leadership (Secondary).
However, some fighter types can't take certain types of
weapons. GANGER
● Weapon restrictions: Pistol, Basic, Special* & Close
WEAPONS & WARGEAR (EQUIPMENT, ARMOUR, Combat weapons.
GRENADES) JUVE
There are 3 types of items fighters can equip: ● Weapon restrictions: Pistol & Close Combat
● Weapon (0-3): Pistol, Basic, Special, Heavy & Close weapons.
Combat. ● Hot Headed: Friendly non-Juve fighters don't need
● Wargear (including Grenades). Each fighter can have to take Nerve tests when this fighter is taken Out of
0-1 of each unique item of wargear. Action.
○ Ammo: Each weapon can have 0-1 of each ● Skill access: Always Agility (Secondary).
unique item of ammo.
● Armour. PETS
● Skill access: As detailed for the gang.
All fighters can discard, transfer, sell or stash (save for later
use) any items (unless otherwise noted). WEAPON RESTRICTIONS
Most fighters have “Restrictions” for what weapons they can
WEAPON SLOTS equip:
A fighter has 3 weapon slots (unless otherwise noted). ● Pistol
● Unwieldy weapons and weapons marked with * take ● Basic
up 2 weapon slots. ● Special
● Heavy
CORE FIGHTERS ● Close Combat
Most gangs will consist of the following permanent 'core'
fighters: A fighter can have access to all weapon types, some or none.
● Leader (always 1).
● Champions (0-2). SPECIALIST
● Gangers. A gang can have a number of fighters equipped with special
● Juves. weapons equal to the sum of Leader and Champions (not
equipped with heavy weapons) in the gang.
A gang can also include additional permanent fighters (not
'core'): For example a gang with 1 Leader and 2 Champions can
● Pets. have a total 3 fighters equipped with special weapons. The
● Hangers-on (including Brutes). only fighters that can equip special weapons are Leader,
Champions and Gangers.
PERMANENT FIGHTERS
All gangs consists of the following 'permanent' fighters: If any Champions are equipped with heavy weapons, then
● Core fighters (Leader, Champions, Gangers, Juves). their special weapon access cannot be transferred to a
● Hangers-on (including Brutes). ganger.
● Pets.
The intent here is to allow a Leader or Champions to be
A gang can also include additional temporary fighters that are focusing on other roles like close combat while still allowing
not permanently hired (hired guns, allies). the gang to equip the same amount of special weapons.

FREE SKILL Note that heavy weapon access are not affected by this rule
Some fighters start with free skill(s), this is included in the cost (can only be equipped by Champions and not transferred to
and does not affect any rating. other fighter types).

79
★ NECROMUNDA ★

LOSS OF A LEADER GANG OVERVIEW


If the leader is killed or sold to the Guilders (after capture), a There are a total of 24 gang variants to choose from:
new Leader must be nominated from the gang according to
this priority: ● Cawdor
○ Corrupted
1. Champion (any). ○ Infected
2. Ganger or Juve. ● Delaque
3. Other fighters. ○ Corrupted
○ Infected
Tie-breakers: ● Escher
1. Leadership. ○ Corrupted
2. Advancements. ○ Infected
3. Cost (rating). ● Goliath
4. Choose freely. ○ Corrupted
○ Infected
A promoted fighter have their Type changed to Leader and ● Orlock
count as a Leader when determining which equipment and ○ Corrupted
skill sets they can access. The stats do not change. ○ Infected
● Van Saar
○ Corrupted
○ Infected
● Enforcer
● Bounty Hunter (Venator)
● Genestealer Cult
● Chaos Cult
● Corpse Grinder Cult
● Slave Ogryns

80
★ NECROMUNDA ★

UNIVERSAL GANG STRUCTURE


LEADER 140 CHAMPION 80
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ 5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
Skills: 1 Primary (custom). Skills: 1 Primary (custom).
Restrictions: Pistol, Basic, Special, Close Combat. Restrictions: None.

LEADING BY EXAMPLE (12”) LEADING BY EXAMPLE (6”)


If passing the Fleeing the Battlefield (Cool) check in the End If passing the Fleeing the Battlefield (Cool) check in the End
phase, any friendly (non-Leader) fighters within 12” will not flee phase, any friendly fighters (without Leading By Example)
(automatically pass the Cool check). within 6” will not flee (automatically pass the Cool check).

GROUP ACTIVATION (1) GROUP ACTIVATION (1)


When activating, additional Ready friendly fighters within 3" When activating, additional Ready friendly fighters within 3"
can also be activated at the same time (the additional fighters can also be activated at the same time (the additional fighters
cannot use Group Activation to chain additional fighters). cannot use Group Activation to chain additional fighters).

All fighters must be nominated before any are activated. Then All fighters must be nominated before any are activated. Then
each fighter in the group activate as normal, fully resolving each fighter in the group activate as normal, fully resolving
each activation before activating the next fighter. Each fighter each activation before activating the next fighter. Each fighter
activates individually, groups never activate simultaneously. activates individually, groups never activate simultaneously.

LEADERSHIP (PRIMARY) LEADERSHIP (SECONDARY)


Access to Leadership skills as Primary. Access to Leadership skills as Secondary.

GANGER 50 JUVE 25
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ 6” 5+ 5+ 3 3 1 3+ 1 9+ 9+ 9+ 9+
Restrictions: Pistol, Basic, Close Combat. Restrictions: Pistol, Close Combat.

HOT-HEADED
Juves have much to prove and often act on impulse alone,
hoping to impress their superiors. Consequently, older and
wiser fighters expect them to be short-lived.

Friendly non-Juve fighters don't need to take Nerve tests when


this fighter is taken Out of Action.

AGILITY (SECONDARY)
Access to Agility skills as Secondary.

GANG LEADER CHAMPION GANGER JUVE


Cawdor Word-Keeper Firebrand Brethren Bonepicker
- Redemptionist Redemptor Priest Deacon Brethren Zealot
Delaque Master of Shadow Phantom / Nacht-Ghul Ghost Shadow / Psy-Gheist
Escher Queen Matriarch / Death-Maiden Sister Little Sister / Wyld Runner
Goliath Forge Tyrant Forge Boss / Stimmer Bruiser Bully / Forge-Born
Orlock Road Captain Road Sergeant / Arms Master Gunner Greenhorn / Wrecker
Van Saar Prime Augmek / Archeotek Tek Subtek / Neotek
Enforcer Captain Sergeant Patrolman Rookie
Bounty Hunter Hunt Leader Hunt Champion Hunter -
Ogryn Overboss Underboss Ganger Lobo-Slave
Genestealer Cult Adept / Alpha Acolyte Neophyte -
Chaos Demagogue Disciple / Witch Cultist -
Corpsegrinder Cult Butcher Cutter Skinner Initiate

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Cawdor Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Piety
Fighters (Core) Secondary Secondary Primary - Primary * - - Secondary
Brutes - Primary - - - - - Secondary Secondary
Pets Secondary - - Primary - - - - -
Delaque Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation
Fighters (Core) Primary - - Primary - * Secondary Secondary Secondary
Brutes - Secondary - - - - Primary - Secondary
Pets Secondary - - Primary - - - - -
Escher Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Finesse
Fighters (Core) Primary - Primary Secondary Secondary * - - Secondary
Brutes Primary - - - Secondary - - - Secondary
Pets Primary - - Secondary - - - - -
Goliath Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Muscle
Fighters (Core) - Primary Secondary - Primary * - Secondary Secondary
Brutes - Primary - - Secondary - - - Secondary
Pets - Primary - - Secondary - - - -
Orlock Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Bravado
Fighters (Core) - Primary - - Primary * Secondary Secondary Secondary
Brutes - Secondary - - - - - Primary Secondary
Pets - - Primary - Secondary - - - -
Van Saar Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Tech
Fighters (Core) - - Secondary Secondary - * Primary Primary Secondary
Brutes - - - - Secondary - - Primary Secondary
Pets Secondary - - Primary - - - - -
Enforcer Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Palanite
Fighters (Core) - Primary Secondary - Secondary * - Primary Secondary
Brutes - Primary Secondary - - - - - Secondary
Pets - Primary - - Secondary - - - -
Genestealer Cult Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Psychic
Fighters (Core) Primary - Secondary Secondary Primary * - - *
Brutes - Primary - Secondary Secondary - - - -
Pets Secondary - - Primary - - - - -
Chaos Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Psychic
Fighters (Core) - Secondary Primary Secondary Primary * - - *
Brutes - Primary Secondary - Secondary - - - -
Pets - - Secondary Primary - - - - -
Corpse Grinder Cult Agility Brawn Combat Cunning Ferocity Leadership Shooting Savant Savagery
Fighters (Core) - Primary Primary Secondary Secondary * - - Secondary
Brutes Primary - - Secondary - - - - Secondary
Pets - Primary Secondary - - - - - -
Slave Ogryn Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Muscle
Fighters (Core) - Primary Secondary - Primary * - Secondary Secondary
Brutes - Secondary - - Primary - - - Secondary
Pets Primary - - Secondary - - - - -

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HOUSE CAWDOR
UNIVERSAL CORE FIGHTERS
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader 140 5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
Champion 80 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
Ganger 50 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBC
Juve 25 6" 5+ 5+ 3 3 1 3+ 1 9+ 9+ 9+ 9+ PC Hot-Headed

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Piety


Fighters (Core) Secondary Secondary Primary - Primary * - - Secondary
Brutes - Primary - - - - - Secondary Secondary
Pets Secondary - - Primary - - - - -

0-3 CHERUB-SERVITOR (PET) 30 0-2 SHEEN BIRD (PET) 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” 5+ 6+ 2 2 1 3+ 1 7+ 5+ 5+ 9+ 6” 4+ 6+ 3 2 1 3+ 2 8+ 7+ 8+ 9+
Wargear: None (unarmed attacks). Wargear: GMW - light (Rending).

FLIGHT FLIGHT
Ignore all terrain, move freely between levels without restriction Ignore all terrain, move freely between levels without restriction
and cannot fall. Cannot ignore impassable terrain or walls. and cannot fall. Cannot ignore impassable terrain or walls.

BODYGUARD BATE
If the owner is within 2" and hit by a ranged attack, the hit and When activating, the owner must pass a Willpower check of
all its effects can be transferred to this fighter. this fighter must attempt to charge the closest enemy fighter.

FOCUS OF FAITH RAKE AWAY


Re-roll one die when generating faith dice (in the End phase) At the end of the activation, if the owner is Active or Pinned, a
per friendly fighter with this special rule on the battlefield (not Willpower check can be made. If passed, make a free Move
Seriously Injured or Broken). (Simple) action, or Retreat (Basic) action if Engaged, directly
towards the owning fighter.
STEALTHY
-1 hit modifier when targeted by ranged attacks.

SMALL TARGET
Never a potential target for Stray shots.

NIMBLE
4+ save (invulnerable).

0-1 STIG-SHAMBLER (BRUTE) 280


M WS BS S T W I A Ld Cl Wil Int
4” 4+ 4+ 5 4 4 4+ 2 9+ 8+ 9+ 8+
Wargear: Custom Twin-linked heavy stubber
(D2, Rapid Fire (3), Twin-linked),
heavy club, flak.

OPTIONS.
Heavy flamer (replaces heavy stubber) ……………… +70↑

INTELLIGENT CONTROL
Re-roll failed Ld, Cool, Will and Int checks.

MOVE AND SHOOT


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

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GANG COMPOSITION
CORE FIGHTER UPGRADES (UNIVERSAL)
Must choose one of the following when recruited:
● Pious (Cawdor): Re-roll critically failed Rally tests.
● Fanatical (Redemptionist): Re-roll critically failed Nerve tests.

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

CHAMPION UPGRADES:
Must choose one of the following when recruited:
● Righteous Warrior (Cawdor):
Once per battle, re-roll a Threshold test to perform an Act of Faith (all dice must be re-rolled).
● Fanatical Fervour (Redemptionist):
Once per battle, gain the following when Charging:
● +2A.
● -1 hit modifier.

DEVOUT MASSES
Extra Cawdor fighters (not Redemptionists) can be added to the Crew at the start of any battle (ignoring Crew limit):
● +1 Ganger.
● +D3 Juves.

PROMOTION
● Cawdor can switch to Redemptionist when promoted.
● Redemptionist cannot switch to Cawdor when promoted.
Note: Promotion also includes Death of a Leader.

ALIGNMENT (LAW ABIDING / OUTLAW)


The gang's alignment depends on the balance of fighters between Cawdor and Redemptionist.
● Law-abiding: Cawdor > Redemptionist.
● Outlaw: Redemptionist > Cawdor.
● The Leader's type count as 1.5 (tie-breaker).

CORRUPTED/INFECTED (CHAOS, GENESTEALER CULT)


Cannot generate or use Faith dice.

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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PISTOL GRENADES ✓
Autopistol 20 Blasting charges 35
+ Reclaimed 15 Choke gas 50
Hand flamer 85 Flares 20
Laspistol 20 Frag 30
+ with Hotshot las pack 40 Gunk bombs 40
Stub gun 15 Incendiary 50
- Dumdum rounds 5 Krak 45
BASIC ✓ Smoke 15
Autogun 35 ARMOUR
+ with Exterminator (Redemptionist) 15 Ablative overlay 25
+ Reclaimed 30 Carapace (light) 80
+ with Polearm 40 Flak 10
Blunderbuss (grape & purgation) with Polearm * 60 Gutterforged cloak 15
- Emperor’s Wrath rounds 35 Incombustible hauberk (Redemptionist) 20
Lasgun 35 Mesh 15
+ with Hotshot las pack 55 Scrap shield 15
Sawn-off shotgun (scatter) 25 FIELD ARMOUR
- Solid 5 Hexagrammic fetish (Redemptionist) 35
Shotgun (solid & scatter) 50 Refractor field 50
+ with Exterminator (Redemptionist) 15 EQUIPMENT
- Executioner 20 Bomb delivery rats 30
- Inferno 15 Book of The Redemption (Redemptionist Leader) 50
- Retributor 20 0-1 Cult icon (Leader or Champion) 40
Throwing knives 25 Drop rig 10
SPECIAL (LEADER & CHAMPIONS) ✓ Filter plugs 10
Flamer 140 Lho sticks 5
+ with Autogun (combi) 150 Lock-punch 10
+ Fire Pike (Redemptionist) 150 Magnacles 20
Grenade launcher (frag & krak) 95 Photo-goggles 50
- Photon flash 15 Photo-lumens 20
- Smoke 15 Pyromantic mantle (Redemptionist) 45
- Flare 30 Respirator 15
Long las 50 Second Best 15
Long rifle 60 Skinblade 10
HEAVY (CHAMPIONS) ✓ Strip kit 15
Heavy crossbow (frag & krak) * 135 Wild Snake 30
Heavy flamer * 195 CHEMS
Heavy stubber * 140 Kalma 15
MELEE GANG EQUIPMENT
Axe 10 Booby trap: frag (0-1) 20
Chainaxe (Redemptionist) 30 Incendiary trap (0-1) 30
+ with Exterminator (Redemptionist) 15 Divine Brazier 80
Chain glaive * 60 PETS (LEADER & CHAMPIONS)
Chainsword 25 0-2 Sheen birds (Cawdor) 45
Cleaver 20 0-3 Cherub-servitor (Redemptionist) 30
Eviscerator * (Redemptionist) 90 Giant rat (0-3) 25
Flail 20 SERVO SKULLS (LEADER & CHAMPIONS)
Flensing knife 15 Sensor skull 60
Greatsword * 40 Gun skull 65
Heavy club 15 Medi skull 80
Knife 10 WEAPON ACCESSORIES
Maul (club) 10 Infra-sight (Pistol, Basic, Special, Heavy) ** 40
Polearm * 20 Mono-sight (Basic, Special, Heavy) ** 35
Two-handed axe * 20 Telescopic sight (Pistol, Basic, Special)** 25
+ with Exterminator (Redemptionist) 15 **: Maximum one gunsight per weapon
Two-handed hammer * 30
+ with Exterminator (Redemptionist) 15

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PATH OF FAITH
A new gang must choose a single permanent Path of Faith. The Path can only be changed when replacing the Leader. Each
Path has unique benefits and 6 Articles of Faith. These are only available to core fighters in the gang that follows that
particular Path.

There are 4 Paths of Faith:


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

CUSTOM PATH (WARNING: CAN BE VERY POWERFUL)


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

FAITH DICE
Faith dice is used to perform Articles of Faith. The amount of Faith dice depends on the amount of fighters. All references to
'fighters' in relation to Faith dice includes only the following (unless otherwise noted):
● Permanent friendly fighters (not pets).
● On the battlefield.
● Not Seriously Injured.
● Not Broken.

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

GENERATING FAITH DICE


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

SPENDING FAITH DICE


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

Unless otherwise specified:


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

BESEECH THE GOD-EMPEROR (DOUBLE ACTION)


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

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PATH OF THE FANATIC PATH OF THE DOOMED


● +1 dice roll per Engaged permanent friendly fighter ● Generate Faith dice on 4+ if any of the following are
(not pets) when generating Faith dice (in the End true:
phase). ○ Leader is Seriously Injured or Out of Action.
○ The gang has failed a Bottle test.
1. "And Lo, I did spread my Wings and the God-Emperor
carried me aloft!" (5+) 1. "And the people Rose Up in their multitudes to aid
Declare a move, jump or leap before rolling to gain: Him!" (8+)
● +3D6" Movement when leaping gaps. Once per battle (if successful):
● -D6+2" when jumping down (distance reduction). ● Forfeit the activation to add D3 extra permanent core
fighters to the battlefield (not part of the crew):
If failed, the declared move must still be made! ○ Arrive immediately B2B with the closest
battlefield edge to this fighter.
2. "And by our Pain shall He Judge our worth!" (5+) ○ Not within 9" of enemies.
Once per battle (if successful): ○ Cannot activate this round.
● +3T. ○ Any belonging pets are included
● Suffer a Flesh Wound at the start of additionally.
the fighter's next activation.
If failed, a random permanent friendly fighter (not part of the
If failed, suffer a Flesh Wound immediately. crew) is immediately taken Captive by the enemy gang.

3. "And without thought He Smote Them Down!" (6+) 2. "And by the manner of his Death did the Emperor judge
Immediately make a free Charge (Double) action. For this him!" (5+)
round: Make a Move (Simple) action, then centre a Blast (5") on this
● -2 hit modifier. fighter. All fighters hit suffer a S3 hit. Then this fighter goes
Out of Action.
If failed, suffer -2 hit modifier for the rest of the battle.
3. "And in the Grace of the Emperor even Death was
4. "And His Feet carried him into the fray!" (2+) Defied!" (8+)
● Immediately make a free Move (Simple) action. Until the end of the next activation:
● Cannot make ranged attacks this activation. ● Ignore the effects of Seriously Injured.
● Suffer a Flesh Wound. ● Cannot be taken Out of Action.
● Automatically go Out of Action when this effect
If failed, suffer a Flesh Wound. expires.

5. "And He stood Defiant upon the Mountain!" (5+) 4. "And in His Light were they struck blind!" (6+)
● Not Pinned when hit by ranged attacks. While within 6" (including this fighter), the max range for
● Cannot Take Cover (Basic). targeting and being targeted by ranged attacks is 3".
● When in cover, reduce the benefit to -1.
5. "And a river of blood did Drown Them!" (11+)
6. "And He Gave Unto Them the Emperor's Mercy!" (5+) Friendly fighters (not pets) that are Out of Action are included
Invoked when an enemy declares a Coup de Grace (Simple) in the count for the enemy Bottle test (in the End phase of this
action against a friendly permanent fighter: round).
● Immediately make a free Fight (Basic) action
targeting the enemy fighter that declared the Coup 6. "And upon a Fortress of Bone shall my Strength be
de Grace action (this could prevent the enemy action built!" (6+)
from being performed). Increase S & T equal to the number of friendly Gangers that
are out of Action (max +3).

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

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PATH OF THE FAITHFUL PATH OF THE REDEEMER


● Each permanent Leader and Champions gain +1 ● +1 dice roll per enemy that is Seriously Injured or
dice when generating Faith dice (not Seriously taken Out of Action this round.
Injured or Broken).
1. "And each Blow shall be a Barb unto my enemy's
1. "And Contempt shall be My Armour!" (4+) flesh!" (5+)
Permanent friendly fighters within 6" (including this fighter) Pass a Willpower check to target this fighter with close
can force enemy psykers to re-roll Willpower checks to combat attacks, or immediately suffer a Flesh Wound.
manifest Wyrd Powers when targeted by psychic powers.
2. "And Flame shall Burn Away their sin!" (3+)
If failed, this fighter suffers -1 Willpower (rest of the battle). All Melee attacks gain Blaze.

2. "And Lo His Gaze did Illuminate them!" (3+) If failed, immediately suffer Blaze.
● Can attack through smoke.
● Ignore Pitch Black. 3. "And with Iron Teeth shall they be Devoured!" (5+)
● +1 modifier if hit by a Flash (Initiative test against Re-roll failed Wound rolls using a 'chain' weapon (including
Blind). eviscerator).

3. "And the Word fell upon them, and they were Broken 4. "And Agony brought the unbelievers Low!" (7+)
by it!" (5+) Enemies that suffer a Flesh Wound within 6" and LOS to this
Enemies within 9" with LOS to this fighter must make a Nerve fighter can only perform a single action in their activation.
test.
If failed, this fighter can only perform a single action this
If failed, this fighter must make a Nerve test. activation.

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

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


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

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HOUSE DELAQUE
UNIVERSAL CORE FIGHTERS
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader 140 5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
Champion 80 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
Ganger 50 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBC
Juve 25 6" 5+ 5+ 3 3 1 3+ 1 9+ 9+ 9+ 9+ PC Hot-Headed

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation


Fighters (Core) Primary - - Primary - * Secondary Secondary Secondary
Brutes - Secondary - - - - Primary - Secondary
Pets Secondary - - Primary - - - - -

0-1 SPYKER (BRUTE) 190 0-3 SPEKTER (PET) 50


M WS BS S T W I A Ld Cl Wil Int CEPHALOPOD SPEKTER
6” 6+ 6+ 3 4 4 3+ 1 5+ 5+ 4+ 6+ M WS BS S T W I A Ld Cl Wil Int
5” 4+ 5+ 3 3 1 3+ 1 7+ 5+ 6+ 4+
OPTIONS Weapons: GMW - light (2", Shock).
Displaced field …………………………………………… +50
FLIGHT
FLIGHT Ignore all terrain, move freely between levels without restriction
Ignore all terrain, move freely between levels without and cannot fall. Cannot ignore impassable terrain or walls.
restriction and cannot fall. Cannot ignore impassable
terrain or walls. SENSOR ARRAY
If within 3” when the owner makes an Intelligence check (for
WYRD POWERS (UNSANCTIONED) any reason), roll an extra D6 and pick a dice to discard.
PSYCHIC ASSAULT (BASIC)
An enemy fighter within 18” is Pinned and must pass a THREAT RESPONSE
Willpower check or suffer 1 Damage (if reduced to 0 When the owner is taken Out of Action, all enemy fighters
Wounds, roll an Injury dice as normal). within D6” of this pet suffer a Strength 1 automatic hit with
Seismic (always Pinned, no save roll if the wound roll is a 6
PSYCHIC SCREAM (BASIC) before modifiers).
Enemy fighters within 3” must pass a Nerve test with a -1
modifier or become Broken. WATCHDOG
If the owner is a sentry, attackers can be spotted outside the
FORCE BLAST (BASIC) vision arc. Add 1+ modifier to spotting (a 1 before modifiers still
Enemy fighters within 3” are immediately pushed D3+1” fails).
directly away. If a fighter is pushed from a platform or into a
pitfall, pass an Initiative test to be placed Prone at the edge
(otherwise fall). If pushed into a wall or other impassable
terrain, the fighter is immediately Pinned and takes a hit
with a Strength equal to the number of inches rolled for the
push distance.

0-2 SPEKTOR (BRUTE) 205 0-2 WYRM (PET) 35


PISCEAN SPEKTOR PSYCHOTERIC WYRM
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+ 4 4 3 3+ 4 7+ 6+ 6+ 8+ 6” 4+ 6+ 3 3 1 4+ 1 8+ 5+ 6+ 8+
Skills: Fearsome. Weapons: GMW - light (Rending).
Weapons: 2x Psychomantic claws.
Wargear: Carapace (light). BURROWING
Move freely under impassable terrain (if movement is sufficient
FLIGHT to pass through completely).
Ignore all terrain, move freely between levels without restriction
and cannot fall. Cannot ignore impassable terrain or walls. LONG LEASH
Remain within 12" of the owner (instead of 3").
PSYCHOTERIC MASTERY
Unsanctioned Psyker. When recruited: PSYCHOTERIC NODE
● Choose a discipline (Darkness, Delusion or Madness). While this pet is Active or Pinned (not Seriously Injured), the
● 1 Wyrd Power (free). owner can channel Wyrd Powers (not Continuous Effects)
through this fighter:
ADDITIONAL WYRD POWERS (+30 EACH) ● The Psyker suffers any Perils of the Warp (as normal).
When recruited: ● Range, distance & LOS is measured from this pet.
● Purchase additional Wyrd Powers from the chosen
discipline.

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★ NECROMUNDA ★

GANG COMPOSITION
LEADER UPGRADES
● Psychoteric Mastery (+30): Become an Unsanctioned Psyker.

CHAMPION UPGRADES
● Psychoteric Mastery (+30): Become an Unsanctioned Psyker.
● From the Shadows (+30): Placed aside instead of being set up at the start of a battle. Deployed at the start of any
round (before rolling for Priority) within 3" of a friendly fighter. If multiple gangs have this ability, take turns deploying
each fighter (randomize the order).

JUVE UPGRADES
● Psychoteric Mastery (+30): Become an Unsanctioned Psyker.
○ Additional Wyrd Powers (+30 each): Purchase additional Wyrd Powers from the chosen discipline.

SPECIAL RULES
Delaque Psykers have access to 3 disciplines (Darkness, Delusion, Madness).

PSYCHOTERIC MASTERY
Leader, Champions & Juves can become Unsanctioned Psyker in the following situations:
● When recruited (+30 credits).
● Instead of gaining a new Primary skill (during Advancements).

When becoming a Psyker (when recruited or instead of a Primary skill during Advancements), apply the following:
● Choose a discipline (Darkness, Delusion or Madness).
● Gain 1 Wyrd Power (free) from the chosen discipline.
● Gain additional Wyrd Powers from the chosen discipline as a Primary skill during Advancements.

PSYCHOTERIC CHOIRS
When a Psyker uses a Psychoteric Wyrd Power, up to 3 other Active friendly core 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 checks to resist any Psychoteric Wyrd Power (min -3).

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★ NECROMUNDA ★

PISTOL GRENADES
Autopistol 20 Choke gas 50
+ Reclaimed 15 Flares 20
Flechette pistol (solid & fleshbane) 40 Frag 30
Grav pistol 90 Gunk bombs 40
Hand flamer 85 Photon flash 15
Laspistol 20 Scare gas 40
+ with Hotshot las pack 40 Smoke 15
Plasma pistol 65 Stun 15
Stub gun 15 ARMOUR
- Dumdum 5 Ablative overlay 25
Web pistol 80 Armoured undersuit 25
BASIC Carapace (light) 80
Autogun 35 Flak 10
+ Reclaimed 30 Gutterforged cloak 15
Lasgun 35 Mesh 15
+ with Hotshot las pack 55 Scrap shield 15
Sawn-off shotgun (scatter) 25 EQUIPMENT
- Solid 5 Bio-scanner 30
Shotgun (solid & scatter) 50 Cameleoline Cloak 35
- Executioner 20 Drop rig 10
Throwing knives 25 Filter plugs 10
SPECIAL (LEADER & CHAMPIONS) Grapnel launcher 25
Flamer 140 Lho sticks 5
Grav gun 150 Lock-punch 10
Long las 50 Magnacles 20
Long rifle 60 Photo-goggles 50
Meltagun 165 Photo-lumens 20
Plasma gun 150 Psychomancer's harness 110
Web gun 155 Respirator 15
HEAVY (CHAMPIONS) Second Best 15
Heavy flamer * 195 Skinblade 10
CLOSE COMBAT Strip kit 15
Axe 10 Web solvent 20
Cleaver 20 Wild Snake 30
Club, maul, bludgeon or hammer 10 CHEMS
Flail 20 Kalma 15
Flensing knife 15 GANG EQUIPMENT
Heavy club 15 Booby trap: frag 20
Knife 10 PETS (LEADER & CHAMPIONS)
Digi laser 25 Spekter (0-3) 50
Serpent's fangs 45 Wyrm (0-2) 35
Shivver sword 70 Giant rat (0-3) 25
Shock stave 25 WEAPON ACCESSORIES
Stiletto knife 20 Gunshroud (Pistol, Basic) 20
Two-handed axe * 20 Infra-sight (Pistol, Basic, Special, Heavy) ** 40
Two-handed hammer * 30 Mono-sight (Basic, Special, Heavy) ** 35
Web gauntlet 35 Suspensor (Unwieldy) 60
Whip 15 Telescopic sight (Pistol, Basic, Special)** 25
*: Takes up 2 weapon slots. **: Maximum one gunsight per weapon.

91
★ NECROMUNDA ★

HOUSE ESCHER
UNIVERSAL CORE FIGHTERS
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader 140 5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
Champion 80 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
Ganger 50 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBC
Juve 25 6" 5+ 5+ 3 3 1 3+ 1 9+ 9+ 9+ 9+ PC Hot-Headed

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Finesse


Fighters (Core) Primary - Primary Secondary Secondary * - - Secondary
Brutes Primary - - - Secondary - - - Secondary
Pets Primary - - Secondary - - - - -

0-3 PHELYNX CAT (PET) 25 0-1 KHIMERIX (BRUTE) 220


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ - 3 3 1 3+ 2 10+ 7+ 9+ 11+ 6” 4+ 4+ 4 5 3 3+ 3 8+ 7+ 7+ 8+
VENOMOUS BITE Skills: Crushing Blow
Critical hit: Toxin. Weapons: Chemical cloud breath weapon,
GMW2 (Pulverise).
UNTAMED
All attacks are unarmed with Reckless. OPTIONS
Gaseous eruption (replaces breath weapon) ………. +80↑
0-2 PHYRR CAT (PET) 65 GMW3 (Rending) ………………...……………………. +30↑
M WS BS S T W I A Ld Cl Wil Int Flak ……………………………………………………… +10
7” 3+ - 3 3 1 2+ 2 7+ 8+ 7+ 8+
Wargear: GMW1 (Pulverise). REGENERATION
Unless ablaze, can spend a Simple action (Regeneration)
to heal 1 wound on a 4+.
INDEPENDENT
9” range to the owner (instead of 3”). CRUSHING BLOW
Nominate one attack (before rolling to hit) to gain +1 S & D
LANDS ON THE FEET (if hitting).
-2 Strength to any falling damage.

GANG COMPOSITION
CHAMPION UPGRADES
● Death-Maiden:
○ Poison Blood: Toxin weapons can re-roll 1s before modifiers (against Toughness).
○ Lose access to Basic, Special & Heavy weapons.

SPECIAL RULES
Access to Chem-alchemy Elixir: Buy any number of doses (Common) when visiting the Trading post.

92
★ NECROMUNDA ★

PISTOL MELEE CHEMS


Autopistol 20 Axe 10 Kalma 15
+ Reclaimed 15 Chainaxe 30 CHEMS (GAS AMMO)
Hand flamer 85 Chainsword 25 Acidic 20
Laspistol 20 Cleaver 20 Bane 15
+ With Hotshot las pack 30 Club, maul, bludgeon or hammer 10 Blackout 30
Needle pistol 40 Flail 20 Blinding 10
- Chem darts 10 Flensing knife 15 Expansive 20
Plasma pistol 65 Heavy club 15 Hallucinogen 15
Stub gun 15 Knife 10 Leaden 30
- Dumdum rounds 5 Power hammer 45 Liftin’ 25
Bolt pistol / needle pistol (combi) 70 Power knife 25 Pathogenic 15
BASIC Power sword 45 Pyrophoric 20
Autogun 35 Servo claw 35 CHEMS (TOXIC AMMO)
+ Reclaimed 30 Shock whip 25 Bleeding 10
Boltgun 80 Stiletto knife 20 Concentrated 15
- Gunk 15 Stiletto sword 30 Debilitating 10
Lasgun 35 Two-handed axe * 20 Decaying 5
+ With Hotshot las pack 55 Two-handed hammer * 30 Exploding 20
Sawn-off shotgun (scatter) 25 Venom Claw 30 Maddening 5
- Solid 5 Whip 15 Maiming 10
Shotgun (solid & scatter) 50 ARMOUR Panicking 10
- Acid rounds 15 Ablative overlay 25 Paralysing 5
Throwing knives 25 Armoured undersuit 25 Silencing 5
Wyld bow 20 Carapace (light) 80 CHEMS (STIMM)
- Acid 20 Flak 10 Bad Blood 10
- Explosive 20 Gutterforged cloak 15 Blood Rush 15
- Poison 25 Mesh 15 Brain Lock 15
SPECIAL (LEADER & CHAMPIONS) Scrap shield 15 Dreamland 10
Flamer 140 EQUIPMENT Hyper 20
+ with Bolter (combi) 160 Chem-synth 15 Ice Cold 15
Grenade launcher (frag & krak) 95 Drop-rig 10 Jolt 30
- Flare 30 Filter-plugs 10 Night Night 25
- Smoke 15 Grapnel launcher 25 Puke 15
Long las 50 Lho sticks 5 Wide-eye 10
Meltagun 165 Lock-punch 10
+ with Bolter (combi) 170 Magnacles 20
Needle rifle 70 Photo-goggles 50
- Chem darts 10 Photo-lumens 20
+ with Bolter (combi) 90 Respirator 15
‘Nightshade’ chem-thrower 135 Second Best 15
Plasma gun 150 Skinblade 10
+ with Bolter (combi) 180 Strip kit 15
HEAVY (CHAMPIONS) Wild Snake 30
Heavy stubber * 140 GANG EQUIPMENT
Plasma cannon * 150 Booby trap: frag 20
GRENADES Gas Canisters 15
Choke gas 45 PETS (LEADER & CHAMPIONS)
Flares 20 Phelynx cat (0-3) 25
Frag 30 Phyrr cat (0-2) 65
Gunk bombs 40 Giant rat (0-3) 25
Krak 45 WEAPON ACCESSORIES
Photon flash flares 15 Gunshroud (Pistol, Basic) 20
Scare gas 40 Las-projector (P, B, S) 35
Smoke 15 Suspensor (Unwieldy) 60
Stun 15 Telescopic sight (P, B, S)** 25
**: Maximum one gunsight per weapon.

93
★ NECROMUNDA ★

HOUSE GOLIATH
UNIVERSAL CORE FIGHTERS
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader 140 5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
Champion 80 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
Ganger 50 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBC
Juve 25 6" 5+ 5+ 3 3 1 3+ 1 9+ 9+ 9+ 9+ PC Hot-Headed

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Muscle


Fighters (Core) - Primary Secondary - Primary * - Secondary Secondary
Brutes - Primary - - Secondary - - - Secondary
Pets - Primary - - Secondary - - - -

0-1 'ZERKER (BRUTE) 210 0-1 SUMPKROC (PET) 65


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 6+ 6 5 3 5+ 3 7+ 6+ 8+ 10+ 4” 3+ - 4 4 2 6+ 2 8+ 6+ 7+ 11+
Skills: Impetuous (consolidate 4” instead of 2”). Wargear: GMW1 (Rending), Mesh.
Wargear: 2x Open fist: GMW1(Knockback).
COUNTER-CHARGE
OPTIONS Once per round, if all conditions are true:
Mutated fists & bone spurs (replaces 1 weapon): ● Active.
GMW2 (2", Knockback, Pulverise) ………………….... +70↑ ● An enemy charges the owner.
Furnace plates ………………………………………...... +10
Stimm slug stash ……………………………..……..….. +20 After the enemy movement, interrupt the activation by
performing a Charge (Double) action against the enemy fighter,
COMBAT CHEMS STASH including the Fight (Basic) action. Finally, the enemy can
When activated, roll a D3 to modify the Attack stat continue the Charge action and make the attacks as normal (if
(this round): still Engaged).
1: A = 1 2: +2 A 3: +3 A

GANG COMPOSITION
CHAMPION UPGRADES
● Stimmer:
○ Combat Chems Stash: When activated, roll a D3 to modify the Attack stat (this round):
1: A = 1 2: +2 A 3: +3 A
○ Lose access to Basic & Special weapons.

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 rating).

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

Choose a number of upgrades from the selected sub-type (depending on the fighter type):
● Leader & Champion: 0-2 upgrades.
● Ganger & Juve: 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 stat 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 stats, the effects are combined (either
adding together or cancelling each other out).

LIMITATION
Each fighter upgraded with Gene Smithing must have an unique combination of Gene-smithing upgrades.

94
★ NECROMUNDA ★

PISTOL MELEE
Autopistol 20 Axe 10
+ Reclaimed 15 Brute cleaver 20
Bolt pistol 60 Chainaxe 30
- Gunk 15 Chainsword 25
Hand flamer 85 Cleaver 20
Laspistol 20 Club, maul, bludgeon or hammer 10
+ with Hotshot las pack 40 Flail 20
Stub gun 15 Flensing knife 15
- Dumdum rounds 5 Heavy club 15
Bolt pistol / hand flamer (combi) 100 Heavy rock saw * 80
Bolt pistol / plasma pistol (combi) 75 Knife 10
Stub gun / plasma pistol (combi) 70 Power axe 35
BASIC Power hammer 45
Autogun 35 ‘Pulverizer’ serrated axe 30
+ Reclaimed 30 ‘Renderizer’ serrated axe * 40
Boltgun 80 Servo-claw 35
- Gunk 15 Spud-jacker 15
Lasgun 35 Two-handed axe * 20
+ with Hotshot las pack 55 Two-handed hammer * 30
Sawn-off shotgun (scatter) 25 Whip 15
- Solid 5 ARMOUR
Combat shotgun (salvo & shredder) 90 Ablative overlay 25
Shotgun (solid & scatter) 50 Armoured undersuit 25
- Execution 20 Carapace - light 80
- Inferno 15 + Heavy 100
Stub cannon 35 Flak 10
Throwing knives 25 Furnace plates 5
SPECIAL (LEADER & CHAMPIONS) Gutterforged cloak 15
Flamer 140 Mesh 15
+ with Bolter (combi) 160 Scrap shield 15
Grenade launcher (frag & krak) 95 CHEMS
+ (frag) with Bolter (combi) 90 Kalma 15
- Flare 30 EQUIPMENT
- Smoke 15 Bio-booster 35
- Stun rounds 15 Drop-rig 10
Long las 50 Filter plugs 10
Melta gun 165 Grapnel launcher 25
+ with Bolter (combi) 170 Lho sticks 5
Plasma gun with Bolter (combi) 180 Lock-punch 10
Storm-welder * 85 Magnacles 20
HEAVY (CHAMPIONS) Photo-goggles 50
Heavy bolter * 180 Photo-lumens 20
- Gunk 15 Respirator 15
Heavy flamer * 195 Second Best 15
Heavy stubber * 140 Skinblade 10
‘Krumper’ rivet cannon * 80 Stimm-slug stash 25
Missile launcher (frag & krak) * 175 Strip kit 15
Multi-melta * 200 Wild Snake 30
Twin-linked assault grenade launcher (frag & stun) * 95 BOOBY TRAPS
- Krak 30 Booby trap: frag 20
- Smoke 20 Furnace Barricade 10
GRENADES Pillar of Chains (Gang Relic) 20
Blasting charges 35 PETS (STATUS ITEM)
Flares 20 Sumpkroc (0-1) 65
Frag 30 Giant rat (0-3) 25
Gunk bombs 40 WEAPON ACCESSORIES
Incendiary 50 Gunshroud (Pistol, Basic) 20
Krak 45 Suspensor (Unwieldy) 60
Melta bombs 60 Telescopic sight (Pistol, Basic, Special) ** 25
Smoke 15 **: Maximum one gunsight per weapon.
Stun 15

95
★ NECROMUNDA ★

GENE-SMITHING EFFECT COST


Vatborn - +0
Reduced Bone Density -1T or -1S. -10
Terminal Biology When suffering a Lasting Injury that results in a stat decrease or being taken to the doc -10
(46-65), roll 2+ or die.
Corrupt Slug -1 Leadership, Willpower and Intelligence. -5
Nerve Burnout -1 Cool. -5
Fearless But Foolish +1 Cool & -1 Intelligence. +5
Hardened Immune System Gas and Toxin hits require 6+ when rolling against Toughness. +5
Overdeveloped Musculature +1 Strength & -1 Initiative. +5
Dermal Hardening +1T. +10
Genetic Ancient +1 Leadership, Willpower & Intelligence. +10
Hyper Healing ● Recovery test: +1 dice. +15
● If having any Lasting Injuries in the post-battle sequence, roll 6+ to heal one of the
Lasting Injuries. Note: The fighter does not need to have taken part in the battle to
heal. Can also heal while In Recovery or even captured. Only applies to permanent
stat decreases (46-56) and does not prevent going Into Recovery.
Natborn ● +2 Intelligence, +1 Willpower, -1 Cool. +20
● If an advancement roll results in randomizing between Strength & Toughness,
choose instead.
Tyrant’s Pride Leader only. The gang can't include any Champions. -20
Over-Engineered When suffering a Lasting Injury, roll twice and apply the highest result. Can't be combined -10
with Redundant Organs.
Adaptive Mind Secondary skill sets counts as Primary when Advancing. +5
Rapid Muscle Growth Can gain max +3 Strength from Advancements (instead of max +2). +5
Adaptive Biology Can re-roll Strength and Toughness checks. Gas and Toxin hits must re-roll successful rolls +10
to inflict an injury.
Iron Flesh +1 Wounds. +10
Prime Specimen +1 to any single stat. +10
Redundant Organs When suffering a Lasting Injury, roll twice and apply the lowest result. Can't be combined with +15
Over-Engineered.
Alpha’s Lineage Leadership skill set counts as Primary. Group Activation (+1). +20
The Tyrant’s Own Leader only. +1 to any two stats. +20
Unborn ● Choose 1 additional Primary skill set +10
(Agility, Brawn, Combat, Cunning, Shooting or Savant).
● Can't gain Muscle skills.
Data-Slug Overlay When activating for the first time in a battle, pass an Intelligence check or gain Insanity. -10
Doc’s Failure -1 to two of the following: Movement, Strength, Toughness or Wounds. Can't choose a stat if -10
it would be reduced to 0.
Proto Goliath +1” Movement, -1 Strength & Toughness, -2 Cool, +2 Intelligence, +1 Willpower. -10
Genetic Outsider Only Leader & Champions. Can't use Group Activations. -5
Doc’s Experiment Choose 2 stats: Movement, Strength, Toughness or Wounds. Apply +1 to one and -1 to the +5
other. Can't choose a stat if it would be reduced to 0.
Malformed +1 Strength & -1 Initiative. +5
Stimm Implant Can gain +2 Strength when activated, but must roll 4+ in the End phase or suffer a Flesh +5
Wound.
Two Lives When gaining a skill (from advancement or when recruited), gain +1 additional random skill +5
(Primary or Secondary). These 2 skills are a pair, and when taking part of a battle, randomize
which one applies (the other is forgotten during the battle).
Scar Tissue -1 Damage to all incoming hits (minimum 1). +10
Survivor Recovery test: Re-roll 1 dice. +10

96
★ NECROMUNDA ★

HOUSE ORLOCK
UNIVERSAL CORE FIGHTERS
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader 140 5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
Champion 80 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
Ganger 50 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBC
Juve 25 6" 5+ 5+ 3 3 1 3+ 1 9+ 9+ 9+ 9+ PC Hot-Headed
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Bravado
Fighters (Core) - Primary - - Primary * Secondary Secondary Secondary
Brutes - Secondary - - - - - Primary Secondary
Pets - - Primary - Secondary - - - -

0-1 SERVITOR (BRUTE) 230 0-3 CYBER-MASTIFF (PET) 50


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 5+ 4+ 5 5 3 5+ 2 7+ 5+ 9+ 8+ 5” 3+ - 3 3 1 4+ 1 7+ 6+ 8+ 8+
Wargear: Light carapace (4+). Wargear: GMW1 (Disarm).
Weapons: Harpoon launcher,
servitor combat weapon: WATCHDOG
GMW1 (Knockback). If the owner is a sentry, attackers can be spotted outside the
vision arc. Add 1+ modifier to spotting (a 1 before modifiers still
OPTIONS fails).
Heavy bolter (replaces harpoon launcher) …………..…. +70↑
Heavy flamer (replaces harpoon launcher) …………….. +85↑ LOYAL PROTECTOR
Heavy stubber (replaces harpoon launcher) ………….... +30↑ While Standing (Active or Engaged) and within 3” of its owner,
Heavy carapace armour (replaces light carapace) ….… +20↑ enemy fighters may not make a Coup de Grace against the
Mono-sight ……………………………………………..…... +35 owner.

WEAPONS PLATFORM
Firing an Unwieldy ranged weapon becomes a Basic
action rather than a Double action.

AMMO HOPPERS
Re-roll any failed ammo check results of 1 (before modifiers).

GANG COMPOSITION LEGENDARY NAMES


Unique abilities that grant benefits to permanent fighters.
CHAMPION UPGRADES Some have drawbacks. There are 3 categories:
Arms Master: ● Unbelievable Escapes
● Rule of Iron: ● Impressive Leadership
○ When activated, 1 visible friendly core fighter ● Improbable Beat-Downs
within 6” gains the Nerves of Steel skill.
○ +2 to Bottle test while at least one friendly fighter USAGE
with this ability is on the battlefield. ● Leader and Champions start with 1 free
● Lose access to Special & Heavy weapons. Legendary Name (custom) in addition to the
standard custom skill.
JUVE UPGRADES (WRECKER) ● Limitations (per fighter):
Jump Booster (+30): Wargear (can be sold or discarded, but only ○ Leader and Champions: 0-3
transferred to other Juves). ○ Other fighters: 0-2
● Usable once per activation during a Move/Charge action. ● Purchased as advancements.
When used: ○ 3 XP: 1 Random (choose a category).
○ Grenade & Template weapons: Gain Unstable ○ 6 XP: 1 Custom.
(for the activation). ● Each purchase increase rating with +5 credits.
○ Move: Up to half can be vertical. If ending in the ● Re-roll any random Legendary Name if it can’t
air, fall the remaining distance (if the distance is be used for a particular fighter.
2" or less, it counts as jumping down).
● Used in one of two ways:
○ Safe mode: +3" Movement.
○ Overcharge:
■ D3+3" Movement. Critical fail: Pinned
(malfunction, no move).
■ +1S & +1 hit modifier (when Charging).

97
★ NECROMUNDA ★

UNBELIEVABLE ESCAPES IMPRESSIVE LEADERSHIP


1. IRON HARD 1. BIGMAN
● The first Serious Injury or Out of Action result in a ● Initiating Group Activation have range 6” (instead of
battle counts as a Flesh Wound instead. 3”).
○ Not usable while Webbed (when hit or ● Reduce the benefit of any cover by 1 (when
during recovery). targeted).
○ If a hit causes multiple Injury rolls, all hits of
a single type (Serious Injury or Out of 2. LUCKY
Action) counts as a Single Flesh Wound. ● Once per battle, change any one die this fighter has
● Automatically fail the next Bottle test (that is rolled to a 6 (can be decided after the roll).
required) if this fighter is taken Out of Action. ● If the gang has Reinforcements (scenario special
rule), this fighter must always arrive as a
2. BULLET DODGER Reinforcement.
● Once per battle, when targeted by an enemy ranged
attack, all hits (of the attack) must be re-rolled. 3. IMPRESSIVE SCARS
● In the next activation after using this ability, this ● Leading By Example has unlimited range to fighters
fighter can only make Move (Simple) actions. that have LOS to this fighter.
● Group Activation (-1).
3. BADZONE LEGEND 4. TOO PRETTY FOR PRIMUS
● 3+ save against environmental damage. ● Gain 2D6x5 credits if this fighter is still on the
● In the next activation after using this ability, this battlefield at the end of a battle.
fighter can't initiate or take part in Group Activations. ● If rolling a double, the opponent gains the credits
instead.
4. PROMETHIUM-PROOF KILLER
● Ignore all effects of Blaze. 5. IRON STARE
● Can't utilize or benefit from Leading By Example. ● Enemies in this fighter’s LOS must pass a Cool
check to target this fighter with a ranged attacks.
5. SLIPPERY SCUMMER ● This fighter never counts as the closest fighter for the
● If captured, choose another fighter from the gang to purposes of Target Priority.
be captured instead.
● The captured fighter can't be Rescued. 6. ROCK STEADY
● While Standing, roll 2D6 for Bottle tests and apply
6. BLADE BREAKER the lowest result.
● A 6+ save (bonus, invulnerable) in close combat. ● If failing a Bottle test, re-roll successful Cool checks
● If successful, also apply Disarm to the attacker (must to see if friendly fighters flee the battlefield.
use unarmed attacks for any remaining attacks this
close combat sequence).

IMPROBABLE BEAT-DOWNS 4. CHANCER


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

98
★ NECROMUNDA ★

PISTOL GRENADES
Autopistol 20 Blasting charges 30
+ Reclaimed 15 Demo charges 45
Bolt pistol 60 Flares 20
- Gunk 15 Frag 30
Hand flamer 85 Gunk bombs 40
Laspistol 20 Krak 45
+ with Hotshot las pack 40 Melta bombs 60
Plasma pistol 65 Photon flash 15
Stub gun 15 Scare gas 45
- Dumdum 5 Smoke 15
BASIC ARMOUR
Autogun 35 Ablative overlay 25
+ Reclaimed 30 Armoured undersuit 25
Boltgun 80 Carapace (light) 80
- Gunk 15 + heavy 100
Combat shotgun (salvo & shredder) 90 Conversion field 60
Lasgun 35 Flak 10
+ with Hotshot las pack 55 Gutterforged cloak 15
Sawn-off shotgun (scatter) 25 Hazard suit 10
- Solid 10 Mesh 15
Shotgun (solid & scatter) 50 Scrap shield 15
- Executioner 20 EQUIPMENT
- Inferno 15 Bio-booster 35
Throwing knives 25 Drop rig 10
SPECIAL Filter plugs 10
Flamer 140 Grapnel launcher 25
Grenade launcher (frag & krak) 95 Lho sticks 5
+ (frag) with Autogun (combi) 60 Lock-punch 10
+ (frag) with Bolter (combi) 90 Magnacles 20
- Flare 30 Photo-goggles 50
- Smoke 15 Photo-lumens 20
Long las 50 Respirator 15
Meltagun 165 Servo harness (partial) 130
+ with Bolter (combi) 185 + full 160
Plasma gun 150 Skinblade 10
HEAVY Strip kit 15
Harpoon launcher * 110 Wild Snake 30
Heavy bolter * 180 CHEMS
- Gunk 15 Kalma 15
Heavy flamer * 195 GANG EQUIPMENT
Heavy stubber * 140 Booby trap: frag 20
Mining laser * 135 Booby trap: Sawn-off Surprise 20
Seismic cannon * 150 PETS (STATUS ITEM)
MELEE Cyber-mastiff (0-3) 50
Arc hammer * 70 Giant rat (0-3) 25
Axe 10 WEAPON ACCESSORIES
Chainsword 25 Mono-sight (Basic, Special, Heavy) ** 35
Cleaver 20 Suspensor (Unwieldy) 60
Club, maul, bludgeon or hammer 10 Telescopic sight (Pistol, Basic, Special) ** 25
Flail 20 **: Maximum one gunsight per weapon
Flensing knife 15
Heavy club 15
Knife 10
Las cutter 85
Power knife 25
Power maul 30
Power pick 40
Servo-claw 30
Two-handed axe * 20
Two-handed hammer * 30
Whip 15

99
★ NECROMUNDA ★

HOUSE VAN SAAR


UNIVERSAL CORE FIGHTERS
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader 140 5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
Champion 80 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
Ganger 50 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBC
Juve 25 6" 5+ 5+ 3 3 1 3+ 1 9+ 9+ 9+ 9+ PC Hot-Headed

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Tech


Fighters (Core) - - Secondary Secondary - * Primary Primary Secondary
Brutes - - - - Secondary - - Primary Secondary
Pets Secondary - - Primary - - - - -

0-1 SERVO-SUIT (BRUTE) 240 0-3 CYBERACHNID (PET) 40


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 5 4 3 4+ 4 5+ 5+ 8+ 6+ 6” 4+ 5+ 2 2 1 2+ 1 7+ 8+ 8+ 8+
Skills: Fast Shot (Superior Weapons Array). Skills: Clamber (climb without penalty), Fearsome.
Wargear: Light carapace (4+). Weapons: Stiletto knife, custom web pistol (-2S, Scarce).
Weapons: Twin-linked heavy las carbine,
4x servo-arms: GMW1 (3"). FEAR INDUCING
While Active and within 3” of the owner, the owner gains
VAN SAAR PROTECTIVE GEAR Fearsome.
Re-roll failed Rad-phage tests.
HORRIFIC
OPTIONS Can't be Captured.
Rad gun (replaces 1 servo-arm, -1 Attack) ……..….. +60↑
Plasma gun (replaces 1 servo-arm, -1 Attack) …….. +60↑
Heavy carapace (replaces light carapace) …….…… +20↑

GANG COMPOSITION
Access to Cyber Technika (superior Bionics).

CORE FIGHTERS
● Can equip the following item for free before or after any battle
(can be discarded or replaced, but never traded, transferred or sold):
○ Bodyglove (+1 save, re-roll failed Rad-phage tests).
● Max T4 (can be higher, but without effect).

CHAMPION UPGRADES
● Archeotek (+30):
○ Master of Cyberteknika:
■ Half price when purchasing Cyberteknika.
■ Includes 1 Alpha level Cyberteknika when recruited (free).

JUVE UPGRADES (NEOTEK)


Grav-Cutter (+50)
● +2” Move.
● Ignores terrain (except impassable).
● Move freely between levels without restriction.
● Can't fall.
● Can move over enemy fighters.
● 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 check to inflict a hit (S4, Concussion, Knockback) to one enemy fighter that is passed over.

100
★ NECROMUNDA ★

PISTOL ARMOUR
Autopistol 20 Ablative overlay 25
+ Reclaimed 15 Carapace - light 80
Hand flamer 85 - heavy 20↑
Laspistol 20 Flak 10
- Focusing crystal 30 Gutterforged cloak 15
Las sub-carbine 25 Mesh 15
- Focusing crystal 30 Scrap shield 15
Plasma pistol 65 FIELD
Stub gun 15 Conversion 60
BASIC Displacer 70
Autogun 35 Refractor 50
+ Reclaimed 30 EQUIPMENT
Lasgun 35 Bio-booster 35
- Focusing crystal 30 Drop rig 10
Las carbine 40 Fitler plugs 10
- Focusing crystal 30 Grapnel launcher 25
Sawn-off shotgun (scatter) 25 Grav-chute 50
- Solid 5 Medicae kit 30
Shotgun (solid & scatter) 50 Lho sticks 5
Suppression laser 60 Lock-punch 10
- Focusing crystal 30 Magnacles 20
Throwing knives 25 Photo-goggles 50
SPECIAL Respirator 15
Flamer 140 Second Best 15
Grav gun 150 Servo harness - partial 130
Long las 50 Skinblade 10
Meltagun 165 Strip kit 15
+ with laspistol (combi) 175 Wild Snake 30
Plasma gun 150 CHEMS
+ with laspistol (combi) 160 Kalma 15
Rad beamer * 70 GANG EQUIPMENT
Rad gun 110 Booby trap: frag 20
HEAVY PETS (LEADER & CHAMPIONS)
Lascannon * 165 Cyberachnid (0-3) 40
Multi-melta * 200 Giant rat (0-3) 25
Plasma cannon * 150 WEAPON ACCESSORIES
Rad cannon * 130 Hotshot las pack (laspistol & lasgun) 20
CLOSE COMBAT Infra-sight (Pistol, Basic, Special, Heavy) ** 40
Axe 10 Las projector (Pistol, Basic, Special) 35
Cleaver 20 Mono-sight (Basic, Special, Heavy) ** 35
Club, maul, bludgeon or hammer 10 Suspensor (Unwieldy) 60
Digi laser (0-3) 25 Telescopic sight (Pistol, Basic, Special) ** 25
Flensing knife 15 **: Maximum one gunsight per weapon
Flail 20
Heavy club 15 CYBERTEKNIKA Alpha Gamma Omega
Knife 10 -1T (Enfeebled) 35 60 110
Power knife 25 -1WS (Hand Injury) 20 25 70
Servo claw 30 -1BS (Eye Injury 40 70 90
Shield (Hystrar pattern energy) 50 -1”M (Hobbled) 35 60 90
Shock baton 30 -1 Int & Will (Head Injury) 20 25 35
Shock stave 25 -1 Cl & Ld (Humiliated) 20 25 35
Spider-rig (Paired) * 80 -1S (Spinal Injury) 30 50 100
Two-handed axe * 20
Two-handed hammer * 30
Whip 15
GRENADES
Flares 20
Photon flash 15
Frag 30
Gunk bombs 40
Krak 45
Plasma 5
Rad 25
Smoke 15
Stun 15
101
★ NECROMUNDA ★

ENFORCERS
UNIVERSAL CORE FIGHTERS
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader 140 5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
Champion 80 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
Ganger 50 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBC
Juve 25 6" 5+ 5+ 3 3 1 3+ 1 9+ 9+ 9+ 9+ PC Hot-Headed

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Palanite Drill
Fighters (Core) - Primary Secondary - Secondary * - Primary Secondary
Brutes - Primary Secondary - - - - - Secondary
Pets - Primary - - Secondary - - - -

0-2 HARDCASE CYBER-MASTIFF (PET) 70


M WS BS S T W I A Ld Cl Wil Int
5” 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+
Skills: Threat Response.
Weapons: GMW1 (Rending, Shock).
Wargear: Light carapace (4+), respirator.

THREAT RESPONSE
Can be used when all conditions are true:
● Is Ready.
● Active.
● An enemy ends the movement within 6” after making
a Charge (Double) action.
Interrupt the activation by performing a Charge (Double)
action against the enemy fighter, including the Fight (Basic)
action. Afterwards, this fighter is no longer Ready.

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

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.

LOYAL PROTECTOR
While Standing (Active or Engaged) and within 3” of its owner,
enemy fighters may not make a Coup de Grace against the
owner.

FAITHFUL PROTECTOR
When activated, if the owner is Engaged and within 6”, this
fighter can immediately move into B2B with any fighters
Engaging the owner (counts as a free action).

SPECIAL RULES
STANDARD ISSUE
Core fighters can before or after any battle be given the following items for free:
● Stub gun.
● Flak.
● Magnacles.
These items can be discarded or replaced later, but never traded, transferred or sold.

FRESH FROM THE ACADEMY


● Juves can't be purchased.
● When a core fighter is dead or retired, a single Juve can be recruited for free (after the battle).

102
★ NECROMUNDA ★

PISTOL MELEE
Autopistol 20 Axe 10
+ Reclaimed 15 Cleaver 20
- Fragmentation 10 Club, maul, bludgeon or hammer 10
- Manstopper 10 Flensing knife 15
Laspistol 20 Flail 20
+ with Hotshot las pack 40 Heavy club 15
Stub gun 15 Knife 10
- Dumdum 5 Shield (Vigilance assault) 50
BASIC Shock baton 30
Autogun 35 Shock stave 25
+ Reclaimed 30 Two-handed axe * 20
Enforcer Boltgun 85 Two-handed hammer * 30
- Penetrator 20 Whip 15
Combat shotgun (salvo & shredder) 90 GRENADES
Lasgun 35 Choke gas 50
+ with Hotshot las pack 55 Flares 20
Sawn-off shotgun (scatter) 25 Frag 30
- Solid 5 Gunk bombs 40
Shotgun (solid & scatter) 50 Photon flash 15
Throwing knives 25 Smoke 15
SPECIAL Stun 15
Concussion carbine 60 ARMOUR
Grenade launcher (frag & stun) 75 Ablative overlay 25
- Choke 30 Armoured undersuit 25
- Flare 30 Flak (1) 10
- Krak 35 - Hardened (2) 15
- Photon flash 15 - Layered (3) 20
- Scare 40 - Hardened layered (4) 25
- Smoke 15 Gutterforged cloak 15
Long las 50 Mesh 15
Sniper rifle 65 Scrap shield 15
HEAVY EQUIPMENT
Heavy concussion ram * 80 Bio-booster 35
Assault ram (SLHG ‘sledge hammer’) * 100 Bio-scanner 30
- Assault ram - Drop rig 10
- Grenade launcher (choke gas & frag) - Filter plugs 10
- Krak 35 Grapnel launcher 25
- Photon flash 15 Lho sticks 5
- Scare 40 Lock-punch 10
- Smoke 15 Magnacles 20
Photo-goggles 50
Photo-lumens 20
Respirator 15
Second Best 15
Skinblade 10
Stimm-slug stash 30
Strip kit 15
Wild Snake 30
CHEMS
Kalma 15
BOOBY TRAPS
Booby trap: frag 20
EXOTIC BEASTS (STATUS ITEM)
Hardcase cyber-mastiff (0-2) 70
Giant rat (0-3) 25
WEAPON ACCESSORIES
Infra-sight (P, B, S, H) 40
Telescopic sight (P, B, S)** 25
**: Maximum one gunsight per
weapon

103
★ NECROMUNDA ★

BOUNTY HUNTERS (VENATOR)


LEADER (140)
M WS BS S T W I A Ld Cl Wil Int Restrictions Special
5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
5” 3+ 4+ 3 3 2 4+ 1 7+ 7+ 8+ 8+ 1 free Primary skill
4” 3+ 5+ 4 4 2 4+ 2 7+ 7+ 8+ 8+ When recruited, purchase Common & Rare items up to Rarity 11.
4” 4+ 3+ 3 3 2 3+ 1 7+ 7+ 8+ 8+ Psyker (+35): Become Sanctioned or Unsanctioned Psyker. Can
choose Wyrd Powers from any universal discipline as Primary skills.
CHAMPION (85)
M WS BS S T W I A Ld Cl Wil Int Restrictions Special
5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
5" 4+ 5+ 3 3 2 4+ 1 8+ 8+ 8+ 8+ 1 free Primary skill
4” 4+ 5+ 4 4 2 5+ 2 8+ 8+ 8+ 8+ When recruited, purchase Common & Rare items up to Rarity 10.
4” 5+ 3+ 3 3 2 4+ 1 8+ 8+ 8+ 8+

GANGER (50)
M WS BS S T W I A Ld Cl Wil Int Restrictions Special
5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBC When recruited, purchase Common & Rare items up to Rarity 8.
5” 4+ 5+ 3 4 1 5+ 1 8+ 8+ 8+ 8+
4” 4+ 4+ 4 3 1 4+ 1 8+ 8+ 8+ 8+
4” 4+ 5+ 4 4 1 5+ 1 8+ 8+ 8+ 8+

SPECIAL RULES
● The Leader’s House Legacy determines what House the gang counts as for the purposes of claiming any gang
specific bonuses.
● Automatically sell captives (full value) that are not rescued to the Guilders.
● When an enemy fighter dies, (either during of after a battle), claim half of that fighter’s value.
● Can hire any Hired Guns except Bounty Hunters.
● Can hire generic Hangers-on (including Brutes) not associated with any specific gang.

HOUSE LEGACY (30)


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

SKILL ACCESS
Pick 2 skill sets as Primary and 2 skill sets as Secondary. This applies to all fighters. In addition:
● Leader: Leadership (Primary).
● Champion: Leadership (Secondary).

104
★ NECROMUNDA ★

GENESTEALER CULT
UNIVERSAL CORE FIGHTERS
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader 140 5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
Champion 80 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
Ganger 50 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBC
Cult Wyrd
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Powers
Fighters (Core) Primary - Secondary Secondary Primary * - - *
Brutes - Primary - Secondary Secondary - - - -
Pets Secondary - - Primary - - - - -

0-2 ABERRANT (BRUTE) 95 0-3 PSYCHIC FAMILIAR (PET) 25


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 6+ 5 4 2 5+ 2 9+ 4+ 6+ 10+ 5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
Skills: Unstoppable. Skills: Catfall, Clamber.
Restrictions: Melee and Armour (no other Wargear).
OMEN OF FORTUNE
While within 3” of the owner, once per round, the owner can
pass a Willpower check to avoid being hit (affects all hits
against the owner from a single attack). This counts as a bonus
invulnerable save (the owner is not even hit by the attack).
PRECOGNITION
● 3+ save (invulnerable).
● 2+ (invulnerable) against Blast/Template.

GANG COMPOSITION
● Cannot recruit Juves.
● If gaining a free Juve, gain a Ganger instead (no Extra Arm).

EXTRA ARM: EARLY GENERATION (+45)


Any Champion or Ganger can be upgraded with an extra arm when recruited:
● +1 weapon slot (4 instead of 3).
● Attack with 3 weapons (Sidearm/Melee) in close combat (instead of 2).
● Shooting ranged Unwieldy weapons becomes a Basic action with a -1 hit modifier (instead of Double).

LEADER UPGRADES
● Adept:
○ -1 WS & BS (start with 4+).
○ Access to Cult Wyrd Powers (Unsanctioned Psyker) as Primary skills.
○ Start with 1 Wyrd Power (in addition to the standard starting skill).
● Alpha:
○ Extra arm.

LOSS OF A LEADER
A fighter promoted to Leader gains the type depending on if the fighter is Early Generation (Extra Arm) or not:
● Early Generation (Extra Arm): Alpha.
● Otherwise: Adept.

SPECIAL RULES
● Captured fighters are worth the full value (instead of half) when sold to the Guilders.
● No Guild Contact or Alliance:
○ Cannot gain Guilder Contact Territory (re-roll the result).
○ Cannot be allied with Guilders.
○ Cannot sell captives to the Guilders. If a gang fails to rescue a captive held by a Genestealer Cult gang,
then Genestealer Cult can make the captive simply disappear (removed from the campaign).
● Medical Escorts (post-battle action) costs 3D6x10.

105
★ NECROMUNDA ★

ADEPT WYRD POWERS


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

2. FORCE BLAST (BASIC)


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

PISTOL GRENADES
Autopistol 20 Blasting charges 35
+ Reclaimed 15 Demolition charge 50
Hand flamer 85 Flares 20
Laspistol 20 Frag 30
+ with Hotshot las pack 40 Gunk bombs 40
Needle pistol 40 Incendiary 50
- Chem darts 10 Smoke 15
Stub gun 15 ARMOUR
BASIC Ablative overlay 25
Autogun 35 Hazard suit 10
+ Reclaimed 30 Flak 10
Lasgun 35 Gutterforged cloak 15
+ with Hotshot las pack 55 Mesh 15
Sawn-off shotgun (scatter) 25 Scrap shield 15
- Solid 5 EQUIPMENT
Shotgun (solid & scatter) 50 Bio-booster 35
Throwing knives 25 Cult icon (max 1 per gang) 40
SPECIAL (LEADER & CHAMPIONS) Drop rig 10
Flamer 140 Filter plugs 10
Grenade launcher (frag & krak) 95 Grapnel launcher 25
- Flare 30 Lho sticks 5
- Smoke 15 Lock-punch 10
Long las 50 Magnacles 20
Webber 155 Photo-goggles 50
HEAVY (CHAMPIONS) Photo-lumens 20
Heavy stubber * 140 Respirator 15
Mining laser * 135 Second Best 15
Seismic cannon * 150 Skinblade 10
CLOSE COMBAT Strip kit 15
Axe 10 Wild Snake 30
Chainsword 25 CHEMS Cost
Cleaver 20 Kalma 15
Club, maul, bludgeon or hammer 10 BOOBY TRAPS Cost
Flail 20 Booby trap: frag 20
Flensing knife 15 PETS (LEADER & CHAMPIONS)
Heavy club 15 Familiar (0-3) 25
Heavy rock cutter * 95 Giant rat (0-3) 25
Heavy rock drill * 60 WEAPON ATTACHMENTS Cost
Heavy rock saw * 80 Telescopic sight (Pistol, Basic, Special)** 25
Knife 10 **: Maximum one gunsight per weapon
Power hammer 45
Power maul 30
Power pick 40
Power sword (bone sword) 45
Shock stave (Staff of Office) 25
Shock whip (lash whip) 25
Two-handed axe * 20
Two-handed hammer * 30
Whip 15

106
★ NECROMUNDA ★

CHAOS CULT
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader (always 1) 140 5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
Champion (0-2) 80 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
Witch (0-1) 25 6" 5+ 5+ 3 3 1 3+ 1 9+ 9+ 9+ 9+ PC Leading By Example (6"), Group Activation (1)
Ganger 50 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBC

Chaos
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Powers
Fighters (Core) - Secondary Primary Secondary Primary * - - *
Brutes - Primary Secondary - Secondary - - - -
Pets - - Secondary Primary - - - - -

0-* SPAWN (BRUTE) 130 0-2 CHAOS FAMILIAR (PET) 25


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
D6” ? - ? ? ? ? ? - - - - 5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
Skills: Clamber.
A fighter turning into a Chaos Spawn is effectively slain
(equipment is lost) and immediately replaced with a Chaos OMEN OF FORTUNE
Spawn (free). Determine the stats by rolling separately for each While within 3” of the owner, once per round, the owner can
'?' in the profile and consult the table below. This is the pass a Willpower check to avoid being hit (affects all hits
Spawn’s stats which can't be altered in any way. against the owner from a single attack). This counts as a bonus
invulnerable save (the owner is not even hit by the attack).
D6 WS S T W I A
1 5+ 3 4 1 5+ 1 PRECOGNITION
● 3+ save (invulnerable).
2-5 4+ 4 5 2 4+ 2 ● 2+ (invulnerable) against Blast/Template.
6 3+ 5 6 3 3+ 3
● Can only make the following actions: PSYCHIC MANIFESTATION
Move, Charge, Fight, Coup de Grace and Stand Up. Once per round, the owner can re-roll a failed Willpower check
● Can't be, suffer, use or gain any of the following: to perform a Wyrd Power (if the owner is a Psyker).
○ Pinned.
○ Seriously Injured.
○ Flesh Wounds.
○ Lasting Injuries (if taken Out of Action, it is
automatically restrained after the battle).
○ Broken or Insane.
○ Weapons or equipment of any kind (always
make unarmed attacks).
○ Experience or Advancements (in any way).
● Automatically:
○ Pass Cool or Willpower checks.
○ Fail Leadership or Intelligence checks.

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). At least one of the nominated Gangers must roll a
4+ to restrain the Chaos Spawn, 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 (unfettered wrath of the Spawn).

107
★ NECROMUNDA ★

GANG COMPOSITION
● Juve:
○ Cannot be recruited.
○ If gaining a free Juve, gain a Ganger instead.
● Leader:
○ Devotion: If Standing, friendly fighters within 9" and LOS to this fighter can use this fighter's Cool &
Willpower. A fighter promoted to Leader also gains this.

WITCH
A 3rd Champion can be recruited as a Witch (in addition to the normal 0-2 Champions):
● Access to Chaos Wyrd Powers (Unsanctioned Psyker) as Primary skills.
● Start with 1 Wyrd Power (in addition to the standard starting skill).
● Cannot be Promoted (not even from Loss of a Leader).
● Start at D6 XP (same as Juve).

SPECIAL RULES
● Outlaw: Always Outlaw (cannot change Alignment).
● Inured to Insanity: Leader & Champions (including Witch) can re-roll failed Insanity checks.
● Mutations: Can suffer Mutations instead of Lasting Injuries.
● Lead Ritual (Leader): Leader can make the Lead Ritual post-battle action (once after each battle).
● Captured fighters are worth the full value (instead of half) when sold to the Guilders.
● No Guild Contact or Alliance:
○ Cannot gain Guilder Contact Territory (re-roll the result).
○ Cannot be allied with Guilders.
○ Cannot sell captives to the Guilders. If a gang fails to rescue a captive held by a Chaos gang, then the
captive can be sacrificed to perform a Dark Ritual.

CHAOS WYRD POWERS (WITCH)


BIOMANCY TELEKINESIS
1. WARP STRENGTH (SIMPLE), CONTINUOUS EFFECT 4. ASSAIL (BASIC)
+2 Strength and Close Combat attacks gain +1 Damage Make a ranged attack against an enemy fighter or obstacle
(while maintained). within 12” and LOS. If hit, move the target D3” in any
direction. If Standing, become Pinned. If coming into contact
PYROMANCY with a Standing fighter or any terrain, stop moving and suffer
2. SCOURING (BASIC) a S3 hit. If coming into contact with another fighter, that
Make the following ranged attack: fighter also suffers S3 hit, and becomes Pinned.
S2, AP -2, D1, Template, Blaze.
5. FORCE FIELD (BASIC), CONTINUOUS EFFECT
Dark Shield: +1 save modifier. Affects all friendly fighters
TELEPATHY within 3” (including the Psyker). Lasts until the End phase.
3. MADDENING VISIONS (BASIC)
Until the End phase of this round, any enemy fighter who 6. LEVITATION (BASIC), CONTINUOUS EFFECT
ends their turn within 3” must pass a Willpower check or gain While maintained:
Insanity. If failed, roll a D6 each subsequent time the fighter ● +3” Movement.
is activated: ● Can't be Pinned.
● Ignores all terrain.
When activating with Insanity, roll a D3: ● Moves freely between levels without restriction.
1. Immediately Broken (if already Broken, flee even if ● Never fall.
the gang has not failed a Bottle test). ● May not ignore impassable terrain or walls.
2. An opposing gang (randomize if multi-player) can ● May not end its movement with its base overlapping
control the fighter this activation, treated as a an obstacle or another fighter’s base.
friendly fighter to that opposing gang (while
activating).
3. Activate as normal. After the activation, pass a
Willpower check to lose Insanity.

108
★ NECROMUNDA ★

PISTOL ARMOUR
Autopistol 20 Ablative overlay 25
+ Reclaimed 15 Flak 10
Hand flamer 85 Gutterforged cloak 15
Laspistol 20 Hazard suit 10
+ with Hotshot las pack 40 Mesh 15
Stub gun 15 Scrap shield 15
- Dumdum 5 EQUIPMENT
BASIC Cult icon (max 1 per gang) 40
Autogun 35 Drop rig 10
+ Reclaimed 30 Filter plugs 10
Lasgun 35 Grapnel launcher 25
+ with Hotshot las pack 55 Lho sticks 5
Sawn-off shotgun (scatter) 25 Lock-punch 10
- Solid 5 Magnacles 20
Shotgun (solid & scatter) 50 Photo-goggles 50
Throwing knives 25 Photo-lumens 20
SPECIAL (LEADER & CHAMPIONS) Respirator 15
Flamer 140 Second Best 15
Grenade launcher (frag & krak) 95 Skinblade 10
- Flare 30 Strip kit 15
- Smoke 15 Wild Snake 30
Long las 50 CHEMS
Long rifle 60 Kalma 15
HEAVY (CHAMPIONS) GANG TERRAIN
Heavy flamer * 195 Booby trap: frag 20
Heavy stubber * 140 PETS (LEADER & CHAMPIONS)
CLOSE COMBAT Familiar (0-2) 25
Axe 10 Giant rat (0-3) 25
Chain glaive * 60 WEAPON ACCESSORIES
Chainsword 25 Infra-sight (Pistol, Basic, Special, Heavy) ** 40
Cleaver 20 Mono-sight (Basic, Special, Heavy) ** 35
Club, maul, bludgeon or hammer 10 Telescopic sight (Pistol, Basic, Special)** 25
Flail 20 **: Maximum one gunsight per weapon
Flensing knife 15
Heavy club 15
Knife 10
Sword 20
Two-handed axe * 20
Two-handed hammer * 30
Whip 15
GRENADES
Blasting charges 35
Demolition charge 50
Flares 20
Frag 30
Gunk bombs 40
Incendiary 50
Krak 45
Smoke 15

109
★ NECROMUNDA ★

CORPSE GRINDER CULT


UNIVERSAL CORE FIGHTERS
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader (always 1) 140 5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
Champion (0-2) 80 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
Ganger 50 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBC
Juve 25 6" 5+ 5+ 3 3 1 3+ 1 9+ 9+ 9+ 9+ PC Hot-Headed

Agility Brawn Combat Cunning Ferocity Leadership Shooting Savant Savagery


Fighters (Core) - Primary Primary Secondary Secondary * - - Secondary
Brutes Primary - - Secondary - - - - Secondary
Pets - Primary Secondary - - - - - -

GANG COMPOSITION
The following special rules applies to each individual fighter class and is not retained after Promotion (the old abilities are lost
and new is gained). A Juve can however keep any equipped ranged weapons when promoted, but not gain any new ones
afterwards.

LEADER
● Can only gain Close Combat weapons.
● First to the Fray: Charge distance is Move + D6" (instead of D3").
● Terrifying.
● Butcher's Mask (6+ unmodifiable save).

CHAMPION
● Can only gain Close Combat weapons.
● Dervish: 360° LoS when making Fight (Basic) action with Versatile weapons.
● Terrifying.
● Mask (+1 save modifier, can reduce Head/Eye Injury on a 6+).

GANGER
● Can only gain Close Combat weapons.
● Berserker (+1A when charging).
● Fearsome.
● Mask (+1 save modifier, can reduce Head/Eye Injury on a 6+).

JUVE
● No weapon restrictions.
● Infiltrate.
● Mask (+1 save modifier, can reduce Head/Eye Injury on a 6+).

MASK (CHAMPION, GANGER, JUVE)


The mask grants the following benefits (note that the Leader has a separate different mask):
● +1 save modifier.
● Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into
Recovery).
● Cannot wear other combined armour.

TERRIFYING
Pass a Willpower check to target this fighter with a Fight/Shoot action (not Wyrd powers), 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.

110
★ NECROMUNDA ★

PISTOL (JUVE) ARMOUR


Autopistol 20 Ablative overlay 25
+ Reclaimed 15 Armoured undersuit 25
- Fragmentation 10 Hazard suit 10
- Manstopper 10 Flak 10
Hand flamer 85 Gutterforged cloak 15
Laspistol 20 Mesh 15
+ with Hotshot las pack 40 Plate mail 15
Stub gun 15 Scrap shield 15
- Dumdum 5 EQUIPMENT
BASIC (JUVE) Bio-booster 35
Autogun 15 Cult icon (max 1 per gang) 40
+ Reclaimed 30 - Corpse Grinder (max 1 per gang) 40
Lasgun 35 Drop rig 10
+ with Hotshot las pack 55 Filter plugs 10
Sawn-off shotgun (scatter) 25 Grapnel launcher 25
- Solid 5 Lho sticks 5
Shotgun (solid & scatter) 50 Lock-punch 10
Throwing knives 25 Magnacles 20
SPECIAL (JUVE) Photo-goggles 50
Flamer 140 Photo-lumens 20
Long las 50 Respirator 15
HEAVY (JUVE) Second Best 15
Harpoon launcher * 110 Skinblade 10
Heavy flamer * 195 Stimm-slug stash 30
CLOSE COMBAT Strip kit 15
Axe 10 Wild Snake 30
Boning sword 40 CHEMS
Chain cleaver 45 Kalma 15
Chain glaive * 60 GANG EQUIPMENT
Cleaver 20 Booby trap: frag 20
Club, maul, bludgeon or hammer 10 Booby trap: gas 40
Flail 20 Booby trap: melta 50
Flensing knife 15 PETS (LEADER & CHAMPIONS)
Heavy club 15 Giant rat (0-3) 25
Knife 10 WEAPON ATTACHMENTS
Heavy chain cleaver 70 Telescopic sight (Pistol, Basic, Special)** 25
Heavy rock cutter * 95 **: Maximum one gunsight per weapon
Rotary flensing saw * 55
Two-handed axe * 25
Two-handed hammer * 30
Whip 15
GRENADES
Flares 20
Frag 30
Gunk bombs 40
Incendiary 50
Krak 45
Smoke 15

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SLAVE OGRYNS
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader (always 1) 165 5” 4+ 3+ 5 5 2 4+ 1 7+ 7+ 8+ 8+ SC Leading By Example (12"), Group Activation (1)
Champion (0-2) 105 5" 4+ 5+ 5 5 2 4+ 1 8+ 8+ 8+ 8+ SHC Leading By Example (6").
Ganger 75 5" 4+ 5+ 5 5 2 4+ 1 8+ 8+ 8+ 8+ SC Loyal
Juve 50 5" 5+ 6+ 5 5 2 3+ 1 9+ 9+ 9+ 9+ C

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Muscle


Fighters (Core) - Primary Secondary - Primary * - Secondary Secondary
Brutes - Secondary - - Primary - - - Secondary
Pets Primary - - Secondary - - - - -
SPECIAL (LEADER & CHAMPIONS) ARMOUR
Long las 50 Ablative overlay 25
Storm-welder * 85p Armoured undersuit 25
MELEE Carapace - light 80
Axe 10 Flak 10
Augmetic fist: GMW1 (Knockback) 40p Furnace plates 5
Arc welder (permanent) 50 Gutterforged cloak 15
Brute cleaver 20 Mesh 15
Cleaver 20 Scrap shield 15
Club, maul, bludgeon or hammer 10 EQUIPMENT
Flail 20 Bio-booster 35
Flensing knife 15 Drop-rig 10
Heavy club 15 Filter plugs 10
Heavy rock cutter * 95p Grapnel launcher 25
Heavy rock saw * 80p Lho sticks 5
Knife 10 Lock-punch 10
Las cutter (permanent) 60 Magnacles 20
Spud-jacker 15 Photo-goggles 50
Two-handed axe * 25 Photo-lumens 20
Two-handed hammer * 35 Respirator 15
Heavy club 15 Second Best 15
GRENADES Servo harness - partial 100
Blasting charges 35 Skinblade 10
Demo charges 50 Stimm-slug stash 30
Flares 20 Strip kit 15
Frag 30 Wild Snake 30
Gunk bombs 40 CHEMS
Incendiary 50 Kalma 15
Krak 45 BOOBY TRAPS
Smoke 15 Booby trap: frag 20
PETS (LEADER & CHAMPIONS)
Giant rat (0-3) 25
WEAPON ACCESSORIES
Suspensor (Unwieldy) 60
Telescopic sight (P, B, S)** 25
**: Maximum one gunsight per weapon.
SPECIAL RULES
AUGMETIC WEAPONS (PERMANENT)
GANG COMPOSITION
Augmetic weapons are marked with 'p in the cost. A fresh
GANGER
fighters can gain augmetic weapons when recruited, but
● Loyal: +2 when assisting (instead of +1).
existing fighters suffer Recovery (if not already in
● Limited Learning Capacity: Start on 60+D6 XP.
Recovery). These weapons can never be discarded,
transferred or sold.
JUVE
● Limited Learning Capacity: Start on 60+D6 XP.
RUNAWAY
● Lobotomised: Not Pinned when hit by a ranged
Any fighters from this gang that are Captured and Sold to
attack.
the Guilders are worth +D6x10.
● Slow-Witted: Cannot take part in Group
Activations.
OUTLAW
Always Outlaw (can't change Alignment).

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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.

LEADER SKILL SETS


Archetype 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 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.

CHAMPION SKILL SETS


Archetype 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 Wyrd Powers as Primary skills.

GANGER (HIVE SCUM) 30


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
Restrictions: Basic, Close Combat and Pistols.

GANGER (SPECIALIST) SKILL SETS


Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wyrd
- - - Primary Secondary - - - -

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).
● All fighters have access to the Trading Post & Black Market for weapons and equipment.

DELEGATION GANGS
The gang 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.

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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 Archetype.
● 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.

ARCHETYPES (SKILL SETS)


Each Leader and Champion must choose an Archetype when hired.

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

There are 5 Affiliations:


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

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

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


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

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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 founded (automatically)
● Keep access to the original House Weapon List. ● During a campaign (test).
● Keep the original skill sets applicable to the gang
type. Note: Cawdor lose access to Faith dice if tainted.

BECOMING CORRUPTED BECOMING INFECTED


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

CORRUPTED BENEFITS INFECTED BENEFITS


● Lasting Injuries can become Mutations. ● Leader as Psyker (Unsanctioned): Leader can be
● Can perform Dark Rituals (post-battle action). upgraded to a Psyker.
● Successful Dark Ritual: Favour of a Chaos God. ● Aberrant (0-1): Can recruit an Aberrant (counts as a
● Re-roll failed Willpower tests for Insanity. Ganger for the purpose of Gang Composition).
● Cult Icon (0-1): Can purchase a Cult Icon (Leader
Note that only Chaos Cult gangs can seek favour of different or Champion only).
gods. Corrupted gangs (after receiving a favour) can't pray to ● Hybrid Juves (+30): New Juves can be recruited as
any others when conducting a Dark Ritual. Hybrids (+30) to gain an Extra Arm (if a free Juve is
gained, the Extra Arm is also free).

UPGRADING THE LEADER TO A PSYKER


Cost:
● 40 credits.
● 1 post-battle action (the Leader can’t be in
Recovery).
Result:
● Unsanctioned Psyker.
● 1 Cult Wyrd Power.
● Access to Cult Wyrd Powers as Primary Skill.
● Access to Psychic Familiars.

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CHAOS SPECIAL RULES


DARK RITUALS: LEAD RITUAL
The following gangs can seek the favour of certain Chaos Gods.
● Corpse Grinder Cult: Khorne.
● Chaos Cult: Any Chaos God (can change between battles).
● Corrupted gang: Any Chaos God (can't change after the first).

1) The Leader can make a Lead Ritual as a post-battle action (once after each battle).
2) Choose a Chaos God the ritual is invoking: Khorne, Nurgle, Slaanesh or Tzeentch.
3) A random fighter (not Leader or Witch) can be the focus of the ritual (offered up as a vessel of the gods’ power).
This can be a captured fighter (that could normally be sold if held by a non-Chaotic gang), sacrificed to fuel the ritual.
4) Roll 2D6 and apply the following modifiers:
● +2 if praising the currently favoured Chaos god.
● +2 if sacrificing a Captive.
● +1 if the most recent battle was won.
● +1 if gaining Reputation in the most recent battle.
● -1 if losing Reputation in the most recent battle.
● -1 if losing the most recent battle.
● -2 if praising a different Chaos god than currently favoured.

Success (+9 after modifiers):


● Any existing favour is replaced (the gang is heeded by the cult’s patron).
● A fighter used as the focus of the ritual gains D6 XP.

Failure (2 or less before or after modifiers):


● Lose any existing favour (the gang is deemed unworthy).
● A fighter used as the focus of the ritual is turned into a Chaos Spawn (free). The fighter is effectively slain and any
equipment is lost.

THE GODS’ FAVOUR


If the gang has performed a Dark Ritual, gain the following bonuses:
Khorne Nurgle Slaanesh Tzeentch
Once per round Re-roll a failed Recovery test: Re-roll 1 Activate 2 fighters instead of Ignore all negative hit modifiers
Wound roll. dice (for a friendly fighter). 1(one after the other). for a Shoot (Basic/Double) action
Chaos Spawn +1S. +1T. Roll 2D6 and choose the 4+ save.
highest when moving
Leader +1A. +1W. +2”M. Gain 1 random Wyrd Power
(Possessed Hiver / Ghast table).
CHAOS SPAWN 130 CREDITS
M WS BS S T W I A Ld Cl Wil Int
D6” ? - ? ? ? ? ? - - - -
Can't be purchased (only recruited during a failed ritual. A fighter turning into a Chaos Spawn is effectively slain (equipment is
lost) and immediately replaced with a Chaos Spawn (free). Determine the stats by rolling separately for each '?' in the profile
and consult the table below. This is the Spawn’s stats which can't be altered in any way.
D6 WS S T W I A
1 5+ 3 4 1 5+ 1
2-5 4+ 4 5 2 4+ 2
6 3+ 5 6 3 3+ 3
Can only make the following actions:
● Move, Charge, Fight, Coup de Grace and Stand Up.
Can't be, suffer, use or gain any of the following:
● Pinned.
● Seriously Injured.
● Flesh Wounds.
● Lasting Injuries (if taken Out of Action, it is automatically restrained after the battle).
● Broken or Insane.
● Weapons or equipment of any kind (always make unarmed attacks).
● Experience or Advancements (in any way).
Automatically:
● Pass Cool or Willpower checks.
● Fail Leadership or Intelligence checks.

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). At least one of the nominated Gangers must roll a 4+ to restrain the Chaos Spawn, 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
(unfettered wrath of the Spawn).

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ALLIANCES
MAKING AN ALLIANCE REPRESENTATIVES
● Enter into an Alliance before any battle. Alliance Representatives consist of 1-5 fighters. They are
● 0-1 Alliance per gang. always fielded together and must operate together, meaning
● Lasts until the gang or the alliance breaks the bond. that a crew must contain all or none.

ALIGNMENT (LAW-ABIDING & OUTLAW) ● “Here to Help”:


There are 3 types of alliances available, depending on the ○ If included, joins the gang’s crew regardless
gang’s alignment: of crew selection method (random/custom).
● Guild: Law-abiding only. ○ In addition to the standard crew and can
● Recidivists: Outlaw only. take the crew above what is normally
● Noble: Any. allowed (unless otherwise noted).
● Out of Action:
Lasting Injury rolls are treated as Out Cold (12-26).
LIMITATIONS
While allied, a gang can't use: Standard abilities for Leaders and Champions:
● Favours. ● Leader:
● Sub-plots (House or Intrigue). ○ Group Activation (2)
○ Leading By Example (12”)
JOINING THE BATTLE ● Champion:
Any Alliance can join the gang in any battle. This is done in ○ Group Activation (1)
one of two ways: ○ Leading By Example (6”)
● Always available (no test required).
● Aid (pass the Aid test to join). A BAND APART
The alliance counts as a separate neutral gang (not friendly
Some alliances (including all Guilds) will specify Aid and a fighters) to the bonded gang for all purposes except:
Success Level. ● Target priority.
● Assist/interference (works as normal).
AID
Each Alliance that requires an Aid test will specify a Success The gang and it's fighters that are bonded to the alliance are
Level. referred to as neutral.

The fighters in the alliance are referred to alliance fighters.

BODYGUARD (LEADER)
All Bodyguards have the following special rules:

If the specified fighter type is within 2” and hit by a ranged


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

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


allied Representatives to the battle.

Aid roll: D6 + Reputation


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

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TEST-TRIGGER STRONG ALLIANCE


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

Fighter(s)
Alliance Alignment Strong Alliance Representatives Gangers Champions Leader Rating
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 385?
Fallen Houses Outlaw Orlock Rebel Lord / Lady Credo 1 Rebel Lord / Lady Credo 420?
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 140?
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

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★ NECROMUNDA ★

MERCHANT GUILDS
REPRESENTATIVES GUILD DRAWBACKS
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
If defending in a scenario, rolla 4+ or apply all the following:
● The allies must be included.
● Roll for Aid:
○ Success: No effect.
○ Failed: Test the Alliance (the gang is
unhappy about this forced interference).

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


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

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


The following weapons lose Scarce, or if not having Scarce, M WS BS S T W I A Ld Cl Wil Int
gain Plentiful instead: 4” 4+ 5+ 3 3 1 4+ 1 7+ 8+ 7+ 7+
● Plasma (pistol, gun, cannon and combi variants). Skills: Nerves of Steel.
● Blaze weapons. Weapons: Flamer, stub gun, photon flash grenade.
Equipment: Refractor field, cult icon.
DRAWBACKS 2 Gangers (Cynder - Bodyguard - 45)
GUARD DUTY M WS BS S T W I A Ld Cl Wil Int
4” 4+ 5+ 3 3 1 4+ 1 8+ 8+ 7+ 7+
POWER TRAP
Test-trigger: Gained any credits as a scenario reward. → Skills: Spring Up, Bodyguard, Indentured Fighter.
Pay D3x10 credits (or the full reward gained if it was less Weapons: Laspistol, photon flash grenades.
than the result of the roll). Choose (all armed identical):
● Axe.
● Maul.
LIGHT IN DARK PLACES (WHEN JOINING THE BATTLE)
Before a battle, roll a 5+ to apply the Pitch Black. In any End phase, this can be reverted.

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.

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★ NECROMUNDA ★

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


● STRONG ALLIANCE (ORLOCK) M WS BS S T W I A Ld Cl Wil Int
BENEFITS 5” 4+ 4+ 3 3 2 3+ 1 6+ 5+ 7+ 5+
AID Skills: Escape Artist, Overseer.
Success level: 11 or less. Weapons: Laspistol, power knife.
Fighters: Toll Collectors. Equipment: Displacer field, gun skull.
1 Champion (Skinflint - Guild Factotum - 125)
TOLLWAYS
+D6x10 credits when receiving scenario rewards. M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 6+ 7+ 6+
DRAWBACKS Skills: Lie Low.
GUARD DUTY Weapons: Plasma pistol, knife.
Equipment: Mesh, cult icon.
COLLECTING TOLLS 2 Gangers (Groveller - Bodyguard - 75)
Test-trigger: Gained any credits as a scenario reward. → M WS BS S T W I A Ld Cl Wil Int
Pay D3x10 credits (or the full reward gained if it was less 5” 5+ 4+ 3 3 1 4+ 1 8+ 6+ 8+ 7+
than the result of the roll).
Skills: Lie Low, Bodyguard, Indentured Fighter.
Weapons: Knife.
Choose one (individually):
● Long rifle.
● Shotgun (solid & scatter).
HIGHWAYS AND BYWAYS (WHEN JOINING THE BATTLE)
Before a battle, roll a 5+ to be the attacker. If the scenario has no attacker, roll a 5+ to take Priority in the first round.

IRON GUILD DRAWBACKS


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

GUNS, GUNS, GUNS


Trading Post bonus for 1 ranged weapons after each battle:
● -2 Rarity.
● -D3x5 cost (minimum 5 credits).
● Optional: Test the Alliance to have D3x10 discount
instead (minimum 5 credits).

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


● STRONG ALLIANCE (ESCHER) M WS BS S T W I A Ld Cl Wil Int
BENEFITS 4” 4+ 4+ 3 3 2 4+ 1 7+ 7+ 6+ 6+
AID Skills: Step Aside, Overseer.
Success level: 10 or less. Weapons: Needle pistol, stiletto knife.
Fighters: Nautican Syphoning Delegation. Equipment: Mesh, bio-booster, stimm-slug stash.
1 Champion (Syphonite - Guild Factotum - 90)
PURE WATER SUPPLY
Gain a free slopper. If the gang already has a Slopper, M WS BS S T W I A Ld Cl Wil Int
fighters come out of Recovery on 5+ instead of 6+. 4” 5+ 4+ 2 3 1 4+ 1 8+ 8+ 6+ 6+
Skills: Dodge.
DRAWBACKS Weapons: Needle rifle, stiletto knife.
GUARD DUTIES Equipment: Mesh, cult icon.
1 Ganger (Subnautican - Bodyguard - 160)
WATER LEVIES M WS BS S T W I A Ld Cl Wil Int
Test-trigger: Gained any credits as a scenario reward. → 4” 3+ 5+ 5 5 3 4+ 2 8+ 6+ 7+ 7+
Pay D3x10 credits (or the full reward gained if it was less
Skills: Berserker, Bodyguard, Indentured Fighter.
than the result of the roll).
Equipment: Hazard suit, armoured undersuit.
Weapons: 2x Open fist: GMW1 (Knockback).
WATER HARVEST (WHEN JOINING THE BATTLE)
After a battle, if the Leader (Master Nautican) has not gone Out of Action, add +1 to the Capture roll.

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.

121
★ NECROMUNDA ★

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


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

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


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

A PROMISED FIGHTER (WHEN JOINING THE BATTLE)


After a battle, if at least one neutral fighter took an enemy fighter Out of Action with a close combat attack or Coup de
Grace, randomize one such neutral fighter and roll a D6:
1: The neutral 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: No effect.
6: Gain D3x10 credits.

122
★ NECROMUNDA ★

RECIDIVISTS
COLD TRADERS (600) IMPERIAL IMPOSTERS (385)
● STRONG ALLIANCE (ESCHER) ● STRONG ALLIANCE (VAN SAAR)
BENEFITS BENEFITS
VOID-BORN BOUNTY HUNTERS UPHIVE AMBASSADORS
SMUGGLER SHORE PARTY
1 Leader (Master Charlatan - 385)
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. 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. Choose any gang (including the allied gang). The chosen gang
Weapons: Shotgun (solid & scatter), knife. can ignore a single action that would result in changing the
Equipment: Mesh. Alignment. This effect can be transferred to a new gang after
each battle.
2 Gangers (Void-born Scum - Bodyguard - 150)
M WS BS S T W I A Ld Cl Wil Int DRAWBACKS
4” 3+ 4+ 5 5 3 4+ 2 8+ 7+ 7+ 7+ NOBLE AMBITIONS
Skills: Bodyguard, Indentured Fighter. Test-trigger: Joining a battle with Attacker & Defender. → Roll
Equipment: Flak. a 4+ or automatically be the attacker (if the other gang can
Weapons: ● Knife. also automatically be the attacker, determine attacker &
● Autopistol or laspistol defender as normal).
(choose individually).
Test-trigger: Starting a battle. → Roll a 4+ or automatically
XENOS ARTEFACTS
include the ally in the crew (replacing another fighter).
Leaders and Champions can purchase the following from the
House Equipment List (while allied): GUILTY BY ASSOCIATION
● Sling gun: 75. Test-trigger: After fielding the ally in a battle. → Roll a 2+ or
● Armourweave: 20. become outlawed.

DRAWBACKS
PRESS GANGED
Test-trigger: Joining a battle with Attacker & Defender. →
Roll a 4+ or automatically be the attacker (if the other gang NARCO LORDS
can also automatically be the attacker, determine attacker & ● STRONG ALLIANCE (GOLIATH)
defender as normal). BENEFITS
NARCO SCUM
Test-trigger: Starting a battle. → Roll a 4+ or automatically D3+2 Hive Scum (in addition to any standard Hive Scum).
include the ally in the crew (replacing another fighter).
ABUNDANT SUPPLY
IMPERIAL ENTANGLEMENTS Chems (Black Market):
Test-trigger: After fielding allies in a battle. → 1 random ● -2 Rarity/Legality.
neutral fighter (not In Recovery) must miss the next battle ● Supplier never runs out.
(lay low to avoid investigation).
DRAWBACKS
COURIER WORK
Test-trigger: Joining a battle with Attacker & Defender. → Roll
a 4+ or automatically be the attacker (if the other gang can
also automatically be the attacker, determine attacker &
defender as normal).

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

123
★ NECROMUNDA ★

PSI-SYNDICA (140) ROGUE FACTORIA


● STRONG ALLIANCE (DELAQUE) ● STRONG ALLIANCE (CAWDOR)
BENEFITS BENEFITS
1 MIND-LOCKED WYRD (UNSANCTIONED PSYKER - 140) FACTORIA WORK GANGS
M WS BS S T W I A Ld Cl Wil Int 1 Leader (Factoria Overseer - 160)
4” 5+ 3+ 3 3 2 4+ 1 8+ 6+ 4+ 9+ M WS BS S T W I A Ld Cl Wil Int
Skills: Fearsome. 4” 4+ 3+ 3 3 2 4+ 2 8+ 7+ 6+ 6+
Equipment: Mesh. Skills: Commanding Presence, Overseer.
WYRD POWER Choose 3 of the following: Weapons: Auto/plasma pistol (combi), shock baton.
Pyromancy: Scouring (Basic). Equipment: Mesh (5+).
Telekinesis: Assail (Basic), Force Blast (Basic).
Telepathy: Maddening Visions (Basic), Hypnosis (Basic), 1 Champion (Work Party Boss - 80)
Unbreakable Will (Basic). M WS BS S T W I A Ld Cl Wil Int
4” 5+ 4+ 2 3 1 4+ 1 7+ 6+ 6+ 6+
PSYCHIC AWAKENING Skills: Iron Will.
While becoming allied, a fighter can gain the following: Weapons: Laspistol, shock whip.
● Unsanctioned Psyker. Equipment: Mesh.
● 1 Random Psychoteric Wyrd Power from a chosen
discipline (Darkness, Delusion, Madness). 3 Gangers (Factoria Worker - Bodyguard - 25)
M WS BS S T W I A Ld Cl Wil Int
If the alliance is broken, pay the fighter’s value in credits or 4” 5+ 5+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
remove the fighter (including all equipped items).
Skills: Bodyguard, Indentured Fighter.
Weapons: Choose (individually):
DRAWBACKS ● Autogun (reclaimed).
DARK DREAMS ● Autopistol (reclaimed), knife.
Test-trigger: Starting a battle. → Pass a Willpower check for a
random neutral fighter (not In Recovery), or that fighter can't BOUNTEOUS PRODUCTION
be part of the crew for this battle. If included in a battle:
● Before the battle, set-up 2 Loot caskets (instead of 1)
Test-trigger: Starting a battle. → Roll a 4+ or automatically if the scenario doesn't specify any special instructions
include the ally in the crew (replacing another fighter). for Loot caskets.

PSYKANARIUM ATTENTION BARGAIN ORDNANCE (COUNTERFEIT WEAPONS)


Test-trigger: A friendly/neutral Psyker used any psychic power Can buy counterfeit weapons at the Black Market:
in the battle. → After the battle, roll D6 +1 per friendly/neutral ● Counts as Illegal with Legality equal to the original
Unsanctioned Psyker that fought in the battle. On a 7+, suffer Rarity -2.
a Lasting Injury for a random neutral fighter. ● -20% cost.
● Melee weapons gain Reckless.
● Ranged weapons gain Unstable.
● Fighters armed with counterfeit weapons are worth
full value when sold to the Guilders.

HEDGE ARMOURERS
Gain 1 free Ammo-jack.

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

FACTORIA WORKERS
Test-trigger: Starting a battle. → Roll a 4+ or automatically
include the allies in the crew (replacing other fighters).

124
★ NECROMUNDA ★

FALLEN HOUSES (420/250)


● STRONG ALLIANCE (ORLOCK)
BENEFITS
Choose a Rebel Lord:
● GENERIC (420)
● LADY CREDO (250)

1 Generic (Rebel Lord - 420)


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

1 Lady Credo (Rebel Lord - 250)


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 3 2+ 2 5+ 5+ 6+ 6+
Skills: Dodge, Iron Will, Parry.
Weapons: Laspistol (master-crafted), power sabre:
custom power sword (master-crafted, +1 to hit).
Equipment: Light carapace (same as armourweave cloak),
refractor field, photo-goggles.

HEIR TO THE OUTLANDS


Neutral Outcast & Outlaw fighters within 8" can use Lady Credo's
Ld & Cool.

SINESTUS & DEXTERUS


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

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

DRAWBACKS
FOR THE CAUSE
Test-trigger: Fighting against Enforcers or a gang allied with a
Guild or Imperial House. → Do not receive any underdog
bonuses.

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


Guild or Imperial House. → Automatically include the ally in
the crew (replacing another fighter).

ANCIENT OATHS
Test-trigger: After any battle. → Pay D3x10 to the allies.

125
★ NECROMUNDA ★

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

1 Krieg Mester (Leader) 1 Courtier (Leader)


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

MILITIA DRAFT EXCESSIVE WEALTH


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

126
★ NECROMUNDA ★

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

TITHED TO THE FRATERIS MILITIA


Test-trigger: Before each battle (before selecting crews). →
Randomize a Gang Fighter (tithed to the militia) and apply
the following:
● Immediately suffer a Lasting Injury roll, counting
Critical Injury (61-65) as Memorable Death (66).
○ In Recovery: Must miss this battle.
○ Killed: Gain credits equal to the cost
(compensated by the allies).
● Gain D6 XP (if survived).

127
★ NECROMUNDA ★

FEARLESS ALLIES
CATALLUS ● 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
● If the gang with this alliance is Law Abiding, a
1 Masked Killer (Leader) change in Alignment can be ignored once, but the
M WS BS S T W I A Ld Cl Wil Int 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 Mindfrayed (Ganger) 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. → Roll a 2+ per Juve,
Weapons: 2x flail. or remove the fighter (including weapons & wargear) from the
Equipment: Displacer field. gang (turned over to serve as Mindfrayed).
INFECTIOUS TERROR
Apply the following effects to all other fighters (friend & foe) THE INVISIBLE TRUTH
within 6”except this fighter: A gang that has been allied with this alliance must always roll
● When this fighter is Pinned, pass a Cool check or 2+ when attempting to form another alliance in the future
also become Pinned (except the Leader). (with any alliance), or the new alliance is Catallus instead of
● If this fighter fails a Nerve test, pass a Nerve test or the intended alliance.
also become Broken.
● While this fighter is Broken, can't recover from
being Broken.

128
★ NECROMUNDA ★

PSYCHIC TRAINING
TY 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 Onmyodo Telepath (Leader) 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. random neutral fighter (on the battlefield) suffers a Flesh
Weapons: Shock stave. Wound.
Equipment: Refractor field.
Test-Trigger: Fighting a battle against an enemy with
INSPIRATIONAL LEADER a higher Crew Rating. → Include the allies in the crew.
If Standing, friendly/neutral fighters within 6" and LOS to this
fighter can use this fighter's Cool & Willpower stats for any THE COST OF LIES
checks. 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 friendly fighter can use it's Control Collar each round:
● Become a Sanctioned Psyker (for this round).
Otherwise, this fighter does not count as a
Sanctioned Psyker.

WYRD POWERS (SANCTIONED)


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

1 Onmyodo Null (Ganger)


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

CONTROL COLLAR (PSYCHIC NULL)


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

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

129
★ NECROMUNDA ★

THE TRADING POST


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

● Combi-weapons can be upgraded with the same types of ammo as its individual parts.
NB: Needler (combi) can take needle rifle ammo.
● 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 check 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 or weapons attachment to other weapons.
* 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.

PISTOLS Rarity Cost Gang


Autopistol Common 20
- Fragmentation Rare (8) 10 CG, PE
- Manstopper Rare (8) 10 CG, PE
- Phosphor Rare (8) 10
- Plantbuster Rare (9) 15
- Rad Rare (9) 20
- Static Illegal (9) 10
- Warp Illegal (10) 15
+ Reclaimed Common 15
- Phosphor Rare (8) 10
- Plantbuster Rare (9) 15
- Rad Rare (9) 20
Bolt Pistol Rare (8) 60 G, O
- Gas Rare (11) 25
- Gunk Common 15
- Shatter Rare (9) 15
Flechette pistol (solid & fleshbane) - 40 D
Grav pistol Rare (11) 90 D
Hand flamer Rare (8) 85 C, D, E, G, O, VS, GSC, CC, CGC
Inferno pistol (Imperial) Rare (12) 155
Laspistol Common 20
- Focusing crystal Rare (10) 30 VS
+ with Hotshot las pack Common 40
Las sub-carbine - 25 VS
- Focusing crystal Rare (10) 30 VS
Needle pistol Rare (9) 40 E, GSC
- Chem darts Common 10
+ Withertouch (Corrupted) Illegal (13) 65
Plasma pistol Rare (9) 65 D, E, O, VS
Stub gun Common 15
- Dumdum Rare (7) 5 C, D, E, G, O, CC, CGC, PE
- Static Illegal (9) 10
- Warp Illegal (10) 15
Web pistol Rare (9) 100 D
Autopistol / hand flamer (combi) Rare (9) 95
Autopistol / plasma pistol (combi) Rare (10) 75
Bolt pistol / hand flamer (combi) Rare (9) 100 G
Bolt pistol / needle pistol (combi) - 70 E
Bolt pistol / plasma pistol (combi) Rare (10) 75 G
Stub gun / plasma pistol (combi) Rare (10) 70 G

130
★ NECROMUNDA ★

BASIC WEAPONS (1/2) Rarity Cost Gang BASIC WEAPONS (2/2) Rarity Cost Gang
Arc rifle (Imperial) Rare (13) 120 Sawn-off shotgun (scatter) Common 25
Autogun Common 35 - Gas Rare (11) 25
- Phosphor Rare (8) 10 - Phosphor Rare (8) 10
- Plantbuster Rare (9) 15 - Plantbuster Rare (9) 15
- Rad Rare (9) 25
- Rad Rare (9) 20
- Shatter Rare (9) 15
- Static Illegal (9) 10
- Solid Common 5
- Warp Illegal (10) 15
Shotgun (solid & scatter) Common 50
+ with Exterminator - 15 C - Acid rounds - 15 E
+ Reclaimed Common 30 - Executioner Rare (9) 20 C, D, G, O
- Phosphor Rare (8) 10 - Gas Rare (11) 25
- Plantbuster Rare (9) 15 - Inferno Rare (8) 15 C, G, O
- Rad Rare (9) 20 - Phosphor Rare (8) 10
+ with Polearm * - 40 C - Plantbuster Rare (9) 15
Blunderbuss (grape & purgation) with Polearm * - 60 C - Rad Rare (9) 25
- Emperor’s Wrath rounds - 35 C - Retributor - 20 C
- Shatter Rare (9) 15
Boltgun Rare (8) 80 E, G, O
+ with Exterminator - 15 C
- Gas Rare (11) 25
Sling gun (Xenos) Rare (11) 75
- Gunk Common 15
Stake-crossbow (Imperial) Rare (9) 80
- Penetrator - 20 PE Stub cannon - 35 G
- Shatter Rare (9) 15 - Static Illegal (9) 10 G
+ Enforcer - 85 PE - Warp Illegal (10) 15 G
+ Warpstorm (Corrupted) Illegal (10) 90 Suppression laser - 60 VS
Combat shotgun (salvo & shredder) Rare (7) 90 G, O, PE - Focusing crystal Rare (10) 30 VS
- Firestorm Rare (8) 50 Throwing knives Common 25
- Gas Rare (11) 25 Wyld bow - 20 E
- Phosphor Rare (8) 10 - Acid - 20 E
- Explosive - 20 E
- Plantbuster Rare (9) 15
- Poison - 25 E
- Rad Rare (9) 25
- Shatter Rare (9) 15
Lasgun Common 35
- Focusing crystal Rare (10) 30 VS
+ with Hotshot las pack Common 55
Las carbine - 40 VS
- Focusing crystal Rare (10) 30 VS
Kroot long rifle (Xenos) Rare (10) 50
Rak’Gol razor gun (Xenos) Illegal (11) 80

131
★ NECROMUNDA ★

SPECIAL WEAPONS Rarity Cost Gang


Concussion carbine - 60 PE
Flamer Rare (7) 140 C, D, E, G, O, VS, GSC, CC, CGC
+ Balefire thrower (Corrupted) Illegal (9) 160
+ Fire Pike - 150 C
+ with Autogun (combi) Rare (10) 150 C
+ with Bolter (combi) Rare (8) 160 E, G
Gaseous eruption - 40↑ E
Grav gun Rare (11) 150 D, VS
Grenade launcher (frag & krak) Rare (8) 95 C, E, G, O, GSC,CC
+ (frag & stun round) - 75 PE
- Anti-plant (usable with combi) Rare (7) 40
- Choke gas Rare (9) 35 PE
- Flare Common 30
- Krak Rare (8) 35 PE
- Photon flash Rare (9) 15 C, PE
- Plasma Rare (12) 100
- Scare gas Rare (10) 45 PE
- Smoke Common 15
- Stun round Rare (8) 15 G
+ (frag) with autogun (combi) Rare (7) 60
+ (frag) with bolter (combi) Rare (8) 90 G, O
Hrud fusil (Xenos) Illegal (9) 150
Kai hellspear (Corrupted) Illegal (12) 120
Long las Common 50
- Focusing crystal Rare (10) 30
Long rifle Rare (7) 60 C, D, CC
- Static Illegal (10) 15
- Warp Illegal (11) 20
Meltagun Rare (11) 165 D, E, G, O, VS
+ with Bolter (combi) Rare (12) 185 E, G, O
+ with Laspistol (combi) - 175 VS
Necrotic beamer (Xenos) Illegal (12) 140
Needle rifle Rare (9) 70 E
- Chem darts Common 10
+ with bolter (combi) Rare (10) 90 E
Neural flayer (Xenos) Illegal (13) 120
‘Nightshade’ chem-thrower - 135 E
Plasma gun Rare (9) 150 D, E, O, VS
+ with Bolter (combi) Rare (10) 180 E, G
+ with Laspistol (combi) - 160 VS
Rad beamer * - 70 VS
Rad gun - 110 VS
Sniper rifle - 65 PE
Storm bolter (Imperial) Rare (12) 125
Storm-welder * - 85 G
Webber Rare (9) 155 D, GCS
Yu’vath puzzle box (Xenos) Illegal (15) 180

132
★ NECROMUNDA ★

HEAVY WEAPONS Rarity Cost Gang


Assault ram (SLHG pattern ‘sledge hammer’) * - 100 PE
Autocannon (Imperial) * Rare (10) 185
Demiurg energy drill (Xenos) * Illegal (9) 110
Grav cannon (Imperial) * Rare (10) 150
Harpoon launcher * Rare (9) 110 O, CGC
Heavy bolter * Rare (10) 180 G, O
- Gunk Common 15
Heavy concussion ram * - 80 PE
Heavy crossbow * - 135 C
Heavy flamer * Rare (10) 195 C, D, G, O, CC, CGC
Heavy stubber * Rare (7) 140
- Phosphor Rare (8) 10
- Plantbuster Rare (9) 15
- Rad Rare (9) 20
- Static Illegal (10) 15
- Warp Illegal (11) 20
+ Twin-linked - 40↑ C
‘Krumper’ rivet cannon * - 80 G
Lascannon * Rare (10) 165 VS
Mining laser * Rare (9) 135 O, G
Missile launcher (frag & krak missiles) * Rare (10) 175 G
Mole launcher (Imperial) * Rare (11) 110
Multi-melta * Rare (11) 200 G, VS
Plasma cannon * Rare (11) 150 E, VS
Rad cannon * - 130 VS
Seismic cannon * Rare (10) 150 O, GSC
Twin-linked assault grenade launcher (frag & stun) * - 95 G
- Krak - 30 G
- Smoke - 20 G

GRENADES Rarity Cost Gang


Anti-plant Rare (7) 30
Blasting charges Rare (8) 35 C, G, O, GSC, CC
Choke gas Rare (9) 50 C, D, E, PE
Demolition charges Rare (12) 50 O, GSC, CC
Flares Common 20
Frag Common 30
Gunk bombs Common 40
Incendiary charges Rare (7) 50 C, G, GSC, CC, CGC
Krak Rare (8) 45 C, E, G, O, VS, CC, CGC
Melta bombs Rare (11) 60 G, O
Phosphor canister (Imperial) Rare (10) 40
Photon flash flares Rare (9) 15 D, E, O, VS, PE
Plasma Rare (10) 5 VS
Rad - 25 25
Scare gas Rare (10) 45 D, E O
Shard (Corrupted) Illegal (9) 30
+ Mindflect (Xenos) Illegal (10) 50
Smoke Common 15
Stun Rare (8) 15 D, E, G, VS, PE

133
★ NECROMUNDA ★

MELEE WEAPONS Rarity Cost Gang


Arc hammer * - 70 O
Axe Common 10
Boning sword Rare (7) 40 CGC
Brute cleaver - 20 G
Chainaxe Rare (9) 30 C, E, G
+ with Exterminator - 15 C
Chain cleaver Rare (7) 45 CGC
Chainsword Rare (8) 25 C, E, G, O, GSC, CC
Chain glaive * Rare (7) 60 C, CC, CGC
Cleaver Common 20 C, CGC
Club, maul, bludgeon or hammer Common 10
Desire’s needle (Corrupted) Illegal (9) 50
Digi laser Rare (10) 25 D, VS
Eviscerator * - 90 C
Flensing knife Common 15
Flail Common 20
Goredrinker axe (Corrupted) Illegal (9) 40
Greatsword * Rare (10) 40 C
Heavy chain cleaver Rare (7) 80 CGC
Heavy club Common 15 C
Heavy rock cutter * Rare (9) 95 GSC, CGC
Heavy rock drill * Rare (9) 60 GSC
Heavy rock saw * Rare (9) 80 O, GSC
Hex’iron blade (Corrupted) Illegal (9) 25
Knife Common 10
Las cutter Rare (10) 85 O
Lightning claw (Imperial) Rare (11) 70
Polearm * Rare (9) 20 C
Power axe Rare (8) 35 G
Power claw Rare (11) 55
Power fist (Imperial) * Rare (11) 95
Power hammer Rare (8) 45 E, G, GSC
Power maul Rare (8) 30 GSC
Power knife Rare (9) 25 E, O, VS
Power pick Rare (8) 40 GSC
Power sword Rare (9) 50 E, GSC
‘Pulverizer’ serrated axe - 30 G
‘Renderizer’ serrated axe * - 40 G
Rotary flensing saw Rare (9) 55 CGC
Serpent's fangs - 45 D
Servo-claw Rare (10) 35 E, G, O, VS
Shield (assault/energy) - 50 VS, PE
Shivver sword - 70 D
Shock baton Rare (8) 30 VS, PE
Shock stave Rare (9) 25 D, VS, GSC, PE
Shock whip - 25 E, GSC
Spider-rig (Paired) * - 80 VS
Spud-jacker - 15 G
Stiletto knife Rare (9) 20 D, E
Stiletto sword Rare (9) 35 E
Sword Rare (6) 20 CC
Tenebrous scourge (Corrupted) Illegal (10) 60
Thunder hammer Rare (11) 70
Two-handed axe * Common 20 C, G, CC, CGC
+ with Exterminator - 15 C
Two-handed hammer * Common 30 C, G, O, GSC, CC
+ with Exterminator - 15 C
Venom Claw - 30 E
Web gauntlet - 35 D
Whip Common 15 E
Whisperbane knife (Corrupted) Illegal (11) 45
Xenarch death-arc (Xenos) Illegal (9) 75

134
★ NECROMUNDA ★

EQUIPMENT Rarity Cost Gang


Archaeotech device Rare (13) 120
Bio-booster Rare (8) 35 G, O, VS, GSC, CGC, PE
Bio-scanner Rare (8) 30 D, PE
Blind Snake pouch Rare (12) 60
Bomb delivery rats - 30 C
Book of the Redemption - 50 C
Cameleoline cloak Rare (9) 35 D
Chem-synth Rare (12) 15 E
Chrono crystal Illegal (14) 500
Cred sniffer Rare (8) 35
Cult icon (max 1 per gang) - 40 C, GSC, CC, CGC
+ Corpse Grinder - 40 CGC
Data-thief Illegal (10) 35
Drop rig Common 10
Falsehood Rare (9) 40
Filter plugs Common 10
Forged Guilder seal Illegal (11) 55
Frenzon collar Rare (9) 30
Grapnel launcher Common 25
Grav-chute Rare (10) 50 VS
Halo device Illegal (14) 250
Holochromatic field Illegal (9) 100
Lho sticks Common 5
Lock-punch Common 10
Magnacles Common 20
Malefic artefact Illegal (13) 90
Medicae kit Rare (9) 30 VS
Mnemonic inload spike Illegal (12) 100
Photo-goggles Common 50 C, D, E, G, O, VS, GSC, CC, CGC
Photo-lumens Common 20
Psi-grub Illegal (12) 50
Psychomancer's harness - 110 D
Pyromantic mantle - 45 C
Radcounter Rare (9) 50
Respirator Common 15
- Industrial Rare (7) 30
Second Best Common 15
Servo harness -partial Rare (12) 130 O, VS
Servo harness -full Rare (12) 160 O
Skinblade Common 10
Stimm-slug stash Rare (7) 30 G, CHC, PE
Strip kit Common 15
Suspensor harness Rare (9) 40
Threadneedle worms Illegal (13) 200
Web solvent Rare (8) 20 D
Wild Snake Common 30
Xenoculum Illegal (12) 80

135
★ NECROMUNDA ★

ARMOUR Rarity Cost Gang


Ablative overlay Common 25
Armourweave Illegal (9) 20
Armoured Undersuit Rare (7) 25 E, G, O, CGC
- Bodyglove - -
Carapace -light Rare (10) 80 C, E, G, O, VS
Carapace -heavy Rare (11) 100 G, O, VS↑
Carapace -archaeo Rare (12) 120
Ceramite shield Rare (8) 40
Flak (1) Common 10
- Hardened (2) Rare (8) 15 PE
- Layered (3) Rare (10) 20 PE
- Hardened layered (4) Rare (11) 25 PE
Furnace plates - 5 G
Gutterforged cloak Common 15
Hazard suit Rare (10) 10 O, GSC, CGC
Incombustible hauberk - 20 C
Mantle Malifica Illegal (13) 75
Mesh Common 15
Plate mail - 15 CGC
Reflec shroud Rare (8) 30
Scrap shield Common 15

FIELD ARMOUR Rarity Cost Gang


Conversion field Rare (11) 60 O, VS
Hexagrammic fetish Rare (10) 35 C
Displacer field Rare (12) 70 D, VS
Refractor field Rare (10) 50 C, VS

WEAPON ATTACHMENTS Rarity Cost Gang


Focusing crystal (Las: Pistol, Gun, Long, Suppression, Sub-carbine, Carbine) Rare (10) 30 VS
Gunshroud (Pistol, Basic) Rare (8) 20 D, E, G
Hotshot Las Pack (las pistol/gun) Common 20 E, VS
Infra-sight (Pistol, Basic, Special, Heavy)** Rare (8) 40 D, VS, CC, PE
Las-projector (Pistol, Basic, Special) Rare (9) 35 E, VS
Mono-sight (Basic, Special, Heavy)** Rare (9) 35 C, D, O, VS, CC
Psi-Amplifier (Melee) Rare (15) 75
Suspensor (Unwieldy) Rare (10) 60 D, E, G, O, VS
Telescopic sight (Pistol, Basic, Special)** Common 25 G, O, VS, GSC
**: Maximum one gunsight per weapon

CYBERTEKNIKA (VAN SAAR)


BIONICS Damage Rarity Cost Alpha Gamma Omega
Aortic Supercharger -1T (Enfeebled) Rare (13) 30 35 60 110
Bionic Arm -1WS (Hand Injury) Rare (13) 15 20 25 70
Bionic Eye -1BS (Eye Injury Rare (13) 25 40 70 90
Bionic Leg -1”M (Hobbled) Rare (12) 15 35 60 90
Cortex-Cogitator -1 Int & Will (Head Injury) Rare (11) 10 20 25 35
Lobo Chip -1 Cl & Ld (Humiliated) Rare (11) 15 20 25 35
Skeletal Enhancers -1S (Spinal Injury) Rare (13) 20 30 50 100

136
★ NECROMUNDA ★

EXTRAVAGANT GOODS (STATUS ITEM) Rarity Cost CHEMS Rarity Cost Gangs
Exotic furs Rare (12) 50 Frenzon Rare (9) 20
Gold-plated gun Rare (10) 40 Ghast Illegal (9) 30
Master-crafted weapon Rare (10) 125% Icrotic slime Rare (10) 35
Opulent jewellery Rare (11) 80 Kalma Common 15
Uphive raiments Rare (10) 50 Obscura Illegal (8) 30
‘Slaught Rare (10) 30
Spur Rare (11) 35
SERVO SKULLS (STATUS ITEM) Rarity Cost Gang Stinger mould Rare (13) 75
Gun Rare (12) 65 C
Acidic (Gas ammo) - 20 E
Harrier Rare (8) 40
Bane (Gas ammo) - 15 E
Medi Rare (12) 80 C
Blackout (Gas ammo) - 30 E
Sensor Rare (12) 60 C
Blinding (Gas ammo) - 10 E
Expansive (Gas ammo) - 20 E
Hallucinogen (Gas ammo) - 15 E
EXOTIC BEASTS (STATUS ITEM) Rarity Cost Gang
Leaden (Gas ammo) - 30 E
Caryatid (0-1) Rare (15) *
Liftin’ (Gas ammo) - 25 E
Giant rat (0-3) Common 25
Pathogenic (Gas ammo) - 15 E
Sheen bird (0-2) - 45 C
Pyrophoric (Gas ammo) - 20 E
Cherub-servitor (0-3) - 30 C
Bleeding (Toxic ammo) - 10 E
Spekter (0-3) - 50 D
Concentrated (Toxic ammo) - 15 E
Wyrm (0-2) - 35 D
Debilitating (Toxic ammo) - 10 E
Phelynx cat (0-3) - 25 E
Decaying (Toxic ammo) - 5 E
Phyrr cat (0-2) - 65 E
Exploding (Toxic ammo) - 20 E
Sumpkroc (0-1) - 65 G
Maddening (Toxic ammo) - 5 E
Cyber-mastiff (0-3) - 50 O
Maiming (Toxic ammo) - 10 E
- Hacked (0-1) Illegal (10) 50 Panicking (Toxic ammo) - 10 E
- Hardcase (0-2) - 70 PE Paralysing (Toxic ammo) - 5 E
Cyberachnid (0-3) - 40 VS Silencing (Toxic ammo) - 5 E
Psychic Familiar (0-3) - 25 GSC Bad Blood (Stimm) - 10 E
Chaos Familiar (0-2) - 25 CC Blood Rush (Stimm) - 15 E
Gyrinx cat (0-1) Illegal (14) 60 Brain Lock (Stimm) - 15 E
Grapplehawk (0-2) Illegal (11) 45 Dreamland (Stimm) - 10 E
Hyper (Stimm) - 20 E
BRUTES (LAW-ABIDING) Rarity Cost Gang Ice Cold (Stimm) - 15 E
Ambot (0-2) Common 215 Jolt (Stimm) - 30 E
Ogryn (0-2) Common 210 Night Night (Stimm) - 25 E
Iron Automata (0-1) Illegal (14) 220 Puke (Stimm) - 15 E
Stig-shambler (0-1) - 280 C Wide-eye (Stimm) - 10 E
Spyker V1 (0-1) - 190 D
Spektor (0-2) - 205 D
Khimerix (0-1) - 220 E
‘Zerker (0-1) - 210 G
Servitor (0-1) - 230 O
Servo-suit (0-1) - 240 VS

BRUTES (OUTLAW) Rarity Cost


Corrupted Ambot (0-1) Common 220
Mutated Ogryn (0-1) Common 210
Sump Beast (0-1) Common 200
Warp Horror (0-1) Common 210

137
★ NECROMUNDA ★

GANG EQUIPMENT Rarity Cost


Ammo cache Rare (8) 60
Guilder cartograph Rare (11) 70
Mung vase Rare (12) 2D6x10
Isotopic fuel rod Rare (10) 60
Ratskin map Rare (9) 100
Sanctioned writ Illegal (10) 25

BOOBY TRAPS Rarity Cost


Booby trap: frag Common 20
Booby trap: gas Rare (8) 40
Booby trap: melta Rare (10) 50
Booby trap: Sawn-off shotgun (scatter) - 20

GANG EQUIPMENT (TERRAIN) Rarity Cost Gang


Incendiary Trap (Hidden Traps) Common 30 C
Holy Gang-Relic (Gang Relic) Rare (8) 30 C
Hive Incense Rare (7) 40 C
Caged Heretic Rare (9) 40 C
Divine Brazier Common 80 C
Sightblind Trap Rare (11) 40 D
Shadow Veil Rare (9) 50 D
Whisperbox Rare (10) 60 D
Web Trap Rare (11) 80 D
Euclidean Artefact Rare (9) 90 D
Blade Cages (Hidden Traps) Rare (9) 50 E
Decapitators (Hidden Traps) Rare (11) 75 E
Gas Canisters Common 15 E
Gas Censers Rare (10) 50 E
Chymist Cult Relic (Gang Relic) Rare (10) 100 E
Amneo Canisters Rare (9) 60 G
Furnace Barricade Common 10 G
Heavy Rivet Cannon Rare (8) 75 G
Pillar of Chains (Gang Relic) Common 20 G
Relic of the Forge (Gang Relic) Rare (10) 100 G
Sawn-off Surprise (Booby Trap) Common 20 O
Promethium Barrels Rare (8) 30 O
Tool Box Rare (9) 50 O
Road Relic (Gang Relic) Rare (10) 75 O
Servitor Sentry Rare (11) 100 O
Rad Casters Rare (8) 40 VS
Energy Sink Rare (11) 60 VS
Thermal Mines (Hidden Traps) Rare (10) 70 VS
Archaeo-relic (Gang Relic) Rare (10) 80 VS
Rad cannon Emplacement Rare (9) 145 VS
Cult Ritual Chamber Rare (9) 75 Chaotic
Note: Each item is limited to the specified gang(s).

138
★ NECROMUNDA ★

EXOTIC BEASTS
● Only available to Leaders & Champions (Status Item). COUNTS AS A FIGHTER (WITH EXCEPTIONS)
● The limitation is per gang. ● Deployment: With the owner (doesn't take a crew slot).
● A fighter can have any number of pets. ● Group Activate (Pets): The owner gains the ability to
● Purchased as Wargear to the owner. Group Activate all pets (in addition to the number of
fighters that can normally be Group Activated). Pets can
GROUP ACTIVATIONS (PETS) be Group Activated regardless of distance to the owner
All pet owner gains the ability to Group Activate all pets: and even if the owner is prevented from activating or
● Pets join the Group Activation in addition to the number make any actions in a round.
of fighters that can normally be Group Activated. ● 3" within owner: If the pet is outside 3" when the
● Pets can be Group Activated regardless of distance to owner's Group Activation ends, pass a Nerve test or
the owner and even if the owner is prevented from become Broken.
activating or make any actions in a round. ● Broken: Running for Cover is made towards the owner.
Unlike normal Group Activations, this can and must be done ● Rally: Automatically rally if ending an activation within 3"
regardless of any event that would normally prevent Group of the owner (no XP gained).
Activations: ● Leave with the owner: If the owner is removed from the
● Chained: If the owner itself was part of another fighter's battlefield, so are any belonging pets.
Group Activation. ● Bottle tests: Not counted as Out of Action.
● Passive: Regardless of whether the pets or the owner is ● Experience: As a Ganger (uses a separate skill table).
Passive. ● Can't use or take any additional equipment, weapons or
Wargear (other than what is included).
● Lasting Injuries & Capture: As normal.

SKILLS
D3 Agility Brawn Combat Cunning Ferocity
1 Catfall Bull Charge Counter-attack Backstab Berserker
2 Dodge Crushing Blow Disarm Evade Fearsome
3 Sprint Iron Jaw Step Aside Lie Low Nerves of Steel

EXOTIC BEAST WEAPONS Rng Acc


Weapon S L S L Str AP D Ammo Traits
Unarmed attacks E - - - S - 1 - -
GMW1 - light (claw/talon/beak/jaws) E - - - S -1 1 - *
GMW2 - medium (claw/talon/beak/jaws) E - - - S -2 2 - *
GMW3 - heavy (claw/talon/beak/jaws) E - - - S -3 3 - *
Web pistol - custom (Cyberachnid) T - - - 2 - - 6+ Scarce, Web

139
★ NECROMUNDA ★

0-2 SHEEN BIRDS 45 0-3 SPEKTER 50


(CAWDOR) COMMON (DELAQUE) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ 6+ 3 2 1 3+ 2 8+ 7+ 8+ 9+ 5” 4+ 5+ 3 3 1 3+ 1 7+ 5+ 6+ 4+
Wargear: GMW1 (Rending). Wargear: GMW1 (2", Shock).

FLIGHT FLIGHT
Ignore all terrain, move freely between levels without restriction Ignore all terrain, move freely between levels without restriction
and cannot fall. Cannot ignore impassable terrain or walls. and cannot fall. Cannot ignore impassable terrain or walls.

BATE SENSOR ARRAY


When activating, the owner must pass a Willpower check of If within 3” when the owner makes an Intelligence check (for
this fighter must attempt to charge the closest enemy fighter. any reason), roll an extra D6 and pick a dice to discard.

RAKE AWAY THREAT RESPONSE


At the end of the activation, if the owner is Active or Pinned, a When the owner is taken Out of Action, all enemy fighters
Willpower check can be made. If passed, make a free Move within D6” of this pet suffer a Strength 1 automatic hit with
(Simple) action, or Retreat (Basic) action if Engaged, directly Seismic (always Pinned, no save roll if the wound roll is a 6
towards the owning fighter. before modifiers).

WATCHDOG
If the owner is a sentry, attackers can be spotted outside the
vision arc. Add 1+ modifier to spotting (a 1 before modifiers still
fails).
0-3 CHERUB-SERVITOR 30
(CAWDOR: REDEMPTIONIST) COMMON
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 6+ 2 2 1 3+ 1 7+ 5+ 5+ 9+
0-2 WYRM 35
(DELAQUE) COMMON
Wargear: None (unarmed attacks).
M WS BS S T W I A Ld Cl Wil Int
6” 4+ 6+ 3 3 1 4+ 1 8+ 5+ 6+ 8+
FLIGHT
Ignore all terrain, move freely between levels without restriction Weapons: GMW1 (Rending).
and cannot fall. Cannot ignore impassable terrain or walls.
BURROWING
BODYGUARD Move freely under impassable terrain (if movement is sufficient
If the owner is within 2" and hit by a ranged attack, the hit and to pass through completely).
all its effects can be transferred to this fighter.
LONG LEASH
FOCUS OF FAITH Must try to remain within 12" of the owner (instead of 3").
Re-roll one die when generating Faith dice (in the End phase)
per friendly fighter with this special rule on the battlefield (not PSYCHOTERIC NODE
Seriously Injured or Broken). While this pet is Active or Pinned (not Seriously Injured), the
owner can channel Wyrd Powers through this fighter:
STEALTHY ● The Psyker suffers any Perils of the Warp (as normal).
-1 hit modifier when targeted by ranged attacks. ● Range, distance & LOS is measured from this pet.

SMALL TARGET
Never a potential target for Stray shots.

NIMBLE
4+ save (invulnerable).

0-1 SUMPKROC 65
(GOLIATH) COMMON
M WS BS S T W I A Ld Cl Wil Int
4” 3+ - 4 4 2 6+ 2 8+ 6+ 7+ 11+
Wargear: GMW1 (Rending), Mesh.

COUNTER-CHARGE
Once per round, if all conditions are true:
● Active.
● An enemy charges the owner.

After the enemy movement, interrupt the activation by


performing a Charge (Double) action against the enemy fighter,
including the Fight (Basic) action. Finally, the enemy can
continue the Charge action and make the attacks as normal (if
still Engaged).

140
★ NECROMUNDA ★

0-2 PHYRR CAT 65 0-3 CYBERACHNID 40


(ESCHER) COMMON (VAN SAAR) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
7” 3+ - 3 3 1 2+ 2 7+ 8+ 7+ 8+ 6” 4+ 5+ 2 2 1 2+ 1 7+ 8+ 8+ 8+
Weapon: GMW1 (Pulverise). Skills: Clamber (climb without penalty), Fearsome.
Wargear: Stiletto knife, custom web pistol (-2S, Scarce).
INDEPENDENT
9” range to the owner (instead of 3”). FEAR INDUCING
While Active and within 3” of the owner, the owner gains
LANDS ON THE FEET Fearsome.
-2 Strength to any falling damage.
HORRIFIC
Can't be Captured.

0-3 PHELYNX CAT 25 0-3 CYBER-MASTIFF 50


(ESCHER) COMMON (ORLOCK) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ - 3 3 1 3+ 2 10+ 7+ 9+ 11+ 5” 3+ - 3 3 1 4+ 1 7+ 6+ 8+ 8+
Weapons: Unarmed attacks. Wargear: Savage bite: GMW1 (Disarm).
● Reckless (Untamed).
● Critical hit: Toxin (Venomous bite). WATCHDOG
If the owner is a sentry, attackers can be spotted outside the
vision arc. Add 1+ modifier to spotting (a 1 before modifiers still
fails).

LOYAL PROTECTOR
0-1 GYRINX CAT 60 While Standing (Active or Engaged) and within 3” of its owner,
(ANY) ILLEGAL (14) enemy fighters may not make a Coup de Grace against the
M WS BS S T W I A Ld Cl Wil Int owner.
7” 4+ 4+ 2 2 1 2+ 1 9+ 6+ 6+ 7+
Weapons: Claw: GMW1 (AP-). 0-1 CYBER-MASTIFF (HACKED) 50
(ANY) ILLEGAL (10)
STEALTHY
-1 hit modifier when targeted by ranged attacks. M WS BS S T W I A Ld Cl Wil Int
5” 3+ - 3 3 1 4+ 1 8+ 6+ 8+ 8+
WYRD POWER (UNSANCTIONED) Weapons: Jaws: GMW1 (Rending).
At start of each battle, randomize 1 psychic power:
GLITCHY
1. Assail (Basic) 2. Flame Blast (Basic), Continuous In each activation, roll a 2+ or gain Insanity.
3. Freeze Time (Double) 4. Weapon Jinx (Simple)
5. Terrify (Double) 6. Quickening (Basic), Continuous TENACIOUS
If taken Out of Action in a round it has not yet activated in, it is
not removed until until after it has activated.

0-3 GIANT RAT 25 HARDCASE CYBER-MASTIFF 70


(ANY) COMMON (ENFORCER) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ - 3 3 1 3+ 1 10+ 8+ 10+ 9+ 5” 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+
Weapons: Sharp Jaws: GMW1 (Backstab, AP-). Skills: Threat Response.
Weapons: Shock bite: GMW1 (Rending, Shock).
STEALTHY Wargear: Hardcase (Light Carapace & Respirator).
-1 hit modifier when targeted by ranged attacks.

SMALL TARGET TENACIOUS


Never a potential target for Stray shots. If taken Out of Action while not yet activated this round, this
fighter is not removed from the battlefield until after completing
NIMBLE its activation.
4+ save (invulnerable).
LOYAL PROTECTOR
RAT CUNNING While Standing (Active or Engaged) and within 3” of its owner,
The owner gains a 5+ bonus save against environmental enemy fighters may not make a Coup de Grace against the
damage. Alternatively, the owner may sacrifice the this fighter owner.
to completely ignore damage from an environmental effect (this
fighter is permanently removed). FAITHFUL PROTECTOR
When activated, if the owner is Engaged and within 6”, this
fighter can immediately move into B2B with any fighters
Engaging the owner (counts as a free action).

141
★ NECROMUNDA ★

0-3 PSYCHIC FAMILIAR 25 0-1 CARYATID 0*


(GENESTEALER CULT) COMMON (ANY) RARE 15
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+ 6” 5+ - 2 2 1 2+ 1 7+ 7+ 8+ 8+
Skills: Catfall, Clamber. Weapons: None (always make unarmed attacks).

OMEN OF FORTUNE OMEN OF FORTUNE


While within 3” of the owner, once per round, the owner can While within 3” of the owner, once per round, the owner can
pass a Willpower check to avoid being hit (affects all hits pass a Willpower check to avoid being hit (affects all hits
against the owner from a single attack). This counts as a bonus against the owner from a single attack). This counts as a
invulnerable save (the owner is not even hit by the attack). bonus invulnerable save (the owner is not even hit by the
attack).
PRECOGNITION
● 3+ save (invulnerable). PRECOGNITION
● 2+ (invulnerable) against Blast/Template. ● 3+ save (invulnerable).
● 2+ (invulnerable) against Blast/Template.

SYMBOL OF RENOWN
0-2 CHAOS FAMILIAR 25 +1 Reputation while it accompanies the Leader. -2 Reputation
(CHAOS CULT) COMMON if killed or abandoning its companion.
M WS BS S T W I A Ld Cl Wil Int
5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+ ABANDONMENT
When Reputation is reduced for any reason, roll a D6 and
Skills: Clamber. subtract the number of Reputation lost from the result. If the
total is 1 or less, the Caryatid will abandon its companion. A
OMEN OF FORTUNE roll of a 6 (before modifiers) is always a success.
While within 3” of the owner, once per round, the owner can
pass a Willpower check to avoid being hit (affects all hits A Caryatid is not purchased like other items of wargear,
against the owner from a single attack). This counts as a bonus instead one may decide of its own volition to make a
invulnerable save (the owner is not even hit by the attack). companion of a gang leader or not.
PRECOGNITION
If the result is 15 for the Seek Rare Equipment during the
● 3+ save (invulnerable).
post-battle sequence, there is a chance that a Caryatid will
● 2+ (invulnerable) against Blast/Template.
attach itself to the Leader. Roll 2D6 and add the Reputation. If
the result is 20 or higher, a Caryatid has decided to form a
PSYCHIC MANIFESTATION
bond with the Leader.
Once per round, the owner can re-roll a failed Willpower check
to perform a Wyrd Power (if the owner is a Psyker).
FLIGHT
Ignore all terrain, move freely between levels without
0-2 GRAPPLEHAWK 45 restriction and cannot fall. Cannot ignore impassable terrain
(ANY) ILLEGAL (11) or walls.
M WS BS S T W I A Ld Cl Wil Int
8” 4+ - 2 3 1 3+ 2 9+ 7+ 9+ 9+
Weapons: GMW1 (Disarm, Entangle).

FLIGHT
Ignore all terrain, move freely between levels without restriction
and cannot fall. Cannot ignore impassable terrain or walls.

GRAPPLE
If hitting a fighter in close combat, automatically hit the same
fighter in subsequent activations and Reaction attacks (these
automatic hits trigger bonuses for Disarm & Entangle).

INDEPENDENT (SWOOP)
9” range to the owner (instead of 3”).

142
★ NECROMUNDA ★

HANGERS-ON
● Recruited in the same way as new fighters.
● Any optional/random equipment, skills and upgrades must be Reputation Max Hangers-on
permanently determined when recruited. 1-4 1
● Can't be gain any equipment other than what is listed. 5-9 2
● Normally not part of battles. 10-14 3
● If a gang has the Home Turf Advantage, roll 4+ or the 15-19 4
Hangers-on is unfortunate enough to be around when the
20-24 5
fighting starts, and must be included as part of the crew.
● Can't gain Experience or advancements. Each additional 5 +1
● If a Lasting Injury is suffered that would change the profile, they
decide that the hideout is no longer safe and move on - they
are lost from the gang.
● Can be captured, rescued or sold as normal.

The maximum number of Hangers-on is limited by Reputation. If the


Reputation drops to an insufficient amount, remove one or more until
within the limit. Each type of Hanger-on may have additional limits.
Hangers-on do not count towards the number of fighters in the gang
(gang composition).

Some Hangers-on have the following special rule and can always join
battles:

PART OF THE CREW


Treated as a regular Ganger for the purposes of determining the crew
(can join a battle like any normal fighter). Follows all other rules for
Hangers-on: Can't gain XP, removed from the gang if suffering a
permanent injury (death or stat decrease).

UNIVERSAL
The following Hangers-on are universal and 0-1 DOCTOR ARACHNOS 100
available regardless of alignment. (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.
0-3 UNDERHIVE TRADER 50 Weapons: Laspistol, medical mechadendrites:
M WS BS S T W I A Ld Cl Wil Int GMW1 (3", +1 hit B2B, Toxin).
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 7+ Wargear: Mesh (5+), bio-scanner, respirator.

THE FINEST MERCHANDISE Make 1 free Medical Escort per Rogue Doc in the post-battle
Can make a trade action (post-battle sequence) in the same sequence (in addition to normal Medical Escorts). However, a
way as the Leader. result of 6 on the table is treated as Stabilised rather than a full
Recovery (thanks to the Doc’s comparatively limited supplies
SPECIALIST PRODUCT and the lack of proper medical technology).
Choose a specialty when hired (affects skills & equipment):
● 0-1 Relicmonger (Club, Fearsome): MEDICAL MECHADENDRITES
○ Once per battle, a friendly fighter can roll a In the Recovery phase, if Active and not Passive, pass an
6+ to ignore a Seriously Injured or Out of Intelligence check to immediately recover 1 Seriously Injured
Action result. friendly fighter within 3" (suffer a Flesh Wound as normal). If
● 0-1 Beastwrangler (Laspistol, Overseer): failed, the Seriously Injured fighter goes Out of Action. This is
○ +1 XP to each pet (after each battle). instead of normal recovery assists.
● 0-3 Gun-smyth
(Bolt pistol, stub gun, shotgun, Marksman): PART OF THE CREW
○ A weapon bought from the Trading Post or Treated as a regular fighter for the purposes of crew selection.
Black Market can be upgraded to
Master-crafted for free (once after each 0-2 ROGUE DOCS 50
battle). M WS BS S T W I A Ld Cl Wil Int
● 0-3 Connected Trader (Master-crafted lasgun,
5” 5+ 5+ 2 3 1 4+ 1 9+ 8+ 7+ 5+
Savvy Trader):
○ Double the credits when selling an item from Skills: Medicae.
the stash (once after each battle). Wargear: Laspistol or stub gun, medicae kit.
○ Freely trade credits and items in the stash
with other gangs (if both gangs agree). Make 1 free Medical Escort per Rogue Doc in the post-battle
sequence (in addition to normal Medical Escorts). However, a
result of 6 on the table is treated as Stabilised rather than a full
Recovery (thanks to the Doc’s comparatively limited supplies
and the lack of proper medical technology).

143
★ NECROMUNDA ★

0-3 AMMO-JACKS 50 0-1 RAGNIR GUNNSTEIN


M WS BS S T W I A Ld Cl Wil Int (SQUAT AMMO-JACK) 100
5” 4+ 3+ 3 3 1 5+ 1 9+ 7+ 6+ 7+ M WS BS S T W I A Ld Cl Wil Int
Skills: Munitioneer. 3” 4+ 3+ 3 4 1 5+ 1 9+ 7+ 6+ 7+
Wargear: Boltgun or combat shotgun (salvo & shredder), Skills Munitioneer.
power hammer or power sword, mesh. Weapons: Shotgun (solid & scatter), club (wrench).
Wargear: Frag & krak grenades, respirator,
Re-roll any failed Ammo checks if the result (before modifiers) light carapace (4+).
is equal to or lower than the amount of Ammo-jacks. Does not
have to take part in the battle for the bonus to apply, but must Re-roll any failed Ammo checks if the result (before modifiers)
be available (not in Recovery, Captured etc). is equal to or lower than the amount of Ammo-jacks. Does not
have to take part in the battle for the bonus to apply, but must
be available (not in Recovery, Captured etc).

SURPLUS AMMO
When part of the starting crew, deploy D3 ammo caches.

PART OF THE CREW


Treated as a regular fighter for the purposes of crew selection.

0-1 SLOPPER 20 0-1 BIGBY CRUMB


M WS BS S T W I A Ld Cl Wil Int (RATLING SLOPPER) 50
4” 4+ 4+ 2 3 1 3+ 1 9+ 9+ 5+ 7+ M WS BS S T W I A Ld Cl Wil Int
Weapons: Knife. 4” 5+ 4+ 2 2 1 2+ 1 7+ 7+ 8+ 5+
Weapons: Stub gun, club (slop pot ladle).
Before the battle, roll a D6 for each fighter that is In Recovery. Skills: Lie Low.
On a roll of 6, they are no longer In Recovery and available for
this battle (a constant supply of good food has helped to Before the battle, roll a D6 for each fighter that is In Recovery.
recover more quickly). On a roll of 6, they are no longer In Recovery and available for
this battle (a constant supply of good food has helped to
recover more quickly).

SLOP POT
Represented by its own model:
● Placed within 2” of Bigby when deployed.
● Provides cover.
● Is moved in the same way as Loot caskets (spend a
Simple action within 1” to make a Move, then place it
B2B).

While within 2”, Bigby can spend a Basic action (Add


0-1 THRALL (DELAQUE) Ingredients) to choose one of the following effects:
90 ● Stinger Spore Stew: Friendly fighters within 2”
PSYCHOTERIC THRALL counts as having an assist when making Recovery
M WS BS S T W I A Ld Cl Wil Int tests. Lasts until the end of this round.
6” 5+ 5+ 3 3 1 4+ 1 9+ 8+ 7+ 7+ ● Frenzon Fondue: Friendly fighters within 2” gain
Skills: Evade. Nerves of Steel and True Grit. Lasts until the end of
Weapons: Fighting knife. this round.
Choose 1: ● Tentacle Surprise: Counts as a Beast’s Lair (Bigby
● Autogun does not trigger it). Lasts until Bigby’s next activation.
● Lasgun.
● Shotgun (solid & scatter). PART OF THE CREW
PSYCHOTERIC ECHO Treated as a regular fighter for the purposes of crew selection.
While Active or Pinned (not Seriously Injured), friendly Psykers
within 12" can channel offensive Wyrd Powers (that targets
enemies) through this fighter:
● The Psyker suffers any Perils of the Warp (as normal). 0-2 SPYKER V2 (DELAQUE)
● Range, distance & LOS is measured from this fighter.
90
M WS BS S T W I A Ld Cl Wil Int
DISTURBINGLY FAMILIAR 6” 6+ 6+ 3 3 2 3+ 1 5+ 5+ 4+ 6+
When recruited, choose a House as origin other than Delaque FLIGHT
(Cawdor, Escher, Goliath, Orlock or Van Saar). Enemy fighters Ignore all terrain, move freely between levels without restriction
within 6" suffer the following: and cannot fall. Cannot ignore impassable terrain or walls.
● -1 modifier to Ld & Will.
● Apply a -2 modifier instead if the enemy belongs to WYRD POWERS (UNSANCTIONED)
the same House as the chosen origin. Psychic Assault, Psychic Scream, Force Blast.

PART OF THE CREW PART OF THE CREW


Treated as a regular fighter for the purposes of crew selection. Treated as a regular fighter for the purposes of crew selection.

144
★ NECROMUNDA ★

0-1 CHYMIST (ESCHER) 0-1 PRIZE FIGHTER (ORLOCK) 40


APPRENTICE CLAN CHYMIST 75 M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int 5” 3+ 5+ 4 3 1 4+ 1 8+ 6+ 7+ 8+
5” 5+ 5+ 2 3 1 3+ 1 7+ 8+ 8+ 6+ Skills: Iron Jaw.
Skills: Fixer.
Weapons: Needle pistol. BARE KNUCKLE FIGHTERS
After each battle (when collecting income), roll 2D6 and choose
EXPERIMENTAL ELIXIRS the highest result. Gain the result x 10 credits.
Reduce the cost of Chem-Alchemy Elixirs by D6x10 (minimum ● However, if any dice rolled a 1, no money is gained.
10). Roll for each purchase. ● If both dice rolled 1s, the Prize Fighter is killed
(removed from the gang).
LAST RITES
If a Leader or Champion (not Death-maiden) is killed 0-1 GREASE MONKEY (ORLOCK) 40
(Memorable Death or Critical Injury not saved by the doc), pass M WS BS S T W I A Ld Cl Wil Int
the following test to gain a free Death-maiden: 5” 5+ 5+ 3 3 1 4+ 1 8+ 7+ 7+ 5+
● D6 <= number of advances (of the dead fighter)
Skills: Munitioneer.
The free Death-maiden is a new fighter for all intents and
Wargear: Hand flamer & maul (wrench & blowtorch)
purposes (retains none of the equipment, injuries or advances
of the dead fighter).
OVERCHARGE
Before a battle, choose a Brute or Wreckers (with jump
0-1 SHIVVER (ESCHER) 100 booster) to become overcharged. Can choose to roll a dice in
M WS BS S T W I A Ld Cl Wil Int each activation.
5” 5+ 5+ 2 3 1 4+ 1 8+ 9+ 5+ 6+
Skills: Fearsome. Brute:
● +D3 M & A (roll once, apply to both stats).
PSYNISCIENCE ● Critical fail: Suffer a wound (no save possible).
A single Leader or Champion can perform a post-battle action Wreckers (replace standard Jump Booster bonuses if used):
(Visit Shivver) to roll 2D6 to gain one of the following results: ● +D6” Movement.
2 - Doom!: Go Into Recovery (disheartened by the ● Critical fail: No extra Movement is gained and only a
Shivver’s reading). single action can be made this activation (struggle to
3-4 - The Fates are Unclear: For the next battle, re-roll any control the malfunctioning pack).
failed checks using Leadership, Willpower or Intelligence ● Only usable with Move & Charge actions.
(choose one).
5-7 - Favourable Portents: For the next battle, re-roll any 0-1 CORE SERVITOR (VAN SAAR) 100
ranged hit rolls of 1 (before modifiers) and ignore rules for COGITATOR CORE SERVITOR
Stray Shots against friendly fighters. M WS BS S T W I A Ld Cl Wil Int
8-9 A Great Victory: +D6XP (for the fighter visiting the 3” 6+ - 3 4 1 6+ 1 12+ 3+ 5+ 3+
Shivver) if the gang wins the next battle. In any battle when the gang is the defender:
10-11 - A Mysterious Stranger: For the next battle, hire a ● HOSTILE ENVIRONMENT: Deploy D3 booby traps
generic Bounty Hunter for free. At the end of that battle, the (frag, krak or melta) anywhere on the battlefield
Bounty Hunter automatically departs. outside 6” of enemy fighters (before deployment).
12 - Fortune and Glory: For the next battle, double any XP ● SECURITY MEASURES
gained (for the fighter visiting the Shivver) and double the ● -1 Intelligence to enemies when making Access
amount of credits and Reputation earned by the gang. Terminal (Basic) or Bypass Loot Casket Lock (Basic).
● MIND IN THE MACHINE: In the end of any End
phase, turn on/off Pitch Black at will.

0-1 PIT TRAINER (GOLIATH) 75


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 4+ 3 3 1 3+ 2 7+ 5+ 8+ 7+
Skills: Mentor.
Wargear: Chainsword & knife.

COMBAT READY
0-3 fighters (not in Recovery) can be trained between each
battle. Each fighter gains a temporary random Primary or
Secondary skill for the next battle. If generating a skill the
fighter already has, choose one instead.

However, there is a chance of injury. Roll a 2+ for each fighter


or immediately suffer a Lasting Injury roll. If suffering an injury
that includes Into Recovery, the fighter must miss the next
battle.

145
★ NECROMUNDA ★

LAW-ABIDING HANGERS-ON
0-1 DATA-SCRIVENER 20 0-1 CHEM DEALER 50
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 4+ 1 8+ 7+ 7+ 5+ 5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 8+ 7+
Skills: Gadgeteer. Skills: Fixer.
Weapons: Laspistol or las sub-carbine. Wargear: Stub gun and a single dose of any Chem (from
the Black Market).
DATA-HACKED
When on the battlefield, all friendly fighters (from the gang) can STEADY SUPPLY
roll an additional D6 and discard the lowest roll for any Count all Chems as Common (when buying from Trading Post
Intelligence check. & Black Market).

Can also gain 1 free dose before the battle (pre-battle


sequence):
0-1 DOME RUNNER 20 ● 1 dose of any Chem (or item containing Chems).
M WS BS S T W I A Ld Cl Wil Int ● Medkit
5” 5+ 5+ 3 3 1 3+ 1 10+ 9+ 7+ 8+ ● Stimm-slug stash
Skills: Lie Low.
However, the item must be paid for after the battle, or (if the
Weapons: Laspistol or stub gun, knife or axe.
gang can’t or won’t) the Chem Dealer is removed. The gang
can't hire another Chem-Dealer for the rest of the current
Any fighter in the gang can re-roll the D6 when determining the campaign (news of the bad deal gets around).
contents of a loot casket (the result of the re-roll must be
accepted, even if it is worse).
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+
0-1 GANG LOOK-OUT 20
Skills: Fixer.
M WS BS S T W I A Ld Cl Wil Int Wargear: Bolt pistol, mesh.
5” 5+ 4+ 2 3 1 3+ 1 9+ 7+ 5+ 7+
Skills: Evade. ● Can apply -2 modifier when Testing the Alliance.
Weapons: Laspistol or stub gun, knife or axe. ● Sacrifice the Fixer to avoid becoming Outlaw.

HEADS UP
● +1 when rolling to determine which gang is the 0-1 WHISPER MERCHANT 60
attacker or defender. M WS BS S T W I A Ld Cl Wil Int
● +1 to all sentry rolls for spotting an attacker when 5” 5+ 4+ 3 3 1 4+ 1 9+ 7+ 8+ 5+
defending in a Sneak Attack scenario.
Skills: Lie Low.
Weapons: Stub gun.

0-2 ‘NARKER 30 USEFUL LIES


M WS BS S T W I A Ld Cl Wil Int Can change a dice to 6 (once before and after each battle) in
the following situations:
5” 4+ 5+ 3 3 1 4+ 1 7+ 6+ 9+ 9+ ● Pre-battle:
Skills: Lie Low. ○ Determine scenario.
Weapons: Knife. ○ Determine the crew size.
● Post-battle:
Add or subtract 1 from the final dice roll when determining ○ Visit Trading Post & Black Market.
scenario per ‘Narker. If both gangs have ‘Narkers, each ‘Narker ○ Gaining scenario rewards.
will cancel one opponent ‘Narker. Usable 6 times (can change 6 dice results), then leaves the
gang.

0-1 PROPAGANDIST 30 0-1 BULLET MERCHANT 75


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 5+ 4+ 3 3 1 5+ 1 7+ 8+ 8+ 6+ 5” 5+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 6+
Skills: Inspirational. Skills: Fast Shot.
Weapons: Laspistol or stub gun. Wargear: Autopistol or stub gun and a single additional
ammo for that weapon.
● +D3 Reputation when winning a battle.
● -1 Reputation when losing a battle. HIGH CALIBRE HOOK-UP
● Treat all ammo as Common
When adding a Juve (or similarly ranked fighter) to the gang, (from Trading Post & Black Market).
roll a 6+ to add an additional Juve. ● Any of these ammo types can
replace Limited with Scarce.

146
★ NECROMUNDA ★

0-1 TECH MERCHANT 80 0-1 BRUTE-HANDLER 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” 5+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 6+ 4” 4+ 5+ 3 4 1 4+ 1 7+ 6+ 8+ 8+
Skills: Munitioneer. Skills: Iron Jaw.
Weapons: Laspistol (master-crafted) or Wargear: Shock whip.
las sub-carbine (master-crafted).
TRAINING
TECHNO-BAUBLES If Active and not Passive within 3” of a friendly Brute,
Reduce Rarity/Legality of any item by 2 (minimum 7+). If this the Brute gains:
would cause an item to fall below 7+, it is Common instead. ● Nerves of Steel
● Re-roll: Leadership, Cool, Willpower, Intelligence.
FRIENDS IN THE TRADE
After each battle, reduce the cost of a single item (Trading Post In addition, any Brutes (not in Recovery) can be trained
or Black Market) by D3x10 credits (minimum 20). between each battle. Fail a Willpower check to gain +D3 XP (if
passed, the Brute proves too wilful and the training doesn’t
work).

PART OF THE CREW


Treated as a regular fighter for the purposes of crew selection.

OUTLAW HANGERS-ON
0-1 CADAVER MERCHANT 20 0-1 SCABBER 40
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 4+ 4+ 3 3 1 4+ 1 8+ 6+ 7+ 8+ 4” 5+ 4+ 3 3 1 5+ 1 7+ 8+ 8+ 6+
Skills: Fearsome. Skills: Savvy Trader.
Weapons: Chainaxe. Weapons: Shotgun (solid & scatter).

Dead fighters can be sold for D3x10 credits. Does no apply to Post-battle sequence (if not in Recovery):
Hired Guns, Hangers-on, Brutes or Pets. ● Can make a trade action for the Black Market.
● When the gang sells illegal equipment, gain the value
0-1 PROXY 25 -D3x10 credits (minimum 5).
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 7+ 6+ 0-1 HERETEK 40
Skills: Evade. M WS BS S T W I A Ld Cl Wil Int
Weapons: Laspistol or stub gun. 5” 5+ 4+ 3 3 1 4+ 1 9+ 7+ 7+ 5+
Skills: Munitioneer.
Sell captives and make a trade action (Trading Post) on a 5+. Wargear: Grav gun or plasma gun, mesh.

Can attempt to make an Alliance with the Merchants Guild or


After each battle, upgrade 1 weapon for the next battle.
the Imperial House. Before forming the Alliance, roll a D6. On a
Add 1 of the following traits:
6, the Alliance fails and the Proxy is removed. This Alliance is
● Blaze, Concussion, Power, Rad-phase or Shock.
automatically ended if required to Test the Alliance.
The weapon also gains the following trait, depending on type:
● Ranged: Unstable.
0-1 AGITATOR 30 ● Melee: Reckless.
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 8+ 0-1 HIVE PREACHER (CAWDOR) 70
Skills: Inspirational. M WS BS S T W I A Ld Cl Wil Int
Weapons: Laspistol or stub gun. 4” 4+ 6+ 3 3 1 3+ 1 5+ 6+ 5+ 8+
Skills: Inspirational.
Can spread word of impending victory before a battle: Weapons: Two-handed hammer.
● If won, gain +D3 Rep.
● If lost, -1 Rep. SERMON
● Gain D6 Faith dice at the start of the battle.
Roll twice and choose a result when recruiting free fighters ● Counts as 3 fighters when generating Faith dice.
(typically from a Territory).
PART OF THE CREW
0-1 FLAGELLATOR (CAWDOR) 30 Treated as a regular fighter for the purposes of crew selection.
M WS BS S T W I A Ld Cl Wil Int
4” 4+ 6+ 3 3 1 5+ 1 9+ 6+ 7+ 9+
Skills: Fearsome.
Weapons: Flail.

PURIFICATION THROUGH PAIN


A friendly fighter in Recovery can pass a Toughness check to
be included in the crew before any battle (start with a Flesh
Wound).

147
★ NECROMUNDA ★

BRUTES
Brutes are Hangers-on and follow all the same rules, with the following exceptions:
● Treated as any other fighter when selecting a crew.
● Gains Experience and Advancements in the same way as a Ganger.
● Will not leave the gang when suffering a Lasting Injury that make changes to their profile.
● Separate skill set access.

Agility Brawn Combat Cunning Ferocity Savant Shooting Gang-Specific


Ambot - Secondary Secondary - Primary - - -
- Corrupted (Outlaw) - Secondary Secondary - Primary - - -
Iron Automata - Primary Secondary - - - - -
Ogryn - Primary Secondary - Secondary - - -
- Mutated (Outlaw) - Primary Secondary - Secondary - - -
Stig-shambler (Cawdor) - Primary Secondary Secondary - - Primary -
Spyker V1 (Delaque) Secondary - - Secondary - Primary - -
Spektor (Delaque) - Secondary Secondary - Primary - - -
Khimerix (Escher) Secondary - Secondary - Primary - - -
‘Zerker (Goliath) - Primary Secondary - Secondary - - Primary
Servitor (Orlock) - Secondary Secondary - - - Primary -
Servo-suit (Van Saar) - Secondary - - Secondary - Primary -
Sump Beast (Outlaw) - Secondary - Primary Secondary - - -
Warp Horror (Outlaw) - Secondary Secondary - Primary - - -

The following Brute can be recruited by any gang (regardless of alignment):

0-1 IRON AUTOMATA 220 0-1 SPYKER V1 (N18) 190


(ANY) ILLEGAL (14) (DELAQUE) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 5 5 3 5+ 2 8+ 4+ 8+ 8+ 6” 6+ 6+ 3 4 4 3+ 1 5+ 5+ 4+ 6+
Skills: Fearsome, Nerves of Steel. OPTIONS
Wargear: Man of iron (3+ save). Displaced field …………………………………………… +50
Weapons: Assault cannon:
custom Storm bolter (+1S, -1D), FLIGHT
Power claw: GMW1 (Power, Pulverising). Ignore all terrain, move freely between levels without
restriction and cannot fall. Cannot ignore impassable
REALLY GLITCHY terrain or walls.
In each activation, roll a 2+ or gain Insanity. When taken
Out of Action, before rolling for any Lasting Injuries, roll a WYRD POWERS (UNSANCTIONED)
2+ or it is removed from the gang’s roster (breaks down Psychic Assault, Psychic Scream, Force Blast.
completely or wander off into the badzones mumbling in a
grating monotone about overthrowing humanity!).

AUTOMATED REPAIRS 0-2 SPEKTOR (BRUTE) 205


When Seriously Injured, apply the following during (DELAQUE) COMMON
Recovery phase: M WS BS S T W I A Ld Cl Wil Int
● Before any Recovery test, roll a 6+ to 5” 3+ 5+ 4 4 3 3+ 4 7+ 6+ 6+ 8+
automatically Recover (no Flesh Wound).
Skills: Fearsome.
● Recovery test: +1 dice.
Weapons: 2x Psychomantic claws.
Wargear: Carapace (light).

FLIGHT
Ignore all terrain, move freely between levels without
restriction and cannot fall. Cannot ignore impassable
terrain or walls.

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).

148
★ NECROMUNDA ★

0-1 'ZERKER 210 0-1 STIG-SHAMBLER 280


(GOLIATH) COMMON (CAWDOR) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 6+ 6 5 3 5+ 3 7+ 6+ 8+ 10+ 4” 4+ 4+ 5 4 4 4+ 2 9+ 8+ 9+ 8+
Skills: Impetuous (consolidate 4” instead of 2”). Wargear: Custom Twin-linked heavy stubber
Weapons: 2x Open fist: GMW1 (Knockback). (D2, Rapid Fire (3), Twin-linked),
heavy club, flak.
OPTIONS
Mutated fists & bone spurs (replaces 1 weapon): OPTIONS.
GMW2 (2", Knockback, Pulverise) ………………….... +70↑ Heavy flamer (replaces heavy stubber) ……………… +70↑
Furnace plates ………………………………………...... +10
Stimm slug stash ……………………………..……..….. +20 INTELLIGENT CONTROL
Re-roll any failed Leadership, Cool, Willpower or
COMBAT CHEMS STASH Intelligence checks.
When activated, roll a D3 to modify the Attack stat
(this round): MOVE AND SHOOT
1: A = 1 2: +2 A 3: +3 A Fire Unwieldy weapons as a Basic action with a -1 hit
modifier (instead of the normal Double action).

0-1 SERVITOR 230 0-1 SERVO-SUIT 240


(ORLOCK) COMMON (VAN SAAR) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 5+ 4+ 5 5 3 5+ 2 7+ 5+ 9+ 8+ 5” 4+ 4+ 5 4 3 4+ 4 5+ 5+ 8+ 6+
Wargear: Light carapace (4+). Skills: Fast Shot (Superior Weapons Array).
Weapons: Harpoon launcher, Wargear: Light carapace (4+).
servitor combat weapon: GMW1 (Knockback). Weapons: Twin-linked heavy las carbine,
4x servo-arms: GMW1 (3").
WEAPONS PLATFORM
Firing an Unwieldy ranged weapon becomes a Basic VAN SAAR PROTECTIVE GEAR
action rather than a Double action. Re-roll failed Rad-phage tests.

AMMO HOPPERS OPTIONS


Re-roll any failed ammo check results of 1 (before modifiers). Rad gun (replaces 1 servo-arm, -1 Attack) ……..….. +60↑
Plasma gun (replaces 1 servo-arm, -1 Attack) …….. +60↑
OPTIONS Heavy carapace (replaces light carapace) …….…… +20↑
Heavy bolter (replaces harpoon launcher) …………..…. +70↑
Heavy flamer (replaces harpoon launcher) …………….. +85↑
Heavy stubber (replaces harpoon launcher) ………….... +30↑
Heavy carapace armour (replaces light carapace) ….… +20↑
Mono-sight ……………………………………………..…... +35

0-1 KHIMERIX 220


(ESCHER) COMMON
M WS BS S T W I A Ld Cl Wil Int
6” 4+ 4+ 4 5 3 3+ 3 8+ 7+ 7+ 8+
Skills: Crushing Blow
Weapons: Chemical cloud breath weapon,
GMW2 (Pulverise).

OPTIONS
Gaseous eruption (replaces breath weapon) ………. +80↑
GMW3 (Rending) ……………………. +30↑
Flak ……………………………………………………… +10

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).

149
★ NECROMUNDA ★

LAW-ABIDING BRUTES
0-2 AMBOT 215 0-2 OGRYN 210
(ANY) COMMON (ANY) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 5+ 5 5 3 5+ 2 8+ 6+ 8+ 9+ 5” 4+ 5+ 5 5 3 4+ 2 7+ 6+ 8+ 9+
Skills: Infiltrate. Weapons: 2x Augmetic fist:
Wargear: Light carapace (4+). GMW1 (Knockback).
Weapons: 2x Tunnelling Claw:
● GMW1. OPTIONS
● Custom inferno pistol (S6, AP-2). Arc welder (replaces 1 weapon) ……….………. +70↑
Spud-jacker (replaces 1 weapon) ………...……. -20↓
OPTIONS Storm-welder (replaces 1 weapon) * ...……..…. +75↑
0-1 Grav-fist (replace 1 tunnelling claw) ………….. +90↑ Furnace plate ……..……………………………… +15
● GMW1 (Pulverise).
● Grav pistol. LOYAL
Add 2 when assisting (instead of 1).
INFILTRATE
Before the first round (after deployment), make 2 free Move SLOW-WITTED
actions. If entering from Reserves, make 1 free Move Cannot take part in Group Activations.
action after deployment. If both gangs have this skill, take
turns, starting with the winner of a roll-off. HEADBUTT
Can spend a Basic action (Headbutt) when Engaged:
CRANIAL GOVERNORS Target an Engaged enemy and roll 2D6. If either one is
Start with the Safe Mode on. This can be turned off at the equal or higher than the Toughness, they suffer a hit with
start of any round to gain the following effects: the attacker’s Strength +2 and 2 Damage. If both dice are
● Berserker skill (Ferocity). less than the Toughness, this fighter suffers a hit instead,
● D3+1 Attacks (replaces the original stat). using their own Strength and Damage 1.
● All close combat attacks must be divided amongst
all models in B2B (friend & foe).

Once Safe Mode is off, it can't be reinitiated during the


battle.

EXCAVATION AUTOMATA
Can be put to work in the Mine Workings (Territory) to gain
+10 credits.

VALUABLE
If Captured and not rescued, it can be sold as normal or
added to the gang for free (if having sufficient Reputation to
take an extra Hanger-on).

150
★ NECROMUNDA ★

OUTLAW BRUTES
0-1 CORRUPTED AMBOT 220 0-1 SUMP BEAST 200
(SCRAPCODE-CORRUPTED AMBOT) COMMON COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 5+ 5 5 3 5+ 3 8+ 6+ 9+ 10+ 3” 4+ 4+ 5 6 4 5+ 2 9+ 4+ 5+ 9+
4” 3+ 4+ 5 4 4 4+ 2 9+ 4+ 5+ 9+
EQUIPMENT 5” 4+ 5+ 4 5 4 4+ 2 8+ 5+ 6+ 10+
● 2x Tunnelling Claw:
○ GMW1. EQUIPMENT
○ Custom inferno pistol (S6, AP-2). GMW1 (Rending).
● Light carapace (4+).
MULTIPLE PROFILES (MANY-SHAPED HORROR)
OPTIONS Pick one profile to use when recruited.
0-1 Heavy carapace (replaces light carapace) ……. +55↑
0-1 Armour Spikes ………………………………….... +15 OPTIONS
0-1 Grav-fist (replace 1 tunnelling claw) ………….. +90↑ Crushing claws: GMW2 (Knockback) ………….. +70
● GMW1 (Pulverise). Prehensile tongue: GMW1 (2", Drag) ..……….…+60
● Grav pistol. Lashing tail: GMW2 (6", Impale) ……………...... +50
Venomous/poisonous bite:
SKILLS Venom claw (replaces default GMW) ………...... +35↑
Berserker and Nerves of Steel. Multiple legs (+2”M & Clamber) ……………….... +20
Light carapace (4+) ………………………….….... +40
MACHINE-MADNESS
● All attacks have Reckless. UNDERHIVE HORROR
● After a target is Seriously Injured or taken Out of If activated within 6” of any Seriously Injured fighter (friend
Action, roll 2+ or immediately gain Insanity. & foe), pass an Intelligence check or make a Charge
(Double) action or Coup de Grace (Simple) action against
VALUABLE that fighter.
If Captured and not rescued, the capturing gang has the
following options depending on alignment: Must always make a Coup de Grace action if able (instead
● Law-abiding: Sold as normal. of consolidate).
● Outlaw:
○ Sold for full cost (Black Market).
○ Added to the gang for free (if having
sufficient Reputation to take an extra
Hanger-on). 0-1 WARP HORROR 210 CREDITS
COMMON
ARMOURED SPIKES (IF PURCHASED) M WS BS S T W I A Ld Cl Wil Int
Inflict a S1 hit when becoming B2B with any other fighter 6” 3+ 6+ 6 4 3 4+ 3 9+ 6+ 7+ 9+
(applied before any other attacks after this fighter or
another fighter moves). EQUIPMENT
2x Horrific appendages: GMW1 (Pulverize, Rending).
0-1 MUTATED OGRYN 210 OPTIONS
COMMON Massive tentacles: GMW1 (Drag, Engangle, 4") …….. +50
M WS BS S T W I A Ld Cl Wil Int Warpfire breath: Hand flamer …...……………………... +85
5” 3+ 5+ 5 5 3 4+ 3 7+ 6+ 8+ 9+ Undulating skin: Reduce all damage by 1 (minimum 1) +40
TERRIFYING
EQUIPMENT Pass a Willpower check to target this fighter with a
2x Open fist: GMW1 (Knockback). Fight/Shoot action (not Wyrd powers), or the action ends
immediately (wasted). However, the action does not count
OPTIONS as being performed, so the same action can be attempted
Power maul (replaces 1 weapon) ……….……….…. +30↑ again, if the fighter has more available actions in the
Horrific appendages (replaces 1 weapon): activation.
GMW1 (Pulverize, Rending) …………………...……. +20↑
Furnace plate ……..………………………………...… +15 WARP DENIZEN
● Roll 2D6 in each End phase. If the result is equal
SKILLS to or lower than the current round, suffer a Flesh
● True Grit. Wound.
● 1 random from Savagery or Ferocity ● Ignore all Lasting Injuries except Memorable
(determined when recruited). Death.
SLOW-WITTED
Cannot take part in Group Activations.

151
★ NECROMUNDA ★

HIRED GUNS
Hired Guns are any temporary fighter: All Hired Guns have the following rules:
● Hired Fighter ● Recruited before a battle.
● Hive Scum ● Temporary (not permanently added to the gang).
● Bounty Hunter ○ Never gain Experience.
● Agent ○ Never suffer Lasting Injuries (treated as Out Cold).
● Can't have additional equipment other than what is listed.
Hired Guns can have different alignments: ● The cost does not include optional equipment (generic fighters) and
● Law-Abiding (default) this extra cost is part of the total ‘hiring fee’.
● Outlaw ● If a generic fighter is hired for free, then any equipment can also be
added for free.
Hired Guns can be unique or generic: ● The Crew Rating is increased as normal (including any equipment for
● Special Character generic fighters).
● Generic (un-named) ● If Captured, can be sold immediately without the need to attempt a
Rescue Mission.
A gang can hire a number of Hired Guns: ● “You Get What You Pay For”:
● Hired Fighter: 0-∞ ○ Included on top of the normal crew (can take the number of
● Hive Scum: 0-5 fighters above what is specified by the scenario).
● Bounty Hunter: 0-1 ● Law-Abiding gangs: Only hire ordinary (Law Abiding) Hired Guns.
● Agent: 0-1 ● Outlaw gangs: Only hire Outlaw Hired Guns
(generic fighters automatically become Outlaw).

152
★ NECROMUNDA ★

HIVE SCUM
A Law-abiding gang can recruit 0-5 Law-abiding Hive Scum at a time.

0-5 HIVE SCUM (GENERIC) 30 MAD DOG MONO 90


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ 5” 3+ 4+ 3 3 1 3+ 1 8+ 7+ 8+ 8+
Skills: Dodge, Escape Artist.
EQUIPMENT Weapons: Stub gun, grab hook: GMW1 (2", Disarm).
● Up to 120 credits worth (Pistol, Basic, Melee, Wargear: Furnace plates (boiler plate armour), respirator.
Wargear) from the Hive Scum Equipment List.
● 3 weapon slots (Unwieldy takes 2).
GRUB TARGESON 105
OUTLAW M WS BS S T W I A Ld Cl Wil Int
If hired by an Outlaw gang, this fighter is automatically an 4” 4+ 3+ 3 3 1 4+ 1 8+ 8+ 8+ 6+
Outlaw and can take additional equipment from the Black
Market: Skills: Backstab, Evade, Infiltrate.
● Rare/Illegal of 7 or below (including Common). Wargear: Flak.
Weapons: Shotgun (scatter, executioner),
frag grenades, knife.
PISTOL
Autopistol 20
+ Reclaimed 15 SCABS 200
Laspistol 20 M WS BS S T W I A Ld Cl Wil Int
Stub gun 15 5” 5+ 3+ 3 3 2 3+ 2 7+ 7+ 6+ 7+
- Dumdum 5 Skills: Clamber, Escape Artist, Infiltrate.
BASIC Weapons: Plasma gun, stub gun.
Autogun 35 Wargear: Filter plugs, flak.
+ Reclaimed 30
“COME ALONG SCABS!”
Lasgun 35
If Kal is also hired:
Sawn-off shotgun (scatter) 25
Shotgun (solid & scatter) 30 The cost is reduced to 100 credits (instead of 200).
Throwing knives 25
CLOSE COMBAT Additionally, Scabs counts as a Bounty Hunter (instead of Hive
Axe 10 Scum) and gains the associated special rules (Dead, Not Alive,
Claiming Bounties and “We’ll Get Our Bit…”).
Chainsword 25
Knife 10 If rolling for “We’ll Get Our Bit…”, roll a single D6 for both.
Flail 20
Maul (club) 10 GIFTED FORAGER
Two-handed axe * 25 In the post-battle sequence, add +1 to the Seek Rare
Two-handed hammer * 35 Equipment roll when visiting the Trading post.
GRENADES
Blasting charges 35
Frag 30
Krak 45
Smoke 15
ARMOUR LAW-ABIDING OUTLAW
Ablative overlay - 25
Armoured undersuit 25 25
Flak 10 10
Gutterforged cloak - 15
Hazard suit 10 10
Mesh 15 15
Scrap shield - 15
EQUIPMENT LAW-ABIDING OUTLAW
Drop rig 10 10
Filter plugs 10 10
Lho sticks - 5
Lock-punch - 10
Magnacles - 20
Photo-goggles 50 50
Photo-lumens - 20
WEAPON ATTACHMENT
Telescopic sight (P, B, S) 25

153
★ NECROMUNDA ★

D060-K13 (ORLOCK) 115 TESS ‘ARC-UP’ (GOLIATH) 90


M WS BS S T W I A Ld Cl Wil Int FORGE-BORN
5” 3+ 4+ 3 4 1 4+ 1 8+ 6+ 7+ 8+ M WS BS S T W I A Ld Cl Wil Int
Skills: Big Brother. 6” 4+ 4+ 3 4 1 2+ 1 8+ 5+ 7+ 7+
Wargear: Hardcase (Light carapace & respirator). Skills: Clamber, Sprint.
Weapons: Shock bite: GMW1 (Rending, Shock), Weapons: Storm-welder.
custom autopistol (-1S, Plentiful, not Sidearm), Wargear: Furnace plates.
custom hand flamer (-1S, Scarce),
custom frag grenades (-1S). WIRED
Can re-roll Initiative tests (enhanced nervous system making
TENACIOUS reflexes lightning fast).
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
Individual fighter (not a pet and not attached to another fighter).

RATTUS TATTERSKIN (CAWDOR) 90 OLD THREE-EYES (GOLIATH) 175


BAD SMELL M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int 4” 2+ - 4 4 3 5+ 3 8+ 4+ 6+ 10+
5” 4+ 4+ 3 3 1 4+ 1 8+ 5+ 6+ 9+ Skills: Impetuous, Nerves of Steel, Hurl.
Skills: Fearsome. Weapons: Ferocious Jaws: GMW1 (Rending).
Weapons: Heavy stubber. Wargear: Light carapace (4+).
Wargear: Flak. UNPREDICTABLE
● Can't be included in Group Activations.
MY LITTLE FRIENDS ● Can't benefit from Leading By Example.
● Enemies ending an activation in B2B suffer D6 S1 ● All attacks have Reckless.
hits.
● When activated, pass a Willpower check or gain MOTHER OF SUMPKROCS
Insanity (until the start of his next activation). Any Sumpkroc within 6” can use this fighter’s Cool & Willpower.

ARTICLES OF FAITH (1)


● Generates a number of Faith dice (as shown in
parentheses).
● Can perform Articles of Faith (Path of the Doomed).

QUESTIONABLE MORALS
Can be hired regardless of alignment (Law-abiding & Outlaw).

154
★ NECROMUNDA ★

OUTLAW HIVE SCUM


An Outlaw gang can recruit 0-5 Outlaw Hive Scum at a time.

QUEEN LORSHA 100 ABOMINATION OF BADZONE 12 280


M WS BS S T W I A Ld Cl Wil Int (CHAOTIC)
5” 4+ 6+ 3 3 2 3+ 2 7+ 6+ 8+ 7+ M WS BS S T W I A Ld Cl Wil Int
Skills: Bloodlust, Step Aside. 4” 3+ - 5 5 4 5+ 4 - - - -
Wargear: Cutter’s Mask (Disturbing Aura). Skills: Fearsome, True Grit, Unstoppable.
Weapons: Bone sceptre: GMW1 (2", -1 to hit B2B, +1S, AP-),Weapons: Claws, tentacles and other strange appendages:
knife. GMW1 (Rending),
GMW2 (2", Knockback, Pulverise).
PSYREENA SKAR 105 Wargear: Heavy carapace (4+ save, 3+ front, same as: Ever
M WS BS S T W I A Ld Cl Wil Int mutating hide).
5” 3+ 4+ 3 3 2 3+ 2 6+ 5+ 7+ 6+
MINDLESS BEAST
Weapons: Knife.
Can only make Move, Stand-up, Charge, Fight and Coup de
Wargear: Flak.
Grace actions. Automatically passes Cool & Willpower checks.
WYRD POWERS (UNSANCTIONED) Automatically fails Leadership and Intelligence checks.
Telekinesis: Psychic Shockwave (Basic).
Can only make the following actions:
JORTH SLITHER 115 ● Move, Charge, Fight, Coup de Grace and Stand Up.
M WS BS S T W I A Ld Cl Wil Int Can't be, suffer, use or gain any of the following:
5” 3+ 5+ 3 3 2 5+ 2 8+ 6+ 9+ 8+ ● Pinned.
● Seriously Injured.
Skills: Backstab, True Grit.
● Flesh Wounds.
Weapons: Autopistol, throwing knife, shock baton.
● Broken or Insane.
Wargear: Filter plugs, lho sticks.
Automatically:
● Pass Cool or Willpower checks.
COR ‘TWO-GUNS’ CORAN 120 ● Fail Leadership or Intelligence checks.
M WS BS S T W I A Ld Cl Wil Int
4” 6+ 4+ 4 3 2 4+ 1 7+ 7+ 8+ 8+
Skills: Gunfighter, Inspirational.
Wargear: Forged Guilder Seal.
Weapons: 2x Autopistol (with manstopper).

JONNY RAZOR 125


M WS BS S T W I A Ld Cl Wil Int
5” 2+ 6+ 3 3 2 5+ 2 8+ 7+ 9+ 9+
Skills: Combat Master, Evade.
Weapons: Throwing knives, Bladed cyber arm: GMW1 (+1S).
Wargear: Flak, photo-goggles.

ESTUS JET 130


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 5+ 3 3 2 4+ 1 7+ 7+ 8+ 8+
Skills: Counter-attack, Parry.
Weapons: Autopistol, throwing knives, stiletto knife.
Wargear: Flak.

VUNDER GORVOS 145


M WS BS S T W I A Ld Cl Wil Int
5” 2+ 5+ 3 3 2 4+ 1 8+ 7+ 8+ 9+
Skills: Rain of Blows, Step Aside.
Weapons: 2x stub guns, shotgun (solid & scatter), sword.
Wargear: Flak.

GAEN GORVOS 150


M WS BS S T W I A Ld Cl Wil Int
5” 5+ 4+ 3 3 2 4+ 1 7+ 6+ 8+ 7+
Skills: Backstab, Nerves of Steel.
Weapons: Autogun, throwing knives, sword, gunk bomb.
Wargear: Mesh.

CHAOTIC: Only available to Chaos Cult, Corpse Grinder Cult or Chaos Corrupted gangs.

155
★ NECROMUNDA ★

BOUNTY HUNTERS
A Law-abiding gang can recruit 0-1 Bounty Hunter at a time.
All Bounty Hunters (generic and Dramatis Personae) have the following special rules:

DEAD, NOT ALIVE


When an enemy fighter is killed (or not saved by a doc after the battle), immediately claim half the fighter’s value.

CLAIMING BOUNTIES
If an enemy fighter is captured, roll a 3+ to immediately gain D6x10 credits (the Bounty Hunter recognizes the Captive as a
wanted outlaw). This is regardless of what happens to the captive later and applies to any gang (including Outlaws).

“WE’LL GET OUR BIT…”


Depending on which of the Dead, Not Alive or Claiming Bounties special rules are used during the post-battle sequence, the
Bounty Hunter may stick around:

● None: Available for the next battle for free.


● Only one: Available for the next battle for free on a roll of 4+.
● Both: Leaves (happy with the payment).

If available for free in the next battle:


● Same gear: Cannot change equipment.
● Not used: If not used, the Bounty Hunter will leave automatically. In other words, the Bounty Hunter must be used in the
next battle, or be lost.

0-1 BOUNTY HUNTER (GENERIC) 80


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 2 3+ 1 7+ 5+ 6+ 6+
3” 3+ 4+ 3 4 2 5+ 1 5+ 7+ 5+ 5+
4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+
MULTIPLE PROFILES EQUIPMENT
To represent the great variety of Bounty Hunters active on ● No weapon restrictions.
Necromunda, pick one of the profiles to use. ● 0-5 Weapons.
○ 0-1 Unwieldy Weapon (takes up 2 weapon
OUTLAW slots).
Automatically Outlaw if hired by an Outlaw gang.
Spend up to 170 credits worth on items (in addition to the
SKILLS hiring fee) from the Trading Post with a Rarity up to 10.
Can take skills from: ● Outlaw: Can also choose items from the Black
● Agility Market with a Rarity/Legality up to 10.
● Brawn
● Combat PSYKER (+35)
● Cunning Become Sanctioned (Law-Abiding) or Unsanctioned (Outlaw)
● Ferocity Psyker. Can choose Wyrd Powers from any universal discipline
● Shooting as Primary skills.

Choose one of the following:


● Random (3).
● Custom (1) and Random (1).

Roll for one skill set before selecting the next skill set. If a
duplicate skill is gained, re-roll the result.

156
★ NECROMUNDA ★

BETTI BANSHEE (ESCHER) 170 YAR UMBRA 230


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
7” 3+ 4+ 4 3 2 2+ 3 8+ 7+ 6+ 7+ 4” 4+ 2+ 3 4 2 3+ 1 7+ 5+ 7+ 7+
Skills: Parry. Skills: Infiltrate, Marksman, Overwatch.
Wargear: Mesh (5+). Weapons: Long las (infra-sight), knife.
Weapons: Power blade (x2): GMW2 (D1, Parry, Power). Wargear: Flak, photo-goggles, respirator.

BANSHEE WAIL YOLANDA SKORN 230


Other fighters activating within 6” must pass a Willpower check
M WS BS S T W I A Ld Cl Wil Int
or can only take a single action during the activation.
5” 3+ 3+ 3 3 2 3+ 2 7+ 5+ 6+ 6+
When this fighter makes a Charge (Double) action, other Skills: Counter-attack, Fearsome, Parry.
fighters can't make Reaction attacks against this fighter (during Weapons: Stub gun, stiletto knife, frag grenades.
the activation). Wargear: Flak, photo-goggles, respirator.

GOR HALF-HORN 235


M WS BS S T W I A Ld Cl Wil Int
WILCOX ‘WILD SNAKE’ CINDERJACK 190 4” 3+ 4+ 4 4 2 4+ 1 5+ 6+ 6+ 6+
(ORLOCK) Skills: Berserker, Bull Charge, Fearsome.
M WS BS S T W I A Ld Cl Wil Int Weapons: Shotgun (solid & scatter), plasma pistol,
D6+1 3+ 4+ 3 3 2 4+ 2 7+ 6+ 8+ 8+ stub gun, chainsword, knife.
Skills: Unstoppable. Wargear: Flak.
Wargear: Mesh (5+), lho sticks.
Weapons: Snake-thrower (Template, Am 4+, Blaze, Toxin), KRIA KYTORO (ESCHER) 240
mono-blade: GMW1. DEATH-MAIDEN
M WS BS S T W I A Ld Cl Wil Int
HEAVY DRINKER 5” 3+ 3+ 3 3 3 3+ 2 6+ 5+ 6+ 6+
Ignores intoxicated and insane conditions.
Skills: Infiltrate, Precision Shot, Step Aside.
POTENT FUMES Weapons: Long las (infra-sight), autopistol,
All fighters activating within 3” gain the intoxicated condition: throwing knives, stiletto knife.
● Change movement to D6” (roll for each Move/Charge Wargear: Mesh, Chem-synth.
action).
● -1 hit modifier to non-Melee weapons. EYROS SLAGMYST 270
M WS BS S T W I A Ld Cl Wil Int
4” 3+ 4+ 3 4 2 5+ 1 5+ 7+ 5+ 5+
THE HEADSMAN (CAWDOR) 210 Skills: Iron Jaw, Nerves of Steel, True Grit.
THANE’S EXECUTIONER Weapons: Laspistol, knife, frag grenades.
M WS BS S T W I A Ld Cl Wil Int Wargear: Armoured undersuit, bio-booster,
furnace plates, medicae kit, photo-goggles.
5” 3+ 6+ 4 3 3 3+ 3 7+ 7+ 6+ 9+
Skills: Counter-attack, Fearsome, Inspirational,
Rain of Blows. ATTILUS THE AXE (GOLIATH) 275
Weapons: Two-handed axe.
PIT TYRANT
Wargear: Light carapace (4+), Stimm-slug stash.
M WS BS S T W I A Ld Cl Wil Int
ICONIC FIGURE 5” 2+ 4+ 5 4 2 3+ 4 8+ 5+ 7+ 6+
Counts as a Champion: Skills: Bull Charge, Iron Man, Unleash the Beast.
● Group Activation (1). Wargear: Furnace plates.
● Leading by Example (6"). Weapons: Stub gun, god cleaver:
GMW2 (S+2, Pulverise, Unwieldy).
ARTICLES OF FAITH
● Can perform Articles of Faith (Path of the Fanatic). UNDEFEATED
Can ignore the first Out of Action result suffered on the Injury
dice (Attilus has no concept of defeat, as he’s never been
bested in close combat).
KROTOS HARK 220
M WS BS S T W I A Ld Cl Wil Int BELLADONNA 275
4” 3+ 4+ 3 4 2 4+ 2 7+ 4+ 7+ 4+
M WS BS S T W I A Ld Cl Wil Int
Skills: Headbutt, Inspirational, Munitioneer.
6” 2+ 5+ 3 3 2 3+ 2 7+ 7+ 6+ 6+
Weapons: Stub cannon, knife.
Wargear: Armoured undersuit, furnace plates. Skills: Berserker, Combat Master, True Grit.
Weapons: Plasma pistol, power axe, stiletto: sword & knife.
Wargear: Light carapace (4+).

THE DESERTER 225 GRENDL GRENDLSEN 280


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 4+ 3 4 2 4+ 2 7+ 6+ 7+ 8+ 3” 3+ 4+ 3 4 3 5+ 1 5+ 7+ 5+ 5+
Skills: Medicae, Mentor, Overseer (Any). Skills: Combat Master, Iron Jaw, Nerves of Steel.
Weapons: Shotgun (solid & scatter), knife, frag grenades. Weapons: Boltgun, power hammer, frag grenades.
Wargear: Armoured undersuit, flak. Wargear: Armoured undersuit, flak.

157
★ NECROMUNDA ★

BAERTRUM ARTUROS III 290 VON BUREN (VAN SAAR) 285


M WS BS S T W I A Ld Cl Wil Int ROGUE ARCHEOTEK
5” 3+ 3+ 3 3 2 3+ 2 6+ 5+ 6+ 5+ M WS BS S T W I A Ld Cl Wil Int
Skills: Disarm, Escape Artist, Nerves of Steel. 4” 4+ 2+ 3 2 3 5+ 2 6+ 5+ 7+ 3+
Weapons: Artisan needle pistol with auto loader, Stiletto knife. Skills: Cold & Calculating, Fast Shot, Gadgeteer.
Wargear: Infra-sight, light carapace (4+). Weapons: Rad gun, rad blade: GMW1(Backstab, Rad-phage).
Wargear: Light carapace & armoured bodyglove (3+ save,
re-roll Rad-phage roll), bio-booster, filter plugs,
FREIKSTORN STRIX 290 medicae kit, photo-goggles, respirator.
M WS BS S T W I A Ld Cl Wil Int
6” 5+ 4+ 3 3 2 4+ 2 8+ 7+ 8+ 10+ HEART OF IRON
Skills: Catfall, Clamber, Mighty Leap, Sprint. ● When hit by a Rad-phage weapon, roll a 3+ to discard
Weapons: Harpoon launcher, autopistol, knife. 1 existing Flesh Wound (the additional Flesh Wound
Wargear: Armoured bodyglove, flak, from rad-phage is ignored).
S.H.O.C.K wing (combines drop rig, ● All ranged weapons with rad-phage gains Plentiful
grapnel launcher and grav-chute). (this fighter only).

DJANGAR ‘GUNFISTS’ (GOLIATH) 290 MASTER OF CYBERTEKNIKA


OVER-TYRANT Choose any 3 items of Cyberteknika worth up to 200 credits
(free, included in cost).
M WS BS S T W I A Ld Cl Wil Int
4” 3+ 3+ 4 5 3 4+ 3 6+ 4+ 6+ 7+ CALTHYXIS (DELAQUE) 195
Skills: Gunfighter. THE GHOST OF PRIMUS
Weapons: 2x Custom stub cannons (Plentiful, Sidearm). M WS BS S T W I A Ld Cl Wil Int
Wargear: Furnace plates.
6” 2+ 3+ 3 3 2 2+ 3 7+ 5+ 6+ 7+
Skills: Faceless, Infiltrate, Overwatch.
STORM OF FIRE
Weapons: Auto-needler, whisperblade: GMW1 (Toxin).
The custom stub cannons gain Rapid Fire (1) if no moves are
Wargear: Armoured undersuit, mesh armour, respirator.
made this activation before attacking.
FACE OF A KILLER
APOLLUS KAGE 305 Choose 2 skills from Agility, Brawn, Combat, Cunning, Ferocity,
M WS BS S T W I A Ld Cl Wil Int Shooting and Obfuscation (before each battle).
5” 4+ 3+ 3 4 3 2+ 2 7+ 7+ 6+ 7+
Skills: Hip Shooting, True Grit. YAGELOTH (DELAQUE) 120
Wargear: Mesh, photo-goggles, respirator. MASTER OF WHISPERS
Weapons: Enforcer Boltgun, M WS BS S T W I A Ld Cl Wil Int
Shotgun (solid, scatter, executioner),
5” 3+ 4+ 3 3 2 4+ 2 7+ 4+ 4+ 5+
knife, frag grenades.
Skills: Infiltrate.
Wargear: Mesh, respirator.
LISBETH (VAN SAAR) 315 Weapons: Psychoteric blade:
THE IRON ANGEL GMW1 (+1 to hit, Parry, Phase, Toxin).
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 5 4 3 4+ 3 5+ 5+ 7+ 6+ ENVOY OF THE SILENT ONES
Skills: Bull Charge, Nerves of Steel, ● No credits bonus for captured or dead enemies after
Fast Shot (Superior Weapons Array). the battle (unlike normal Bounty Hunters).
Wargear: Arachni-rig servo-suit, light carapace (4+), ● Will automatically leave after the battle (does not join
Weapons: Twin-linked heavy las carbine, rad gun, subsequent battles for free).
3x servo-arm: GMW1 (3").
CREATURE OF SHADOWS
ARACHNO-CYBERTEKNIKA SAVANT ● Re-roll results after being hit by attacks without
● Ignore any negative Movement modifiers from difficult Strength (Toxin etc.).
terrain. ● If suffering a Serious Injury:
● +2” Movement when moving vertically. ○ Ignore the Serious Injury.
● Re-roll failed Initiative checks against falling when ○ Removed from the battlefield.
Pinned within ½” of an edge. ○ Return in the End phase, anywhere within 5"
● Halve the distance (rounding up) when determining of a friendly fighter and at least 1" from any
damage from falling. enemy.

VAN SAAR PROTECTIVE GEAR WYRD POWERS (UNSANCTIONED)


Re-roll failed Rad-phage tests. Choose 5 Phsychoteric Wyrd Powers (from any disciplines).

158
★ NECROMUNDA ★

ASHWOOD STRANGER 170


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 2+ 3 3 3 3+ 2 8+ 3+ 5+ 7+
Skills: Gunfighter, Fast Shot, Hip Shooting.
Wargear: Flak.
Weapons: Stub gun (normal dumdum), autopistol,
nomad blade: GMW1 (Parry).

LONG RANGE
Stub gun and autopistol got +4" long range (not dumdum).

QUICK DRAW
When targeted by a shooting attack while Ready, make a
ranged attack against the attacker with any equipped weapon
(this does not remove Ready).

WHERE HE NEEDS TO BE (OUTCAST LEADER)


Can always be included in a Random crew
(taking up 1 slot as normal).

HAGAR FREELORD 180


M WS BS S T W I A Ld Cl Wil Int
4” 4+ 4+ 3 3 2 4+ 2 6+ 5+ 7+ 6+
Skills: Overseer.
Weapons: 2x plasma pistol.
Wargear: Mesh (5+), respirator.

EX-GUILDER ARMOURIES (OUTCAST LEADER)


New Gangers (when hired) can buy items with Rarity 8 or less
from the Trading Post.

WELL-CONNECTED
Can spend a post-battle action to gain credits:
● Outcast: D6x10.
● Bounty Hunter: D3x10.

159
★ NECROMUNDA ★

ORTRUUM 8-8 250


SERVALEN & M WS BS S T W I A Ld Cl Wil Int
HARDCASE CYBER-MASTIFF 240 4” 5+ 5+ 3 3 2 4+ 1 6+ 7+ 5+ 5+
Skills: Fearsome.
SERVALEN (SCRUTINATOR-PRIMUS) 170
WYRD POWERS (SANCTIONED)
M WS BS S T W I A Ld Cl Wil Int
Telekinesis: Force Blast (Basic).
5” 4+ 4+ 3 3 2 4+ 1 6+ 7+ 6+ 4+
Telepathy: Mind Lock (Basic), Premonition (Simple).
Skills: Got Your Six.
Wargear: Flak, armoured undersuit, magnacles, respirator. FLIGHT
Weapons: Custom tub gun with infra-sight and Ignore all terrain, move freely between levels without restriction
the following 2 ammo only: and cannot fall. Cannot ignore impassable terrain or walls.
● Scrutinator: +1 to hit long rng
● Excrutiator rounds: +1 to hit short rng, S4, TEAM WORK
Am6+, Shock, not Plentiful. Does not take up the Bounty slot (another Bounty Hunter may
be hired in addition).
PSYCHIC NULL (PARIAH)
● Can Disrupt Wyrd Powers (as if being a Psyker). SOUL HOUND
All fighters within 6" suffer the following (friend & foe): Before the battle begins, nominate one enemy fighter (not in
● Psychic powers can't be manifested. Recovery). This is the one Ortruum 8-8 has been sent to track
● -2 modifier to Cool checks. down. The fighter must be deployed on the table at the start of
the battle, and must therefore be included in your opponent’s
INVESTIGATOR crew, however that is selected.
Can't be targeted by Tactics (can be affected if this fighter is not
specifically targeted). For the duration of the battle, all shooting attacks made against
the nominated fighter gain a +1 modifier on hit rolls.
HARDCASE CYBER-MASTIFF 70 Additionally, the nominated fighter may not use the Infiltrate or
Lie Low skills for the duration of this battle.
M WS BS S T W I A Ld Cl Wil Int
5” 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+
Skills: Threat Response.
Wargear: Hardcase (Light Carapace & Respirator). THAETOS 23-2 WYRDLOCK 285
Weapons: Shock bite: GMW1 (Rending, Shock). M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 2 3+ 1 7+ 7+ 6+ 7+
TENACIOUS Skills: Fearsome.
If taken Out of Action while not yet activated this round, this Wargear: Respirator.
fighter is not removed from the battlefield until after completing WYRD POWERS (UNSANCTIONED)
its activation. Pyromancy: Scouring (Basic).
Telepathy: Maddening Visions (Basic).
LOYAL PROTECTOR Telekinesis: Levitation (Basic), Continuous Effect.
While Standing (Active or Engaged) and within 3” of its owner,
enemy fighters may not make a Coup de Grace against the TEAM WORK
owner. Does not take up the Bounty slot (another Bounty Hunter may
be hired in addition).
FAITHFUL PROTECTOR
When activated, if the owner is Engaged and within 6”, this
fighter can immediately move into B2B with any fighters
Engaging the owner (counts as a free action). MORTANNA SHROUD 330
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 5+ 3 3 1 3+ 2 7+ 7+ 6+ 6+
Skills: Escape Artist.
Weapons: Laspistol.
Wargear: Flak, refractor field.
WYRD POWERS (SANCTIONED)
Biomancy: Hammerhand (Basic), Continuous Effect.
Pyromancy: Scouring (Basic).
Telekinesis: Assail (Basic).

PSYCHIC CHAINS
If taken Out of Action, immediately before removed, all enemy
fighters within D6” suffer a S1 Seismic automatic hit.

160
★ NECROMUNDA ★

KAL JERICHO & SCABS ARBELESTA & ARAMISTA


KAL JERICHO 340 ARBELESTA RAEN CATALLUS 250
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 2+ 3 3 3 2+ 3 7+ 5+ 6+ 6+ 5” 6+ 2+ 3 3 2 3+ 1 7+ 7+ 6+ 6+
Skills: Counter-attack, Gunfighter, Inspirational, Skills: Infiltrate, Precision Shot, Trick Shot.
Spring Up, Step Aside. Wargear: Chem-synth, mesh, photo-goggles,
Wargear: Filter plugs, flak, strip kit. respirator, infra-sight (needle long rifle).
Weapons: 2x custom hotshot laspistol Weapons: Needle pistol, Needle long rifle
(Am2+, Plentiful, Master-crafted), (custom needle rifle): 24" - 48" (+1 to hit),
duelling sabre: GMW1 (Parry).
UNIQUE PARTNERSHIP (ARAMISTA)
PRECOGNITION (‘A CHARMED LIFE’) Can be hired alongside the other Bounty Hunter, allowing the
● 3+ save (invulnerable). gang to field 2 Bounty Hunters instead of 1.
● 2+ (invulnerable) against Blast/Template.
SLOTTED
“COME ALONG SCABS!” If Aramista is hit and wounded by an enemy Fight (Basic)
If Scabs is also hired: action, make a single Shoot (Basic) action against that fighter if
If rolling for “We’ll Get Our Bit…”, roll a single D6 for both. all conditions are true:
● Arbelesta is not Prone.
SCABS 200 ● Target in Arbelesta’s line of sight.
M WS BS S T W I A Ld Cl Wil Int
This is not affected by nor affects Ready markers.
5” 5+ 3+ 3 3 2 3+ 2 7+ 7+ 6+ 7+
Skills: Clamber, Escape Artist, Infiltrate. ARAMISTA DAE CATALLUS 250
Weapons: Plasma gun, stub gun. M WS BS S T W I A Ld Cl Wil Int
Wargear: Filter plugs, flak. 5” 2+ 6+ 3 3 3 3+ 3 7+ 7+ 6+ 6+
“COME ALONG SCABS!”
Skills: Counter-attack, Impetuous, Rain of Blows.
If Kal is also hired:
Weapons: Stiletto sword, stiletto knife.
Wargear: Chem-synth, displacer field, mesh, photo-goggles,
The cost is reduced to 100 credits (instead of 200).
respirator.
Additionally, Scabs counts as a Bounty Hunter (instead of Hive UNIQUE PARTNERSHIP (ARBELESTA)
Scum) and gains the associated special rules (Dead, Not Alive, Can be hired alongside the other Bounty Hunter, allowing the
Claiming Bounties and “We’ll Get Our Bit…”). gang to field 2 Bounty Hunters instead of 1.

If rolling for “We’ll Get Our Bit…”, roll a single D6 for both. BODYGUARD (ARBELESTA)
If the other fighter is within 2” and hit by a ranged attack, the hit
GIFTED FORAGER and all its effects can be transferred to this fighter.
In the post-battle sequence, add +1 to the Seek Rare
Equipment roll when visiting the Trading post.
VORGEN MORTZ & REX SPIRES
VORGEN ‘GUNNER’ MORTZ 305
M WS BS S T W I A Ld Cl Wil Int
4” 5 4+
SLATE MERDENA & MACULA (ORLOCK) 2+ 3+ 4 2 2 7+ 7+ 8+ 8+
(5”) (3) (3+)
Skills: Marksman, Regroup.
SLATE MERDENA (ORLOCK ROAD BOSS) 360 Weapons: Heavy stubber, knife.
M WS BS S T W I A Ld Cl Wil Int Wargear: Flak, servo harness (partial).
5” 2+ 3+ 3 4 3 3+ 3 4+ 5+ 4+ 5+ SECOND PROFILE
Skills: Fearsome, Iron Will, Nerves of Steel. The profile in parentheses is without servo harness (partial).
Wargear: Mesh, photo-goggles.
Weapons: Power hammer, frag grenades, UNIQUE PARTNERSHIP (REX SPIRES)
custom plasma pistol (plasma gun with Sidearm). Can be hired alongside the other Bounty Hunter, allowing the
gang to field 2 Bounty Hunters instead of 1.
MACULA (CYBER-MASTIFF)
M WS BS S T W I A Ld Cl Wil Int REX SPIRES 315
5” 3+ - 3 3 2 4+ 2 7+ 6+ 8+ 9+ M WS BS S T W I A Ld Cl Wil Int
Skills: Combat Master. 5” 4+ 5+ 3 3 2 4+ 1 7+ 7+ 8+ 7+
Weapons: Savage bite: GMW1 (Disarm). Skills: Evade, Lie Low.
Wargear: Flak.
WATCHDOG Weapons: Frag trap, melta trap, blasting charge,
If the owner is a sentry, attackers can be spotted outside the demo charge, knife.
vision arc. Add 1+ modifier to spotting (a 1 before modifiers still DEMOLITIONS
fails). Place up to 3 booby traps (frag & melta) in the pre-battle
sequence.
LOYAL PROTECTOR
While Standing (Active or Engaged) and within 3” of its owner, UNIQUE PARTNERSHIP (VORGEN MORTZ)
enemy fighters may not make a Coup de Grace against the Can be hired alongside the other Bounty Hunter, allowing the
owner. gang to field 2 Bounty Hunters instead of 1.

161
★ NECROMUNDA ★

OUTLAW BOUNTY HUNTERS


An Outlaw gang can recruit 0-1 Outlaw Bounty Hunter at a time.

ALYCE SHIVVER 165


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 4+ 3 3 2 3+ 2 6+ 5+ 7+ 6+
Skills: Headbutt, True Grit.
Weapons: Stub gun (with Dumdum), knife.
Wargear: Mesh, Respirator, photo-goggles.

WYRD POWERS (UNSANCTIONED)


Telekinesis: Assail (Basic), Levitation (Basic), Continuous.
Telepathy: Maddening Visions (Basic).

EIGHTFOLD HARVEST LORD 205


(CHAOTIC)
M WS BS S T W I A Ld Cl Wil Int
5” 2+ 6+ 4 4 3 3+ 3 7+ 5+ 8+ 7+
Skills: Avatar of Blood, Killing Blow, Slaughterborn.
Weapons: 2x Heavy chain cleavers, knife.
Wargear: Butcher’s mask, plate mail armour,
Corpse Grinder Cult Icon.

VANDOTH THE FALLEN 250


(NOT CHAOTIC)
M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 4 4 3 3+ 3 7+ 5+ 6+ 7+
Skills: Crushing Blow, Fearsome, Hurl, Spring Up.
Weapons: Enforcer Boltgun, knife.
Wargear: Heavy carapace, respirator, stimm-slug stash.

THE HERMAPHAGE MAGOS 310


M WS BS S T W I A Ld Cl Wil Int
5” 3+ 4+ 4 3 3 3+ 3 7+ 6+ 6+ 7+
Skills: Crushing Blow, Fearsome, Hurl, Spring Up.
Wargear: Hardened Flak, Respirator.
Weapons: Laspistol, razor-sharp talons: GMW3 (Rending).

WYRD POWERS (UNSANCTIONED)


Telekinesis: Force Blast (Basic).
Telepathy: Hypnosis (Basic), Mind Control (Basic).

T.H.R.U.G. 12 ‘SPARKY’ 320


(GOLIATH OR SLAVE OGRYNS)
FREED SLAVE OGRYN
M WS BS S T W I A Ld Cl Wil Int
5” 2+ 5+ 5 5 3 3+ 3 7+ 5+ 7+ 6+
Skills: Headbutt, Inspirational, True Grit.
Wargear: Light carapace, photo-goggles, stimm-slug stash.
Weapons: Las cutter, augmetic fist: GMW1 (Knockback),
Maul (club).

GROUP ACTIVATION (1)


Only applies to friendly Slave Ogryn fighters.

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.

162
★ NECROMUNDA ★

AGENTS
A House gang can recruit 0-1 House Agent (simply referred to as Agent) matching the alignment (Law-abiding / Outlaw).

All Agents are treated as Champions and have the following special rules:
● Leading By Example (6”).
● Group Activation (1).

PETITION
To hire an Agent, roll D6 + Reputation. If successful, the gang can pay to hire the chosen Agent.
NB: Special Character Agents have separate Petition tables.

Each Special Character Agent has 2 different costs depending on the result of the petition. Refer to the selected Agent to see the
specific cost. The petition table will specify which result give the lowest and highest cost to pay.

PETITION: GENERIC AGENT PETITION: SPECIAL CHARACTER


(MAX 9 REP) (MAX 14 REP)
D6+Rep Result Cost D6+Rep Cost
1-5 Hired (the gang’s plea for help is heeded). 40 1-8 Hired (the gang’s plea for help is heeded). Low
6-10 Hired (aid is reluctantly sent, but it will cost). 80 9-15 Hired (aid is reluctantly sent, but it will cost). High
11+ Not hired (the gang is capable of fighting its - 16+ Not hired (the gang is capable of fighting its -
own battles). own battles).

RATING
Use the max cost (including any equipment) for the purpose of calculating rating.

MULTIPLE PROFILES
To represent the great variety of Agents active on Necromunda, there are 3 different profiles to choose from (depending on the
House).

SKILLS
Access to 6 skill sets (depending on House).

Brawn Combat Ferocity Leadership Shooting Piety Obfuscation Finesse Muscle Bravado Tech
Cawdor ✓ ✓ ✓ ✓ ✓ ✓
Delaque ✓ ✓ ✓ ✓ ✓ ✓
Escher ✓ ✓ ✓ ✓ ✓ ✓
Goliath ✓ ✓ ✓ ✓ ✓ ✓
Orlock ✓ ✓ ✓ ✓ ✓ ✓
Van Saar ✓ ✓ ✓ ✓ ✓ ✓

Choose one of the following:


● Random (3).
● Custom (1) and Random (1).

Roll for one skill set before selecting the next skill set. If a duplicate skill is gained, re-roll the result.

EQUIPMENT
● Up to 170 credits worth of Weapons and Wargear for free.
(any items from the gang’s House Equipment List).
● 0-3 Weapons.
○ 0-1 Unwieldy Weapon (takes up 2 weapon slots).

163
★ NECROMUNDA ★

0-1 GENERIC (DELAQUE) 40/80 0-1 GENERIC (GOLIATH) 40/80


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

PSYCHOTERIC MASTERY (+30) AJEX GORGOTH (GOLIATH) 100/200


Can be recruited as an Unsanctioned Psyker (with 1 M WS BS S T W I A Ld Cl Wil Int
Psychoteric Wyrd Power). This cost must be paid on top of
4” 2+ 5+ 5 4 3 3+ 4 8+ 5+ 6+ 7+
the standard petition fee (even if it is free).
Skills: Bull Charge, Immovable Stance, Naaargah!
Wargear: Carapace (heavy), respirator.
SERVANT OF THE SILENT ONES 100/200 Weapons: Powered servo claw: GMW2 (+3S, AP-, Pulverise),
(DELAQUE) great chainsword: GMW1 (1", -1 to hit B2B, Parry,
Rending).
M WS BS S T W I A Ld Cl Wil Int
8” 4+ 4+ 4 5 3 4+ 5 7+ 4+ 5+ 7+ 0-1 GENERIC (ORLOCK) 40/80
Skills: Clamber, Infiltrate, Sprint. M WS BS S T W I A Ld Cl Wil Int
Wargear: Carapace (heavy), bio-scanner, respirator. 5” 3+ 3+ 3 3 3 4+ 2 5+ 5+ 5+ 7+
Weapons: Subsonic wail(S2, AP-3, Am2+, Seismic, Template), 4” 2+ 5+ 4 3 2 3+ 2 6+ 6+ 6+ 7+
electro-tendril: GMW1 (4", +1S, AP-, Parry, Shock). 4” 5+ 2+ 3 4 2 3+ 2 5+ 6+ 6+ 7+
Legendary Names:
PSYCHOTERIC ECHO CHAMBER 2 random (re-roll duplicates) or 1 custom.
Once per round, if a friendly Psyker within 12" uses a Wyrd
Power, this fighter can make the same Wyrd Power (resolved MARGO MERDENA (ORLOCK) 100/200
one after the other, starting with the active fighter). This fighter
M WS BS S T W I A Ld Cl Wil Int
does not count as being active or activated (does not lose
Ready). 5” 2+ 3+ 3 3 3 2+ 3 5+ 6+ 6+ 7+
Skills: Bring It On!, Clamber, Spring Up, Sprint.
Wargear: Flak (6+, 5+ against blast/template), respirator.
Weapons: Harpoon fist,
leg blades: GMW1 (AP-, Disarm, Parry, Power).

QUEEN OF THE ROAD


All friendly fighters can use this fighter’s Cool stat.
0-1 GENERIC (ESCHER) 40/80 0-1 GENERIC (VAN SAAR) 40/80
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 2 3+ 2 5+ 6+ 6+ 7+ 4” 4+ 2+ 3 3 2 5+ 1 4+ 5+ 6+ 6+
5” 2+ 4+ 3 3 2 3+ 3 7+ 6+ 8+ 8+ 5” 3+ 4+ 3 3 2 4+ 2 5+ 6+ 6+ 5+
5” 2+ 4+ 3 3 2 2+ 2 6+ 5+ 8+ 8+ 5” 4+ 3+ 3 3 2 4+ 1 6+ 5+ 5+ 4+

CYNISS (ESCHER) 100/200 GOLEM (VAN SAAR) 50/100


M WS BS S T W I A Ld Cl Wil Int ARACHNOTEK GOLEM
5” 4+ 4+ 3 3 2 3+ 1 6+ 5+ 6+ 6+ M WS BS S T W I A Ld Cl Wil Int
Skills: Medicae. 5” 3+ 3+ 5 5 3 3+ 3 ? ? ? ?
Weapons: Wrist-mounted needler. Skills: As host plus: Catfall, Clamber, Cold & Calculating,
Wargear: Mesh (5+), respirator. Mental Mastery, Rad-phaged.
Wargear: Light carapace (4+), bio-booster, respirator.
MASTER CLAN CHYMIST Weapons: Energy projector,
When activating, can apply 1 Chem-alchemy Toxin effect the shock claw: GMW1 (Power, Shock).
wrist-mounted needler (lasts for this round).
COMBINED CONSCIOUSNESS
NECRANA (ESCHER) 100/200 When joining a gang, choose a donor fighter that will loan its
M WS BS S T W I A Ld Cl Wil Int consciousness (can even be in Recovery). The fighter is
effectively removed from the gang and replaced by the
5” 2+ 4+ 3 4 3 4+ 3 8+ 4+ 7+ 7+
Arachnotek Golem for the duration of the battle.
Skills: Hit & Run, Rain of Blows.
Weapons: Needle pistol, venom claw. Gain the following from the donor fighter:
Wargear: Mesh (5+), respirator. ● All mental stats (marked with ‘?’).
● All skills.
IMMORTAL DEATH-MAIDEN
● Unaffected by Coup de Grace (Simple) action. ABOMINABLE INTELLIGENCE
● Treats any Out of Action as Serious Injury instead. If the battle is lost, the donor fighter will have all the mental
● Does not roll Injury dice in the Recovery phase. stats reduced to 12+ (Ld, Cl, Wil, Int).
Instead, roll equal to or less than the Toughness to
recover (suffering a Flesh Wound as normal). SEEMINGLY INVULNERABLE
● Goes Out of Action when Toughness is reduced to 0 5+ save (unmodifiable).
(as normal).

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0-1 GENERIC (CAWDOR) 40/80


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 2 4+ 1 4+ 6+ 5+ 6+
5” 3+ 5+ 3 3 2 3+ 2 5+ 6+ 4+ 7+
4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+
Law-abiding:
● Pious: Can re-roll Rally tests if the result is 2
(before modifiers).
● Choose any items from the gang’s House
Equipment List (not Redemptionist).

OUTLAW AGENTS
0-1 GENERIC (CAWDOR) 40/80
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 2 4+ 1 4+ 6+ 5+ 6+
5” 3+ 5+ 3 3 2 3+ 2 5+ 6+ 4+ 7+
4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+
Outlaw:
● Fanatical: Can re-roll Nerve tests if the result is 2
(before modifiers).
● Choose any items from the gang’s House
Equipment List (including Redemptionist).

KLOVIS & MALAKEV


KLOVIS (CAWDOR) 100/200 MALAKEV (CAWDOR) 0
REDEEMER DEACON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 6+ 3 3 3 3+ 3 7+ 5+ 6+ 8+ 4” 5+ 6+ 2 4 2 5+ 1 7+ 6+ 7+ 8+
Skills: Devotional Frenzy, Fearsome, True Grit. Skills: Evade, Lie Low.
Weapons: Eviscerator (master-crafted). Wargear: Light carapace armour (4+).
Wargear: Flak, incombustible hauberk, Weapons: None.
Book of the Redemption, pyromantic mantle.
BODYGUARD (KLOVIS)
TERRIFYING (FEARSOME REPUTATION) If the other fighter is within 2" and hit by a ranged attack,
Pass a Willpower check to target this fighter with a Fight/Shoot the hit and all its effects can be transferred to this fighter.
action (not Wyrd powers), or the action ends immediately
(wasted). However, the action does not count as being DEDICATED FOLLOWER
performed, so the same action can be attempted again, if the ● Included with Klovis (cannot be hired on his own).
fighter has more available actions in the activation. ● Must be deployed within 3" of Klovis
(at the start of the battle).
ARTICLES OF FAITH
● Generates 3 Faith dice (instead of 1). SCRIBE
● Can perform Articles of Faith ● +D3 Reputation to the hiring gang if both Malakev
(Path of the Redeemer). & Klovis are on the battlefield (not Seriously Injured)
at the end of a battle.
THE LIBER EXCRUCIATUS
If both fighters are Active and within 1" of each other, Klovis
can spend a Basic action (Know your Fate):
D3 enemies (chosen by Klovis) with LOS to Klovis and
within 9" of Klovis must make a Nerve test with a -1 modifier.

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ASSAULT ON PRECINCT FORTRESS 17


(MINI CAMPAIGN)
Designed to be played with 1 Defender and 1-2 Attackers. DEFENDER CREW
● Enforcers
Defender: Enforcers ● 1500 credits
Attackers: Outlaws (any gangs, even corrupt Enforcers!) ● 1 Rogue Doc
● 1 Ammo Jack
5 linked Scenarios fought on the same battlefield. Agree ● 1 Slopper
beforehand how many optional scenarios are played. More ● 20 Reputation
optional scenarios benefits the attacker (more time to whittle ● Choose items from the Trading Post with a Rarity 12
down the defenders). Less optional scenarios benefits the or less.
defender. ● Leader: 3 advancements
● Champions: 2 advancements
1. Night Falls
● Burn Them Out (Optional) PRISONERS
● Infiltration (Optional) The jail is occupied by 2 prisoners which may be conscripted
● The Challenge (Optional) during the course of the campaign:
5. Hold Until Dawn ● 2 Underhive Scum Hired Guns.
Attacker: While the door to the Gaol is closed, the prisoners do not gain
● Choose which optional scenarios are used (if not Ready markers and take no actions. If the door is opened,
using all). give Ready markers to each prisoner. For the rest of the
● Choose the order of optional scenarios (if more than current scenario, they count as part of the defender’s gang.
1).
If a prisoner activates more than 6” from an Enforcer, roll a 2+
Defender: or they switch sides, immediately joining the attackers. After a
Sets up the battlefield that is the precinct. scenario where they switch sides, they escape and are
● 3’x3’ square (2D or 3D). removed from the campaign.
● 6 doors (internal)
● Barricades If activated and not escaped, the defender can set them up
● Ammo crates normally as part of the defender’s gang, or put them back in
● One area or part of an area must be the Gaol (jail) their cell.
with a door sealing it off from the rest of the
precinct.
ATTACKER CREW
The battlefield edges are impassable walls (outer walls of the ● Any gang (even corrupt Enforcers!)
precinct). Place a door on the centre of each battlefield edge. ● 3000 credits
These are the only entrances to the precinct. ● 20 Reputation
● Choose items with Rarity/Legality 9 or less from:
Finally the attacker can add up to 4 Ductways. ○ Black Market
○ Trading Post
● Leader: 2 advancements
● Champions: 1 advancement
● Can include Brutes, Bounty Hunters and other Hired
Guns as normal for an Outlaw gang.
Wasteland 6”
DEPLOYMENT
Outer Door DEFENDER: SET DEFENCE
● Always starts deployment:
○ Fighters
○ Traps
○ Defences
○ Rally points
● Can deploy whole gang (unless otherwise noted)
● Always have Home Turf Advantage:
● Bottle tests: Roll 2D6 and discard the
Gaol highest.
● Rally tests: +1.
● Hangers-on: Included in the crew on a
4+ (roll individually).
● Does not need to take Bottle checks

ATTACKER: FORMULATE ATTACK


● Decide number of assault waves
● Deploy fighters
● Can deploy whole gang (unless otherwise noted)

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ATTACKER: 3 ASSAULT WAVES OUTCOMES: OVERRUNNING THE PRECINCT


The attacker has 3 Assault Waves during a campaign. The precinct battlefield is divided into areas or tiles (12”x12”).
● Must be declared at the start of the battle. Attackers can take over areas of the precinct and defenders
● Used during the battle (if declared at the start). can reclaim them. When an area is Overrun, it is no longer
● If declared and not used, it is wasted. considered part of the precinct (in the following battle).
● Each Assault Wave recycles some of their Gangers Overrun areas can no longer be used by the defender to:
and Juves once during a battle. ● Deploy fighters
● Deploy Rally Points
The attacker can activate an Assault Wave in any End phase ● Barricades
(before Seriously Injured fighters make Recovery rolls). ● Traps
● Repair doors (during Respite period)
The attacker can return the following fighters to the battle:
● Seriously Injured fighters Doors are always unlocked and the attacker can decide if
● Out of Action (even killed!): they are opened or closed before the battle.
○ Juves
○ Gangers RESPITE
Conditions are not automatically removed between battles, for
These fighters are deploying in the Wasteland after rolling for example weapons going out of ammo, fighters suffering
Priority, before Readying fighters. injuries and the precinct itself taking damage.

DEFENDER: 3 RALLY POINTS LIMITED AMMO


The defender has 3 Rally Points (stores of medical supplies, The defender’s Scarce weapons will not automatically
ammo crates, aiding servitors). All effects are within 3” and replenish ammo between battles (unless performing a
applies to defenders only. Restock action).
● Medical Assistance: Gain assistance during
Recovery tests. Seriously Injured fighters never After the battle, defending fighters not in Recovery can make
succumb to injuries at the end of a battle. 1 Respite action each.
● Tactical Retreat: Automatically pass Rally Tests. ● Repair: Replace 1 destroyed or damaged door
Broken fighters can move towards a Rally Point ● Repair: Add D3 barricades
instead of seeking cover (even if moving closed to ● Patch-up: 1 fighter comes out of Recovery.
enemies). ● Restock: Reload D3 weapons with the Scarce trait
● Reloads: Weapons gain Plentiful. Ignore Scarce and (that are currently out of ammo).
Limited. ● Restock: Add D3 Booby Traps (Frag, Melta or Gas)
to the stash.
Rally points do not count as cover and do not affect
movement. Can't be targeted by attacks. TACTICS CARDS (OPTIONAL)
Custom (2) cards each.
Enemies in B2B with a Rally Point can destroy it by
performing the Smash Apart (Double) action.
VICTORY OR DEFEAT
Once destroyed, it is no longer available in future battles. The attackers win if all defenders are Out of Action or
Seriously Injured at the end of the last battle. The bodies are
The centre point of the precinct is also a Rally Point (in looted before burning the precinct to the ground and
addition to the 3 that are deployed elsewhere) and can't be retreating back into the wastes to celebrate their victory over
destroyed. Lord Helmawr’s rule.

PITCH BLACK The defenders win if there is at least one defender left on the
In Pitch Black conditions, Rally Points count as areas of battlefield who is not Seriously Injured. The Enforcers breathe
emergency lighting, and all fighters within 4” of a Rally Point a collective sigh of relief as reinforcements arrive to see off
are Revealed. the Outlaws, leaving the Palanites to take stock of the
damage and count their dead.

LASTING INJURIES AND RECOVERY


Side Fighter Out of Action (including succumbing to injuries) Critical Injuries
Attacker Juves & Gangers Survives on 5+ (Out Cold). Otherwise killed (Memorable Death) N/A
Attacker Leader & Champions Lasting Injury (as normal), ignore Recovery on 4+ Normal (Doc or Dead)
Defender Any Lasting Injury (as normal). Fighters that go Into Recovery: Normal (Doc or Dead)
● Deployed within 3” of a Rally Point
● Start Pinned
● Become Seriously Injured if:
○ Stand up
○ Move
○ Moved more than 3” from the Rally Point

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★ NECROMUNDA ★

SCENARIO 1: NIGHT FALLS


DEFENDER: SET DEFENCE ATTACKER: FORMULATE ATTACK
Defender sets up anywhere within the precinct: Decide the number of Assault Waves.
● Rally Points
● Booby Traps Divide fighters into 2 groups. Each group must have at least 1
All doors within the precinct begin locked (defenders have Champion or Leader.
access codes and can open locked doors freely). ● Main Force
● Flanking Force
DEPLOYMENT
Leader: Central area. MAIN FORCE
Hangers-on: Central area. Deployed within 2” of one battlefield edge.
At least half the remaining fighters: Central area.
Remaining fighters: Anywhere within the precinct. FLANKING FORCE
Deployed within 2” of one edge of the battlefield at the
beginning round 2, 3, 4 or 5 (before rolling for Priority).

PRIORITY
The attacker has priority in the first round.
OUTCOMES
The battle ends after 6 rounds, or if either side has no fighters on the battlefield (at the end of any round). At the end of the
battle, count up the number of fighters on both sides in the precinct:
● Excluding Seriously Injured attackers.
● Excluding Seriously Injured defenders outside 3” of a Rally Point.

If the attacker has the most fighters in the precinct, they can choose 2 areas adjacent to the Wasteland to be Overrun.

Otherwise, the defender gains D3 additional Respite actions.

SCENARIO 2: BURN THEM OUT (OPTIONAL)


DEFENDER: SET DEFENCE ATTACKER: FORMULATE ATTACK
Defender sets up anywhere within the precinct: Decide the number of Assault Waves.
● Rally Points
● Booby Traps Crew: Custom (10).
All doors within the precinct begin locked (defenders have
access codes and can open locked doors freely). DEPLOYMENT
Anywhere in the Wasteland or in any Overrun areas provided
DEPLOYMENT they are out of LOS of any defenders.
Hangers-on: Central area.
Prisoners: Prisoners: Gaol (unless released, in which case PRIORITY
they can be placed anywhere within 6” of a defending The attacker has priority in the first round.
fighter).
Remaining fighters: Anywhere within the precinct.
FIRE
In this scenario, precinct areas (those not Overrun) can be set on fire. When an area is burning, use a counter to track how
much it is burning. Fighters within 3” of the centre of an area can make the Set Fire (Double) action to set the area on fire
(starting with 1), or Douse (Double) action if it already is burning (reduce the fire by 1). An area reduced to 0 is no longer
burning. In the End phase, roll a 4+ for each burning area to increase that counter.

Any fighter that starts or ends their activation on a burning area, or moves across one may be affected depending on how
much it is burning (all effects are cumulative):

1: Suffer -1 Toughness (unless equipped with a respirator) while on the area. LOS into, out of and through the area is reduced
to 6”.
2: Test for Blaze (4+) if beginning or ending an activation on this area. If both beginning and ending, test twice!
3: Fighters can't enter this area. Fighters already in it become Broken and must move toward the nearest non-burning area.

Active fighters can remove Blaze tokens from a burning area with the Douse (Double) action within 3” of the centre of the area.
If all Blaze tokens are removed, it is no longer on fire.

OUTCOMES
The battle ends after 4 rounds, or if either side has no fighters on the battlefield (at the end of any round). At the end of the
battle, count up the number of burning areas:
● 0: Reclaim 1 Overrun area (chosen by the defender).
● 1-2: Overrun 1 area adjacent to the Wasteland (chosen by the attacker).
● 3+: Overrun 2 areas adjacent to the Wasteland (chosen by the attacker).

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SCENARIO 3: INFILTRATION (OPTIONAL)


DEFENDER: SET DEFENCE ATTACKER: FORMULATE ATTACK
Defender sets up anywhere within the precinct: Decide the number of Assault Waves.
● Rally Points
● Booby Traps Crew: Custom (6)
All doors within the precinct begin closed and locked
(defenders have access codes and can open locked doors DEPLOYMENT
freely). Anywhere at least 3” from a defender and out of LOS.

DEPLOYMENT PRIORITY
Fighters: Anywhere within the precinct. The attacker has priority in the first round.
Prisoners: Gaol (unless released, in which case they can be
placed anywhere within 6” of a defending fighter).

BLACKOUT
The battle begins in Pitch Black conditions, Rally Points count as areas of emergency lighting, and all fighters within 4” of a
Rally Point are Revealed.

SNEAK ATTACK
The defenders are expecting an assault from outside but do not know that the attackers have found a secret way into the
precinct.

The battle uses Sneak Attack rules with all defenders counting as Sentries until the alarm is raised. Attackers more than 3”
away and benefiting from Pitch Black counts as being in cover for the purposes of spotting attackers.

OUTCOMES
The battle ends after 4 rounds. At the end of the battle, check if the defending Leader or any defending Hangers-on have been
taken Out of Action:

● All 3 Hangers-on and the Leader are still on the battlefield: Reclaim 1 Overrun area (chosen by the defender).
● 2+ Hangers-on taken Out of Action: Overrun 1 area adjacent to the Wasteland (chosen by the attacker).
● 2+ Hangers-on and the Leader taken Out of Action: Overrun 2 areas adjacent to the Wasteland (chosen by the attacker).

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SCENARIO 4: THE CHALLENGE (OPTIONAL)


DEFENDER: SET DEFENCE ATTACKER: FORMULATE ATTACK
Defender sets up anywhere within the precinct: Decide the number of Assault Waves.
● Rally Points
● Booby Traps DEPLOYMENT
One door leading to the Wasteland begins open. The rest of Leader: In the Wasteland, at least 6” from the defender’s
the doors begin the battle closed but unlocked. Leader.
At least half of the fighters: In the Wasteland within 12 of
DEPLOYMENT the attacking Leader.
Leader: Just outside the entrance of the open door. Remaining fighters: Reinforcements.
Hangers-on and at least half of the fighters: Central area.
Prisoners: Gaol (unless released, in which case they can be REINFORCEMENTS
placed anywhere within 6” of a defending fighter). 3 fighters arrive in every End phase. Deployed in any
Remaining fighters: Anywhere within the precinct within 12” battlefield edge or in any Overrun area at least 6” from any
of the Leader. enemy fighters.

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
released, in which case they can be placed anywhere within
6” of a defending fighter). Remaining fighters can be placed
anywhere within the precinct within 12” of the Leader.

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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★ NECROMUNDA ★

SCENARIO 5: HOLD UNTIL DAWN


DEFENDER: SET DEFENCE ATTACKER: FORMULATE ATTACK
Defender sets up anywhere within the precinct: Decide the number of Assault Waves.
● Rally Points
● Booby Traps DEPLOYMENT
All doors within the precinct begin locked (defenders have Divide fighters into 4 groups (at least 1 fighter in each group).
access codes and can open locked doors freely). Each group deploys within 12” of one of the 4 entrances to
the precinct.
DEPLOYMENT
Leader: Central area. PRIORITY
Hangers-on and at least half of the fighters: Central area. The attacker has Priority in the first round.
Prisoners: Gaol (unless released, in which case they can be
placed anywhere within 6” of a defending fighter).
Remaining fighters: Anywhere within the precinct.
FALL BACK
In each End phase, count up the number of attackers and defenders in each precinct area (except the central area). Do not
count Seriously Injured fighters unless within 3” of a Rally Point. If the attacker has more fighters than the defender in an area,
the tile has been taken and the defender must fall back:
● Rally Points are destroyed.
● Defending fighters must use their activations to fall back to a friendly area.
● If a defending fighter can't reach a friendly area, become Broken and flee toward the nearest friendly area.
● Defenders can't voluntarily enter an area taken by the attackers.

Unlike the previous scenarios, the defender must make Bottle tests (but still benefit from Home Turf Advantage).

OUTCOMES
The battle ends after 6 rounds, or if either side has no fighters on the battlefield.

VICTORY OR DEFEAT
The attackers win if all defenders are Out of Action or Seriously Injured at the end of the last battle. The bodies are looted
before burning the precinct to the ground and retreating back into the wastes to celebrate their victory over Lord Helmawr’s
rule.

The defenders win if there is at least one defender left on the battlefield who is not Seriously Injured. The Enforcers breathe a
collective sigh of relief as reinforcements arrive to see off the Outlaws, leaving the Palanites to take stock of the damage and
count their dead.

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★ NECROMUNDA ★

ALIGNMENTS: LAW ABIDING & OUTLAW


THE RULE OF LAW AND THE PATH OF THE OUTLAW CONSEQUENCES OF CHANGING ALIGNMENT
Some gangs must choose an alignment when founded. ● -3 Reputation.
GANG ALIGNMENT CAN SWITCH? ● Lose anything that requires the old alignment:
○ Hangers-on & Brutes.
Law Abiding
House Gangs Yes ○ Territories (replace with a new random).
Outlaw
○ Alliance.
Tainted House Gangs Outlaw No ● Test the Alliance, adding 3 to the result.
Law Abiding
Genestealer Cult Yes
Outlaw ALIGNMENT CHECKS
Chaos Cult Outlaw No Make an Alignment check for each Intrigue claimed that
Corpse Grinder Cult Outlaw No does not match the gang’s alignment:
Venator Bounty Hunters Law Abiding Yes
Roll a number of D6s specified by the claimed Intrigue(s). In
Enforcers Law Abiding No
addition, add a D6 per Law Abiding fighter in the gang that:
Slave Ogryns Outlaw No ● Took part in the battle equipped with Illegal item(s).

CHANGING ALIGNMENTS If any D6 rolls a 1, the gang’s actions have caused their
The alignment can change in 2 ways during the campaign: alignment to change.
● Forced:
○ When caught while claiming an Intrigue Gangs that can't change alignment lose 5 Reputation
with a different alignment. instead when failing an alignment check.
○ Alliances can force a gang to switch
alignment.
○ Fighters equipped with Illegal items in a
battle (Law-abiding only).
● Declared: Once during the campaign, a gang can
declare it is changing alignment (between battles).

CAMPAIGN
The campaign is based around gangs fighting battles for the
control of Territories.
GANG ATTRIBUTES
Gangs have the following attributes:
Most battles in the campaign is fought for control of a
Territory. The Territory being fought over is the stake of a CREW RATING
battle, and most battles have a Territory at stake on the The total cost of everything the gang brings to a battle:
outcome. Instead of fighting over a Territory, the stake may ● Full Cost: The full cost is always used (even if
instead be Captives held by the opponent gang. gained for free or purchased at a discount).
● Fighters: All that participate in this battle.
○ Crew + all Reinforcements.
○ Including Pets, Allies & Hangers-on.
● Gang Equipment: Traps, ammo crates etc.

GANG RATING
The total cost of everything the gang has: all available
fighters, credits and equipment. Not counting items unused
in the stash.
● Full Cost: The full cost is always used (even if
gained for free or purchased at a discount).
● Fighters: All permanent fighters (including Pets &
Hangers-on), but not Allies.
● Items: All (except any that have not yet been
equipped or wasn't equipped in the previous battle).

GANG SIZE
The total amount of permanent fighters in the gang
(including Pets & Hangers-on), but not Allies.

REPUTATION
Starts at 1 and can't drop below 1.

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★ NECROMUNDA ★

ENDING THE CAMPAIGN


There are a number of Triumphs that can be awarded to gangs after a campaign. A gang may earn more than one, and in case
of a tie, no one is awarded it.
DOMINION CRITERIA
Slaughterer Most enemies taken Out of Action
Creditor / Financier Largest Gang Rating
Warmonger / Muscle Most battles fought
Hit Man Most Leaders of a different alignment taken Out of Action
Powerbroker / Legendary Status Highest Reputation
Champion of the Dark Gods Won most battles (Chaos).
Scion of the Imperium Won most battles (Law-Abiding).
Survivor Suffered the fewest deaths.
Heart of the Rebellion The highest Gang Rating of all Chaotic gangs.
Hive General Destroyed most territories.
● Lord of Blood Won by the gang with the highest Gang Rating from each allegiance.
● Twister of Fates
● Pestilent Lord
● Prince of Perversion
Carrion King Most destroyed territories.
Lord of the Wasteland Upgraded most Territories.

TERRITORIES
Each Territory has unique bonuses. A gang receives the DESTROY, LOSE & STEAL TERRITORIES
benefits of a Territory so long as it holds it, including After each battle, the winner can roll a D6:
immediately after taking control of it after a battle. Once the ● 1-2: Destroy a random Territory from the loser.
Territory is lost to another gang, the bonus is also lost. ● 3-4: No effect.
● 4-6: Steal a random Territory (replacing an existing
Territories are can be destroyed or stolen by fighting a battle Territory).
that has one at stake.
If winning a multi-player battle, target a random losing gang.
STARTING TERRITORIES
All gangs will always have 5 Territories. One of these will be If a gang loses a Territory (destroyed, stolen or any other
a permanent Settlement (can never be lost or destroyed). reason), it is immediately replaced by a new random Territory.
The remaining 4 are randomly generated (roll D66 for each). When stealing a Territory, it must replace one of the existing
● 1 Settlement (permanent). ones (not the permanent Settlement).
● 4 randomly generated.
WORKING TERRITORIES
0-5 Gangers can make a post-battle action to be assigned to
work a single Territory each (if available, not in Recovery or
Captured).
D66 Territory Income
11-12 Chem Pit D6x5. If rolling a double, no income is gained, the ganger goes into Recovery and gains Fearsome.
13-16 Old Ruins D6x5 + 5 per Dome Runner or Proxy.
21-24 Slag D6x10.
25-26 Water Still D6x15.
31-34 Settlement 30. Roll 2D6. If the result is 9+, gain a free Juve (if the gang has Juves). On a 12+, gain a free Ganger
instead.
35-36 Mine Workings D6x10 +10 per captive or Ambot. Any captives can permanently be put to work in the mine (after any
rescue attempt).
41-42 Tunnels D6x5. 1 fighter deployed on the ground level gains Infiltrate (for the battle).
43-44 Vents D6x5. 1 fighter deployed above ground level gains Infiltrate (for the battle).
45-46 Holestead D6x15.
51-52 Drinking Hole D6x15. Before each battle, gain 1 free bottle of Second Best or Wild Snake (cannot be saved or used
later).
53-54 Workshop D6x15. Re-roll the first failed Ammo roll during a battle. Multiples of this effect apply to subsequent
failed Ammo rolls.
55-56 Guilder Contact D6x15. +10 per loot collected during a battle. Outlaw gangs and Cults cannot gain this (re-roll if
generated, destroy if stolen).
61 Mineral Outcrop D6x10. If a 6 is rolled, gain +D6x10.
62 Friendly Doc D6x10. Gain 1 free Medical Escort (post-battle action) after each battle with a 50% discount.
63 Gambling Den 2D6x10. If a double is rolled, lose that amount from the income instead (a negative result counts as 0).
64 Spore Cave 2D6x10. Before each battle, gain 1 free dose of Ghast (cannot be saved or used later).
65 Archeotech Hoard 2D6x10. Can roll up to 6D6x10 instead. However, if any doubles are rolled, after collecting income, this
Territory is reduced to Old Ruins.
66 Green Hivers Choose any of the above territories.

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★ NECROMUNDA ★

LASTING INJURIES
When going Out of Action, suffer one Lasting Injury roll (D66) MUTATIONS
and apply the result. Open wounds are a gateway for more than just disease and
rot.
GOING INTO RECOVERY
Miss both the post-battle sequence of the current battle and Chaotic gangs (Corpse Grinder Cult, Chaos Cult, Corrupted
the next battle in order to recover. This will prevent any gangs) have additional effects when suffering Lasting Injuries.
post-battle actions or working Territories. This effect only
applies once (never stack). If a Lasting Injury has a Mutation effect, roll a D6 and apply
the following modifiers:
LASTING INJURY ● +1 if inflicted by a Chaotic gang.
Some Lasting Injury rolls will result in a Lasting Injury ● +1 if the fighter is a Daemon or daemonically
(permanent stat decrease): possessed.
● Does not decrease the cost. ● +1 if already having mutation(s).
● A stat that is depicted as a target number actually
increase this number (for example if WS 4+ is If the result is 6+, the Lasting Injury is replaced by a Mutation.
decreased, it becomes WS 5+). Each mutation can only be gained once. If the mutation is a
duplicate, choose another.
MINIMUM STATS
Stats can't be reduced beyond a certain level. If reduced When a fighter gain a number of Mutations equal to the
below this level, go Into Recovery, but suffer no additional Toughness, they become a Chaos Spawn and the fate
penalty. depends on the controlling gang:
● Chaotic: Can be added to the gang instead.
● Target stats (WS, BS, I): 6+ ● Others: Effectively slain (all equipment is lost).
● Mental stats (Ld, Cool, Will, Int): 12+
● Absolute stats (M, S, T, W, A): 1

SUCCUMBING TO INJURIES
Seriously Injured fighters at the end of a battle must roll a 3+
to survive without further harm. If failed:
● Suffer a Lasting Injury roll (treated as going Out of
Action).

D66 LASTING INJURIES MUTATIONS


11 Lesson Learned: Recovery & D3 XP.
12-26 Out Cold: No long time injuries.
31-45 Grievous Injury: Recovery.
46 Humiliated: Hungering Pride: Must activate before other fighters in the crew. If other friendly fighters
Recovery. -1 Cool & Ld. also have this mutation, choose the order. Gain +1 XP for taking an enemy Leader or
Champion Out of Action. Pets: Must activate first as part of the owner's Group Activation.
51 Head Injury: Dark Madness: Pass an Intelligence check each activation, or randomize the first action
Recovery. -1 Int & Will. (D3):
1. Move.
2. Shoot or Fight. If not possible, make a Charge or Move as close as possible
towards the closest enemy (can choose the shortest safe path).
3. No action (wasted).
52 Eye Injury: Bestial Senses: Can't start or take part in Group Activations. Counts as having a
Recovery. -1 BS. bio-scanner. Pets can't have this mutation.
53 Hand Injury: Disturbing Appendage: Counts as a knife that can't be disarmed or destroyed. Add -1 hit
Recovery. -1 WS. modifier when using Unwieldy weapons (WS and BS).
54 Hobbled: Warped Limbs: -1” M. Roll 3D3 and choose the highest when charging (instead of a single
Recovery. -1” Movement. D3).
55 Spinal Injury: Crooked Body: Add -1 hit modifier to ranged attacks at Long range. Can't wear armour of
Recovery. -1 Strength. any kind (equipped armour is returned to stash). Pets can't have this mutation.
56 Enfeebled: Twisted Flesh: Remove 1 Flesh Wound at the start of each activation. Can't benefit from
Recovery. -1 Toughness. bio-booster, medicae kit or assistance from friendly fighters when making Recovery tests.
61-65 Critical Injury: A critical condition - dead if not treated by the Doc (post-battle sequence).
66 Memorable Death: Killed instantly. If killed by an attack, the attacker gains +1 XP.

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BEING CAPTURED
BEING CAPTURED CAPTURED FIGHTERS
After a battle, the last remaining gang can attempt to capture If the the same two gangs fight again, the captured fighter’s
one enemy fighter if all the following are true: gang can declare a rescue mission, superseding any step to
● No other gangs remain on the battlefield. determine a scenario. If failed, this can be repeated next
● At least 1 enemy fighter was taken Out of Action battle.
(including those succumbing to their injuries).
Law Abiding:
Roll a D66 with the following modifiers: ● Claim a bounty on Outlaw Captives.
● +1 if at least one enemy is webbed at the end of ● Trade back captives to Law Abiding gangs.
the battle. Outlaw:
● +1 if at least 1 friendly Bounty Hunter took part. ● Dispose or sacrifice a Captive.
● +1 if at least one enemy was restrained (Enforcer ● Trade back captives to any gang.
skill).
● +1 if a friendly Master Nautican (Water Guild If gangs are able to trade back captives (depending on
Leader) remains on the battlefield (not Seriously alignments), they can do so at any time, regardless of
Injured). whether a rescue mission has already been attempted. The
captive must be freed and returned by paying half the cost of
On a 66+, a random enemy (from those webbed or taken Out the captured fighter.
of Action) from a random enemy gang is captured. Critically
Injured fighters can't be captured (randomize another fighter). Otherwise, any other negotiation can be made to return the
fighter. This could be a payment of credits, a trade for another
A captured fighter is unavailable until freed. captive, a Territory, an item, equipment or anything else
(entirely up to the two gangs). The capturing gang is free to
Hired Guns: Can be sold without any rescue attempt. refuse an offer. If an agreement is reached and the trade is
made, the captured fighter is immediately freed.

175
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RESURRECTION
A single Leader/Champion that was killed (Memorable Death Randomize a resurrection to apply. The fighter is not killed.
or untreated Critical Injury) can be resurrected if:
● At least one other friendly fighter was killed during There are a total of 8 Resurrection Packages.
or after the same battle (Memorable Death or All Resurrection Packages have 3 special rules:
untreated Critical Injury). ● Benefits
● No other friendly fighter has a Resurrection Pack. ● Price
● End Game

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 Drawback 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 Drawback End Game
Choose an Alliance (Criminal, Guild or Noble). If the ● Must change alignment to After each won battle, a fighter
gang can't change alignment, choose one available to match that of the alliance. is removed from the gang
the gang, depending on the current alignment. The gang ● Can never voluntarily Test (joins the allies). This can be
immediately enters into this alliance, forsaking any other the Alliance. the resurrected fighter or any
allies. The gang will always have this alliance while the other fighter (except hired guns
resurrected fighter is alive. Fighters gained from the or allied fighters).
allies:
● Ignore the Band Apart rules.
● Count as part of the resurrected fighter's gang.
● Gain experience and suffer Lasting Injuries.
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 Drawback 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 check to took part or not), at least one of the soul (performs a Coup de
target 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 or any battle). whether or not to sacrifice a
universal discipline. ● 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 Drawback End Game
● Can perform a Dark Ritual (post-battle action) (as if The gang can't sell Captives to the After sacrificing 3 Captives, the
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 add +2 them to the Dark Gods just like a Spawn (the gang can retain it
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 Chaos
Cult psychic powers list or any universal discipline..
The gang immediately becomes
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 Drawback 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 checks. activation. gang (that is not a
● Can activate normally while ablaze (still takes ● -4 hit modifier (except zombie) becomes a
damage). Melee or Versatile). zombie.
● Must Charge or Coup de ● Zombies can't be
Grace if able. deleted from the gang
● Can't perform Group during the post-battle
Activations with fighters sequence.
who are not also zombies. ● The gang is
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 Drawback 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 not the chosen enemy is part of the Injury), the fighter retires and is
(randomize a gang if multi-player). The resurrected opponent's crew), roll a 4+ or lose 1 removed from the gang. If the
fighter can re-roll failed hit and wound rolls, as well as Strength. The fighter dies for good enemy is killed by someone
injury dice, when attacking the chosen 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 Drawback 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/neutral different creature if other
fighters can never players agree), and will always
voluntarily be deployed or attack the nearest fighters
move within 3" of this (friend & foe) on their
fighter. 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 Drawback 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).

177
SCENARIOS
★ NECROMUNDA ★

CONTENTS (PART 3)
PART 1 PART 2 PART 3
RULES GANGS & CAMPAIGNS SCENARIOS
CHARACTERISTICS PROFILES ……4 FOUNDING A GANG …………………79 PRE-BATTLE SEQUENCE ……… 180
Modifying Characters ………………4 Gang Composition …………………79 Campaign Events …..……………… 181
Characteristic Checks ……………… 4 Loss Of A Leader …………………. 80 Badzone Events …..………………182
GENERAL PRINCIPLES ……………… 5 UNIVERSAL GANG STRUCTURE .. 81 POST-BATTLE SEQUENCE ..…… 189
Visibility ………………..………….…5 HOUSE CAWDOR …………………… 83 Underdog Bonuses …..………………190
Cover …………………………..……5 HOUSE DELAQUE ……………………89 Income Tax ……...……………… 190
Zone Mortalis (2D) …………………5 HOUSE ESCHER ……………………… 92 Experience ……...……………… 192
Dice …………………………..………6 HOUSE GOLIATH ……………………… 94 BATTLEFIELD SETUP …………… 194
Measurement ………………………6 HOUSE ORLOCK …………………….… 97 OPEN HIVE WAR ………..………… 195
STATUSES ………………..………… 7 HOUSE VAN SAAR …………………….. 100 SCENARIO SPECIAL RULES …… 200
CONDITIONS ………………..…………8 ENFORCERS …………………...…… 102 HORRORS OF THE UNDERHIVE .. 204
TERRAIN …………………………..…… 10 BOUNTY HUNTERS (VENATOR) ……… 104 SCENARIOS ………………………….205
SPECIAL TERRAIN FEATURES ……11 GENESTEALER CULT …………………. 105
Carnivorous Plants …………………16 CHAOS CULT ……………………………. 107
Industrial Terrain ……………………17 CORPSE GRINDER CULT ……………… 110
Hive Ruins …………..………………18 SLAVE OGRYNS …………………….. 112
Gang Terrain ……………………... 19 OUTCAST ………………………….... 113
GAME STRUCTURE ………………… 24 TAINTED GANGS …………………...…… 116
PRIORITY PHASE …………………… 24 CHAOS SPECIAL RULES ………….…… 117
ACTION PHASE ………………………24 ALLIANCES …………………....…… 118
ACTIONS …………………………...… 25 Merchant Guilds ..……………...… 120
MOVEMENT ………………………….. 28 Recidivists ………………………… 123
SHOOTING …………………………… 31 Noble Houses .....………………… 126
CLOSE COMBAT …………………..…33 THE TRADING POST ……………… 130
RESOLVE HITS …………………….…36 EXOTIC BEAST ……………………… 139
Nerve Tests ………………………...37 HANGERS-ON ……………………….. 143
END PHASE ………………………..… 38 Brutes ……………………………..…148
Bottle Tests …………………………38 HIRED GUNS ………………………….152
Recovery Tests ……….…...……… 38 Hive Scum …………….…………. 153
Rally Tests ………………………... 38 Bounty Hunters …...…………….… 156
ARMOURY ………………………….. 39 Agents ……….……………………. 163
Pistols …………………………..… 40 ASSAULT PRECINCT FORTRESS . 166
Basic Weapons …………………… 40 ALIGNMENTS ……………………….. 172
Special Weapons ………………… 41 CAMPAIGNS ………………………... 172
Heavy Weapons ………………… 42 TERRITORIES ...…………………….. 173
Close Combat Weapons ………… 43 LASTING INJURIES ………………… 174
Grenades ………………………… 44 Going Into Recovery ………………… 174
Booby Traps ……………………… 44 Succumbing To Injuries ………………
174
WEAPON TRAITS ………………….. 45 CAPTURED …...……………………… 175
ARMOUR AND FIELDS ……………. 49 RESURRECTION ...……………………… 176
EQUIPMENT ………………………… 51
STATUS ITEMS ……………………… 56
SERVO-SKULLS …………………… 56
CHEMS ………………………………. 57
Chem-Alchemy Elixir (Escher) …. 59
WEAPON ATTACHMENTS ………….61
BIONICS .……………………………. 61
Cyberteknika (Van Saar) ……….. 62
SKILLS ……………………...……...… 63
PSYKERS …..…………...…………… 70
WYRD POWERS ……..……………… 72
Psychoteric (Delaque) ………...…. 76

179
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PRE-BATTLE SEQUENCE
1. DETERMINE THE UNDERDOG 9. REDETERMINE THE UNDERDOG
Gang Rating: At this point, the underdog is simply the gang Crew Rating: At this point, use the Crew Rating when
with the lowest Gang Rating: determining the underdog (otherwise same as in step 1). The
● Minimum 100 rating in difference: If the difference difference is the underdog score and is used again in the
in rating between gangs is less than 100, no gangs post-battle sequence.
are underdogs.
● Multiplayer: Each gang is an underdog compared 10. DRAW TACTICS
to the single highest rated enemy gang. This is the standard way (unless noted otherwise in a
scenario):
2. DETERMINE SCENARIO Each gang can draw 3 Tactics, then discard 1.
Use any of the following as you wish: ● Underdog: Draw 1 extra (before discarding 1).
● Agree on a scenario.
● Randomize a scenario (for example the 1-10). Roll a 6+ to apply this alternative instead:
● The underdog can choose. ● Draw 1 random at the start of each round.
● The winner of a roll-off can choose. ● Underdog: Draw 1 at the start the battle.
● Roll a 4+ when playing a Ttactics. If failed, it has no
Note: If a gang has captured fighters, the captured fighter's effect and is discarded (draw a new random to
gang can always choose to attempt a rescue mission. replace it).

ATTACKER & DEFENDER UNDERDOG TACTICS


If the scenario uses Attacker & Defender, use any of the If the difference in Crew Rating is more than 400, the
following: underdog can do one or both of the following:
● The underdog can be the attacker. ● Draw 2 Underdog Tactics, then discard 1.
● Randomize who is what. ● Trade 2 Tactics for 1 Underdog Tactics (after drawing
● Agree who is what. the normal Tactics).

3. SET UP BATTLEFIELD Note: Tactics never change the cost or rating of the gang or
Setup the battlefield according to the scenario or the default fighter (unless giving permanent changes).
rules.
11. DRAW SUB-PLOTS
4. CAMPAIGN EVENT (OPTIONAL) Each gang (without an alliance) can draw 2, then discard 1.
Randomize 1 Campaign Event. ● Underdog: Draw 1 extra (before discarding 1).

5. BADZONE (OPTIONAL) Choose to draw from the universal deck or a gang-specific (if
Planning or special considerations may be required when available).
used in certain scenarios. ● Secret: Kept secret until completed or revealed.
● Revealed: Normally once it affects the battle with
Randomize: some effect or action.
1. Environment: Last the whole battle. ● Voluntary: A gang can always choose whether to
2. Event: Lasts one or more rounds. claim a Sub-plot or not (if a gang deems the gain is
not worth the cost, it can be kept dormant without
any effect).
6. RECRUIT HIRED GUNS (OPTIONAL) ● Alignments: If an alignment is specified, it is safe to
The underdog goes first (roll-off in case of a tie). use for gangs with a matching alignment. If a gang
from the opposite alignment claims it, an alignment
7. CHOOSE CREWS (CUSTOM/RANDOM) test must be made after the battle, with a number of
Each gang creates a crew from the available fighters (not D6s rolled as specified.
Captured, in Recovery etc.). Use 1 of 2 methods (specified ● Alliances: Gangs with an Alliance can't use
by the scenario) to determine the crew: Sub-plots.
● Random (X): The crew consists of X randomly ● Black-ops alternative: Instead of revealing when
selected fighters. specified (for example when declaring any specific
● Custom (X): Chooses X fighters as the crew. actions or effects), a gang can declare using a
Default crew size is unlimited (if the scenario secret action or effect. This way, the enemy gang
doesn't specify a limit). knows that something is going on, but not exactly
what. In addition, the opponent gang can demand
Note: Some fighters are taken in addition the the crew limit that a Sub-plot is revealed if having a fighter within
(can take the crew size above the limit): 6” and LOS to a location where a secret action or
○ Hired Guns. effect takes place.
○ Alliance (Guild, Recidivist or Noble).
○ Pets. 12. CHOOSE UNDERDOG BONUSES
The underdog can choose one of the following bonuses:
8. ANNOUNCE BONUSES ● Alliance fighters (if already allied).
Announce any bonuses that applies to each gang, for ● Agent (if hired).
example: ● Favour.
● Hangers-on.
● Territories. The underdog can attempt to acquire any number of these
bonuses, but must choose max 1 of those available to use.

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FAVOURS
Favours can be used at the start of any battle. A gang may petition the overlords for aid:
● Roll 2D6, adding +1 (max +3) per 100 credits difference in Crew Rating.
2D6 RESULT
2 Displeasure: Remove a Juve or Ganger from the gang (including equipment).
3-5 No effect: Do not bore me with your cries!
6-8 Arms Shipment: Spend 2D6x10 on Common items.
9-10 New Blood: Gain a free permanent Ganger with 60 credits worth of equipment.
11-12 House Trainer: D3+1 fighters receive D6 XP each.
13+ House Gangs (Old Pro): Gain a free Agent (including equipment).
Genestealer Cult (A True Birth): Include a Purestrain Genestealer (with Infiltrate).
● Roll a D3+2 before deployment. It will leave the battle (removed) in the End phase of that round.
● Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar).
Others (Wasteland Wanderer): Add any Bounty Hunter for free (including equipment).

PETITION FOR AN AGENT


D6+Rep GENERIC (MAX 9 REP) Cost D6+Rep SPECIAL CHARACTER (MAX 14 REP) Cost
1-5 Hired (the gang’s plea for help is heeded). 40 1-8 Hired (the gang’s plea for help is heeded). Low
6-10 Hired (aid is reluctantly sent, but it will cost). 80 9-15 Hired (aid is reluctantly sent, but it will cost). High
11+ Not hired (the gang is capable of fighting its - 16+ Not hired (the gang is capable of fighting its -
own battles). own battles).

CAMPAIGN EVENTS
Can be used at the start of any battle.

D66 CAMPAIGN EVENT


11 Psychic Phenomena:
● +3 modifier to Willpower when using Wyrd Powers.
● Gain 2 psychic powers when using Ghast (instead of 1). Automatically gain Insanity when taking Ghast.
● +3 Str to Possessed Hivers (Horrors of the Underhive).
12 Restless Daemons: Include a Possessed Hiver. When rolling to deploy a Horror of the Underhive, roll 2D6 and apply the
highest result.
13 Survivor Enclaves: The winning gang automatically steals a Territory at stake (unless rescue scenario).
14 Hive Breach: In the End phase of each round, roll 3D6. If a double is rolled, toxic atmosphere beyond the hive will spill into
the battlefield. Apply the following effects for the next round:
● If the result was a triple, apply Pitch Black rules.
● -1 hit modifier to ranged attacks.
● All fighters must pass Toughness checks (benefiting from any respirators and filter plugs) in the End phase or suffer
a Flesh Wound.
15 Emergency Sanctioning: All gangs can include 0-3 Hive Scum or 1 Bounty Hunter for free.
16 Reality Wavers: Fighters can move through walls and solid terrain (provided having enough movement to not end within) on
a 2+. If failed, go Out of Action.
21 Dome Quake: Battles last D6+3 rounds (unless otherwise specified). Work out victory conditions as normal.
22 Rancid Meat: Fighters do not recover after the battle (special rules can still make fighters recover).
23 Gifts of the Masters: Can re-roll any Favours.
24 Burning Blood: Fighters must test against Blaze if another fighter is wounded within 2”. Fighters with Flesh Wounds counts
as revealed (Pitch Black).
25 Baleful Energies:
● Mutations applies to all fighters.
● Roll 2D6 and choose the highest result when rolling if a Lasting Injury becomes a Mutation.
26 Hungering Darkness: Use the Horrors in the Dark rules.
31 Broken Alliances: Gangs can't use hired guns. If testing the alliance, roll 2D6 and apply the higher result.
32 Proxy War: The underdog gang can be replaced by a proxy gang. Can't exceed the underdog's Gang Rating.
● 3 Bounty Hunters (1 as Leader, 2 as Champions).
● Any number of Hive Scum.
33 Urban Renewal: Each gang must replace a random Territory.
34 Cannibalistic Fury: When activating within maximum Charge range of a Seriously Injured fighter (friend & foe), pass a
Willpower check or immediately Charge that fighter, performing a Coup de Grace action. If the target can't be reached (for
any reason), the Charge must still be made to move as close as possible to the downed fighter.
35 Supreme Ascendancy: All captives are immediately returned after the battle.
36 Extra Bullet Rations: +1 Rapid Fire to all Rapid Fire weapons.

181
★ NECROMUNDA ★

D66 CAMPAIGN EVENTS


53 Pardons for Pay: Any gang that can switch alignment can switch to Law-abiding without penalty.
54 Something to Prove: All gangs can hire a free Bounty Hunter.
55 Warzone: -3 modifier to Rarity/Legality for all weapons.
56 Spawn Again: When taken Out of Action by a psychic power, pass a Willpower check to go Out of Action as normal, or suffer
a Memorable Death (Lasting Injury 66). The dead fighter is replaced by a Spawn, controlled by the dead fighter’s gang. It
may also be retained after each battle as normal.
61 Meat Market: 1 fighter from each gang can recover before or after the battle.
62 Jealous Rage: Each gang must resolve a leadership challenge between the Leader and the fighter with the highest Rating
(other than the Leader). Deploy the 2 fighters 12” apart and roll for Priority to see who begins. If the Leader loses, the
challenger becomes the new Leader, while the old Leader becomes a Champion.
63 The Unaligned will Inherit the Hive: +1 XP to all losing fighters (taking part in a battle).
64 A Silence Descends:
● Fighters can't use psychic powers.
● -2 T (minimum 1) to daemonically possessed fighters.
● -2 modifier to all Leadership and Cool checks.
65 Violent Demise: When taken Out of Action, place a 3” Blast on the fighter before being removed from the battlefield. All
fighters hit immediately suffer a S3 hit with Knockback.
66 Divine Intervention:
● Law-abiding:
○ +2 to Ld & Cool.
○ Re-roll Lasting Injuries (for friendly fighters).
● Outlaw:
○ Automatically pass Bottle tests.

BADZONE BATTLEFIELDS
Planning or special considerations may be required when used in certain scenarios.

Randomize:
1. Environment: Last the whole battle.
2. Event: Lasts one or more rounds. At the start of the first round, randomize an Event and apply the effects for this
round. In each End phase, roll a D6 to see if the Event is discarded (specified individually per event). Events last
one or more rounds. If discarded, generate a new Event (having immediate effect).

If using dice to generate Events and the same Event is generated twice in a row, the Event will instead be either a Shutdown
(if the first dice of the D66 roll was an odd number) or a Hive Quake (if the first dice roll was an even number).

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

Automatically discarded: An Event is automatically discarded & replaced after being in effect for 3 full rounds.

D6 Environment D6 Event Discard Value


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

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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.

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

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

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

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

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

When falling into the abyss, pass an Initiative check 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 check 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 check, gain Insanity in addition to any other effects for failing the check.

When taken Out of Action in Close Combat (or Coup de Grace), roll twice on the Lasting Injuries table and apply the higher
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).

183
★ NECROMUNDA ★

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


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

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

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


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

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

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

Toxic liquid rains down from overhead. Roll a D6:


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

Warp-tainted: +2 penalty to Willpower checks.


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

184
★ NECROMUNDA ★

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


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

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

BRAINLEAF ZOMBIES
Suitable weapons:
● Clubs (or guns used as clubs)
● Unarmed attacks (fists and teeth)
BRAINLEAF ZOMBIES
M WS BS S T W I A Ld Cl Wil Int
2D6” 5+ 6+ 3 3 1 6+ 1 12+ 4+ 6+ 12+
Special Rules:
● Can't be Pinned.
● Automatically pass any Cool checks.
● 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.

Can be activated 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 check 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 check from a Sludge Jelly attack, pass a Willpower check or gain Insanity.

185
★ NECROMUNDA ★

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


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

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

In the End phase (before checking 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 check when directing Bomb Delivery Rats within 12” of a Giant Rat.

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

Weapon: Sharp Jaws, GMW1 (Backstab, AP-)


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

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 three Beast’s Lair markers to the battlefield (starting with the gang with
Priority). They must be placed at least 12" from each other or a deployed fighter, and may not be placed in any deployment
area. If a Beast’s Lair marker is destroyed, the gang who destroyed it may place a new Beast’s Lair (as above).

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

Apply The Horrors in the Dark rules.


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

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

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

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

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


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

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

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

186
★ NECROMUNDA ★

51-52: LABYRINTH (DISCARD ON 4+)


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

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

Warp-tainted: Fighters who become


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

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

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

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

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


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

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

Ancient Manufactorum: When Industrial Terrain activates, or is activated, all fighters within 1" suffer a S1 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 Injuries).

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 check 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.

187
★ NECROMUNDA ★

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


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

In each Priority phase, roll a 2+ for each fighter that is Active, or be attacked by Muties armed with mutie bows. The ranged
attack hits on 6+ with S2 AP+1 (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 check) to repel this attack
and any other for fighters within 6”.

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


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

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

Discard this Event Immediately.

188
★ NECROMUNDA ★

POST-BATTLE SEQUENCE
1. WRAP UP 4. RECEIVE REWARDS & INCOME
Any events that take place ‘at the end of the battle’ are Receive rewards according to the scenario.
triggered here.
GAINING AND LOSING REPUTATION
SUCCUMBING TO INJURIES Reputation can be modified in a number of ways. Apply gains
Seriously Injured fighters at the end of the battle survive before losses (Reputation can't go below 1).
without Lasting Injuries on a 3+. On a 1-2, they succumb to
their injuries and are treated as having gone Out of Action, Underdog gains additional conditional bonuses:
suffering a Lasting Injury as normal. ● XP (win/lose)
● Giant Killer Bonus (bonus income if winning)
BEING CAPTURED
After a battle, the last remaining gang can attempt to capture INCOME (FROM TERRITORIES)
one enemy fighter if all the following are true: Up to 5 available Gangers (not Captured or in Recovery) can
● No other gangs remain on the battlefield. work 1 Territory each. Collect income from each worked
● At least 1 enemy fighter was taken Out of Action Territory (including any just gained). This is the only post-battle
(including those succumbing to their injuries). action available to Gangers.
Roll a D66 with the following modifiers: INCOME TAX
● +1 if at least one enemy is webbed at the end of Combine all credits gained (regardless of source), then apply
the battle. income tax. Refer to the income tax table to see how much
● +1 if at least 1 friendly Bounty Hunter took part. credits the gang gains. The gang can choose which to use:
● +1 if at least one enemy was restrained (Enforcer ● Gang Rating (all fighters, pets, Hangers-on gang
skill). equipment).
● +1 if a friendly Master Nautican (Water Guild ● Gang Size (amount of fighters including Pets &
Leader) remains on the battlefield (not Seriously Hangers-on).
Injured).

On a 66+, a random enemy (from those webbed or taken Out 5. POST-BATTLE ACTIONS
of Action) from a random enemy gang is captured. Critically Each Leader or Champion can make one post-battle action
Injured fighters can't be captured (randomize another fighter). each (except if In Recovery, Captured or dead etc.):

Hired Guns: Can be sold without any rescue attempt. ● Trade (2 types):
○ Regular Trade (Trading Post)
FIGHTERS RECOVER ○ Black Market Trade (Black Market)
Fighters who missed this battle because they were in ● Escort critically injured fighter to the Doc
recovery are now healed and available again. (costs 2D6x10 credits per action).

2. MAKE ALIGNMENT CHECKS 6. UPDATE ROSTER


Make an Alignment check for each Sub-plot claimed that REMOVE DEAD & RETIRED FIGHTERS
does not match the gang’s alignment: Dead fighters are removed from the gang:
● The equipment (except armour) is added to the Stash
Roll a number of D6s specified by the claimed Sub-plot(s). In as long as the gang had at least 1 fighter on the
addition, add a D6 per Law Abiding fighter in the gang that: battlefield at the end of the battle or the fighter was
● Took part in the battle. taken to the Doc but still died (even if the Doc wasn’t
● Equipped with Illegal item(s). paid).
● Otherwise, the dead fighter’s equipment is lost.
If any D6 rolls a 1, the gang’s actions have caused their
alignment to change. Any fighters can be retired and the equipment is returned to
the Stash.
Gangs that can't change alignment lose 5 Reputation instead
when failing an alignment check. RESURRECTION PACKS
A single Leader/Champion that was killed (Memorable Death
or untreated Critical Injury) can be resurrected if:
3. DESTROY OR STEAL TERRITORIES ● At least one other friendly fighter was killed during or
The winner can roll a D6: after the same battle (Memorable Death or untreated
● 1-2: Destroy a random Territory from the loser. Critical Injury).
● 3-4: No effect. ● No other friendly fighter has a Resurrection Pack.
● 4-6: Steal a random Territory from the loser
(replacing an existing Territory). Roll a D8:
1. Archeo-Rebirth.
If winning a multi-player battle, target a random losing gang. 2. A Debt Of Blood.
3. Daemonic Possession.
If a gang loses a Territory (destroyed, stolen or any other 4. Dark Pact.
reason), it is immediately replaced by a new random 5. Cannibal Corpse.
Territory. When stealing a Territory, it must replace one of the 6. Revenant.
existing ones (not the permanent Settlement). 7. Xenos-Resurrection.
8. Skin-Deep Doppelganger.

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★ NECROMUNDA ★

7. UPDATE GANG RATING


After all changes are made, update the Gang Rating. Note
that any other references to underdog Rating in the
post-battle sequence are referring to the value before it is
updated.

UNDERDOG BONUS XP BONUS GIANT KILLER BONUS


Difference in Crew Rating Win/Lose Bonus Income For Winning
1-99 +1/+0 +10
100-199 +2/+1 +20
200-299 +3/+2 +30
300-399 +4/+3 +40
400-499 +5/+4 +50
500-599 +6/+5 +100
600-699 +7/+6 +200
700-999 +8/+7 +300
1000-1499 +9/+8 +400
1500+ +10/+9 +250

INCOME TAX
Gang Rating → 0-599 600-1369 1370-1749 1750-2119 2120-2499 2500-2899 2900+
Income Gang Size → 1-3 4-6 7-9 10-12 13-15 16-18 19+
5-25 25 20 15 10 0 0 0
30-45 40 35 30 25 15 5 0
50-75 55 50 45 40 30 15 0
80-115 75 70 65 60 50 35 15
120-165 100 95 90 85 75 60 35
170-225 125 120 115 110 100 85 60
230-295 145 140 135 130 120 105 80
300-375 160 155 150 145 135 115 90
380-455 175 170 165 160 150 130 100
460-555 185 180 175 170 160 140 110
560+ 195 190 185 180 170 150 115

TERRITORIES
D66 Territory Income
11-12 Chem Pit D6x5. If rolling a double, no income is gained, the ganger goes into Recovery and gains Fearsome.
13-16 Old Ruins D6x5 + 5 per Dome Runner or Proxy.
21-24 Slag D6x10.
25-26 Water Still D6x15.
31-34 Settlement 30. Roll 2D6. If the result is 9+, gain a free Juve (if the gang has Juves). On a 12+, gain a free Ganger
instead.
35-36 Mine Workings D6x10 +10 per captive or Ambot. Any captives can permanently be put to work in the mine (after any
rescue attempt).
41-42 Tunnels D6x5. 1 fighter deployed on the ground level gains Infiltrate (for the battle).
43-44 Vents D6x5. 1 fighter deployed above ground level gains Infiltrate (for the battle).
45-46 Holestead D6x15.
51-52 Drinking Hole D6x15. Before each battle, gain 1 free bottle of Second Best or Wild Snake (cannot be saved or used
later).
53-54 Workshop D6x15. Re-roll the first failed Ammo roll during a battle. Multiples of this effect apply to subsequent
failed Ammo rolls.
55-56 Guilder Contact D6x15. +10 per loot collected during a battle. Outlaw gangs and Cults cannot gain this (re-roll if
generated, destroy if stolen).
61 Mineral Outcrop D6x10. If a 6 is rolled, gain +D6x10.
62 Friendly Doc D6x10. Gain 1 free Medical Escort (post-battle action) after each battle with a 50% discount.
63 Gambling Den 2D6x10. If a double is rolled, lose that amount from the income instead (a negative result counts as 0).
64 Spore Cave 2D6x10. Before each battle, gain 1 free dose of Ghast (cannot be saved or used later).
65 Archeotech Hoard 2D6x10. Can roll up to 6D6x10 instead. However, if any doubles are rolled, after collecting income, this
Territory is reduced to Old Ruins.
66 Green Hivers Choose any of the above territories.

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CHOOSE A TRADE ACTION MEDICAL ESCORT (TO THE DOC)


Each eligible fighter can make one trade action each. The Escort a Critically Injured fighter to the doc:
trade location can be chosen individually per fighter: 1) Make the post-battle action.
● Regular Trade (Trading Post) 2) Determine the price of 2D6x10 credits.
● Black Market Trade (Black Market) 3) Decide if you can or want to pay.
4) If the doc is not paid, the fighter dies, but you can
When making a Trade post-battle action, each fighter must keep any non-armour equipment.
pass a check, or the action is wasted. If passed, the gang 5) If the doc is paid, roll a D6:
gets to seek Rare/Illegal items at the corresponding trading ○ 1 (Complications): The fighter dies.
location. ○ 2-5 (Stabilised): Roll a D6, add 50, and
apply the result as a Lasting Injury
REGULAR TRADE (TRADING POST) (Permanent Injury).
Law Abiding: Automatically pass test. ○ 6 (Full Recovery): Go into Recovery.
Outlaw: Pass a Cool check.

BLACK MARKET TRADE (BLACK MARKET) HANDLE CAPTIVES


Law Abiding: Pass an Intelligence check. Captives can be handled in different ways after having a
Outlaw: Automatically pass test chance to be rescued. A Captive can always be forced to be
freed by paying half the cost.
TRADING
If at least 1 fighter made a successful trade action, roll 2D6 Law Abiding:
for each visited trading location: ● Claim a bounty on Outlaw Captives (full value).
● Trading Post (2D6): Rare items. ● Trade back captives to Law Abiding gangs.
● Black Market (2D6): Rare & Illegal items. Outlaw:
● Dispose or sacrifice a Captive.
Apply modifiers to each roll. The gang can now buy any ● Trade back captives to any gang.
number of items from the visited trading locations with an
availability level equal to or lower than the roll (after applying ● Dispose/Sacrifice (Outlaw only)
modifiers). ● Trade Captives Back
○ Law Abiding:
TRADING POST BLACK MARKET Only to other Law Abiding gangs.
Rare Rare & Illegal ○ Outlaw:
Law Abiding - -1 To any gang.
● Leader +2 +2 (Intelligence check)
● Champion +1 +1 (Intelligence check) WORKING TERRITORIES
Outlaw -2 - 0-5 Gangers can make a post-battle action to be assigned to
● Leader +2 (Cool check) +2 work a single Territory each (if available, not in Recovery or
Captured).
● Champion +1 (Cool check) +1
Per full 10 Reputation +1 +1

SPEND CREDITS
A gang can always spend credits on the following (without
making any post-battle actions or making any trade rolls):
● Hire fighters (according to Gang Composition).
● Recruit Hangers-on (according to Reputation limit).
● Sell Equipment (value - D6x10, minimum 5).
● Purchase any Common items or items from the
gang's Equipment List.

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EXPERIENCE
STARTING EXPERIENCE ADVANCEMENT ROLL
All fighters start with the following amount of XP: Each fighter that gains advancements roll 2D6 (per
● Juve: 0 XP. advancement):
● Ganger, Pet: 21 XP.
2D6 Result Rating
● Leader, Champion, Brute: 61 XP.
2 Choose (skill): +10
● Primary (Custom).
GAINING XP ● Secondary (Custom).
Each fighter gains XP in the following situations: ● Any (Random).
XP Condition 3-4 Choose (skill): +10
● Primary (Custom).
D6 Survives the battle.
● Secondary (Random).
5 Per wounding hit.
5 Random:
1 Taking enemy Leader/Champion Out of Action. 1. Strength. +5
1 Killing an enemy (during the battle). 2. Attack. +10
1 Rally. 6 Random: -
10 Winning Gang Leader (if taking part). 1. BS. +5
2. WS. +15
Wounding hit also includes anything resulting in an injury 7 Random:
dice being rolled, for example Toxin, Gas, Web etc. The 1. Move. +10
wound must be inflicted during the activation as normal. This 2. Initiative. +5
includes enemies wounded from a fall after being Pinned by 3. Pick 2: Ld, Cool, Will or Int. +5 (total)
a ranged attack for example. Blaze and other effects that 8 Random:
cause wounds after the activation does not count however. 1. BS. +5
XP per wounding hit is also only counted per enemy fighter, 2. WS. +10
so an attack causing multiple wounds or multiple hits does 9 Random:
not multiply the reward, unless there were multiple enemies 1. Wounds. +20
hit and wounded. 2. Toughness +15
10-11 Choose (skill): +10
ADVANCEMENTS ● Primary (Custom).
When a fighter goes from one level to the next, the fighter ● Secondary (Random).
gains 1 advancement roll. This can improve stats or grant 12 Choose (skill): +10
new skills. ● Primary (Custom).
● Secondary (Custom).
● Any (Random).

Notes on mental stats (Ld, Cool, Will or Int):


● Must choose 2 different mental stats.
● The rating is +5 for both stats.

Re-roll duplicate skills (if the fighter already has it).

XP Title Starting level for Starts with Note


0-5 Green Juve Juves 0
6-10 Juve
11-15 Juve
16-20 Top Juve
21-30 New Ganger Gangers & Pets 21 Juves become Gangers.
31-40 Ganger
41-50 Ganger
51-60 Ganger
61-80 Gang Champion Leaders, Champions & Brutes 61
81-100 Gang Champion
101-120 Gang Champion
121-140 Gang Champion
141-160 Gang Champion
161-180 Gang Champion
181-200 Gang Champion
201-240 Gang Hero
241-280 Gang Hero
281-320 Gang Hero
321-360 Gang Hero
361-400 Gang Hero
401+ Mighty Ganger No further advancements.

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MAX STATS PROMOTION


Each characteristic has a maximum value. If this is reached There are 2 types of promotions:
for an advancement roll, choose another stat within the same ● Juve → Ganger (when reaching 21 XP).
result. If all stats are maxed out within a result, re-roll. ● Any → Leader (Loss of a Leader).

● Target stats (WS, BS, I): 2+ When promoted, the fighter counts as the new type for all
● Mental stats (Ld, Cool, Will, Int): 3+ purposes.
● Absolute stats (M, S, T, W, A): +2 ● Keep all existing items (wargear, pets, etc.).
(compared to the base profile of the fighter's current ● Gain access to new weapon types.
type). ● Lose all special rules related to the previous type.
● Gain all special rules related to the new type.

MAX STATS (FROM MODIFIERS)


Regardless of how stats are modified (from any effects,
modifiers or advancements), they can never go below or
beyond the following:
M WS BS S T W I A Ld Cl Wil Int
Min 1” 6+ - 1 1 1 6+ 1 12+ 12+ 12+ 12+
Max 10” 2+ 2+ 10 10 1 2+ 10 3+ 3+ 3+ 3+

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BATTLEFIELD SETUP
DEFAULT BATTLEFIELD SETUP DEPLOYMENT ZONES
The default method (unless the scenario have special The defender (or a random gang if there are no defender)
instructions): chooses deployment zone first.

Size (approximate recommendations): Typical deployment zones for 2 gangs on a 3'x3' or larger
● Zone Mortalis: 2'x2x, 3'x3' or 4'x4'. battlefield:
● Sector Mechanicus: 3'x3' or 4'x4'.

Universal Terrain:
● More is better. 12"
● Loot (6" from any deployment zone).
● Can take turns setting up certain parts.
● Obstacles, scatter terrain, barricades.

Zone Mortalis:
● Walls.
● Doors (some with terminals).
● Stairs.
● Lifts.
● Ductways.

SUGGESTED SETUP
You can choose to follow these guidelines (take turns setting
up certain parts):
Alternatively, for Zone Mortalis, choose one of the following:
Universal Terrain: ● 1 full tile (at least 1 full tile away from the enemy
● D3+3 scatter terrain (for example barricades). deployment zone).
● Loot caskets: 2 (6" from any deployment zone). ● 3” area that runs along one edge of the battlefield
(opposite edge of the enemy deployment zone).
Universal Zone Mortalis:
○ Tiles: Max number as described by
scenario. Each tile must be placed with
DEPLOYMENT
● The defender starts (or a random gang if there are
minimum half of its edges touching an
no defender).
existing tile.
● One gang deploys the entire crew before the next
○ Walls: Add some walls.
gang.
○ Doors: Minimum 3 (with optional
terminals).
Fighters can never be deployed, placed or enter the
○ Ductways: 2.
battlefield:
● B2B with enemies.
● In blocked-off areas or corners.

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OPEN HIVE WAR


Scenarios can be randomly generated using these ‘Hive War’ STEPS
rules. The default size for this battlefield is 36”x36”, but 1. Generate the scenario (randomly):
smaller and larger battlefields can be used. ○ Deployment: 1
○ Objective: 1
The scenario is determined by randomly combining the ○ Peril: 1
following components (there are 12 of each): ○ Loot: 1 per gang (secret)
● Deployment: Where gangs can deploy. Some 2. Attacker & Defender: The winner of a roll-off can
specify separate zones for attacker & defender. If a choose.
gang has multiple separate zones, at least 1 fighter 3. Deployment Zone: The Attacker chooses a
must be placed in each zone (as far as possible). deployment zone (if not specified).
● Objective: Describes how the battle is won. Some 4. Objective markers (if specified): Place any
use Objective markers. These are controlled in the Objective markers. Can't be placed in Impassable
End phase by the gang having the most fighters terrain or within 2" of another Objective.
within 2” (not counting Seriously Injured fighters). 5. Loot markers (if specified): Place any Loot
Objective markers can't be scored in the first round markers.
or until the round after the Alarm is raised (Sneak 6. Peril markers (if specified): Place any Peril
Attack). markers.
● Peril: Special effects that apply to the battle. 7. Crews: Depends on the battlefield size:
● Loot: Side-missions with additional rewards (usually ○ 36"x36" (or larger): Custom (12).
kept secret). Scored immediately when the specified ○ Smaller than 36”x36”: Custom (8).
requirements are met. At least half the crew must be Reinforcements (if
specified).
Sneak Attack 8. Tactics:
● No gang can win until after the End phase of the ○ Custom (2) to each gang
round after the Alarm has been raised. ○ Additional Custom (1) to the underdog per
● Loot can't be scored until the End phase of the 100 credits difference in gang rating.
round after the Alarm has been raised. 9. Deployment: Attacker sets up the crew first. If the
deployment zone is split in separate zones, at least
one fighter must be placed in each zone.
10. Reinforcements (if specified): D3 Reinforcements
arrive at the end of the End phase of the 2nd round,
and in each subsequent End phase.

VICTORY
Applies to all Open Hive War battles:
The last remaining gang is the winner (start of any round).

BROKEN COMBINATIONS REWARDS


Applies to all Open Hive War battles:
Randomize a new Open Hive War battle if drawing any of
CREDITS
the following combinations (potentially broken):
Open Hive War:
● Burn Them Out:
● +D6x10 to the loser.
○ Ambush
● +2D6x10 to the winner.
● Critter Hunt:
○ Ambush
EXPERIENCE
○ Home Turf
Standard rewards:
● Escape the Dome:
● +D6 for taking part.
○ Sneak Attack (special rule)
● +5 per wounding hit.
○ Reinforcements (special rule)
● +1 for taking an enemy Leader or Champion Out of
○ Backstab
Action.
○ Backstab (Reinforcements)
● +1 for killing an enemy (during the battle).
○ Free For All
● +1 for Rallying.
○ Ambush
● +10 to the winning Leader (if taking part).
○ Home Turf
● King of the Hive:
REPUTATION
○ Ambush
● +D3 to the winner.
○ Home Turf
● Rush ‘Em:
○ Ambush
○ Home Turf
● Flank ‘Em:
○ Ambush
○ Home Turf
● Tunnel Clash:
○ Ambush
○ Home Turf

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Winning the battle: The last remaining gang is the winner (start of any round).
Rewards: +D6x10 to the loser. +2D6x10 and +D3 Reputation to the winner.
Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
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: First and only gang to score all Objectives in the opponent’s deployment zone.
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: First to control the Objective 3 times.
3 Last Gang Standing:
4 Escape The Dome: The defender chooses a battlefield edge (after deployment). NB: Potentially broken!
Winning the battle:
● Attacker: At least 3 fighters are B2B with the chosen edge.
● Defender: Less than 3 attacking fighters remaining (at the start of any round).
5 Survival of the Meanest - Winning the battle: The defender wins if having at least 1 fighter still on the battlefield at the
end of round 9.
6 A Lesson In Pain - Winning the battle: 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.
7 Turf War - Winning the battle: 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.
8 Killbox - Winning the battle: The attacker wins if no defending fighters are within 6” of any battlefield edge in the End
phase of round 3 or any subsequent rounds.
9 King of the Hive: Place a single Objective in the centre of the battlefield.
Winning the battle: First to control the Objective 3 times.
10 Rush ‘Em: Each gang places 1 Objective in the opponent’s deployment zone (take turns starting with the Attacker).
Winning the battle: First to control both Objectives 3 times.
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: First to control both Objectives simultaneously 3 times.
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: First to control 2 of 3 Objectives simultaneously 3 times.

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1: BACKSTAB 2: BACKSTAB 3: FREE FOR ALL


REINFORCEMENTS

4: BEATDOWN 5: BEATDOWN 6: DOME RUSH


REINFORCEMENTS SNEAK ATTACK & REINFORCEMENTS

7: AMBUSH 8: HOME TURF 9: SNIPING RANGE


SNEAK ATTACK & REINFORCEMENTS

10: STAND-OFF 11: STAND-OFF 12: IN YOUR FACE


REINFORCEMENTS

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Sneak AttacK: Loot can't be scored until the End phase of the round after the Alarm has been raised.
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).
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).
If any fighter ends their activation within 6” of the 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.

Not a fighter (always considered to be Standing, cannot become Prone or move in any way). Can be attacked by ranged
or close combat attacks. If reduced to 0 Wounds, remove it from play.
Stats: WS4+, S6, T4, W3, A1
Weapon: Beast’s Tentacles: GMW2 (6", Knockback).
3 Ammo Shortage:
● All weapons gain Scarce (can't be reloaded).
● Lose Plentiful (if any).
● Special & Heavy weapons must re-roll successful Ammo checks.
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 at least 8” from any other non-Passive fighters (friend & foe), roll a D6:
1: Suffer a Strength 6 hit with AP -1 and D2. If Seriously Injured, go Out of Action (dragged away into the darkness)
2-3: Can't make any actions this activation.
4-5: Can only make one action this activation.
6: Activate normally.
9 Unstable Ground:
● Re-roll successful Initiative checks 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 check or become suffer a S1 hit and become Pinned. Does not apply to weapons also having Gas, Flash
or Smoke.
12 Hive Plague: After deployment, each gang suffers a Flesh Wound on D3 random fighters (roll separately per gang).

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SCENARIO SPECIAL RULES


Some scenarios are subject to additional special rules. REINFORCEMENTS
The scenario will describe:
SNEAK ATTACKS ● If Reinforcements are used.
The defender may not initially be aware of the attacker’s ● How many fighters are part of the Reinforcements.
presence. The defender's starting crew will always be 5 ● Which round Reinforcements arrive.
fighters (custom or random as specified in each scenario). ● Always arrive at the end of the End phase.
● Randomize which fighters arrive, then roll a D6:
TACTICS ● 1-2: Deployed by the enemy.
Defender cannot use Tactics until after the alarm is raised. ● 3+: Deployed by the controlling gang.
● Deployment: Any battlefield edge, at least 6" from
SENTRIES enemies (unless otherwise noted).
● Never becomes Ready at the start of a round (before ● Tactics cards that equip a fighter with a piece of
the alarm is raised). wargear from the start of the battle (for example a
● The defender always activates a random sentry (the frag trap) can instead be played when a fighter
same sentry can be activated several times in a arrives as Reinforcements.
round).
● After the last attacking fighter has activated, one Bottle tests: Include all defending fighters that have arrived so
more sentry is activated, then the Activation phase far when making Bottle tests (starting crew + all arrived
ends. Reinforcements so far).
● When a sentry is activated, randomize who makes a
Move (Basic) action for the sentry:
● If the attacker rolled the highest, the EXPERIMENTAL SENTRY RULES
attacker can move the sentry (stop before Crews
any dangers). Attacker: Random (3) + 3 Blips
● Otherwise the defender can move the Defender: Random (3 Sentries)
sentry.
● Whoever moved the sentry chooses the facing. The attacker should have 6 blips. Each blip is revealed when
● Open or close any door within 1” before or after spotted. If a revealed blip was not a fighter, nothing happens.
moving.
Sentries must pass an Intelligence check to move freely.
SPOTTING ATTACKERS Otherwise, move D6” in a random direction (stopping before
After the move, roll 2D6. If any attackers are within that many any dangers).
inches of any sentry, and within their vision arc, they may be
spotted. Roll a D6, subtracting 1 from the result if the attacker Check for spotting enemies before and after moving sentries.
is Prone:
● 2+ if within 3” (regardless of facing). Updates to when sentries are alerted:
● 2+ if in the open (regardless of facing). ● When hit but not OoA or Seriously Injured.
● 5+ if in cover and more than 3” away.
● Pitch Black: Counts as cover (5+) if more than 3" Spotting Attackers:
away. ● Blips
● Injured sentries
A sentry will automatically spot the attacking fighter when:
● Engaged Blips are revealed and replaced by fighters when attacking.
● Pinned (ranged attack)
Some events cause sentries to roll for spotting attackers
ALERTED SENTRIES immediately:
If a sentry spots any attacker: ● Friendly fighter being hit (not gas or smoke)
● Becomes Ready. ● Blasts & Templates
● No longer part of the sentry group.
● Can make Retaliation attacks (if Engaged). Gas & Smoke are common in the underhive and does not
● If not Engaged, pass an Initiative check to cause sentries to be alerted. If hit by gas, become Ready.
immediately make a ranged attack against the
spotted enemy fighter. If the alarm is raised during the action phase, the action phase
immediately ends. Complete the end phase (including
RAISING THE ALARM reinforcements). Then the Sentry rules are no longer in use.
The alarm is raised if:
● At least 1 sentry is Ready when any sentry is Do not roll for Bottle tests before both teams have received
activated. Reinforcements.
● If an attacker fires a weapon, roll 2D6 and add the
weapon’s Strength after the attack has been
resolved. If the weapon has the Blast trait, add 2 to
the result. If the result is 10+, the alarm is raised.
● From the 5th round onwards, if the attacker rolls 1 or
2 for the Priority, the alarm is raised.

Once the alarm is raised:


● The Sentry Round ends.
● Resolve the End phase.
● Continue the battle as normal (sentry rules are no
longer used).
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★ NECROMUNDA ★

HOME TURF ADVANTAGE AMMO CACHE


While a gang defends on its own turf, gain the following: Apply the following effects within 1”:
Defender: ● +2 modifier for Ammo checks.
● Bottle tests: Roll 2D6 and discard the highest. ● Ignore the Scarce trait.
● Rally tests: +1. ● If the Ammo roll is a 6 (before modifiers), the ammo
● Hangers-on: Roll a D6 (individually). cache is exhausted and removed from play.
○ 1-3: The hanger-on is unfortunate
enough to be around when the TRAPS
fighting starts, and must be A gang can have any amount of traps (reusable each battle).
included as part of the crew. There are 2 types of traps:
○ 4-6: The hangers-on escapes before ● Booby trap (Frag/Gas/Melta/Sawn-off).
the battle and is not part of the ● Hidden traps.
crew.
DEPLOYMENT
PITCH BLACK All have the following (unless otherwise noted):
All fighters are Hidden unless having the following: ● Before any fighters.
● Ablaze. ● Anywhere 6" from the enemy deployment zone.
● Refractor field. ● If multiple gangs have traps, take turns, starting with
● Photo-lumens. the winner of a roll-off.
● Holochromatic Field (while operational).
● Rad-phaged (Tech skill). TRIGGER
A fighter risks triggering a booby trap in the following
Fighters are Revealed (no longer Hidden) in the following situations (but only once per booby trap in a single activation):
situations: ● Moves or ends an action within 2” of a booby trap
● Ablaze. (for any reason).
● Refractor field: Always.
● Photo-lumens: Always. If triggered, roll a D6:
● Holochromatic Field: While operational. 1: A dud (removed).
● Rad-phaged: Always. 2-3: Not triggered (leave it in place).
● Ranged weapon: When used (except Silent). 4+: Triggered and explodes (all traps have unique
● Power weapon: When used. effects when triggered).
● Irradiated Coolant (Toxic Downpour): While in effect.
TRIGGERED WHILE MOVING
Ranged attacks can only be made against targets that meet If triggered during movement, the move is interrupted while
at least one of the following criterias: resolving the booby trap (resolved where the fighter was while
● Revealed. moving). If Pinned or Injured, the move action ends.
● Within 3”.
● Within 12” with infra-scope, photo-goggles or SHOOTING AT TRAPS
photo-lumens. Can be targeted with ranged attacks:
● Within 4" of a Rally Point (Assault On Precinct 17). ● Short range: -1 to hit.
● Within any range with "And Lo His Gaze did ● Long Range: -2 to hit.
Illuminate them!" (Cawdor Path of the Faithful).
If hit, roll a D3:
Blast: Can target anywhere, but scatter D6" (short range) or 1. No effect.
2D6" (long range). 2. Triggered and explodes.
Template: Hit on 4+ (roll individually). 3. Disarmed and removed.

In each End phase, Revealed fighters become Hidden (no DISARM TRAP
longer Revealed), unless being affected by any of the Can be removed by spending a Basic action within 1”. Pass
exceptions above. an Intelligence check, or the trap is triggered.

GANG RELICS HIDDEN TRAPS


While not defiled: Represented by 6 traps where one of them is secretly noted
● +2 to Ld & Cool checks by friendly fighters within 6”. as being real (the other 5 are false). When one of these traps
● Any Active fighter within 1” of an enemy relic can is triggered it is revealed (false traps are discarded).
make a Double action to defile it.
● +D3 XP to a fighter defiling a relic. If there are multiple hidden traps, revealing a real trap does
● Once defiled, it no longers offers any bonuses and not remove any unreveal traps (unless all real traps are
can't be wrecked again. revealed). This is relevant 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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AMBULL
THE BEAST’S LAIR M WS BS S T W I A Ld Cl Wil Int
If any fighter ends their activation within 6” of the Beast’s Lair,
6” 3+ 6+ 6 6 7 4+ 4 6+ 2+ 6+ 12+
roll a D6. The beast 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: GMW2.
between the fighter and the Beast’s Lair. Wargear: Chitin Armour (3+).

Not a fighter (always considered to be Standing, cannot BOREWYRM INFESTATION


become Prone or move in any way). Can be attacked by M WS BS S T W I A Ld Cl Wil Int
ranged or close combat attacks. If reduced to 0 Wounds, 4” 4+ 6+ 3 4 2 3+ 3 5+ 7+ 9+ 11+
remove it from play. Skills: Infiltrate, Evade.
Stats: WS4+, S6, T4, W3, A1 Weapons: Vicious Jaws: GMW1 (Rending).
Weapon: Beast’s Tentacles: GMW2 (6", Knockback). Wargear: Chitin Armour (4+).

PURESTRAIN GENESTEALER
BRAINLEAF ZOMBIES M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int 6” 4+ 6+ 4 5 4 3+ 4 7+ 4+ 6+ 10+
2D6” 5+ 6+ 3 3 1 6+ 1 12+ 4+ 6+ 12+ Skills: Dodge, Evade, Nerves of Steel, Rain of Blows.
Suitable weapons: Wargear: Bio-booster, photo-googles, Mesh (5+).
● Clubs (or guns used as clubs) Weapons: Sharp talons: GMW1 (+1S, Rending),
● Unarmed attacks (fists and teeth) Custom Venomous bite:
Special Rules:
● Can't be Pinned. Note: This is an example using the Xenos Abomination from
● Automatically pass any Cool checks. Horrors of the Underhive.
● Ignore all Injury dice results except Out of Action.
● Counts Out of Action as Seriously Injured. Genestealer Cult Favour:
● Recovers and stands up in the Recovery phase. ● Also has Infiltrate.
● Can activate normally with Blaze (still takes damage) ● Roll a D3+2 before deployment. It will leave the battle
and can't attempt to put out the fire. (removed) in the End phase of that round.
● Only has a single action each activation. ● Can't be removed from the battle by any special effect
● Move 2D6" when taking a Move action. (Tactics cards, Campaign Events or similar).
● 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 HORRORS IN THE DARK
Brainleaf Zombie in the End phase. When a fighter activates at least 8” from any other
non-Passive fighters (friend & foe), roll a D6:
CRAZED CANNIBALS
M WS BS S T W I A Ld Cl Wil Int 1: Suffer a Strength 6 hit with AP -1 and D2. If Seriously
6” 4+ 5+ 3 4 1 4+ 1 9+ 4+ 6+ 10+ Injured, go Out of Action (dragged away into the darkness)
Skills: True Grit, Unstoppable, Nerves of Steel 2-3: Can't make any actions this activation.
Weapons: Unarmed attacks (claws & teeth) 4-5: Can only make one action this activation.
SPECIAL RULES 6: Activate normally.
● Activates in the End phase. Take turns controlling
each Cannibal, starting with the gang with Priority.
● Can't choose not to use the skills (if able).

Take actions as normal, with the following exceptions:


● Must charge (if able).
● Must Fight if Engaged.
● Otherwise, must move toward the closest fighter from
any crew.

HOUSELESS GANGERS
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 8+
SPECIAL RULES
Armed and equipped as on the model. Both sides can take
control of these fighters, so they could be heavily armed
without disrupting the balance (as long making an agreement
before the battle).

202
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DEFENCE SERVITOR MULTI-PLAYER BATTLES


● Immobile (can't move). Many scenarios can be used with more than two gangs. They
● 360° vision arc can be modified depending on the difference in Gang Rating:
● Counts any Injury roll as Flesh Wound (can only be ● Stronger gangs can deploy in the most exposed
taken Out of Action by being reduced to T0). area.
● Can't be Pinned. ● Stronger gangs can deploy further away from the
● Automatically passes any Cool tests. objective.
● Stronger gangs can have random crew while weaker
gangs can have custom crew.
M WS BS S T W I A Ld Cl Wil Int
- 5+ 4+ 5 5 1 3+ 2 7+ 5+ 9+ 8+
Multi-player battles use all the normal rules for battles with the
Weapons: Grav gun, servo claw following clarifications:
Wargear: Light carapace (4+)
OVERWATCH ROUTINE PRIORITY
The servitor will make Shoot (Basic) actions whenever all of Roll for Priority as normal, taking turns activating the fighters.
the following are true: Re-roll ties.
● Not Engaged.
● A fighter ends an activation within LOS of the MELEE COMBAT
servitor. Count interference from all fighters B2B, even if they are from
● Passes an Initiative check. This test is automatically different gangs. However, fighters can only claim assistance
passed if at least one of the following is true: from models from their own gang.
○ The first time each round.
○ The activated fighter made an attack DEFENDERS AND ATTACKERS
against the servitor. In scenarios that have defenders and attackers, divide the
gangs roughly equal on both sides.
If Engaged, make Reaction attacks as normal.
LOOT CASKETS
HIVE DWELLERS There will always be at least 2 loot caskets on any battlefield.
Treated as fighters and use the normal rules for movement, The content is unknown until opened. Active fighters within 1”
stray shots, being Engaged and pinning. However, if reduced of a loot casket may perform actions to open or carry a loot
to 0 wounds, they are taken Out of Action without rolling any casket.
Injury dice.
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+ SMASH OPEN (BASIC) - Requires the fighter to be within
1”. Roll a D6 and add the fighter’s Strength. On a 6+, the
Hivers do not activate normally and instead react to the casket is opened; however, subtract 1 from the result when
actions of nearby fighters. Hivers are triggered by the rolling to determine the casket’s contents (minimum 1).
following actions:
● A fighter makes a Shoot action within 12” BYPASS LOCK (BASIC) - Requires the fighter to be within
● A fighter makes a Fight action within 6” 1”. Pass an Intelligence check to open the casket.
● A blast is placed (after scatter) within 6”
● A fighter or hiver is hit by a ranged attack within 6”
CARRY (SIMPLE) - Requires the fighter to be within 1”.
After working out the effects of the action that triggered the Make a Move (Simple) action, carrying the loot casket or
hiver, roll a D6 on the table that follows (roll separately for ammo cache with them. When the action ends, the casket is
each hiver that is triggered). placed in base contact with this fighter.

D6 Result
1-2 Damn Gangers messing up my Town! Take a single Shoot OPENING LOOT CASKETS
action using a stub gun at the nearest fighter (even if they If opened, roll a D6:
didn’t trigger the local)
3-4 OK, take it Easy Fella: Take no action 1: Dangerous Goods: The casket is booby trapped.
5-6 I’m getting outta here! Become Broken (may rally in the Replace it with a Frag trap.
End phase as normal by passing a Cool check) 2-3: Nothing Useful: D6x5 credits and draw a random
Tactics card!
During the End phase, take turns moving the hivers. Roll the 4-6: Ammo Cache: Replace it with an Ammo Cache.
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
TREASURE CASKET
FORGOTTEN ORDNANCE, HIVE RUINS TERRAIN
contacts terrain).
Counts as a Loot Casket, with different contents. If opened,
CORRUPT ENFORCER roll a D6:
1: Click! - Fitted with a fiendishly clever needle-trap.
● Counts as a normal fighter.
Suffer an Injury dice (no save possible).
● Can't take part in a Group Activation.
2-3: Fancy Threads - The fighter immediately gains
M WS BS S T W I A Ld Cl Wil Int Uphive Raiments Status item.
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+ 4-6: A Noble’s Ransom - The fighter immediately gains
Weapons: Enforcer boltgun, shock stave. 1 free item from the Trading Post (not Black Market).
Wargear: Hardened flak, armoured undersuit. Roll 2D6 to determine the Rarity/Legality.

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HORRORS OF THE UNDERHIVE


Experimental rules to spice up scenarios. Caution: These can Deployment rules:
be quite complicated, so best used with simple scenarios. ● Deployed by a random gang.
Before the battle, agree if and which one should be used. The ● Not within 6” of any fighter.
Horror is equipped to represent its inhuman resilience to
harm, preternatural ability to see in low light and imbued Roll a D6 at the start of each round, starting with the 2nd
resistance to hostile environments. round, after rolling for Priority. Deployed on a 4+:
● 4: In the deployment zone of the gang with Priority.
2 types, roll a D6: ● 5: Within 6” of the centre.
● 1-3: Possessed Hiver ● 6: Anywhere.
● 4+: Xenos Abomination
ACTIVATION
3 levels (depending of the lowest Gang Rating): ● Activates at the start of the End phase (before Bottle
● Level 1 (Peril Minoris): 1000-1300 tests).
● Level 2 (Peril Secundus): 1301-1600 ● Roll-off to determine which gang controls the Horror.
● Level 3 (Peril Extremis): 1601+ ● Treats all fighters from all gangs as enemies.

REWARDS FOR DEFEATING A HORROR


● Inflict wound: +1 XP.
● Out of Action: +2 XP and +1 Reputation.

POSSESSED HIVER (UNSANCTIONED) XENOS ABOMINATION


Level M WS BS S T W I A Ld Cl Wil Int Level M WS BS S T W I A Ld Cl Wil Int
1 5” 4+ 4+ 3 3 3 4+ 2 5+ 5+ 6+ 9+ 6” 3+ 6+ 2 3 3 4+ 2 5+ 6+ 7+ 10+
2
3
5” 3+ 4+
6” 2+ 3+
4
5
4
5
4 3+ 3 5+ 4+ 5+
5 3+ 4 5+ 3+ 4+
9+
9+
1 5”
3”
5+
4+
6+
6+
3
3
4
3
2
2
3+ 3 7+ 7+ 7+ 10+
5+ 2 5+ 5+ 5+ 4+
SKILLS 6” 3+ 6+ 3 3 4 4+ 3 6+ 4+ 7+ 10+
Bull Charge, Catfall,
True Grit.
Dodge, Nerves of Steel, Rain of Blows,
2 5”
4”
4+
4+
6+
6+
3
4
4
3
3
3
3+ 3 7+ 5+ 7+ 10+
4+ 3 5+ 4+ 5+ 4+
WEAPON & WARGEAR 7” 3+ 6+ 4 4 5 3+ 3 6+ 3+ 6+ 10+


Daemonic Talons: GMW2 (Cursed, Rending).
Bio-booster, photo-goggles and respirator. 3 6”
5”
4+
4+
6+
6+
4
5
5
5
4
4
4+ 4 7+ 4+ 6+ 10+
3+ 3 5+ 3+ 5+ 10+
DAEMONIC INVULNERABILITY
● Level 1: 6+ save (unmodifiable). Agree on which profile to use, skills and weapons (depending
● Level 2: 5+ save (unmodifiable). of level).
● Level 3: 4+ save (unmodifiable).
LEVEL WARGEAR SKILLS
DAEMONIC SPEED 1 1 2
Can make D3 Actions instead of the normal 2 (controlling 2 2 3
gang chooses) 3 3 4
TERRIFYING SKILLS
Pass a Willpower check to target this fighter with a Choose from:
Fight/Shoot action (not Wyrd powers), or the action ends ● Agility
immediately (wasted). However, the action does not count as ● Brawn
being performed, so the same action can be attempted again, ● Combat
if the fighter has more available actions in the activation. ● Ferocity
WYRD POWERS WARGEAR
Telekinesis: Levitation (Basic), Continuous Effect. ● Bio-booster, Mesh, Photo-goggles, Respirator.
Pyromancy: Scouring (Basic).
Add additional Wyrd Powers depending of level: WEAPONS
● Level 1: +1 Wyrd Power. ● Venomous sting: GMW2 (Toxin).
● Level 2: +2 Wyrd Powers. ● Sharp talons: GMW1 (+1S, Rending).
● Level 3: +3 Wyrd Powers. ● Writhing tentacles: GMW1 (3", Entangle).
● Spearing spines and bony growths: GMW1 (+1S, 1").
Roll a D6 for each additional Wyrd Power: ● Web shooter:
1. Biomancy: Quickening (Basic), Continuous Custom web pistol (S2, Am2+).
2. Chronomancy: Freeze Time (Double), Continuous
3. Pyromancy: Flame Blast (Double), Continuous
4. Technomancy: Weapon Jinx (Simple)
5. Telekinesis: Assail (Basic)
6. Telepathy: Terrify (Double)

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SCENARIOS
Nr Scenario Comment Page Nr Scenario Comment Page
1 Tunnel Skirmish / Stand-off 2d/3d 206 58 Clandestine Rendezvous 2d, Gang Raids 263
2 The Trap 2d 207 59 Bar Brawl 2d, Gang Raids 264
3 Forgotten Riches 2d 208 60 The Beatdown Goliath 265
4 The Marauders 2d 209 61 Something to Prove Goliath 266
5 Sneak Attack 2d 210 62 Feast of the Fallen Goliath 267
6 Smash & Grab 2d 211 63 The Hunt Solo 268
7 Looters 3d 212 64 Khimerix Hunt Escher 270
8 Ambush 3d 213 65 Back from the Dead Escher 271
9 Border Dispute 3d 214 66 Road Block Orlock 272
10 Sabotage 3d 215 67 Big Bar Brawl Orlock 273
11 Rescue Mission 3d, Rescue 216 68 The Last Round End-game, Multi-player 274
12 Last Stand 217 69 Gateway to Hell End-game, Multi-player 275
13 Escape the Pit! 218 70 The Long Night End-game, Multi-player 276
14 Downtown Dust-up 219 71 Deus Ex Machina Van Saar 277
15 Shoot-Out 220 72 Last Rites for the Machine Van Saar 278
16 Caravan Heist 221 73 Mercy Mission Hangers-on 279
17 Spook/Ghast Harvest 222 74 Dome Rush Hangers-on 280
18 Archaeo-Hunters 223 75 Target Practice Hangers-on 281
19 Escort Mission 224 76 The Crossing Point N21 Hive War (linked) 282
20 Fighter Down 225 77 Stronghold Assault N21 Hive War (linked) 283
21 Murder Cyborg 226 78 Break In N21 Hive War (linked) 284
22 The Hit 227 79 Showdown N21 Hive War (linked) 285
23 Gang Moot Multi-player 228 80 Defile the Relic N21 Hive War (linked) 286
24 Pitfight Multi-player 229 81 Riches in the Dark N21 Hive War (linked) 287
25 Claim the Spire 3d (N17) 230 82 Righteous Crusade Cawdor 288
26 The Gauntlet 2d 231 83 Test of Faith Cawdor 289
27 In the Dark (N17) 232 84 Intelligence Gathering Delaque 290
28 Monster Hunt 233 85 Cauldron of Lies Delaque 291
29 Settlement Attack (N17) 234 86 Power Lines Van Saar (linked) 292
30 Escape! (N17) 235 87 Field Test Van Saar (linked) 293
31 Prison Break (N17) 236 88 Rogue Archeotek Van Saar (linked) 294
32 Blaze of Glory End-game, Multi-player 237 89 Settlement Raid Outlander 295
33 Escape the Badzone BZ 238 90 Market Mayhem Outlander 296
34 Manufactorum Raid BZ 239 91 Gunk Tank Outlander 297
35 The Conveyer BZ 240 92 Mining Expedition Outlander 298
36 Fungal Horror BZ 241 93 Big Score Outlander 299
37 Toll Bridge BZ 242 94
38 Show of Force Uprising 243 95
39 Hit & Run Uprising 244 96
40 Search & Destroy Uprising 245 97
41 Meat Harvest Uprising 246 98
42 Propaganda 247 99
43 Scavenge Uprising 248 100
44 Public Execution Uprising, Rescue 249 101
45 Takeover 250 102
46 Hunt Them Down ZM 251 103
47 Ritual 252 104
48 Blood Rites 253 105
49 Slaughter 254 106
50 Meeeeeeeeeat! Multi-player 255 107
51 Daemonic Possession Multi-player 256 108
52 Meat for the Grinder Multi-player 257 109
53 Urban Renewal Multi-player 258 110
54 War in the Shadows Multi-player 259 111
55 End Times Multi-player 260 112
56 Daylight Robbery 2d, Gang Raids 261 113
57 Mercator Storehouse Heist 2d, Gang Raids 262 114

205
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SCENARIO 1: TUNNEL SKIRMISH / STAND-OFF


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard. If a gang has no remaining fighters and at least 1 fighter fled
voluntarily, the opponent automatically wins the scenario.
ZONE MORTALIS: 4 or 6 tiles.
ENDING THE BATTLE
CREWS The battle ends when only one gang has fighters remaining
● ZONE MORTALIS (4 TILES): Custom (6) (at the end of a round).
● ZONE MORTALIS (6 TILES): Custom (10)
● SECTOR MECHANICUS: Custom (10) VICTORY
The gang that scored the most points is the winner. Otherwise
TACTICS it is a draw.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). REWARDS
CREDITS
DEPLOYMENT Zone Mortalis:
Standard. ● +2D6x10 to the winner.
● +D3x5 to the loser.
OBJECTIVES ● +D6x10 to both gangs in case of a draw.
Take out as many of the enemy as possible! Each gang Sector Mechanicus:
scores points for each enemy fighter that goes Out of Action ● +D6x10 to the winner.
or flees: ● +D3x5 to the loser.
● +D6x5 to both gangs in case of a draw.
● 3 points for a Leader
● 2 points per Champion EXPERIENCE
● 1 point for any other fighter Standard rewards:
● +D6 for taking part.
Note: The points rarely makes a difference. It’s mainly about ● +5 per wounding hit.
being the last gang standing. ● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.
● +10 to the winning Leader (if taking part).

REPUTATION
● +2 to the winner.
● +1 to both gangs if this was the first battle against
each other.
● -1 to any gang that bottled out.

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2D

SCENARIO 2: THE TRAP


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If a gang has no remaining fighters and at least 1 fighter fled
the defender. voluntarily, the opponent automatically wins the scenario.

BATTLEFIELD ENDING THE BATTLE


The defender places the first tile. This tile marks the centre of The battle ends when only one gang has fighters remaining
the battlefield. Then take turns placing 4 more tiles, 2 each, (at the end of a round).
adjacent to the first tile, forming a cross. The defender may
place all the barricades.
VICTORY
The gang that scored the most points is the winner. Otherwise
CREWS it is a draw.
● Custom (10).
REWARDS
TACTICS CREDITS
Standard: Draw 3 Tactics (random), then discard 1. ● +D6x10 to the winner.
● Underdog: Draw 1 extra (before discarding 1). ● +D3x5 to the loser.
● +D3x10 to both gangs in case of a draw.
DEPLOYMENT
The defender divides the crew into 2 or more groups. The EXPERIENCE
defender then chooses one group and set up a fighter from Standard rewards:
that group in the centre of the central tile, then sets up the ● +D6 for taking part.
rest of the fighters in that group within 2” of the first fighter. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Then the attacker sets up their entire crew within 6” of the Action.
edge of the outer tiles, however they wish. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
Finally, the defender set up the rest of their crew. Roll a D6 for ● +10 to the winning Leader (if taking part).
each group. On a 6, they may be set up anywhere on the
battlefield, at least 2” from an enemy fighter. Otherwise they REPUTATION
must set up within 2” of the fighters already deployed in the ● +2 to the winner.
central tile. ● +1 to both gangs if this was the first battle against
each other.
SURPRISE ATTACK ● -1 to any gang that bottled out.
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 check for each fighter
when they are activated. If failed, the fighter can only make
one action this round instead of two.

OBJECTIVES
Take out as many of the enemy as possible! Each gang
scores points for each enemy fighter that goes Out of Action:

● 3 points for a Leader


● 2 points per Champion
● 1 point for any other fighter
● D3 points for being the last gang on the battlefield.

Note: The points rarely makes a difference. It’s mainly about


being the last gang standing. Presumably fleeing fighters
count as OoA (universal rule) since anything else is not
spelled out.

207
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2D

SCENARIO 3: FORGOTTEN RICHES


BATTLEFIELD HORRORS IN THE DARK
Standard: 7 tiles. Take turns placing tiles (starting with the When a fighter activates at least 8” from any other
winner of a roll-off). The first tile marks the centre of the non-Passive fighters (friend & foe), roll a D6:
battlefield. The remaining 6 tiles must be adjacent to the first.
1: Suffer a S6 AP -1 D2 hit. If Seriously Injured, go Out of
CREWS Action (dragged away into the darkness)
● Custom. 2-3: Can't make any actions this activation.
Roll 2DT to determine max crew size: 4-5: Can only make one action this activation.
6: Activate normally.
● 2-3: 5
● 4-5: 6
● 6-8: 7 FLEEING THE BATTLEFIELD
● 9-10: 8 If a gang has no remaining fighters and at least 1 fighter fled
● 11-12: 9 voluntarily, the opponent automatically wins the scenario. The
winning gang claims any loot caskets left on the battlefield at
TACTICS the end of the battle.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). ENDING THE BATTLE
The battle ends when only one gang has fighters remaining
DEPLOYMENT (at the end of a round).
Take turns placing 5 loot caskets (starting with the winner of a
roll-off): VICTORY
● Must be placed in a separate tiles.
The gang that secured most loot caskets at the end of the
● The first must be placed in the central tile. battle wins. Otherwise it is a draw.
● At last 6” from each other.
● Not in inaccessible areas.
REWARDS
Then, the winner of another roll-off selects a tile without a loot CREDITS
casket as deployment zone (roll-off again). Deploy within 3” of ● +D6x10 for each secured loot casket.
the edge of the tile (on the edge of the battlefield). The
opponent then does the same on the other remaining tile. If EXPERIENCE
the 2 deployment tiles are adjacent, fighters can't be set up Standard rewards:
within 6” of an enemy. ● +D6 for taking part.
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
OBJECTIVES Action.
Both gangs are attempting to get away with as much loot as
● +1 for killing an enemy (during the battle).
they can carry and prevent their enemies doing the same.
● +1 for Rallying.
● +10 to the winning Leader (if taking part).
Each gang scores points when securing loot caskets or when
enemies go Out of Action:
REPUTATION
● +2 to the winner (secured most loot caskets).
● 1 point for each enemy that goes Out of Action. ● +1 to both gangs if this was the first battle against
● 2 points for each loot casket (not including ammo caches)
each other.
on their starting tile within 3” of the battlefield edge when
● -1 to any gang that bottled out.
the battle ends.
● D3 points for being the last remaining gang.

Notes:
● Points: Determine which leader (if any) receives XP
bonus.
● Loot caskets (winning condition): Determine
Reputation and Credits rewards.
● Last remaining gang: Affects bonus "D3 points"
and captives.

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2D

SCENARIO 4: THE MARAUDERS


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining
the defender. (at the end of a round).

BATTLEFIELD VICTORY
Standard: 6 tiles. The gang that scored the most points is the winner. Otherwise
it is a draw.
CREWS
● Attacker: Custom (6). REWARDS
● Defender: Random (D3+2) + Reinforcements. CREDITS
● +D6x10 to the winner.
HOME TURF ADVANTAGE ● +D3x5 to the loser.
Defender: ● +D3x10 to both gangs in case of a draw.
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1. EXPERIENCE
● Hangers-on: Included in the crew on a 4+ Standard rewards:
(roll individually). ● +D6 for taking part.
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
SPECIAL RULE: DESPERATION Action.
The defenders automatically pass any Bottle tests. Defenders ● +1 for killing an enemy (during the battle).
can still bottle out voluntarily. ● +1 for Rallying.
● +10 to the winning Leader (if taking part).
TACTICS
Standard: Draw 3 Tactics (random), then discard 1. REPUTATION
● Underdog: Draw 1 extra (before discarding 1). ● +2 to the winner.
● +1 to both gangs if this was the first battle against
DEPLOYMENT each other.
● -1 to any gang that bottled out.
Standard.

OBJECTIVES
Each gang scores points:
● 1 point for each enemy fighter that goes Out of
Action.
● D3 points for being the last gang on the battlefield.

The attacker have a special objective granting additional


points, roll a D3:

D3 Result
1 Bushwack:
● +1 point per enemy Champion taken Out of Action.
● +2 points if the enemy Leader is taken Out of
Action.
2 Scrag: After deployment, nominate 1 fighter in the enemy’s
starting crew.
● +1 point taking the fighter Out of Action.
● +1 point for Coup de Grace against the fighter.
3 Mayhem: After an attacking fighter has Seriously Injured an
enemy fighter, the attacking fighter can leave the battlefield -
if they end an action within 1” of either short edge of the
battlefield, they are removed from play and the attacker
scores 1 point, and count as being Out of Action for the
purposes of Bottle tests.

REINFORCEMENTS
D3 random defenders arrive at the start of each End phase.
In this scenario they are deployed by the defending gang
within 1” of any edge of the battlefield and outside 12” of
enemy fighters.

209
★ NECROMUNDA ★

2D

SCENARIO 5: SNEAK ATTACK


ATTACKER & DEFENDER REINFORCEMENTS
The gang who chose this scenario is the attacker, the other is D3 random defenders arrive at the start of each End phase
the defender. (after the round in which the alarm is raised). In this scenario
they are deployed by the defending gang within 1” of any
BATTLEFIELD edge of the battlefield and outside 12” of enemy fighters.
Standard: 7 tiles. The winner of a roll-off places the first tile.
This tile marks the centre of the battlefield. Take turns placing ENDING THE BATTLE
6 more tiles, adjacent to the first tile. The battle ends when only one gang has fighters remaining
(at the end of a round).
CREWS
● Attacker: Custom (15). FLEEING THE BATTLEFIELD
● Defender: Custom (5 Sentries) + Reinforcements. If a gang has no remaining fighters and at least 1 fighter fled
voluntarily, the opponent automatically wins the scenario. The
If a sentry has multiple equipment sets, randomize which one enemy relic is considered defiled.
is used.
VICTORY
HOME TURF ADVANTAGE The attacker wins by having remaining fighters (not including
Defender: Seriously Injured fighters) and defiled the gang relic. The
● Bottle tests: Roll 2D6 and discard the highest. defender wins by having remaining fighters (not including
● Rally tests: +1. Seriously Injured fighters) and the gang relic is not defiled.
● Hangers-on: Included in the crew on a 4+ Otherwise it is a draw.
(roll individually).
REWARDS
TACTICS CREDITS
Standard: Draw 3 Tactics (random), then discard 1. ● D6x10 to the attacker for defiling the gang relic.
● Underdog: Draw 1 extra (before discarding 1). ● D3x10 to the attacker if the gang relic was not
defiled.
DEPLOYMENT ● D6x10 to the defender if the gang relic was not
1. Defender: defiled.
○ Sentries anywhere on the battlefield. ● D3x10 to the attacker if the gang relic was defiled.
○ Gang Relic anywhere on the battlefield (not
recommended to be deployed close to any EXPERIENCE
battlefield edge). Scenario specific rewards:
2. Attacker: Within 4” of any edges of the battlefield ● +D3 to an attacking fighter defiling a relic.
and must be within 4” of another friendly fighter (can Standard rewards:
use all edges). ● +D6 for taking part.
● +5 per wounding hit.
GANG RELICS ● +1 for taking an enemy Leader or Champion Out of
The attacker is trying to defile a gang relic, the defenders are Action.
trying to stop them. If the relic is left unprotected, the enemy ● +1 for killing an enemy (during the battle).
will try to wreck it, tear it down, mark it with their own gang's ● +1 for Rallying.
tag or ruin it in a more creative fashion! ● +10 to the winning Leader (if taking part).

While not defiled: REPUTATION


● +2 to Ld & Cool checks by friendly fighters within 6”. ● +2 to the attacker if the gang relic was defiled.
● Any Active fighter within 1” of an enemy relic can ● -2 to the defender if the gang relic was defiled.
make a Double action to defile it. ● +1 to both gangs if this was the first battle against
● +D3 XP to a fighter defiling a relic. each other.
● Once defiled, it no longers offers any bonuses and ● -1 to any gang that bottled out.
can't be wrecked again.

210
★ NECROMUNDA ★

2D

SCENARIO 6: SMASH & GRAB


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If a gang has no remaining fighters and at least 1 fighter fled
the defender. voluntarily, the opponent automatically wins the scenario. If
the attacker wins this way, rewards are earned for the
BATTLEFIELD remaining loot crates without risk of detonating a frag trap. If
Standard: 6 tiles. the defender wins this way, rewards are earned for any
unopened loot caskets at the end of the battle.
CREWS
● Attacker: Custom (10).
ENDING THE BATTLE
● Defender: Random (D6+3). The battle ends when only one gang has fighters remaining
(at the end of a round).
TACTICS
Standard: Draw 3 Tactics (random), then discard 1.
VICTORY
● Underdog: Draw 1 extra (before discarding 1). The attacker wins they have opened more loot caskets
containing ammo than are left unopened on the battlefield.
Otherwise the defender wins.
DEPLOYMENT
Standard.
REWARDS
Take turns (starting with the defender) deploying 5 loot crates CREDITS
within 2" of the middle line (between the deployment zones) ● D6x10 to the attacker for each opened ammo
and at least 4" from another loot crate. casket.
● 2D6x10 to the defender for each closed ammo
● 3 ammo (ammo casket) casket.
● 1 empty (no value)
● 1 frag trap (triggered when opened, then removed) EXPERIENCE
Scenario specific rewards:
All are set up with the lids on, keeping the contents secret ● +1 to the losing Leader if the losing gang opened at
from the attacker until opened. The defender notes down the least 2 ammo caskets (if taking part).
content of each one after deployment. Standard rewards:
● +D6 for taking part.
● +5 per wounding hit.
OBJECTIVES ● +1 for taking an enemy Leader or Champion Out of
The attacker wants to steal the Guilders’ loot crates. The Action.
defender is determined to drive off the attacker empty ● +1 for killing an enemy (during the battle).
handed. ● +1 for Rallying.
● +10 to the winning Leader (if taking part).
SPECIAL RULE: LOOT CASKETS
The defender can't open any loot caskets. REPUTATION
● +1 to the attacker for each opened ammo casket.
If the attacker opens a loot casket, do not roll to see what the ● -1 to the defender for each opened ammo casket.
contents are. Instead, remove the lid and apply the effects ● -1 to the attacker if the frag trap was opened.
depending of the content. ● +1 to each gang if this was the first battle against
each other.
● -1 to any gang that bottled out.

211
★ NECROMUNDA ★

3D

SCENARIO 7: LOOTERS
ATTACKER & DEFENDER REINFORCEMENTS
The gang who chose this scenario is the attacker, the other is 1 random defending fighter arrives at the start of the first End
the defender. phase, 2 at the start of the second, and so on.

BATTLEFIELD FLEEING THE BATTLEFIELD


Standard. If a gang has no remaining fighters and at least 1 fighter fled
voluntarily, the opponent automatically wins the scenario. If
CREWS the attacker wins this way, claim all of the loot caskets.
● Attacker: Custom (15).
● Defender: Random (D3+4) + Reinforcements. ENDING THE BATTLE
The battle ends when only one gang has fighters remaining
HOME TURF ADVANTAGE (at the end of a round).
Defender:
● Bottle tests: Roll 2D6 and discard the highest. VICTORY
● Rally tests: +1. The attacker wins if they claimed more loot caskets than there
● Hangers-on: Included in the crew on a 4+ are left on the battlefield. Otherwise the defender wins.
(roll individually).
REWARDS
TACTICS CREDITS
Standard: Draw 3 Tactics (random), then discard 1. The attacker takes D3x10 credits per claimed casket from the
● Underdog: Draw 1 extra (before discarding 1). defender’s Stash (note that the attacker can't gain more than
the defender loses).
DEPLOYMENT
Standard. Then take turns deploying 4 loot caskets within 2" EXPERIENCE
of the middle line (between both deployment zones). Scenario specific rewards:
● +1 to the attacking Leader if losing and the losing
The escape route is the battlefield edge of the attacker's gang opened at least 2 ammo caskets (if taking
deployment zone. part).
Standard rewards:
● +D6 for taking part.
OBJECTIVES ● +5 per wounding hit.
The attackers are attempting to secure the 4 loot caskets and ● +1 for taking an enemy Leader or Champion Out of
move them off via their escape route. The caskets are Action.
valuable whether or not they have been opened, even if ● +1 for killing an enemy (during the battle).
converted into an ammo cache - however, if the ammo cache ● +1 for Rallying.
is exhausted it can't be claimed by the attacker. Note that only ● +10 to the winning Leader (if taking part).
those 4 loot caskets placed by the defender can be claimed
by the attacker. REPUTATION
● +1 per claimed loot casket to the attacker.
CLAIMING CASKETS AND ESCAPING ● +1 per unclaimed loot casket to the defender.
If one of the 4 loot caskets (or ammo caches) are within 1” of ● -2 to the attacker if all 4 loot caskets were
the escape route at the start of the End phase, it is claimed unclaimed.
and removed from the battlefield. Any attacking fighters within ● -2 to the defender if all 4 loot caskets were claimed.
1” of the escape route can escape at the start of the End ● +1 to both gangs if this was the first battle against
phase (even if Seriously Injured). They count as being Out of each other.
Action for the purposes of Bottle tests.

If the attacking gang bottles out, they can no longer claim loot
caskets, but fighters can still escape.

212
★ NECROMUNDA ★

3D

SCENARIO 8: AMBUSH
ATTACKER & DEFENDER ENDING THE BATTLE
The battle ends when only one gang has fighters remaining
The gang who chose this scenario is the attacker, the other is
(at the end of a round).
the defender.

BATTLEFIELD VICTORY
The attacker wins if more defenders were taken Out of Action
Standard, with the following exceptions: than those who escaped (fleeing fighters do not count).
Otherwise the defender wins.
No large terrain can be placed within 12” of the centre of the
battlefield. Scatter terrain can still be placed in this area,
however the defender may place all the scatter terrain. The REWARDS
defender’s deployment zone is anywhere within 6” of the EXPERIENCE
centre of the battlefield. Scenario specific rewards:
● +1 to each escaped defender.
Standard rewards:
CREWS ● +D6 for taking part.
● Attacker: Custom (15).
● +5 per wounding hit.
● Defender: Random (D3+5).
● +1 for taking an enemy Leader or Champion Out of
Action.
TACTICS ● +1 for killing an enemy (during the battle).
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for Rallying.
● Underdog: Draw 1 extra (before discarding 1). ● +10 to the winning Leader (if taking part).

DEPLOYMENT REPUTATION
The defender rolls a D6 for each fighter in the crew. On a 1-5, ● +1 to the winning attacler-
that fighter is set up anywhere in their deployment zone. ● +2 to the defender if more fighters escaped than
went Out of Action.
The attacker then sets up their fighters anywhere on the ● -1 to any gang that bottled out.
battlefield, at least 12” from any defenders, or 6” if no
defender can draw line of sight to them.

After the attacker have set up, the defender sets up any of
their remaining fighters who were set aside. These can be set
up anywhere on the battlefield, at least 1” away from an
enemy fighter.

OBJECTIVES
Take out as many of the enemy as possible! An alternative for
the defenders is to escape.

SURPRISE ATTACK
The attackers have Priority in the first round. The attacker can
activate D3 fighters before the first defender activates.

In addition, during the first round, make a Cool check for each
fighter at the start of activation. If failed, the fighter can only
make one action this turn instead of two.

SLIPPING THE NET


Any defending fighter within 1” of an edge of the battlefield at
the start of the End phase can escape, even if Seriously
Injured. Escaping fighters count as being Out of Action for the
purposes of Bottle tests.

213
★ NECROMUNDA ★

3D

SCENARIO 9: BORDER DISPUTE


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining
(at the end of a round).
CREWS
● Random (D3+3) + Reinforcements. FLEEING THE BATTLEFIELD
If a gang voluntarily Bottles out and flees the battlefield, their
TACTICS opponent automatically wins the scenario. The losing gang's
Standard: Draw 3 Tactics (random), then discard 1. Relic is considered to be defiled.
● Underdog: Draw 1 extra (before discarding 1).
VICTORY
DEPLOYMENT The gang with fighters left on the battlefield (not including
Standard with the following exceptions: Seriously Injured fighters) and a gang relic not defiled wins. If
both gang relics are defiled, it is a draw.
Roll-off, the winner picks one half to be their Turf, then sets up
a random fighter from their crew within 1” of the centre of the REWARDS
battlefield, in their own half. The other gang then does the CREDITS
same. ● D6x10 to each gang whose gang relic was not
defiled.
Then, starting with the gang that set up the first fighter, take ● D3x10 to each gang whose gang relic was defiled.
turns setting up one of the remaining fighters in the crew
within their own Turf, at least 12” from the dividing line. EXPERIENCE
Scenario specific rewards:
Finally, each gang sets up a gang relic in their own ● +D3 to a fighter defiling a relic.
deployment zone, at least 5” away from any edge of the Standard rewards:
battlefield. ● +D6 for taking part.
● +5 per wounding hit.
GANG RELICS ● +1 for taking an enemy Leader or Champion Out of
Each gang is seeking to secure their Turf and drive off the Action.
other gang - and the best way to do this is to defile the other ● +1 for killing an enemy (during the battle).
gang’s Relic. If the relic is left unprotected, the enemy will try ● +1 for Rallying.
to wreck it, tear it down, mark it with their own gang's tag or ● +10 to the winning Leader (if taking part).
ruin it in a more creative fashion!
REPUTATION
While not defiled: ● +2 if only the opponent’s relic was defiled.
● +2 to Ld & Cool checks by friendly fighters within 6”. ● -2 if only the gang’s relic was defiled.
● Any Active fighter within 1” of an enemy relic can ● +1 to both gangs if this was the first battle against
make a Double action to defile it. each other.
● +D3 XP to a fighter defiling a relic. ● -1 to any gang that bottled out.
● Once defiled, it no longers offers any bonuses and
can't be wrecked again.

REINFORCEMENTS
D3 random fighters arrive at the start of each End phase.
Deploy them one at a time, starting with the gang with Priority
and alternating until all are deployed.

214
★ NECROMUNDA ★

3D

SCENARIO 10: SABOTAGE


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining
the defender. (at the end of a round).

BATTLEFIELD VICTORY
Standard. The defender sets up a piece of terrain, which Attacker: Destroyed the target and fewer than half of the
should be at least 2” square, to represent the attacker’s crew has been taken Out of Action.
target. It is recommended that it is set up as close to the Defender: The target is not destroyed.
centre of the battlefield as possible.
Otherwise, the battle ends in a draw.
CREWS
● Attacker: Custom (15). REWARDS
● Defender: Custom (5 Sentries) + Reinforcements. CREDITS
● D6x10 to the attacker if the target was destroyed.
HOME TURF ADVANTAGE ● D6x10 to the defender if the target was not
Defender: destroyed.
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1. EXPERIENCE
● Hangers-on: Included in the crew on a 4+ Scenario specific rewards:
(roll individually). ● +1 for each Wound caused on the target.
● +1 for destroying the target.
Standard rewards:
TACTICS ● +D6 for taking part.
Standard: Draw 3 Tactics (random), then discard 1. ● +5 per wounding hit.
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking an enemy Leader or Champion Out of
Action.
DEPLOYMENT ● +1 for killing an enemy (during the battle).
The defender sets up their sentries anywhere on the ● +1 for Rallying.
battlefield. The attacker then sets up each of their fighters ● +10 to the winning Leader (if taking part).
within 2” of any edges of the battlefield.
REPUTATION
OBJECTIVES ● +3 to the attacker if the target was destroyed.
● -1 to the defender if the target was destroyed.
The attackers are attempting to destroy their target and deal a
● +1 to both gangs if this was the first battle against
blow to their target’s territory. The defenders are trying to stop
each other.
this at all costs!
● -1 to any gang that bottled out.
DESTROYING THE TARGET
The target has:
● Toughness 6.
● 5+ save.
● 4 Wounds.
● Large & stationary:
○ +2 hit modifier to all ranged attacks.
○ Any close combat attacks automatically hit.

REINFORCEMENTS
Receive D6 random fighters in each End phase after the
alarm is raised (including the round the Alarm is raised).

TAKING FLIGHT
Once the attackers have destroyed the target, they can take
flight within 1” of an edge of the battlefield at the start of the
End phase (even if Seriously Injured). They count as being
Out of Action for the purposes of Bottle tests.

FLEEING THE BATTLEFIELD


If the defender voluntarily Bottles out and flees the battlefield,
the attacker automatically wins the scenario. The target is
destroyed but no XP is gained for doing so after the
defenders have fled.

215
★ NECROMUNDA ★

3D

SCENARIO 11: RESCUE MISSION


ATTACKER & DEFENDER TAKING FLIGHT
The gang who chose this scenario is the attacker, the other is Any attacking fighter that is within 1” of an battlefield edge at
the defender. the start of the End phase can take flight (even if Seriously
Injured). They count as being Out of Action for the purpose of
THE CAPTIVES Bottle tests.
This scenario can only be played if one or more of the
attacker’s fighters has been captured by the defender. These FLEEING THE BATTLEFIELD
fighters are the Captives. If a gang has no remaining fighters and at least 1 fighter fled
voluntarily, the opponent automatically wins the scenario. If
BATTLEFIELD the attacker wins this way, the Captive is freed.
Standard.
ENDING THE BATTLE
CREWS The battle ends when only one gang has fighters remaining
● Attacker: Custom (15). (at the end of a round).
● Defender: Custom (5 Sentries) + Reinforcements.
VICTORY
If a sentry has multiple equipment sets, randomize which one Attacker: All Captives are freed and have taken flight.
is used. Defender: No Captives took flight.

HOME TURF ADVANTAGE Otherwise it is a draw.


Defender:
● Bottle tests: Roll 2D6 and discard the highest. REWARDS
● Rally tests: +1. EXPERIENCE
● Hangers-on: Included in the crew on a 4+ Scenario specific rewards:
(roll individually). ● +D3 for freeing a Captive.
● +1 to each Captive that were freed and took flight.
TACTICS Standard rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +D6 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Action.
DEPLOYMENT ● +1 for killing an enemy (during the battle).
The defender sets up their Captive(s) and sentries anywhere ● +1 for Rallying.
on the battlefield. The attacker then sets up each of their ● +10 to the winning Leader (if taking part).
fighters within 2” of any edges of the battlefield.
REPUTATION
REINFORCEMENTS ● +2 to the attacker for each freed Captive.
Receive D6 random fighters in each End phase after the ● -1 to the defender for each freed Captive.
alarm is raised (including the round the Alarm is raised). ● -1 to any gang that bottled out.

CAPTIVE FIGHTERS
Captive fighters never become Ready, and can't be activated
or attacked by either side.

FREE CAPTIVE
Non-Captive attackers can spend a Basic action (Free
Captive) to free a Captive within 1” on a 3+.

ATTEMPT TO ESCAPE
In the End phase of each turn, the attacker can declare that
one or more of the Captives will attempt to escape. Roll 2D6
for each Captive that attempts to escape and add their
Strength to the result:
● 1-6: The Captive suffers a Flesh Wound.
● 7-12: No effect.
● 13+: Freed.

FREED CAPTIVES
Freed Captives gain a Ready marker in the following Priority
phase, and can then be activated as normal. It is assumed
that their rescuers return their equipment to them, or they
collect it from nearby.

216
★ NECROMUNDA ★

SCENARIO 12: LAST STAND


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining
the defender. (at the end of a round).

BATTLEFIELD VICTORY
Standard. Defender: Still has fighters (not Seriously Injured or Broken)
on the Battlefield by the start of round 7.
CREWS Attacker: Otherwise (any other result).
● Attacker: Custom (D3+6) + Reinforcements.
● Defender: Random (D3+5). REWARDS
The rewards depend on how long the defenders were able to
HOME TURF ADVANTAGE hold out.
Defender:
● Bottle tests: Roll 2D6 and discard the highest. ROUND CREDITS REPUTATION
● Rally tests: +1. Attacker 2D6x10 +3
1-2
● Hangers-on: Included in the crew on a 4+ Defender 0 -3
(roll individually). Attacker D6x10 +2
3-4
Defender D3x10 +1
TACTICS Attacker D3x10 +1
Standard: Draw 3 Tactics (random), then discard 1. 5-6
Defender D6x10 +2
● Underdog: Draw 1 extra (before discarding 1). Attacker 0 -3
7+
Defender 2D6x10 +3
DEPLOYMENT
1. Defender: Within 6” of the centre of the battlefield. EXPERIENCE
2. Attacker: Within 2” of all battlefield edges. Scenario specific rewards:
● +D3 to each defended not Broken, Seriously Injured
OBJECTIVES or Out of Action by round 7.
The defender must hold out as long as they can, while the Standard rewards:
attacker must wipe them out. ● +D6 for taking part.
● +5 per wounding hit.
SPECIAL RULE: OUTNUMBERED ● +1 for taking an enemy Leader or Champion Out of
Action.
At the end of the first round, and each round thereafter, the
● +1 for killing an enemy (during the battle).
attacker may bring on D6 Reinforcements (using standard
● +1 for Rallying.
rules for Reinforcements). In addition, any of the attacking
● +10 to the winning Leader (if taking part).
fighters that were taken Out of Action may join as
Reinforcements instead of rolling on the Lasting Injury table
(removing any Conditions).

ALTERNATIVE VARIANT
This can be a multi-player scenario, with 2 or more gangs
attacking the defender. If the total Rating of the combined
attacking gangs is at least double that of the defender’s, do
not use the outnumbered special rule.

217
★ NECROMUNDA ★

SCENARIO 13: ESCAPE THE PIT!


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard. Mark the centre point of the battlefield, this is the If a gang voluntarily Bottles out and flees the battlefield, their
escape point. If using Sector Mechanicus, the escape point opponent automatically wins the scenario. The winner claims
should be on an elevated platform - the higher the better! any loot caskets left on the battlefield.

CREWS ENDING THE BATTLE


● Random (D3+4). The battle ends when at least 1 condition is true:
● Only one gang has fighters remaining (at the end of
TACTICS a round).
Standard: Draw 3 Tactics (random), then discard 1. ● No battlefield area remains (at the start of a round).
● Underdog: Draw 1 extra (before discarding 1).
VICTORY
DEPLOYMENT Winner: The gang who escaped with the most loot caskets.
1. Loot Caskets: Take turns placing 3 loot caskets Tiebreaker: The gang with most escaped fighters.
each (starting with the winner of a roll-off):
○ Anywhere at least 8” from any edge. Otherwise it is a draw.
○ At least 8” from another loot casket.
○ At least 12” from the escape point. REWARDS
2. The winner of a roll-off chooses a battlefield edge to CREDITS
deploy within 6" of. ● D3x10 per loot casket the gang escaped with.
3. The other gang deploys within 6” of the opposite
battlefield edge. EXPERIENCE
Scenario specific rewards:
OBJECTIVES ● +1 for escaping.
The gangs are trying to grab as much loot as they can and ● +1 for escaping while carrying a loot casket.
then escape. Standard rewards:
● +D6 for taking part.
SPECIAL RULE: THE WALLS ARE MOVING! ● +5 per wounding hit.
At the start of round 3, the gang with Priority should roll a D6 - ● +1 for taking an enemy Leader or Champion Out of
on a 3+ the walls close in. Action.
● +1 for killing an enemy (during the battle).
Zone Mortalis: Randomly select one of the edge-most tiles ● +1 for Rallying.
and remove it from the battlefield (the tile with the escape ● +10 to the winning Leader (if taking part).
point is always the last to be removed).
REPUTATION
Sector Mechanicus: Randomize a battlefield edge and ● +1 for escaping with at least 1 fighter.
remove all terrain within 6” of both this edge and the opposite ● +1 per escaped loot casket.
edge - these areas are now no longer part of the battlefield.

Fighters caught in a vanishing part of the battlefield should


make an Initiative check. If passed, move them to the nearest
part of the remaining battlefield, otherwise go Out of Action.
Continue rolling at the start of each round to see if the walls
close in until the scenario ends or there are no more
battlefield left.

ESCAPING
Fighters within 1” of the escape point may leave the battlefield
at the start of any End phase (even if Seriously Injured).
Fighters that have escaped are removed from the table and
take no further part in the battle. They count as Out of Action
for the purposes of Bottle tests.

ALTERNATIVE VARIANT
Creatures may also try to escape. Place a Beast’s Lair
anywhere on the battlefield to increase risk or motivate
alternative routes. Appropriate monsters could also be
introduced.

218
★ NECROMUNDA ★

SCENARIO 14: DOWNTOWN DUST-UP


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY
● Random (D3+4). If at least half of the hivers have been taken Out of Action or
are Broken, it is a draw. Otherwise the winner is the gang with
TACTICS fighters left on the battlefield.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). 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 to each fighter that took part in the battle.
● +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. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
SPECIAL RULE: HIVE DWELLERS Action.
Hivers are treated as fighters and use the normal rules for ● +1 for killing an enemy (during the battle).
movement, stray shots, being Engaged and pinning. ● +1 for Rallying.
However, if reduced to 0 wounds, they are taken Out of
Action without rolling any Injury dice. REPUTATION
● +1 to each gang that took part in the battle.
M WS BS S T W I A Ld Cl Wil Int ● +D3 +1 to the winning gang.
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+

Hivers do not activate normally and instead react to the


actions of nearby fighters. Hivers are triggered by the
following actions:
● A fighter makes a Shoot action within 12”
● A fighter makes a Fight action within 6”
● A blast is placed (after scatter) within 6”
● A fighter or hiver is hit by a ranged attack within 6”

After working out the effects of the action that triggered the
hiver, roll a D6 on the table that follows (roll separately for
each hiver that is triggered).
D6 Result
1-2 Damn Gangers messing up my Town! Take a single Shoot
action using a stub gun at the nearest fighter (even if they
didn’t trigger the local)
3-4 OK, take it Easy Fella: Take no action
5-6 I’m getting outta here! Become Broken (may rally in the
End phase as normal by passing a Cool check)

During the End phase, take turns moving the hivers. Roll the
Scatter dice for each one - on a Hit, choose a direction and
move the hiver its full Move in that direction, otherwise make
a full Move in the random direction indicated (stopping if
before being B2B with another fighter).

ALTERNATIVE VARIANT (HANGERS-ON)


A Hangers-on could be mixed into the hive dwellers, perhaps the
gunfight is taking place outside an Ammo-jack’s workshop or a
Rogue Doc’s clinic.

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SCENARIO 15: SHOOT-OUT


BATTLEFIELD ENDING THE BATTLE
The battlefield for this scenario represents a long tunnel, The battle ends when only one gang has fighters remaining.
settlement main street or narrow gantry. For Zone Mortalis,
use 3 tiles to create a straight corridor, with a clear line of
sight from one side to the other. For Sector Mechanicus, the VICTORY
table size should be roughly 36”x12” with no terrain that The winner is the last gang with fighters on the battlefield.
blocks line of sight from one short end to the other.
REWARDS
CREWS CREDITS
● Random (D3+1). ● +D6x5 to the winning gang per enemy fighter taken
Out of Action.
EXPERIENCE
TACTICS Scenario specific rewards:
None. ● +1 to each fighter that took part in the battle.
● +1 to each fighter that didn’t fail a Cool check before
DEPLOYMENT the shooting started.
Roll-off to see who deploys the crew first: Standard rewards:
● On ground level. ● +5 per wounding hit.
● Within 10” of a short battlefield edge. ● +1 for taking an enemy Leader or Champion Out of
● Within 1” of at least one other friendly fighter. Action.
Both crews should have line of sight to each other. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
Note: Infiltrate can't be used in this scenario.
REPUTATION
SPECIAL RULE: QUICK DRAW ● +1 to each gang that took part in the battle.
When a fighter activates, make a Cool check for them - as ● 6 minus the amount of failed Cool checks to the
soon as one crew has failed a total of 6 Cool checks, they go gang that didn’t fail all 6 Cool tests.
for their guns!

Until one side draws and starts shooting, fighters can only
make a single move action during activations:
● No more than 3”.
● Must move toward the opposing crew.
● May not move into cover.
● If the move would take the fighter closer than 4” to
an enemy fighter, take no action instead.

When a crew’s fighters go for their guns, all fighters on the


battlefield become Ready. Make an Initiative test for all
fighters, adding +1 if using a Sidearm and a -2 modifier if
using an Unwieldy weapon.

● Fighters that passed the test activate first (first


group).
● Those that failed the test activate last (second
group).

Activations in the first and last groups are made in order of


the Initiative stat, from best to worst.

For fighters activating simultaneously (tied go at the same


time), work out any Shooting actions before any Move or
Charge actions.

Once the quick draw has been worked out, the following
rounds are played as normal.

220
★ NECROMUNDA ★

SCENARIO 16: CARAVAN HEIST


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If a gang voluntarily bottles out and flees the battlefield, their
the defender. opponent automatically wins the scenario. If the attacker wins
this way, place D3 extra Loot counters on each fighter in the
BATTLEFIELD crew not Prone and Seriously Injured or Out of Action at the
Standard. However, the battlefield must be set up in such a end of the battle.
way that the caravan can travel across the battlefield without
structures or impassable terrain blocking its path. ENDING THE BATTLE
The battle ends when at least 1 condition is true:
CREWS ● Only one gang has fighters remaining (at the end of
● Custom (10). a round).
● The caravan reaches the far battlefield edge.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1.
VICTORY
● Underdog: Draw 1 extra (before discarding 1). The attacker wins if they can gather 10 Loot counters,
otherwise the defender is the winner.
DEPLOYMENT
The defender deploys first, placing the caravan so that it is
REWARDS
touching one of the edges of the battlefield. Then place the CREDITS
crew so that they are on on or within 12” of the caravan. The ● D6x10 per Loot counter the attacker got on fighters
attacker then sets up their fighters within 6” of any battlefield that didn’t go Out of Action, but including those that
edge except the one with the caravan. fled.
● D6x10 to the defender.
● 3D6x10 to the defender if the attacker recovered less
SPECIAL RULE: THE CARAVAN than 5 Loot counters.
Use a suitable vehicle or marker to represent the caravan. At
the start of each round, before rolling for Priority, the defender EXPERIENCE
moves the caravan 6” toward the table edge opposite its Scenario specific rewards:
starting position. The caravan must avoid impassable terrain ● +1 to each fighter that took part in the battle.
and stay on ground level, but is otherwise not stopped by ● +1 to attacking fighters that didn’t go Out of Action
anything. Fighters on the caravan are moved with it. Fighters and gathered a Loot counter.
in its path are moved the minimum distance necessary to ● +1 to defending fighters for taking an enemy carrying
avoid the caravan’s advance. Any barricades, loot caskets, one or more Loot counter Out of Action.
ammo crates or small pieces of terrain that are run over by Standard rewards:
the caravan are removed. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
The caravan can't be attacked, blocks line of sight and Action.
provides cover to fighters riding on it. A fighter may climb ● +1 for killing an enemy (during the battle).
onto, or off, the caravan: ● +1 for Rallying.

EMBARK / DISEMBARK (SIMPLE) REPUTATION


Climb onto or off the caravan. ● +1 to each gang that took part in the battle.
● +D3+1 to winning attacker (10 or more Loot
counters).
Attackers may loot the caravan as a Simple action: ● +D3+1 to winning defender (the caravan reached the
far table edge without the attacker recovinger 10 or
LOOT CARAVAN (SIMPLE) more Loot counters).
If Active and within 1” of the caravan, put a Loot counter
on the fighter.
ALTERNATIVE VARIANT
If an attacking fighter goes Out of Action, any Loot they have The caravan can include mounted weapons to be operated,
are discarded. ignoring Unwieldy trait.

DESIGNER’S NOTE
If there are weapons modelled on the caravan, fighters riding ALTERNATIVE VARIANT (HANGERS-ON)
it can operate them by taking a Shoot action. Ignore the A Dome Runner might be one of the defenders, or maybe
Unwieldy trait for mounted weapons. leading the way for the caravan to make sure it has a clear
path.
SPECIAL RULE: GUILDER HIRED GUNS
As Guild appointed protectors, the defender’s gang wouldn’t
dare run off, and so need not take Bottle tests for this
scenario. They can however voluntarily bottle out and flee the
battlefield.

Additionally, if (due to injuries) the defender has insufficient


fighters to field the max crew size, Hive Scum may be hired
free of charge to even the odds.

221
★ NECROMUNDA ★

SCENARIO 17: SPOOK/GHAST HARVEST


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard. If a gang voluntarily bottles out and flees the battlefield, their
opponent automatically wins the scenario. If the attacker wins
CREWS this way, place D3 extra ghast tokens on each fighter in the
● Custom (D3+4). crew not Prone and Seriously Injured or Out of Action at the
end of the battle (there is no risk of being affected by the
unrefined ghast).
TACTICS
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1).
ENDING THE BATTLE
The battle ends when only one gang has fighters remaining.
Cards can only be played on a 4+. If failed, it has no effect
and is discarded. Draw another random card to replace it. VICTORY
The gang with the most ghast tokens at the end of the battle
DEPLOYMENT is the winner - otherwise it is a draw.
Standard.
REWARDS
OBJECTIVES CREDITS
Gather as much unrefined ghast as possible, and take out ● D6x10 per ghast token carried by a fighter that didn’t
any enemy fighters that get in their way. go Out of Action.

Alternatively, a gang may hold onto any or all of the ghast for
SPECIAL RULE: HARVESTING GHAST use in the future battles. A fighter may consume a bag of
After setting up the battlefield, starting with the gang with unrefined ghast as a Simple action:
Priority, take turns placing 4 ghast deposits.
CONSUME GHAST (SIMPLE)
An Active fighter in B2B with a ghast may spend a Double Roll on the Harvesting Ghast table to see what
action (Harvest Ghast): happens.

HARVEST GHAST (DOUBLE) EXPERIENCE


Pass an Intelligence check to gain a Ghast token. If Scenario specific rewards:
passed, roll a D6. On a 6+, the ghast deposit is exhausted ● +1 to each fighter that took part in the battle.
and removed. ● +1 to each fighter that harvested at least one ghast
token and didn’t go Out of Action.
Regardless of the outcome, make a Toughness test (+2 if ● +1 for the first use of a Wyrd Power.
wearing a respirator). This test can be failed voluntarily. If Standard rewards:
failed, roll on the table below. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
D6 Result Action.
1-3 Oh God! Oh God! Oh God! Become Ready and activate ● +1 for killing an enemy (during the battle).
immediately, but controlled by the opponent. ● +1 for Rallying.
4-5 It’s like the Universe is in my Mind! Become a Psyker
(Unsanctioned?) and gain a random psychic power. If REPUTATION
already a Psyker and has a Wyrd Power, this has no ● +1 to each gang that took part in the battle.
effect. ● +3 for successfully harvesting 5 or more ghast
tokens.
6 Today, I am the Emperor!
● +2 modifier to any dice rolls for the rest of the
battle.
● Become a Psyker (Unsanctioned?) and gain a
random psychic power. If already a Psyker and
has a Wyrd Power, this has no effect.

Any carried ghast token is lost if going Out of Action.

Random psychic power (from this list or any universal


discipline):
1: Assail (Basic) ALTERNATIVE VARIANT
2: Flame Blast (Basic), Continuous Effect Add defences, sentries and locked doors to represent a ghast
3: Freeze Time (Double) farm. Turrets can be used, counting as heavy stubbers or
4: Weapon Jinx (Simple) heavy bolters with BS 5+, T5, 2 Wounds, Overwatch skill and
5: Terrify (Double) always count as Active and subject to the Ready condition.
6: Quickening (Basic), Continuous Effect Sentries can be set up using the Sneak Attack rules.

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SCENARIO 18: ARCHAEO-HUNTERS


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard. If a gang has no remaining fighters and at least 1 fighter fled
voluntarily, the opponent automatically wins the scenario. The
CREWS winner gains an additional D6x10 credits for each of their
● Random (D3+7). fighters that are still on the battlefield and not Seriously
Injured.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1.
ENDING THE BATTLE
● Underdog: Draw 1 extra (before discarding 1). The battle ends when only one gang has fighters remaining
(whether having fled, been taken Out of Action or entered the
vault).
DEPLOYMENT
Standard.
VICTORY
Randomize one edge that is not part of a deployment area. The gang with the most fighters in the vault is the winner.
Place a door on this edge, as close to the midpoint as Otherwise it is a draw.
possible. This is the entrance to the vault. Next, place a
marker in the centre of the battlefield to represent the REWARDS
automata. CREDITS
● D6x10 per fighter in the vault.
OBJECTIVES ● D6x10 per fighter still on the battlefield (excluding
The gangs are trying to crack open the vault before their Seriously Injured) if the opponent voluntarily bottled
rivals. out and flees the battlefield.

EXPERIENCE
SPECIAL RULE: THE AUTOMATA Scenario specific rewards:
Gangs are hunting for a rumoured archaeo-vault, but to find it, ● +1 to each fighter that took part in the battle.
and crack it open, they need to use an abandoned mining ● +1 to each fighter entering the vault.
automata. ● +D3 for taking the automata Out of Action (if using
alternative scenario rules).
M WS BS S T W I A Ld Cl Wil Int
Standard rewards:
4” 4+ 5+ 5 5 5 6+ 3 12+ 2+ 6+ 10+ ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Wargear: Meltagun, heavy rock cutter Action.
Armour: Light Carapace (4+) ● +1 for killing an enemy (during the battle).
Special rule: The automata can't be Pinned. ● +1 for Rallying.

The automata begins the battle in a powered-down state. A REPUTATION


fighter within 1" can perform a Simple action (Power Up) ● +1 to each gang that took part in the battle.
● If within 1” of the automata, pass an Intelligence ● +D3 to the winning gang.
check to power it up. The automata becomes ready
and is part of the gang who powered it up until it
powers down.

In the end phase, the automata returns to a powered-down


state.

Only the automata can open the vault. It can perform a


Double action (Destroy Door):
● If within 1” of the vault door, the vault door is
destroyed.

After the vault door is destroyed, any fighters may move off
the table and into the vault via the doorway.

ALTERNATIVE RULES
The Ambot is especially appropriate for this scenario and can
be substituted for the automata. More than one automata can
be introduced to make the scenario more challenging. The
Automata begins the scenario powered up, and fighters must
move into base contact with them and make Intelligence tests
to take control of them for a round. Unless controlled by a
gang, each automata will fight on their own side to defend the
vault.

223
★ NECROMUNDA ★

SCENARIO 19: ESCORT MISSION


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If the defender voluntarily bottles out and flees the battlefield,
the defender. the attacker automatically wins.

BATTLEFIELD ENDING THE BATTLE


Standard. The battle ends when at least 1 condition is true:
● Only one gang has fighters remaining.
CREWS ● The agent has escaped.
● Attacker: Custom (D3+5) + Reinforcements.
● Defender: Random (D3+7) + Agent. VICTORY
The defender wins if the agent is extracted, otherwise the
TACTICS attackers wins.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). REWARDS
CREDITS
DEPLOYMENT ● D6x10 to the defender if the agent is extracted.
Standard. ● D6x10 to the attacker if the agent is taken Out of
Action.
SPECIAL RULE:THE AGENT EXPERIENCE
The defender is trying to guide an uphive agent to safety. For Scenario specific rewards:
the duration of the battle, the agent is considered to be part of ● +1 to each fighter that took part in the battle.
the defender’s crew. ● +1 for taking the agent Out of Action.
Standard rewards:
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion out of
UPHIVE AGENT action.
M WS BS S T W I A Ld Cl Wil Int ● +1 for killing an enemy (during the battle).
4” 5+ 4+ 3 3 2 4+ 1 7+ 6+ 7+ 7+ ● +1 for Rallying.

Wargear: Mesh, displacer field REPUTATION


Weapons: Laspistol ● +D3 to the defender for extracting the agent.
● +D3 to the attacker for taking the agent Out of
Action.
SPECIAL RULE: EXTRACTION ● -1 to any gang that bottled out
The defender’s goal is to get the agent to the extraction point.
The agent needs to reach the battlefield edge closest to the
attacker and roll 5+ in the End phase to escape. If the roll
failed, add a cumulative +1 in each subsequent End phase.

REINFORCEMENTS
1 random attacking fighter arrives at the End phase of the
second round, and each round thereafter.

ALTERNATIVE VARIANT
The defender may be a single Cyborg Assassin with
Bodyguard (any hit against the agent can be transferred to
the Cyborg on a 3+, provided that the two are within 2” of
each other).

ALTERNATIVE VARIANT (HANGERS-ON)


Any Hangers-on could be used instead of the Agent.

224
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SCENARIO 20: FIGHTER DOWN


ATTACKER & DEFENDER SPECIAL RULE: CARRION CREATURES
The gang who chose this scenario is the attacker, the other is In the underhive, there are countless predators skulking in the
the defender. shadows - mutated rats, murder-pedes, rust vultures and
others.
BATTLEFIELD
Standard. After the wounded fighter and both gangs have deployed, roll
D6+3 to find out how many Carrion Creatures are present.
Take turns, starting with the gang with Priority, to place these
CREWS creatures on the battlefield, at least 12” from any fighters
● Random (D3+2) + Reinforcements. (including the wounded fighter).

The attacking crew must include a random Ganger or Juve to In each End phase, take turns moving the Carrion Creatures,
be the wounded fighter. starting with the gang with Priority. Any Carrion Creature that
ends its movement in base contact with a fighter will make a
TACTICS Melee (Basic) action against it - after this action has been
Standard: Draw 3 Tactics (random), then discard 1. resolved move the creature D3” directly away from the fighter.
● Underdog: Draw 1 extra (before discarding 1). The fighter may not make Reaction attacks.

DEPLOYMENT
Standard. The attacker places the wounded fighter face down
CARRION CREATURE
within 8” of the centre of the battlefield. M WS BS S T W I A Ld Cl Wil Int
6” 5+ 6+ 3 3 1 3+ 1 9+ 7+ 9+ 11+
REINFORCEMENTS
Receive D3 random fighters at the end of the second round, Weapons: Beaks, claws and mandibles
and each round thereafter. In this scenario, Reinforcements (counts as unarmed attacks).
are deployed by the controlling player anywhere within 1” of
the edge of the battlefield and not within 12” of an enemy
fighter. ENDING THE BATTLE
The battle ends when at least 1 condition is true:
SPECIAL RULE: THE WOUNDED FIGHTER ● Only one gang has fighters remaining.
For the purpose of this scenario, the wounded fighter is ● The wounded fighter has escaped or is taken Out of
considered to have suffered a Serious Injury, one which they Action.
can't recover from - do not roll to see if they recover in the
End phase. Instead, they remain Seriously Injured until they VICTORY
either go Out of Action or are carried off the battlefield. They The attacker wins if the wounded fighter escapes, otherwise
may still make Crawl (Double) actions as normal. the defender wins.

The wounded fighter may be taken Out of Action with the REWARDS
Coup de Grace action as normal. Friendly fighters may spend EXPERIENCE
a Double action (Carry) if activating within 1” of the wounded Scenario specific rewards:
fighter, allowing them to move up to their Move stat and take ● +1 to each fighter that took part in the battle.
the wounded fighter with them. If the wounded fighter begins ● +1 for taking the wounded fighter Out of Action.
their activation within 1” of the battlefield edge closest to the Standard rewards:
attacker’s deployment area, they may escape off the ● +5 per wounding hit.
battlefield. ● +1 for taking an enemy Leader or Champion out of
action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.
ALTERNATIVE VARIANT
Custom underhive predators may be included. Creatures may REPUTATION
be placed anywhere on the battlefield, or keep their location ● +D3 to the attacker if the wounded fighter escaped.
secret using Pitch Black special rule from In the Dark ● +1 to the defender if the wounded fighter was taken
scenario. The creatures are only revealed when fighters get Out of Action.
within line of sight of them. If a creature moves out of line of ● -1 to any gang that bottled out.
sight, replace it with a counter. In the End phase, each
counter may swap which monster it represents.

ALTERNATIVE VARIANT (HANGERS-ON)


A Rogue Doc could be included.

225
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SCENARIO 21: MURDER CYBORG


D6 CYBORG’S MISSION
BATTLEFIELD
Standard. 1-2 Extermination Directives: The Cyborg must kill everyone! If
it is Engaged, it will take Fight actions. If not, it will target the
closest model with a Shoot action. If it can see more than
CREWS one model, it must divide its Shoot actions between then as
● Custom (15). evenly as possible, starting with the closest model and
moving outward (it must take Cool tests as normal to target
TACTICS models other than the closest). If it can't see any models, it
Standard: Draw 3 Tactics (random), then discard 1. must move toward the nearest model.
● Underdog: Draw 1 extra (before discarding 1). 3-4 Decapitation Subroutines: The Cyborg must kill the
Leaders. The Assassin acts as above, however it will only
DEPLOYMENT target Leader models, only fighting other emodels if they are
Standard. either Engaged with it, or blocking its path to a Leader.
5-6 Preservation Protocols: The Cyborg must return to its
SPECIAL RULE: THE CYBORG masters. When the Assassin is revealed, the player who has
An augmented Hive Assassin is operating in the gang’s Priority picks a point on the battlefield edge farthest from it,
territory. Until the Assassin is placed on the battlefield, this is its escape point. If the Assassin ends any round in
whenever a fighter suffers a wound, roll a D6. On a 5+, the base contact with the escape point, it is removed. While
Cyborg Assassin is revealed. Remove the wounded fighter escaping, in each activation the Cyborg must make at least
from the battlefield (they do not count as having been one Move action that takes it closer to the escape point if
Seriously Injured or taken Out of Action) and replace them possible, though it can shoot at the closest targets as
with an appropriate model to represent the Cyborg Assassin. detailed above, at the controlling player’s discretion.

When the Cyborg is first revealed, the gang 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 gang with Priority controls the Cyborg, although it ● Only one gang has fighters remaining.
must follow its directives as detailed below. The Cyborg ● At the end of a round in which the Cyborg was
Assassin never counts as a friendly model for any gang. removed.

CYBORG ASSASSIN VICTORY


M WS BS S T W I A Ld Cl Wil Int The gang who destroyed the Cyborg Assassin is the winner.
4” 3+ 2+ 4 5 3 4+ 3 8+ 3+ 5+ 8+ Otherwise it is a draw.
Skills: Fast Shot, Gunfighter, Iron Jaw
Wargear: Light Carapace (4+), displaced field REWARDS
Weapons: 2x Bolt pistols (with las-projectors), CREDITS
shotgun (with executioner ammo), ● 3D6x10 for delivering the Coup de Grace to the
frag & krak grenades Assassin.
● Ignores the effects of Flash, Gas and Toxin traits
EXPERIENCE
(while taking damage from Blaze, it may take
Scenario specific rewards:
actions and move as normal while on fire).
● +1 to each fighter that took part in the battle.
● Can't be Pinned.
● +1 for wounding the Cyborg.
● Unaffected by the Coup de Grace action.
Standard rewards:
● Treats Out of Action as Serious Injury instead.
● +5 per wounding hit.
● While Seriously Injured, do not roll Injury dice in
● +1 for taking an enemy Leader or Champion out of
the End phase.
action.
● Instead, pass a Toughness check
● +1 for killing an enemy (during the battle).
(roll equal to or lower than Toughness)
● +1 for Rallying.
to recover (suffering a Flesh Wound as normal).
● Once Toughness reaches 0 as a result
REPUTATION
of Flesh Wounds, it can't recover. Although it
● +D3 for delivering the Coup de Grace on the Cyborg.
may still Crawl as a Double action and can
● -1 to any gang that bottled out.
now be removed from the battlefield with a
Coup de Grace action.
ALTERNATIVE VARIANT
Use a Rise of the Servitors scenario against one or more gangs. The
number of servitors should equal to at least 3 times the number of
opposing fighters. Use the Hive Dweller profile for the Servitors (from
the Downtown Dust-up scenario). The servitors can only make a
Move action with the servitors as they go about their pre-programmed
duties. The attackers’ mission is to find the 3 Cyborg Assassins
ALTERNATIVE ENDGAME VARIANT posing as servitors. When a servitor is taken Out of Action, roll a D6.
Gangs work together or against each other, but there will be a Murder On a 4+, they become a Cyborg Assassin. Then roll to see what their
Cyborg for each gang. The battle only ends when all the Cyborgs or mission is. Once 3 Cyborg Assassins have been revealed, no more
Gangs are killed. Alternatively, the Murder Cyborgs might be are added to the board. Servitors activating within 12” of an active
chrono-gladiators turned assassins, and if not killed by the end of a Cyborg Assassin can make Attack actions as the Assassin overrides
set round, they explode! their simple machine functions for its own ends.

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SCENARIO 22: THE HIT


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining.
the defender.
VICTORY
BATTLEFIELD If the defender’s Leader is Seriously Injured or taken Out of
Standard. Action, the attacker is victorious. Otherwise, the defender is
the winner.
CREWS
● Attacker: Custom (D3+5). REWARDS
● Defender: Random (D3+5) + the Leader + EXPERIENCE
Reinforcements. Scenario specific rewards:
● +1 to each fighter that took part in the battle.
TACTICS ● +D3 to attacking fighters for wounding the defender’s
Standard: Draw 3 Tactics (random), then discard 1. Leader.
● Underdog: Draw 1 extra (before discarding 1). ● +D3 to the defending Leader if not taken Out of
Action or Seriously Injured at the end of the battle.
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
1. Defender: ● +1 for taking an enemy Leader or Champion out of
○ Deploy the Leader and 2 other fighters action.
within 12” of the centre of the battlefield. ● +1 for killing an enemy (during the battle).
○ Roll a 5+ for each of the remaining fighters ● +1 for Rallying.
to place them anywhere on the battlefield.
Otherwise they must deploy within 8” of the REPUTATION
Leader. ● The attacker gains +D3 if the defender’s Leader is
2. Attacker: Within 2” of any battlefield edge and at Seriously Injured or +D6 if the defender’s Leader is
least 6” from any enemies. taken Out of Action.
● +D3 to the defender if their Leader is still on the
REINFORCEMENTS battlefield at the end of the battle.
At the end of the second round, and each round thereafter, ● -1 to any gang that bottled out.
one random fighter will arrive in the End phase as
Reinforcements.

SPECIAL RULE: THE TARGET


The attacker is gunning for the defender’s Leader. The
Attacker has Priority for the first round. In the first round, the
defender’s fighters may only make a single action in each
activation.

ALTERNATIVE VARIANT
The attackers can be a custom watchman hit squad or
assassin gang. Alternatively, the attackers might unleash a
nest of murder servitors or monsters.

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MULTI-PLAYER

SCENARIO 23: GANG MOOT


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY
● Random (D3+5) + the Leader. The gang with the Leader still on the battlefield (not Seriously
Injured). Otherwise it is a draw.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1. REWARDS
● Underdog: Draw 1 extra (before discarding 1). EXPERIENCE
Scenario specific rewards:
DEPLOYMENT ● +1 to each fighter that took part in the battle.
Take turns in each step (starting with the winner of a roll-off): ● +5 per wounding hit.
● Leaders within 6” of the centre of the battlefield. ● +D6 to the last Leader on the battlefield.
● Remaining fighters (taking turns, one at a time) Standard rewards:
anywhere at least 12” from a Leader and 6” from any ● +1 for taking an enemy Out of Action
other fighter (friend & foe). ● +1 for taking an enemy Leader or Champion out of action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.
SPECIAL RULE: PARLAY
The gangs are meeting to hammer out a treaty or settle some REPUTATION
other kind of business - when suddenly someone goes for a ● +1 to each gang that took part in the battle.
gun! ● +2 for taking an enemy Leader Out of Action.
● +3 to the gang with the last standing Leader.
At the start of the battle only Leaders are Ready, all other
fighters are unaware that their allies are about to become
enemies. Fighters that didn't start can only become Ready for
the first time in the following situations :
● Shoot (12"): Pass an Intelligence check when
another fighter takes a Shoot action (except Silent)
within 12".
● Fight (6"): Pass an Intelligence check when another
fighter makes a Fight action within 6".
● Hit by a any attack.

In the End phase, each unready fighter can move 6” in any


direction.

Only fighters that have become Ready will regain Ready at


the start of any round.

All fighters can spend a Double action (Yell):


● All friendly fighters within 12” can pass an
Intelligence test with a +2 modifier to become Ready
(if not having been Ready before).

228
★ NECROMUNDA ★

MULTI-PLAYER

SCENARIO 24: PITFIGHT


BATTLEFIELD ENDING THE BATTLE
Standard. It is advisable to make the battlefield no larger than The battle ends when only one Champion (or less) remains.
24”x24” - alternatively, the interior of the Necromunda:
Underhive box can be used to represent a deadly fighting pit. VICTORY
The gang with the last Champion standing is the winner.
CREWS Otherwise it is a draw.
Each gang chooses 1 Champion.
REWARDS
TACTICS CREDITS
Standard: Draw 3 Tactics (random), then discard 1. ● D6x5 to the winning Champion per other Champion
● Underdog: Draw 1 extra (before discarding 1). that took part in the fight

DEPLOYMENT EXPERIENCE
Take turns placing the Champion in contact with one of the Scenario specific rewards:
board edges and at least 12” from an already deployed ● +1 to each Champion taking part in the pitfight.
Champion. ● +5 per wounding hit.
● +D3 to the winning Champion.
Standard rewards:
SPECIAL RULE: IT’S ONLY A SCRATCH! ● +5 per wounding hit.
No one likes a quick fight, and the Champions know that they ● +1 for taking an enemy Leader or Champion out of
need to put on a show with lots of blood. action.
● Ignore Flesh Wound results on the Injury dice. ● +1 for killing an enemy (during the battle).
● Treat Seriously Injured results as Flesh Wounds. ● +1 for Rallying.
● Coup de Grace can't be used (no easy deaths!).
REPUTATION
SPECIAL RULE: ROUND ONE... ● +1 to each gang that took part in the battle.
Pitfights have rules… after a fashion. ● +2 if the Champion survives to round 6.
● Round 1-2: No ranged weapons or grenades. ● +4 to the winner.
● Round 3-4: No Unwieldy ranged weapons or
grenades.
● Round 6+: All weapons may be used.

229
★ NECROMUNDA ★

N17 - 3D

SCENARIO 25: CLAIM THE SPIRE


BATTLEFIELD ENDING THE BATTLE
Lay out the terrain so that it creates a series of large spires The battle ends when only one gang has fighters remaining.
and tall structures close to the centre of the board. Each spire
should have plenty of levels for gangers to fight upon as well Additionally, if a gang Bottles Out, the battle also ends on a
as a series of walkways linking them to each other. Scatter 4+ at the end of the following round. Otherwise, roll again at
terrain is still placed as normal. the end of each subsequent round, adding 1 to the result for
each additional time this roll is made; in other words, the
CREWS second time this roll is made, the battle will end on a 3+ and
● Custom (15). so on.

TACTICS VICTORY
Standard: Draw 3 Tactics (random), then discard 1. If only one gang has fighters remaining at the end of the
● Underdog: Draw 1 extra (before discarding 1). battle, they are victorious. Otherwise, at the end of the battle,
whichever gang has scored the most points is declared the
winner.
DEPLOYMENT
Standard.
REWARDS
CREDITS
OBJECTIVES ● D3x10 to the winner.
Each gang is trying to claim the highest ground they can,
whilst also inflicting heavy losses upon their rival gang. At the EXPERIENCE
end of each turn, the gang with the highest-placed model Scenario specific rewards:
scores 1 point (if both gangs are tied then they each score 1 ● +1 to each fighter that took part in the battle.
point). Additionally, each gang scores 1 point for each enemy ● +1 to the winning Leader (regardless of whether they took
ganger that goes Out of Action. part in the battle or not).
Standard rewards:
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +3 to the winner.
● +1 to both gangs if this was the first battle against each
other.
● -1 to any gang that bottled out.

230
★ NECROMUNDA ★

2D

SCENARIO 26: THE GAUNTLET


ATTACKER & DEFENDER SPECIAL RULE: SOMETHING TO MOVE
The gang who chose this scenario is the attacker (the During the run it is all or nothing! No gangs need to make
runners), the other is the defender (the hunters). Bottle Tests. If, at the start of any round, half of the attacker’s
crew (rounding up) are Seriously Injured or Out of Action, the
BATTLEFIELD attacker may voluntarily bottle out.
Set up the battlefield as shown on the map.
1. Double door (closest to the bridge). ENDING THE BATTLE
2. Single door (between wall and bridge). The battle ends when at least 1 condition is true:
3. Double door (entrance to Ventilation Turbine). ● Only one gang has fighters remaining (at the start of
4. Double door (entrance to the vault). any round).
● An attacking fighter opens the loot in the Vault.
● 1 loot casket inside the vault.
● The defender may add 0-4 barricades anywhere. VICTORY
● All doors begin closed but not locked Attacker: Claiming the chrono crystal.
(except the Vault door of course!). Defender: Otherwise (any other result).

CREWS REWARDS
● Attacker: Custom (D6+4). CREDITS
● Defender: Random (D3+4). ● +10 credits for each opposing Ganger or Juve taken Out of
Action.
TACTICS ● +20 credits for each opposing Champion taken Out of
Standard: Draw 3 Tactics (random), then discard 1. Action.
● Underdog: Draw 1 extra (before discarding 1). ● +40 credits for the opposing Leader taken Out of Action.

DEPLOYMENT The attacker can sell the chrono crystal for 2D6x20 credits (if
The attacker deploys first anywhere in the shadowed area of they get it) or hold onto it as it might be useful at some point in
the Unlit Crossroads tile. The defender then deploys as the future...
detailed in ‘From the Shadows’ below. The attacker has
priority for the first round. EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
SPECIAL RULE: FROM THE SHADOWS ● +1 to each defender for taking an attacker Out of Action
At the start of the battle the defender can set up anywhere on (in addition to the standard for this).
the battlefield (with the exception of the Unlit Crossroads tile) ● +D3 to each winning attacker.
or can choose to have them lurking in the shadows. Fighters Standard rewards:
that are lurking in the shadows are not active and have no ● +5 per wounding hit.
effect until they are deployed. ● +1 for taking an enemy Leader or Champion Out of Action.
● +1 for killing an enemy (during the battle).
When it is the defender’s turn to activate a fighter they can ● +1 for Rallying.
choose one of the following:
● Pass (taking no action). REPUTATION
● Activate a ready fighter as normal. ● +1 to both gangs.
● Move a fighter from the shadows onto the battlefield ● +1 to winning defender.
(placing them anywhere on the battlefield at least 3” from ● +3 to winning attacker.
an enemy).
● Send an Active or Pinned fighter back into the shadows
(removing them from the board).

Fighters placed from the shadows are not ready and so must
wait until the following round to take actions.

OBJECTIVES
Attacker: Break into the Vault and open the loot casket
(retrieving the chrono crystal).
Defender: Stop all the runners by taking them Out of Action.

231
★ NECROMUNDA ★

N17

SCENARIO 27: IN THE DARK


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY
● Custom (15). The winner is the last crew with fighters on the battlefield.

TACTICS REWARDS
Standard: Draw 3 Tactics (random), then discard 1. EXPERIENCE
● Underdog: Draw 1 extra (before discarding 1). Scenario specific rewards:
● +1 to each fighter that took part in the battle.
DEPLOYMENT ● +1 for taking an enemy Out of Action (this also
Standard. applies to monsters if they are included).
Standard rewards:
● +5 per wounding hit.
OBJECTIVES ● +1 for taking an enemy Leader or Champion Out of
The gangs are trying to wipe each other out, and hopefully Action.
survive the dark. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
PITCH BLACK
This scenario uses the Pitch Black special rule. REPUTATION
● +1 to each gang that took part in the battle.
HORRORS IN THE DARK ● +2 to the winning gang.
● +1 for each monster taken Out of Action (if included).
When a fighter activates at least 8” from any other
non-Passive fighters (friend & foe), roll a D6:

1: Suffer a S6 AP -1 D2 hit. If Seriously Injured, go Out of


Action (dragged away into the darkness)
2-3: Can't make any actions this activation.
4-5: Can only make one action this activation.
6: Activate normally.

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.

232
★ NECROMUNDA ★

SCENARIO 28: MONSTER HUNT


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least 1 condition is true:
● Only one gang has fighters remaining.
CREWS ● The Sump Horror is killed.
● Random (D3+7).
VICTORY
TACTICS The winner is the gang that killed the Sump Horror. Otherwise
Standard: Draw 3 Tactics (random), then discard 1. it is a draw.
● Underdog: Draw 1 extra (before discarding 1).
REWARDS
DEPLOYMENT CREDITS
Standard. ● 3D6x10 to the gang that slew the Sump Horror

EXPERIENCE
SPECIAL RULE: THE SUMP HORROR! Scenario specific rewards:
The gangs are trying to bag a massive Sump Horror (as well ● +1 to each fighter that took part in the battle.
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 ● +5 per wounding hit.
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.

233
★ NECROMUNDA ★

N17

SCENARIO 29: SETTLEMENT ATTACK


ATTACKER & DEFENDER SECTOR MECHANICUS
The gang who chose this scenario is the attacker, the other is The defenders can fight from the top of the Wall (and are
the defender. considered to be in cover if they do so). The only ways to
bypass the Wall are to either breach the locked door in the
gateway, or to try to scale its side. Attacking fighters
BATTLEFIELD beginning in base contact with the Wall may take the Scale
Divide the battlefield into 3 areas representing the edge of a (Double) action. If they complete 2 of these actions in a row,
major settlement, the areas are: the Wall, No-man’s-land and place them on top of the Wall.
the Wilderness.
LOOTING THE SETTLEMENT
SECTOR MECHANICUS Attacking fighters in base contact with the defender’s board
The Wall should be set up within 6” of one board edge (but edge in the start of the End phase may be removed from play
still allowing space for models to be deployed behind it), using as they are looting the settlement. Fighters that move off the
suitable terrain to represent an impassable line. In the middle board in this way are not considered to have been taken Out
of the Wall there should be a gateway with a closed and of Action, but also do not contribute to the attacker’s crew size
locked door (according to Zone Mortalis rules). An area 12” for Bottle tests.
beyond the Wall is No-man’s-land, and it should only have
sparse scattering of terrain. The rest of the table is the
Wilderness, using standard setup as described in the
ENDING THE BATTLE
pre-battle sequence. The battle ends when only one gang has fighters remaining.

ZONE MORTALIS VICTORY


The wall is a line of at least 3 tiles with only 1 tunnel If 3 or more attacking fighters looted the settlement, they are
connecting them to the rest of the board. The tunnel should victorious. Otherwise, the defender wins.
have locked doors at both of its ends and all other access to
the rest of the board should be blocked off. The next line of REWARDS
tiles, connecting to the Wall, is No-man’s-land and should be CREDITS
made up of tiles with large open areas if possible. Beyond ● +D6x10 to the winning defender.
these tiles, there should be one or more lines representing ● +D6x10 per looting fighter to the winning attacker.
the Wilderness, using standard setup as described in the
pre-battle sequence. EXPERIENCE
Scenario specific rewards:
CREWS ● +1 to each fighter that took part in the battle.
● Custom (15). ● +D3 to each looting fighter.
Standard rewards:
TACTICS ● +5 per wounding hit.
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking an enemy Leader or Champion out of
● Underdog: Draw 1 extra (before discarding 1). action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.
DEPLOYMENT
The attacker deploys their crew within 6” of the board edge REPUTATION
farthest away from the Wall. The defender deploys their crew ● +D6 to the defender if no attackers made it past the
anywhere either on or behind the Wall. Wall.
● +D3 to the defender if attackers made it past the
SPECIAL RULE: THE WALL Wall, but not looting the settlement.
The Wall represents a formidable barrier to reaching the ● +1 to attacker for every looting fighter.
settlement. ● -1 to any gang that bottled out.

The defenders can fire through loopholes if they are directly


behind the Wall. Fighters using loopholes can't be Engaged or
attacked with Close Combat weapons and ranged attacks
against them suffer -3 to hit. Due to the limited sight lines,
firing from a loophole is restricted to 12” and weapons with
the Blast trait may not be used.

ZONE MORTALIS
Loopholes are considered to be present in any doors or
bulkheads used to block off access to the tiles representing
the Wall. The only ways to bypass the Wall is to breach the 2 ALTERNATIVE VARIANT
locked doors, or use a Hidden Passage tactics card to place a Mounted guns, minefields (melta/gas/frag traps) or defense
Ductway. turrets can be introduced. With more than one attacker,
multiple boards can be set up, and with each gang racing
against their rivals to be the first to loot.

234
★ NECROMUNDA ★

N17

SCENARIO 30: ESCAPE!


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining.
the defender.
VICTORY
BATTLEFIELD The attacker wins if at least 3 fighters escape, otherwise the
Standard. defender wins.

CREWS REWARDS
● Custom (15).
EXPERIENCE
TACTICS CARDS Scenario specific rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +1 to each fighter that took part in the battle.
● Underdog: Draw 1 extra (before discarding 1). ● +1 to each attacking fighter that escaped.
Standard rewards:
● +5 per wounding hit.
DEPLOYMENT ● +1 for taking an enemy Leader or Champion out of
Standard. action.
● +1 for killing an enemy (during the battle).
SPECIAL RULE: ESCAPE ● +1 for Rallying.
The attackers are trying to escape the hive level, and only the
defender’s gang stands in their way. REPUTATION
● +D3 to the defender if no attackers escaped.
Attacking fighters in base contact with the defender’s board ● +1 to attacker for every fighter that escaped.
edge in the start of the End phase may escape the battlefield. ● -1 to any gang that bottled out.
If they are Engaged, they must first pass an Initiative test.
They do not count as having gone Out of Action.

Attacking fighters that do not end their activation closer to the


escape area must make a Nerve test, just as if a friendly
fighter had been Seriously Injured or taken Out of Action
within 3”.

ALTERNATIVE VARIANT
Create a battlefield that funnels the attacker towards a
number of points - either a handful of Zone Mortalis tunnels or
gaps between impassable terrain pieces on a Sector
Mechanicus battlefield.

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.

235
★ NECROMUNDA ★

N17

SCENARIO 31: PRISON BREAK


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining.
the defender.
VICTORY
BATTLEFIELD Attacker: At least two captives escape off the battlefield.
The defender sets up the battlefield, creating the Guild prison. Defender: Otherwise (any other result).
This works best as a Zone Mortalis scenario.
REWARDS
CREWS EXPERIENCE
● Attacker: Random (D3+2). Scenario specific rewards:
● Defender: Random (5 Sentries) + Reinforcements. ● +1 to each fighter that took part in the battle.
● +2 to each captive that escaped.
HOME TURF ADVANTAGE ● +1 to each defender for taking a captive Out of
Defender: Action.
● Bottle tests: Roll 2D6 and discard the highest. Standard rewards:
● Rally tests: +1. ● +5 per wounding hit.
● Hangers-on: Included in the crew on a 4+ ● +1 for taking an enemy Leader or Champion Out of
(roll individually). Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1. REPUTATION
● Underdog: Draw 1 extra (before discarding 1). ● +1 to each gang that took part in the battle.
● +2 to the attacker for each captive that escaped.
Note: Defender can only use Tactics after the alarm is raised. ● +D3 to the attacker if all captives escaped.
● +D3+1 to the defender if no more than one captive
DEPLOYMENT escaped.
The defender chooses a room, sealed off from surrounding
tunnels by doors, or a raised platform, as close to the centre
of the battlefield as possible and sets up the captives in the
room or on the platform within 2” of each other. Sentries are
then placed anywhere on the battlefield, provided they are not CAPTIVE FIGHTERS
in the room or on the same platform as the captives and no This scenario can be used to rescue fighters that have been
sentry is closer than 8” to another sentry. captured and then sold to the Guilders, in which case only
those that have been sold to the Guilders are available.
REINFORCEMENTS
The defender uses Reinforcements. In the round that the This scenario can also be used in multi-player battles with
alarm is raised, and in each subsequent round, D3 random more than one crew starting in separate cells, and then
fighters arrive at the start of the End phase until their entire working against both each other and the prison to escape.
gang has arrived.
This scenario could also be run at the end of a campaign with
SPECIAL RULE: GUILDER PRISON one custom generated gang facing all the fighters who have
The captives are locked up in their cell, but have freed been sold to the guilders - the gangs fielding their captive
themselves from their bonds. Now they just need to escape! fighters and forced to work together to escape the Guild
prison.
All attacking fighters begin the battle armed with only a knife,
regardless of other weapons they have. All doors are locked -
with the exception of one of those leading to the captive’s cell
(if using Zone Mortalis), which they are considered to have
already unlocked.

The captives can leave the battlefield if, during the End
phase, they are within 1” of a board edge and not Engaged.
Whenever a captive takes one of the defender’s fighters Out
of Action in close combat, roll a D6 - on a 1-3, they find a
code that can be used to open a locked door and is then
discarded. On a 4+, they can take one of the fighter’s
weapons and use it for the remainder of the scenario.

236
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 32: BLAZE OF GLORY


ATTACKER & DEFENDER REINFORCEMENTS
The gang going out in a Blaze of Glory is the attacker. The The defender receives Reinforcements in the third and each
other gang(s) are the defender(s). subsequent round. D3 fighters arrive at the start of the End
phase until the entire gang has arrived. In this scenario, the
The attacker is attempting to board the ship and escape Reinforcements are deployed by the controlling player.
Necromunda for a new life somewhere in the stars. The
defender is trying to stop them. STOLEN ACCESS CODES
The attackers have obtained the access codes for the starport
BATTLEFIELD doors, but there is always an outside chance these are out of
Standard. Add key points shown below. The spaceport walls date or simply false.
should be impossible to cross except by the 2 doors. The
doors begin locked and have access terminals on both sides. When making Access Terminal (Basic) action, roll a D6. On a
Ladders can be placed on the inside of the wall to allow 2+, the door is opened without the need to make an
defenders to scale onto the top of the walls. The defender Intelligence test. Otherwise the codes for that door are
then places a ship anywhere on the battlefield more than 6” useless and it can only be opened by making a Force Door
from a battlefield edge and more than 12” from the Spaceport (Basic) action.
Walls.
BLASTING OFF
Only barricades and crates can be placed on the access Any attacking fighter within 1” of the ship at the start of any
road. No large structures can be placed within 12” of the ship. End Phase can board the ship (even if Seriously Injured). At
the start of any round, one fighter that has boarded the ship
can make an Intelligence check with a -5 modifier, and a +1
modifier for every 3 additional friendly fighters who have
boarded the aircraft. If passed, the ship is powered up and
Ship blasts off during the End Phase of that turn.

From the moment the ship is boarded, the defenders know


the situation has slipped outside their control and order the
Hangar Doors to close. The attackers only have 2 rounds with
2 attempts at starting the ship. Once closed, the ship can't
take off. All boarding attackers are placed within 2” of the ship
- they have nothing left to do but fight to the end.

GUARD IT WITH YOUR LIFE


The defender automatically passes any Bottle tests.

ENDING THE BATTLE


The battle ends when at least 1 condition is true:
● Only attackers or defenders have fighters remaining.
Door
12” ● The ship blasts off.

VICTORY
The attacker wins if the ship blasts off. Otherwise, the
Access Road defender wins.
CREWS
● Attacker: Entire gang (including In Recovery and
Hangers-on).
REWARDS
● Defender: Random (10) + Reinforcements. There is only one reward - escape. If the attacking gang is
victorious, they’ll blast off, hoping to evade the guns of the
If this is a multi-player battle, each defending gang has Eye of Selene above Necromunda. If not, the survivors will be
Random (5) + Reinforcements instead. hunted down and brought to justice, no matter how far they
run. This is the end for the gang, for good or for ill.

TACTICS EXPERIENCE
Standard: Draw 3 Tactics (random), then discard 1. Standard rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking an enemy Out of Action
● +1 for taking an enemy Leader or Champion Out of
DEPLOYMENT Action
● +1 for killing an enemy
Defending crew(s):
● +1 for Rallying
● Outside 12” of the attacker’s edge (Access Road).
● Outside 3” of an already-deployed fighter.

Attacker:
● Within 3” of the attacker’s edge (Access Road).

237
★ NECROMUNDA ★

BADZONE

SCENARIO 33: ESCAPE THE BADZONE


BATTLEFIELD ENDING THE BATTLE
Standard. After setting up terrain, take turns placing 4 loot The battle ends when only one gang has remaining (at the
caskets anywhere at least 8” from any edge. end of a round).

CREWS If only one gang bottles out and flees, the opponent’s
Custom (10) remaining fighters count as having escaped.

VICTORY
TACTICS The gang with the most escaped fighters is victorious. If both
Standard: Draw 3 Tactics (random), then discard 1. gangs had an equal amount of escaped fighters, it is a draw.
● Underdog: Draw 1 extra (before discarding 1).
REWARDS
DEPLOYMENT CREDITS
Standard. ● 2D6x10 per loot casket carried off the battlefield.
EXPERIENCE
SPECIAL RULE: A PATH TO SAFETY Scenario specific rewards:
Both gangs are attempting to find a path through the ● +1 to each fighter that took part in the battle.
Badzone, while stopping others from doing the same. Each ● +1 to each captive that escaped.
gang must get its fighters off the battlefield edge closest to Standard rewards:
their opponent’s deployment area. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Any fighters that are not Engaged and within 1” of the Action.
opponent’s battlefield edge may escape in the End phase. ● +1 for killing an enemy (during the battle).
Loot 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.

238
★ NECROMUNDA ★

BADZONE

SCENARIO 34: MANUFACTORUM RAID


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least 1 condition is true:
the defender. ● Only one gang has fighters remaining.
● All 3 bombs explode.
BATTLEFIELD
Standard. VICTORY
If all 3 bombs explode, the attacker wins. Otherwise, the
CREWS defender wins.
● Attacker: Custom (15).
● Defender: Random (D3+5) + Reinforcements. REWARDS
CREDITS
TACTICS ● +2D6x10 to the winning defender.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). EXPERIENCE
Scenario specific rewards:
● +1 to each fighter that took part in the battle.
DEPLOYMENT ● +1 to each fighter that plants or rearms a bomb.
Standard. Then the attacker places 3 bomb markers at least ● +D3 to each fighter that successfully disarms a
12” from another marker and at least 16” from the attacker’s bomb.
deployment area. These are the points where the attacker Standard rewards:
must plant their bombs. ● +1 for taking an enemy Out of Action
● +1 for taking an enemy Leader or Champion Out of
REINFORCEMENTS Action
The defender uses Reinforcements. At the end of the 2nd ● +1 for killing an enemy
round, and in each subsequent round, D3 random fighters ● +1 for Rallying
arrive in the End phase.
REPUTATION
SPECIAL RULE: BOMBS ● +D3 to the winning attacker.
● +D6 to the defender if no bombs explode.
The attacking crew is carrying a collection of homemade
● +D3 to the defender if 1 or 2 bombs explode.
explosives to blow up machinery vital to the rival House.
● -1 for bottling out.
PLANT BOMB (DOUBLE)
Any attacker must spend a Double action (Plant Bomb) if B2B
with a bomb:
● Activate a bomb (B2B).
● Gain 1 XP.

Same action is also used for rearming a disarmed bomb.

The planted bomb has a counter which starts with 1.

In the End phase, roll a D6 for each bomb, adding the result
on its counter. On a 7+, the bomb explodes:
● Strength 6, Damage D3, Blast (5”), Knockback.
Otherwise, increase the counter’s number by 1.

DISARM BOMB (DOUBLE)


Any defender B2B with an active bomb can spend a Double
action (Disarm Bomb):
● Pass an Intelligence check to disarm a bomb (B2B).
● If the check failed and is a double (before modifiers),
the bomb explodes.

A disarmed bomb must be rearmed by an attacker using the


Plant Bomb (Double) action. The counter is reset to 1.

SPECIAL RULE: FUNCTIONING MANUFACTORUM


The Industrial Terrain in this scenario is fully functioning.
Terrain activates on a 3+ rather than a 6+.

239
★ NECROMUNDA ★

BADZONE

SCENARIO 35: THE CONVEYER


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least 1 condition is true:
the defender. ● No more defenders remaining.
● After round 9.
BATTLEFIELD
Defender chooses a tile or a piece of terrain roughly 12” in VICTORY
diameter and sets it up in the centre of the table. This is the The attacker wins if there are no more defenders. The
platform. defender wins if all 9 rounds are played.

The attacker then sets up the rest of the battlefield around the REWARDS
platform. EXPERIENCE
Scenario specific rewards:
Finally, the attacker places 4 loot caskets within 12” of the ● +1 to each fighter that took part in the battle.
edges of the platform. ● +1 to attacking fighters on the platform when it
moves.
CREWS ● +1 to defending fighters on the platform at the end.
Custom (10). Standard rewards:
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
TACTICS Action.
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for killing an enemy (during the battle).
● Underdog: Draw 1 extra (before discarding 1). ● +1 for Rallying.

DEPLOYMENT REPUTATION
The defender deploys on the platform. The attacker deploys ● +D3 to the winning attacker.
at least 16” from the platform. ● +D3 to the winning defender.

SPECIAL RULE: THE PLATFORM


In each End phase, the defender rolls a D6 to see if the
platform moves, adding a cumulative +1 to the result for each
turn the platform remained stationary. On a 6+, the platform
moves.

When the platform moves, remove any tiles or terrain from


the battlefield with the exception of the platform. Fighters not
on the platform are removed from the battlefield and any
conditions on them are removed. They do not count as having
gone Out of Action. The attacker then sets up the table
around the platform in any configuration they choose, placing
4 new loot caskets (as described above) and deploys the
fighters that were removed within 12” of the platform.

SPECIAL RULE: CHANGING


ENVIRONMENTS
Each time the platform moves, replace the current
Environment with a new random Environment. If the Dome
Collapse Event is generated, the Platform immediately moves
(as detailed above). While the Shutdown Event is in play, do
not test to see if the platform moves.

CHOOSE EVENTS
Control the environments that the platform passes through
beforehand to create the most interesting or challenging
levels possible.

240
★ NECROMUNDA ★

BADZONE

SCENARIO 36: FUNGAL HORROR


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least 1 condition is true:
● Only one gang has fighters remaining (at the end of
CREWS a round).
Custom (10). ● 9+ Fungal Horror markers on the battlefield (at the
start of any End phase).

TACTICS VICTORY
Standard: Draw 3 Tactics (random), then discard 1. The remaining gang is the winner. Otherwise it is a draw.
● Underdog: Draw 1 extra (before discarding 1).
REWARDS
DEPLOYMENT EXPERIENCE
Standard. Scenario specific rewards:
● +1 to each fighter that took part in the battle.
SPECIAL RULE: GROWING HORROR Standard rewards:
The battlefield is rapidly becoming overgrown by a fungal ● +5 per wounding hit.
horror, and with each round, the Carnivorous Plant spreads. ● +1 for taking an enemy Leader or Champion Out of
Action.
At the start of the battle, place a marker on the centre of the ● +1 for killing an enemy (during the battle).
battlefield (for Zone Mortalis, choose the central-most tile). ● +1 for Rallying.
This represents the fungal horror. The area within 12” (or the
tile) of the marker is overgrown with writhing questing vines. REPUTATION
● +D3 to the winner.
● Fighters beginning or ending the activation in this ● -1 for bottling out.
area gains the Blaze condition (counts as being
coated in flesh-eating spores).
● Fighters may take no more than 1 Move action CARNIVOROUS PLANTS
(unless equipped with a respirator). Instead of markers, use Carnivorous Plants. When a new
● Seriously Injured fighters go Out of Action. Carnivorous Plant is placed, set up D6 carrion-eaters within
● Line of sight in this area is limited to 6” (clouds of 6”. These beasts will attack the gangs as they desperately try
spores). to escape.

In each End phase, the gang 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.

241
★ NECROMUNDA ★

BADZONE

SCENARIO 37: TOLL BRIDGE


BATTLEFIELD ENDING THE BATTLE
Standard. Leave a 12” wide corridor with no terrain or tiles The battle ends when at least 1 condition is true:
down the middle of the battlefield - this is the toxic river. Only ● Only one gang has fighters remaining.
a single bridge crosses the river - this is the toll bridge. ● Only one gang has any fighters within 12" of the
centre of the bridge.
CREWS
Custom (10). VICTORY
The winner is the remaining gang or the only gang with
fighters within 12” of the centre of the bridge. Otherwise it is a
TACTICS draw.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1).
REWARDS
CREDITS
DEPLOYMENT ● +3D6x10 to the winner.
Standard. Gangs must start on opposite sides of the river.
EXPERIENCE
SPECIAL RULE: THE TOXIC RIVER Scenario specific rewards:
The gangs are fighting to control a valuable toll bridge ● +1 to each fighter that took part in the battle.
spanning a toxic river. ● +D3 for crossing the river.
Standard rewards:
Junk (barrels, barricades, loot caskets or ramshackle boats) ● +5 per wounding hit.
can be spread across the river within a few inches of each ● +1 for taking an enemy Leader or Champion Out of
other. This debris can be used to leap from one to the other, Action.
or as a makeshift boat. When standing on a piece of debris, a ● +1 for killing an enemy (during the battle).
fighter can make a Row (Double) action. ● +1 for Rallying.

ROW (DOUBLE) REPUTATION


Used in the Toll Bridge scenario. Use debris in the toxic river ● +1 to each gang that took part in the battle.
to move up to the Strength in inches. Then pass an Initiative ● +D3 to the winner.
check or fall into the river and go Out of Action.

● Fighters can't voluntarily enter the river. CUSTOMIZED BRIDGE


● Go Out of Action if falling into the river. The bridge may be fortified with barricades or a powerful
● If becoming Pinned while standing on debris, pass brute or monster acting as its guardian. Fighters who crosses
an Initiative check or go Out of Action. the bridge can escape off the enemy battlefield edge to earn
D6x10 credits.
SPECIAL RULE: THE BRIDGE
The bridge uses an ancient mechanism to swing open or
closed. It starts connected to the shore. In the 3rd End phase,
and each subsequent End phase, roll a D6. On a 5, it pivots
90° to the left. On a 6, it pivotes 90° to the right. On any other
result, it remains stationary.

Note: The anchor point is probably at the centre of the bridge!

When pivoting, fighters on the bridge within 1” of its ends


must pass an Initiative check or fall. If the ends were touching
the shore before pivoting, fall onto the shore and become
Prone. Otherwise, go Out of Action.

While the bridge is not connected to the shore, fighters on it


can ignore the effects of failing a Bottle test (pass Cool check
or flee). They have nowhere to go! However, when the bridge
is connected to the shore, they must make tests as normal.

242
★ NECROMUNDA ★

SCENARIO 38: SHOW OF FORCE


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining.
the defender.
VICTORY
BATTLEFIELD The gang that scored most points is the winner.
Standard.
REWARDS
CREWS CREDITS
● Attacker: Custom(D3+7) + Reinforcements. ● Attacker: D6x10 for each defender taken Out of
● Defender: Random (D3+5). Action.

TACTICS EXPERIENCE
Standard: Draw 3 Tactics (random), then discard 1. Scenario specific rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking part.
● +1 to each escaped defender
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
Standard. ● +1 for taking an enemy Leader or Champion Out of
Action.
SHOCK AND AWE ● +1 for killing an enemy (during the battle).
The attacker is seeking to make an example of the enemy ● +1 for Rallying.
and the best way to do that is with a substantial body count -
ideally where their comrades can witness the price of heresy. REPUTATION
Attacker: ● +D3 to the winner.
● 1 point for taking a defender Out of Action. ● -1 to any gang that bottled out.
● 1 point if friendly fighters are within 6” of another
defender taken Out of Action.

BACK INTO THE SHADOWS


The defender has been brought to battle before they are
ready and must escape before being wiped out - hopefully
taking some of their foes down in the process.
Defender:
● 1 point for taking an attacker Out of Action.
● 1 point for each defender escaping the battlefield.
Defenders can escape within 2” of the battlefield
edge opposite of the defender’s deployment zone.
Escaped fighters do not count as Out of Action, but
do also not count as part of the crew when making
Bottle tests.

REINFORCEMENTS
1 random attacking fighter arrives in each End phase, starting
on the second round.

243
★ NECROMUNDA ★

SCENARIO 39: HIT & RUN


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining.
the defender.
VICTORY
BATTLEFIELD The gang that scored most points is the winner.
Standard.
REWARDS
CREWS CREDITS
● Defender: Random (D3+7) ● Attacker: D6x10 credits for each enemy fighter
● Attacker: Custom (D3+7) taken Out of Action.

TACTICS EXPERIENCE
Standard: Draw 3 Tactics (random), then discard 1. Scenario specific rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking part.
● +1 for taking an enemy leader Out of Action.
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
1. Defender: Within 6” of the centre of the battlefield. ● +1 for taking an enemy Leader or Champion Out of
2. Attacker: Anywhere at least 8” from any defenders. Action.
● +1 for killing an enemy (during the battle).
MAKE THEM PAY ● +1 for Rallying.
Gain points for taking enemies Out of Action (cumulative):
● 1 per fighter REPUTATION
● +2 if the fighter was the Leader ● +D3 for winning.
● -1 to any gang that bottled out.
I HAVE A SENSE OF FOREBODING…
After deployment, test if the defenders spot attackers. Each
defender can make an Intelligence check with the following
modifiers:

● Cover: -1.
● More than 12” away: -2.

If passed, make a single Shoot or Move action. The defender


decides the order of the attacks. Only a single check is made
regardless of how many enemies can be seen.

BUTCHER & BOLT


The attackers are trying to inflict as much damas as possible
without being drawn into a protracted firefight.

Attackers can spend a Double action (Vanish) if all the


following conditions are true:
● Out of LOS of any enemy fighters.
● At least 6” away from any Active enemy fighters.

Pass an Intelligence check to remove the fighter from the


battlefield. Vanished fighters do not count as Out of Action,
but do also not count as part of the crew when making Bottle
tests.

244
★ NECROMUNDA ★

SCENARIO 40: SEARCH & DESTROY


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least 1 condition is true:
the defender. ● Only one gang has fighters remaining.
● All weapon caches are destroyed or recovered.
BATTLEFIELD
Standard. VICTORY
The gang that scored most points is the winner.
CREWS
● Defender: Random (D3+3) + Reinforcement REWARDS
● Attacker: Custom (10) CREDITS
● D3x10 to the attacker for each destroyed cache.
TACTICS ● D6x10 to the defender for each recovered cache.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +1 for destroying a cache.
Standard. ● +D3 for recovering a cache.
Standard rewards:
SWEEP AND CLEAR ● +5 per wounding hit.
Divide the battlefield into 4 equal-sized areas. A weapon ● +1 for taking an enemy Leader or Champion Out of
cache is hidden in each area and must be discovered. Action.
Attacker: Destroy ● +1 for killing an enemy (during the battle).
Defender: Recover ● +1 for Rallying.

At the start of each round, a gang can declare 1 or more REPUTATION


fighters are searching 1 or more areas. The fighters must be ● +D3 for winning.
Active and more than 6” from a battlefield edge. Searching ● -1 to any gang that bottled out.
fighters lose the Ready status and may not be activated for
this round.

In the End phase, each searching fighter still Active can roll a
5+ to find the weapon cache. If both gangs are searching the
same area, start with the gang with Priority. If found, place a
weapon cache next to the fighter who found it.

WEAPON CACHES
Counts as loot caskets. Once found, it must be carried off the
battlefield by the defender or destroyed by the attacker.
Defender:
● Removed after being carried into the defending
deployment zone.
● +2 points.
Attacker:
● Spend a Double action while B2B. Pass an
Intelligence check 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.

245
★ NECROMUNDA ★

SCENARIO 41: MEAT HARVEST


ATTACKER & DEFENDER ENDING THE BATTLE
If only one gang is Chaotic, then that gang is the attacker. The battle ends when at least 1 condition is true:
Otherwise, the gang who chose this scenario is the attacker, ● Only one gang has fighters remaining.
the other is the defender. ● All hivers escape.

BATTLEFIELD VICTORY
Standard. The gang that scored most points is the winner.

CREWS REWARDS
● Random (D3+2) + Reinforcement. CREDITS
● D3x10 to the attacker for each harvested hiver.
TACTICS ● D6x10 to the defender for each escaped hiver.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT Standard rewards:
1. Standard. ● +5 per wounding hit.
2. Take turns (starting with the attacker) deploying 12 ● +1 for taking an enemy Leader or Champion Out of
Hive Dwellers: Action.
○ Outside any deployment zone. ● +1 for killing an enemy (during the battle).
○ At least 6" from any other fighter. ● +1 for Rallying.
○ At least 8” from a battlefield edge.
REPUTATION
REINFORCEMENTS ● +D3 for winning.
1 random fighter from each gang arrives in each End phase, ● -1 to any gang that bottled out.
starting on the second round.

HIVE DWELLERS
● No profile or equipment.
● If hit by a ranged attack (including Blast/Template,
go Out of Action on 5+.
● If hit by a close combat attack, go Out of Action on
3+ (harvested). Otherwise move D6” directly away
from the attacker.
● If more than 2” from a defender, move 2D6” in a
random direction (stopping outside 1” of a fighter or
contacting impassable terrain).

A BLOODY HARVEST
The attacker is out searching for meat.

Attacker: 1 point per harvested hive dweller (hit by a close


combat attack and taken Out of Action on a 3+).

SALVATION FOR THE WORTHY


The defender is attempting to guide the hivers to safety
before being harvested for meat.

Defenders can spend a Basic action (Shepherd): Pass a


Leadership test to move hivers within 8" 2D6" directly towards
this fighter.

Defender: 2 points per escaping hive dweller (escape if in the


defender’s deployment zone during any End phase).

246
★ NECROMUNDA ★

SCENARIO 42: PROPAGANDA


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY
● Custom (4) The last remaining gang is the winner. If no gangs are left on
the battlefield, it is a draw.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1. REWARDS
● Underdog: Draw 1 extra (before discarding 1). 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:
● +5 per wounding hit.
HEARTS AND MINDS ● +1 for taking an enemy Leader or Champion Out of
Both sides seek to turn gangers and gangs to their cause. Action.
● +1 for killing an enemy (during the battle).
Fighters can make the Coerce (Basic) action: ● +1 for Rallying.

COERCE (BASIC) REPUTATION


Pass a Leadership check to make a Houseless Ganger ● +D3 for winning.
within 3” join the gang for this battle. ● -1 to any gang that bottled out.

If the Houseless Ganger already joined the other side


side, the Houseless Ganger can avoid changing sides by
passing a Leadership with a +1 modifier for each friendly
fighter within 3” (relative to the Houseless Ganger). If
passed, the Houseless Ganger can immediately make a
free Shoot (Basic) action against the fighter making the
Coerce action. If failed, the Houseless Ganger changes
side and is no longer Ready (if being Ready).

The fighter becomes part of the gang for all intents and
purposes and will gain a Ready marker at the start of the
following round.

DON’T BELIEVE THEIR LIES


Houseless Gangers can change sides any number of times.

HOUSELESS GANGERS
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 8+
SPECIAL RULES
Armed and equipped as on the model. Both sides can take
control of these fighters, so they could be heavily armed
without disrupting the balance (as long making an agreement
before the battle).

247
★ NECROMUNDA ★

SCENARIO 43: SCAVENGE


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least 1 condition is true:
● Only one gang has fighters remaining.
CREWS ● No more loot.
● Custom (D3+7)
VICTORY
TACTICS The gang that gathered the most loot points is the winner.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). REWARDS
CREDITS
DEPLOYMENT ● D3x10 per loot point.
1. Standard.
2. 2D6 loot (caskets, barrels, consoles, etc.). Take turn EXPERIENCE
deploying (starting with the gang with Priority): Scenario specific rewards:
● At least 12” from the friendly deployment ● +1 for taking part.
zone. Standard rewards:
● At least 6” away from another loot. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Action.
LOOTING THE BATTLEFIELD ● +1 for killing an enemy (during the battle).
Gangs are out for loot and steal anything that’s not nailed ● +1 for Rallying.
down - and some things that are!
REPUTATION
A fighter within 1” of a loot can make a Loot (Double) action to ● +D3 for winning.
see if it contains anything useful. Roll a D6: ● -1 to any gang that bottled out.
● 1: Booby trap! Explodes like a frag trap:
○ Str 3, D 1, Blast (5”), Knockback.
● 2-3: Nothing.
● 4+: 1 loot point.

Regardless of the result, the loot is removed from the


battlefield.

NOTE
This scenario is open for abuse where a gang with most loot
can attempt to bottle (if not bottled already) and flee to win.

However, if the remaining gang can claim the leftover loot, it


could potentially devolve into a simple shoot out scenario
instead.

A possible solution is to limit the battle to 6 turns. Afterwards,


roll to see if the battle continues:
● Round 7: 4+
● Round 8: 5+
● Round 9: 6+

The remaining gang can then claim all the loot.

248
★ NECROMUNDA ★

RESCUE

SCENARIO 44: PUBLIC EXECUTION


ATTACKER & DEFENDER THE PRISONER
If only one gang is Chaotic, then that gang is the attacker. The prisoner is well-restrained and consigned to the fate.
Otherwise, the gang who chose this scenario is the attacker,
the other is the defender. Until freed, the prisoner takes no part in the battle, can't be
targeted by attacks or affected by Blast/Template. An
BATTLEFIELD attacking fighter can free the prisoner by spending a Double
Standard. action within 1”. Once freed, the prisoner will attempt to flee
the battlefield. Once freed, the execution clock no longer
apply (the prisoner slipped the noose!).
CREWS
● Attacker: Custom (D3+7) FLEEING PRISONER
● Defender: Random (D3+5) + Reinforcement ● Controlled by the attacker.
● Moves 3D6” in each End phase (must remain
TACTICS outside 1” of enemies).
Standard: Draw 3 Tactics (random), then discard 1. ● Counts as a fighter for all purposes and can be
● Underdog: Draw 1 extra (before discarding 1). targeted by attacks.
● Never becomes Ready.
DEPLOYMENT ● Use the profile for an attacking ganger or similar.
● Successfully escapes when reaching any battlefield
1. Prisoner: In the centre of the battlefield.
edge.
2. Defender: Within 6” of the prisoner.
3. Attacker: Within 2” of any battlefield edge.
ENDING THE BATTLE
REINFORCEMENTS The battle ends when at least one of the following is true:
1 random defender arrives in each End phase, starting on the ● Only one gang has fighters remaining.
second round. ● The prisoner escapes.

EXECUTION CLOCK VICTORY


The attacker only has a short time before the prisoner meets ● Defender: Win if the prisoner is executed.
the end. ● Attacker: Win if the prisoner escapes.
● Otherwise: Draw.
The execution clock starts on 6. In the End phase of any
round, the clock is temporarily halted until the next End phase REWARDS
if: CREDITS
● At least 1 Active attacker within 3” of the prisoner. ● Attacker: 2D6x10 for winning.
● No defender have LOS to any attacker. ● Defender: D6x10 for winning.
● An attacker is in possession of a chrono crystal.
EXPERIENCE
If the clock is not temporarily halted, the clock is reduced by 1 Scenario specific rewards:
for each of the following: ● +1 for taking part.
● At least 1 Active defender within 3” of the prisoner. ● +1 for freeing the prisoner.
● At least 1 defender taken Out of Action this round. Standard rewards:
● Defending Leader taken Out of Action. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
When the clock count down to 0 (or less), the prisoner suffers Action.
an Injury roll. The prisoner goes Out of Action on any result ● +1 for killing an enemy (during the battle).
except Flesh Wound (successful execution). If suffering a ● +1 for Rallying.
Flesh Wound, roll again in the following End phase with an
additional Injury dice for each Flesh Wound suffered. REPUTATION
● +D3 for winning.
● -1 to any gang that bottled out.

RESCUING GANGERS
The attacker can choose this scenario in place of the Rescue
Mission to recover captured fighters. If freed, the prisoner
becomes Ready and joins the attacker’s crew instead, with
the fighter’s weapons and equipment (assuming the attackers
brought extra guns with them).

If the attackers fail, the Captive is executed, with the same


effect as being Sold to the Guilders.

249
★ NECROMUNDA ★

SCENARIO 45: TAKEOVER


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least one of the following is true:
the defender. ● Only one gang has fighters remaining (at the start of
a round).
BATTLEFIELD ● The end of round 10.
Standard. Additionally, include 3 landmarks. ● At the end of a round when all 3 landmarks are
captured by the attacker.
CREWS
● Attacker: Custom (10)
VICTORY
● Defender: Random (10) The attacker wins if all 3 landmarks are captured or no
defending fighters are left on the battlefield. Otherwise the
defender wins.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1).
REWARDS
CREDITS
● Attacker: D6x10 per captured landmark.
DEPLOYMENT ● Defender: 2D6x10 for winning.
Standard, with some exceptions:
1. Attacker deploys first. EXPERIENCE
2. Defender deploys last. Scenario specific rewards:
3. Finally, defender deploys 3 landmarks ● +1 for taking part.
(or designate pieces of terrain): ● +1 for participating in capturing a landmark.
○ Within 18” of the centre of the battlefield. Standard rewards:
○ At least 12” from another landmark ● +5 per wounding hit.
(measured from the centre). ● +1 for taking an enemy Leader or Champion Out of
○ Not within or surrounded by impassable Action.
terrain. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
SURPRISE ASSAULT
The attacker is making a prepared assault against the enemy REPUTATION
territory to capture a number of key points - or landmarks - to ● +D3 for winning.
take control of the local area. ● -1 to any gang that bottled out.

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.

250
★ NECROMUNDA ★

2D

SCENARIO 46: HUNT THEM DOWN


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least one of the following is true:
the defender. ● Only one gang has fighters remaining (at the start of
a round).
BATTLEFIELD ● The end of round 9.
Standard. Additionally, set up the battlefield using 2x3 tiles.
Fighters should be able to traverse the battlefield from one VICTORY
short edge to the other. The attacker wins if there are no defenders left on the
battlefield at the end of any round. Otherwise the defenders
CREWS win.
● Attacker: Custom, see Relentless Hunters.
● Defender: Random (D3+3). REWARDS
EXPERIENCE
TACTICS Scenario specific rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● Attacker: +1 per defender Out of Action.
● Defender: +1 if on the battlefield at the end.
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
1. Defender: Base contact with one of the short ● +1 for taking an enemy Leader or Champion Out of
battlefield edges. Action.
2. Attacker: No deployment at the start. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
FREEDOM ROAD
The defenders have been discovered trying to sneak through REPUTATION
the attacker’s turf and now must make an escape. ● +D3 for winning.

● Defender’s deployment edge: Trailing edge.


● Opposite short edge: Leading edge.

In each End phase, if there are defenders within 2” of the


Leading edge, remove the 2 tiles closest to the Trailing edge.
Fighters on the removed tiles are removed:
● Attacker: Returned to the Relentless Hunters.
● Defender: Out of Action, suffer a Lasting Injury roll.

The attacker then places 2 tiles in contact with the Leading


edge (effectively extending the battlefield). The battlefield
must at all times be 2x3 tiles and it must be possible to
traverse the battlefield between the 2 short edges.

The attacker can set up doors and terrain on these tiles. The
short edge next to the removed tiles is the new Trailing edge.
The short edge on the added tiles is the new Leading edge.

RELENTLESS HUNTERS
The attackers have discovered enemies in their territory and
are going to make them pay!

At the start of the 2nd round, and each subsequent round, the
attackers can deploy a wave of fighters from the crew:
● First wave: Custom (D3+3)
● Subsequent waves: Custom (D3)

Deployed the attackers in any of the following ways:


● Any wave: On the Trailing edge.
● Subsequent waves: Any edge, within 8” of an
already deployed attacker.

Attackers can't be deployed within 1” of any defender.


Deployed attackers becomes Ready like normal.

251
★ NECROMUNDA ★

SCENARIO 47: RITUAL


ATTACKER & DEFENDER ENDING THE BATTLE
If only one gang is Chaotic, then that gang is the defender. The battle ends when at least one of the following is true:
Otherwise, the gang who chose this scenario is the attacker, ● Only one gang has fighters remaining (at the start of
the other is the defender. a round).
● The Warp Vomits Forth (13+ on the Daemonic Ritual
BATTLEFIELD table).
Standard.
VICTORY
CREWS ● Defender: The Warp Vomits Forth.
● Attacker: Custom (10) ● Any: Last remaining gang.
● Defender: Random (10)
REWARDS
TACTICS EXPERIENCE
Standard: Draw 3 Tactics (random), then discard 1. Scenario specific rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking part.
● +1 if on the battlefield at the end.
● +D3 per Daemon destroyed.
DEPLOYMENT Standard rewards:
1. Defender: Within 12” of the centre of the battlefield. ● +5 per wounding hit.
2. Attacker: Base contact with any battlefield edge. ● +1 for taking an enemy Leader or Champion Out of
3. Defender: Choose a fighter to be the Ritual Leader. Action.
● +1 for killing an enemy (during the battle).
RITUAL LEADER ● +1 for Rallying.
The Ritual Leader must not be disturbed if the ritual is going
to be completed. REPUTATION
● +D3 for winning.
The defender chooses any fighter to be the Ritual Leader: ● -1 to any gang that bottled out.
● Can't activate or make actions.
● If Pinned, automatically stand up at the start a round.
● If Seriously Injured or taken Out of Action, nominate
a different fighter as the Ritual Leader at the start of
the following round (chosen by the defender).

DAEMONIC ENERGIES
As the ritual nears completion, daemonic energies begin to
ravage the battlefield.
FIGHTER POSSESSED BY A DAEMON
(DANCERS ON THE THRESHOLD)
Count how many turns there are an Active Ritual Leader on ● +3 Strength, Move, Attacks and Willpower.
the battlefield in the End phase. After counting at least 1, roll ● Can't use ranged weapons.
a D6, adding the count to the result. Note that the Daemonic ● Becomes an Unsanctioned Psyker.
Ritual effects are cumulative (if the result is 10-12, also apply ● Have Scouring (Basic) Wyrd Power:
7-9 and 4-6). ○ Str 2, AP -2, D 1, Blaze, Template
● Automatically passes any Cool checks.
● 1-3: The Veil Weakens ● Can't be Pinned.
○ No effect (eerie noises and ethereal lights ● If Seriously Injured or taken Out of Action, leap to
fill the battlefield). another fighter.
● 4-6: Tendrils of Madness:
○ All fighters (except the Ritual Leader) gains LEAPING
Insanity. The Daemon leaps to another fighter on a 5+ each End
● 7-9 Screams from Beyond phase. The next target is the closest Standing fighter
○ All fighters suffer a -2 modifier to Willpower (randomize if there are multiple fighters equally close). After
and Cool checks. the leap, the previous host gains Insanity.
○ Group Activations can't be made.
● 10-12: Dancers on the Threshold CREATURE OF THE WARP
○ A random fighter on the battlefield becomes When rolling on the Perils of the Warp table, treat Daemonic
possessed by a Daemon. Possession (11-12) as Warp Surge! (9-10). The fighter is
● 13+: The Warp Vomits Forth already possessed, so can't be possessed again.
○ All attackers must pass a Willpower or
suffer an Injury roll. The battle ends. UNDERHIVE EXORCISM
The Daemon is exorcised on a 5+ if:
NOTES: After the first time a Ritual Leader has remained ● Seriously Injured or taken Out of Action by a Melee
Active until the End phase, a roll for Daemonic Ritual effect is weapon.
always made in each End phase. However, the counter ● Coup de Grace.
doesn’t increase when the Ritual Leader is not Active in the
End phase (Engaged, Seriously Injured or Out of Action). Otherwise, it leaps to the next target.

252
★ NECROMUNDA ★

SCENARIO 48: BLOOD RITES


ATTACKER & DEFENDER ENDING THE BATTLE
If only one gang is Chaotic, then that gang is the attacker. The battle ends when at least one of the following is true:
Otherwise, the gang who chose this scenario is the attacker, ● Only one gang has fighters remaining (at the start of
the other is the defender. a round).
● The end of round 9.
BATTLEFIELD
Standard. VICTORY
The attacker wins if having 5+ Blood tokens when the battle
CREWS ends, or being the last remaining gang. Otherwise the
● Attacker: Custom (10) defender wins.
● Defender: Random (D3+3) + Reinforcement
REWARDS
TACTICS EXPERIENCE
Standard: Draw 3 Tactics (random), then discard 1. Scenario specific rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking part.
● Attacker: +1 per Blood token gained.
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
Standard. ● +1 for taking an enemy Leader or Champion Out of
Action.
REINFORCEMENTS ● +1 for killing an enemy (during the battle).
1 random defending fighter arrives in each End phase, ● +1 for Rallying.
starting on the second round.
REPUTATION
SACRIFICES ● +D3 for winning.
● -1 to any gang that bottled out.
The attacker is seeking to stain the ground with a blood
offering.

Defending fighters taken Out of Action are not removed from


the battlefield. Instead the fighter becomes a ‘downed fighter’:
● Apply a Lasting Injury as normal.
● Still considered Out of Action (no longer becomes
Ready).
● Can't make any actions for any reason.

Other fighters can spend a double action to drag a downed


fighter up to a single Movement distance.

Attacking fighters B2B with a downed fighter can spend a


double action (Blood Ritual) to gain a Blood token. The fighter
must immediately pass a Toughness check, or be removed.

253
★ NECROMUNDA ★

SCENARIO 49: SLAUGHTER


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY
● Random (D3+7) The last remaining gang is the winner.

TACTICS REWARDS
Standard: Draw 3 Tactics (random), then discard 1. EXPERIENCE
● Underdog: Draw 1 extra (before discarding 1). Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +1 per enemy taken Out of Action with a melee
Standard. weapon.
● +1 if still on the battlefield at the end.
Standard rewards:
BLOODLUST ● +5 per wounding hit.
Daemonic fury saturated the battlefield, driving fighters insane ● +1 for taking an enemy Leader or Champion Out of
with blood lust. Action.
● +1 for killing an enemy (during the battle).
● All ranged attacks suffer a -2 hit modifier. ● +1 for Rallying.
● Pass a Willpower check before making ranged
attacks, or the action is wasted (no ranged attack is REPUTATION
made). ● +D3 for winning.
● -1 to any gang that bottled out.
At the start of all Activations, roll 2D6 and add Strength:
● 10+: Charge the closest enemy (if possible), or use
both actions to get as close as possible to the
closest enemy.
● 14+: Charge and attack the closest fighter (friend &
foe). If there are no other fighters within charge
range, suffer an Injury roll instead.

254
★ NECROMUNDA ★

MULTI-PLAYER

SCENARIO 50: MEEEEEEEEEAT!


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Only one gang has fighters remaining (at the start of
CREWS a round).
Random (D3). ● The end of round 9.

TACTICS VICTORY
Standard: Draw 3 Tactics (random), then discard 1. The last remaining gang is the winner. Otherwise, the gang
● Underdog: Draw 1 extra (before discarding 1). who took most Cannibals Out of Action is the winner.

DEPLOYMENT REWARDS
The gang with Priority starts each step: EXPERIENCE
● Crew within 12” of the centre of the battlefield. Scenario specific rewards:
● 3 Cannibals per fighter within 6” of any battlefield ● +1 for taking part.
edges. ● +D3 if on the battlefield at the end.
Standard rewards:
● +5 per wounding hit.
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 gang with Priority.
● Can't choose not to use the skills (if able).

Take actions as normal, with the following exceptions:


● Must charge (if able).
● Must Fight if Engaged.
● Otherwise, must move toward the closest fighter
from any crew.

DRAWN TO THE SCENT OF DEATH


As the battle progresses, more and more Cannibals are
drawn to the fight by the smell of blood.

At the start of each End phase, before moving Cannibals),


take turns placing D3+2 Cannibals (starting with the gang with
Priority):
● Within 6” of any battlefield edges (not within 1” of
another fighter).

The newly deployed Cannibals can active this round as


normal.

255
★ NECROMUNDA ★

MULTI-PLAYER

SCENARIO 51: DAEMONIC POSSESSION


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Only one gang has fighters remaining (at the end of
CREWS a round).
● Random (6) ● Underhive Exorcism is performed.

TACTICS VICTORY
Standard: Draw 3 Tactics (random), then discard 1. The gang that scored most points is the winner. If the score is
● Underdog: Draw 1 extra (before discarding 1). equal, the gang with the most remaining fighters is the
winner.
DEPLOYMENT
Standard.
REWARDS
EXPERIENCE
Scenario specific rewards:
THE DAEMON ● +1 for taking part.
A fighter is secretly harbouring a daemonic entity that will ● +D3 if possessed at the end of the battle.
manifest fully and take possession of that fighter, before ● +D6 for destroying the Daemon.
leaping from fighter to fighter to spread havoc and evade Standard rewards:
destruction. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Before deployment, decide who has a Daemon within the Action.
crew: ● +1 for killing an enemy (during the battle).
1. Randomize a gang. ● +1 for Rallying.
2. Randomize a fighter in that gang.
REPUTATION
Roll a D6 in each End phase. The Daemon manifests and ● +D3 for winning.
takes possession of the fighter on a 5+. If the Daemon has ● -1 to any gang that bottled out.
already manifested, it will leap to another fighter. The next
target is the closest Standing fighter (randomize if there are
multiple fighters equally close). After the leap, the previous
host gains Insanity.

POSSESSED FIGHTERS
● +3 Strength, Move, Attacks and Willpower.
● Can't use ranged weapons.
● Becomes an Unsanctioned Psyker.
● Psychic Vomit: Scouring (Basic) Wyrd Power
(Pyromancy) S2, AP-2, Blaze, Template.
● Automatically pass any Cool checks.
● Can't be Pinned.
● If Seriously Injured or taken Out of Action, leap to
another fighter.

CREATURE OF THE WARP


When rolling on the Perils of the Warp table, treat Daemonic
Possession (11-12) as Warp Surge! (9-10). The fighter is
already possessed, so can't be possessed again.

UNDERHIVE EXORCISM
The Daemon is exorcised on a 5+ if:
● Seriously Injured or taken Out of Action by a Melee
weapon.
● Coup de Grace.

Otherwise, it leaps to the next target.

BLOOD FOR THE WARP


● 1 point per enemy taken Out of Action by the
possessed fighter (to the gang controlling it).
● 6 points to the gang exorcing the Daemon.

256
★ NECROMUNDA ★

MULTI-PLAYER

SCENARIO 52: MEAT FOR THE GRINDER


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining
(at the end of a round).
CREWS
● The 3 lowest rated fighters in each gang. VICTORY
The last remaining gang is the winner.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1. REWARDS
● Underdog: Draw 1 extra (before discarding 1). CREDITS
● 2D6x10 to the winner.
DEPLOYMENT
1. Standard. EXPERIENCE
2. Take turns placing 2 loot caskets each (starting with Scenario specific rewards:
the gang with Priority): ● +1 for taking part.
● At least 10” from any fighter. ● +1 if on the battlefield at the end.
● At least 4” from another loot casket. Standard rewards:
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
DESPERATION Action.
The weak become meat. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
All fighters are considered to have:
● True Grit REPUTATION
● Iron Jaw ● +D3 for winning.
● Unstoppable ● -1 to any gang that bottled out.

SCAVENGED WEAPONRY
Fighters must scavenge weapons from the battlefield.

● No weapon restrictions apply during the battle.


● Fighters begin without any weapons or wargear
(considered to be safely back in the gang’s Stash).
● If a fighter is taken Out of Action after acquiring any
weapons, leave the weapons on the fighter’s last
position on the battlefield (can be scavenged by
remaining fighters).

Fighters can spend a Basic action (Loot) if B2B with a loot


casket or a dropped weapon. For loot caskets, roll 2D6, then IRON JAW (BRAWN)
remove the loot casket: +2 Toughness against unarmed attacks in close combat.

2. Heavy Stubber TRUE GRIT (FEROCITY)


3. Flamer When Injured, roll one less Injury dice. If an attack only has
4. Autogun Damage 1, roll two Injury dice and discard one before
5. Shotgun (Solid & Scatter) resolving the effects.
6. Autopistol
7. Stub gun UNSTOPPABLE (FEROCITY)
8. Axe Before making a Recovery test, roll a 4+ to gain one of the
9. Stiletto knife following:
10. Sword ● Remove a Flesh Wound (if having Flesh Wounds).
11. Power axe ● Recovery test: +1 dice (if there are no Flesh
12. Heavy rock cutter Wounds).

Note: Automatically fails any Ammo checks (scavenged


weapons are of the poorest quality).

All scavenged weapons are discarded after the battle.

257
★ NECROMUNDA ★

MULTI-PLAYER

SCENARIO 53: URBAN RENEWAL


BATTLEFIELD ENDING THE BATTLE
Standard. Additionally, set up a large piece of terrain (the The battle ends when at least one of the following is true:
Structure) in the centre of the battlefield. ● Only one gang has fighters remaining (at the start of
a round).
CREWS ● The entire battlefield is impassable.
● Custom (6).
VICTORY
TACTICS The winner is the gang which completed the following
Standard: Draw 3 Tactics (random), then discard 1. objectives:
● Underdog: Draw 1 extra (before discarding 1). ● Inflicted at least 1 damage on the Structure.
● Most fighters escape the battlefield.
DEPLOYMENT Tie breaker:
Standard. ● Most damage to the structure.
Otherwise:
DESTRUCTIBLE TERRAIN ● Draw.
The gangs are attempting to be the first to bring down a dome
by destroying a key structure, ideally while causing lots of REWARDS
damage to the rivals. Once destroyed, the dome will start to EXPERIENCE
collapse and the fighters must run for their lives! Scenario specific rewards:
● +1 for taking part.
The Structure can be attacked: ● +1 for damaging the Structure.
● Ranged: Within 12”. ● +1 for escaping.
● Close combat: Auto hit. Standard rewards:
● Toughness 9 ● +5 per wounding hit.
● 10 Wounds. ● +1 for taking an enemy Leader or Champion Out of
Action.
When losing the last wound, it is destroyed and removed. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
In the End phase after being destroyed, apply the following
effect for the area within 6” of the centre of the battlefield: REPUTATION
● Impassable terrain. ● +D3 for winning.
● Fighters are removed and suffer an Injury roll. ● +1 if at least one fighter escaped.
● -1 to any gang that bottled out.
In each subsequent End phase, increase the radius by 6” until
the entire battlefield is impassable.

Once destroyed, fighters can escape via any edge, counting


as Out of Action without suffering any Lasting Injuries.

COLLATERAL DAMAGE
Each time the Structure takes damage, the whole battlefield
shudders and debris rains down from above.

When the Structure is damaged, all fighters must pass an


Initiative check or become pinned (potentially falling if within
1” of a ledge). If a 1 is rolled (before modifiers), the fighter
takes a Strength 3 hit.

258
★ NECROMUNDA ★

MULTI-PLAYER

SCENARIO 54: WAR IN THE SHADOWS


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Only one gang has fighters remaining (at the start of
CREWS a round).
● Custom (1): ● The end of round 10.
○ Max 1 Wound
○ Not Leader. VICTORY
○ Not Champion. The gang with most remaining fighters is the winner. In case
of a tie, the gang that Seriously Injured or took Out of Action
The rest join as Reinforcements. the most enemies is the winner. Otherwise it is a draw.

TACTICS REWARDS
Standard: Draw 3 Tactics (random), then discard 1. EXPERIENCE
● Underdog: Draw 1 extra (before discarding 1). Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT Standard rewards:
No fighters begin on the battlefield. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Action.
REINFORCEMENTS ● +1 for killing an enemy (during the battle).
1 random fighter arrives in each End phase, starting on the ● +1 for Rallying.
second round:
● Within 2” of a friendly fighter. REPUTATION
● Not in LOS of any enemy fighters. ● +D3 for winning.
● -1 to any gang that bottled out.
If these conditions can't be met, the reinforcement can't be
deployed.

FORWARD SCOUTS
Scouts infiltrate the battlefield and take out any enemy scouts
encountered.

In the first round, take turns deploying the scout fighter


(starting with the gang with Priority) anywhere on the
battlefield:
● Not within 1” of another fighter.
● Not in LOS of any enemy fighters.

After deployment, the fighter becomes Ready and can


immediately activate with a single action (Simple/Basic).

259
★ NECROMUNDA ★

MULTI-PLAYER

SCENARIO 55: END TIMES


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Only one gang has fighters remaining (at the start of
CREWS a round).
● Custom (10). ● The transport departs.

TACTICS VICTORY
Standard: Draw 3 Tactics (random), then discard 1. The gang with the most departing fighters in the transport is
● Underdog: Draw 1 extra (before discarding 1). the winner. Tiebreaker: The gang with the most surviving
fighters on the battlefield.
DEPLOYMENT
Standard.
REWARDS
EXPERIENCE
Scenario specific rewards:
IT’S THE END OF THE WORLD ● +D3 for embarking the transport.
The last hours are at hand and all that remains is for the ● +D3 per Daemon destroyed.
remaining survivors to battle it out to the bitter end. Standard rewards:
● +5 per wounding hit.
At the start of each round, apply the End Times effects ● +1 for taking an enemy Leader or Champion Out of
depending of the current round. Note that the effects are Action.
cumulative, so in round 4-6, also apply effects from round 1-3. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.

ROUND END TIMES REPUTATION


1-3 Insanity Reigns: All fighters must pass a Willpower ● +D6 for winning.
check or gain Insanity. ● +D3 for having fighters embarked on the transport at
4-6 Spontaneous Mutation: Roll a D6 for all fighters with the end of the battle.
Insanity and apply the following bonus for this round:
1. +2 S
2. +2” M
3. +1 A
4. +1 I
5. +2 T
6. +3 A
7+ Daemonic Incursion:
When taken Out of Action, place a 5” blast on this fighter
before being removed. All fighters hit become possessed
by a Daemon. Note that these Daemons will not jump
between bodies and remain until exorcised or the battle
ends.

THE LAST STRATOPLANE


What little hope survives for the gangs is to reach the last
stratoplane fleeing the dying hive.
FIGHTER POSSESSED BY A DAEMON
In each End phase, starting on the 3rd round, a transport
arrives on a 5+. The cargo ramp scatters 12” from the centre
(DAEMONIC INCURSION)
of the battlefield (closest approximation not in impassable ● +3 Strength, Move, Attacks and Willpower.
terrain). ● Can't use ranged weapons.
● Becomes an Unsanctioned Psyker.
Fighters can embark on the transport and be removed from ● Have Scouring (Basic) Wyrd Power:
the battlefield if ending a movement B2B with the cargo ramp. ○ Str 2, AP -2, D 1, Blaze, Template
A fighter may not embark or disembark in the same round. ● Automatically passes any Cool checks.
● Can't be Pinned.
DEPARTURE
In each End phase, the transport can depart or remain CREATURE OF THE WARP
grounded. If there are fighters from more than 1 gang When rolling on the Perils of the Warp table, treat Daemonic
embarked, roll-off to determine who can decide to attempt to Possession (11-12) as Warp Surge! (9-10). The fighter is
depart or remain grounded: already possessed, so can't be possessed again.
1. More than 1 gang: Roll-off, adding the number of
embarked fighters to results (re-roll ties). The winner UNDERHIVE EXORCISM
can choose to attempt to take off or remain The Daemon is exorcised on a 5+ if:
grounded. ● Seriously Injured or taken Out of Action by a Melee
2. Attempt to take off: Pass a single Intelligence weapon.
check for an embarked fighter (in control) to depart. ● Coup de Grace.

260
★ NECROMUNDA ★

GANG RAIDS - 2D

SCENARIO 56: DAYLIGHT ROBBERY


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when only one gang has fighters remaining
the defender. (at the end of a round).

BATTLEFIELD VICTORY
Standard: 7 tiles (3x2 rectangle + Stash Vault). The attacker wins if at least 1 fighter has escaped and the
The defender places the last tile marked with an ‘X’. This is Stash marker is claimed. Otherwise, the defender wins.
the Stash Vault (where the defender keeps the stash). The
short edge on the opposite side of the Stash Vault is the REWARDS
escape route. CREDITS
● D6x10 to the attacker for winning.
The defender places all of the barricades. EXPERIENCE
Scenario specific rewards:

X ●

+1 for taking part.
+1 to the winning Leader (regardless of whether they
took part in the battle or not).
Standard rewards:
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
CREWS ● +1 for Rallying.
● Attacker: Custom (3)
● Defender: Random (3) + Random Reinforcement (3) REPUTATION
● +2 to the attacker for winning.
HOME TURF ADVANTAGE ● +D3+1 to the defender for winning.
Defender: ● -1 for bottling out.
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1.

TACTICS
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1).

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 defender within 1” of the escape
route and at least 2” from an attacker.

CLAIMING THE STASH AND ESCAPING


Any attackers (regardless of statuses or conditions) can escape the
battlefield in the End phase if within 1” of an Escape Route (counting
as Out of Action for the purposes of Bottle tests).

If the Stash marker is within 1” of the escape route when a fighter GANG RAIDS (30 MINUTE BATTLES)
escapes, it is claimed and removed from the battlefield. Gang Raids scenarios are designed to be shorter than
standard battles and have some limitations and exceptions
GO THROUGH THEM to the normal rules:
The attacker does not take Bottle tests and can't voluntarily ● No Leaders, Hangers-on, Brutes or Hired Guns.
flee the battlefield. ● Max 1 Champion.
● No Territory at stake.
● No Infiltrate.
FLEEING THE BATTLEFIELD ● No Loot caskets (unless otherwise stated).
If the defender bottles out and flees the battlefield, the
attacker automatically wins and claims the Stash marker. BOTTLE TESTS
D3 + Seriously Injured + Out of Action > starting crew

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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 - 5+ 4+ 5 5 1 3+ 2 7+ 5+ 9+ 8+
None.
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 check. This test is automatically
passed if at least one of the following is true:
○ The first time each round.
○ The activated fighter made an attack
Escape Route
Escape Route

against the servitor.

X If Engaged, make Reaction attacks as normal.

FLEEING THE BATTLEFIELD


If a gang voluntarily bottles out and flees the battlefield,
the remaining gang automatically wins and claims the auction
Deployment Zone B 3” item.
THE AUCTION ITEM AND ESCAPING
● No fighter can carry the auction item until the defence ENDING THE BATTLE
servitor is Out of Action. The battle ends when only one gang has fighters remaining
● If within 1” of the auction item, spend a Simple action (at the end of a round).
(Carry) to carry the item.
● A fighter can't use any weapons while carrying the auction
item (unless having Bulging Biceps). VICTORY
● If taken Out of Action while carrying the auction item, leave The gang escaping with the auction item is the winner.
it where the fighter was. Otherwise it is a draw.

Any fighters (regardless of statuses or conditions) can escape the


battlefield in the End phase if within 1” of an Escape Route (counting
REWARDS
as Out of Action for the purposes of Bottle tests).
EXPERIENCE
Scenario specific rewards:
HOLE IN THE WALL ● +1 for taking part.
Once per battle, instead of activating a fighter, each gang can place a
● +1 to the winning Leader (regardless of whether they
ductway anywhere on the battlefield. took part in the battle or not).
Standard rewards:
LOOT ● +5 per wounding hit.
The winner can roll a D66 after the battle for additional rewards. ● +1 for taking an enemy Leader or Champion Out of
11 - Useless Tat: D3x10 credits. Action.
12-46 - Valuable to Someone: D6x15 credits. ● +1 for killing an enemy (during the battle).
51-53 - Arms Trade: A single weapon with Rarity/Legality (10) or ● +1 for Rallying.
less.
54-56 - Exotic Gear: A single Wargear item (not status item or exotic REPUTATION
beast) with a Rarity/Legality (10) or less. ● +2 to the winner.
61-63 - Valuable Haul: A single weapon or Wargear item (not status ● +1 to both gangs if this was the first battle against
item or exotic beast) with a Rarity/Legality of (11) or less. each other.
64-66 - Rare Find: A single status item with Rarity/Legality (12) or ● -1 for bottling out.
less. If choosing a master-crafted weapon, the total cost must be 125
credits or less.
GANG RAIDS (30 MINUTE BATTLES)
Rules described on the previous and next page.

262
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GANG RAIDS - 2D

SCENARIO 58: CLANDESTINE RENDEZVOUS


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least one of the following is true:
the defender. ● Only one gang has fighters remaining (at the end of
a round).
BATTLEFIELD ● The Corrupt Enforcer has escaped.
Standard: 4 tiles (2x2). ● The Corrupt Enforcer is out of Action.

CREWS VICTORY
● Attacker: Custom (5). The defender wins if the Corrupt Enforcer is escorted to
● Defender: Custom (4). safety. The attacker wins if the Corrupt Enforcer is taken Out
of Action. Otherwise it is a draw.
Defender has a Corrupt Enforcer model as part of gang
REWARDS
TACTICS EXPERIENCE
Standard: Draw 3 Tactics (random), then discard 1. Scenario specific rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking part.
● +1 for taking the Corrupt Enforcer Out of Action.
● +1 to the winning Leader (regardless of whether they
DEPLOYMENT took part in the battle or not).
1. The Corrupt Enforcer: Centre. Standard rewards:
2. Defender: Within 4” of the centre. ● +5 per wounding hit.
3. Attacker: Anywhere at least 4” away from enemies. ● +1 for taking an enemy Leader or Champion Out of
Action.
OBJECTIVES ● +1 for killing an enemy (during the battle).
● Attacker: Kill the Corrupt Enforcer and wipe out the ● +1 for Rallying.
rivals in the process (if possible).
● Defender: Escort the Corrupt Enforcer to safety. REPUTATION
● +1 to the defender for winning.
AMBUSH ● +D3 to the attacker for winning.
● -1 for bottling out.
● Attacker: Starts with Priority in the first round.
● Defender: Pass a Cool check for each fighter when
activating in the first round, or the fighter can only
make 1 action this round (instead of 2).

CORRUPT ENFORCER
● Counts as a normal fighter in the defender’s crew.
● Can't take part in a Group Activation.

M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+
Weapons: Enforcer boltgun, shock stave.
Wargear: Hardened flak, armoured undersuit.

TO SAFETY
The Corrupt Enforcer can escape at the start of any End
phase if Active and within 1” of any battlefield edge.

GANG RAIDS (30 MINUTE BATTLES)


Gang Raids scenarios are designed to be shorter than
standard battles and have some limitations and exceptions
to the normal rules:
● No Leaders, Hangers-on, Brutes or Hired Guns.
● Max 1 Champion.
● No Territory at stake.
● No Infiltrate.
● No Loot caskets (unless otherwise stated).

BOTTLE TESTS
D3 + Seriously Injured + Out of Action > starting crew

263
★ NECROMUNDA ★

GANG RAIDS - 2D

SCENARIO 59: BAR BRAWL


BATTLEFIELD PATRONS (OPTIONAL)
Standard. 1-2 tiles. This battle uses D3+3 Hive Dwellers (slightly modified for this battle).

CREWS HIVE DWELLERS


Hivers are treated as fighters and use the normal rules for movement,
● Custom (4). stray shots, being Engaged and pinning. However, if reduced to 0
wounds, they are taken Out of Action without rolling any Injury dice.
TACTICS
None. M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+
DEPLOYMENT
Take turns placing fighters anywhere on the battlefield at least Hive Dwellers do not activate normally and instead react to the
3” from another fighter (the winner of a roll-off can choose to actions of nearby fighters. Hive Dwellers are triggered by the
deploy first or second). following actions:

Take turns placing D3+3 Hive Dwellers anywhere on the ● A fighter making a Fight action within 3”.
● A fighter ends a Move action within 2”.
battlefield at least 1” from any fighters from any gangs
(starting with the winner of a roll-off). After working out the effects of the action that triggered the hiver, roll
a D6 on the table that follows (roll separately for each hiver that is
A NIGHT OF REVELRY triggered).
All fighters have consumed several rounds of drinks before D6 Result
trouble started, making them mean drunks indeed! Both sides 1-2 “Oh yeah?”: Picks up a piece of furniture and takes a
are attempting to be the last standing. single Shoot action at the nearest fighter (even if that fighter
didn’t trigger this event). Resolved as BS 5+, S2, D1.
● No Group Activations.
3-4 “Ok, take it Easy Fella!”: Take no action.
● All fighters suffer from the Intoxicated condition:
○ -1” M. 5-6 “I’m getting outta here!”: Flee the building (removed from
○ -1 WS. the battlefield).
○ -1 BS. Unless triggered, a Hive Dweller takes no action.
○ Automatically pass Cool checks.
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 battles 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. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of Action.
● Max 1 Champion.
● +1 for killing an enemy (during the battle).
● No Territory 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.

264
★ NECROMUNDA ★

GOLIATH

SCENARIO 60: THE BEATDOWN


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has Ready fighters
remaining (after a Priority phase).
CREWS
● Random (D3+4). VICTORY
The side with at least one fighter with a Ready marker when
TACTICS the battle ends is the winner.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). REWARDS
EXPERIENCE
DEPLOYMENT Scenario specific rewards:
1. Roll-off to see determine who deploys a fighter first. ● +1 for taking part.
The first fighter can be placed anywhere on the ● +1 if only a single other friendly fighter were Readied
battlefield (not in impassable terrain) at least 6" from during the battle.
any battlefield edge. ● +D3 to a single fighter if no other friendly fighters
2. Alternate placing the remaining fighters within 12” of were Readied during the battle.
the first fighter. Standard rewards:
● +5 per wounding hit.
If there is no room within 12” of the first fighter, or no room ● +1 for taking an enemy Leader or Champion Out of
outside 1” of an enemy, deploy as close as possible to the Action.
first fighter. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
YOU LOOKING AT ME? REPUTATION
The gangs have chanced upon each other and are passing The winner gains the Reputation rewards, depending on the
each other in the underhive when the violence starts. They maximum number of fighters that were Readied per turn:
may well have gone on their way if one of the fighters hadn’t ● 1 fighter: +2D3.
decided they didn’t like the way their rivals were looking at ● 2 fighters: +D6.
them. ● 3+ fighters: +D3.

In round 1, only a single random fighter per team is Readied.


In each subsequent Priority phase, each gan can choose to
Ready a number of fighters equal to the current round (not
random). No fighters are required to be Readied.

Fighters without Ready markers:


● Take no part in the battle (only spectating).
● Provide no benefits (assists, Leading By Example
etc.).
● Can't be targeted by attacks or damaged by blasts
and templates.

However, all fighters still follow normal rules for:


● Counted for Bottle tests.
● Enemy fighters must stay more than 1” away.

If one gang choose to not Ready any fighters, the battle is


effectively lost.

ALTERNATIVE VARIANT
Can be played with any gangs, not just Goliath.

This can also be used for multi-player battles. Perhaps


multiple gangs have found themselves in a tense stand-off,
after randomly running into each other in a seedy drinking
hole, and now must prove their might without things getting
‘too’ out of hand.

265
★ NECROMUNDA ★

GOLIATH

SCENARIO 61: SOMETHING TO PROVE


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when only one gang has fighters remaining.
1. Lowest rating.
2. Roll-off (the winner can choose attacker/defender). VICTORY
The other gang is the defender. The last remaining gang is the winner.

BATTLEFIELD REWARDS
Standard. CREDITS
● +D6x10 to the attacker per defender taken Out of
CREWS Action.
● Attacker: Custom (D3+7). ● +D3x10 to the defender (if winning) per fighter still
● Defender: Random (D3+7). on the battlefield.
EXPERIENCE
TACTICS Scenario specific rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● +1 to each defending (winning) fighter still on the
battlefield.
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
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 checks.

ALTERNATIVE VARIANT
Can be played with any gangs, not just Goliath.

266
★ NECROMUNDA ★

GOLIATH

SCENARIO 62: FEAST OF THE FALLEN


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has fighters remaining.

CREWS VICTORY
● Custom (D3+7). The last remaining gang is the winner.

TACTICS REWARDS
Standard: Draw 3 Tactics (random), then discard 1. EXPERIENCE
● Underdog: Draw 1 extra (before discarding 1). Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +D3 to the empowered fighter if still on the battlefield
Standard. in the end.
Standard rewards:
● +5 per wounding hit.
GODS OF THE UNDERHIVE ● +1 for taking an enemy Leader or Champion Out of
The gangs honour the hardest fighters to ever walk the Action.
underhive by attempting to beat one another to death. Acts of ● +1 for killing an enemy (during the battle).
violence are offered to the legendary ancestors to empower ● +1 for Rallying.
the gangs, and when one does, it falls to the rivals to bring
them down - for while becoming a god is glorious, killing one REPUTATION
is even better! While something supernatural might be going ● +D3 to the winner.
on, it is just as likely homicidal hysteria. ● -1 to any gang that bottled out.

Each time a fighter suffers a wound from a weapon with one


of the traits listed below, the fighter becomes empowered on
a 4+ (before rolling any Injury dice). If successful, no other
fighters can make this test or become empowered.

If the fighter is empowered, any effects of the attack is


cancelled.

The empowered fighter gains the following effects:


● Immediately restore the Wounds to the starting
number.
● Can't be Pinned.
● If Seriously Injured by a ranged attack (not
Melee/Versatile), suffer a Flesh Wound instead.
● Ignores all other Flesh Wounds.

In addition to the benefits above, apply the effects below


depending the trait(s) of the weapon that inflicted the wound.
WEAPON TRAITS TYPE EFFECT
● Melee God of Blood ● Unarmed attacks become Damage 5.
● Versatile
● Blaze God of Fire ● Unarmed attacks gains Blaze.
● Immune to Blaze effects (can activate
normally but still suffer damage).
● Gas God of Poison ● Unarmed attacks gain Toxin.
● Toxin
● Shock God of Pain Unarmed attacks gain Shock and Versatile (6”).
● Blast God of Fury ● Unarmed attacks gain Blast (3”).
● Ignores Blast effects (including own attacks).

ALTERNATIVE VARIANT
Can be played with any gangs, not just Goliath.

A separate gang can be included, only consisting of


ancestor-driven gangers, all five at once!

267
★ NECROMUNDA ★

SOLO

SCENARIO 63: THE HUNT


SOLO SCENARIO HUNTER & HUNTED
This is designed for a single gang. ● The gang starts in every round (priority).
● The Rambot is an enemy fighter.
From somewhere in the hive, a ‘Rambot’ (rogue Ambot) has
appeared. For reasons unknown, the many failsafes designed If the rogue Ambot is not on the battlefield, the gang can
to suppress its natural instincts have become ineffective, activate each Ready fighter in any order as normal. However,
causing the mechanical beast to do what Ambulls in captivity fighters can only make a single action when activated:
have done since before the birth of the Imperium - tunnel to ● Standing: Move (Simple).
freedom, build a lair, and hunt for food! Logically, of course, ● Prone: Crawl (Double).
this specimen has no particular need for fresh meat, and,
trapped within its mechanical shell, is unable to consume its In addition, each Standing fighter can perform one of the
prey anyway. But these trifling facts are of little concern to the following Basic actions:
primitive Ambull mind! ● Search Area (Basic): Pass an Intelligence check
(+1 modifier if the rogue Ambot has previously
The crew of a hardened underhive gang is unexpectedly appeared and then returned to the shadows). Note
hunted by a ‘Rambot’ (rogue Ambot). It behaves down how many searches were successful and how
autonomously, in a manner determined by the movements many failed each round.
and actions of the fighters. The gang must bring it down to ● Give Cover (Basic): If the Rambot appears on the
escape its unnatural lair. battlefield, make a Shoot (Basic) action targeting it
(using ‘It Came From the Shadows! rules). All
At the start the fighters believe the Rambot to be close, but fighters having made this action can make this
have no idea where exactly it might be. They cautiously attack. Lasts until the End phase.
search the area for evidence of it. When fighters search and
blundering about, there is a chance that the Rambot is If the Rambot is on the battlefield, all Ready fighters can
discovered. activate in any order as normal (performing any action).

The Rambot does not think or reason like a human. It is a “IT CAME FROM THE SHADOWS!”
sophisticated servitor-construct, but with malfunctioning Each time a Search Area (Basic) action is performed, roll a
sensor arrays, allowing it to ignore certain environmental D6 and apply the following modifiers (using previously
dangers. performed Search Area actions this round):
● -1 per unsuccessful Search Area action.
Freed from the many inhibitors that govern and suppress its ● +1 per successful Search Area action.
natural behavior, the Rambot behaves far more like a wild
Ambull. It’s alien reactions are far faster than those of the The result will determine how or if the Rambot appears
average human, and it moves with a speed that seems (placement), whether fighters can Give Cover and how the
impossible for its mechanical bulk. Rambt activates.

BATTLEFIELD D6 EFFECT
Standard. 1 “Ooops...”
Placement:
CREWS ● B2B with the fighter.
● Custom (D3+4). ● Counts as having charged.
2-3 “It’s Behind You!”
TACTICS CARDS Placement:
● Within 3” of the fighter.
● Choose 1 or draw 3 random.
● 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
checks (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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THE RAMBOT ACTING ON INSTINCTS


M WS BS S T W I A Ld Cl Wil Int To determine the actions when activated, use the following
4” 2+ 5+ 5 5 4 4+ 3 8+ 4+ 8+ 9+ table:
Wargear: Light carapace (4+). Trigger Action
Weapons: 2x Tunnelling claw: Fighter in base contact? One of the following:
● Beast weapon - light. ● Fight (Basic) action
● Custom inferno pistol (S6, AP-2). ● Hurl (Basic) action
SKILLS Closest fighter within 6”? Charge (Double)
BULL CHARGE Closest fighter within 12”? 1. Move (Simple)
Melee weapons gain Knockback & +1S when Charging. 2. Shoot (Basic)
None of the above? Back to the Shadows
HURL
Can make the Hurl (Basic) action:
Target an Engaged enemy: BACK TO THE SHADOWS
● Engaged: B2B. ● If, during any End phase, the Rambit is B2B with a
● Seriously Injured: Within 1”. Seriously Injured fighter, and no other fighters are
The enemy fighter must pass an Initiative or be hurled: within 4”, drag the prey off into the shadows (both
1. Choose a direction. are removed from the battlefield). The fighter counts
2. Move the fighter D3” in that direction. as going Out of Action.
If contacting any terrain or other fighters: ● If suffering a wound (for any reason), after saving (if
● Stop moving. any), but before applying the damage, pass an
● Suffer a S3 hit. Initiative check to:
The hurled fighter and any fighters it contacts are Pinned. ○ Reduce the damage to 1.
○ Ignore all weapon traits.
NERVES OF STEEL ○ Go Back to the Shadows (removed from
Pass a Cool check when hit by a ranged attack to avoid the battlefield).
Pinning. Otherwise, apply the damage as normal.

SPRING UP When going Back to the Shadows, it will not appear again this
If Pinned when activated, pass an Initiative check to make a round, but may appear in later rounds (Search Area).
free Stand Up (Basic) action.
ENDING THE BATTLE
SPECIAL RULES The battle ends when the Ambot is Out of Action or no
ALIEN ABOMINATION fighters remain.
● Does not lose Ready at the end of an activation.
● No limit to how many times it can be activated each VICTORY
round. The last remaining side is the winner.
● Each time a fighter ends an activation (or finishes
the last activation of a group activation), the Rambot REWARDS
activates (Acting on Instincts). CREDITS
● 2D6x10 for taking the Ambot Out of Action.
FRENZIED EXPERIENCE
● When attacking with a Fight (Basic) action, one Scenario specific rewards:
attack must be made using the custom inferno pistol. ● +1 for taking part.
● Will always choose Coup De Grace instead of ● +D3 for taking the Ambot Out of Action.
consolidating (if having the choice). Standard rewards:
● +5 per wounding hit.
UNBREAKABLE ● +1 for taking an enemy Leader or Champion Out of
● Never bottles out. Action.
● Can't become Broken (for any reason). ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
UNFEELING HIDE
Blaze: REPUTATION
● Acts as normal (still suffer S3 AP-1 damage as ● +1 for taking the Ambot Out of Action.
normal). ● -1 to the gang if it bottled out.
● No longer ablaze if going Back to the Shadows.
Webbed:
● When activating, roll 4+ to remove the condition. ALTERNATIVE VARIANT
Otherwise the activation ends immediately. The Rambot can be replaced by all manner of monsters,
● If Webbed during the End phase, roll for Recovery daemonically-possessed hivers or alien abominations. Or
as anormal. perhaps the gang has stumbled into the lair of a Chaos cult
and becomes hunted by a daemonhost. Or perhaps a nest
of Purestrain Genestealers is uncovered.

These rules can be used to control any such foe, and an


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.

269
★ NECROMUNDA ★

ESCHER

SCENARIO 64: KHIMERIX HUNT


BATTLEFIELD BACK TO THE SHADOWS
Standard. If in B2B with a Seriously Injured fighter in the End phase and
no other fighters within 6” of the Khimerix, it will:
CREWS ● Drag its prey off into the shadows (counts as going
● Custom (D3+7). Out of Action).
● Removing itself from the battlefield.
TACTICS If wounded by an attack, after making a save (if any), but
Standard: Draw 3 Tactics (random), then discard 1. before applying the damage, the Khimerix will make an
● Underdog: Draw 1 extra (before discarding 1). Initiative test. If passed:
● Only suffer a single wound.
DEPLOYMENT ● Ignore any weapon traits of the attack.
Standard. ● Removing itself from the battlefield.

THE KHIMERIX In both cases, it will not appear again this round, but may
appear in later rounds (as detailed above).
Something’s stalking the gang's turf. The Escher have
released a newly-created Khimerix into the underhive and are
using a rival gang to train the half-wild beast. The Khimerix BIGGER PROBLEMS
may show itself the first time blood is spilled. Fighters can only choose the Khimerix as a target while within
12” of it.
KHIMERIX
M WS BS S T W I A Ld Cl Wil Int ENDING THE BATTLE
6” 4+ 4+ 4 5 3 3+ 3 8+ 7+ 7+ 8+ The battle ends when one of the following is true:
● Only one gang has fighters remaining.
● Gaseous Eruption (Range T, Gas). ● The Khimerix is taken Out of Action.
● Razor-sharp talons (Str +1, AP -1, D3, Rending).
● Flak (6+, 5+ against Blast/Template, same as: Scaly VICTORY
hide 3) The gang that took the Khimerix Out of Action is the winner.
Otherwise it is a draw.
REGENERATION
Unless ablaze, can spend a Simple action (Regeneration) to
heal 1 wound on a 4+. REWARDS
CREDITS
CRUSHING BLOW ● 2D6x10 to the winning gang.
Nominate one attack (before rolling to hit) to gain +1 S & D (if EXPERIENCE
hitting). Scenario specific rewards:
● +1 for taking part.
APPEARANCE ● +D3 for taking the Khimerix Out of Action.
The Khimerix does not start on the battlefield, but appears Standard rewards:
after a fighter is injured. Whenever a fighter (in any gang) ● +5 per wounding hit.
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.

270
★ NECROMUNDA ★

ESCHER

SCENARIO 65: BACK FROM THE DEAD


ATTACKER & DEFENDER DEAD ON ARRIVAL
Tie-breaker for determining the attacker: The newly-risen Death-maiden is only just now coming to her
1. Escher. senses, and as time goes on she will become surer of herself,
2. Roll-off (the winner can choose attacker/defender). and more deadly.
The other gang is the defender.
In each round, the attacking fighter can take a number of
BATTLEFIELD activations equal to the current round number (can activate
Standard. twice in the second round, 3 times in round 3 and so forth).
The enemy will be able to activate a fighter in between as
normal (before the attacking fighter can activate again). The
CREWS activations still only has 2 actions as normal.
● Attacker: Random (1).
● Defender: Random (10) split into 2 groups: If the attacking fighter is Seriously Injured, the result is
● Custom (5 sentries). automatically a Flesh Wound in the Recovery phase (no need
● Custom (5 reinforcement). to roll).

The defending crew is made up of 10 random fighters, then


divided into 2 groups of 5 fighters. One group is deployed as
ENDING THE BATTLE
Sentries, the other arrives later as Reinforcements. The battle ends when only one gang has fighters remaining.

TACTICS VICTORY
Standard: Draw 3 Tactics (random), then discard 1. The last remaining gang is the winner. If no gangs remain, the
● Underdog: Draw 1 extra (before discarding 1). defender wins.

DEPLOYMENT REWARDS
1. Defender: Within 2” of any battlefield edge. EXPERIENCE
2. Attacker: Within 6” of the centre of the battlefield. Scenario specific rewards:
3. Take turns placing 6 corpse markers (starting with ● +1 for taking part.
the attacker): ● +D3 to a defender for taking the attacking fighter Out
○ Anywhere within 12” of the centre. of Action.
○ At least 4” from each other. ● +D3+1 to the attacking fighter if winning.
Standard rewards:
● +5 per wounding hit.
REINFORCEMENTS ● +1 for taking an enemy Leader or Champion Out of
Up to 2 random defending fighters arrive in each End phase, Action.
starting on the round the alarm is raised. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
FIELD OF CORPSES
The enemy gang are combing the area looking for survivors. REPUTATION
This takes place in the aftermath of a battle and the battlefield ● +D3 to the winner.
is strewn with corpses of dead gangers.

During the battle, a fighter within 1" of a corpse marker can


can spend a Basic action (Scavenge) to scavenge weapons.
Roll a D6:
1. Knife.
2. Laspistol.
3. Stub gun (with dumdum rounds).
4. Shotgun (solid & scatter).
5. Lasgun.
6. Bolt pistol.

Once a corpse marker has been scavenged, it is removed.

SCAVENGED WEAPONS
● A fighter can only carry one at a time.
● If scavenging a new weapon, the old is discarded.
● Lost at the end of the battle.

271
★ NECROMUNDA ★

ORLOCK

SCENARIO 66: ROAD BLOCK


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
Tie-breaker for determining the attacker: If a gang has no remaining fighters and at least 1 fighter fled
1. Lowest rating. voluntarily, the opponent automatically wins the scenario.
2. Roll-off (the winner can choose attacker/defender).
The other gang is the defender. ENDING THE BATTLE
The battle ends when only one gang has fighters remaining.
BATTLEFIELD
The defender sets up the battlefield to represent a road going VICTORY
from one side to the opposite side. This road can twist and The attacker wins if 3+ fighters escaped. Otherwise the
turn, can include doors and other obstacles, but must be defender wins.
traversable from one battlefield edge to the other. The rest of
the battlefield is considered impassable.
REWARDS
The defender delegates one end of the road as the entrance CREDITS
and the other as the exit. ● D6x10 to the attacker for each escaped fighter.
● D6x10 credits to the defender for winning.
The defender sets up 3 road blocks along the length of the EXPERIENCE
road (barricades or anything else that provides cover). Each Scenario specific rewards:
road block should completely fill a section of the road. ● +1 for taking part.
● +1 to each attacker that escaped.
Standard rewards:
CREWS ● +5 per wounding hit.
● Attacker: Custom (10). ● +1 for taking an enemy Leader or Champion Out of
● Defender: Random (10). Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1. REPUTATION
● Underdog: Draw 1 extra (before discarding 1). ● +D3 to the attacker for winning.
● -1 for bottling out.
DEPLOYMENT
1. Defender: Within 6” of any road block. Each road
block must have at least 1 fighter deployed within 6”.
2. Attacker: Within 6” of the road entrance.

ROAD BLOCKS
The attacker is trying to break through the defender’s trade
route.

Fighters behind a road block gain cover.

Can be targeted and destroyed by ranged or melee attacks:


● T5 and W5.
● Can be torn down by a B2B fighter in a similar way
as forcing open a door:
○ D6+Str > 8

When destroyed or torn down, it is removed from the


battlefield.

HOME RUN
Any attacker that finishes a Move action B2B with the road
exit can escape (removed from the battlefield). This does not
count as having gone Out of Action, but is also not counted
for the purposes of Bottle tests.

272
★ NECROMUNDA ★

ORLOCK

SCENARIO 67: BIG BAR BRAWL


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when only one gang has Standing fighters
remaining at the end of any End phase.
CREWS
● Random (7). VICTORY
The gang with at least 1 Standing fighter at the end of the
TACTICS battle is the winner.
None.
REWARDS
DEPLOYMENT CREDITS
Randomize one gang to place the first, then take turns ● D3x10 to the winner.
placing all remaining fighters: EXPERIENCE
○ Within 12” of the centre of the battlefield. Scenario specific rewards:
○ At least 1” from another fighter. ● +1 for taking part.
● +1 to each fighter still Standing with 4+ intoxicated
tokens.
DRINKING HOLE Standard rewards:
The fighters are all relaxing in a local drinking hole and are ● +5 per wounding hit.
not armed for a gang fight. A drunken insult leads to a ● +1 for taking an enemy Leader or Champion Out of
free-for-all. Action.
● +1 for killing an enemy (during the battle).
All fighters count as being unarmed and unarmoured: ● +1 for Rallying.
● Can't make attacks with any equipped weapons.
● No save from armour or field armour. REPUTATION
● Can't use any carried Wargear. ● +1 for winning.

Skills work as normal (including special saves or improved


fighting abilities).

The Action phase is replaced by the following new phases:


● Drinking phase (starts after determining priority).
● Fighting phase.

In both phases, take turns activating fighters, starting with the


gang with priority as normal. The activation order resets
between the 2 phases, so the gang with priority will activate
first in both phases.

DRINKING PHASE
A fighter (including Seriously Injured) can choose one of the
following:
● Drink: Gain an intoxicated token.
● Stagger: Move D6” (any direction).

After all fighters have either drunk or staggered, this phase


ends.

FIGHTING PHASE
Each fighter can make a single Simple, Basic or Double
action. No fighter can take more than a single action each
round, regardless of any special rules or skills.

Charge (Double) action: Move D6” (instead of D3+M).

Each intoxicated token give the following effect:


● +1T.
● -1 hit modifier when attacking (a 6 will always hit).

END PHASE
After all fighters have activated, move on to the End phase.
Apply the following to all Engaged fighters:
● Move 1” apart (directly away from each other).
● Pass an Initiative check with a -1 modifier per
intoxicated token or become Pinned.

273
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 68: THE LAST ROUND


ATTACKER & DEFENDER ENDING THE BATTLE
The gang with the highest rating is the defender (in case of a The battle ends when only one side (attacker or defender)
tie, the winner of a roll-off decides). The remaining gangs are has fighters remaining on the battlefield.
the attacker.
VICTORY
This scenario can be fought one-on one, but is intended for The defender wins if at least 1 defending fighter remains on
one powerful gang to fight against a group of less powerful the battlefield (not Seriously Injured) at the end of the battle.
gangs. Otherwise the attacker wins.

BATTLEFIELD OUTCOME
Standard with the following exceptions (the battle takes place Win or lose, the glorious run for the most powerful gang in the
in a drinking hole): dome ends here. If the defender wins, enjoy one last round of
● Centre: An open area roughly 122 wide with a drinks (over the corpses of the rivals) before disappearing
reasonable amount of scatter terrain (represents the from the sector and into legend. Otherwise, become
taproom). permanent fixtures of the bar’s decor...
● Surrounding area: As normal.
● Border between centre and surrounding area:
Walls (impassable terrain) with 2+ doors (entrances). REWARDS
EXPERIENCE
Scenario specific rewards:
CREWS ● +1 to each attacking fighter for taking part.
● Defender: Custom (25). Standard rewards:
● Attacker (crew size is per gang): ● +5 per wounding hit.
● 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
Standard: Draw 3 Tactics (random), then discard 1. REPUTATION
● Underdog: Draw 1 extra (before discarding 1). ● + to each attacking gang.
● +1 to each attacking gang if the defender bottled out.
DEPLOYMENT
1. Attacker: Within 6” of any edge of the battlefield.
2. Defender: Within 12” of the centre (taproom).

LIMITED AMMO ALTERNATIVES & REBALANCING


A powerful gang celebrates their final victory at a local
The two sides can be rebalanced. Each side can have
drinking hole - only to discover the fight is not over yet… The
additional benefits.
defenders are caught by surprise and only have a limited
Attackers:
supply of ammo to hand, and haven’t brought all the
● Recruit a free Bounty Hunter or Hive Scum.
firepower.
● An Enforcer patrol can show up to help.
● A Guild entourage can show up to help.
Apply the following to all weapons carried by defending
● Modify crew sizes.
fighters:
Defender:
1. Weapons with Limited can't be used.
● Set up sentry guns and defences in the bar.
2. Gain Limited (if Scarce).
● A friendly Ogryn bouncer.
3. Gain Scarce (if not having Scarce already).
● The bar could be on fire:
○ -2 hit modifier to all ranged attacks.
ON THE CLOCK ○ D3 random fighters on each side must
While the defenders are caught unexpected, the attackers roll against Blaze (4+) or catch fire (as if
can still lose their nerve when trying to take out the toughest being hit by a Blaze weapon).
gang around.
Alternatively, create an attacking gang (Enforcers, outlaws,
Starting with the End phase of round 3 (and the End phase of plague zombies etc.) to fight against all Leaders in the
each subsequent round), each gang with a Leader present on campaign as the defenders.
the battlefield (not Seriously Injured, Out of Action or Broken)
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).

274
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 69: GATEWAY TO HELL


ATTACKER & DEFENDER ESCAPING
The gang with the highest rating is the defender (in case of a Any fighter can attempt to escape (but only defenders will win
tie, the winner of a roll-off decides). The remaining gangs are from it) if moving into B2B with the Ash Gate (battlefield
the attacker. edge). Roll 2D6-Str and compare the result to the current
round:
This scenario can be fought one-on one, but is intended for ● Equal or less (than the current round):
one powerful gang to fight against a group of less powerful Escape (removed from the battlefield).
gangs. ● Higher (than the current round):
Suffer a S4 D1 hit, then move D6” directly away from
BATTLEFIELD the Ash Gate.
Standard. After set up, the defender chooses one battlefield
edge to be the Ash Gate. Escaped fighters does not count as Out of Action, but does
also not count for Bottle tests.
CREWS
● Defender: Custom (25).
ENDING THE BATTLE
● Attacker (crew size is per gang): The battle ends when at least one of the following is true:
● 1-2 attacking gangs: Custom (10). ● End of round 9.
● 3 attacking gangs: Custom (7). ● Defender has less than ⅓ (rounding down) of the
● 4+ attacking gangs: Custom (5). crew remaining on the battlefield.
● Only one gang remains.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1.
FLEEING THE BATTLEFIELD
● Underdog: Draw 1 extra (before discarding 1). If a gang has no remaining fighters and at least 1 fighter fled
voluntarily, the opponent automatically wins the scenario.
DEPLOYMENT
1. Defender: Within 6” of the centre of the battlefield.
VICTORY
2. Attacker: Anywhere outside 9” of any defenders Defender wins if at least ⅓ (rounding down) of the defending
(and out of LOS if possible). fighters escape via the Ash Gate (battlefield edge). Otherwise
the attacker wins.
THE ASH GATES
A gang tries to escape from the authorities into the wastes -
OUTCOME
though the hive will not let them go so easily. The gangs are Win or lose, the most powerful gang’s days are numbered. If
fighting in the shadow of one of the great ash gates that ring the defender wins, head out into the wastes (perhaps starting
the base of the hive. The defender must hold out until this a new settlement or rising to rule an ash wastes tribe).
mighty seal opens enough for them to escape - though this Otherwise, the gears of the great gate aren’t greased by oil
wait, and the approach to the gate itself, are not without peril alone...
as the gates are well-defended and the mechanisms that
work them are potentially deadly. As the gate opens, clouds of REWARDS
choking blinding dust roll into the hive, driving some fighters EXPERIENCE
to the ground and reducing visibility. Scenario specific rewards:
● +1 to each attacking fighter for taking part.
Starting with the End phase of round 3 (and the End phase of Standard rewards:
each subsequent round), apply the rules for Ash Clouds and ● +5 per wounding hit.
Ash Storm. ● +1 for taking an enemy Leader or Champion Out of
Action.
ASH CLOUDS ● +1 for killing an enemy (during the battle).
All fighters within 12” of the Ash Gate (battlefield edge) and ● +1 for Rallying.
with LOS to that edge must pass a Strength check or apply
the following: REPUTATION
● Move D6” directly away from the Ash Gate (stop if ● + to each attacking gang.
contacting impassable terrain, can fall off ledges). ● +1 to each attacking gang if the defender bottled out.
● Pass an Initiative check or become Pinned (this test
is only applied if the Strength check failed).

ASH STORM
Reduce the visibility at the end of round 3 and each ALTERNATIVES & REBALANCING
subsequent round: The battle can be rebalanced.
Attackers:
● Round 3: 36”. ● Modify crew sizes.
● Round 3: 24”.
● Round 5: 18”. Alternatively, a bunch of enemies can enter the battlefield edge opposite of
● Round 6: 12”. the Ash Gate each round (Enforcers, Guild watchmen, Bounty Hunters,
plague zombies, Redemptionists, hive critters, Murder Cyborgs etc.). These
● Round 7: 9”. adversaries continue to enter the battlefield until the gangs escape or the
● Round 8-9: Pitch Black (3”). 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.

275
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 70: THE LONG NIGHT


ATTACKER & DEFENDER ENDING THE BATTLE
The gang with the highest rating is the defender (in case of a The battle ends when at least one of the following is true:
tie, the winner of a roll-off decides). The remaining gangs are ● End of round 9.
the attacker. ● Only one gang remains.

This scenario can be fought one-on one, but is intended for VICTORY
one powerful gang to fight against a group of less powerful The gang with the most remaining fighters wins.
gangs.

Even though one side is the attacker, these gangs are not OUTCOME
allies. All gangs fight as individual gangs and treat all other Win or lose, this long night will mark the passing of a gang
gangs as enemies. into legend. If the most powerful gang wins, they have
survived and will wander off into the dark of the underhive,
never to be seen again (though tales will be told about them
BATTLEFIELD for some time). Otherwise, well, the bones of the great look
Standard. much like everyone else’s!

CREWS REWARDS
● Defender: Custom (25). 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). ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
TACTICS Action.
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for killing an enemy (during the battle).
● Underdog: Draw 1 extra (before discarding 1). ● +1 for Rallying.

DEPLOYMENT REPUTATION
Standard. ● + to each attacking gang.
● +1 to each attacking gang if the defender bottled out.
DEEPEST DARKNESS, FREEZING COLD
Gangs must fight to survive a sector-wide shutdown, battling
darkness, cold, critters and each other until the artificial dawn
comes. In an act of desperation, or perhaps local sabotage,
power to this entire section has been shut down. Darkness
descends as lumens fail, cold sets in as thermal vents close,
and critters gather as automated settlement defenses power
down. The plummeting temperatures force fighters to
constantly move for warmth.

● Apply the Pitch Black rules.


All fighters must have one of the following effects or actions
during each activation to avoid suffering a Flesh Wound (from
freezing):
● Move (Simple) action.
● Charge (Double) action.
● Ablaze (burning fighters won’t freeze).
● Pass a Toughness check (to prevent freezing).

MONSTERS EVERYWHERE
With the darkness comes the monsters, and in the darkness
of the underhive, there are many monsters.

In each activation, roll 2D6, then choose the highest roll as


the result and apply the following to that fighter:
● 1: Suffer a S6 AP-1 D2 hit. If Seriously Injured as a
result, go Out of Action (dragged away into the
darkness). ALTERNATIVES
● 2-3: Can't make any actions this activation (busy Actual monsters can be added to the darkness. These can be anything from
swarms of hive rats, plage zombies, crawling xenos horrors or even warped
fighting to survive a nightmarish creature emerging Daemons. Or use scenario complications like Horrors of the Underhive.
from the shadows).
● 4-5: Can only make 1 action this turn (hesitates These monsters can even appear and disappear from one round to the
when hearing a noise in the darkness). next, never knowing exactly where or when they will show up.
● 6: Activate normally (the fighter goes unnoticed). These fighters should move and attack in the End phase and controlled by
someone not participating with a gang.

276
★ NECROMUNDA ★

VAN SAAR

SCENARIO 71: DEUS EX MACHINA


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
Tie-breaker for determining the attacker: If a gang has no remaining fighters and at least 1 fighter fled
1. Van Saar. voluntarily, the opponent automatically wins the scenario.
2. Lowest rating.
3. Roll-off (the winner can choose attacker/defender). ENDING THE BATTLE
The other gang is the defender. The battle ends when one of the following is true:
● Only one gang has fighters remaining on the
BATTLEFIELD battlefield.
Standard. ● The Abominable Intelligence is captured (after the
host is taken Out of Action).
CREWS
● Attacker: Custom (10). VICTORY
● Defender: Random (10). The attacker wins if the Abominable Intelligence is captured.
The defender wins if the attacker has no fighters remaining on
DEPLOYMENT the battlefield and the Abominable Intelligence is not
Standard. captured. Otherwise it is a draw.

TACTICS REWARDS
Standard: Draw 3 Tactics (random), then discard 1. CREDITS
● Underdog: Draw 1 extra (before discarding 1). ● D6x10 to the winner.
EXPERIENCE
Scenario specific rewards:
GHOST OF THE MACHINE SPIRIT ● +1 for taking part.
A fighter has been possessed by the Abominable Intelligence ● +D3 to the fighter capturing the Abominable
residing within a tech-trinket picked up as a curio from the Intelligence.
tech-bazaar. The identity is known to the attackers, who are Standard rewards:
hunting the fighter, certain that the possessing machine spirit ● +5 per wounding hit.
holds many secrets. ● +1 for taking an enemy Leader or Champion Out of
Action.
Randomize 1 defender to be possessed by the Abominable ● +1 for killing an enemy (during the battle).
Intelligence for this battle: ● +1 for Rallying.
● +1 to each stat (max 1+ or 10).
● 5+ save (unmodifiable). REPUTATION
● +D3 to the winner.
● -1 for bottling out.
CAPTURING THE ABOMINABLE INTELLIGENCE
● All attackers have the ability to capture the
Abominable Intelligence (equipped with containment
units).
● If the possessed fighter is taken Out of Action, leave
a tech-trinket marker where the fighter was.
● Attackers within 1” of the tech-trinket can spend a
Double action (Operate Containment Device): Pass
an Intelligence check 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).

277
★ NECROMUNDA ★

VAN SAAR

SCENARIO 72: LAST RITES FOR THE MACHINE


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The defender is: If a gang has no remaining fighters and at least 1 fighter fled
1. Van Saar (if only one gang is Van Saar). voluntarily, the opponent automatically wins the scenario.
2. The gang with the lowest rating (if no gangs or
multiple gangs are Van Saar). Roll-off in case of a ENDING THE BATTLE
tie. The battle ends when only one gang has fighters remaining
The other gang is the attacker. on the battlefield.

BATTLEFIELD VICTORY
Standard. The defender wins if the Fading Legend has not gone Out of
Action (by the end of the battle). The attacker wins if the
CREWS Fading Legend has gone Out of Action as a result of the
● Custom (D3+7). “None of us are getting any Younger!” special rule. Otherwise
it is a draw.
DEPLOYMENT
Standard. REWARDS
CREDITS
TACTICS ● D6x10 to the winner.
Standard: Draw 3 Tactics (random), then discard 1. EXPERIENCE
● Underdog: Draw 1 extra (before discarding 1). Scenario specific rewards:
● +1 for taking part.
● +1 to each winning fighter taking part.
GOING OUT IN STYLE Standard rewards:
A legendary fighter is rapidly approaching the end of the ● +5 per wounding hit.
career and have an aging body with many failing cyberteknika ● +1 for taking an enemy Leader or Champion Out of
enhancements. The Fading Legend has but one goal to Action.
secure their legacy in a blaze of glory, facing the foes one last ● +1 for killing an enemy (during the battle).
time before checking out. ● +1 for Rallying.

The Fading Legend is joining the defenders. The type and REPUTATION
value of the equipment (weapons & Wargear) is determined ● +D3 to the winner.
by what gang the defender is: ● -1 for bottling out.
● Van Saar:
○ Agent.
○ Spend up to 400 credits (can purchase
Cyberteknika).
● Other:
○ Agent or Bounty Hunter.
○ Spend up to 300 credits.

Can purchase items from the Trading Post, Black Market and
any item available to the gang’s Leader.

"NONE OF US ARE GETTING ANY YOUNGER"


The Fading Legend weakens during the battle, if the battle
proves too protracted, may even succumb to the failing health
mid-fight.

In the End phase of round 4 and each End phase of


subsequent rounds, apply the following stat reductions to the
Fading Legend:
● -1 MA (min 1”).
● -1 BS (min 6+).
● -1 WS (min 6+).
● -1 W (min 0).

If Wounds are reduced to 0 in this way, immediately go Out of


Action.

INSPIRATIONAL FIGURE
The defender can automatically pass any Bottle tests while
the Fading Legend is still on the battlefield.

HATED FOE
Attackers can ignore Target Priority when targeting the Fading
Legend.

278
★ NECROMUNDA ★

HANGERS-ON

SCENARIO 73: MERCY MISSION


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when one of the following is true:
● Only one gang has fighters remaining on the
CREWS battlefield (except the Rogue Doc and Hive Scum).
● Random (5). ● One gang has 3+ fighters B2B with their battlefield
In addition, both teams add the following: edge (except the Rogue Doc and Hive Scum).
● 1 Rogue Doc (Hangers-on).
● 1 Hive Scum (Stub Gun). VICTORY
The winner is the only gang with 3+ fighters B2B on their
DEPLOYMENT battlefield edge. Otherwise it is a draw.
Take turns (starting with the winner of a roll-off) in each of the
following steps: REWARDS
1. Place one of the 5 random enemy fighters anywhere EXPERIENCE
on the battlefield, continue until all are deployed. Scenario specific rewards:
2. Place the friendly Rogue Doc & Hangers on a ● +1 for taking part.
random battlefield edge. Then the other gang does ● +1 to each fighter B2B with their battlefield edge.
the same on the opposite battlefield edge. Standard rewards:
● +5 per wounding hit.
Note that the battlefield edge where the Rogue Doc and Hive ● +1 for taking an enemy Leader or Champion Out of
Scum is placed counts as the gang’s edge for the purpose of Action.
XP rewards, ending and winning the battle. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS
None. REPUTATION
● +D3 to the winner.
THE AFTERMATH
A brutal gang fight has taken place, and the battlefield is
strewn with downed fighters.

All 5 random fighters from both teams begin:


● Seriously Injured (Recovery rolls are made as
normal at the end of each round).
● Only 1 Wound remaining (if having more).
● All weapons counts as Out of Amo (can be reloaded
as normal after recovering).

For this battle, all gangs (including all fighters) have the
following effects:
● No Lasting Injuries if going Out of Action.
● No need to make Bottle tests.

MISSION OF MERCY
The Rogue Doc and Hive Scum:
● Can't Coup de Grace.

Rogue Doc:
● Can't Coup de Grace.
● Only Pinned if hit by an attack (otherwise
unaffected).

HIVE SCUM (GENERIC)


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

EQUIPMENT
Stub gun.
ROGUE DOC
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 2 3 1 4+ 1 9+ 8+ 7+ 5+
Skills: Medicae.
Wargear: Stub gun, medicae kit.

279
★ NECROMUNDA ★

HANGERS-ON

SCENARIO 74: DOME RUSH


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when one of the following is true:
● Only one gang has fighters remaining on the
CREWS battlefield.
● Custom (10). ● One gang has opened 3+ loot caskets.

DEPLOYMENT VICTORY
1. The winner of a roll-off chooses a battlefield corner The winner is the only gang with 3+ fighters B2B on their
and deploys all fighters within 6” of that corner. battlefield edge. Otherwise it is a draw.
2. Then the other gang deploys all fighters within 6” of
the opposite corner. REWARDS
3. A Dome Runner is placed in the centre of the CREDITS
battlefield. The weapon options are not very relevant ● 2D6x10 to the winner.
as the Dome Runner cannot attack any gangs. ● D6x10 per opened loot casket (any gang).
EXPERIENCE
TACTICS Scenario specific rewards:
None. ● +1 for taking part.
Standard rewards:
● +5 per wounding hit.
DOME RUN ● +1 for taking an enemy Leader or Champion Out of
The gangs are following a Dome Runner into dangerous Action.
territory looking for loot. As the gangs are trying to follow the ● +1 for killing an enemy (during the battle).
trail left by the runner, they don’t want to kill them. ● +1 for Rallying.

If the Dome Runner is hit by an attack: REPUTATION


● Only Pinned (otherwise unaffected). ● +D3 to the winner.
● -1 for bottling out.
In each End phase, the gang with Priority activates the Dome
Runner:
● Must move maximum distance.
● Must end the move at least 5” from where it started.

After moving, choose up to one of the following:


● Can place any or all of the following within 6” of
where the move ended:
○ Loot casket.
○ Frag trap.
● Remove a booby trap within 6”.

Any fighter in 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).

0-1 DOME RUNNER 20


M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 3+ 1 10+ 9+ 7+ 8+
Skills: Lie Low.
Weapons: Laspistol or stub gun, knife or axe.

280
★ NECROMUNDA ★

HANGERS-ON

SCENARIO 75: TARGET PRACTISE


BATTLEFIELD ENDING THE BATTLE
Standard. Should include some large open areas and The battle ends when one of the following is true:
numerous long-range firing lines where possible. ● Only one gang has fighters remaining on the
battlefield.
CREWS ● The Ammo-jack is attacked.
● Custom (5). ● A gang reaches 50 points.

DEPLOYMENT VICTORY
Take turns (starting with the winner of a roll-off): ● The winner is the first gang to reach 50 points.
● Deploy the entire crew 6” from the centre of the ● Any gang that attacked the Ammo-jack loses.
battlefield, each fighter 2” within another. ● Otherwise it is a draw.

An Ammo-jack is then placed between the gangs. Agree upon REWARDS


or randomize what weapons the Hangers-on has. CREDITS
● 3D6x10 to the winner.
TACTICS EXPERIENCE
None. Scenario specific rewards:
● +1 for taking part.
● +1 to each fighter scoring 20+ points.
SHOOT-OUT Standard rewards:
The gangs test their aim in an Ammo-jack’s bullet emporium. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
At the start of each round, each gang place the targets Action.
(markers) for the enemy gang on the battlefield. Starting the ● +1 for killing an enemy (during the battle).
gang with priority, place 3 enemy targets as follows: ● +1 for Rallying.
● Within LOS and weapon range of at least 1 enemy
fighter. REPUTATION
● +D3 to the winner.
Targets:
● Can be attacked as fighter.
● Benefits from cover.
● Removed when hit.

Score the following cumulative points per target hit:


● Long range: 2.
● Cover: 3.
● More than 24” away: 4.
● Per friendly fighter risking Stray Shots: 2.

Record the points per gang and per individual fighter.

In each End phase, the gang with the highest points total can:
● Move the Ammo-jack anywhere on the battlefield.
● Count the Ammo-jack as a friendly fighter the next
round.

If a fighter attacks an enemy fighter:


● The Ammo-jack is moved within 6” of the offending
fighter and attacks the offending fighter.

AMMO-JACK
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 1 5+ 1 9+ 7+ 6+ 7+
Skills: Munitioneer.
Wargear: Boltgun or combat shotgun (salvo & shredder),
power hammer or power sword, mesh.

Re-roll any failed Ammo checks if the result (before modifiers)


is equal to or lower than the amount of Ammo-jacks. Does not
have to take part in the battle for the bonus to apply, but must
be available (not in Recovery, Captured etc).

281
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 76: THE CROSSING POINT


BATTLEFIELD ENDING THE BATTLE
20"x16" as shown (each square is approximately 2"x2"). The battle ends when only one gang has fighters remaining
on the battlefield.
CREWS
● Custom (5). VICTORY
The last remaining gang is the winner.
DEPLOYMENT
The winner of a roll-off starts each of the following steps: REWARDS
1. Choose deployment zones (red or green). EXPERIENCE
2. Take turns placing 1 fighter at a time within the Standard rewards:
deployment zone (until all fighters are deployed). ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
TACTICS Action.
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for killing an enemy (during the battle).
● Underdog: Draw 1 extra (before discarding 1). ● +1 for Rallying.

LINKED REWARDS
Hive War Rulebook (N21) has a simplified 'linked'
campaign. This campaign only has the following reward:
● The winner is automatically the attacker in the
next battle.

282
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 77: STRONGHOLD ASSAULT


ATTACKER & DEFENDER ENDING THE BATTLE
The winner of a roll-off chooses whether to be the attacker or The battle ends when only one gang has fighters remaining
defender. on the battlefield.

BATTLEFIELD VICTORY
20"x16" as shown (each square is approximately 2"x2"). Win conditions:
● The last remaining gang is the winner.
CREWS ● Attacker: At least 1 friendly fighter in the gatehouse
● Random (5). at the end of the battle and no defending fighters in
the gatehouse.
Otherwise it is a draw.
DEPLOYMENT
1. Defender: Green.
2. Attacker: Red.
REWARDS
EXPERIENCE
Standard rewards:
TACTICS ● +5 per wounding hit.
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking an enemy Leader or Champion Out of
● Underdog: Draw 1 extra (before discarding 1). Action.
● +1 for killing an enemy (during the battle).
SEIZE THE GATEHOUSE ● +1 for Rallying.
The attackers are attempting to storm and seize the
gatehouse to the enemy's stronghold. The defenders are
trying to keep them out. LINKED REWARDS
Hive War Rulebook (N21) has a simplified 'linked'
The gatehouse is marked in blue (used for win condition). campaign. This campaign only has the following reward:
● +1 crew size in the next battle.

283
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 78: BREAK IN


ATTACKER & DEFENDER ENDING THE BATTLE
The winner of a roll-off chooses whether to be the attacker or The battle ends when only one gang has fighters remaining
defender. on the battlefield.

BATTLEFIELD VICTORY
20"x16" as shown (each square is approximately 2"x2"). The gang that opened most Loot is the winner. Otherwise it's
4 Loot are placed at the centre. a draw.

CREWS REWARDS
● Random (5). EXPERIENCE
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
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
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1).
LINKED REWARDS
Hive War Rulebook (N21) has a simplified 'linked'
STEAL THE LOOT campaign. This campaign only has the following reward:
Count how many Loot are opened. ● 50 credits per opened loot with the contents of an
Ammo cache (4+).

Loot Loot

Loot Loot

284
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 79: SHOWDOWN


BATTLEFIELD ENDING THE BATTLE
20"x16" as shown (each square is approximately 2"x2"). The battle ends if any of the following are true:
● Only one gang has fighters remaining on the
CREWS battlefield.
● Custom (5). ● End of the 5th round.

DEPLOYMENT VICTORY
The winner of a roll-off starts each of the following steps: The last remaining gang is the winner. In case of a tie, the
1. Choose deployment zones (red or green). gang that scored the most points is the winner. Otherwise it is
2. Take turns placing 1 fighter at a time within the a draw.
deployment zone (until all fighters are deployed).
REWARDS
TACTICS EXPERIENCE
Standard: Draw 3 Tactics (random), then discard 1. Standard rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Action.
HUMILIATE THE ENEMY ● +1 for killing an enemy (during the battle).
Sometimes, eliminating an enemy is not enough - they must ● +1 for Rallying.
be humiliated! Each gang is attempting to drive the enemy
from the battlefield and seize control of their territory.

Score points for the following (only relevant if both gangs LINKED REWARDS
remain on the battlefield after the 5th round): Hive War Rulebook (N21) has a simplified 'linked'
● 1 per enemy Out of Action. campaign. This campaign only has the following reward:
● 2 per friendly Active fighter in the enemy deployment ● The winning Leader gains a free Primary skill.
zone at the end of the battle.

285
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 80: DEFILE THE RELIC


ATTACKER & DEFENDER ENDING THE BATTLE
The winner of a roll-off chooses whether to be the attacker or The battle ends if any of the following are true:
defender. ● Only one gang has fighters remaining on the
battlefield.
BATTLEFIELD ● End of the 6th round.
20"x16" as shown (each square is approximately 2"x2").
The relic is placed at the centre. VICTORY
The attacker wins if the relic is defiled and at least 1 attacking
CREWS fighter (not Seriously Injured) is on the battlefield.
● Attacker: Random (5) + Reinforcements.
● Defender: Random (5 sentries) + Reinforcements. The defender wins if the relic is not defiled and at least 1
defending fighter (not Seriously Injured) is on the battlefield.
DEPLOYMENT Otherwise it's a draw.
1. Defender: Green.
2. Attacker: Red.
REWARDS
EXPERIENCE
REINFORCEMENTS Standard rewards:
D3 random fighters arrive at the start of each round after the ● +5 per wounding hit.
alarm is raised. ● +1 for taking an enemy Leader or Champion Out of
Action.
HOME TURF ADVANTAGE ● +1 for killing an enemy (during the battle).
Defender: ● +1 for Rallying.
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1. LINKED REWARDS
● Hangers-on: Included in the crew on a 4+ Hive War Rulebook (N21) has a simplified 'linked'
(roll individually). campaign. This campaign only has the following reward:
● 1 winning fighter can roll a D6 and gain the
TACTICS following:
Standard: Draw 3 Tactics (random), then discard 1. 1. +1" M
● Underdog: Draw 1 extra (before discarding 1). 2. +1 WS
3. +1 BS
4. +1 S
GANG RELICS 5. +1 T
The attacker is trying to defile a gang relic, but the defenders 6. +1 A
are aware and have guards defending it. 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!

While not defiled:


● +2 to Ld & Cool checks by friendly fighters
within 6”.
● Any Active fighter within 1” of an enemy relic
can make a Double action to defile it.
● +D3 XP to a fighter defiling a relic.
● Once defiled, it no longers offers any
bonuses and can't be wrecked again.

Relic

286
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 81: RICHES IN THE DARK


BATTLEFIELD ENDING THE BATTLE
20"x16" as shown (each square is approximately 2"x2"). The battle ends if any of the following are true:
The Beast's Lair is at the centre surrounded by 4 Loot. ● Only one gang has fighters remaining on the
battlefield.
CREWS ● End of the 6th round.
● Custom (5) + Reinforcements.
VICTORY
DEPLOYMENT The gang that scored the most points is the winner. In case of
The winner of a roll-off starts each of the following steps: a tie, the gang that secured the most loot is the winner.
1. Chooses deployment zones (red or green). Otherwise it is a draw.
2. Take turns placing 1 fighter at a time within the
deployment zone (until all fighters are deployed). REWARDS
EXPERIENCE
REINFORCEMENTS Standard rewards:
D3 random fighters arrive at the start of the 2nd round and ● +5 per wounding hit.
each subsequent round. ● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
PITCH BLACK ● +1 for Rallying.
Use the Pitch Black special rule.

TACTICS LINKED REWARDS


Standard: Draw 3 Tactics (random), then discard 1. Hive War Rulebook (N21) has a simplified 'linked'
● Underdog: Draw 1 extra (before discarding 1). campaign. This campaign only has the following reward:
● 100 credits per unopened loot returned to the
GRAB THE LOOT deployment zone.
Each gang is trying to grab as much Loot as possible back to
their deployment zones. Note that only unopened loot are
used for the win condition and rewards (any opened loot are
left behind).

Gangs can score the following points:


● 2 per unopened loot that is secured.
● 1 per enemy fighter Out of Action.
● D3 to the last remaining gang.

ot
Lo

Lo
ot

Beast's
Lair
ot

Lo
Lo

ot

287
★ NECROMUNDA ★

CAWDOR

SCENARIO 82: RIGHTEOUS CRUSADE


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Cawdor. ● Only one gang remains on the battlefield.
2. Lowest rating. ● All 4 quarters are claimed (by the attacker).
3. Roll-off (the winner can choose attacker/defender).
The other gang is the defender. VICTORY
The attacker wins if all 4 quarters are claimed. Otherwise the
BATTLEFIELD last remaining gang is the winner.
Standard.
REWARDS
CREWS CREDITS
● Attacker: Custom (10). ● 2D6x10 to attacker if claiming all 4 quarters.
● Defender: Random (10). ● D6x10 to the defender if having fighters on the
battlefield at the end of the battle.
DEPLOYMENT EXPERIENCE
Standard. Scenario specific rewards:
● +1 for taking part.
● +1 to each defending fighter still on the battlefield at
TACTICS the end of the battle.
Standard: Draw 3 Tactics (random), then discard 1. Standard rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
CLEANSING THE UNDERHIVE Action.
The attacker brings the fire of the Redemption, attempting to ● +1 for killing an enemy (during the battle).
cleanse an area of the underhive and to drive out the faithless ● +1 for Rallying.
(chasing them from the battlefield).
REPUTATION
Starting with the End phase of the round 3 (and every ● +D3 to the winner.
subsequent End phase), the attacker can claim quarters: ● -1 for bottling out.
● Attacker: A Standing fighter within 2" of the centre of
a battlefield quarter.
● Defender: No fighters in that quarter (including
Seriously Injured).

Once claimed, defending fighters cannot voluntarily enter it.


Any defending fighters in a claimed quarter are removed from
the battlefield in every End phase (counts as going Out of
Action).

THE FINAL QUARTER


After 3 quarters are claimed, the attacker can flaim the 4th
quarter even if there are defending fighters within its
boundaries:
● Attacker: A Standing fighter within 2" of the centre of
the battlefield quarter.
● Defender: No fighters within 3" of the centre of the
battlefield quarter (including Seriously Injured).

Claiming the final quarter brings the battle to an end, but


defending fighters do not go Out of Action.

288
★ NECROMUNDA ★

CAWDOR

SCENARIO 83: TEST OF FAITH


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Cawdor. ● Only one gang remains on the battlefield.
2. Lowest rating. ● All Unworthy are removed from the battlefield.
3. Roll-off (the winner can choose attacker/defender). ● Completing 6 trials.
The other gang is the defender.
FLEEING THE BATTLEFIELD
BATTLEFIELD If a gang has no remaining fighters and at least 1 fighter fled
Standard. voluntarily, the opponent automatically wins the scenario.

CREWS VICTORY
● Custom (10). The attacker wins if completing 6 trials. Otherwise the
defender wins.
DEPLOYMENT
Standard. REWARDS
EXPERIENCE
TACTICS Scenario specific rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● +D3 to each Unworthy completing at least 1 trial.
Standard rewards:
● +5 per wounding hit.
THE UNWORTHY ● +1 for taking an enemy Leader or Champion Out of
A gang tests the faith of its newest members. Action.
● +1 for killing an enemy (during the battle).
Declare 3 Unworthy fighters from the attacking crew: ● +1 for Rallying.
● The 3 cheapest fighters (credit cost).
● Not Leader or Champion. REPUTATION
● +D3 to the winner.
TRIALS OF FAITH ● +D3+1 to the attacker if completing each individual
The Unworthy must prove themselves during the battle. trial (6 different).
● -1 for bottling out.
There are 6 trials that can be completed by the Unworthy:
1. Perform a Coup de Grace (against an enemy).
2. Recover from being Seriously Injured.
3. Inflict a wound on an enemy Leader or Champion.
4. Take down an enemy Psyker (Seriously Injure or Out
of Action).
5. Take down an enemy Brute (Seriously Injure or Out
of Action).
6. Survive being ablaze for 3 consecutive rounds.

Each trial can be completed multiple times.

289
★ NECROMUNDA ★

DELAQUE

SCENARIO 84: INTELLIGENCE GATHERING


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Delaque. ● Only one gang remains on the battlefield.
2. Lowest rating. ● All 5 spy devices are placed (1 in each centre and 1
3. Roll-off (the winner can choose attacker/defender). in the centre).
The other gang is the defender.
FLEEING THE BATTLEFIELD
BATTLEFIELD If a gang has no remaining fighters and at least 1 fighter fled
Standard. voluntarily, the opponent automatically wins the scenario.

CREWS VICTORY
● Attacker: Custom (10). The attacker wins if all 5 spy devices are placed. The
● Defender: Random (10). defender wins if the attacker voluntarily bottles out or if only
the defender remains on the battlefield at the end of the
DEPLOYMENT battle. Otherwise it is a draw.
1. Defender:
○ Divide the battlefield into 4 quarters. REWARDS
○ Place at least 1 fighter in each quarter CREDITS
(unless having less than 4 fighters). ● 2D6x10 to the attacker for winning.
2. Attacker: ● D6x10 to the defender for winning.
○ Within 2" of one battlefield edge and within EXPERIENCE
12" of at least one friendly fighter (if Scenario specific rewards:
possible). ● +1 for taking part.
● +1 to each attacker for placing 1+ spy devices.
TACTICS Standard rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +5 per wounding hit.
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
UNDERHIVE SPIES ● +1 for Rallying.
The attacker is attempting to place hidden recorders, vox
traps and other spying devices in the enemy turf. This activity REPUTATION
is secret and the killing is kept to a minimum. ● +D3 to the attacker for winning.
● -1 for bottling out.
Each attacker can spend a Double action (Plant Spying) if all
the following are true:
● Within 6" of a corner or centre of the battlefield.
● No enemies have LOS to this fighter.

Note that to win, the attacker must have at least 1 spy device
in each of the 5 locations (4 corners + 1 centre). Additional
spy devices can be placed in the same location, but this has
no effect on winning the battle.

290
★ NECROMUNDA ★

DELAQUE

SCENARIO 85: CAULDRON OF LIES


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when any of the following are true:
● Only one gang remains on the battlefield.
In addition, each gang places 5 Loot caskets each, anywhere ● An agenda is completed.
in the opponent's half of the battlefield.
FLEEING THE BATTLEFIELD
CREWS If a gang has no remaining fighters and at least 1 fighter fled
Custom (6). voluntarily, the opponent automatically wins the scenario.

DEPLOYMENT VICTORY
Standard. The gang that completed it's agenda is the winner. If no
agendas were completed, all gangs lose.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1. REWARDS
● Underdog: Draw 1 extra (before discarding 1). EXPERIENCE
Scenario specific rewards:
HIDDEN TRUTHS ● +1 for taking part.
Victory is forever moving just out of reach. The true motives of ● +1 to the winning Leader.
the gangs are hidden and simple confrontation might not be Standard rewards:
an end unto itself. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
At the start of the battle (after deployment), each gang Action.
secretly choose one of the following agendas (win condition): ● +1 for killing an enemy (during the battle).
● Kill Them All! ● +1 for Rallying.
Take 5 enemies Out of Action.
● Escape the Underhive REPUTATION
5 friendly fighters B2B with the battlefield edge of the ● +D3 to the winner.
enemy deployment zone. ● -1 for bottling out.
● 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).

291
★ NECROMUNDA ★

VAN SAAR - LAIR OF THE ARCHEOTEK (1/3)

SCENARIO 86: POWER LINES


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Van Saar. ● Only one gang remains on the battlefield.
The other gang is the defender. ● All 5 tokens are tapped.

BATTLEFIELD VICTORY
Standard. The attackers win if all tokens are tapped. Otherwise the last
remaining gang wins.
The defender places 5 power relay tokens (up to 40mm):
● 6" from any battlefield edge. REWARDS
● 8" from other tokens. EXPERIENCE
● Not in impassable terrain or otherwise inaccessible. Standard rewards:
● +5 per wounding hit.
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 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!

292
★ NECROMUNDA ★

VAN SAAR - LAIR OF THE ARCHEOTEK (2/3)

SCENARIO 87: FIELD TEST


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Van Saar. ● Only one gang remains on the battlefield.
The other gang is the defender. ● No fighter with the experimental weapon remains on
the battlefield (ie. taken Out of Action).
BATTLEFIELD
Standard. VICTORY
The attacker wins if no fighter with the experimental weapon
CREWS remains on the battlefield. Otherwise the defender wins.
● Attacker: Custom (10).
● Defender: Random (10). REWARDS
EXPERIENCE
Note: If the attacker won the previous scenario (Power Standard rewards:
Lines), 3 Hive Scum can be added in addition to the full crew. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
DEPLOYMENT Action.
Standard. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS
None. LAIR OF THE ARCHEOTEK
This is part 2/3 of a simplified 'linked' campaign designed for
THE EXPERIMENTAL WEAPON Van Saar, but could be used for any gangs.
The defender dispatches a hireling to test a new weapon, ● Attacker: Hunters (Van Saar).
crafted by Kavos Druun himself. Kavos Druun has given his ● Defender: Agents of Druun.
Scenario order:
followers an experimental weapon to help stop the attackers.
1. Power Lines.
The weapon must be used to put down attackers, while the
2. Field Test.
attackers must attempt to take out the defending fighter with 3. Rogue Archeotek.
the weapon.
LINKED REWARDS
After deployment, one of the defending fighters can upgrade ● Winning attacker: 1 Bounty Hunter.
one equipped ranged weapon with any 2 of the following: ● Winning defender: Retain 1 experimental weapon
● Blast. for the next battle (Rogue Archeotek).
● Blaze.
● Concussion.
● Knockback.
● Melta.
● Rad-phage.
● Rapid Fire (2).
● Shock.

This applies for the entire battle.

Note: If the defender won the previous scenario (Power


Lines), an additional experimental weapon can be added.

293
★ NECROMUNDA ★

VAN SAAR - LAIR OF THE ARCHEOTEK (3/3)

SCENARIO 88: ROGUE ARCHEOTEK


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Van Saar. ● Only one gang remains on the battlefield.
The other gang is the defender. ● Kavos Druun is Out of Action.

BATTLEFIELD VICTORY
Standard. The attackers win if Kavos Druun is Out of Action (can haul
the disgraced Archeotek back to House Van Saar for
CREWS judgement). Otherwise, the notorious bounty hunter escapes
● Attacker: Custom (10). again!
● Defender: Custom (10) + Kavos Druun.
REWARDS
Note: If the attacker won the previous scenario (Field Test), EXPERIENCE
1 Bounty Hunter can be added in addition to the full crew. Standard rewards:
● +5 per wounding hit.
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 Van Saar, but could be used for any gangs.
None. ● Attacker: Hunters (Van Saar).
● Defender: Agents of Druun.
Scenario order:
KAVOS DRUUN 1. Power Lines.
The attackers have found the lair of Kavos Druun and must 2. Field Test.
confront him and bring him to justice! Druun himself is present 3. Rogue Archeotek.
along with his followers and aims to see the Hunters stopped
for good!

There are 2 options to field Druun:

LEADER (125) 3 CYBERACHNID (PET) (225)


PRIME (VAN SAAR) M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int 6” 4+ 5+ 2 2 1 2+ 1 7+ 8+ 8+ 8+
4” 4+ 2+ 3 3 2 5+ 2 4+ 5+ 5+ 4+ Skills: Clamber (climb without penalty).
Skills: Choose 1 (Leadership, Savant, Shooting). Wargear: Stiletto knife (same as: venomous bite),
Weapons: Grav gun, autopistol, knife. Web projector.
Wargear: Mesh, armoured Bodyglove, 3 Cyberachnids.
FEAR INDUCING
Cyberachnids have the Fearsome (Ferocity) skill. While Active
CHAMPION (130) and within 3” of its owner, the skill also applies to the owner.
ARCHEOTEK (VAN SAAR)
M WS BS S T W I A Ld Cl Wil Int HORRIFIC
4” 4+ 2+ 3 3 2 5+ 2 4+ 6+ 6+ 5+ Can't be Captured.
Skills: Choose 1 (Leadership, Savant, Shooting, Tech).
Wargear: Armoured Bodyglove, 3 Cyberachnids.

MASTER OF CYBERTEKNIKA
● Includes 1 Alpha level Cyberteknika (free).
● 1 additional Cyberteknika can be purchased at half
cost (rounded up to nearest 5 credits).

Spend up to 155 credits on weapons and wargear (from the


Van Saar equipment list).

294
★ NECROMUNDA ★

OUTLANDER

SCENARIO 89: SETTLEMENT RAID


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
Roll-off (the winner can choose attacker/defender). If the defender voluntarily bottles out and flees the battlefield,
The other gang is the defender. all remaining attackers automatically ransacks the settlement.

BATTLEFIELD ENDING THE BATTLE


Divide the battlefield into 2 halves: The battle ends when only one gang has fighters remaining
● Attacker: Standard. on the battlefield.
● Defender: Defender can set up any terrain
representing their settlement including a VICTORY
Gang Stronghold. The attacker wins by looting at least 100 credits from the
settlement, otherwise the defender wins.
The defender's half is the settlement being raided.
REWARDS
CREWS CREDITS
● Attacker: Custom (10). ● Attacker: D3x10 per ransacking attacker.
● Defender: Random (10) + Reinforcements. ● Defender: D6x10 for winning.
EXPERIENCE
DEPLOYMENT Scenario specific rewards:
1. Defender: Anywhere in the settlement. ● +1 for taking part.
2. Attacker: Within 2" of the opposite battlefield edge. ● +1 to each ransacking attacker.
Standard rewards:
REINFORCEMENTS ● +1 for taking an enemy Out of Action.
2 random defenders arrive in the End phase of the 3rd round ● +1 for taking an enemy Leader or Champion Out of
(and each subsequent round). Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS CARDS
Standard: Draw 3 Tactics (random), then discard 1. REPUTATION
● Underdog: Draw 1 extra (before discarding 1). ● +D3 to the winner.
● -1 for bottling out.
HOME TURF ADVANTAGE
Defender:
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1.
● Hangers-on: Included in the crew on a 4+
(roll individually).

RANSACKING THE SETTLEMENT


The attacker is trying to get fighters into the enemy settlement
to cause havoc and steal anything that is not nailed down.

Attackers B2B with the defender's battlefield Edge can be


removed from the battlefield in the start of the End phase.

295
★ NECROMUNDA ★

OUTLANDER

SCENARIO 90: MARKET MAYHEM


ATTACKER & DEFENDER ENDING THE BATTLE
Roll-off (the winner can choose attacker/defender). The battle ends at the start of any round when any of the
The other gang is the defender. following are true:
● Only one gang remains on the battlefield.
BATTLEFIELD ● One gang only has Seriously Injured fighters
Setup a Underhive Market covering a 12" radius circle in the remaining
centre. Otherwise standard.
VICTORY
CREWS The attacker wins if the defender only has Seriously Injured
● Attacker: Custom (10). fighters remaining on the battlefield. Otherwise the defender
● Defender: Random (10). wins.

DEPLOYMENT REWARDS
Take turns (starting with the defender), setting up 1 fighter at CREDITS
the time: ● Attacker: 4D6x10 for winning.
● Within 12" of the centre. ● Defender: 3D6x10 for winning.
● Outside 1" of any enemy fighter. EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
TACTICS CARDS ● +D6 to the winning leader.
Standard: Draw 3 Tactics (random), then discard 1. Standard rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
HOME TURF ADVANTAGE Action.
Defender: ● +1 for killing an enemy (during the battle).
● Bottle tests: Roll 2D6 and discard the highest. ● +1 for Rallying.
● Rally tests: +1.
● Hangers-on: Included in the crew on a 4+ REPUTATION
(roll individually). ● +D3 to the attacker for winning.
● -1 for bottling out.
THE MARKET
Neither side is packing heavy weapons for the fight - the
attacker has snuck into the rival's market with only what they
can hide on their person, while the defender doesn't want to
shoot up their own settlement.

Apply standard Underhive Market rules. In addition, the


following can't be used when fighting in the market or
shooting into the market (applies to all gangs):
● Heavy weapons.
● Ranged weapons with S6+.
● Blast/Template.
● Rapid Fire (X), however, can use single shot mode
(without Rapid Fire).
● 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.

296
★ NECROMUNDA ★

OUTLANDER

SCENARIO 91: GUNK TANK


BATTLEFIELD ENDING THE BATTLE
Standard. Place a Gunk Tank in the centre. The battle ends when only one gang has fighters remaining
on the battlefield.
CREWS
● Random (7). NOTE: The last remaining gang gains D3 gunk.

DEPLOYMENT VICTORY
Standard. The gang that escaped with the most gunk is the winner.
Otherwise it is a draw.
TACTICS CARDS
Standard: Draw 3 Tactics (random), then discard 1.
REWARDS
● Underdog: Draw 1 extra (before discarding 1). CREDITS
● D6x10 per gunk.
EXPERIENCE
THE GUNK TANK Scenario specific rewards:
Represented by any suitable terrain at least 3" in diameter. ● +1 for taking part.
● +1 for escaping.
In addition to the standard rules, a fighter B2B can spend a Standard rewards:
Double action (Siphon) to gain 1 gunk: ● +1 for taking an enemy Out of Action.
● A fighter can only carry 1 gunk at the time. ● +1 for taking an enemy Leader or Champion Out of
● If Seriously INjured or taken Out of Action, the gunk Action.
is dropped and placed B2B with the fighter (or where ● +1 for killing an enemy (during the battle).
the fighter was). ● +1 for Rallying.

LUGGING GUNK REPUTATION


While carrying gunk, automatically catch fire if hit by Blaze ● -1 for bottling out.
(this alone does not cause the gunk to be dropped).

ESCAPE
Fighters carrying gunk can escape by moving B2B with any
battlefield edge. Fighters removed in this way do not count as
Seriously Injured or Out of Action for the purposes of Bottle
tests.

297
★ NECROMUNDA ★

OUTLANDER

SCENARIO 92: MINING EXPEDITION


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when any of the following are true:
● Only one gang remains on the battlefield.
Add 4 Prospecting Sites (abouce 4" in size) at least 8" from ● All sites are prospected.
any battlefield edge.
VICTORY
CREWS The gang who prospected most sites is the winner. Otherwise
● Custom (10). it is a draw.

DEPLOYMENT REWARDS
Standard. CREDITS
● 2D6x10 per mined out site.
TACTICS CARDS EXPERIENCE
Standard: Draw 3 Tactics (random), then discard 1. Scenario specific rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +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
cannot be Prospected again.

298
★ NECROMUNDA ★

OUTLANDER

SCENARIO 93: BIG SCORE


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when any of the following are true:
● Only one gang remains on the battlefield.
CREWS ● Any gang has 3+ Loot caskets in the gang's
● Custom (10). deployment zone.

DEPLOYMENT VICTORY
Standard. The gang with the most loot caskets in the gang's deployment
zone is the winner.
After deployment, take turns (starting with the gang with
Priority) for each of the following steps: REWARDS
1. Place 6 loot caskets within 6" of the centre (one at a CREDITS
time). ● 2D6x10 per loot casket.
2. Place 6 defences anywhere (one at a time). EXPERIENCE
Scenario specific rewards:
THE SCORE ● +1 for taking part.
Defences are automated and treats both gangs as enemies. Standard rewards:
● +1 for taking an enemy Out of Action.
TACTICS CARDS ● +1 for taking an enemy Leader or Champion Out of
Standard: Draw 3 Tactics (random), then discard 1. Action.
● Underdog: Draw 1 extra (before discarding 1). ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
HORRORS IN THE DARK REPUTATION
When a fighter activates at least 8” from any other ● +D3 to the winner.
non-Passive fighters (friend & foe), roll a D6: ● -1 for bottling out.
1: Suffer a Strength 6 hit with AP -1 and D2. If Seriously
Injured, go Out of Action (dragged away into the darkness)
2-3: Can't make any actions this activation.
4-5: Can only make one action this activation.
6: Activate normally.

299
★ NECROMUNDA ★

Wound Roll
Jumping Down Strength TWICE or greater than Toughness 2+
Distance Modifier Strength Falling AP Damage Strength GREATER than Toughness 3+
1”-2” - - - - Strength EQUAL to Toughness 4+
3-5” -1 3 - 1 Strength LOWER than Toughness 5+
6”-7" -2 5 -1 1 Strength HALF or lower than Toughness 6+
8”-9" -3 7 -2 2
10” + -4 9 -3 3 BOTTLE TESTS
D6 + Seriously Injured + Out of Action > starting crew

SUCCUMBING TO INJURIES: 3+ OK

D66 LASTING INJURIES MUTATIONS


11 +D3 XP, Recovery.
12-26 No long time injuries.
31-45 Recovery.
46 -1 Cool & Ld, Recovery. Activate before other friendly fighters. If other friendly fighters also have this mutation,
choose the order. Gain +1 XP for taking an enemy Leader or Champion Out of Action.
51 -1 Int & Will, Recovery. Pass an Intelligence check each activation, or roll a D6 to determine the first action:
● 1-2: Move.
● 3-4: Shoot or Fight.
● 5-6: No action (wasted).
52 -1 Ballistic Skill, Recovery. Can't start or take part in Group Activations. Counts as having a bio-scanner.
53 -1 Weapon Skill, Recovery. Counts as a knife that can't be disarmed or destroyed. Add -1 hit modifier when using
Unwieldy weapons (WS & BS).
54 -1” Movement, Recovery. -1” M. Roll 3D3 and choose the highest when charging (instead of a single D3).
55 -1 Strength, Recovery. Add -1 hit modifier to ranged attacks at Long range. Can't wear armour of any kind
(equipped armour is returned to stash).
56 -1 Toughness, Recovery. Remove 1 Flesh Wound at the start of each Activation. Can't benefit from bio-booster,
medicae kit or assistance from friendly fighters when making Recovery tests.
61-65 Doc or dead.
66 Killed (attacker gains +1
XP).

300

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