Professional Documents
Culture Documents
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.
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.
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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).
COVER
When determining cover, disregard friendly fighters in base to
base (B2B) contact with the attacker (move them aside
temporarily if necessary).
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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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).
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.
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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.
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).
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).
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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).
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ACTIVATING/DEACTIVATING TERRAIN
Some terrain have effects that can be activated/deactivated in 1 or 2 ways:
● Random: Activates on a 6+ in each End phase. The effects of the activation lasts until the next End phase.
● Controlled: If within 1” of a Terminal or Control Panel, a fighter can pass an Access Terminal (Basic) action
(Intelligence test with a -2 modifier) to activate or deactivate one of the terrain piece’s effects.
○ Activated: Lasts until the End phase.
○ Deactivated: Remains deactivated until the next round’s End phase (all special effects are disabled).
If successful, activate or deactivate the special effect for a piece of terrain. Activation
lasts until the End phase. Deactivation lasts until the next round’s End phase.
EXPLOSIVE TERRAIN
Some kinds of terrain are considered explosive and might explode if hit:
● Targeted by an attack (melee/ranged): As if it was a fighter. Choose a point on the terrain as the target.
● Stray shot: If a ranged attack misses against a fighter using this type of terrain as cover, roll to see if the terrain is hit
by Stray Shots as if it was a fighter. The point hit will be the area of the terrain closest to the original target.
Explosive terrain can only explode once. Refer to the terrain’s special rules to see the effect of being hit.
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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.
FLOODED PASSAGE
At the end of each End phase, roll 2+ for each Seriously
Injured fighter in the Flood Water or they are taken Out of
Action
(their injuries are too great to keep their head above water).
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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.
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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.
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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
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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.
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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.
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★ 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).
SHOOTING AT TRAPS
Can be targeted with ranged attacks:
● Short range: -1 to hit.
● Long Range: -2 to hit.
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.
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★ 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).
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.
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★ 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.
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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”.
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★ 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.
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!
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★ 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.
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.
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★ NECROMUNDA ★
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.
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★ 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.
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.
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.
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.
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★ 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.
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).
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
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★ NECROMUNDA ★
DIFFICULT TERRAIN Pools of toxic sludge, rubble, Every 1” movement count as 2”.
broken walkway sections etc.
IMPASSABLE AND SOLID Doors, walls etc. Fighters may not move across impassable terrain.
TERRAIN
DUCTWAYS Ductways can be up to 2” in Can be crawled through using Crawl Through Ductway
length and can be placed (Double) action.
across any 2” wide wall or
any other impassable terrain.
CLIMBING Any vertical surface can be Climbing is equal to moving through Difficult Terrain.
climbed. Can't end activation mid-climb; must have sufficient
movement to reach a flat surface. If they can't, they will
stay where they were when the action was declared.
STEPPING UP ‘Step up’ to a higher level. No modifier up to ½” higher than the current level. If the
difference in height is more than ½”, use climbing instead.
LEAPING GAPS Pass an Initiative 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.
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.
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.
31
★ NECROMUNDA ★
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:
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).
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.
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★ 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.
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★ 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.
ASSISTS
Claim an assist from each other friendly fighter that is:
● Engaged & B2B with the target.
● Not Engaged with any other enemies.
INTERFERENCE
Suffer interference from each other enemy fighter that is:
● Engaged with the target.
● Not Engaged with any other enemies.
34
★ NECROMUNDA ★
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.
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
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★ 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).
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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:
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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.
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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).
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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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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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.
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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.
TWIN-LINKED
Re-roll any number of ammo dice.
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ARMOUR
ARMOURWEAVE 5+ (6+ unmodifiable).
CARAPACE Light: 4+.
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.
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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).
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★ NECROMUNDA ★
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.
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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:
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:
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★ 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.
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★ NECROMUNDA ★
STATUS ITEMS
EXTRAVAGANT GOODS EXOTIC FURS
Only available to Leaders and Champions. +1 when seeking rare equipment in the post-battle sequence.
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.
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★ 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:
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★ 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.
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
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.
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★ 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.
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★ NECROMUNDA ★
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).
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)
61
★ NECROMUNDA ★
62
★ 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
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.
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.
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.
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★ NECROMUNDA ★
6. THREAT RESPONSE
Can be used when all conditions are true:
● Is Ready.
● Active.
● An enemy ends the movement within 6” after making
a Charge (Double) action.
Finally, the enemy can continue the Charge action and make
the attacks as normal.
67
★ NECROMUNDA ★
68
★ NECROMUNDA ★
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.
69
★ 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.
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★ NECROMUNDA ★
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.
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★ 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
UNIVERSAL
CONCENTRATE (BASIC)
If making a Willpower check in their subsequent action, add 1
to the result.
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.
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).
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.
73
★ NECROMUNDA ★
TECHNOMANCY TELEKINESIS
FOCUSED: TECHNO-AFFINITY FOCUSED: FISTS OF FURY
Re-roll any Ammo check. Unarmed attacks gain +1 S & D.
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).
TERRIFY (DOUBLE)
An enemy within 18” must pass a Nerve test with a -3
modifier or become Broken.
75
★ NECROMUNDA ★
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.
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
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★ 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 ★
80
★ NECROMUNDA ★
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.
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.
AGILITY (SECONDARY)
Access to Agility skills as Secondary.
81
★ NECROMUNDA ★
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 - - - - -
82
★ NECROMUNDA ★
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
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.
SMALL TARGET
Never a potential target for Stray shots.
NIMBLE
4+ save (invulnerable).
OPTIONS.
Heavy flamer (replaces heavy stubber) ……………… +70↑
INTELLIGENT CONTROL
Re-roll failed Ld, Cool, Will and Int checks.
83
★ NECROMUNDA ★
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 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.
84
★ NECROMUNDA ★
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
85
★ NECROMUNDA ★
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.
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).
86
★ NECROMUNDA ★
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.
87
★ NECROMUNDA ★
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.
88
★ NECROMUNDA ★
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
89
★ 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).
90
★ 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
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 ★
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
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 ★
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 - - - -
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).
97
★ NECROMUNDA ★
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 ★
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).
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 - - - -
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.
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 ★
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.
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 - - - - -
GANG COMPOSITION
● Cannot recruit Juves.
● If gaining a free Juve, gain a Ganger instead (no Extra Arm).
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 ★
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 - - - - -
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.
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
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★ NECROMUNDA ★
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+).
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 ★
111
★ NECROMUNDA ★
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
112
★ NECROMUNDA ★
OUTCAST
LEADER 125
M WS BS S T W I A Ld Cl Wil Int
7” 4+ 2+ 3 3 2 3+ 2 5+ 4+ 7+ 5+
6" 3+ 3+ 3 3 2 3+ 3 6+ 7+ 6+ 4+
5" 2+ 4+ 4 3 2 4+ 3 6+ 6+ 4+ 7+
4" 3+ 4+ 3 4 3 5+ 2 6+ 4+ 6+ 5+
Skills: Choose 1 Primary skill.
Restrictions: None. Choose any Common and Rare equipment up to Rare (9) from the Trading Post.
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.
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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★ NECROMUNDA ★
LEADER
Make the following permanent choices when hired:
● Choose a fighter profile:
○ Normal: Any of the Outcast Leader profiles.
○ Any: Choose any fighter profile (including skills, equipment and special rules).
■ Can replace skills and equipment with that available to a normal Outcast Leader.
■ Use the cost of the fighter if it has one, otherwise use the normal cost.
■ Gain all the special rules for the Outcast Leader.
● Choose 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.
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.
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★ NECROMUNDA ★
PISTOL
Autopistol 10
+ Reclaimed 5
Laspistol 10
Stub gun 5
- Dumdum 5
BASIC
Autogun 15
+ Reclaimed 10
Lasgun 15
Sawn-off shotgun (scatter) 15
- 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
115
★ NECROMUNDA ★
TAINTED GANGS
The following rules can be used for making House gangs There are 2 types of taints:
tainted (infected or corrupted). Any of the 6 House gangs can ● Infected (Genestealer)
be affected if desirable. ● Corrupted (Chaos)
● Automatically become Outlaws. There are 2 times a gang can become tainted:
● Can't change alignment again. ● When 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.
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★ NECROMUNDA ★
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.
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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★ NECROMUNDA ★
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.
BODYGUARD (LEADER)
All Bodyguards have the following special rules:
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★ NECROMUNDA ★
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
119
★ 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).
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 ★
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 ★
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.
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★ NECROMUNDA ★
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).
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★ NECROMUNDA ★
REBELLION
If winning a battle against:
● Law-abiding gangs: D6x10 credits.
● Enforcers or gangs allied with Guilds or Imperial
House:
○ 2D6x10 credits.
○ +1 Reputation.
DRAWBACKS
FOR THE CAUSE
Test-trigger: Fighting against Enforcers or a gang allied with a
Guild or Imperial House. → Do not receive any underdog
bonuses.
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
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.
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★ 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.
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 ★
● 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.
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★ 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 ★
132
★ NECROMUNDA ★
133
★ NECROMUNDA ★
134
★ NECROMUNDA ★
135
★ NECROMUNDA ★
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
137
★ NECROMUNDA ★
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
139
★ NECROMUNDA ★
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.
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.
140
★ NECROMUNDA ★
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.
141
★ NECROMUNDA ★
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.
Some Hangers-on have the following special rule and can always join
battles:
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 ★
SURPLUS AMMO
When part of the starting crew, deploy D3 ammo caches.
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).
144
★ NECROMUNDA ★
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.
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).
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.
146
★ NECROMUNDA ★
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.
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.
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).
148
★ NECROMUNDA ★
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).
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.
153
★ NECROMUNDA ★
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).
QUESTIONABLE MORALS
Can be hired regardless of alignment (Law-abiding & Outlaw).
154
★ NECROMUNDA ★
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:
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).
Roll for one skill set before selecting the next skill set. If a
duplicate skill is gained, re-roll the result.
156
★ NECROMUNDA ★
157
★ NECROMUNDA ★
158
★ NECROMUNDA ★
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).
WELL-CONNECTED
Can spend a post-battle action to gain credits:
● Outcast: D6x10.
● Bounty Hunter: D3x10.
159
★ NECROMUNDA ★
PSYCHIC CHAINS
If taken Out of Action, immediately before removed, all enemy
fighters within D6” suffer a S1 Seismic automatic hit.
160
★ NECROMUNDA ★
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.
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RUNAWAY
If captured and Sold to the Guilders, the capturing gang
receives +D6x10 credits
CHAOTIC: Can only be hired by Chaos Cult, Corpse Grinder Cult or Chaos Corrupted gangs.
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AGENTS
A House gang can recruit 0-1 House Agent (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.
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 ✓ ✓ ✓ ✓ ✓ ✓
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).
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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).
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PITCH BLACK The defenders win if there is at least one defender left on the
In Pitch Black conditions, Rally Points count as areas of battlefield who is not Seriously Injured. The Enforcers breathe
emergency lighting, and all fighters within 4” of a Rally Point a collective sigh of relief as reinforcements arrive to see off
are Revealed. the Outlaws, leaving the Palanites to take stock of the
damage and count their dead.
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PRIORITY
The attacker has priority in the first round.
OUTCOMES
The battle ends after 6 rounds, or if either side has no fighters on the battlefield (at the end of any round). At the end of the
battle, count up the number of fighters on both sides in the precinct:
● Excluding Seriously Injured attackers.
● Excluding Seriously Injured defenders outside 3” of a Rally Point.
If the attacker has the most fighters in the precinct, they can choose 2 areas adjacent to the Wasteland to be Overrun.
Any fighter that starts or ends their activation on a burning area, or moves across one may be affected depending on how
much it is burning (all effects are cumulative):
1: Suffer -1 Toughness (unless equipped with a respirator) while on the area. LOS into, out of and through the area is reduced
to 6”.
2: Test for Blaze (4+) if beginning or ending an activation on this area. If both beginning and ending, test twice!
3: Fighters can't enter this area. Fighters already in it become Broken and must move toward the nearest non-burning area.
Active fighters can remove Blaze tokens from a burning area with the Douse (Double) action within 3” of the centre of the area.
If all Blaze tokens are removed, it is no longer on fire.
OUTCOMES
The battle ends after 4 rounds, or if either side has no fighters on the battlefield (at the end of any round). At the end of the
battle, count up the number of burning areas:
● 0: Reclaim 1 Overrun area (chosen by the defender).
● 1-2: Overrun 1 area adjacent to the Wasteland (chosen by the attacker).
● 3+: Overrun 2 areas adjacent to the Wasteland (chosen by the attacker).
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DEPLOYMENT PRIORITY
Fighters: Anywhere within the precinct. The attacker has priority in the first round.
Prisoners: Gaol (unless released, in which case they can be
placed anywhere within 6” of a defending fighter).
BLACKOUT
The battle begins in Pitch Black conditions, Rally Points count as areas of emergency lighting, and all fighters within 4” of a
Rally Point are Revealed.
SNEAK ATTACK
The defenders are expecting an assault from outside but do not know that the attackers have found a secret way into the
precinct.
The battle uses Sneak Attack rules with all defenders counting as Sentries until the alarm is raised. Attackers more than 3”
away and benefiting from Pitch Black counts as being in 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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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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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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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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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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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).
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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.
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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).
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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
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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).
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).
CAMPAIGN EVENTS
Can be used at the start of any battle.
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★ NECROMUNDA ★
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.
182
★ NECROMUNDA ★
1: Ancient Manufactorium
A forest of rusting smoke stacks rises above a maze of ancient abandoned machinery, the rumble of dormant forges audible
from somewhere far below.
For the duration of the battle, effects from Industrial Terrain will be triggered on a 4+ rather than a 6.
Roll twice and apply the highest result when rolling for rewards. If the scenario has no credit rewards then the victor gains
D6x10 credits instead.
2: Stygian Depths (3d only)
Cracks run through the very foundation of the hives creating vast yawning chasms between domes, the black criss-crossed
with a web of rusting gantries.
The battlefield should include as many walkways and raised sections as possible, and allow for a path from one side of the
battlefield to the other.
The ground level is an abyss and fighters must remain on the upper levels or if at ground level (i.e., level with the abyss)
must remain on pieces of terrain.
When falling into the abyss, pass an Initiative 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).
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★ NECROMUNDA ★
Apply the Pitch Black rules. All terrain pieces become inert and generate no additional effects beyond those laid out in the
core rules (i.e., counting as impassible, blocking line of sight, being climbable, etc). All doors seal and can't be opened
normally, but may still be forced.
11-12: CRITTER SWARM (DISCARD ON 5+)
A swarm of hive critters – rats, roaches, spiders or similar – burst from vents and grates, creating a crawling and biting
carpet beneath the fighter’s feet.
In the End phase of each round, roll a D6 for all fighters. On the roll of a 1, pass a Strength 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.
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.
184
★ NECROMUNDA ★
When Seriously Injured fighters roll a Seriously Injured or Out of Action result in the Recovery phase become a Brainleaf
Zombie. At the end of the battle, fighters who became Brainleaf Zombies automatically go into Recovery, but suffer no other
effects.
BRAINLEAF ZOMBIES
Suitable weapons:
● Clubs (or guns used as clubs)
● Unarmed attacks (fists and teeth)
BRAINLEAF ZOMBIES
M WS BS S T W I A Ld Cl Wil Int
2D6” 5+ 6+ 3 3 1 6+ 1 12+ 4+ 6+ 12+
Special Rules:
● Can't be Pinned.
● Automatically pass any Cool 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 ★
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+
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.
Dome Jungle: Fighters will be attacked unless they are within 8" of 2 other fighters (rather than 1).
Warp-tainted: When rolling on the Horrors in the Dark table, roll 2xD6 and choose the lower result.
Sump Sea: Fighters in the sea must roll on the Horrors in the Dark table when they activate.
Before rolling for Priority, all fighters must roll 2+ or gain the Gunked condition:
● -1” M (minimum 1”).
● don’t add D3" when Charging.
● -1 modifier to Initiative.
● Blaze trigger on 2+.
Ancient Manufactorum: When Industrial Terrain activates or is activated, test against Gunked within 1”.
Sump Sea: Automatically become Gunked when falling into the sea.
Unstable Dome: Test against Gunked when hit by Blasts.
186
★ NECROMUNDA ★
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.
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.
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 ★
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”.
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.
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).
189
★ NECROMUNDA ★
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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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).
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● 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.
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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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VICTORY
Applies to all Open Hive War battles:
The last remaining gang is the winner (start of any round).
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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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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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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.
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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+).
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).
HOUSELESS GANGERS
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 8+
SPECIAL RULES
Armed and equipped as on the model. Both sides can take
control of these fighters, so they could be heavily armed
without disrupting the balance (as long making an agreement
before the battle).
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D6 Result
1-2 Damn Gangers messing up my Town! Take a single Shoot OPENING LOOT CASKETS
action using a stub gun at the nearest fighter (even if they If opened, roll a D6:
didn’t trigger the local)
3-4 OK, take it Easy Fella: Take no action 1: Dangerous Goods: The casket is booby trapped.
5-6 I’m getting outta here! Become Broken (may rally in the Replace it with a Frag trap.
End phase as normal by passing a Cool 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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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
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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
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:
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2D
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
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.
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.
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2D
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2D
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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.
If the attacking gang bottles out, they can no longer claim loot
caskets, but fighters can still escape.
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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.
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3D
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.
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3D
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.
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3D
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.
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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.
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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.
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★ NECROMUNDA ★
CREWS VICTORY
● Random (D3+4). If at least half of the hivers have been taken Out of Action or
are Broken, it is a draw. Otherwise the winner is the gang with
TACTICS 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+
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).
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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.
Once the quick draw has been worked out, the following
rounds are played as normal.
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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.
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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.
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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.
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.
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★ NECROMUNDA ★
REINFORCEMENTS
1 random attacking fighter arrives at the End phase of the
second round, and each round thereafter.
ALTERNATIVE VARIANT
The defender may be a single Cyborg Assassin with
Bodyguard (any hit against the agent can be transferred to
the Cyborg on a 3+, provided that the two are within 2” of
each other).
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★ NECROMUNDA ★
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.
225
★ NECROMUNDA ★
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.
226
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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
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.
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MULTI-PLAYER
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.
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N17 - 3D
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
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2D
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.
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N17
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:
ALTERNATIVE VARIANT
Custom monsters may be included. Place them anywhere on
the board, represented by a counter to keep their identity
secret. The monsters are only revealed when fighters get
within line of sight of them. If a monster moves out of line of
sight, replace it with a counter. In the End phase, each
counter may swap which monster it represents.
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★ NECROMUNDA ★
EXPERIENCE
SPECIAL RULE: THE SUMP HORROR! Scenario specific rewards:
The gangs are trying to bag a massive Sump Horror (as well ● +1 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.
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N17
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.
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N17
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.
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.
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N17
The captives can leave the battlefield if, during the End
phase, they are within 1” of a board edge and not Engaged.
Whenever a captive takes one of the defender’s fighters Out
of Action in close combat, roll a D6 - on a 1-3, they find a
code that can be used to open a locked door and is then
discarded. On a 4+, they can take one of the fighter’s
weapons and use it for the remainder of the scenario.
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★ NECROMUNDA ★
VICTORY
The attacker wins if the ship blasts off. Otherwise, the
Access Road defender wins.
CREWS
● Attacker: Entire gang (including In Recovery and
Hangers-on).
REWARDS
● Defender: Random (10) + Reinforcements. There is only one reward - escape. If the attacking gang is
victorious, they’ll blast off, hoping to evade the guns of the
If this is a multi-player battle, each defending gang has Eye of Selene above Necromunda. If not, the survivors will be
Random (5) + Reinforcements instead. hunted down and brought to justice, no matter how far they
run. This is the end for the gang, for good or for ill.
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).
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BADZONE
CREWS If only one gang bottles out and flees, the opponent’s
Custom (10) remaining fighters count as having escaped.
VICTORY
TACTICS 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.
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★ NECROMUNDA ★
BADZONE
In the End phase, roll a D6 for each bomb, adding the result
on its counter. On a 7+, the bomb explodes:
● Strength 6, Damage D3, Blast (5”), Knockback.
Otherwise, increase the counter’s number by 1.
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★ NECROMUNDA ★
BADZONE
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.
CHOOSE EVENTS
Control the environments that the platform passes through
beforehand to create the most interesting or challenging
levels possible.
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★ NECROMUNDA ★
BADZONE
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.
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★ NECROMUNDA ★
BADZONE
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★ NECROMUNDA ★
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.
REINFORCEMENTS
1 random attacking fighter arrives in each End phase, starting
on the second round.
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★ NECROMUNDA ★
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.
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★ NECROMUNDA ★
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.
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★ NECROMUNDA ★
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.
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★ NECROMUNDA ★
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.
The fighter becomes part of the gang for all intents and
purposes and will gain a Ready marker at the start of the
following round.
HOUSELESS GANGERS
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 8+
SPECIAL RULES
Armed and equipped as on the model. Both sides can take
control of these fighters, so they could be heavily armed
without disrupting the balance (as long making an agreement
before the battle).
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★ NECROMUNDA ★
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.
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★ NECROMUNDA ★
RESCUE
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).
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★ NECROMUNDA ★
LANDMARKS
The defender controls all landmarks at the start of the battle.
The attacker can take control of a landmark by having more
fighters than the defender within 3” of the centre of the
landmark. Once captured, it is permanently controlled by the
attacker.
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★ NECROMUNDA ★
2D
The attacker can set up doors and terrain on these tiles. The
short edge next to the removed tiles is the new Trailing edge.
The short edge on the added tiles is the new Leading edge.
RELENTLESS HUNTERS
The attackers have discovered enemies in their territory and
are going to make them pay!
At the start of the 2nd round, and each subsequent round, the
attackers can deploy a wave of fighters from the crew:
● First wave: Custom (D3+3)
● Subsequent waves: Custom (D3)
251
★ NECROMUNDA ★
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 ★
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★ NECROMUNDA ★
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
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).
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★ NECROMUNDA ★
MULTI-PLAYER
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.
UNDERHIVE EXORCISM
The Daemon is exorcised on a 5+ if:
● Seriously Injured or taken Out of Action by a Melee
weapon.
● Coup de Grace.
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★ NECROMUNDA ★
MULTI-PLAYER
SCAVENGED WEAPONRY
Fighters must scavenge weapons from the battlefield.
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★ NECROMUNDA ★
MULTI-PLAYER
COLLATERAL DAMAGE
Each time the Structure takes damage, the whole battlefield
shudders and debris rains down from above.
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★ NECROMUNDA ★
MULTI-PLAYER
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.
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★ NECROMUNDA ★
MULTI-PLAYER
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.
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★ NECROMUNDA ★
GANG RAIDS - 2D
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.
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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★ NECROMUNDA ★
GANG RAIDS - 2D
SCENARIO 57:
MERCATOR STOREHOUSE HEIST
BATTLEFIELD DEFENCE SERVITOR
● Standard: 5. A mindless immobile automaton is protecting the auction item
The winner of a roll-off places the first tile. This tile marks the centre from prospective thieves.
of the battlefield. Then take turns placing 4 more tiles, 2 each, ● Immobile (can't move).
adjacent to the first tile, forming a cross. There must be a clear route ● 360° vision arc
from the centre tile to each battlefield edge furthest from the centre. ● Counts any Injury roll as Flesh Wound (can only be
taken Out of Action by being reduced to T0).
CREWS ● Can't be Pinned.
● Custom (4). ● Automatically passes any Cool tests.
M WS BS S T W I A Ld Cl Wil Int
TACTICS - 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
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★ NECROMUNDA ★
GANG RAIDS - 2D
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.
BOTTLE TESTS
D3 + Seriously Injured + Out of Action > starting crew
263
★ NECROMUNDA ★
GANG RAIDS - 2D
Take turns placing D3+3 Hive Dwellers anywhere on the ● A fighter making a Fight action within 3”.
● A fighter ends a Move action within 2”.
battlefield at least 1” from any fighters from any gangs
(starting with the winner of a roll-off). After working out the effects of the action that triggered the hiver, roll
a D6 on the table that follows (roll separately for each hiver that is
A NIGHT OF REVELRY triggered).
All fighters have consumed several rounds of drinks before D6 Result
trouble started, making them mean drunks indeed! Both sides 1-2 “Oh yeah?”: Picks up a piece of furniture and takes a
are attempting to be the last standing. single Shoot action at the nearest fighter (even if that fighter
didn’t trigger this event). Resolved as BS 5+, S2, D1.
● No Group Activations.
3-4 “Ok, take it Easy Fella!”: Take no action.
● All fighters suffer from the Intoxicated condition:
○ -1” M. 5-6 “I’m getting outta here!”: Flee the building (removed from
○ -1 WS. the battlefield).
○ -1 BS. Unless triggered, a Hive Dweller takes no action.
○ Automatically pass Cool 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
ALTERNATIVE VARIANT
Can be played with any gangs, not just Goliath.
265
★ NECROMUNDA ★
GOLIATH
BATTLEFIELD REWARDS
Standard. CREDITS
● +D6x10 to the attacker per defender taken Out of
CREWS Action.
● Attacker: Custom (D3+7). ● +D3x10 to the defender (if winning) per fighter still
● Defender: Random (D3+7). on the battlefield.
EXPERIENCE
TACTICS 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
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.
ALTERNATIVE VARIANT
Can be played with any gangs, not just Goliath.
267
★ NECROMUNDA ★
SOLO
The Rambot does not think or reason like a human. It is a “IT CAME FROM THE SHADOWS!”
sophisticated servitor-construct, but with malfunctioning Each time a Search Area (Basic) action is performed, roll a
sensor arrays, allowing it to ignore certain environmental D6 and apply the following modifiers (using previously
dangers. performed Search Area actions this round):
● -1 per unsuccessful Search Area action.
Freed from the many inhibitors that govern and suppress its ● +1 per successful Search Area action.
natural behavior, the Rambot behaves far more like a wild
Ambull. It’s alien reactions are far faster than those of the The result will determine how or if the Rambot appears
average human, and it moves with a speed that seems (placement), whether fighters can Give Cover and how the
impossible for its mechanical bulk. Rambt activates.
BATTLEFIELD D6 EFFECT
Standard. 1 “Ooops...”
Placement:
CREWS ● B2B with the fighter.
● Custom (D3+4). ● Counts as having charged.
2-3 “It’s Behind You!”
TACTICS CARDS Placement:
● Within 3” of the fighter.
● 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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★ NECROMUNDA ★
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.
269
★ NECROMUNDA ★
ESCHER
THE KHIMERIX In both cases, it will not appear again this round, but may
appear in later rounds (as detailed above).
Something’s stalking the gang's turf. The Escher have
released a newly-created Khimerix into the underhive and are
using a rival gang to train the half-wild beast. The Khimerix BIGGER PROBLEMS
may show itself the first time blood is spilled. Fighters can only choose the Khimerix as a target while within
12” of it.
KHIMERIX
M WS BS S T W I A Ld Cl Wil Int ENDING THE BATTLE
6” 4+ 4+ 4 5 3 3+ 3 8+ 7+ 7+ 8+ The battle ends when one of the following is true:
● Only one gang has fighters remaining.
● Gaseous Eruption (Range T, Gas). ● The Khimerix is taken Out of Action.
● Razor-sharp talons (Str +1, AP -1, D3, Rending).
● Flak (6+, 5+ against Blast/Template, same as: Scaly VICTORY
hide 3) The gang that took the Khimerix Out of Action is the winner.
Otherwise it is a draw.
REGENERATION
Unless ablaze, can spend a Simple action (Regeneration) to
heal 1 wound on a 4+. REWARDS
CREDITS
CRUSHING BLOW ● 2D6x10 to the winning gang.
Nominate one attack (before rolling to hit) to gain +1 S & D (if EXPERIENCE
hitting). Scenario specific rewards:
● +1 for taking part.
APPEARANCE ● +D3 for taking the Khimerix Out of Action.
The Khimerix does not start on the battlefield, but appears Standard rewards:
after a fighter is injured. Whenever a fighter (in any gang) ● +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
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.
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
ROAD BLOCKS
The attacker is trying to break through the defender’s trade
route.
HOME RUN
Any attacker that finishes a Move action B2B with the road
exit can escape (removed from the battlefield). This does not
count as having gone Out of Action, but is also not counted
for the purposes of Bottle tests.
272
★ NECROMUNDA ★
ORLOCK
DRINKING PHASE
A fighter (including Seriously Injured) can choose one of the
following:
● Drink: Gain an intoxicated token.
● Stagger: Move D6” (any direction).
FIGHTING PHASE
Each fighter can make a single Simple, Basic or Double
action. No fighter can take more than a single action each
round, regardless of any special rules or skills.
END PHASE
After all fighters have activated, move on to the End phase.
Apply the following to all Engaged fighters:
● Move 1” apart (directly away from each other).
● Pass an Initiative check with a -1 modifier per
intoxicated token or become Pinned.
273
★ NECROMUNDA ★
BATTLEFIELD OUTCOME
Standard with the following exceptions (the battle takes place Win or lose, the glorious run for the most powerful gang in the
in a drinking hole): dome ends here. If the defender wins, enjoy one last round of
● Centre: An open area roughly 122 wide with a drinks (over the corpses of the rivals) before disappearing
reasonable amount of scatter terrain (represents the from the sector and into legend. Otherwise, become
taproom). permanent fixtures of the bar’s decor...
● Surrounding area: As normal.
● Border between centre and surrounding area:
Walls (impassable terrain) with 2+ doors (entrances). REWARDS
EXPERIENCE
Scenario specific rewards:
CREWS ● +1 to each attacking fighter for taking part.
● Defender: Custom (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).
274
★ NECROMUNDA ★
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 ★
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.
MONSTERS EVERYWHERE
With the darkness comes the monsters, and in the darkness
of the underhive, there are many monsters.
276
★ NECROMUNDA ★
VAN SAAR
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
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.
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
For this battle, all gangs (including all fighters) have the
following effects:
● No Lasting Injuries if going Out of Action.
● No need to make Bottle tests.
MISSION OF MERCY
The Rogue Doc and Hive Scum:
● Can't Coup de Grace.
Rogue Doc:
● Can't Coup de Grace.
● Only Pinned if hit by an attack (otherwise
unaffected).
EQUIPMENT
Stub gun.
ROGUE DOC
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 2 3 1 4+ 1 9+ 8+ 7+ 5+
Skills: Medicae.
Wargear: Stub gun, medicae kit.
279
★ NECROMUNDA ★
HANGERS-ON
DEPLOYMENT VICTORY
1. The winner of a roll-off chooses a battlefield corner The winner is the only gang with 3+ fighters B2B on their
and deploys all fighters within 6” of that corner. battlefield edge. Otherwise it is a draw.
2. Then the other gang deploys all fighters within 6” of
the opposite corner. REWARDS
3. A Dome Runner is placed in the centre of the CREDITS
battlefield. 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.
280
★ NECROMUNDA ★
HANGERS-ON
DEPLOYMENT VICTORY
Take turns (starting with the winner of a roll-off): ● The winner is the first gang to reach 50 points.
● Deploy the entire crew 6” from the centre of the ● Any gang that attacked the Ammo-jack loses.
battlefield, each fighter 2” within another. ● Otherwise it is a draw.
In each End phase, the gang with the highest points total can:
● Move the Ammo-jack anywhere on the battlefield.
● Count the Ammo-jack as a friendly fighter the next
round.
AMMO-JACK
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 1 5+ 1 9+ 7+ 6+ 7+
Skills: Munitioneer.
Wargear: Boltgun or combat shotgun (salvo & shredder),
power hammer or power sword, mesh.
281
★ NECROMUNDA ★
LINKED REWARDS
Hive War Rulebook (N21) has a simplified 'linked'
campaign. This campaign only has the following reward:
● The winner is automatically the attacker in the
next battle.
282
★ NECROMUNDA ★
BATTLEFIELD VICTORY
20"x16" as shown (each square is approximately 2"x2"). Win conditions:
● The last remaining gang is the winner.
CREWS ● Attacker: At least 1 friendly fighter in the gatehouse
● Random (5). at the end of the battle and no defending fighters in
the gatehouse.
Otherwise it is a draw.
DEPLOYMENT
1. Defender: Green.
2. Attacker: Red.
REWARDS
EXPERIENCE
Standard rewards:
TACTICS ● +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 ★
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
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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.
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Relic
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ot
Lo
Lo
ot
Beast's
Lair
ot
Lo
Lo
ot
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CAWDOR
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CAWDOR
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.
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DELAQUE
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.
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DELAQUE
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).
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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!
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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!
MASTER OF CYBERTEKNIKA
● Includes 1 Alpha level Cyberteknika (free).
● 1 additional Cyberteknika can be purchased at half
cost (rounded up to nearest 5 credits).
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OUTLANDER
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OUTLANDER
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.
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.
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OUTLANDER
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.
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.
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OUTLANDER
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.
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OUTLANDER
DEPLOYMENT VICTORY
Standard. The gang with the most loot caskets in the gang's deployment
zone is the winner.
After deployment, take turns (starting with the gang with
Priority) for each of the following steps: REWARDS
1. Place 6 loot caskets within 6" of the centre (one at a CREDITS
time). ● 2D6x10 per loot casket.
2. Place 6 defences anywhere (one at a time). EXPERIENCE
Scenario specific rewards:
THE SCORE ● +1 for taking part.
Defences are automated and treats both gangs as enemies. Standard rewards:
● +1 for taking an enemy Out of Action.
TACTICS CARDS ● +1 for taking an enemy Leader or Champion Out of
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.
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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
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