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RULES

Latest update: 2023-05-15

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


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

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


★ NECROMUNDA ★

ARBITRATOR FREE

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

Author:

Thanks to:
● Yaktribe community

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★ NECROMUNDA ★

CONTENTS
PART 1 PART 2 PART 3
RULES GANGS & CAMPAIGNS SCENARIOS
CHARACTERISTICS PROFILES ……4 FOUNDING A GANG …………………86 PRE-BATTLE SEQUENCE ……… 208
Modifying Characters ………………4 Gang Composition …………………86 Campaign Events …..……………… 209
Characteristic Tests ……………… 4 Loss Of A Leader …………………. 87 Badzone Events …..………………210
GENERAL PRINCIPLES ……………… 6 UNIVERSAL GANG STRUCTURE .. 88 Ash Wastes Battlefields …………217
Visibility ………………..………….…6 HOUSE CAWDOR …………………… 90 POST-BATTLE SEQUENCE ..…… 218
Cover …………………………..……6 HOUSE DELAQUE ……………………96 Underdog Bonuses …..……………… 219
Zone Mortalis (2D) …………………6 HOUSE ESCHER ……………………… 99 Income Tax ……...……………… 219
Dice …………………………..………7 HOUSE GOLIATH ……………………… 101 Experience ……...……………… 220
Measurement ………………………7 HOUSE ORLOCK …………………….… 105 BATTLEFIELD SETUP …………… 222
STATUSES ………………..………… 8 HOUSE VAN SAAR …………………….. 108 OPEN HIVE WAR ………..………… 223
CONDITIONS ………………..…………10 ENFORCERS …………………...…… 110 SCENARIO SPECIAL RULES …… 229
TERRAIN …………………………..…… 12 BOUNTY HUNTERS (VENATOR) ……… 113 HORRORS OF THE UNDERHIVE .. 234
SPECIAL TERRAIN FEATURES ……13 GENESTEALER CULT …………………. 114 SCENARIOS ………………………….235
Carnivorous Plants …………………18 CHAOS CULT ……………………………. 116
Industrial Terrain ……………………19 CORPSE GRINDER CULT ……………… 119
Hive Ruins …………..………………20 SLAVE OGRYN …………………….. 121
Gang Terrain ……………………... 21 OUTCAST ………………………….... 122
GAME STRUCTURE ………………… 26 ASH WASTE NOMAD ………………….... 125
PRIORITY PHASE …………………… 26 SQUAT …………..………………….... 128
ACTION PHASE ………………………26 SAINTS & CRUSADES …………...…… 129
ACTIONS …………………………...… 27 TAINTED GANGS …………………...…… 131
MOVEMENT ………………………….. 31 CHAOS SPECIAL RULES ………….…… 128
SHOOTING …………………………… 35 ALLIANCES …………………....…… 133
CLOSE COMBAT …………………..…37 Merchant Guilds ..……………...… 135
RESOLVE HITS …………………….…40 Recidivists ………………………… 138
Nerve Tests ………………………...42 Noble Houses .....………………… 141
END PHASE ………………………..… 43 THE TRADING POST ……………… 145
Bottle Tests …………………………43 EXOTIC BEAST ……………………… 154
Recovery Tests ……….…...……… 44 VEHICLES & CREW …………………… 159
Rally Tests ………………………... 44 MOUNTS …………..………………… 166
ARMOURY ………………………….. 45 HANGERS-ON ……………………….. 167
Pistols …………………………..… 45 Brutes ……………………………..…172
Basic Weapons …………………… 46 HIRED GUNS ………………………….177
Special Weapons ………………… 47 Hive Scum …………….…………. 178
Heavy Weapons ………………… 48 Bounty Hunters …...…………….… 181
Close Combat Weapons ………… 49 Agents ……….……………………. 188
Grenades ………………………… 50 ASSAULT PRECINCT FORTRESS . 193
Booby Traps ……………………… 50 ALIGNMENTS ……………………….. 199
WEAPON TRAITS ………………….. 51 CAMPAIGNS ………………………... 199
ARMOUR AND FIELDS ……………. 56 TERRITORIES ...…………………….. 200
EQUIPMENT ………………………… 58 LASTING INJURIES ………………… 201
STATUS ITEMS ……………………… 63 Going Into Recovery ………………… 201
SERVO-SKULLS …………………… 63 Succumbing To Injuries ………………
201
CHEMS ………………………………. 64 CAPTURED …...……………………… 203
Chem-Alchemy Elixir (Escher) …. 66 RESURRECTION ...……………………… 204
WEAPON ATTACHMENTS ………….68
BIONICS .……………………………. 68
Cyberteknika (Van Saar) ……….. 69
SKILLS ……………………...……...… 70
PSYKERS …..…………...…………… 77
WYRD POWERS ……..……………… 79
Psychoteric (Delaque) ………...…. 83

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★ NECROMUNDA ★

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

FIGHTER PROFILE VEHICLE & CREW PROFILE


M WS BS S T W I A Ld Cl Wil Int VEHICLE STATS CREW STATS
5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+ Toughness
M Front Side Rear W Hnd Sv BS Ld Cl Wil Int
SHARED 7” 8 7 6 3 6+ 5+ 4+ 8+ 5+ 5+ 6+
MOVE (M)
Distance in inches the model can move (up to) when making VEHICLE & CREW
various move actions. SAVE (SV)
The save is included in the stats for vehicles.
BALLISTIC SKILL (BS)
Proficiency with ranged weapons. HANDLING (Hnd)
Equivalent to Initiative, but uses 2D6 instead (like other
TOUGHNESS (T) mental stats).
The ability to not be wounded by an attack.
Vehicles:
● Facings: Hits must determine which facing they
MODIFYING CHARACTERISTICS
originate from to determine the Toughness Sometimes, the rules will modify a stat. If a model with
(Front / Side / Rear). Toughness 3 is given a +1 modifier, the Toughness counts as
4. If the stat is given as a target number, the modifier is
WOUNDS (W) effectively applied to the dice roll. For example, if a fighter
A measure of how much punishment a model can take. with BS 4+ is given a +1 modifier, the BS would effectively be
Vehicles: Represents Hull Points. improved to 3+.

INITIATIVE (I) CHARACTERISTIC TESTS


The model’s dexterity and reflexes. ● Weapon Skill, Ballistic Skill and Initiative
Roll a D6. If the result is equal to or higher than the
LEADERSHIP (Ld) characteristic, the test is passed. A result of 1 (before or after
The fighter’s ability to issue or follow commands in the heat modifiers) is always failed.
of battle. ● Leadership, Cool, Willpower, Intelligence &
Handling
COOL (Cl) Roll 2D6. If the result is equal to or higher than the
A fighter’s capacity for keeping calm under fire. characteristic, the test is passed. A result of 2 (before or after
modifiers) is always failed.
WILLPOWER (Wil) ● Strength or Toughness
The fighter’s mental fortitude and resilience. Roll a D6. If the result is equal to or lower than the
characteristic, the test is passed.
INTELLIGENCE (Int) Vehicles: Since Toughness is separated in facings,
Intelligence represents a fighter’s mental acuity and ability to Toughness tests must be relative to the facing.
apply knowledge.

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

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

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

MAX STATS: FIGHTER MAX STATS: VEHICLE


M WS BS S T W I A Ld Cl Wil Int M BS T W Sv Hnd Ld Cl Wil Int
Max 8” 2+ 2+ 6 6 6 2+ 10 3+ 3+ 3+ 3+ Max 12” 2+ 10 / 10 / 10 6 2+ 3+ 3+ 3+ 3+ 3+
Min 1” 6+ 6+ 1 1 1 6+ 1 10+ 10+ 10+ 10+ Min 1" 6+ 3/3 /3 1 6+ 10+ 10+ 10+ 10+ 10+

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★ NECROMUNDA ★

WEAPON PROFILE DAMAGE ‘-’ WEAPONS


Rng Acc Weapons with Damage a stat of ‘-’ does not cause Damage in
the usual way and will not cause a fighter to lose a Wound.
Weapon S L S L Str AP D Ammo Traits
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful Consequently, if any Injury dice are rolled against a fighter as
the result of an attack made by a Damage ‘-’ weapon, the
result(s) of the Injury dice are applied as normal. No Wounds
Range (Rng) are removed from the fighter.
Each weapon has two ranges: Short (S) and Long (L). If a
weapon’s range is listed as an E, it is a close combat
weapon only usable against targets that are Engaged with
the wielder. Otherwise, it is a ranged weapon.

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

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

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

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

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

Armour Penetration (AP)


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

Damage (D)
The chance of damaging or taking a target Out of Action.
Default 1 (unless '-' or a higher value is specified).

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

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

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★ NECROMUNDA ★

GENERAL PRINCIPLES
VISIBILITY ZONE MORTALIS (2D)
Visibility is vitally important, but in the dense and dark A few changes apply for a 2d Zone Mortalis battlefield.
underhive, a clear and unobstructed line of sight is often hard
to find. LINE OF SIGHT
Line of sight is achieved if a straight line can be drawn from
VISION ARC the centre of the first fighter’s base to any part of the other
All fighters have a default vision arc of 90° to the front, starting fighter’s base without crossing a wall or closed door.
from the center of their base. Vertical vision arc is 180°. Obstacles and other fighters do not block line of sight.
● An attack originates from a target's front if any part of
the attacker's base is in the target's vision arc. COVER
● For blasts, use the centre of the blast instead. To see if a target is in cover from the attacker’s point of view,
● Can be tested at any time (unlike measuring trace a straight line from the centre of the attacker’s base to
distances). the target. Ignore friendly fighters in base contact with the
● Mostly relevant for target priority, disarm and attacker and any obstacles within 1” of the attacker.
improved front armour saves.
● Base only: Vision arc is only about the attacker and In the open (line traced to all parts of target’s base):
target's base (if targeting another fighter) and doesn't
require LOS at all (completely separate from LOS). A
fighter behind a wall can still be within another
fighter's vision arc. If the target is not a fighter, use
any part of the model instead (for example the door).

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

LINE OF SIGHT (LOS)


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

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

Fully visible (in the open): No cover.


Partially visible: Cover.

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

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★ NECROMUNDA ★

DICE CRITICAL ROLL


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

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

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

RE-ROLLING
FIREPOWER DICE (SUSTAINED FIRE DICE) ● A re-rolled result always stands (even if the result is
Used when attacking using weapons with Ammo stat other
worse than the original).
than '-'.
● A dice can never be re-rolled more than once.
● Rapid Fire (X): All results are relevant (variable
● All dice of a roll is re-rolled (for example 2D6 or 3D6).
amount of shots).
● If multiple dice are rolled separately, the re-roll can
● No Rapid Fire (X): Only the Ammo symbol is
include only some of the dice.
relevant (always counts as 1 shot).

The Firepower dice is rolled to see if there is a chance of the ROLLING OFF
weapon’s ammunition being depleted, if the result is the Ammo Used to randomize a gang. Each participant rolls a D6, the
symbol. D6 distribution: highest result wins. In case of a tie, roll again (unless
1: 1 bullet + Ammo! 2-3: 1 bullet 4-5: 2 bullets 6: 3 bullets otherwise noted).

SCATTER DICE
Used to determine random directions, most commonly for
Blast (X) weapons. D6 distribution:
1-4: Arrow 5-6: Arrow + Hit!

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

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

BEFORE MODIFIERS (NATURAL ROLLS)


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

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★ NECROMUNDA ★

DICE SYMBOLS 1 2 3 4 5 6

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

Ammo / Rapid Fire


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

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

Damage (Vehicle)
Glancing Glancing Glancing Penetrating Penetrating Catastrophic

Vehicle Location
Body Body Body Crew Drive Engine

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

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


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

WALLS AND SOLID TERRAIN FEATURES


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

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★ NECROMUNDA ★

STATUSES
FIGHTER STATUSES VEHICLE STATUSES
A fighter’s status dictate what they can or can't do. This will A vehicle's status dictate what they can or can't do.
affect what actions are available during activations. Fighter
statuses generally represented by how the model is ENGAGED & ENGAGING
positioned on the table, but may also depend upon other Vehicles never count as being Engaged and can move freely
factors. away from enemy fighters, risking Reaction attacks as
normal.
STANDING
A fighter that is upright is said to be Standing. A Standing Fighters are Engaged within 1" of enemy vehicles, but are not
fighter may turn to face any direction when activated, before locked in combat and can freely move around or away from
making actions. A Standing fighter always has a Secondary enemy vehicles without having to disengage or risk Reaction
Status as either Active or Engaged. attacks.

STANDING: ACTIVE MOBILE


A standing fighter is Active they are not currently Engaged Able to move.
with any enemy fighters. This is the default status for a
fighter, and Active fighters have very few restrictions on how STATIONARY
they can act. Forced to stop by any effect or special rule (enemy attack,
damage or special rule). Cannot move during its activation.
STANDING: ENGAGED A Stationary vehicle can be either Wrecked or Stalled.
If a standing fighter is B2B with an enemy, they are Engaged
with that enemy. An Engaged fighter can generally only A Wrecked vehicle is also Stationary, but this is equivalent to
choose to fight or retreat. An Engaged fighter is always Out of Action and the vehicle is treated like a piece of terrain.
Standing (never Pinned).

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.

PRONE
A Pronse fighter represents lying down:
● Occupies the same space as the base (as normal).
● No facing (effectively having no vision arc).
● Never block line of sight (considered to be well out
of the way of action).
● Cannot be hit by Stray shots.
● Can have one (and only one) of the following
Secondary Status:
○ Pinned (face-up).
○ Seriously Injured (face-down).

PRONE: PINNED (FACE-UP)


Fighters are generally Pinned as a result of being hit by
enemy fire, and will need to spend a Stand Up (Basic) action
to be Standing (and Active) again. If a Pinned fighter ever is
Engaged by an enemy, automatically make a free Stand Up
(Basic) action, becoming Engaged (and Standing), without
having to spend an action to do so. A fighter can never be
both Pinned and Engaged.

Mount: Must pass an Initiative test to Stand Up, otherwise the


action is wasted.

PRONE: SERIOUSLY INJURED (FACE-DOWN)


A Seriously Injured fighter is likely to spend at least a few
turns on the ground:
● Cannot make attacks.
● Passive (condition).

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★ NECROMUNDA ★

CONDITIONS
Any effect that results in a marker being placed on a fighter BROKEN
should be considered a Condition. Usually a result of failing a Nerve test or some cases of
Insanity:
A fighter may be subject to several Conditions at the same ● Become Passive.
time. Some conditions, in particular Out of Ammo, may apply ● Can't perform any actions other than Running for
specifically to a weapon carried by a fighter rather than the Cover (Double).
fighter. ● Engaged: Can only make Reaction attacks with a -2
modifier.
Vehicles are not affected by conditions unless otherwise ● Make a Running for Cover (Double) action in every
noted. Normally only affected by the following: activation.
● Blaze. ● Broken fighters may be rallied in the End phase
● Blind. (Cool test with a +1 modifier for each friendly fighter
● Broken. within 3” that is not Passive).
● Concussion.
● Insanity. CONCUSSION
● Hidden/Revealed (Pitch Black). When hit by a Concussion weapon:
-2 Initiative/Hnd (minimum 6+) when hit until the end of the
BLAZE round.
Inorganic targets are not affected by Blaze.
GUNKED
When hit, catch fire on 4+ (and become Passive). When When hit by a Gunked weapon:
activated while ablaze, the fighter can't make any normal ● -1” M (minimum 1”).
actions, but must instead act as follows: ● Don’t add D3" when Charging.
● -1 modifier to Initiative.
1) Suffer a Strength 3, AP -1, Damage 1 hit. ● Blaze trigger on 2+.
2) Move:
● Engaged or Seriously Injured: No move. HIDDEN/REVEALED
→ Go to step 3). Related to the Pitch Black special rule.
● Otherwise:
a. Pinned: Become Active.
INSANE
b. Active: Move 2D6” in a random direction.
Many situations can lead to temporary insanity. When
c. Become Pinned (optional).
3) Roll a D6 to attempt to put out flames: activating, roll a D3:
● +2 if Pinned. 1. Immediately Broken (if already Broken, flee even if
● +1 per friendly Active non-Passive fighters within 1”. the gang has not failed a Bottle test).
2. An opposing gang (randomize if multi-player) can
On a 6+, the flames go out. The activation then ends. control the fighter this activation, treated as a friendly
fighter to that opposing gang (while activating).
Vehicles: Suffer the S3 hit (as normal) against Rear 3. Activate as normal. After the activation, pass a
Toughness (roll location as normal). Make a Cool test: Willpower test to lose Insanity.
● Pass: Activate normally.
● Fail (no activation): Note: If gaining Insanity during an activation, roll immediately
○ Mobile: Lose Control. before making the first subsequent action after gaining
○ Stationary: Burn Out (Double). Insanity.

After the activation, flames go out on a 4+. INTOXICATED


Normally a result of Take A Swig (Simple) action in
BLIND combination with a bottle of Second Best or Wild Snake. For
Usually a result of failing an Initiate/Hnd test after being hit by each token, remove a Flesh Wound and roll a D6 for the
a Flash weapon: effect.
● Become Passive.
● If not Ready, do not become Ready at the start of OUT OF AMMO
the following round. The Ammo symbol on the Firepower dice requires a fighter to
● If Ready, lose Ready. make an immediate Ammo test for that weapon. If failed, the
● Reaction attacks only hit on a 6+ (before modifiers). weapon is now Out of Ammo and can't be used until it has
● No other attacks can be made until the next
been reloaded.
activation.
If weapons with multiple profiles run out of ammo, Scarce &
Limited traits only apply when running out of ammo while
using the corresponding profile. Weapons with both ranged
and melee profiles can only run out of ammo for the profiles
that can actually run out of ammo. Profiles with an Ammo '-'
can't run out of ammo.

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★ NECROMUNDA ★

READY
The most simple but arguably the most important Condition.
At the start of each round, during the Priority phase, all
fighters will be readied. After activating (during the Action
phase), the fighter is no longer Ready and can (normally) not
activate again until the next round.

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

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

The following effects always include Passive:


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

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

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

End of the battle:


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

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★ NECROMUNDA ★

TERRAIN
Terrain has 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
DIFFICULT TERRAIN may be far longer, such as barricades, barrels and pipelines.
Pools of toxic sludge, areas of fallen rubble and broken or
missing walkways sections - there are numerous things in the ATTACKING OVER BARRICADES
underhive that can make the terrain difficult to cross. A fighter B2B with a barricade counts as being Engaged with
a model that is B2B with the other side of the barricade, even
For every 1” a fighter moves through difficult terrain, they though their bases are not touching, as long as the two
count as having moved 2”. models are within ½" of each other. Any close combat attack
made across a barricade (regardless of range, Versatile etc.)
DANGEROUS TERRAIN has a -1 to hit modifier.
Vats of molten metal, spinning turbines set into the floor and
more - any terrain feature designated as dangerous when RAILINGS
setting up the battlefield can pose a huge risk to fighters If the nearest edge of a level or platform is bounded by a
crossing it. railing or similar barrier at least ½“ tall, the chance of falling is
reduced. When a fighter goes from Standing to Prone, add +1
● Same move penalty as difficult terrain. modifier to the Initiative test to see if the fighter falls.
● Must also pass a test to avoid injury:
● Fighter: Pass an Initiative test or go Out of Action. SOLID TERRAIN FEATURES
● Vehicle: Pass a Hnd test or suffer a Catastrophic Solid terrain features completely block line of sight and can't
test to the drive (lose 2 wounds, -2 Hnd rest of the be measured across.
battle, pass a Handling test or Lose Control).
STAIRS
DUCTWAYS If going Prone on stairs, pass an Initiative test or fall down to
Ductways can be up to 2” in length and represents a pathway the bottom of the stairs (or mid-staircase landing). If falling 3”
across any 2” wide wall or other terrain features that would or more down the staircase, suffer a S3 hit. A falling fighter is
otherwise be impassable. immediately Pinned and the activation ends.
CRAWL THROUGH DUCTWAY (DOUBLE)
Fighters within 1" can spend a Double action: STRUCTURES
Place the fighter within 1" of the other end (provided there is Structures are any terrain feature measuring more than 2”
space). high and more than 2” across, be they free standing or
connected to other terrain features in some way. Structures
FIRE THROUGH DUCTWAY (BASIC) may feature many different levels, platforms and walkways on
Fighters within 1" can spend a Basic action: Make a ranged which fighters may be placed.
attack targeting an enemy fighter within 1" of the other end.
Hit on 5+ (regardless of BS or modifiers). Other than the difference in size, there is little difference
● Template: Automatically hit all fighters within 2" of between obstacles and structures.
the other end.
● Blast: Can target any point within 1" of the other Fighters may climb over obstacles or up onto structures as
end. Scatter as normal (if missed). described in the movement rules, but be aware that
movement may be reduced or not possible over obstacles
DUCTWAY: FIRING PORT and structures.
Related to the Gang Stronghold terrain, intended to have one
gang as defender. WALLS
Walls are impassable terrain and solid terrain.
● Provides cover.
● Can be moved through like a Ductway (Double
action).

IMPASSABLE TERRAIN
Impassable terrain can't be moved across.

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★ NECROMUNDA ★

SPECIAL TERRAIN FEATURES


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

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

ACCESS TERMINAL (BASIC)


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

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

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

13
★ NECROMUNDA ★

SPECIAL TERRAIN FEATURES Activate & Deactivate


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

BADZONE TERRAIN Activate & Deactivate


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

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★ NECROMUNDA ★

ARCHEOTECH DEVICE DOORS


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

Pass an Intelligence test to give the Shock trait to any Any 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 test
shifts and each fighter on that tile must pass a Toughness to move up to 2" to escape the closing door.
test, or move D3" towards the nearest pitfall (potentially
falling if moving into it). If the test 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 test 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 test with a -2 modifier.
3. Activate as normal. After the activation, pass a ● Force Door: If Active and B2B with a door, roll
Willpower test to lose Insanity. D6+S with an additional +2 per friendly non-Passive
fighter also Active and B2B with the door:
○ Door: 9+ to open.
○ Vault Door: 11+ to open.

In scenarios with an attacker & defender, the defending gang


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

BLAST DOOR (STRONGHOLD GATE)


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

Counts as door with the following exceptions:


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

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

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★ NECROMUNDA ★

FUNGUS SPRAWL PROMETHIUM CACHE


If ending an activation within 2” of the Glowing Fungus, suffer ● EXPLOSIVE
one Gas hit (protection against Gas can be used as normal). If hit, roll a D6 and compare to the AP value to trigger a huge
detonation:
In scenarios using the Sneak Attack (Sentries) special rules, ● AP +1 5+
add 1 to the result when spotting attackers within 2” of ● AP - 4+
Glowing Fungus. ● AP -1 3+
● AP -2 (or more) 2+
FURNACE FLOOR
● Treated as a Pitfall (with exceptions).
● No Lasting Injury roll is made for falling into it, this is Every fighter within 3” of a barrel or the storage tank is
automatically a Critical Injury (61-65). immediately Pinned and suffers a hit:
● -1 to hit for ranged attacks across it (heat haze). ● S5 D2 Blaze.

After a detonation, the barrels and tanks can no longer be hit


LIFT - however the space they occupied, and any spilled fuel, are
● ACTIVATE/DEACTIVATE (CONTROLLED) ablaze for the rest of the battle. If a fighter moves into the
At the start of or during an activation, if a fighter is on the lift, blaze, they suffer a hit as when detonated.
the lift can go 4" up or down (without spending an action).
This can be done mid-movement, using any remaining PROMETHIUM TANK (REFUELLING STATION)
movement after the lift has stopped. The lift can only move ● ACTIVATE/DEACTIVATE (RANDOM)
once per round. Any models standing on it moves with it. ● EXPLOSIVE

MIND THE LIFT LIQUID CREDS


If obstructing the way of a moving lift, pass an Initiative test to Earn D6x10 credits at the end of the battle if all the following
move up to 2" to escape the lift. are true:
● A friendly fighter is within 1". Each fighter can only
If the test failed or the move is insufficient to clear the lift's claim 1 tank each.
path, suffer the following hit: ● No enemies are within 1".
● S3 D2.
If survived, move the shortest distance possible, no longer HIGH PRESSURE GAS (UNLEASH A JET OF GAS)
obstructing the lift. If hit, make the following test:
● Str + D6 > 8
LIFTS AND TERMINALS If passed, it triggers a minor exploding using a Blast (5”),
A lift can be remotely activated or deactivated by a control depending of the type of the attack:
panel with an Access Terminal (Basic) action. ● Blaze: S4, AP-1, D1, Blast (5”), Blaze.
● Otherwise: Blast (5”), Flash.
MALFUNCTIONING GENERATORIUM
● DEACTIVATE (CONTROLLED) Fighters hit can pass an Initiative test to avoid being hit.
● The Generators block line of sight.
● The Generators are by default active. FUEL SLICKS
● If moving between two active Generators or ending If active, it remains active for the rest of the battle. Apply the
an action within 1” of an active Generator, become following:
Pinned and suffer: ● Fighter: If ending a Move (Simple) or Charge
○ D3 S4 hits with Shock (roll a 6+ to trigger (Double) action within 3”, pass an Initiative test
Shock). (after completing the move), or become Pinned. If
○ charging, the movement must end 1” away from any
If within 1” of the Console, spend a Basic action (Deactivate enemy fighters.
Generators) to deactivate it. Pass an Intelligence test to ● Vehicle: If moving within 3", pass a Handling test or
deactivate the Generators until the end of the round. Lose Control.

PITFALLS FREE FUEL


While within 3”, Blaze weapons lose Scarce. Or, if the
Pitfalls are holes in the surface that lead to long, potentially
weapon doesn’t have Scarce, gain Plentiful instead.
deadly drops. Fighters can't voluntarily move into these
holes.
KABOOM!
● Treated like gaps (can be leaped across).
Starts with:
● Fighters going from Standing to Prone within ½”
● Toughness 5.
must pass an Initiative test or be taken Out of
● 4 Wounds.
Action.
● 3+ save.

If reduced to 0 Wounds, it explodes on a 3+. All models and


other terrain within 3" suffer the following hit:
● S4, AP-1, Blaze.

It is then removed from the battlefield.

16
★ NECROMUNDA ★

SECURE VAULT VENTILATION TUNNEL


● Must always be set up with a locked door. ● If ending an activation within 6”, roll D6 + Strength.
● Must always have a terminal outside. If the result is lower than 7, move D3” towards the
● Ductways can never be set up to lead into the Vault. centre of the Turbine.
● Toughness 8 and 4 Wounds. ● If moving into the Turbine, suffer D3 Lasting Injuries.
● Force Door succeed on 11+ (instead of 9+). ● If a Blast marker centred within 6” scatters, it moves
● Access Terminal have a -4 modifier (instead of -2). directly towards the centre of the Turbine (don’t roll
Scatter dice).
SEWAGE CHANNEL
● If moving into (for any reason) or starting an WALLS AND SOLID TERRAIN FEATURES
activation within the Open Sewer, roll D6 + Strength. Solid terrain features are those that hide portions of a
If the result is lower than 7, become Pinned. battlefield, walls between corridors, or even the floors and
● If Pinned when activating within the Sewage ceilings between levels. LOS is never possible through the
Channel, immediately go Out of Action (swept away walls or solid terrain features (unless otherwise noted).
by the fast-flowing current).
WASTE COMPACTOR
SLUDGE FARM (SAME AS PROTEIN RECLAMATOR)
● Does not block line of sight (set into the ground). ● ACTIVATE (CONTROLLED)
● Treated like Pitfalls (with exceptions). ● Treated like Pitfalls (with exceptions).
● When fallen into: ● When fallen into:
○ Not taken Out of Action ○ Not taken Out of Action
○ Become Pinned. ○ Become Pinned.
○ The activation ends immediately. ○ The activation ends immediately.
○ Receive D3xD3 credits. ● When activating inside it, perform 2 Move (Simple)
● When activating inside it, perform 2 Move (Simple) actions to climb out of it. At the end of this
actions to climb out of it. At the end of this activation, become Pinned.
activation, become Pinned.
If Active and within 1” of the Console (and outside the
STILLS Compactor!), spend a Basic Action (Cycle Waste Compactor)
● EXPLOSIVE to activate it:
If hit, make the following test: ● Pass an Intelligence test to take any fighters in the
● Str + D6 > 7 Compactor Out of Action (the Waste Compactor
If passed, it explodes using a gas grenade: briefly surges into life). No Lasting Injury roll is
● Blast (3”), Gas made, this is automatically a Critical Injury (61-65).

TOXIC SLUDGE WATCHTOWER


While at least partially in a pool of toxic sludge: Related to the Gang Stronghold terrain, intended to have one
● -1 Toughness. gang as defender.
● Roll 2+ for each Prone fighter at the start of the End
phase or go Out of Action. Any Sentries (Sneak Attack scenarios) placed in the tower:
● Do not move if activated before the alarm is raised.
UNLIT CORRIDORS ● Can be turned to face in any direction by the
Unlit Corridors and fighters within them are subject to the controlling gang.
Pitch Black rules when targeted. ● Counts as rolling 12 for the purpose of Spotting
Attackers.

XENOS NESTING CHAMBER


If ending an activation within 1” of an Egg Sac, roll 4+ or
suffer an attack by Xenos Hatchlings. Immediately become
Pinned, and suffer D6 Rending Strength 1 hits.

UNDERHIVE MARKET
A market typically consists of market stalls and scatter terrain AMMO STASH
arranged in a 12" diameter area. Counts as an Ammo Crate with an additional effect within 1":
● Spend a Simple action (Resupply) and roll a 4+ to
MARKET LOOTING reload a Single Shot weapon.
Counts as a Loot casket that can be opened multiple times
and with different content: POORLY CONSTRUCTED
1 Trapped!: Suffer a S3 hit. If hit by Blast, it is destroyed (and replaced with a pile of
2-3 Nothing Much: D3x5 credits. rubble) if the following test succeeds:
4-5 It Wasn't Nailed Down: A Common item worth 30 ● Weapon Str >= 2D6
or less (after the battle). Additionally, if hit by Blaze, it is automatically set on fire.
6 Jackpot!: Select 3 different items with Rarity 9 or Fighters inside or B2B with it must test against Blaze.
less, then randomize one to gain.

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

17
★ NECROMUNDA ★

GANG STRONGHOLD
BLAST DOOR (STRONGHOLD GATE)
STRONGHOLD Counts as door with the following exceptions:
Can be used as the focal point of a scenario. ● Active defenders B2B can spend a Simple action
(Bolt Door) to lock or unlock.
If all participants agree, the Gang Stronghold can be ● Does not have door terminals.
deployed by the defender in a scenario with the Home Turf ● Can't be opened with Access Terminal (Basic) action
Advantage. or tactics cards that causes a locked door to open or
close.
The defender can set up the Stronghold before the rest of the ● If destroyed, fighters within 1" of the other side must
terrain is setup as normal. As much as possible of the pass an Initiative test 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 test 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 test 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 test or unimpeded by terrain. Stop before coming within 1" of
gain -1 Strength. If the Strength reaches 0, the fighter goes another model.
Out of Action.
VISCOUS TONGUES
In each End phase, after moving, make a single attack
against any models within 3" of it (measuring this distance
from the plant’s branches), treated as a Flail with WS 3+:

● Strength 4, Entangle

Models attacked by Grapple Weed do not count as being


Engaged by it.

18
★ NECROMUNDA ★

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

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


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

FREE FUEL PLASMA CANISTERS


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

19
★ NECROMUNDA ★

HIVE RUINS: ANCIENT IMPERIUM


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

HIVE RUINS: ABANDONED HARDWARE


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

HIVE RUINS: FORGOTTEN ORDNANCE


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

FUEL DRUMS & AMMO CRATES


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

20
★ NECROMUNDA ★

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

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

Some can only be used if the gang is the defender (in a scenario with an attacker and a defender). Gang Terrain are
represented by suitable markers (weapons, relics, traps) depending on type. All gang terrain are automatically replenished
between battles and are never permanently lost (even if triggered, exploded, destroyed or defiled).

Base
Trading Size
Type Gang Rarity Post Deployment Requirement (mm)
Incendiary Trap (Hidden Traps) Cawdor Common 30 6" from enemy deployment zone. -
Holy Gang-Relic (Gang Relic) Cawdor Rare (8) 30 Outside enemy deployment zone. Defender only. 40
Hive Incense Cawdor Rare (7) 40 Outside enemy deployment zone. 32
Caged Heretic Cawdor Rare (9) 40 Outside enemy deployment zone. 32
Divine Brazier Cawdor Common 80 Deployment zone. 32
Sightblind Trap (Hidden Traps) Delaque Rare (11) 40 6" from enemy deployment zone.
Shadow Veil Delaque Rare (9) 50 Outside enemy deployment zone. 25
Whisperbox Delaque Rare (10) 60 Outside enemy deployment zone. 25
Web Trap (Hidden Traps) Delaque Rare (11) 80 6" from enemy deployment zone.
Euclidean Artefact (Gang Relic) Delaque Rare (9) 90 Deployment zone. Defender only. 40
Blade Cages (Hidden Traps) Escher Rare (9) 50 6" from enemy deployment zone.
Decapitators (Hidden Traps) Escher Rare (11) 75 6" from enemy deployment zone.
Gas Canisters Escher Common 15 Deployment zone.
Gas Censers Escher Rare (10) 50 Outside enemy deployment zone.
Chymist Cult Relic (Gang Relic) Escher Rare (10) 100 Deployment zone.
Amneo Canisters Goliath Rare (9) 60 Deployment zone.
Furnace Barricade Goliath Common 10 Outside enemy deployment zone. Defender only.
Heavy Rivet Cannon Goliath Rare (8) 75 Deployment zone.
Pillar of Chains (Gang Relic) Goliath Common 20 Deployment zone.
Relic of the Forge (Gang Relic) Goliath Rare (10) 100 Deployment zone. Defender only.
Sawn-off Surprise (Booby Trap) Orlock Common 20 6" from enemy deployment zone.
Promethium Barrels Orlock Rare (8) 30 Deployment zone.
Tool Box Orlock Rare (9) 50 Deployment zone.
Road Relic (Gang Relic) Orlock Rare (10) 75 Outside enemy deployment zone. Defender only.
Servitor Sentry Orlock Rare (11) 100 Deployment zone. Defender only.
Rad Casters Van Saar Rare (10) 40 Outside enemy deployment zone.
Energy Sink Van Saar Rare (10) 60 Outside enemy deployment zone.
Thermal Mines (Hidden Traps) Van Saar Rare (11) 70 6" from enemy deployment zone.
Archaeo-relic (Gang Relic) Van Saar Rare (9) 80 Deployment zone.
Rad cannon Emplacement Van Saar Rare (8) 145 Deployment zone. Defender only.
Cult Ritual Chamber Chaotic Rare (9) 75 Deployment zone. Defender only.

SCENARIOS WITHOUT DEPLOYMENT ZONES


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

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

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

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

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

If triggered, roll a D6:


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

TRIGGERED WHILE MOVING


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

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

If hit, roll a D3:


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

DISARM TRAP
Can be removed by spending a Basic action within 1”. Pass an Intelligence test, 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 used, 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 tests.
(into, through and out of).
● When activating, enemy fighters must pass a An enemy B2B can spend a Basic action and pass an
Toughness test (any special rules affecting Gas, like Intelligence test with a -3 modifier to destroy it (automatically
respirators, can be applied), or the first Move repaired between battles and is not lost to the gang).
(Simple) action will be in a random direction.
WEB TRAP (HIDDEN TRAPS)
DIVINE BRAZIER ● Deployment: 6" from enemy deployment zone.
● Deployment: Deployment zone. ● Effect: S5, Blast (5"), Web.
● Pitch Black: All fighters are revealed while within 3".
● Any fighter can spend a Simple action to add Blaze EUCLIDEAN ARTEFACT (GANG RELIC)
to a Melee weapon (until the End phase of the ● Deployment: Deployment zone.
following round). ● Only available when defending.
● +2 Cool & Ld for friendly fighters within 6”.
CAGED HERETIC
● Deployment: Outside enemy deployment zone. Friendly fighters within 8” counts as being in cover.

Apply the following effects within 6":


● When ending an activation, fighters (except Cawdor)
must make a Nerve test.

Can be destroyed and removed in the following ways:


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

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

DECAPITATORS (HIDDEN TRAPS) FURNACE BARRICADE


● Deployment: 6" from enemy deployment zone. ● Deployment: Outside enemy deployment.
● Effect: Suffer an Injury roll. When a fighter is hit within 1" and granted cover by this
terrain:
GAS CANISTERS ● Blaze: Re-roll tests to avoid becoming ablaze.
● Deployment: Deployment zone. ● Melta: Ignored.
Similar to a Loot casket (can be moved in the same way).
Friendly fighters within 1” can use it as it were chem-synth, but HEAVY RIVET CANNON
only for Gas weapons. ● Deployment: Deployment zone.
● Only available when defending.
Can be targeted by ranged attacks as if a fighter (including
being touched by Blas/Template). Toughness 3. If taking any A Fixed custom rivet cannon with double range:
damage, it is destroyed. Center a 3” Blast over it before being ● Rapid Fire: 6" (+2) - 18", S4, AP-1, D2, Am3+, Rapid
removed. All fighters touched by the Blast suffer a Gas hit. Fire (1), Rending.
● Super-heated: 3" (+2) - 12", S6, AP-2, D2, Am3+,
GAS CENSERS Blaze, Rending.
● Deployment: Outside enemy deployment zone.
In the End phase, fighters within 3” must pass a Toughness PILLAR OF CHAINS (GANG RELIC)
test (adding any modifiers that protects against Gas) or suffer ● Deployment: Deployment zone.
an immediate Flesh Wound (a roll of 6 always fails). ● Only available when defending.
● +2 Cool & Ld for friendly fighters within 6”.
Can be thrown by friendly fighters B2B as a Choke Gas
Grenade. After the attack, it is removed from the battlefield. Can re-roll one or both dice if the gang has a chance to
capture enemy fighters.
CHYMIST CULT RELIC (GANG RELIC)
● Deployment: Deployment zone. RELIC OF THE FORGE (GANG RELIC)
● Only available when defending. ● Deployment: Deployment zone.
● +2 Cool & Ld for friendly fighters within 6”. ● Only available when defending.
● +2 Cool & Ld for friendly fighters within 6”.
Fighters within 3":
● Friendly: Fighters within 3”:
○ Usable as a chem-synth (for Gas & Toxin ● Friendly:
weapons). ○ Ignore Disarm.
○ Automatically apply assistance to recovery ○ Re-roll failed Ammo tests.
tests (in the End phase). ● Enemy:
● Enemy: ○ If ending an activation, pass a Nerve test or
○ When ending an activation, pass a become Broken.
Toughness test (adding any modifiers that
protects against Gas) or suffer a Flesh
Wound.

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★ NECROMUNDA ★

ORLOCK
SAWN-OFF SURPRISE (BOOBY TRAP) VAN SAAR
● Deployment: 6" from enemy deployment zone. RAD CANNON TURRET
● 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 tests. ● Las.
● Automatically fail Leadership & Intelligence tests. ● Plasma.
● Do not count for the purposes of Bottle tests.
● Can't be Reinforcement. If a fighter makes an attack with such a weapon, reduce the
● Must always be deployed on the battlefield (in Strength depending on the distance to the Energy Sink:
addition to the specified crew size). ● Within 3”: -D3S (min 1).
● Immobile (can't move). ● Within 6”: -1S (min 1).
● Can be moved by friendly fighters like a Loot casket.
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 test (+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 test or gain Insanity.
ROAD RELIC (GANG RELIC)
● Deployment: Outside enemy deployment zone.
● Only available when defending.
● +2 Cool & Ld for friendly fighters within 6”.

Includes a Fixed custom heavy stubber with 2 fire modes:


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

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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.

ROLL FOR PRIORITY


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

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

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

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

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


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

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★ NECROMUNDA ★

ACTIONS
SHOOT (BASIC)
TYPES OF ACTION Make an attack with a ranged weapon.
A model normally has 2 actions per activation. Each action is
fully resolved before declaring the next action. There are 3 AIM (BASIC)
types of actions: If the fighter makes a subsequent Shoot (Basic) action, add 1
● Basic (1 action): Only once per activation. to the result of any hit rolls.
● Simple (1 action): Repeatable.
● Double (2 actions): Repeatable. RELOAD (DOUBLE)
Pick a weapon that is Out of Ammo and make an Ammo test.
A repeatable action can be made more than once during the If passed, the weapon is reloaded and no longer Out of
activation (if the fighter has sufficient actions to spend). Ammo.

Basic & Simple actions cost 1 action to use. Double action COUP DE GRACE (SIMPLE)
costs 2 actions (normally taking up the entire activation). If an Requires the fighter to not be Engaged with any other
activation is reduced to only 1 action (for any reason), a fighters. Pick a Seriously Injured enemy fighter within 1” and
Double action cannot be made. If a fighter has 4 or more within the vision arc of the fighter making the action. That
actions available in an activation, the same Double action fighter immediately goes Out of Action.
can be declared more than once (the cost of a Double action
is equivalent to 2 Simple actions). A fighter making a Charge (Double) action can make a Coup
de Grace (Simple) action instead of a Fight (Basic) action if
DEFAULT ACTIONS they end their move within 1” of a Prone and Seriously Injured
The actions listed here (under Active, Engaged, Pinned, fighter and not Engaged by any enemy fighters.
Seriously Injured) are default and always available to a
fighter if the fighter can activate and make actions. This can If making a fight action and the target becomes Seriously
even include Passive fighters (unless otherwise noted). Injured, the fighter may end the action with a free Coup de
Grace (if within 1" and no longer Engaged).
There are other actions granted by wargear, scenarios, skills
or other effects, however these are not always available: Note that Nerve tests do not stack and a free Coup de Grace
● Actions not listed here requires the fighter to be not action after a fight action that Seriously Injured a fighter only
Passive (unless otherwise noted). triggers 1 Nerve test (not 2).

PROMISED ACTIONS TAKE COVER (BASIC)


Some actions can give an effect before being used (for Move up to half Movement, then become Pinned.
example Somersault with Unwieldy ranged weapons). This Note: Voluntarily becoming Pinned never triggers an Initiative
will typically say "if used during an activation, apply this test to prevent falling (edge, pitfall or similar).
effect". If the action is used before applying the effect, it
works as normal. But if the effect is used before the action, DUCTWAYS: CRAWL THROUGH DUCTWAY (DOUBLE)
there must be available actions to spend, and if possible, one If within 1” of a ductway, place the fighter within 1” of the other
of those actions must be spent for the "promised" action.. end (provided there is space).

DUCTWAYS: FIRE THROUGH DUCTWAY (BASIC)


STANDING: ACTIVE If within 1” of a ductway, make a ranged attack against an
MOVE (SIMPLE) enemy fighter that is within 1” of the other end of the same
Make a Standard move. ductway. The attack will hit on a 5+, regardless of BS or
● Move a distance up to the Movement stat. modifiers.
● Climb vertically up or down.
● Cross any gap no wider than their base. Template: Automatically hit all fighters within 2” of the other
● Attempt to leap across a bigger gap provided they end of the ductway.
have enough movement left to do so.
● Attempt to jump down to a level below. Blasts: The target must be within 1" of the ductway (an
enemy or any point of the battlefield). Then roll to hit (5+) and
CHARGE (DOUBLE) scatter it it misses as normal.
Make a Move (Simple) action, adding D3” to the distance.
During a charge, the fighter can move within 1” of one or
more Active, Engaged or Pinned enemies, but if they do, they
cannot move away from those enemies.

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


but can continue moving away from them.

If Engaged at the end of the action, the charging fighter can


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

Vehicles: Move within 1" to become Engaged (it is sufficient


to end the Charge within 1").

27
★ NECROMUNDA ★

DOOR: OPERATE (SIMPLE)


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

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


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

Add +2 per friendly fighter B2B with the door.


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

DROP RIG: DESCEND (BASIC) If Engaged when activated, use same rules as when
Requires the Drop Rig wargear. Spend a Basic action Retreating:
(Descend) if Active and within 1” of an edge: 1. Make an Initiative test. 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 test 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.

28
★ NECROMUNDA ★

BADZONE ACTIONS
SCAVENGE (DOUBLE)
Requires the Old Cache Badzone Event. Roll a D6, adding 1
to the result for each other friendly fighter within 6". On a 6+,
place a loot casket in base contact with the fighter.

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


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

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

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

TRIGGER CLAW (BASIC)


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

The attacked fighter must pass an Initiative test or take a S5


hit.

HOOK CARGO (SIMPLE)


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

JURY RIG (DOUBLE)


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

DISARM ORDNANCE (DOUBLE)


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

29
★ NECROMUNDA ★

VEHICLE ACTIONS STATIONARY


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

General rules for actions including movement JUMP START (SIMPLE)


(unless otherwise specified): Pass a Handling test to restart (become Mobile).
● Move must be in a straight line forward. ● +1 modifier if having 2+ Wounds remaining.
● Can move up to the specified 'speed' (as normal).
● Pivot can be done before, during or after the move. TURN-OVER (BASIC)
● Automatically cross any gap shorter than the length of Move: D3" + one 90° pivot. +1 modifier to the next Restart test.
the vehicle as long as the starting point is equally high or
higher than the target (if not, the vehicle will fall). FREE WHEEL (BASIC)
Move: D6" + one 90° pivot. Roll a D2 to determine the direction:
MOBILE 1: Forward.
Default Status that includes the most varied selection of actions. 2: Backward.

MOVE (SIMPLE) If on a sloped surface, move downwards according to gravity


Move: Full speed + one 90° pivot. instead of randomizing.

MANEUVER (SIMPLE) Collision damage is worked out as normal.


Move: Half speed (forward or backward) + any amount of pivots.
FIRE ALL (BASIC)
MOVE & SHOOT / FIRE ALL (BASIC) Shoot with all weapons.
Choose one of the following:
● Move: Half speed + one 90° pivot. BROKEN
Shoot with a single weapon. When becoming Broken (or activating while Broken), immediately
● Shoot with all weapons. lose any Ready marker and activate (even if already activated this
round) as follows:
AIM (BASIC) ● Mobile: Break For Air (Double) action.
+1 hit modifier to subsequent ranged attacks this activation. ● Stationary: Burn Out (Double) action.
RELOAD (DOUBLE) BREAK FOR AIR (DOUBLE): MOBILE
Pick a weapon that is Out of Ammo and make an Ammo test. If Move 3D6" with any number of pivots.
passed, the weapon is reloaded and no longer Out of Ammo.
Attempt to end the move in the following order of priority:
DRIFT (BASIC) 1. More than 3” away from enemy models.
● Move: Full speed sideways (anywhere in a Side arc). 2. Out of line of sight of enemy models.
● After moving, pass a Handling test (with a +1 modifier) 3. In partial or full cover.
or Lose Control. 4. As far away from any enemy models as possible.
RAM (DOUBLE) BURN OUT (DOUBLE): STATIONARY
● Move: Full speed + D6" + one 90° pivot. ● Place D3 Smoke Blasts (5") anywhere within 1".
● If colliding head-on, halve the move stat when ● -1 modifier to the Restart test (in End phase) per Smoke
determining the collision damage this vehicle suffers marker.
(other affected vehicles suffer a hit with full move).

Use the Movement stat to determine the collision damage:

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

SPIN (BASIC)
● Move: Full speed + one 180° pivot.
● After pivoting, pass a Handling test or Lose Control.

FULL THROTTLE (DOUBLE)


Move: 3x full speed + one 90° pivot. If pivoting, immediately after
the pivot, pass a Handling test (-1 modifier) or Lose Control.

30
★ 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
test must be passed to avoid immediately going Out of Action
VOLUNTARY MOVEMENT 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 test to avoid falling
than 2” across. A fighter may climb up and onto structures and
(move shortest way back so the base is no longer
between various levels and platforms as they move and may
over open air). end their movement on any level if there is sufficient space for
● If moving completely over an edge, fall automatically. their base.

UNIVERSAL IMPASSABLE AND SOLID TERRAIN


Apply the following regardless of what movement a fighter Fighters may not move across impassable terrain.
does (unless specified otherwise):
● Stop movement before ending in a position where the DUCTWAYS
base is overlapping other fighters or impassable Ductways can be up to 2” in length and can be placed across
terrain. any 2” wide wall or any other impassable terrain. Active
● After moving, a fighter can turn to face any direction. fighters within 1" can spend a Double action (Crawl Through):
● Moves should be declared before any measuring. ● Place the fighter within 1" of the other end.
● After measuring, move the full distance declared
(even if it was shorter than expected or insufficient for CLIMBING
what was planned). For example a failed Charge Climbing is equal to moving through Difficult Terrain. Any
having insufficient move to reach engagement. vertical surface can be climbed. A fighter can't end the
● A fighter can never end up inside a solid piece of activation mid-climb; they must have sufficient movement to
terrain feature or anywhere else it can't move out of. reach a flat surface. If they can't, they will stay where they
● If for some reason a model ends up in an impossible were when the action was declared.
place, move the model the shortest distance possible
to a place it fits. Note that a fighter may end a Move (Simple) action mid-climb,
provided that they are able to immediately use another action
to complete the climb.
0.99" GUIDELINE
It can be practical to keep fighters almost 1" away from STEPPING UP
enemies to clearly distinguish who are engaged B2B. A fighter may freely ‘step up’ onto another level or platform of a
structure, provided it is no more than ½” higher than the level
they are currently on. If the difference in height is more than
½”, they must climb instead.

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

LADDERS AND STAIRS


Normal movement.

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★ NECROMUNDA ★

LIFT FALLING ON OTHER MODELS


If moving onto a lift, the lift can go 4" up or down. The fighter If a model lands on top of another model, both suffer the same
can then use any remaining movement. The lift can only move damage.
once per round. Any models standing on it moves with it. ● Fighters: All involved are Pinned.

If a fighter moves a lift while another fighter obstructs the path Move the falling model the shortest possible distance so that they
of the lift, the other fighter must pass an Initiative test to move are not overlapping (if neither went Out of Action).
up to 2" away from the lift. If failed, or having insufficient move
to escape the lift, suffer an automatic hit with automatic wound
with a D3 attack. If the attack was survived, move the fighter
the shortest distance possible to no longer obstruct the lift.

LEAPING GAPS
A fighter may attempt to leap across a gap that is bigger than
their base, provided there is enough Movement to do so. Stop
at the edge and pass an Initiative test 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 test 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).

The vertical distance does not cost any movement.

FALLING HAZARDS
A fighter is at risk of falling if they go from Standing to Prone
whilst within ½” of the an edge. Pass an Initiative test 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 tests
(when going Prone to see if the fighter falls).

FALLING & COLLISION DAMAGE


If a fighter falls 3” or more, they will take a hit. Round up to the
nearest inch.

A vehicle's collision damage is the same as falling damage,


however the vehicle's move stat is used instead of the height of
the fall.

Distance / Jumping/Falling
Move stat Down Modifier Strength Falling AP Damage
1”-2” - - - -
3-5” -1 3 - 1
6”-7" -2 5 -1 1
8”-9" -3 7 -2 2
10” + -4 9 -3 3

A falling fighter is immediately Pinned and their activation ends.

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


Initiative test or fall again.

Vehicles:
● Automatically suffer fall damage (no test to avoid it).
● Pass a Handling test (with falling down modifiers) or
Lose Control.

32
★ NECROMUNDA ★

MOVE AND PUSH DURING COLLISIONS


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

FIGHTERS & LOOT ON MOVING VEHICLES How vehicles move during collisions depends on which arc of the
Fighters that are on a vehicle when it moves must pass an moving vehicle contacted the other vehicle:
Initiative test (only test once per activation in which the vehicle
moves) or fall 1" away from the vehicle in a random direction. If
● Head-on (front):
landing within ½" of an edge of a platform, pass another
The moving vehicle's front contacts another vehicle.
Initiative test to avoid falling again.
○ The impacted vehicle is pushed until the moving
Loot on top of a vehicle will fall off a moving vehicle unless any vehicle stops moving (unless the moving vehicle
of the following are true: has a lower Toughness, in which case it stops
● B2B with a fighter (that passed the Initiative test). immediately).
● Placed in a designated transport area. ● Side-on (side):
The moving vehicle's side contacts another vehicle.
VEHICLE COLLISIONS ○ Make a Handling test (+1 modifier if the moving
Vehicles can crash into other models (fighters & vehicles) or vehicle as a higher Toughness). The result
terrain. Collisions occur when a moving vehicle contacts affects which vehicle is moved the shortest
another model or terrain. When calculating the Toughness of a distance possible to continue moving.
vehicle involved in a collision, use the facing that suffers the hit. ■ Pass: The other vehicle.
■ Fail: The moving vehicle.
COLLISION DAMAGE
The damage depends on the move distance compared to the CHAIN COLLISIONS
unmodified move stat of the moving vehicle: ● If multiple vehicles collide, fully resolve the damage from
● 0-1 Move: S3. each collision in the order they occur.
● 2 Moves: S5, AP-1. ● If subsequent collisions occur due to a vehicle being
● 3+ Moves: S7, AP-2, D2. pushed, use the initial vehicle's Movement stat to
determine the power of the impact.
For example a vehicle with M8" that moved 8" (or less) counts ● If a vehicle stops due to impacting impassable terrain or
as 1 move. If it moved 9"-16", it counts as 2 moves. If it moved
a vehicle with higher Toughness, then all the vehicles
17" (or more) it counts as 3+ moves.
involved in the collision stop.
Bonus damage to a vehicle with lower Toughness (than another
vehicle in the collision): COLLIDING WITH TERRAIN
● +1S, AP & D. When a vehicle contacts terrain, it counts as colliding with another
vehicle. The collision damage depends on the type of terrain. The
A vehicle that makes a Ram (Double) action causing a head-on relative Toughness of the terrain is determined as follows:
collision with another vehicle or terrain halves the movement ● Solid terrain (wall, impassable terrain, sturdy structure):
when determining the damage it suffers (but not for other Terrain has highest Toughness (but takes no damage).
affected vehicles). This causes the vehicle to stop.
● Obstacle (flimsy structure):
Stationary vehicles count as having M3" if moving for any Terrain has lower Toughness. It is removed from the
reason (for example Jump Start, Turn-over & Free Wheel). battlefield. Any fighters on top of it immediately fall.
RUNNING OVER FIGHTERS
If a moving vehicle contacts a fighter:
1. The fighter is moved the shortest distance possible to
allow the vehicle to pass (1" away from the vehicle).
2. The fighter must pass an Initiative test:
○ Standing: +1 modifier.
○ Pinned: Normal.
○ Seriously Injured: 6+
(regardless of Initiative).
If failed, suffer a hit using Vehicle Collision Damage.

33
★ NECROMUNDA ★

Name Description Rule

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

Vats of molten metal, Difficult Terrain. However, a test must be passed to avoid
DANGEROUS TERRAIN spinning turbines etc. injury:
● Fighter: Pass an Initiative test or go Out of Action.
● Vehicle: Pass a Handling test or suffer a
Catastrophic hit to the Drive (lose 2 wounds, -2 to
Handling for the rest of the battle, pass a Hnd test
or Lose Control).

OBSTACLES Free standing terrain no May be crossed during movement.


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

STRUCTURE Structures are terrain May be climbed up and onto.


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

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

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

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

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

OVERHANGS Overhangs can be traversed as long as it protrudes no


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

LADDERS AND STAIRS Normal movement.

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

JUMPING DOWN Pass an Initiative test to jump down to a lower level. There
is no modifier for the first 2”, but a cumulative -1 modifier
for each additional 2” jumped (rounded up). If failed, suffer
falling damage.

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


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

34
★ NECROMUNDA ★

SHOOTING
1 Declare the shot 4. TARGET IS PINNED
2 Check the Range When a Standing Active fighter is hit by a ranged attack, they
3 Make the Hit Roll are automatically Pinned. Note that Engaged fighters can't
4 Target is Pinned become Pinned.
5 Resolve Hits
FALLING
If a fighter is Pinned within ½" of an edge, pass an Initiative
1. DECLARE THE RANGED ATTACK test to avoid falling. If falling 3” or more, take a hit based on
Pick a ranged weapon, then pick an eligible target. the distance (rounded up).
Distance Strength AP Damage
TARGET PRIORITY
● Must target the closest enemy fighter in LOS 1”-2” - - -
(regardless of facing), even if the target is Engaged. 3”-5” 3 - 1
○ Blast/Template: Same as above, but must 6”-7” 5 -1 1
touch the closest enemy. 8”-9” 7 -2 2
● Can target a more distant enemy if easier to hit. 10”+ 9 -3 3
● Can ignore Seriously Injured enemies.
● Pass a Cool test to target a more distant enemy. 5. RESOLVE HITS
Each attack that scores a hit is resolved using ‘Resolving hits’
When a target is determined, the attacker must turn to face rules.
so that the target is within the attacker's vision arc.

FIGHTERS IN HIDING STRAY SHOTS


A fighter that is both Prone (Pinned or Seriously Injured) and If a ranged attack misses, there is a chance that other fighters
in cover can't be targeted. (friend & foe) will be hit:

SHOOTING WHEN PINNED ● Any fighters Engaged with the target.


A Pinned fighter can spend a Double action (Blind Fire): ● Within 1” of the measured line (between attacker
● Make a ranged attack, treating the vision arc as and target).
360°. ● Not in hiding (Prone & in cover).
● -2 hit modifier. ● Not B2B with the attacker.

2. CHECK THE RANGE Stray shots will hit intervening fighters on a 6+. Roll once per
Measure the range from the attacker to the target. If beyond fighter (until a fighter is hit or there are no more fighters),
the weapon’s Long range, the attack automatically misses. starting with the fighter closest to the attacker.
The Firepower dice must still be rolled.
If the attack would have caused more than one hit, follow this
sequence for every hit.
3. MAKE THE HIT ROLL
Make a BS test with modifiers:
● Cover (-2) COLLATERAL DAMAGE
Critical miss on 1 and 2 (instead of only 1), meaning If an Engaged fighter is hit by a blast/template, any other
a minimum of 3+ is required to hit, regardless of fighters Engaged with that fighter is also hit on a 4+.
whether BS and modifiers would improve the hit roll
to 2+. TWIN GUNS BLAZING
○ Hull Down (-1): Vehicles gain reduced A fighter with 2 sidearms can attack with both as part of a
bonus for being partially obscured. single Shoot (Basic) action.
● Stealth (-1)
A target that didn't make any ranged/psychic attacks ● Make hit rolls for each weapon before resolving any
since the start of its previous activation. successful hits.
● Accuracy Modifier (+/-?) ● Must be made against the same target.
● Engaged (-1) ● -1 to hit.
● Prone & Long Range (-1)
● Modified Shoot action (-1) THE FIREPOWER DICE
When improving a Shoot action using a special rule
Always roll a Firepower dice when attacking with a ranged
or skill (for example Double → Basic or Basic →
weapon (or any weapon with an Ammo stat other than '-').
Simple) or making a ranged attack with an Unwieldy
This also applies for Sidearm in close combat or the hit roll
weapon as anything other than a Shoot (Double).
isn't made (for example if the target is out of range).
Note: Unwieldy weapons can never be used with
Shoot (Simple).
If the Ammo symbol is rolled, roll a D6 to make an Ammo test
for the weapon. If failed, the weapon itself becomes subject to
IMPROBABLE SHOTS
the Out of Ammo condition after resolving the attack. If the
If the hit modifiers applied to a ranged attack mean that it is
weapon has more than one profile, all are considered to have
impossible to score a hit, the attack is an improbable shot (for
failed an Ammo test.
example 7+).
The weapon can't be used until a successful Reload (Double)
First roll to hit on a 6+, then roll again using only the fighter’s
action has been performed, using any one of the weapon’s
Ballistic Skill and ignoring any modifiers.
available profiles.

35
★ NECROMUNDA ★

BLAST MARKERS FLAME TEMPLATES


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

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

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

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

If a Blast goes outside the battlefield, it is removed.

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

1: - Centre the Blast over the attacking model.


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

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

BLASTS, TEMPLATES AND COVER


Models hit by Blasts and Templates may gain a positive modifier to their save roll if in cover:
● Cover: +1.

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

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

36
★ NECROMUNDA ★

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

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

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

DETERMINE ATTACK DICE


Calculate how many the fighter has available:

The number of Attack dice is determined by the Attacks stat


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

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


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

37
★ NECROMUNDA ★

ATTACK ASSISTS
Starting with the attacker, attacker and defenders take turns Claim an assist from each other friendly fighter that is:
making one hit roll for a single attack at a time. Each attack ● Engaged & B2B with the target.
dice is rolled individually, using the following steps: ● Not Engaged with any other enemies.

1. Declare a target: Engaged and within vision arc. Apply a +1 hit modifier for each assist.
○ Attacking fighter: Target any enemy.
○ Reacting fighter: Target the attacker. INTERFERENCE
2. Choose a weapon: If dual wielding, subsequent Suffer interference from each other enemy fighter that is:
attacks must alternate between weapons. ● Engaged with the target.
3. Resolve the hit roll: See 'Resolving Hits'. ● Not Engaged with any other enemies.
○ -2 if Broken (Reaction attacks).
○ +1 for each Assist. Apply a -1 hit modifier for each interference.
○ -1 for each Interference.
○ -1 if turned to face. VERSATILE
○ -1 when attacking through a barricade. Normally Engaged fighters are B2B, however the Versatile
trait allows fighters to be Engaged while attacking and while
VEHICLES making reaction attacks. The ranges may differ between
● Use the facing the attacker is attacking from to Versatile weapons, allowing only some fighter(s) to attack
determine Toughness. while preventing others.
● +1 Location dice from close combat attacks (choose
1 result and discard the rest). KNOCKBACK
● Can't make reaction attacks. Critical hit: The target can be moved 1" directly away. This
● Can't assist or interfere. fighter can choose to follow up, moving directly towards the
target to remain Engaged (unless attacking across a
REACTION ATTACK barricade).
If the defender is still Engaged (survived), repeat all of the
previous steps: +1 Damage if the target can't be moved the full 1” (because of
1. Pick weapons. walls, obstacles or other fighters). Move as far as possible.
2. Determine attack dice.
3. Turn to face (-1). If any part of the base is knocked back over an edge, pass an
Initiative test or fall.
Then the defender continues making one hit roll in the same
way as the attacker: If a knockback is triggered and a fighter is moved back, the
1. Declare the attacker as target. distance between fighters can be increased, resulting in
2. Choose a weapon. subsequent attacks or reaction attacks being prevented. Only
3. Resolve the hit roll. fighters with sufficient versatile range can continue attacking.

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


one or more Engaged defenders (also survived), keep Triggered when an enemy B2B turns to face to declare this
making attacks and reaction attacks until all fighters have fighter (with Backstab) as the first target. The Backstab fighter
spent all available attack dice. If a fighter runs out of attacks, can immediately make one attack (before the enemy) with a
the other fighters can continue making attacking using their Backstab weapon with +1S.
remaining attack dice.
Requirements:
If there are multiple defenders, this can mean that one or ● This fighter must already be facing the enemy
more defending fighters have unspent attack dice after the (before turning to face).
attacker has finished attacking. Each Engaged defender can ● Must have remaining attack(s) to spend.
then resolve any remaining attack dice, one defender at a
time. DISARM
Critical hit: The target's remaining attack rolls are reduced to
The defender can start the combat using 1 attack with a unarmed attacks.
Backstab weapon if the attacker must turn to face the
defender. CONCLUSION
If the attacker is no longer Engaged, the fighter can choose
NOTES one of the following:
● Reaction attacks must target the attacker. ● A free Coup de Grace (Simple) action (against a
● Reaction attacks are only triggered by the attacker's Seriously Injured fighter within 1").
Fight action (Simple/Basic/Double), not other ● Move up to 2”.
actions that are made instead of Fight actions
(Headbutt, Hurl etc.). Any models that were Seriously Injured or taken Out of Action
now triggers Nerve tests. Each model will max suffer 1 Nerve
test (regardless of how many casualties there were).

38
★ NECROMUNDA ★

EXAMPLES ATTACK (MULTI)


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

PICK WEAPONS & DETERMINE ATTACK DICE A


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

A
B C

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

Neither fighter have to turn to face. BACKSTAB


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

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

A PAIRED
An fighter has 2A (stat), 2x knives and charges an enemy.
B The total number of attacks would be 5 attacks:
● 2A (base) + 1A (dual wielding) + 1A (paired) +
1A (charge).
A has 2 attacks, B has 5 attacks. Follow these steps as long
as both fighters are Engaged:
1. A makes attack nr 1.
2. B makes attack nr 1 (reaction).
3. A makes attack nr 2.
4. B makes all 3 remaining attacks (sequentially).

Stop making attacks if any fighter is knocked back (outside


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

39
★ NECROMUNDA ★

RESOLVE HITS
When hit by an attack, follow these steps: 3. INFLICT DAMAGE
How damage is inflicted (following a successful unsaved
1. Wound roll wound) depends on the model.
2. Save roll
3. Inflict Damage Always use a default Damage of 1 unless a higher Damage
value is specified or the attack/weapon/effect has no Damage
1. WOUND ROLL ('-').
Roll a D6 and compare the weapon’s Strength with the
target’s Toughness on the table below.
DAMAGE ‘-’ WEAPONS
Strength vs Toughness D6 Weapons with Damage characteristic of ‘-’ does not cause
Strength >= 2 x Toughness 2+ Damage in the usual way and will not cause a model to lose
Strength > Toughness 3+ a Wound.
Strength = Toughness 4+
Strength < Toughness 5+ Consequently, if any Injury/Damage dice are rolled against a
Strength <= ½ x Toughness 6+ model as the result of an attack made by a Damage ‘-’
weapon, the result(s) of the Injury/Damage dice are applied
as normal. No Wounds are removed from the fighter.
Vehicles: Toughness depends on the arc the attack
originates from (for example the centre of a blast). Use the
higher value if in doubt. FIGHTERS
1: Each point of Damage removes one Wound.
2. SAVE ROLL 2: When reduced to 0 Wounds, immediately roll one
If the hit results in a successful wound roll, or leads to an Injury dice and apply the result to the fighter.
Injury/Damage roll being made against the model for any 3: If additional Damage points are inflicted (after the
reason, the model may be able to make a save roll. last Wound has been removed), roll additional Injury
dice for each and apply the result.
Only one save roll may be made for each hit that successfully
wounds (or inflicts an Injury/Damage roll). INJURIES
Inflicted Injury dice are applied as follows (if multiple Injury
Armour saves are made either: dice are inflicted, apply all of them):
● After the Wound roll, but before the Wound is ● Flesh Wound: -1T per Flesh Wound for the rest of
removed, in which case the Wound is ‘saved’ and the battle. If Toughness is reduced to 0, go Out of
not removed. Action.
● If the attack has a Damage ‘-’ characteristic and ● Serious Injury: Become Prone (can attempt to
causes an Injury/Damage dice to be rolled against recover in the End phase). If this was inflicted in
the model for any reason, a save roll is made before close combat, the fighter may be vulnerable to Coup
any Injury/Damage dice are rolled. de Grace. Multiples of this result doesn't stack.
● Out of Action: The fighter is removed from the
Note that some weapon traits ignore save rolls. In such battlefield. Multiples of this result doesn't stack.
cases, regardless of any modifiers, no save roll can be made.
FALLING
ARMOUR PENETRATION If a fighter is Pinned within ½" of an edge, pass an Initiative
If the AP stat reduced the save roll to 7+ or worse, it is test to avoid falling. If falling 3” or more, take a hit based on
cancelled. the distance (rounded up).
Distance Strength AP Damage
POSITIVE SAVE MODIFIERS 1”-2” - - -
If a save would be improved, the positive modifier is added to 3”-5” 3 - 1
any modifiable save roll. 6”-7” 5 -1 1
8”-9” 7 -2 2
A model without any armour save can always benefit from a
positive save modifier, treated as having a save of 7+ before 10”+ 9 -3 3
modification. D66 Lasting Injuries
11 Lesson Learned. Recovery, +D3 XP.
12-26 Out Cold. No effect.
31-45 Grievous Injury. Recovery.
46 Humiliated. Recovery. -1 Cl and Ld.
51 Head Injury. Recovery. -1 Int and Will.
52 Eye Injury. Recovery. -1 BS.
53 Hand Injury. Recovery. -1 WS.
54 Hobbled. Recovery. -1” M.
55 Spinal Injury. Recovery. -1 S.
56 Enfeebled. Recovery. -1 T.
61-65 Critical Injury. Dead, unless saved by a Doc.
66 Memorable Death. Dead, attacker gains +1 XP.

40
★ NECROMUNDA ★

Location Damage Effect


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

VEHICLES OUT OF ACTION


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

41
★ NECROMUNDA ★

NERVE TESTS FIGHTER: RUNNING FOR COVER (DOUBLE)


When a friendly model is damaged, it can trigger Nerve tests ● Active: Move 2D6”.
for other friendly models nearby. ● Prone (Pinned or Seriously Injured): Half Move.

Nerve test is a Cool test (+1 per assist). Other modifiers may Attempt to end the move in the following order of priority:
apply. If failed, the model becomes Broken. 1. More than 3” away from enemy models.
2. Out of line of sight of enemy models.
Effect Fighter Vehicle 3. In partial or full cover.
Damage trigger Seriously Injured or OoA OoA 4. As far away from any enemy fighters as possible.
Trigger/assist range 3" 6"
Inflict to friendly Fighters Models If Engaged when activated, use same rules as when
Retreating:
Assist to friendly Fighters Vehicles
1. Make an Initiative test. If failed, the action ends.
2. If passed, any Engaged enemies can try to pass an
● Damage trigger: The type of damage (Seriously Initiative test in order to make Reaction attacks
Injured / OoA) that triggers a model to inflict Nerve against the retreating fighter.
tests to nearby friendly models. 3. If still standing, move 2D6", or half Movement if
● Trigger/assist Range: Seriously Injured when trying to Retreat.
○ Trigger: The range a damaged model will
inflict Nerve tests to other friendly models. MOBILE VEHICLE: BREAK FOR AIR (DOUBLE)
○ Assist: The range other friendly models Move 3D6" with any number of pivots.
will grant assists (+1 modifier) to a friendly
model that suffered a Nerve test. Attempt to end the move in the following order of priority:
● Inflict to friendly: 1. More than 3” away from enemy models.
○ Fighter: A damaged fighter only inflicts 2. Out of line of sight of enemy models.
Nerve tests to nearby friendly fighters (not 3. In partial or full cover.
vehicles). 4. As far away from any enemy models as possible.
○ Vehicle: A damaged vehicle inflicts Nerve
tests to all nearby friendly models. STATIONARY VEHICLE: BURN OUT (DOUBLE)
● Assist to friendly: A model that suffers a Nerve test ● Place D3 Smoke Blasts (5") anywhere within 1".
can gain assists (+1 modifier) per nearby friendly ● -1 modifier to the Restart test (in end phase) per
model of the same type. Smoke Blast (that was caused by the Burn Out).

Note: Only non-Passive models can grant assists.

A non-Broken model must test regardless of Status and


Secondary Status (unless immune to Nerve tests).

Note that Nerve tests don't stack. Even if multiple fighters are
Seriously Injured or taken Out of Action by an attack (for
example Rapid Fire, Blast, or close combat), affected fighters
only take a single test as a result of that attack or event.

EXCEPTIONS
● Juves: No Nerve test is required when a Juve is
taken Out of Action, except for other Juves.
● Vehicles: No Nerve test is required when a fighter
is taken Out of Action.

BROKEN
When becoming Broken (or activating while Broken),
immediately lose any Ready marker and activate as follows
(even if already activated this round):
● Fighter: Running for Cover (Double).
● Vehicle:
○ Mobile: Break For Air (Double) action.
○ Stationary: Burn Out (Double) action.

Broken models can attempt to rally in the End phase.

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


attacks.

42
★ NECROMUNDA ★

END PHASE
After all fighters that wish to activate have activated, the LEADING BY EXAMPLE
Action phase ends. Events that happen in the End Phase will Fighters draw courage from their leaders.
by default be resolved at the start of the End Phase.
Examples: After the gang bottles out, if a fighter with the Leading By
● Flare & Smoke: Removed on a 4+ (roll individually). Example ability passes the Fleeing the Battlefield (Cool) test
● Graviton Pulse: Remove all. in the End phase, any friendly Faction fighters within X”
● Toxic Sludge: Prone fighters (at least partially in a automatically pass the Cool test and will not flee.
pool of toxic sludge) must roll a 2+ or go Out of ● Leader: 12” (any other Faction fighter).
Action. ● Champion: 6” (Faction fighters without LBE).

END PHASE ORDER Notes:


1. Bottle tests. ● Keep in mind the role of walls and solid terrain
2. Fleeing the Battlefield. features when measuring the distance between
3. Recovery & Restart. fighters.
4. Rally tests (Broken fighters).
VOLUNTARILY FLEEING
Once bottled out (either voluntarily or failing a Bottle test), any
BOTTLE TESTS fighter (not Seriously Injured) can flee the battlefield at the
Make a Bottle test gangs with at least one model Seriously start of any Action phase:
Injured or Out of Action: ● Active or Pinned: Flee automatically.
● D6 + Seriously Injured + Out of Action > crew ● Engaged: Pass an Initiative test to flee,
or be Seriously Injured instead.
For the purpose of bottle tests, the crew includes all friendly ● Seriously Injured: Cannot voluntarily flee.
fighters present at the start of the battle and any that have
joined since. Once the gang only has Seriously Injured fighters remaining,
the battle ends. Roll for Seriously Injured fighters succumbing
If the result is higher than the total number of fighters in the to their injuries as normal.
crew (the number of fighters who were present at the start of
the battle), the gang has bottled out.

Alternatively, a gang can choose to automatically fail.

FLEEING THE BATTLEFIELD


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

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

For the purposes of the scenario, models that flee in this way
are considered to have gone Out of Action, unless the
scenario states otherwise.

43
★ NECROMUNDA ★

RECOVERY & RESTART RALLY TESTS


Models with the following statuses can attempt to recover Make a Cool test with a +1 modifier per friendly non-Passive
once per End phase for a single condition: model within the following ranges:
● Fighter: Seriously Injured. ● Fighter: 3".
● Vehicle: ● Vehicle: 6".
○ Stationary.
○ Driver Black Out. If failed, remain Broken until the next End phase (new chance
○ Flesh Wound. to rally).

FIGHTER (SERIOUSLY INJURED) END OF THE END PHASE


Each Seriously Injured fighter must make a Recovery test by Some events are resolved at the end of the End phase:
rolling an Injury dice: ● Flooded Passage (special terrain feature):
● Flesh Wound: Suffer a Flesh Wound and become Seriously Injured fighters in the Flood Water must
Pinned. roll a 2+ or go Out of Action (the injuries are too
● Seriously Injured: Remain Seriously Injured. great to keep the head above water).
● Out of Action: Removed from the battle. Suffer a ● Badzone Environments: Roll to see if the current is
Lasting Injury roll as normal. discarded. If discarded, generate a new Event.
The results above are ranked from best to worst.

MODIFYING RECOVERY TESTS


The default amount of Injury dice being rolled is 1. Some
effects can modify this (for example +1 dice or -1 dice during
Recovery), in which case more than 1 dice are rolled, then a
single result is applied:

3 Roll 3 dice, then choose 1 to apply.


2 Roll 2 dice, then choose 1 to apply.
1 Roll 1 dice.
0 Roll 2 dice, then apply the worst result.
-1 Roll 3 dice, then apply the worst result.
-2 Roll 4 dice, then apply the worst result.

ASSISTANCE
When making a Recovery test, an Active friendly fighter (not
Passive) within 1” can assist to gain +1 Injury dice for
recovery.

Each fighter can only assist one recovery test per End phase
and each fighter can only be assisted once.

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

VEHICLE: DRIVER BLACK OUT


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

VEHICLE: FLESH WOUND


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

44
★ NECROMUNDA ★

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

PISTOLS Rng Acc


Weapon S L S L Str AP D Ammo Traits (always Sidearm)
Archeo duelling pistol 6" 12" +2 - 5 -2 2 4+ Pulverise, Rending
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1)
- Fragmentation 4” 12” +1 - 3 -1 1 4+ Limited, Rapid Fire (1)
- Manstopper 4” 12” +1 - 4 - 1 4+ Limited, Rapid Fire (1)
- Phosphor 4” 12” +1 - 3 - 1 4+ Flare, Rapid Fire (1), Scarce
- Plantbuster 4” 12” +1 - 3 - 1 4+ Defoliate, Rapid Fire (1), Scarce
- Rad 4” 12” - - 3 - 1 4+ Rad-phage, Rapid Fire (1), Scarce
- Static 4” 12” +1 - 3 - 1 4+ Limited, Rapid Fire (1), Shield Breaker, Shock
- Warp 4” 12” +1 - 3 - 1 4+ Cursed, Limited, Single Shot
Blast pistol 8" 12" +1 - 3 - 1 4+ Shock
Bolt pistol 6” 12” +1 - 4 -1 2 6+ -
- Gas 6” 12” +1 - 4 * - 6+ Blast (3”), Gas, Limited, Single Shot
- Gunk 6” 12” - -1 - - 1 6+ Gunk
- Shatter 6” 12” +1 - 3 -1 1 6+ Blast (3”), Limited
Flechette pistol - solid 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Silent
- Fleshbane 4” 12” - - - - - 6+ Rapid Fire (1), Silent, Scarce, Toxin
Grav pistol 6" 12" +1 - * -1 2 5+ Blast (3"), Concussion, Graviton Pulse
Hand crossbow 8" 12" +1 - 3 - 1 6+ Plentiful, Silent
Hand flamer T - - - 3 - 1 5+ Blaze
+ Exterminator T - - - 3 -1 1 * Blaze, Single Shot
+ Eviscerator -ranged T - - - 3 -1 1 5+ Blaze, Scarce
Harpoon fist (Margo Merdena) 3” 9” +2 - 5 -2 1 6+ Drag, Impale
Inferno pistol (Imperial) 6” 9” - - 8 -3 2 6+ Melta, Scarce
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful
- Focusing crystal 8” 12” +1 - 3 -2 1 3+ Unstable
∗ Hotshot las pack 8” 12” +1 - 4 -1 1 4+ -
Las sub-carbine 4” 12” +1 - 3 - 1 4+ Plentiful, Rapid Fire (1)
- Focusing crystal 4” 12” +1 - 3 -2 1 5+ Rapid Fire (1), Unstable
Needle pistol 4” 9” +2 - - -1 - 6+ Scarce, Silent, Toxin
- Chem darts 4” 9” +2 - - - - 6+ Chem Delivery, Silent
+ Withertouch (Corrupted) 6” 9” - - 3 - 1 6+ Melta, Silent
+ Artisan (with auto loader) 4” 9” +2 - - -1 - 4+ Silent, Toxin
+ Auto-needler (Calthyxis) 6” 12” +2 - - -1 - 4+ Rapid Fire (2), Toxin, not Sidearm!
Plasma pistol ~ low 6” 12” +2 - 5 -1 2 5+ Scarce
~ maximal 6” 12” +1 - 7 -2 3 5+ Scarce, Unstable
Stub gun 6” 12” +2 - 3 - 1 4+ Plentiful
- Dumdum rounds 5” 10” +1 - 4 - 1 4+ Limited
- Static 6” 12” +2 - 3 - 1 4+ Limited, Shield Breaker, Shock
- Warp 6” 12” +2 - 3 - 1 4+ Cursed, Limited, Single Shot
Throwing knives Sx2 Sx4 - -1 - -1 - 5+ Scarce, Silent, Toxin, not Sidearm!
Web pistol T - - - 4 * - 6+ Silent, Web
Wrist-mounted needler ~ spray (Cyniss) 3” 6” +1 - - - - 4+ Scattershot, Toxin
~ Burst (Cyniss) 6” 12” +1 - - - - 5+ Rapid Fire (1), Toxin

45
★ NECROMUNDA ★

BASIC WEAPONS (1/2) Rng Acc


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

46
★ NECROMUNDA ★

BASIC WEAPONS (2/2) Rng Acc


Weapon S L S L Str AP D Ammo Traits
Suppression laser ~ broad burst 4” 8” +2 - 2 - 1 4+ Plentiful, Scattershot
~ Short burst 8” 16” +1 - 4 - 2 4+ Knockback, Plentiful
- Focusing crystal 8” 16” +1 - 4 -2 2 5+ Knockback, Unstable
Wyld Bow 9” 18” - -1 3 - 1 4+ Silent
- Poison (arrows) 9” 18” - -1 - - - 6+ Scarce, Silent, Toxin
- Explosive (arrows) 9” 18” - -1 2 - 1 6+ Blast (3”), Scarce, Unstable
- Acid (arrows) 9” 18” - -1 3 - 1 6+ Blaze, Scarce

SPECIAL WEAPONS Rng Acc


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

47
★ NECROMUNDA ★

HEAVY WEAPONS Rng Acc


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

GRENADES Rng Acc


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

48
★ NECROMUNDA ★

GENERIC MELEE WEAPONS (GMW)


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

CLOSE COMBAT (1/2) Rng Acc


Weapon S L S L Str AP D Ammo Traits (always Melee)
Arc hammer E 1” - - +3 -1 3 - Pulverise
Arc welder E - - - +2 -3 3 - Blaze
Assault ram (SLHG pattern ‘sledge hammer’) E 2” - - +2 -1 2 - Knockback, Pulverise
Axe E - - - +1 - 1 - Disarm
Barbed flabellum E 4" +2 +1 - -2 - - Toxin
Boning sword E - - - S -2 2 - Parry, Rending
Brute Cleaver E - +1 - S -1 1 - Disarm
Chainaxe E - +1 - +1 -1 1 - Disarm, Parry, Rending
Chainsword E - +1 - S -1 1 - Parry, Rending
Chain cleaver E - - - +1 -2 2 - Shred
Chain glaive E 2“ -1 - +2 -2 2 - Unwieldy
Chain lance E 2" -1 - +2 -2 2 - Lance, Unwieldy
Charger E 2" - - +1 - 1 - Lance, Unwieldy
Circular stone saw E - - - +1 -1 1 - Rending, Power Pack
Cleaver E - - - +1 -1 1 - Disarm
Club, maul or hammer E - - - S +1 2 - -
Desire’s needle (Corrupted) E - +1 - - -1 - - Chem Delivery, Power, Toxin
Digi laser E 3” - - 1 - 1 - Digi
Digi multi-laser E 4" +2 - 8 -4 3 - Digi, Melta, Single Shot
Eviscerator -melee E 1" - - +1 -1 1 - Sever, Shred, Unwieldy
Flail E - +1 - +1 - 1 - Entangle
Flensing knife E - - - S -1 1 - Rending
Gem extractor E - - - +1 -1 2 - Power Pack
Goredrinker axe (Corrupted) E - - - +3 -1 2 - Reckless, Rending
Greatsword E 1" - +1 +1 -1 1 - Sever, Unwieldy
Heavy chain cleaver E - +1 - +2 -2 2 - Sever
Heavy club E - - - S - 2 - Concussion
Heavy rock cutter E - - - +4 -4 3 - Unwieldy
+ drill E - - - +2 -3 2 - Pulverise, Unwieldy
+ saw E - +1 - +3 -3 2 - Rending, Unwieldy
Hex’iron Blade (Corrupted) E - - - +1 -3 1 - Cursed, Parry
Knife E - - - S -1 1 - Backstab
Kroot long rifle - close combat (Xenos) E 2” - - +1 - 1 - Disarm
Lance E 2" +1 - S - 1 - Lance
+ Frag E 2" +1 - 4 -1 1 - Blast (3"), Lance-bomb, Knockback
+ Krak E 2" +1 - 6 -2 3 - Lance-bomb
+ Stun E 2" +1 - 2 -1 1 - Blast (3"), Lance-bomb, Concussion
Las cutter E 2” +1 - 9 -3 2 6+ Scarce
Lightning claw (Imperial) E - +1 - +1 -2 1 - Parry, Power, Rending
Long blade E - +1 - S -2 1 - Parry
Mancatcher E - - - S -1 1 - Entangle
Mono-hook E - - - S -1 2 - Pulverise
Necrotic beamer - close combat (Xenos) E 3” +1 - 3 - 3 - Melta
Polearm E 2” -1 - +1 - 1 - Unwieldy
Power axe E - - - +2 -2 1 - Disarm, Power
+ Fist (Imperial) E - - - +3 -3 3 - Power, Pulverise, Unwieldy
+ Hammer E - - - +1 -1 2 - Power
+ Knife E - - - +1 -2 1 - Backstab, Power
+ Maul E - - - +2 -1 1 - Power
+ Pick E - - - +1 -3 1 - Power, Pulverise
+ Sword E - - - +1 -2 1 - Parry, Power

49
★ NECROMUNDA ★

CLOSE COMBAT (2/2) Rng Acc


Weapon S L S L Str AP D Ammo Traits (always Melee)
Psychomantic Claw E 3" - - +1 * 1 - Phase, Shock
‘Pulveriser’ serrated axe E - - - +1 -1 1 - Pulverise
‘Renderizer’ serrated axe E - - - +2 -1 2 - Pulverise, Unwieldy
Rotary flensing saw E 4” - -1 +1 -2 2 - Knockback, Shred
Serpent's Fang E - - - +2 * 1 - Phase, Rending
Servo-claw E - - - +2 - 2 - -
Shield (assault/energy) E - - - S - 1 - Shield, Knockback
Shock baton E - - - S - 1 - Parry, Shock
+ Heavy E - - - +1 - 2 - Concussion, Parry, Shock
+ Stave E 2” - - +1 - 1 - Shock
+ Whip E 3” -1 - +1 - 1 - Shock
Shivver Sword E - +1 - +1 -1 1 - Parry, Power, Sever
Spider-rig E 3” +1 +1 +1 -1 1 - Entangle, Parry, Shock
Spud-Jacker E - - - +1 - 1 - Knockback
Stalking knife E - +1 - S -1 1 - Backstab
Stiletto knife E - - - - - - - Toxin
+ Sword E - - - - -1 - - Parry, Toxin
Stormcaller staff E 2" - - +1 -2 1 - Lance, Unwieldy
Sword E - +1 - S -1 1 - Parry
Tenebrous scourge (Corrupted) E 3” - - +3 - 1 - Entangle, Power
Thunder hammer E - - - +1 -1 3 - Power, Shock
Two-handed axe E - -1 - +2 - 2 - Unwieldy
+ hammer E - -1 - +1 - 3 - Knockback, Unwieldy
Unarmed attack E - - - S - 1 - -
Venom Claw E - - - - -2 - - Entangle, Toxin
Web Gauntlet E - +1 - 3 * - - Backstab, Web
Whip E 3” -1 - S - 1 - Entangle
Whisperbane knife (Corrupted) E - +1 - S - 1 - Backstab, Scattershot
Xenarch Death-arc (Xenos) E 5” +1 - 3 - 1 2+ Plentiful, Rapid Fire (2), Shock

BOOBY TRAPS Rng Acc


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

50
★ NECROMUNDA ★

WEAPON TRAITS
BACKSTAB COMBI
Triggered when an enemy B2B turns to face to declare this A combi-weapon has 2 profiles. When fired, pick a profile for
fighter (with Backstab) as the first target. The Backstab the attack.
fighter can immediately make one attack (before the enemy) ● Roll twice for Ammo tests and apply the worst result.
with a Backstab weapon with +1S. ● If one profile runs Out of Ammo, the other can still
fire (unless also Out of Ammo).
Requirements:
● This fighter must already be facing the enemy Any ammo added to the combi weapon also gains this trait.
(before turning to face).
● Must have remaining attack(s) to spend. Hotshot las pack can't be fitted to combi weapons.

BLAST (3”/5”) In addition, some weapons are worsened when part of combi:
The weapon utilises a Blast marker. ● Weapons with multiple fire modes can only use the
weakest one (low/short).
BLAZE ● Grenade launcher:
Inorganic targets are not affected by Blaze. ○ Only include frag (Single Shot).
○ All additional ammo gain Single Shot.
When hit, catch fire on 4+ (and become Passive). When ● Blaze weapons gain Unstable.
activated while ablaze, the fighter can't make any normal
actions, but must instead act as follows: The following weapons can be combined:
● Pistol-Pistol:
1) Suffer a Strength 3, AP -1, Damage 1 hit. ○ Auto: flamer/plasma.
2) Move: ○ Bolt: flamer/needle/plasma.
● Engaged or Seriously Injured: No move. ○ Stub gun: plasma.
→ Go to step 3). ● Pistol-Special:
● Otherwise: ○ Las: melta/plasma.
a. Pinned: Become Active. ● Basic-Special:
b. Active: Move 2D6” in a random direction. ○ Auto: flamer/grenade launcher (frag).
c. Become Pinned (optional). ○ Bolter: flamer/needle rifle/melta/plasma/
3) Roll a 6+ to put out flames (with modifiers): grenade launcher (frag).
● +2 if Pinned.
● +1 per friendly Active non-Passive fighters within 1”. CONCUSSION
4) Then the activation ends. Until the end of the round:
● Fighter: -2 Initiative (minimum 6+).
Vehicles: Suffer the S3 hit (as normal) against Rear ● Vehicle: -2 Hnd (minimum 10+).
Toughness (roll location as normal). Make a Cool test:
● Pass: Activate normally. CURSED
● Fail (no activation): When hit, pass a Willpower test or become Insane.
○ Mobile: Lose Control.
○ Stationary: Burn Out (Double). DEFOLIATE
Deals D3 Damage to Carnivorous Plants. Brainleaf Zombies
After the activation, flames go out on a 4+. lose a wound and are removed from the battlefield if they
suffer an Out of Action result on the Injury dice.
BURROWING
Can be used against targets outside LOS: DEMOLITION
● Place the Blast (3") anywhere on any level Can use the Grenade in close combat attacks against
(ignoring LOS). scenery targets (doors/objectives). Apply a single automatic
● Scatter 2D6” (instead of hit roll). hit (regardless of Attack dice).
● If scatter result is a 'Hit', the Blast doesn't scatter.
● Otherwise, ignore impassable terrain DIGI
(when scattering 2D6"). Mounted on a ring or hidden inside a glove. Can be used in
● No effect if scattering off the battlefield (wasted). addition to any other Melee weapons, granting an additional
close combat attack. Does not count towards the maximum
At the start of the End phase of the round this weapon was number of weapons a fighter can carry. A fighter can carry up
fired, any fighters touched by the blast is hit by the weapon. to 10 Digi weapons.

CHEM DELIVERY DISARM


Declare what type of equipped chem is used. If the weapon Critical hit: The target's remaining attack rolls (this close
also has Toxin or Gas, these Traits can be used instead. combat sequence) are reduced to unarmed attacks (cannot
use any weapons).
Instead of making a wound roll, roll equal to or higher than
the Toughness (inverse Toughness test) to inflict the dose.

51
★ NECROMUNDA ★

DRAG GRAVITON PULSE


If hit (and not taking the target Out of Action, the target can be Instead of making a wound roll:
dragged closer to the attacker. Roll a D6, if the result is equal ● Fighter: Pass a Strength test or suffer Damage. No
to or higher than the target’s Strength, the target is dragged save roll can be made.
D3” straight towards the attacker, stopping if they hit any ● Vehicle: Roll equal to or higher than the Toughness
terrain. If they move into another fighter (other than the (against the facing hit) or suffer a hit to the Body.
attacker), both fighters are moved the remaining distance Save roll can be made.
towards the attacker.
Leave any Blast marker in place for the rest of the round. It
If the weapon also has the Impale trait, only the last fighter to counts as difficult terrain and can't be ignored (for example by
be hit can be dragged. vehicle special rules).

ENTANGLE GRENADE
● Hits can't be negated by the Parry trait. Grenades are Wargear (not a weapon), but treated as a
● Critical hit: -2 hit modifiers to reaction attacks (this special type of ranged weapon that can be thrown as a Shoot
activation). (Basic) action. Grenades do not have Short range. Long
range is determined by multiplying the fighter’s Strength.
FEAR
Instead of suffering an Injury roll, the target must pass a Do not roll Firepower dice for Grenades, instead always make
Nerve test with a -2 modifier or immediately become Broken an Ammo test. Grenades can't be reloaded - once they are
(run for cover). gone, they are gone for the entire battle.

FIXED GUNK
Represented by a weapon on its own base (not equipped by a Gain the Gunk condition:
fighter). A fighter within 1" can do the following (if no enemies ● -1” M (minimum 1”).
are within 1" of the fixed weapon): ● Don’t add D3” when making a charging.
● Double action (Move Weapon) to make a single ● -1 modifier to Initiative tests.
Move, then place the weapon in B2B (after moving). ● Catch fire on 2+ (rather than 4+) when hit by Blaze
Vehicle weapons cannot be moved in this way. weapons.
● Aim, Shoot & Reload as if being equipped with the
weapon (each action can only be performed once The Gunked condition lasts until the End phase or the fighter
per round per Fixed weapon). catches fire after being hit by a Blaze weapon.

FLARE HAEMOPHAGIC
A fighter hit becomes Revealed (if in darkness). If using Blast, +1 to Toxin (from this weapon) if this weapon has previously
leave it in place. While on the battlefield, all models at least hit the target.
touched by it are illuminated and are Revealed. In the End
phase, the flare goes out and is removed on a 4+.
HEXAGRAMMATIC
FLASH Hits ignore Psychic power saves. 2x damage against Psykers.
Instead of making a wound roll, pass an Initiative/Hnd test or
become Blind: IMPALE
● Become Passive. If a target is wounded, the projectile continues through and
● If not Ready, do not become Ready at the start of the might hit another fighter! Trace a straight line from the target,
following round. directly away from the attacker. If there are any fighters within
● If Ready, lose Ready. 1” of this line, and within the weapon’s Long Range, the one
● Reaction attacks only hit on a 6+ (before modifiers). that is closest to the target is hit on a 3+ with -1 Strength per
● No other attacks can be made until the next subsequent hit. The projectile can continue through multiple
activation. fighters until the Strength is reduced to 0.

GAS IRONHEAD
● Not Pinned when hit. Improved version: Rapid Fire (+1).
● Ignores save.
● Instead of making a wound roll, roll equal to or higher
than the Toughness to inflict an Injury roll (regardless
of Wounds).
● Vehicles: Use Rear Toughness. If successful, inflict a
Driver Wounded result (Flesh Wound: -1BS & Hnd).

Notes:
● The target's Wounds are not affected.
● Inorganic targets are not affected.

52
★ NECROMUNDA ★

KNOCKBACK POWER
The target can be moved 1" directly away (per hit) if the trigger ● Can't be parried except by other Power weapons.
condition is true: ● Critical hit:
● Ranged: ○ Ignores save.
○ The hit roll is equal or higher than the ○ +1 Damage (does not apply in combination
target’s Strength. with certain other traits like Toxin).
○ Blast: Roll a D6 for each fighter hit (equal to ● Pitch Black: Revealed (when used).
or higher than the fighter's Strength). If the
centre of the Blast was over the centre of POWER PACK
the base, roll a Scatter to determine the ● 0-2 weapons with this trait per fighter.
direction to move. ● Doesn't take up any regular weapon slots.
● Melee: ● If also Melee, grants 1 bonus attack (in addition to
○ Critical hit. If B2B, the attacker can choose other carried weapons).
to follow up, moving directly towards the
target to remain Engaged. If the attack was PSYCHOMANCER'S HARNESS
made across a barricade or the target is ● +2" M.
moved to another level, the attacker can't ● Climb without penalty.
follow up. ● 2x Psychomantic claws.
Other effects: ● -1 weapon slot (reduced to 2).
● Trapped: +1 Damage if the target can't be moved the ● Cannot carry Unwieldy or two-handed weapons (*).
full 1” (because of walls, obstacles or other fighters).
Move as far as possible. PULVERISE
● Edge: If any part of the base is knocked back over an After inflicting an Injury/Damage roll, a D6 can be rolled. If the
edge, pass an Initiative test or fall. result is equal or higher than the target’s Toughness (or a
critical success):
LANCE ● Fighter: Change an Injury dice from Flesh Wound to
+1S while Mounted when Charging or Ride By. Serious Injury.
● Vehicle: +1 Damage dice.
LANCE-BOMB
Usable on the first hit once per battle. Afterwards the weapon RAD-PHAGE
is reduced to Lance. After fully resolving all hits, roll 4+ per fighter hit to inflict a
single Flesh Wound.
LIMITED
When limited ammo run out, that type is permanently lost and RAPID FIRE (X)
can't be used again until more is purchased. The weapon can A successful hit scores a number of hits equal to the number
still be reloaded using any remaining profile(s). of bullet holes on the Firepower dice. The amount of dice that
can be rolled is up to X (shown in brackets). Make an Ammo
Only a single 'dose' of ammo can be carried per weapon. test for each Ammo symbol that is rolled. If any fail, the
weapon runs Out of Ammo. If two or more fail, the weapon has
MASTER-CRAFTED jammed and can't be used for the rest of the battle.
Once per battle, re-roll a single failed hit roll.
Ranged:
Rarity: 10. ● The first shot must be allocated to the original target.
Cost: 125% of original cost. ● Additional shots can be allocated to other targets that
are within range, LOS and within 3” of the original
MELEE target.
Applies to all weapons with range E (Engaged). ● Additional targets can't be harder to hit than the
Can be used during close combat attacks. original target.
● Allocate all hits before making any wound rolls.
MELTA Melee: All shots must be allocated to the single target.
Applies to short range hits
(or any hit if there is no short range): Blasts (roll hit & Rapid Fire as normal):
● Fighter: If reduced to 0 wound, automatically go Out ● Hit: Place any extra Blasts within 3" of the original
of Action (no injury roll is made). target.
● Vehicle: +1 Damage dice. ● Miss: All Blasts scatter separately from the original
target.
PARRY
In close combat, the defender can force the attacker to re-roll Template (roll Rapid Fire as normal):
one successful hit. If armed with two Parry weapons, two ● The additional hits applies to the first target (closest
successful hits can be re-rolled instead. to the attacker).

PHASE RECKLESS
Ignore saves from armour and field armour (saves from Ignores Target priority. Randomize the target from all eligible
special rules can still be used). targets (friend & foe).
● Ranged: Targets in the attacker’s LOS and range of
PLENTIFUL the weapon.
Ammo tests are automatically passed (no roll is required) ○ Rapid Fire: Additional hits must be
when reloading. distributed among the maximum number of
eligible targets. If there are more hits than
eligible targets, choose where any spare hits
are allocated.
● Melee: Targets in B2B (or within range of Versatile).

53
★ NECROMUNDA ★

RECLAIMED / SCAVENGED SINGLE SHOT


Worse version, gain one of the following: Usable once per battle. Counts as having automatically failed
● Plentiful: Lose Plentiful. an Ammo test (no need to roll the Firepower dice unless also
● Otherwise: Ammo reduced by 1. having Rapid Fire).

RENDING SMOKE
Critical wound: Does not cause hits, Pinning or Wounds. Center a 5" blast on
● Fighter: +1 Damage. the hit location (2.5" radius from the center in all directions).
● Vehicle: +1 Damage dice. 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
SCARCE remove the cloud.
Can't be reloaded - once Out of Ammo, this weapon can't be ● Blast: Can target into and out of smoke, but scatter
used again during the battle. D6" (short range) or 2D6" (long range).
● Template: Hit on 4+ (roll individually).
SCATTERSHOT
Each hit inflicts D6 wound rolls instead of 1. TEMPLATE
Applies to all weapons with range T (Template).
SEISMIC Use the Flame template to determine how many targets are
Critical wound: Ignores save. hit.
● Fighter: Always Pinned.
● Vehicle: Pass a Hnd test or Lose Control. TOXIN
Instead of making a wound roll, roll equal to or higher than the
SEVER Toughness to inflict an Injury roll (regardless of Wounds).
Injury rolls inflicted with this weapon are automatically Out of
Action. Vehicles are not affected. Notes:
● Armour saves can be made as normal.
SHOCK ● The target's Wounds are not affected.
Critical hit: Automatically wounds. ● Vehicles & inorganic targets are not affected.

SHIELD UNSTABLE
Grants improved save against attacks from the 90° front. If the Ammo symbol is rolled when attacking, roll a 4+ or the
attacker suffers a catastrophic overload (depending of type):
● Melee attacks: +2 Save modifier. ● The weapon can't be used again this battle.
● Ranged attacks: +1 Save modifier. ● Suffer a hit as if being hit by the weapon once. If for
whatever reason the hit from the weapon can't affect
Use the centre of the attacking fighter’s base when measuring the attacker, suffer the following instead:
the angle. If hit by Blasts, use the centre of the Blast. If the ○ Fighter: Out of Action
target does not have a facing (for example being Prone before ○ Vehicle: Suffer a Catastrophic hit to the body
the attack), the shield can't be used. (lose 1 wound, or 2 if no weapons remain,
pass a Hnd test or Lose Control).
SHIELD BREAKER
Ignore the effects of shields. Field armours must roll twice and The attack is still resolved against the target.
apply the lowest result.
Note: When used with an effect which forces an Ammo roll
SHRED without Firepower dice (for example Grenade), the 4+
Critical Wound: 2xAP. Unstable test must always be made.

SIDEARM TWIN-LINKED
Applies to all pistols (and ammo) with the following exceptions: Re-roll any number of ammo dice.
● Not Blast/Template.
UNWIELDY
Can be used for both ranged and close combat attacks. Take up 2 weapon slots.
● Ranged: A Shoot action counts as a Double action
Twin guns blazing: (instead of Basic).
A fighter with 2 sidearms can attack with both as part of a ● Melee: Requires 2 hands so a second weapon can't
single Shoot (Basic) action. Fully resolve each attack in turn. be used at the same time (dual wielding).

● Fully resolve each attack in turn (one after the other). Apply -1 hit modifier if a special rule allows shooting Unwieldy
● Must be made against the same target. weapons as anything other than Shoot (Double) action.
● -1 to hit.

Close combat:
● Accuracy modifiers does not apply.
● Firepower dice are applied as normal.
● Max 1 attack per sidearm.

SILENT
● Sneak Attack (scenario special rule): No test to see
whether the alarm is raised when this weapon is
fired.
● Pitch Black (scenario special rule): A Hidden fighter is
not Revealed when using this weapon.

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★ NECROMUNDA ★

VERSATILE
Applies to all Melee weapons with a long range.

Can Engage and attack enemies outside B2B in close combat.


The extended melee range only applies for:
● The attackers activation.
● When making Reaction attacks.

Note that the target must be within vision arc, LOS and Long
range.

The target is considered to be Engaged, but need a Versatile


weapon (with equal or longer range) to Engage the attacker
and make Reaction attacks.

At all times other than during this fighter’s activation or when


making Reaction attacks, Versatile has no effect.

Note: Only fighters B2B grant assists.

VORTEX
The blast remains. At the start of each End phase, roll a D3:
1. Removed.
2. Remains in place. Any models contacting it suffers a
hit.
3. Scatter the blast D6+2". Any models or terrain in its
path or under the blast when it stops counts as being
hit.

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

The target is automatically Webbed:


● Seriously Injured.
● Recovery:
○ Flesh Wound: No longer Webbed.
○ Seriously Injured: Remain Webbed.
○ Out of Action: Treated as Out Cold (does not
suffer any Lasting Injuries).

End of the battle:


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

Vehicles: Not affected.

55
★ NECROMUNDA ★

ARMOUR & FIELDS


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

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

Heavy: 4+ (3+ front).


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

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

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

MESH 5+.
PLATE MAIL 6+ (5+ front). 5+ unmodifiable against Blast (not Template).
REFLEC SHROUD 5+ unmodifiable from any weapons with 'las' or 'plasma' in the name or with the melta trait.

56
★ 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.
DRACONIC SCALES Other armour saves gain Unmodifiable. No effect against Gas.

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

INCOMBUSTIBLE Re-roll Blaze tests to avoid becoming ablaze. +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 FIELD 5+ unmodifiable. When saved, all other fighters within 3” counts as being hit by Flash (trait).
● Triggered on hit (instead of wound). The save roll is made before the wound roll.
● If successful, become Pinned as normal, but all other effects of the hit are ignored
(for example traits).
HEXAGRAMMIC When bought, roll a D6:
FETISH 1 - Rubbish: Sell for 3D6.
2-5 - Some power: -1 to Willpower test (to the Psyker) when targeted by a psychic power.
6 - Real juice: -3 to Willpower test (to the Psyker) when targeted by a psychic power.
DISPLACER FIELD 4+ unmodifiable. Only works against attacks with a Strength value.
● Triggered on hit (instead of wound). The save roll is made before the wound roll.
● If successful, become Pinned as normal, but all other effects of the hit are ignored
(for example traits).
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 entire base is
over a hazard or in the open air, simply fall.

If transported off the battlefield, go Out of Action.


MIRROR AEGIS 2+ invulnerable, bonus.
● Triggered on hit (instead of wound). The save roll is made before the wound roll.
When saved:
● The fighter can be placed anywhere within 6".
● This save cannot be used again this battle.

REFRACTOR FIELD 5+ unmodifiable. If successful, the hit is ignored, then roll a 2+ or the field is burned out and is
permanently lost (no longer works).
● Triggered on hit (instead of wound). The save roll is made before the wound roll.
● If successful, become Pinned as normal, but all other effects of the hit are ignored
(for example traits).

57
★ NECROMUNDA ★

EQUIPMENT
ASH CLOAK BOMB DELIVERY RATS
● Respirator: +2T against Gas. If equipped with any grenades, spend a Basic action (Prime
● Roll 5+ when wounded by a battlefield condition to Bomb) to attach one to a rat and release it:
ignore all damage & effects. ● Make an Ammo roll for the selected grenade (as
normal).
ARCHAEOTECH DEVICE ● The bomb delivery rat is placed B2B.
The first time a fighter is given this item, pass an Intelligence ● Pass an Intelligence test to choose the direction. If
test to learn how it works. If failed, wait until after the next failed, move the rat in a random direction instead. In
battle to try again. This must be repeated if it is given to a either case, the rat moves up to 6”.
different fighter for any reason. Roll once to determine what
type it is: Movement:
● Ignores all terrain (except impassable, walls etc.).
1 - Dangerous: Suffer D6 S2 hits. The device is reduced to a ● Climb without penalty.
pile of worthless molten slag. ● Leap any gap of 2” or less freely (wider gaps are
2 - Viewer: considered impassable).
● Spend a Simple action (Scan) to Reveal an enemy ● Not a fighter.
fighter within 18”. ● Can be targeted by ranged or melee attacks, but
● If a Sentry, in each activation, roll a 6+ to apply an additional -1 hit modifier.
automatically raise the alarm. ● If hit, the grenade goes off on a 4+, then the rat is
3 - Cutting Beam: Spend a Double action (Laser Cut) within removed.
1” of a door, loot casket or other damageable piece of terrain
to apply a single automatic S8 D3 hit. At the start of every subsequent round, after rolling for Priority
4 - Lifter: When making a Move or Charge action, ignore all but before activating any fighters, if the bomb delivery rat will
terrain, move freely between levels without restriction and activate again (if not exploded).
never fall (cannot ignore impassable terrain or walls).
5 - Holo Projector: 4+ unmodifiable save (not Choose the direction and move the rat up to 6” if all of the
Blast/Template/Melee) once per battle. conditions apply for the owner:
6 - Weapon: The device is a pistol-sized, but as effective as ● Within 9”.
a much larger piece of ordnance. In addition, it is a Sidearm ● Active or Pinned.
that can be carried by any fighter regardless of restrictions. ● Passed an Intelligence test.
Roll a D6: Otherwise, if any of the following conditions apply to the
1-2: Boltgun owner, move the rat in a random direction 6”:
3: Flamer ● Outside 9”.
4: Meltagun ● Failed the Intelligence test.
5: Plasma gun ● Engaged.
6: Grenade Launcher (frag) ● Seriously Injured.
● Out of Action.
BIO-BOOSTER
The first time in each battle that an Injury roll is suffered, one Should the rat at any time end its movement within 1” of a
less Injury dice is rolled. If only one die was to be rolled, roll fighter (friend & foe), or another bomb delivery rat, roll a D6.
two and choose one to discard. On a 2+, the grenade will go off. On a 1, the grenade proves
to be a dud and the rat vanishes into the darkness to dwell
BIO-SCANNER upon its good fortune. In either case, the rat is removed from
Used in scenarios that uses the Sentries special rule. +1 to the battle.
spot and attackers can be spotted regardless of vision arc.
CAMELEOLINE CLOAK
BLIND SNAKE POUCH If this fighter does not move, incoming ranged attacks suffer a
Gain the Dodge skill. If the fighter already has the Dodge - hit modifier until the start of the next activation.
skill, it is successful on 5+ instead of 6+. In addition, it is
successful on 4+ against Overwatch. CHEM-SYNTH
If Standing at the start of an activation, pass an Intelligence
BOOK OF THE REDEMPTION test to reduce the Toughness of any targets with 1 when
Can spend a Basic action (Words of Wrath). Until the End resolving attacks for Gas and/or Toxin weapons this
phase, all friendly fighters within 6" (when activating) can use activation.
one of the following:
● Re-roll the D3 when Charging. CHRONO-CRYSTAL
● Re-roll hit rolls with a result of 1 (before modifiers). Usable in the Public Execution scenario (no effect to rating).

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

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


fails).

58
★ NECROMUNDA ★

CULT ICON GRAV-CHUTE


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

Roll individually for each fighter when activating. HOLOCHROMATIC FIELD


Roll a 2+ each time this fighter is targeted by an attack, or it is
DATA-THIEF drained and can't be used again this battle. While operative:
If at least 1 is included in the crew, the opponent must reveal 1 ● -2 modifier against ranged attacks.
Tactics card (randomly). ● -1 modifier against melee attacks.
● Pitch Black: Revealed.
DROP RIG
Spend a Basic action (Descend) if Active and within 1” of an Can't be combined with Cameleoline Cloaks or similar devices
edge: that make the wearer harder to see.
● Move 0-3” horizontally and 0-12” vertically
downwards. LHO STICKS
Friendly fighters can use this fighter’s Cool stat instead of their
FALSEHOOD own when they satisfy the following conditions:
The following effects last until the End phase of the 2nd round, ● Intelligence 8+ or worse.
or if this fighter makes an attack (ranged, melee or psychic): ● Within 6”.
● Can’t be targeted by any attacks (ranged, melee, ● Have LOS to this fighter.
psychic).
● The alarm is not raised if spotted (Sneak Attack). LOCK-PUNCH
+4 Strength when making the Force Door (Basic) action.
FILTER PLUGS Doors opened in this way are permanently damaged.
+1 Toughness against gas weapons. If this wargear is used, it
is permanently discarded after the battle (single use). MAGNACLES
If Active and Engaged, spend a Basic action (Attack) against
FORGED GUILDER SEAL an enemy in B2B instead of making a normal Fight (Basic)
When visiting the Trading Post: action (this can be done during a Charge instead of a normal
● -2 Rarity Fight action):
● -D6x5 cost (minimum 10)
The enemy must pass an Initiative test or become locked in
After purchasing items, if a double 1 or 6 is rolled for the cost, place:
the seal is removed and the gang is Outlawed. ● Can't move.
● Can't make ranged attacks.
FRENZON COLLAR ● -2 hit modifier in melee.
Permanently under the effects of Frenzon (Chem):
● Nerves of Steel A fighter locked in place can spend a Double action (Break
● True Grit Bonds) to attempt to become free. Pass a Strength test with
● Unstoppable 2D6 to break free:
● Berserk ● Success: 2D6 <= Strength +2 per Active friendly
● All weapons gain Reckless. (non-Passive) fighter B2B.
● Unless Engaged or Seriously Injured, must make at
least 1 action that moves the fighter toward the
nearest enemy or perform a Charge (Double) action
against a visible enemy (if within range).

In addition, at the start of the battle, pick one Leader or


Champion to ignore the distance when making Group
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.

59
★ NECROMUNDA ★

MALEFIC ARTEFACT PYROMANTIC MANTLE


The first time a fighter is given this item, pass an Intelligence Melee weapons gain Blaze during this fighter's activation
test to learn how it works. If failed, wait until after the next (not for Reaction attacks).
battle to try again. This must be repeated if it is given to a
different fighter for any reason. Roll once to determine what RADCOUNTER
type it is: Can never be the random target of a Badzone Event unless
there are no other fighters to choose from.
1 - Cursed Artefact: Start the next battle with Insanity. The
item mysteriously vanishes. RESPIRATOR
2 - Whisper Vox: Gain the Overwatch skill. If already having +2 Toughness against Gas weapons.
the Overwatch skill, Shoot (Basic) with Aim (Basic) can be
made in addition when using this skill. RESPIRATOR (INDUSTRIAL)
3 - Void Gate: Can perform the Unleash the Void (Double) +3 Toughness against Gas (+4 with Hazard Suit). Once per
action: battle, when activating, the fighter gains:
All other fighters within 6” can only make a single action ● Re-roll Toughness roll for Gas attack.
during their activation. ● Act normally while on fire (still takes damage).
4 - Etheric Lantern: Can perform a Double action to force all ● Ignore effects related to breathing air or air quality.
Seriously Injured fighters within 12” to pass a Toughness test
or go Out of Action. ROCKET PACK
5 - Chronoscope: Roll a D6 when activating (applies to this First failed Ammo test for a friendly charge caster within 3" is
round): automatically passed (once per battle per rocket pack).
1: 0 actions.
2-5: +1 actions. SECOND BEST
6: Placed anywhere within 12” after the activation. Cannot be combined with Wild Snake.
6 - Terrox Telepathica: Re-roll failed Willpower tests for A fighter with a bottle of Second Best can spend a Simple
Insanity. All other fighters activating within 6” must pass a action (Take a Swig):
Willpower test or gain Insanity. ● Roll 4+ or the bottle is empty and discarded.
● Add 1 Intoxicated token and remove 1 Flesh Wound
MEDICAE KIT (if any). Intoxicated tokens remains until the end of
+1 dice when assisting a Recovery test. the battle. The amount of tokens decides the effect:
1 - Feeling Good: -1 hit modifier to ranged attacks, +1 to Cool
MNEMONIC INLOAD SPIKE tests.
Usable once. Apply the following to any fighter (if surviving): 2 - Getting Unsteady: -2 hit modifier to ranged attacks, +2 to
● Suffer a Lasting Injury roll. Cool tests. After making 2 Move actions in a row, pass an
● Gain XP up to the next advancement level. Initiative test or become Pinned.
● Instead of advancing as normal, choose 1 skill from 3+ - Blind Drunk: -3 hit modifier to ranged attacks, +3 to Cool
Agility, Brawn, Combat, Cunning, Ferocity, tests. When making a Move action, move D6” in a random
Leadership, Savant or Shooting. direction.
● Increase rating accordingly (depending on the
fighter's skill access). SERVO HARNESS

PHOTO-GOGGLES PARTIAL FULL


● Allows for attacking through smoke clouds. Low-light +2 Strength +2 Strength
conditions are ignored. +1 Toughness +1 Toughness
● Apply a +1 modifier to the Initiative test when hit by a -1” Movement -
Flash weapon (test for being blinded). -1 Initiative -
Suspensor Suspensor
PHOTO-LUMENS
● Any equipped Unwieldy weapons gains the
Pitch Black scenarios:
benefit of the Suspensor.
● Can make ranged attacks up to 12”.
● Can't be combined with servo claw or any other
● Always Revealed (can't be Hidden).
type of servo harness.
PSI-GRUB ● Changes to stats are lost if the servo harness is
Place a token each time the fighter uses or is targeted by a lost or cease to function.
psychic power (after working out the effects). Can spend a ● Stats can improve beyond max for the fighter.
Basic action (Tap Psi-Gub) once there are at least 3 tokens: ● While Corrupted and Xenos weapons can't have
weapon attachments, nothing prevents the
Roll a D6. If the result is equal to or lower than the number of Suspensor ability of the Servo Harness to be
tokens, remove all tokens. Then immediately use one of the used with any Unwieldy weapons.
fighter’s psychic powers (without making a Willpower test).

Once there are 6+ tokens, it explodes! Suffer an Injury dice SKINBLADE


and remove all tokens. When captured, can roll a D6 to attempt to escape:
1-2: Unsuccessful.
PSYCHOFAMILE PHEROMONE 3-4: Escape, but suffer a Lasting Injury roll.
Gain Terrifying within 3": Pass a Willpower test to target this 5-6: Escape.
The skinblade is single use only and is lost after a successful
fighter with a ranged or close combat action (not Wyrd
escape.
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.

60
★ NECROMUNDA ★

SKY MANTLE XENOCULUM


Spend a Double action (Hide in the Wastes) if at least 12" The first time a fighter is given this item, pass an Intelligence
from any enemies: test to learn how it works. If failed, wait until after the next
● Become Hidden (even without Pitch Black). battle to try again. This must be repeated if it is given to a
● Become Revealed if moving different fighter for any reason. Roll once to determine what
(in addition to normal triggers). type it is:

STIMM-SLUG STASH 1 - Alien Trap: Suffer D3 S3 hits. This item is reduced to junk.
Usable once per battle, at the start of the fighter’s turn, before 2 - Xenos Claws: Unarmed attacks become S+2 D2 Power.
activating. Until the end of the round, receive the following Ranged attacks suffer a -2 hit modifier.
bonuses: 3 - Ghost Form: Can enter ghost form when activating. Roll a
● Discard 1 Flesh Wound (if any). 4+, or it has expended its charge and can't be used again this
● +2 Move, Strength and Toughness. battle. This state persists until next activation:
● Ignore all terrain and falling.
At the start of the End phase, roll a 2+ or apply an Injury roll ● Ignore all attacks (except psychic powers).
for the fighter. ● Can't make attacks.
● Can't interact with the environment in any way.
STRIP KIT 4 - Horror Aura: When activating, all fighters (friend & foe)
+2 for Intelligence tests when operating door terminals or within 6” must make a Nerve test.
bypassing locked loot caskets. 5 - Alien Chem-factory:
● +1 dice for Recovery tests or assisting Recovery
SUSPENSOR HARNESS tests.
+1 weapon slot (normally 4 instead of 3). ● A member of the crew can make a Medical Escort
action for free (if not in Recovery).
THREADNEEDLE WORMS 6 - Brain Booster:
Usable once, after which it is removed. Make the Can of ● +5 modifier to Intelligence tests.
Worms (Basic) action to roll a D6: ● +1 XP after each battle.

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


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

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

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

61
★ 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 tests. ● Before any fighters.
● Ignore Scarce. ● Anywhere 6" from the enemy deployment zone.
● If the Ammo roll is a critical success, the ammo cache has ● If multiple gangs have traps, take turns, starting with the
no further effect (exhausted). winner of a roll-off.

GUILDER CARTOGRAPH TRIGGER


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

62
★ NECROMUNDA ★

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

GOLD-PLATED GUN OPULENT JEWELLERY


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

MASTER-CRAFTED WEAPON UPHIVE RAIMENTS


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

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


failed hit roll).

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

63
★ NECROMUNDA ★

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

MIXING CHEMS 2: Immediately killed.


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

Shake the addition by going into Recovery.

64
★ NECROMUNDA ★

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

Type Effect Consequence (after the battle)


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

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


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

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

Shake the addition by going into Recovery.


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

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

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

65
★ 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 a single
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). Declare the usage before the battle, after CHEM TRADE
determining crews. If all participants agree, an Escher gang might even concoct these
poisons and sell them to other gangs, creating a clandestine trade
EXTENDED WARRANTY in stimms, chem weapons and toxic blades.
Allows chems that were equipped and used during a battle to
remain afterwards and be available for future battles: CUSTOM CHEM NAMES
Make up new names when combining effects. For example:
● Ammo (Gaseous & Toxic): Treated as Limited. Acidic + Blinding + Pyrophoric = Eyebite Gas
Expansive + Liftin' = Khimerix Breath
This trait cannot be ignored, however if the weapon
can't go Out of Ammo (for whatever reason), apply
the Extended Warranty of Stimms instead.
● Stimm (Wargear): If not used, it remains (this only
applies if the chem's effect didn't trigger).

If not lost, the chem can be returned to the stash after the
battle and be transferred to other fighters between battles.

OVERUSE
After each battle, if more than 1 fighter that took part share at
least 1 chem with identical effect, roll 2+ for each one or it is
lost.

Example:
● The gang starts the battle with the following chems:
○ Fighter A: Brain Lock
(not triggered during the battle).
○ Fighter B: Brain Lock + Dreamland
(one of these triggered during the battle).
○ Fighter C: Dreamland + Hyper
(none of these triggered during the battle).
○ Fighter D: Acidic
(not triggered during the battle).
● After the battle:
○ Fighter A: Roll 2+ or lose the chem
(because at least one other fighter has a
chem including Brain Lock).
○ Fighter B: The chem is lost because at
least one of the effects were used.
○ Fighter C: Roll 2+ or lose the entire chem
(because at least one other fighter has a
chem including Brain Lock).
○ Fighter D: Keep the chem for a future
battle because it wasn't used.
Effect Rarity Cost Effect
Camoelean Illegal (10) 75 Unlike other chem-alchemy elixirs, this is not Common to Escher and is available to everyone.
● -2 hit modifier when targeted by ranged attacks.
● -1 hit modifier when targeted by close combat attacks.

Can only be targeted by ranged attacks within 6" if any of the following is true:
● Not carrying an Unwieldy weapon and not having a better armour than 5+ (not counting field armour).
● Did not move in the previous activation.

66
★ NECROMUNDA ★

Effect Type Cost Requirements Effect


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

The new 3” Blast remains until the End phase of the current round. Any fighters moving through
counts as being hit by the weapon that made this attack (apply the hit after the fighter ends the
current action).
Liftin’ Gas Ammo 25 Gas, Template The Template can be placed up to 6” away from the attacker. It must be positioned in a straight
line (narrow end points directly towards the attacker, the wide end must then be the furthest part
of the template from the attacker).
Pathogenic Gas Ammo 15 Gas If hit, the fighter must roll a 3+ at the start of its next activation or suffer the effects of the Gas trait,
as if being hit by the same weapon again.
Pyrophoric Gas Ammo 20 Gas Gain Blaze.
Bleeding Toxic Ammo 10 Toxin If Injured, suffer a Flesh Wound at the start of the End phase (cumulative per Injury).
Blood Boil Toxic Ammo 30 Toxin ● +1 modifier when rolling against the target’s Toughness.
If Injured:
● Requires Apprentice Clan Chymist.
● Exploding: Suffer a -1 modifier to any Characteristic tests (remains until the end of
● No discount from Apprentice Clan Chymist.
the battle or taken Out of Action). This is cumulative for each Injury suffered by this
● Cannot be combined with other chems.
weapon.
● Maddening: Gain Reckless for all attacks (for the rest of the battle).
Concentrated Toxic Ammo 15 Toxin +2 modifier when rolling against the target’s Toughness (only applies to the single first hit).
Debilitating Toxic Ammo 10 Toxin If Injured, suffer a -1 modifier to any characteristic tests (remains until the end of the battle or
taken Out of Action). This is cumulative for each Injury suffered by this weapon.
Decaying Toxic Ammo 5 Toxin If Injured, suffer a -1 modifier to Save rolls (remains until the end of the battle or taken Out of
Action). This is cumulative for each Injury suffered by this weapon.
Exploding Toxic Ammo 20 Toxin If taken Out of Action, place a 3" Blast centered over the fighter (before being removed from the
battlefield). The blast inflicts a Gas hit.
Maddening Toxic Ammo 5 Toxin If Injured, gain Reckless for all attacks (for the rest of the battle).
Maiming Toxic Ammo 10 Toxin If taken Out of Action, 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 test or become Webbed (Paralysed).
Silencing Toxic Ammo 5 Toxin If Injured, can't issue or take part in Group Activations.
Skin Fire Toxic Ammo 25 Toxin If Injured:
● Suffer Blaze on a 4+.
● Requires Apprentice Clan Chymist.
● Debilitating: Suffer a -1 modifier to any Characteristic tests (remains until the end of
● No discount from Apprentice Clan Chymist.
the battle or taken Out of Action). This is cumulative for each Injury suffered by this
● Cannot be combined with other chems.
weapon.
● Decaying: 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.
Bad Blood Stimm 10 - When suffering one or more Wounds and/or Flesh Wounds, all fighters B2B must pass an
Initiative test or suffer a Toxin hit.
Blood Rush Stimm 15 - When applied, choose one of the following:
● Remove a single Flesh Wound.
● Recover from being Seriously Injured.
Brain Lock Stimm 15 - Counts as a Psyker for the purposes of disrupting enemy psychic powers.
Dreamland Stimm 10 - Ignore Insanity.
Hyper Stimm 20 - ● +2" M.
● +D6" (instead of D3") when making a Charge (Double) action.
● -1 hit modifier.
Ice Cold Stimm 15 - +2 modifier to any Cool tests.
Jolt Stimm 30 - Count any Serious Injuries as Flesh Wounds (lasts until the end of the round when applied).
Night Night Stimm 25 - If going Out of Action, roll twice for Lasting Injury and choose which result to apply. No effect
against being captured.
Predator's Kiss Stimm 45 - ● +1S (close combat).
● Melee weapons gain Reckless.
● Requires Apprentice Clan Chymist.
● Blood Rush (when applied, choose one of the following):
● No discount from Apprentice Clan Chymist.
○ Remove a Flesh Wound.
● Cannot be combined with other chems.
○ Recover from being Seriously Injured.
● Hyper:
○ +2" M.
+D6" (instead of D3") bonus move when Charging.
○ -1 hit modifier.
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).

67
★ NECROMUNDA ★

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

GUNSHROUD SUSPENSOR (UNWIELDY WEAPONS)


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

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

Bionics Injury Affects Cost Rarity


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

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ARCHAEO-CYBERTEKNIKA (VAN SAAR)


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

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

D6 Ferocity Leadership Savant Shooting Unknown


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

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

D6 Obfuscation (Delaque) Palanite Drill (Enforcer) Savagery (Corpse Grinder Cult) Wastelands (Nomad)
1 Faceless Got Your Six Avatar of Blood Born to the Wastes
2 Psi-touched Helmawr’s Justice Bloodlust Stormwalker
3 Take Down Non-verbal Communication Crimson Haze Eyes of the Wasteland
4 Rumour-Monger Restrain Frenzy Beast Handler
5 Fake Out Team Work Killing Blow Ever Vigilant
6 Doppelganger Threat Response Slaughterborn Bring it Down

D6 Wisdom of the Ancients (Squats)


1 Where There's Scrap, There's Creds!
2 Nobody Pushes Kin Around
3 Chemical Bonds Never Break
4 Dependable Like Kin
5 Stubborn to the Last
6 There's Always Another Secret

PET 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

VEHICLE CREW SKILLS


D6 Driving Leadership Shooting Savant
1 Jink - Fast Shot Ballistics Expert
2 Expert Driver Inspirational Gunfighter Connected
3 Heavy Foot Iron Will Hip Shooting Fixer
4 Slalom Mentor Marksman -
5 T-Bone Overseer Precision Shot Munitioneer
6 Running Repairs Regroup Trick Shot Savvy Trader

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

Move freely through ductways without spending a Crawl 4. HEADBUTT


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

3. DODGE Requirements:
6+ save (bonus, invulnerable) against ranged and close ● B2B and Engaged with an enemy.
combat attacks.
Can be used in the following situations:
If hit by a Blast/Template, a successful save does not ● Separately (as any other Basic action).
automatically cancel the attack, instead, it allows to move up ● Instead of a Fight action (for example during a Charge).
to 2” before determining if the fighter is hit. ● After a Fight action (for free).

4. MIGHTY LEAP Target an enemy and roll 2D6. At least 1 dice must roll equal to or
Ignore base size & the first 2” of the distance when leaping. higher than the target's Toughness to inflict a hit:
Leaping over gaps of base size + 2” or less does not require ● S+2 and D2 (use the attacker's Strength).
an Initiative test (all other related rules still apply). Otherwise the attack fumbles and this fighter suffers a hit instead
(both dice are less than the target's Toughness):
5. SPRING UP ● S and D1 (use the attacker's Strength).
If Pinned when activated, pass an Initiative test 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. ● Engaged: B2B with an enemy.
● Active: Within 1" of a Seriously Injured enemy.

LEADERSHIP Can be used in the following situations:


1. COMMANDING PRESENCE ● Separately (as any other Basic action).
Group Activation (+1). Vehicle crew: Cannot have this skill. ● Instead of a Fight action (for example during a Charge).
● After a Fight action (for free).
2. INSPIRATIONAL
If a friendly model within 6” fails a Cool test, pass a The target must pass an Initiative or be hurled:
Leadership test to treat the original Cool test as passed. 1. Choose a direction.
2. Move the fighter D3” in that direction.
3. IRON WILL 3. Stop moving if contacting any Standing fighter, vehicle or
-1 modifier to any Bottle rolls while on the battlefield and not terrain.
Seriously Injured or Wrecked. The hurled fighter (and any model contacted) suffer the following:
● S3 hit.
4. MENTOR ● Pinned (fighters only).
Each time another friendly model within 6" gains 1XP, this
model can pass a Leadership test to have the other model 6. IRON JAW
gain 2XP instead. +2T against unarmed attacks in close combat.

5. OVERSEER (ANY/FACTION ONLY)


If Active or Mobile, spend a Double action (Order) to target a
friendly non-Passive fighter within 6" to immediately activate
and make 2 actions (as if it was the target's own activation):
● Can only make Move (Simple) & Stand Up (Basic)
actions.
● This is regardless of whether the target is Ready or
not and does not affect the target's Ready status.

6. REGROUP
If Active or Mobile at the end of the activation, pass a
Leadership test to recover all friendly models within 6” from
Broken.

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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 test when making a Retreat action (a
Melee weapons gain Disarm (Critical hit: can't use any result of 1 before modifiers always fails). If Captured, counts
weapons when making Reaction attacks for this round - use as being equipped with Skinblade (+1 modifier). If already
unarmed attacks instead). If a weapon already has Disarm, 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 test 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
FEROCITY within the Short range. Weapons without Short range are
1. BERSERKER unaffected by this rule.
● Charge: +1A.
● Per Flesh Wound: +1S, M and Cool (max +2). 6. OVERWATCH
Usable when all the following are true:
2. FEARSOME ● Ready, Active & Non-passive.
When charged, the enemy must first pass a Willpower test ● A visible enemy makes an action.
before moving, or their action ends immediately.
Immediately interrupt the action (after being declared):
3. IMPETUOUS ● Lose the Ready condition.
● Consolidate up to 4” instead of 2”. ● Make a Shoot (Basic) action against that enemy with
● Can both Coup de Grace and Consolidate after a a -1 hit modifier.
Fight action. ● Cannot be used with template weapons.

4. NERVES OF STEEL
Pass a Cool test 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).

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★ 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 test
● Shoot or Fire All (Basic) become Simple. to ignore the damage from Unstable (this activation).
● Unwieldy weapons can never be used with this skill.
● -1 hit modifier to all ranged attacks.
● Cannot make any Double action or more than 2 2. CONNECTED
actions this activation and cannot make Any model can have this skill:
(for whatever reason). ● Gangers: Make a Trade action (+1 modifier) instead
of working a Territory.
Unwieldy weapons can never be used with this skill. ● Leader/Champion: Gain +1 modifier for Trade action
(effectively +2 or +3).
2. GUNFIGHTER
● Ignore the -1 modifier when shooting with 2 3. FIXER
Sidearms (Twin Guns Blazing). Earn D3x10 credits after each battle if not Captured or In
● Each Sidearm can target a separate enemy. Recovery. This model does not need to have taken part in
● +1 weapon slot (for Sidearm only). the battle.

3. HIP SHOOTING 4. MEDICAE


Declared at the start of an activation. If Active, can spend a Re-roll any Out of Action results when assisting a
Double action (Run & Gun): Recovery test (a second Out of Action result stands).
● Fighter: Vehicle crew: Cannot have this skill.
1. Move up to 2xM".
2. Make a range attack with a -1 hit modifier. 5. MUNITIONEER
3. The activation ends. Re-roll any friendly failed Ammo test within 6”
● Vehicle: Move & Shoot (Basic) becomes Simple (including this model).
(without any positive modifiers to movement).
6. SAVVY TRADER
Limitations: Any fighter can have this skill. Can make the following
● Unwieldy weapons can never be used with this skill. post-battle action (instead of making any other):
● Ignore all positive modifiers to movement when ● Reduce the cost of 1 item by 20 credits (min 10).
using this skill. ● One Rarity/Legality roll may be re-rolled.

4. MARKSMAN DRIVING (VEHICLE CREW)


● Ignore Target Priority. 1. JINK
● Critical hit: 2xD. A 6+ save (unmodifiable by AP). Usable once per round
○ Blasts: No double Damage. when hit by an attack.
○ Rapid Fire: Only for the first hit.
2. EXPERT DRIVER
5. PRECISION SHOT +1 modifier to Handling tests against Losing Control.
Critical hit: Ignore save (not Blast/Template).
3. HEAVY FOOT
6. TRICK SHOT Once per round, at the start of a Move (Simple) or Ram
+1 hit modifier to ranged attacks within the weapon's short (Double) action, roll a D6 to gain extra movement:
range if the target benefits from negative hit modifiers from 1: Stationary. 2: +1". 3-4: +2". 5-6: +3".
any of the following:
● Cover. 4. SLALOM
● Engaged. Once per round, during a Move (Simple) action, pivot an
additional time up to 45°.

5. T-BONE
Once per round, during a Head-on Collision, gain +D3 Front
Toughness (against vehicles or terrain).

6. RUNNING REPAIRS
When passing a Handling test to Restart the Stationary
vehicle in the End phase, if any single dice resulted in a 6
(before modifiers), regain one Wound (the driver repaired
some minor damage).

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★ NECROMUNDA ★

WISDOM OF THE ANCIENTS (SQUATS) PALANITE DRILL (ENFORCER)


1. WHERE THERE'S SCRAP, THERE'S CREDS! 1. GOT YOUR SIX
While not Captured or In Recovery, gain an additional D6x10 Can be used when all conditions are true:
credits per wrecked enemy vehicle. ● Once per round.
● Active.
2. NOBODY PUSHES KIN AROUND ● Visible enemy declares a Charge (Double) action.
● Never moved by weapon trait or skill (used against
this fighter). Interrupt the activation by performing a Shoot (Basic) action
● Automatically pass any Initiative test to avoid falling against the enemy fighter. If Pinned or Seriously Injured as a
when becoming Pinned close to an edge. result, the activation ends immediately (no actions are made).

3. CHEMICAL BONDS NEVER BREAK 2. HELMAWR’S JUSTICE


Can use a Chem twice (before being consumed/removed). When making Coup de Grace, roll twice on the Lasting Injury
table and choose which result to apply.
4. DEPENDABLE LIKE KIN
Re-roll any of the following: 3. NON-VERBAL COMMUNICATION
● Unstable test. In each activation, target another friendly fighter within 6” to
● Ammo test. gain 360° vision arc for this round.

5. STUBBORN TO THE LAST 4. RESTRAINT PROTOCOLS


Before being taken out of Action, make a Shoot/Fight (Basic) +1 to the Capture roll if this fighter has taken Out of Action at
action (even if not Ready). least one enemy with a Coup de Grace action (restrained).

6. THERE'S ALWAYS ANOTHER SECRET 5. TEAM WORK


Gain D6x10 credits when opening a Loot casket (in addition to Group Activation (+1). Unlocks the Group Activation ability for
any other effect). fighters that don’t already have it.

WASTELANDS (ASH WASTE NOMAD) 6. THREAT RESPONSE


1. BORN TO THE WASTES Can be used when all conditions are true:
● Ash Wastes: Ignore Battlefield Surface effects. ● Is Ready.
● Otherwise: ● Active.
Spend a Double action (Hide in the Wastes) ● An enemy ends the movement within 6” after making
if at least 12" from any enemies: a Charge (Double) action.
● Become Hidden (even in battles without
Pitch Black). Interrupt the activation by performing a Charge (Double)
● Become Revealed if moving (in addition to action against the enemy fighter, including the Fight (Basic)
normal triggers). action. Afterwards, this fighter is no longer Ready.

2. STORMWALKER Finally, the enemy can continue the Charge action and make
+2" M if starting an activation on the Battlefield Surface. the attacks as normal.

3. EYES OF THE WASTELAND SAVAGERY (CORPSE GRINDER CULT)


● Gain Visibility (+6"). 1. AVATAR OF BLOOD
● Can see 9" in Pitch Black. Discard a Flesh Wound for every unsaved wound inflicted
against an enemy with a Melee weapon.
4. BEAST HANDLER
If Mounted, melee attacks (Fight & Reaction) include an 2. BLOODLUST
additional attack with S3 and AP-1. Consolidate 2” after performing a Coup de Grace.
5. EVER VIGILANT 3. CRIMSON HAZE
When making Reaction Attacks: Automatically pass Nerve tests when Engaged.
● +1A
● Ignore the penalty for turning to face the opponent. 4. FRENZY
Gain +D3 Attacks and -1 hit modifier when charging.
6. BRING IT DOWN
Can spend a Basic action (Bring it Down) and target an 5. KILLING BLOW
enemy in LOS. For this round, apply the following to all Can opt to roll a single Killing Blow attack instead of normal
friendly fighters (including this fighter) when targeting that close combat attacks. This attack can't be made with a
enemy: Sidearm. If hit, double the Strength and Damage. No Armour
● Ignore Target Priority against that enemy for Shoot Save can be made.
(Basic) actions.
● Re-roll to hit with Shoot (Basic) actions. 6. SLAUGHTERBORN
Add +1” Move for every unsaved wound inflicted against an
enemy with a Melee weapon. Lasts for the rest of the battle.

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★ NECROMUNDA ★

PIETY (CAWDOR) FINESSE (ESCHER)


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

2. SCAVENGER'S EYE 2. COMBAT FOCUS


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

3. BLAZING FAITH 3. COMBAT VIRTUOSO


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

This does not count as moving for effects triggered by


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

OBFUSCATION (DELAQUE) 4. RUMOUR-MONGER


1. FACELESS Can spend a post-battle action to make an Intelligence test. if
From the start of each round until after this fighter's activation: passed:
● Enemies must pass a Willpower test to target this ● +1 Reputation. The enemy gang gains 1 less
fighter with a ranged attack (or placing a Blast reputation as a reward for the battle (min 0).
touching this fighter's base).
● If failed, another target may be chosen. 5. FAKE OUT
When rolling to determine scenario, roll 3D6 (instead of 2D6)
2. PSI-TOUCHED and choose one dice to discard.
● Can re-roll Willpower tests for performing or resisting
Wyrd Powers. 6. DOPPELGANGER
● Treat Ghast as common (when visiting Black At the start of each battle (before determining crew), the
Market). enemy must pass an Intelligence test, or you gain the
following:
3. TAKE DOWN ● +1 fighter can be added to the Crew (this can take
Re-roll any Injury dice on a successful wound in close the Crew beyond the size specified by the scenario).
combat.

75
★ NECROMUNDA ★

MUSCLE (GOLIATH) BRAVADO (ORLOCK)


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

TECH (VAN SAAR) 4. PHOTONIC ENGINEER


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

3. MENTAL MASTERY
● 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 ranged weapons:
Psyker) if targeted by an enemy Psyker. ● Weapons without Scarce gains Plentiful.
● Weapons with Scarce lose Scarce.

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PSYKERS
PSYCHIC POWERS 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 test to make a Wyrd Power (X) action take
Maintain Control (Simple) immediate effect.
● Make a Willpower test 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 test in a subsequent ○ Can't be Disrupted (unless the disrupt also
action (in the same activation). rolls a 12).

DISCIPLINES CONTINUOUS EFFECTS (CE)


There are 7 universal Wyrd Power Disciplines: Wyrd Powers noted as Continuous Effect have the following
● Biomancy. abilities:
● Chronomancy. ● Expires in any of the following situations:
● Divination. ○ At the start of the Psyker's next activation.
● Pyromancy. ○ Psyker is Seriously Injured.
● Technomancy. ○ Psyker is taken Out of Action.
● Telekinesis ● Keep the Continuous Effect for another round if the
● Telepathy. Psyker successfully makes a Maintain control
(Simple) action at the start of an activation.
FOCUSED ● 0-1 CE can be used at a time per Psyker.
If a Psyker only has Wyrd Powers from a single universal ● Cannot be channelled through other fighters.
discipline, gain a bonus from that discipline:
● Biomancy (Fast Healing): +1 Injury dice for FORCE WEAPONS
recovery. Any Melee weapon can be upgraded into a Force Weapon by
● Chronomancy (Flicker): +1 action during an buying a Psi-amplifier (75 credits, Rare 15) from the Trading
activation (once per battle). Post) and performing the Psi Attune post-battle action:
● Divination (Future Sight): Re-roll any dice roll ● Leaders and Champions must make this action in
during the activation, this can be any number of dice the same way as a Trade action and is successful
or even a roll made by an enemy fighter (once per on a 2D6 roll of 15+ (after modifiers).
battle).
● Pyromancy (Fire Shield): Re-roll failed Blaze tests. Force Weapons gain the following when used by a Psyker:
● Technomancy (Techno-affinity): Re-roll any ● Power.
Ammo test. ● Sever.
● Telekinesis (Fists of Fury): Unarmed attacks gain
+1 S & D.
● Telepathy (Fearful Aura): Enemies declaring a
Charge against this fighter must pass a Willpower
test or end the action before moving.

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★ NECROMUNDA ★

PSYCHIC DUELS PERILS OF THE WARP


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

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

Note: If gaining Insanity during an activation, roll


immediately before making the first subsequent
action after gaining Insanity.

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


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

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


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

78
★ NECROMUNDA ★

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

PYROMANCY TECHNOMANCY TELEKINESIS TELEPATHY


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

D6 Manifestation (Conduit)
1 Smite the Unclean (Basic)
2 Bless Weapon (Basic)
3 Saint's Grace (Basic)
4 Saintly Radiance (Double)
5 Bastion of Faith (Basic), CE
6 Martyrdom (Double)

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

MAINTAIN CONTROL (SIMPLE)


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

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

79
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BIOMANCY CHRONOMANCY
FOCUSED: FAST HEALING FOCUSED: FLICKER
+1 Injury dice for recovery. Perform one extra action during the activation (once per
battle).
1. ARACHNOSIS (BASIC), CONTINUOUS EFFECT
Clamber, Catfall & Mighty Leap. 1. FREEZE TIME (DOUBLE)
All fighters within 12” (friend & foe) may only take a single
2. CHAMELEON (BASIC), CONTINUOUS EFFECT action when activated this round.
-2 modifier when targeted by ranged attacks if this fighter
didn't move during its activation. 2. SUPPRESS POWER (BASIC)
Choose a Wyrd Power from an enemy Psyker within 18" and
3. CAUSE PAIN (BASIC) LOS to be disabled (cannot be used this round).
Target an enemy to suffer an Injury roll:
● Within 18". 3. ZEN SHOOTIST (BASIC), CONTINUOUS EFFECT
● LOS. Gain 2+ BS and ignore negative hit modifiers from cover. No
● Suffered at least one Wound or Flesh Wound. effect for Blast or Rapid Fire weapons.

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


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

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

8. WARP STRENGTH (SIMPLE), CONTINUOUS EFFECT


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

DIVINATION PYROMANCY
FOCUSED: FUTURE SIGHT FOCUSED: FIRE SHIELD
Re-roll any dice roll during the activation (once per battle), Re-roll failed Blaze tests.
this can be any number of dice or even a roll made by an
enemy fighter. 1. BODY OF FLAME (BASIC), CONTINUOUS EFFECT
● Ignore hits from weapons with Blaze or Melta.
1. PRECOGNITION (SPECIAL) ● Enemies ending an activation within 1" suffer a
Roll a 4+ to be the attacker (if the scenario has attacker & Blaze test.
defender). If multiple gangs have this power, it has no effect
(cancel each other out). 2. STOKE FLAMES (BASIC)
Centre a Blast (5") with Blaze on an enemy that is within 18",
2. FOREBODING (DOUBLE), CONTINUOUS EFFECT LOS and already ablaze (does not cause Pinned).
Give Overwatch to a friendly fighter within 12" & LOS
(including this fighter). 3. WALL OF FLAME (BASIC), CONTINUOUS EFFECT
Place a Blast (5") with the centre within 12" and LOS. Any
3. MISFORTUNE (BASIC) fighter starting or ending an activation within the Blast suffers
An enemy must re-roll a dice roll if within 12" and LOS (once, a hit with S3, AP 1, Blaze.
until the End phase).
4. FLAME BLAST (BASIC), CONTINUOUS EFFECT
4. FOREWARNING (BASIC) One equipped weapon gains Blaze.
Ignore the first hit from an attack on a 2+ (until the End
phase). 5. MOLTEN BOLT (BASIC)
Make a ranged attack targeting an enemy fighter within 6"
5. WARP WHISPERS (SPECIAL) and LOS to inflict a hit with S8, AP-3, D3, Melta.
● +1 Crew size.
● Re-roll any Reinforcement rolls. 6. SCOURING (BASIC)
● Sentry: This Psyker automatically raises the alarm if Make the following attack: S2, AP-2, D1, Template, Blaze.
finishing a move within 6" of an enemy fighter.
7. WITCHFIRE (DOUBLE)
6. VISIONS (DOUBLE), CONTINUOUS EFFECT All enemies within 3" suffer the following hit:
Enemies within 18" reduce the cover by 1 (full → partial, ● S5, AP-1, D2, Blaze.
partial → open).

80
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TECHNOMANCY TELEKINESIS
FOCUSED: TECHNO-AFFINITY FOCUSED: FISTS OF FURY
Re-roll any Ammo test. Unarmed attacks gain +1 S & D.

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


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

5. FORCE BLAST (BASIC)


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

6. LEVITATION (BASIC), CONTINUOUS EFFECT


● +3” Movement.
● Can't be Pinned.
● Ignores all terrain.
● Moves freely between levels without restriction.
● Never fall.
● May not ignore impassable terrain or walls.

7. PSYCHIC SHOCKWAVE (BASIC)


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

81
★ NECROMUNDA ★

TELEPATHY 14. MIND MAZE (BASIC), CONTINUOUS EFFECT


HALLUCINATIONS (BASIC) ● An Active enemy fighter within 6" and LOS must
An enemy within 12" suffer Insanity. pass an Initiative test or become Pinned.
● While maintained, that fighter must pass an
HYPNOSIS (BASIC) Intelligence check when activated or apply a -1 hit
An enemy within 9” and LOS (that has not activated this modifier when attacking (ranged & melee) that
round) can only make a single Move (Simple) action when activation.
activated this round.
INSANITY
INVISIBILITY (BASIC), CONTINUOUS EFFECT When activating with Insanity, roll a D3:
● Cannot be targeted by ranged attacks. 1. Immediately Broken (if already Broken, flee even if
● This power ends if (for any reason) the Psyker the gang has not failed a Bottle test).
makes any other action than Move (Simple) or 2. An opposing gang (randomize if multi-player) can
Maintain Control (Simple). control the fighter this activation, treated as a
friendly fighter to that opposing gang (while
MADDENING VISIONS (BASIC) activating).
Until the End phase of this round, enemies ending an 3. Activate as normal. After the activation, pass a
activation within 3” must pass a Willpower test or gain Willpower test to lose Insanity.
Insanity.

MENTAL ASSAULT (BASIC)


Target an enemy within within 12 and LOS. Both the Psyker MANIFESTATION (CONDUIT)
and the target makes a Willpower test:
● The Psyker must pass. 1. SMITE THE UNCLEAN (BASIC)
● If the target also pass, the Psyker must pass by a Target an enemy within 12". Friendly models can re-roll
greater amount than the target. wound rolls against that target (this round).
If successful, the target suffers the following:
● Pinned (unless Engaged). 2. BLESS WEAPON (BASIC)
● Cannot activate this round. Target a friendly fighter within 6" to increases AP by 1 for a
Melee weapon (this round).
MIND CONTROL (BASIC)
An enemy fighter within 9" must make a Shoot (Basic) action 3. SAINT'S GRACE (BASIC)
(even if already activated this round). Target any eligible Target a friendly fighter within 3" and apply one of the
fighter from that gang (chosen by the Psyker). following:
● Seriously Injured: Roll for recovery
MIND LOCK (BASIC) (as if with assistance).
Nominate an enemy fighter within 18” that has not already ● Otherwise: Heal 1 Wound.
activated this round. For the rest of this round, that fighter
can't activate or take part in a Group Activation. 4. SAINTLY RADIANCE (DOUBLE)
Enemies within 3" suffer a hit with Flash (not pinned).
PREMONITION (SIMPLE), CONTINUOUS EFFECT
4+ save (unmodifiable). 5. BASTION OF FAITH (BASIC), CONTINUOUS EFFECT
● Friendly broken models within 12" immediatly rally.
PSYCHIC ASSAULT (BASIC) ● This fighter automatically passes any Cool tests
An enemy fighter within 18” is Pinned and must pass a (until its next activation).
Willpower test or suffer 1 Damage (if reduced to 0 Wounds,
roll an Injury dice as normal). 6. MARTYRDOM (DOUBLE)
● Enemies within 18" with LOS to this fighter must
PSYCHIC SCREAM (BASIC) pass a Cool test to target any other fighter with
Enemy fighters within 3” must pass a Nerve test with a -1 shooting attacks and Charges (this round).
modifier or become Broken. ● This fighter cannot benefit from Cover
(until its next activation).
TERRIFY (DOUBLE)
An enemy within 18” must pass a Nerve test with a -3
modifier or become Broken.

UNBREAKABLE WILL (BASIC), CONTINUOUS EFFECT


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

ZEALOT (DOUBLE), CONTINUOUS EFFECT


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

82
★ NECROMUNDA ★

PSYCHOTERIC WYRD POWERS (DELAQUE)


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

DARKNESS MADNESS
1. CACOPHONY OF SILENCE (DOUBLE), CONTINUOUS EFFECT 1. EXISTENTIAL BARRAGE (SIMPLE)
All enemies within 5" must re-roll successful Hit rolls for An enemy within 1" of the Psyker must pass an Intelligence
ranged attacks. test or become Broken and immediately flee. After fleeing,
any friendly fighter to the target within 5" of the target must
2. PENUMBRAL MIRROR (BASIC) pass a Nerve test or become Broken.
Choose 1 friendly and 1 enemy fighter within 5". Place the
friendly fighter anywhere within 5" of the enemy fighter (even 2. TERRIBLE TRUTHS (BASIC)
B2B). An enemy within 3" must pass an Intelligence test or suffer
Insanity.
3. A PERFECT VOID (BASIC), CONTINUOUS EFFECT
Counts as in 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 test to lose Insanity.
and not part of the gang.

3. GHOST & SHADOW (BASIC)


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

4. DECEITFUL THOUGHTS (DOUBLE)


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

5. SUICIDAL EMBRACE (BASIC)


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

6. OPPROBRIOUS CURSE (SIMPLE)


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

83
GANGS & CAMPAIGNS
★ NECROMUNDA ★

CONTENTS (PART 2)
PART 1 PART 2 PART 3
RULES GANGS & CAMPAIGNS SCENARIOS
CHARACTERISTICS PROFILES ……4 FOUNDING A GANG …………………86 PRE-BATTLE SEQUENCE ……… 208
Modifying Characters ………………4 Gang Composition …………………86 Campaign Events …..……………… 209
Characteristic Tests ……………… 4 Loss Of A Leader …………………. 87 Badzone Events …..………………210
GENERAL PRINCIPLES ……………… 6 UNIVERSAL GANG STRUCTURE .. 88 Ash Wastes Battlefields …………217
Visibility ………………..………….…6 HOUSE CAWDOR …………………… 90 POST-BATTLE SEQUENCE ..…… 218
Cover …………………………..……6 HOUSE DELAQUE ……………………96 Underdog Bonuses …..……………… 219
Zone Mortalis (2D) …………………6 HOUSE ESCHER ……………………… 99 Income Tax ……...……………… 219
Dice …………………………..………7 HOUSE GOLIATH ……………………… 101 Experience ……...……………… 220
Measurement ………………………7 HOUSE ORLOCK …………………….… 105 BATTLEFIELD SETUP …………… 222
STATUSES ………………..………… 8 HOUSE VAN SAAR …………………….. 108 OPEN HIVE WAR ………..………… 223
CONDITIONS ………………..…………10 ENFORCERS …………………...…… 110 SCENARIO SPECIAL RULES …… 229
TERRAIN …………………………..…… 12 BOUNTY HUNTERS (VENATOR) ……… 113 HORRORS OF THE UNDERHIVE .. 234
SPECIAL TERRAIN FEATURES ……13 GENESTEALER CULT …………………. 114 SCENARIOS ………………………….235
Carnivorous Plants …………………18 CHAOS CULT ……………………………. 116
Industrial Terrain ……………………19 CORPSE GRINDER CULT ……………… 119
Hive Ruins …………..………………20 SLAVE OGRYN …………………….. 121
Gang Terrain ……………………... 21 OUTCAST ………………………….... 122
GAME STRUCTURE ………………… 26 ASH WASTE NOMAD ………………….... 125
PRIORITY PHASE …………………… 26 SQUAT …………..………………….... 128
ACTION PHASE ………………………26 SAINTS & CRUSADES …………...…… 129
ACTIONS …………………………...… 27 TAINTED GANGS …………………...…… 131
MOVEMENT ………………………….. 31 CHAOS SPECIAL RULES ………….…… 128
SHOOTING …………………………… 35 ALLIANCES …………………....…… 133
CLOSE COMBAT …………………..…37 Merchant Guilds ..……………...… 135
RESOLVE HITS …………………….…40 Recidivists ………………………… 138
Nerve Tests ………………………...42 Noble Houses .....………………… 141
END PHASE ………………………..… 43 THE TRADING POST ……………… 145
Bottle Tests …………………………43 EXOTIC BEAST ……………………… 154
Recovery Tests ……….…...……… 44 VEHICLES & CREW …………………… 159
Rally Tests ………………………... 44 MOUNTS …………..………………… 166
ARMOURY ………………………….. 45 HANGERS-ON ……………………….. 167
Pistols …………………………..… 45 Brutes ……………………………..…172
Basic Weapons …………………… 46 HIRED GUNS ………………………….177
Special Weapons ………………… 47 Hive Scum …………….…………. 178
Heavy Weapons ………………… 48 Bounty Hunters …...…………….… 181
Close Combat Weapons ………… 49 Agents ……….……………………. 188
Grenades ………………………… 50 ASSAULT PRECINCT FORTRESS . 193
Booby Traps ……………………… 50 ALIGNMENTS ……………………….. 199
WEAPON TRAITS ………………….. 51 CAMPAIGNS ………………………... 199
ARMOUR AND FIELDS ……………. 56 TERRITORIES ...…………………….. 200
EQUIPMENT ………………………… 58 LASTING INJURIES ………………… 201
STATUS ITEMS ……………………… 63 Going Into Recovery ………………… 201
SERVO-SKULLS …………………… 63 Succumbing To Injuries ………………
201
CHEMS ………………………………. 64 CAPTURED …...……………………… 203
Chem-Alchemy Elixir (Escher) …. 66 RESURRECTION ...……………………… 204
WEAPON ATTACHMENTS ………….68
BIONICS .……………………………. 68
Cyberteknika (Van Saar) ……….. 69
SKILLS ……………………...……...… 70
PSYKERS …..…………...…………… 77
WYRD POWERS ……..……………… 79
Psychoteric (Delaque) ………...…. 83

85
★ NECROMUNDA ★

FOUNDING A GANG
A new gang has a starting budget: FREE SKILL
● Normal: 1’000 credits. Some fighters start with free skill(s), this is included in the cost
● With vehicles: 1'400 credits. and does not affect any rating.
Must include vehicles or mounts.
FREE WYRD POWER (PSYKERS)
The budget can be spent on fighters and equipment. Any Psykers start with minimum 1 free wyrd power (in addition to
credits not spent are stored in the gang’s Stash for later use. any skill).
There are no limit of amount of fighters a gang can contain.
LEADER
GANG COMPOSITION ● Group Activation (2).
All gangs follow these rules when founded and when new ● Leading By Example (12”).
fighters are added to the gang: ● Can perform Post-battle actions.
● Always 1 Leader: If killed or sold to the Guilders ● Start with 1 free skill (Primary) included in the cost.
(after capture), a new Leader must be promoted ● Can't voluntarily retire (must be replaced if killed
(using Loss of a Leader). using Loss of a Leader).
● Gang Balance: At least half the gang must consist of ● Weapon restrictions: Pistol, Basic, Special & Close
Gangers and Juves. When recruiting additional Combat weapons.
fighters, this balance must be maintained, or only ● Skill access: Always Leadership (Primary).
new Gangers and Juves can be recruited.
CHAMPION
All gangs can purchase new weapons and equipment from ● Group Activation (1).
the gang's Equipment List, Trading Post or Black Market. ● Leading By Example (6”).
However, some fighter types can't take certain types of ● Can perform Post-battle actions.
weapons. ● Start with 1 free skill (Primary) included in the cost.
● Weapon restrictions: None.
WEAPONS & WARGEAR (EQUIPMENT, ARMOUR, ● Skill access: Always Leadership (Secondary).
GRENADES)
There are 3 types of items fighters can equip: GANGER
● Weapon (0-3): Pistol, Basic, Special, Heavy & Close ● Weapon restrictions: Pistol, Basic, Special* & Close
Combat. Combat weapons.
● Wargear (including Grenades). Each fighter can have JUVE
0-1 of each unique item of wargear. ● Weapon restrictions: Pistol & Close Combat
○ Ammo: Each weapon can have 0-1 of each weapons.
unique item of ammo. ● Hot Headed: Friendly non-Juve fighters don't need
● Armour. to take Nerve tests when this fighter is taken Out of
Action.
All fighters can discard, transfer, sell or stash (save for later ● Skill access: Always Agility (Secondary).
use) any items (unless otherwise noted).
CREW
WEAPON SLOTS ● Skill access: Crew skills.
A fighter has 3 weapon slots (unless otherwise noted).
● Unwieldy weapons and weapons marked with * take PETS
up 2 weapon slots. ● Skill access: As detailed for the gang.

CORE FIGHTERS WEAPON RESTRICTIONS


Most gangs will consist of the following permanent 'core' Most fighters have “Restrictions” for what weapons they can
fighters: equip:
● Leader (always 1). ● Pistol
● Champions (0-2). ● Basic
● Gangers. ● Special
● Juves. ● Heavy
● Close Combat
A gang can also include additional permanent fighters (not
'core'): A fighter can have access to all weapon types, some or none.
● Pets.
● Hangers-on (including Brutes).

PERMANENT FIGHTERS
All gangs consists of the following 'permanent' fighters:
● Core fighters (Leader, Champions, Gangers, Juves).
● Hangers-on (including Brutes).
● Pets.

A gang can also include additional temporary fighters that are


not permanently hired (hired guns, allies).

86
★ NECROMUNDA ★

SPECIALIST GANG OVERVIEW


A gang can have 0-3 fighters equipped with special and/or There are a total of 28 gang variants to choose from:
heavy weapons. Different fighters have different restrictions:
● Leader: Special. ● Cawdor
● Champion: Special & Heavy. ○ Corrupted
● Ganger: Special. ○ Infected
● Delaque
The intent here is to allow a Leader or Champions to be ○ Corrupted
focusing on other roles like close combat while still allowing ○ Infected
the gang to equip the same amount of special weapons. ● Escher
○ Corrupted
Note that heavy weapon access are not affected by this rule ○ Infected
(can only be equipped by Leader & Champions and not ● Goliath
transferred to other fighter types). ○ Corrupted
○ Infected
LOSS OF A LEADER ● Orlock
If the leader is killed or sold to the Guilders (after capture), a ○ Corrupted
new Leader must be nominated from the gang according to ○ Infected
this priority: ● Van Saar
○ Corrupted
1. Champion (any). ○ Infected
2. Ganger or Juve. ● Enforcer
3. Other fighters. ○ Badzone
● Bounty Hunter (Venator)
Tie-breakers: ● Genestealer Cult
1. Leadership. ● Chaos Cult
2. Advancements. ● Corpse Grinder Cult
3. Cost (rating). ● Slave Ogryn
4. Choose freely. ● Outcast
● Ash Waste Nomad
A promoted fighter have their Type changed to Leader and ● Squat
count as a Leader when determining which equipment and
skill sets they can access. The stats do not change.

87
★ NECROMUNDA ★

UNIVERSAL GANG STRUCTURE


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

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


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

GROUP ACTIVATION (1) GROUP ACTIVATION (1)


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

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

LEADERSHIP (PRIMARY) LEADERSHIP (SECONDARY)


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

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

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

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


this fighter is taken Out of Action.

AGILITY (SECONDARY)
Access to Agility skills as Secondary.

GANG LEADER CHAMPION GANGER JUVE Crew


Cawdor Word-Keeper Firebrand Brethren Bonepicker / Way-brethren Road Preacher
- Redemptionist Redemptor Priest Deacon Brethren Zealot -
Delaque Master of Shadow Phantom / Nacht-Ghul Ghost Shadow / Psy-Gheist Wraith
Escher Queen Matriarch / Death-Maiden Sister Little Sister / Wyld Runner Helion
Goliath Forge Tyrant Forge Boss / Stimmer Bruiser Bully / Forge-Born Road Thug
Orlock Road Captain Road Sergeant / Arms Master Gunner Greenhorn / Wrecker Iron Rider
Van Saar Prime Augmek / Archeotek Tek Subtek / Neotek -
Enforcer Captain Sergeant Patrolman Rookie -
Bounty Hunter Hunt Leader Hunt Champion Hunter - -
Ogryn Overboss Underboss Ganger Lobo-Slave -
Genestealer Cult Adept / Alpha Acolyte Neophyte - -
Chaos Demagogue Disciple / Witch Cultist - -
Corpsegrinder Cult Butcher Cutter Skinner Initiate -
Outcast Leader Champion Hive Scum - -
Ash Waste Nomad Kha'tragi Chieftain Naku'taari Watcher / Wy'tari Tarn'runi Warrior Run-taani Dust Rider / Tarh-noki -
Stormcaller Dust Rider
Squat Charter Master Drill Master Drill-Kyn Digger Gearhead

88
★ 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 - - - - -
Ash Waste Nomad Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wasteland
Fighters (Core) Secondary - Secondary Primary - * Primary - Secondary
Brutes Secondary - Primary - Secondary - - - -
Pets Secondary - Primary - - - - - -
Squats Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wisdom
Fighters (Core) - Primary Secondary - Secondary - - Primary Secondary
Brutes - Secondary - - - - - Primary Secondary
Pets - Secondary Primary - - - - - -

Outcast Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wyrd
Brawler Secondary Primary Secondary - Primary * - Secondary *
Gunslinger Primary - - Secondary Secondary * Secondary Primary *
Survivor Secondary Secondary Primary Secondary Primary * - - *
Mastermind Secondary - Secondary Primary - * Primary Secondary *
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting
Brutes - Secondary Secondary - Primary - - -
Pets Secondary - Primary - - - - -

89
★ 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

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Piety


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

0-3 CHERUB-SERVITOR (PET) 30 0-2 SHEEN BIRD (PET) 45


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

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

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

FOCUS OF FAITH RAKE AWAY


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

SMALL TARGET
Never a potential target for Stray shots.

NIMBLE
4+ save (invulnerable).

0-1 STIG-SHAMBLER (BRUTE) 280


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

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

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

MOVE & SHOOT


-1 to hit when firing Unwieldy heavy weapons as a Basic
action (instead of the normal Double action). This can be
circumvented by aiming first or simply shoot as a Double
action.

90
★ 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.

MOUNT: RIDGE WALKER (60)


● Available to any Cawdor fighter.
● Become mounted.
● Gain M 9" and + 1I.

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

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

ALIGNMENT (LAW ABIDING / OUTLAW)


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

CORRUPTED/INFECTED (CHAOS, GENESTEALER CULT)


Cannot generate or use Faith dice.

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

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

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

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

91
★ NECROMUNDA ★

PISTOL MELEE
Autopistol 20 Axe 10
+ Reclaimed 15 Chainaxe (Redemptionist) 30
Hand crossbow 15 + with Exterminator (Redemptionist) 45
Hand flamer 85 Chain glaive * 60
Laspistol 20 Chainsword 25
+ with Hotshot las pack 40 Cleaver 20
Stub gun 15 Eviscerator * (Redemptionist) 90
- Dumdum rounds 5 Flail 20
Throwing knives 20 Flensing knife 15
BASIC ✓ Greatsword * 40
Autogun 35 Heavy club 15
+ with Exterminator (Redemptionist) 50 Knife 10
+ Reclaimed 30 Lance - frag 35
+ with Polearm 40 + Krak 50
+ with Charger * 50 + Stun 30
Blunderbuss (grape & purgation) with Polearm * 60 Maul (club) 10
- Emperor’s Wrath rounds 35 Polearm * 20
Blunderbuss (grape & purgation) with Charger * 70 Two-handed axe * 20
Lasgun 35 + with Exterminator (Redemptionist) 35
+ with Hotshot las pack 55 Two-handed hammer * 30
Sawn-off shotgun (scatter) 25 + with Exterminator (Redemptionist) 45
- Solid 5 GRENADES ✓
Shotgun (solid & scatter) 50 Blasting charges 35
- Executioner 20 Choke gas 50
- Inferno 15 Flares 20
- Retributor 20 Frag 30
+ with Exterminator (Redemptionist) 65 Gunk bombs 40
SPECIAL (LEADER & CHAMPIONS) ✓ Incendiary 50
Flamer 140 Krak 45
+ with Autogun (combi) 150 Smoke 15
+ with Charger * 155 ARMOUR
+ Fire Pike (Redemptionist) 150 Ablative overlay 25
Grenade launcher (frag & krak) 95 Carapace (light) 80
- Photon flash 15 Flak 5
- Smoke 15 Gutterforged cloak 15
- Flare 30 Incombustible hauberk (Redemptionist) 20
Long las 50 Mesh 15
Long rifle 60 Scrap shield 15
HEAVY (CHAMPIONS) ✓ FIELD ARMOUR
Heavy crossbow (frag & krak) * 135 Hexagrammic fetish (Redemptionist) 35
Heavy flamer * 195 Refractor field 50
Heavy stubber * 140 EQUIPMENT
CHEMS Bomb delivery rats 30
Kalma 15 Book of The Redemption (Redemptionist Leader) 50
GANG EQUIPMENT 0-1 Cult icon (Leader or Champion) 40
Booby trap: frag (0-1) 20 Drop rig 10
Incendiary trap (0-1) 30 Filter plugs 10
Divine Brazier 80 Lho sticks 5
PETS (LEADER & CHAMPIONS) Lock-punch 10
0-2 Sheen birds (Cawdor) 45 Magnacles 20
0-3 Cherub-servitor (Redemptionist) 30 Photo-goggles 50
Giant rat (0-3) 25 Photo-lumens 20
SERVO SKULLS (LEADER & CHAMPIONS) Pyromantic mantle (Redemptionist) 45
Sensor skull 60 Respirator 15
Gun skull 65 Second Best 15
Medi skull 80 Skinblade 10
WEAPON ACCESSORIES Strip kit 15
Infra-sight (Pistol, Basic, Special, Heavy) ** 40 Wild Snake 30
Mono-sight (Basic, Special, Heavy) ** 35
Telescopic sight (Pistol, Basic, Special)** 25
**: Maximum one gunsight per weapon

92
★ 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.

There are 4 Paths of Faith:


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

CUSTOM PATH (WARNING: CAN BE VERY POWERFUL)


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

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

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

GENERATING FAITH DICE


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

SPENDING FAITH DICE


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

Unless otherwise specified:


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

BESEECH THE GOD-EMPEROR (DOUBLE ACTION)


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

93
★ NECROMUNDA ★

PATH OF THE FANATIC PATH OF THE DOOMED


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

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

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

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

94
★ NECROMUNDA ★

PATH OF THE FAITHFUL PATH OF THE REDEEMER


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

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

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

4. "And by Their Works shall They be Known!" (5+) 5. "And in His Gaze, were they Found Wanting!" (9+)
An enemy Psyker within 12" with LOS to this fighter must pass An enemy within 9" and LOS must pass a Willpower test, or
a Leadership test, 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 test, or lose Ready. If taken Out of Action, choose an enemy within 6" that has
LOS to this fighter to suffer a S5, Ap-1, D2 hit.
If failed, the activation ends.

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


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

95
★ 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
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation
Fighters (Core) Primary - - Primary - * Secondary Secondary Secondary
Brutes - Secondary - - - - Primary - Secondary
Pets Secondary - - Primary - - - - -

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


M WS BS S T W I A Ld Cl Wil Int CEPHALOPOD SPEKTER
6” 6+ 6+ 3 4 4 3+ 1 5+ 5+ 4+ 6+ M WS BS S T W I A Ld Cl Wil Int
5” 4+ 5+ 3 3 1 3+ 1 7+ 5+ 6+ 4+
OPTIONS Weapons: GMW - light (2", Shock).
Displacer field …………………………………………… +50
FLIGHT
FLIGHT Ignore all terrain, move freely between levels without restriction
Ignore all terrain, move freely between levels without and cannot fall. Cannot ignore impassable terrain or walls.
restriction and cannot fall. Cannot ignore impassable
terrain or walls. SENSOR ARRAY
If within 3” when the owner makes an Intelligence test (for any
WYRD POWERS (UNSANCTIONED) reason), roll an extra D6 and pick a dice to discard.
PSYCHIC ASSAULT (BASIC)
An enemy fighter within 18” is Pinned and must pass a THREAT RESPONSE
Willpower test or suffer 1 Damage (if reduced to 0 Wounds, When the owner is taken Out of Action, all enemy fighters
roll an Injury dice as normal). within D6” of this pet suffer a Strength 1 automatic hit with
Seismic (always Pinned, no save roll if the wound roll is a 6
PSYCHIC SCREAM (BASIC) before modifiers).
Enemy fighters within 3” must pass a Nerve test with a -1
modifier or become Broken. WATCHDOG
If the owner is a sentry, attackers can be spotted outside the
FORCE BLAST (BASIC) vision arc. Add 1+ modifier to spotting (a 1 before modifiers still
Enemy fighters within 3” are immediately pushed D3+1” fails).
directly away. If a fighter is pushed from a platform or into a
pitfall, pass an Initiative test to be placed Prone at the edge
(otherwise fall). If pushed into a wall or other impassable
terrain, the fighter is immediately Pinned and takes a hit
with a Strength equal to the number of inches rolled for the
push distance.
0-2 SPEKTOR (BRUTE) 205 0-2 WYRM (PET) 35
PISCEAN SPEKTOR PSYCHOTERIC WYRM
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 5+ 4 4 3 3+ 4 7+ 6+ 6+ 8+ 6” 4+ 6+ 3 3 1 4+ 1 8+ 5+ 6+ 8+
Skills: Fearsome. Weapons: GMW - light (Rending).
Weapons: 2x Psychomantic claws.
Wargear: Carapace (light). BURROWING
Move freely under impassable terrain (if movement is sufficient
FLIGHT to pass through completely).
Ignore all terrain, move freely between levels without restriction
and cannot fall. Cannot ignore impassable terrain or walls. LONG LEASH
Remain within 12" of the owner (instead of 3").
PSYCHOTERIC MASTERY
Unsanctioned Psyker. When recruited: PSYCHOTERIC NODE
● Choose a discipline (Darkness, Delusion, Madness). While this pet is Active or Pinned (not Seriously Injured), the
● 1 Wyrd Power (free) from the chosen discipline or any owner can channel Wyrd Powers (not Continuous Effects)
universal discipline. through this fighter:
● The Psyker suffers any Perils of the Warp (as normal).
ADDITIONAL WYRD POWERS (+30 EACH) ● Range, distance & LOS is measured from this pet.
When recruited:
● Purchase additional Wyrd Powers from the chosen
discipline.

96
★ 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 or any universal 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 tests to resist any Psychoteric Wyrd Power (min -3).

97
★ 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
Throwing knives 20 Armoured undersuit 25
Web pistol 80 Carapace (light) 80
BASIC Flak 5
Autogun 35 Gutterforged cloak 15
+ Reclaimed 30 Mesh 15
Lasgun 35 Scrap shield 15
+ with Hotshot las pack 55 EQUIPMENT
Sawn-off shotgun (scatter) 25 Bio-scanner 30
- Solid 5 Cameleoline Cloak 35
Shotgun (solid & scatter) 50 Drop rig 10
- Executioner 20 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.

98
★ NECROMUNDA ★

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

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Finesse


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

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


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

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

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

MOUNT: CUTTER (85)


● Leader & Champions only: Become Mounted.
● Cannot be combined with any other Wargear that affects movement.
● 9" Movement.
● High Flight: Ignores all terrain, moves freely between levels without restriction and can never fall. Cannot ignore
impassable terrain or walls and cannot end its movement with its base overlapping an obstacle or the base of
another fighter. Can move over enemy fighters (ignoring the 1" rule), but cannot end the move within 1" of another
fighter.
● Gas Trap Launcher: Can spend a Double action (Deploy Gas Trap) to place a gas trap within 1" and then move up
to the Movement stat.

99
★ NECROMUNDA ★

PISTOL MELEE CHEMS


Autopistol 20 Axe 10 Kalma 15
+ Reclaimed 15 Chainaxe 30 CHEMS (GAS AMMO)
Hand flamer 85 Chainsword 25 Acidic 20
Laspistol 20 Cleaver 20 Bane 15
+ With Hotshot las pack 30 Club, maul, bludgeon or hammer 10 Blackout 30
Needle pistol 40 Flail 20 Blinding 10
- Chem darts 10 Flensing knife 15 Expansive 20
Plasma pistol 65 Heavy club 15 Hallucinogen 15
Stub gun 15 Knife 10 Leaden 30
- Dumdum rounds 5 Power hammer 45 Liftin’ 25
Throwing knives 20 Power knife 25 Pathogenic 15
Bolt pistol / needle pistol (combi) 70 Power sword 45 Pyrophoric 20
BASIC Servo claw 35 CHEMS (TOXIC AMMO)
Autogun 35 Shock whip 25 Bleeding 10
+ Reclaimed 30 Stiletto knife 20 Concentrated 15
Boltgun 80 Stiletto sword 30 Debilitating 10
- Gunk 15 Two-handed axe * 20 Decaying 5
Lasgun 35 Two-handed hammer * 30 Exploding 20
+ With Hotshot las pack 55 Venom Claw 30 Maddening 5
Sawn-off shotgun (scatter) 25 Whip 15 Maiming 10
- Solid 5 ARMOUR Panicking 10
Shotgun (solid & scatter) 50 Ablative overlay 25 Paralysing 5
- Acid rounds 15 Armoured undersuit 25 Silencing 5
Wyld bow 20 Carapace (light) 80 CHEMS (STIMM)
- Acid 20 Flak 5 Bad Blood 10
- Explosive 20 Gutterforged cloak 15 Blood Rush 15
- Poison 25 Mesh 15 Brain Lock 15
SPECIAL (LEADER & CHAMPIONS) Scrap shield 15 Dreamland 10
Flamer 140 EQUIPMENT Hyper 20
+ with Bolter (combi) 160 Chem-synth 15 Ice Cold 15
Grenade launcher (frag & krak) 95 Drop-rig 10 Jolt 30
- Flare 30 Filter-plugs 10 Night Night 25
- Smoke 15 Grapnel launcher 25 Puke 15
+ Twin-linked (mounts only) 105 Lho sticks 5 Wide-eye 10
Long las 50 Lock-punch 10
Meltagun 165 Magnacles 20
+ with Bolter (combi) 170 Photo-goggles 50
Needle rifle 70 Photo-lumens 20
- Chem darts 10 Respirator 15
+ with Bolter (combi) 90 Second Best 15
‘Nightshade’ chem-thrower 135 Skinblade 10
Plasma gun 150 Strip kit 15
+ Twin-linked (mounts only) 160 Wild Snake 30
+ with Bolter (combi) 180 GANG EQUIPMENT
HEAVY (CHAMPIONS) Booby trap: frag 20
Heavy stubber * 140 Gas Canisters 15
+ Twin-linked (mounts only) 150 PETS (LEADER & CHAMPIONS)
Plasma cannon * 150 Phelynx cat (0-3) 25
GRENADES Phyrr cat (0-2) 65
Choke gas 45 Giant rat (0-3) 25
Flares 20 WEAPON ACCESSORIES
Frag 30 Gunshroud (Pistol, Basic) 20
Gunk bombs 40 Las-projector (P, B, S) 35
Krak 45 Suspensor (Unwieldy) 60
Photon flash flares 15 Telescopic sight (P, B, S)** 25
Scare gas 40 **: Maximum one gunsight per weapon.
Smoke 15
Stun 15

100
★ NECROMUNDA ★

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

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Muscle


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

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


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 6+ 6 5 3 5+ 3 7+ 6+ 8+ 10+ 4” 3+ - 4 4 2 6+ 2 8+ 6+ 7+ 11+
Skills: Impetuous (consolidate 4” instead of 2”). Wargear: GMW1 (Rending), Mesh.
Wargear: 2x Open fist: GMW1(Knockback).
COUNTER-CHARGE
OPTIONS Once per round, if all conditions are true:
Mutated fists & bone spurs (replaces 1 weapon): ● Active.
GMW2 (2", Knockback, Pulverise) ………………….... +70↑ ● An enemy charges the owner.
Furnace plates ………………………………………...... +10
Stimm slug stash ……………………………..……..….. +20 After the enemy movement, interrupt the activation by
performing a Charge (Double) action against the enemy fighter,
COMBAT CHEMS STASH including the Fight (Basic) action. Finally, the enemy can
Can roll a D6 when activated to modify the Attack stat (until continue the Charge action and make the attacks as normal (if
the end of the round): still Engaged).
1: A = 1 2: +1 A 3-4: +2 A 5-6: +3 A

MAULER (GOLIATH) 100


M Front Side Rear W Hnd Sv
7" 5 4 4 3 5+ 5+
Type: Hybrid drive (wheeled & tracked).
Upgrade Slots: 2 Body, 1 Drive, 1 Engine.
Weapon Slots: 1 (Crew: Front).

POWER RAM
Improve S, AP and D by 2 for vehicle impacts involving this
vehicle's front arc.

AGILE
Can make 1 extra turn (up to 90°) when moving (before, during
or after).

GANG COMPOSITION
CHAMPION UPGRADES
● Stimmer:
○ Combat Chems Stash: Can roll a D6 when activated to modify the Attack stat (until the end of the round):
1: A = 1 2: +1 A 3-4: +2 A 5-6: +3 A
○ Lose access to Basic & Special weapons.

101
★ 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
Throwing knives 20 Heavy rock saw * 80
Bolt pistol / hand flamer (combi) 100 Knife 10
Bolt pistol / plasma pistol (combi) 75 Power axe 35
Stub gun / plasma pistol (combi) 70 Power hammer 45
BASIC ‘Pulveriser’ serrated axe 30
Autogun 35 ‘Renderizer’ serrated axe * 40
+ Reclaimed 30 Servo-claw 35
Boltgun 80 Spud-jacker 15
- Gunk 15 Two-handed axe * 20
+ Twin-linked (vehicles only) 90 Two-handed hammer * 30
Lasgun 35 Whip 15
+ with Hotshot las pack 55 ARMOUR
Sawn-off shotgun (scatter) 25 Ablative overlay 25
- Solid 5 Armoured undersuit 25
Combat shotgun (salvo & shredder) 90 Carapace - light 80
Shotgun (solid & scatter) 50 + Heavy 100
- Execution 20 Flak 5
- Inferno 15 Furnace plates 5
Stub cannon 35 Gutterforged cloak 15
SPECIAL (LEADER & CHAMPIONS) Mesh 15
Flamer 140 Scrap shield 15
+ with Bolter (combi) 160 CHEMS
Grenade launcher (frag & krak) 95 Kalma 15
+ (frag) with Bolter (combi) 90 EQUIPMENT
- Flare 30 Bio-booster 35
- Smoke 15 Drop-rig 10
- Stun rounds 15 Filter plugs 10
+ Twin-linked (mounts & vehicles only) 105 Grapnel launcher 25
Long las 50 Lho sticks 5
Melta gun 165 Lock-punch 10
+ with Bolter (combi) 170 Magnacles 20
Plasma gun with Bolter (combi) 180 Photo-goggles 50
Storm-welder * 85 Photo-lumens 20
HEAVY (CHAMPIONS) Respirator 15
Assault grenade launcher (frag & stun) * 95 Second Best 15
- Krak 30 Skinblade 10
- Smoke 20 Stimm-slug stash 25
Heavy bolter * 180 Strip kit 15
- Gunk 15 Wild Snake 30
Heavy flamer * 195 BOOBY TRAPS
Heavy stubber * 140 Booby trap: frag 20
‘Krumper’ rivet cannon * 80 Furnace Barricade 10
Missile launcher (frag & krak) * 175 Pillar of Chains (Gang Relic) 20
Multi-melta * 200 PETS (STATUS ITEM)
GRENADES Sumpkroc (0-1) 65
Blasting charges 35 Giant rat (0-3) 25
Flares 20 WEAPON ACCESSORIES
Frag 30 Gunshroud (Pistol, Basic) 20
Gunk bombs 40 Suspensor (Unwieldy) 60
Incendiary 50 Telescopic sight (Pistol, Basic, Special) ** 25
Krak 45 **: Maximum one gunsight per weapon.
Melta bombs 60
Smoke 15
Stun 15

102
★ NECROMUNDA ★

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.

103
★ NECROMUNDA ★

GENE-SMITHING EFFECT COST


Vatborn - +0
Reduced Bone Density -1T or -1S. -10
Terminal Biology When suffering a Lasting Injury that results in a stat decrease or being taken to the doc -10
(46-65), roll 2+ or die.
Corrupt Slug -1 Leadership, Willpower and Intelligence. -5
Nerve Burnout -1 Cool. -5
Fearless But Foolish +1 Cool & -1 Intelligence. +5
Hardened Immune System Gas and Toxin hits require 6+ when rolling against Toughness. +5
Overdeveloped Musculature +1 Strength & -1 Initiative. +5
Dermal Hardening +1T. +10
Genetic Ancient +1 Leadership, Willpower & Intelligence. +10
Hyper Healing ● Recovery test: +1 dice. +15
● If having any Lasting Injuries in the post-battle sequence, roll 6+ to heal one of the
Lasting Injuries. Note: The fighter does not need to have taken part in the battle to
heal. Can also heal while In Recovery or even captured. Only applies to permanent
stat decreases (46-56) and does not prevent going Into Recovery.
Thermal Resistance Blaze attacks gain -1S (min 1) against this fighter. +10
Natborn ● +2 Intelligence, +1 Willpower, -1 Cool. +20
● If an advancement roll results in randomizing between Strength & Toughness,
choose instead.
Tyrant’s Pride Leader only. The gang can't include any Champions. -20
Over-Engineered When suffering a Lasting Injury, roll twice and apply the highest result. Can't be combined -10
with Redundant Organs.
Adaptive Mind Secondary skill sets counts as Primary when Advancing. +5
Rapid Muscle Growth Can gain max +3 Strength from Advancements (instead of max +2). +5
Adaptive Biology Can re-roll Strength and Toughness tests. Gas and Toxin hits must re-roll successful rolls to +10
inflict an injury.
Iron Flesh +1 Wounds. +10
Prime Specimen +1 to any single stat. +10
Redundant Organs When suffering a Lasting Injury, roll twice and apply the lowest result. Can't be combined with +15
Over-Engineered.
Alpha’s Lineage Leadership skill set counts as Primary. Group Activation (+1). +20
The Tyrant’s Own Leader only. +1 to any two stats. +20
Enhanced Stamina Wepons with * (normally taking up 2 slots) only require 1 slot. +20
Unborn ● Choose 1 additional Primary skill set +10
(Agility, Brawn, Combat, Cunning, Shooting or Savant).
● Can't gain Muscle skills.
Data-Slug Overlay When activating for the first time in a battle, pass an Intelligence test or gain Insanity. -10
Doc’s Failure -1 to two of the following: Movement, Strength, Toughness or Wounds. Can't choose a stat if -10
it would be reduced to 0.
Proto Goliath +1” Movement, -1 Strength & Toughness, -2 Cool, +2 Intelligence, +1 Willpower. -10
Genetic Outsider Only Leader & Champions. Can't use Group Activations. -5
Doc’s Experiment Choose 2 stats: Movement, Strength, Toughness or Wounds. Apply +1 to one and -1 to the +5
other. Can't choose a stat if it would be reduced to 0.
Malformed +1 Strength & -1 Initiative. +5
Stimm Implant Can gain +2 Strength when activated, but must roll 4+ in the End phase or suffer a Flesh +5
Wound.
Two Lives When gaining a skill (from advancement or when recruited), gain +1 additional random skill +5
(Primary or Secondary). These 2 skills are a pair, and when taking part of a battle, randomize
which one applies (the other is forgotten during the battle).
Scar Tissue -1 Damage to all incoming hits (minimum 1). +10
Survivor Recovery test: Re-roll 1 dice. +10
Unique Organ Transplant Irontree Reavers: Medical Escorts cost +D6x10 for this fighter (Critical Injury). -10

104
★ NECROMUNDA ★

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

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


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

WEAPONS PLATFORM - AMMO HOPPERS


Re-roll any failed ammo test results of 1 (before modifiers). OUTRIDER QUAD 80
M Front Side Rear W Hnd Sv
9" 4 3 3 2 4+ 5+
Type: Wheeled.
Upgrade Slots: 0 Body, 1 Drive, 2 Engine.
Weapon Slots: 1 (Crew: Front).

OPTIONS (0-1)
Heavy Bolter 160
Harpoon launcher 110

DEDICATED GUNNER
Can move full distance (instead of half) during Move & Shoot.

AGILE
Can make 1 extra turn (up to 90°) when moving (before, during
or after).

GANG COMPOSITION JUVE UPGRADES (WRECKER)


Jump Booster (+30): Wargear (can be sold or
CHAMPION UPGRADES discarded, but only transferred to other Juves).
Arms Master: ● Usable once per activation during a
● Rule of Iron: Move/Charge action. When used:
○ When activated, 1 visible friendly core fighter ○ Grenade & Template weapons: Gain
within 6” gains the Nerves of Steel skill. Unstable (for the activation).
○ +2 to Bottle test while at least one friendly fighter ○ Move: Up to half can be vertical. If
with this ability is on the battlefield. ending in the air, fall the remaining
● Lose access to Special & Heavy weapons. distance (if the distance is 2" or less, it
counts as jumping down).
● Used in one of two ways:
● Safe mode: +3” M.
● Overcharge:
○ +1 S and +1 hit modifier when
charging.
○ Must roll a D6:
1: Pinned (malfunction, no
move).
2: +4" M.
3-4: +5" M.
5-6: +6" M.

105
★ NECROMUNDA ★

LEGENDARY NAMES USAGE


Unique abilities that grant benefits to permanent fighters. ● Leader and Champions start with 1 free Legendary
Some have drawbacks. There are 3 categories: Name (custom) in addition to the standard custom
● Unbelievable Escapes skill.
● Impressive Leadership ● Limitations (per fighter):
● Improbable Beat-Downs ○ Leader and Champions: 0-3
○ Other fighters: 0-2
● Purchased as advancements.
○ 3 XP: 1 Random (choose a category).
○ 6 XP: 1 Custom.
● Each purchase increase rating with +5 credits.
● Re-roll any random Legendary Name if it can’t be
used for a particular fighter.

UNBELIEVABLE ESCAPES IMPRESSIVE LEADERSHIP


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

IMPROBABLE BEAT-DOWNS 4. CHANCER


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

106
★ 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
Throwing knives 20 ARMOUR
BASIC Ablative overlay 25
Autogun 35 Armoured undersuit 25
+ Reclaimed 30 Carapace (light) 80
Boltgun 80 + heavy 100
- Gunk 15 Conversion field 60
Combat shotgun (salvo & shredder) 90 Flak 5
Lasgun 35 Gutterforged cloak 15
+ with Hotshot las pack 55 Hazard suit 10
Sawn-off shotgun (scatter) 25 Mesh 15
- Solid 10 Scrap shield 15
Shotgun (solid & scatter) 50 EQUIPMENT
- Executioner 20 Bio-booster 35
- Inferno 15 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

107
★ NECROMUNDA ★

HOUSE VAN SAAR


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

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Tech


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

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


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

GANG COMPOSITION
Access to Cyber Technika (superior Bionics).

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

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

JUVE UPGRADES (NEOTEK)


Grav-Cutter (+50)
● +2” Move.
● Ignores terrain (except impassable).
● Move freely between levels without restriction.
● Can't fall.
● Can move over enemy fighters.
● Can't be Pinned when hit by ranged attacks.
● Can't voluntarily be Pinned (Take Cover action or any reason).
● Benefits from cover are reduced by 1 (when targeted by enemy ranged attacks).
● Stand Up is a Double action instead of Simple (if the fighter ever becomes Pinned, for example recovering from being
Seriously Injured), regardless of any other ability (for example Spring Up).
● Fly By Attacks: Can spend a Basic action (Hit & Run).
● Move exactly as during a Move (Simple) action.
● Pass a WS test to inflict a hit (S4, Concussion, Knockback) to one enemy fighter that is passed over.

108
★ NECROMUNDA ★

PISTOL GRENADES
Autopistol 20 Flares 20
+ Reclaimed 15 Photon flash 15
Hand flamer 85 Frag 30
Laspistol 20 Gunk bombs 40
- Focusing crystal 30 Krak 45
Las sub-carbine 25 Plasma 5
- Focusing crystal 30 Rad 25
Plasma pistol 65 Smoke 15
Stub gun 15 Stun 15
Throwing knives 20 ARMOUR
BASIC Ablative overlay 25
Autogun 35 Carapace - light 80
+ Reclaimed 30 - heavy 20↑
Lasgun 35 Flak 5
- Focusing crystal 30 Gutterforged cloak 15
Las carbine 40 Mesh 15
- Focusing crystal 30 Scrap shield 15
Sawn-off shotgun (scatter) 25 FIELD
- Solid 5 Conversion 60
Shotgun (solid & scatter) 50 Displacer 70
Suppression laser 60 Refractor 50
- Focusing crystal 30 EQUIPMENT
SPECIAL Bio-booster 35
Flamer 140 Drop rig 10
Grav gun 150 Fitler plugs 10
Long las 50 Grapnel launcher 25
Meltagun 165 Grav-chute 50
+ with laspistol (combi) 175 Medicae kit 30
Plasma gun 150 Lho sticks 5
+ with laspistol (combi) 160 Lock-punch 10
Rad beamer * 70 Magnacles 20
Rad gun 110 Photo-goggles 50
HEAVY Respirator 15
Lascannon * 165 Second Best 15
Multi-melta * 200 Servo harness - partial 130
Plasma cannon * 150 Skinblade 10
Rad cannon * 130 Strip kit 15
CLOSE COMBAT Wild Snake 30
Axe 10 CHEMS
Cleaver 20 Kalma 15
Club, maul, bludgeon or hammer 10 GANG EQUIPMENT
Digi laser (0-3) 25 Booby trap: frag 20
Flensing knife 15 PETS (LEADER & CHAMPIONS)
Flail 20 Cyberachnid (0-3) 40
Heavy club 15 Giant rat (0-3) 25
Knife 10 WEAPON ACCESSORIES
Power knife 25 Hotshot las pack (laspistol & lasgun) 20
Servo claw 30 Infra-sight (Pistol, Basic, Special, Heavy) ** 40
Shield (Hystrar pattern energy) 50 Las projector (Pistol, Basic, Special) 35
Shock baton 30 Mono-sight (Basic, Special, Heavy) ** 35
Shock stave 25 Suspensor (Unwieldy) 60
Spider-rig (counts as 2x melee weapons) * 80 Telescopic sight (Pistol, Basic, Special) ** 25
Two-handed axe * 20 **: Maximum one gunsight per weapon
Two-handed hammer * 30
Whip 15
CYBERTEKNIKA Alpha Gamma Omega
-1T (Enfeebled) 35 60 110
-1WS (Hand Injury) 20 25 70
-1BS (Eye Injury 40 70 90
-1”M (Hobbled) 35 60 90
-1 Int & Will (Head Injury) 20 25 35
-1 Cl & Ld (Humiliated) 20 25 35
-1S (Spinal Injury) 30 50 100

109
★ NECROMUNDA ★

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

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

0-2 HARDCASE CYBER-MASTIFF (PET) 65 0-1 CYBER-MASTIFF (HACKED) 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” 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+ 5” 3+ - 3 3 1 4+ 1 8+ 6+ 8+ 8+
Skills: Threat Response. Weapons: Jaws: GMW1 (Rending).
Weapons: GMW1 (Rending, Shock).
Wargear: Hardcase: Light Carapace (4+) & Respirator. GLITCHY
In each activation, roll a 2+ or gain Insanity.
THREAT RESPONSE
Can be used when all conditions are true: TENACIOUS
● Is Ready. If taken Out of Action in a round it has not yet activated in,
● Active. it is not removed until until after it has activated.
● An enemy ends the movement within 6” after making
a Charge (Double) action.
Interrupt the activation by performing a Charge (Double) 0-2 SANCTIONER 205
action against the enemy fighter, including the Fight (Basic) (ENFORCER) COMMON
action. Afterwards, this fighter is no longer Ready. M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 4 5 3 5+ 2 8+ 7+ 6+ 9+
Finally, the enemy can continue the Charge action and make
Skills: Got Your Six.
the attacks as normal.
Wargear: Grenade launcher (photon flash),
mono-hook (same as: pacifier assault claw),
TENACIOUS
heavy shock baton.
If taken Out of Action while not yet activated this round, this
Restrictions: Brute options.
fighter is not removed from the battlefield until after completing
its activation. AUTOMATED REPAIR SYSTEMS
Can automatically recover (with Flesh Wound) during Recovery
LOYAL PROTECTOR (End phase).
While Standing (Active or Engaged) and within 3” of its owner,
enemy fighters may not make a Coup de Grace against the MOBILE BULWARK
owner. Friendly fighters counts as in full cover if obscured by this
fighter.
FAITHFUL PROTECTOR
When activated, if the owner is Engaged and within 6”, this UNLIMITED
fighter can immediately move into B2B with any fighters Ignore Limited for all weapons.
Engaging the owner (counts as a free action).
OPTIONS
Grenade launcher ammo:
Choke gas ………………………………………………... +35
Scare gas ………………………………………………… +45
Smoke ……………………………………………………..+15
Stun ……………………………………………………….. +15
Can replace one or both Melee weapons with the following:
Concussion cannon ……………………………………... +80
Webber with Mancatcher ...……………………………...+100
Assault Ram with grenade launcher (choke & frag) * … +40
NOTE: Each weapon only takes a single weapon slot for this fighter.

110
★ NECROMUNDA ★

SPECIAL RULES
Normal Enforcers (Palanite) have access to Hardcase, not Hacked Cyber-mastiff.

STANDARD ISSUE
Core fighters can before or after any battle be given the following items for free:
● Stub gun (15).
● Flak (5).
● Armoured undersuit (25).
● Magnacles (20).
These items can be discarded or replaced later, but never traded, transferred or sold.

FRESH FROM THE ACADEMY


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

BADZONE ENFORCERS
A fresh Enforcer gang can be created as Badzone to gain
access to the following:
● Hacked Cyber-mastiff (instead of Hardcase).
● Broken Supply Lines: Gangers apply the
following for all all Basic & Special weapons:
○ If not Plentiful, gain Scarce.
○ If Plentiful, lose Plentiful.
● Expendable Conscript (Enlisted Hive Scum):
Juves gain the following:
○ Lose "Fresh from the Academy" (can be
purchased as normal, cannot be recruited
for free).
○ Can't participate in or benefit from:
■ Group Activation.
■ Leading By Example.

111
★ NECROMUNDA ★

PISTOL GRENADES
Autopistol 20 Blasting charges 35
+ Reclaimed 15 Choke gas 50
- Fragmentation 10 Flares 20
- Manstopper 10 Frag 30
Laspistol 20 Gunk bombs 40
+ with Hotshot las pack 40 Krak 45
Plasma pistol 65 Photon flash 15
Stub gun 15 Smoke 15
- Dumdum 5 Stun 15
Throwing knives 20 ARMOUR
BASIC Ablative overlay 25
Autogun 35 Armoured undersuit 25
+ Reclaimed 30 Flak (1) 5
Enforcer Boltgun 85 - Hardened (2) 10
- Penetrator 20 - Layered (3) 20
- Hardened layered (4) 25
Combat shotgun (salvo & shredder) 90
Gutterforged cloak 15
Lasgun 35
Hazard suit 10
+ with Hotshot las pack 55
Mesh 15
Sawn-off shotgun (scatter) 25
Scrap shield 15
- Solid 5
FIELD ARMOUR
Shotgun (solid & scatter) 50
Conversion 60
SPECIAL
Refractor 50
Concussion carbine 60
EQUIPMENT
Flamer 140
Bio-booster 35
Grenade launcher (frag & stun) 75 Bio-scanner 30
- Choke 30 Drop rig 10
- Flare 30 Filter plugs 10
- Krak 35 Grapnel launcher 25
- Photon flash 15 Lho sticks 5
- Scare 40 Lock-punch 10
- Smoke 15 Magnacles 20
Long las 50 Photo-goggles 50
Sniper rifle 65 Photo-lumens 20
Webber 155 Respirator 15
MELEE Second Best 15
Axe 10 Skinblade 10
Cleaver 20 Stimm-slug stash 30
Club, maul, bludgeon or hammer 10 Strip kit 15
Flensing knife 15 Wild Snake 30
Flail 20 CHEMS
Heavy club 15 Kalma 15
Knife 10 BOOBY TRAPS
Shield (Vigilance assault) 50 Booby trap: frag 20
Shock baton 30 EXOTIC BEASTS (STATUS ITEM)
Shock stave 25 Hacked cyber-mastiff (0-1) 50
Two-handed axe * 20 Hardcase cyber-mastiff (0-2) 65
Two-handed hammer * 30 Giant rat (0-3) 25
Whip 15 WEAPON ACCESSORIES
Infra-sight (P, B, S, H) 40
Telescopic sight (P, B, S)** 25
**: Maximum one gunsight per
weapon
HEAVY
Assault ram (SLHG pattern ‘sledge hammer’) with grenade launcher (choke & frag) * 100
- Krak 35
- Photon flash 15
- Scare 40
- Smoke 15
Heavy concussion ram * 80
Heavy stubber * 140

112
★ NECROMUNDA ★

BOUNTY HUNTERS (VENATOR)


LEADER (140)
M WS BS S T W I A Ld Cl Wil Int Restrictions Special
5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
5” 3+ 4+ 3 3 2 4+ 1 7+ 7+ 8+ 8+ 1 free Primary skill
4” 3+ 5+ 4 4 2 4+ 2 7+ 7+ 8+ 8+ When recruited, purchase Common & Rare items up to Rarity 11.
4” 4+ 3+ 3 3 2 3+ 1 7+ 7+ 8+ 8+ Psyker (+35).

CHAMPION (85)
M WS BS S T W I A Ld Cl Wil Int Restrictions Special
5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
5" 4+ 5+ 3 3 2 4+ 1 8+ 8+ 8+ 8+ 1 free Primary skill
4” 4+ 5+ 4 4 2 5+ 2 8+ 8+ 8+ 8+ When recruited, purchase Common & Rare items up to Rarity 10.
4” 5+ 3+ 3 3 2 4+ 1 8+ 8+ 8+ 8+

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

SPECIAL RULES
● 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.

LEADER: PSYKER (+35)


● Become a Sanctioned or Unsanctioned Psyker.
● Gain a free Wyrd Power from any universal discipline.

HOUSE LEGACY (30)


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

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

113
★ NECROMUNDA ★

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

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


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

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

EXTRA ARM: EARLY GENERATION (+45)


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

LEADER UPGRADES
● Adept (Unsanctioned Psyker):
○ -1 WS & BS (start with 4+).
○ Access to Cult Wyrd Powers and universal disciplines 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.

114
★ NECROMUNDA ★

ADEPT WYRD POWERS


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

2. FORCE BLAST (BASIC)


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

PISTOL GRENADES
Autopistol 20 Blasting charges 35
+ Reclaimed 15 Demolition charge 50
Hand flamer 85 Flares 20
Laspistol 20 Frag 30
+ with Hotshot las pack 40 Gunk bombs 40
Needle pistol 40 Incendiary 50
- Chem darts 10 Smoke 15
Stub gun 15 ARMOUR
Throwing knives 20 Ablative overlay 25
BASIC Hazard suit 10
Autogun 35 Flak 5
+ 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-booster 35
Shotgun (solid & scatter) 50 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

115
★ 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 Primary * Secondary - *
Brutes - Primary Secondary - Secondary - - - -
Pets - - Secondary Primary - - - - -

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


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

After a battle that featured the Chaos Spawn, nominate up to 3


Gangers (not Out of Action or Seriously Injured at the end of
the battle). 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).

116
★ 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 (UNSANCTIONED PSYKER)


A 3rd Champion can be recruited as a Witch (in addition to the normal 0-2 Champions):
● Access to Chaos Wyrd Powers and universal disciplines 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 0 XP (same as Juve).

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

CHAOS WYRD POWERS (WITCH)


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

117
★ NECROMUNDA ★

PISTOL ARMOUR
Autopistol 20 Ablative overlay 25
+ Reclaimed 15 Flak 5
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
Throwing knives 20 Cult icon (max 1 per gang) 40
BASIC Drop rig 10
Autogun 35 Filter plugs 10
+ Reclaimed 30 Grapnel launcher 25
Lasgun 35 Lho sticks 5
+ with Hotshot las pack 55 Lock-punch 10
Sawn-off shotgun (scatter) 25 Magnacles 20
- Solid 5 Photo-goggles 50
Shotgun (solid & scatter) 50 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

118
★ NECROMUNDA ★

CORPSE GRINDER CULT


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

Agility Brawn Combat Cunning Ferocity Leadership Shooting Savant Savagery


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

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

LEADER
● Can only gain Close Combat weapons.
● First to the Fray: Charge distance is Move + D6" (instead of D3").
● Terrifying.
● Butcher's Mask (6+ unmodifiable save).
● Blessed by the Lord of Skin & Sinew: Invoke the Dark Gods.

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+).
● Blessed by the Lord of Skin & Sinew: Invoke the Dark Gods.

GANGER
● Can only gain Close Combat weapons.
● Berserker: +1A when charging. +1S, M and Cool per Flesh Wound (max +2).
● Fearsome.
● Mask (+1 save modifier, can reduce Head/Eye Injury on a 6+).

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

MASK (CHAMPION, GANGER, JUVE)


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

TERRIFYING
Pass a Willpower test to target this fighter with a ranged or close combat 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.

BLESSED BY THE LORD OF SKIN & SINEW: INVOKE THE DARK GODS
Can make a Willpower test when activating:
● +3 modifier if this fighter took an enemy fighter OoA in this fighter's previous activation.
● Success: +1 S, T & A (this activation). After the activation, roll a 4+ to remove 1 Flesh Wound or heal a Wound.
● Fail: Suffer an Injury roll.

119
★ NECROMUNDA ★

PISTOL (JUVE) ARMOUR


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

120
★ NECROMUNDA ★

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

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Muscle


Fighters (Core) - Primary Secondary - Primary * - Secondary Secondary
Brutes - Secondary - - Primary - - - Secondary
Pets Primary - - Secondary - - - - -
SPECIAL (LEADER & CHAMPIONS) ARMOUR
Long las 50 Ablative overlay 25
Storm-welder * 85p Armoured undersuit 25
MELEE Carapace - light 80
Axe 10 Flak 5
Augmetic fist: GMW1 (Knockback) 40p Furnace plates 5
Arc welder 50p Gutterforged cloak 15
Brute cleaver 20 Mesh 15
Cleaver 20 Scrap shield 15
Club, maul, bludgeon or hammer 10 EQUIPMENT
Flail 20 Bio-booster 35
Flensing knife 15 Drop-rig 10
Heavy club 15 Filter plugs 10
Heavy rock cutter * 95p Grapnel launcher 25
Heavy rock saw * 80p Lho sticks 5
Knife 10 Lock-punch 10
Las cutter 85p Magnacles 20
Spud-jacker 15 Photo-goggles 50
Two-handed axe * 25 Photo-lumens 20
Two-handed hammer * 35 Respirator 15
Heavy club 15 Second Best 15
GRENADES Servo harness - partial 100
Blasting charges 35 Skinblade 10
Demo charges 50 Stimm-slug stash 30
Flares 20 Strip kit 15
Frag 30 Wild Snake 30
Gunk bombs 40 CHEMS
Incendiary 50 Kalma 15
Krak 45 BOOBY TRAPS
Smoke 15 Booby trap: frag 20
PETS (LEADER & CHAMPIONS)
Giant rat (0-3) 25
WEAPON ACCESSORIES
Suspensor (Unwieldy) 60
Telescopic sight (P, B, S)** 25
**: Maximum one gunsight per weapon.
SPECIAL RULES
AUGMETIC WEAPONS (PERMANENT)
GANG COMPOSITION
Augmetic weapons are marked with 'p' in the cost. A fresh
GANGER
fighters can gain augmetic weapons when recruited, but
● Loyal: +2 when assisting (instead of +1).
existing fighters suffer Recovery (if not already in
● Limited Learning Capacity: Start on 41 XP.
Recovery). These weapons can never be discarded,
transferred or sold.
JUVE
● Limited Learning Capacity: Start on 16 XP.
RUNAWAY
● Lobotomised: Not Pinned when hit by a ranged
Any fighters from this gang that are Captured and Sold to
attack.
the Guilders are worth +D6x10.
● Slow-Witted: Cannot take part in Group
Activations.
OUTLAW
Always Outlaw (can't change Alignment).

121
★ NECROMUNDA ★

OUTCAST
LEADER (140)
M WS BS S T W I A Ld Cl Wil Int Restrictions Special
5” 3+ 3+ 3 3 1 4+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
5” 3+ 4+ 3 3 2 4+ 1 7+ 7+ 8+ 8+
4” 3+ 5+ 4 4 2 4+ 2 7+ 7+ 8+ 8+
4” 4+ 3+ 3 3 2 3+ 1 7+ 7+ 8+ 8+

UNIVERSAL CORE FIGHTERS


Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
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

SKILL SETS (CHOOSE ONE)


Archetype Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wyrd
Brawler Secondary Primary Secondary - Primary * - Secondary *
Gunslinger Primary - - Secondary Secondary * Secondary Primary *
Survivor Secondary Secondary Primary Secondary Primary * - - *
Mastermind Secondary - Secondary Primary - * Primary Secondary *
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting
Brutes - Secondary Secondary - Primary - - -
Pets Secondary - Primary - - - - -

SPECIAL RULES
● Leader & Champions:
○ When recruited, purchase Common & Rare items up to Rarity 9.
○ Unsanctioned Psyker (+35): Become Unsanctioned Psyker (when recruited), choosing Wyrd Powers from
any universal discipline as Primary skills.
● No Juves: Any rules that refers to a Juve instead affects a Ganger.

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 not covered here, use the normal rules for a leader instead.
● 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.
● Alignment: Depending on the Alliance.
○ Guild: Law Abiding (cannot change).
○ Recidivist: Outlaw (cannot change).
○ Noble: Choose Law Abiding or Outlaw (can change).
● Purchase any amount of additional normal fighters and equipment.
● Alliance: None.

122
★ NECROMUNDA ★

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

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

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

There are 5 Affiliations:


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

GORVOS TWINS (TWINS OF TWO TUNNELS)


Outcast gang can have the following set up:
● Gaen Gorvos: Leader with Mastermind (skill set)
● Vunder Gorvos: Champion with Survivor (skill set).
● Affiliation: Recidivist (Criminal Organisation).

123
★ NECROMUNDA ★

PISTOL GRENADES
Autopistol 20 Blasting charges 35
+ Reclaimed 15 Flares 20
Laspistol 20 Frag 30
+ with Hotshot las pack 40 Gunk bombs 40
Stub gun 15 Smoke 15
- Dumdum 5 ARMOUR
Throwing knives 20 Ablative overlay 25
BASIC Armoured undersuit 25
Autogun 35 Flak 5
+ Reclaimed 30 Gutterforged cloak 15
Lasgun 35 Hazard suit 10
+ with Hotshot las pack 55 Mesh 15
Sawn-off shotgun (scatter) 25 Scrap shield 15
- Solid 5 EQUIPMENT
Shotgun (solid & scatter) 50 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 Skinblade 10
+ with Bolter (combi) 185 Strip kit 15
Plasma gun 150 Wild Snake 30
HEAVY CHEMS
Harpoon launcher * 110 Kalma 15
Heavy bolter * 180 GANG EQUIPMENT
- Gunk 15 Booby trap: frag 20
Heavy flamer * 195 PETS (STATUS ITEM)
Heavy stubber * 140 Giant rat (0-3) 25
Mining laser * 135 WEAPON ACCESSORIES
Seismic cannon * 150 Telescopic sight (Pistol, Basic, Special) ** 25
MELEE **: Maximum one gunsight per weapon
Axe 10
Chainsword 25
Cleaver 20
Club, maul, bludgeon or hammer 10
Flail 20
Flensing knife 15
Heavy club 15
Knife 10
Two-handed axe * 20
Two-handed hammer * 30
Whip 15

124
★ NECROMUNDA ★

ASH WASTE NOMADS


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 Wasteland


Fighters (Core) Secondary - Secondary Primary - * Primary - Secondary
Brutes Secondary - Primary - Secondary - - - -
Pets Secondary - Primary - - - - - -
SPECIAL RULES
● Outlaw: Always Outlaw (cannot change Alignment).
● Access to the following:
○ Ammo-jacks.
○ Rogue Docs.
○ Sloppers.
○ Any gang specific Hired Gun and Hangers-on.
○ Cannot use any Alliances, Hired Guns, Hangers-on, vehicles or mounts (except gang specific).
● Champion (Wy'tari Stormcaller) - Call the Storm: If equipped with Stormcaller staff, spend a Double action
(Change Weather) to modify Visibility (X") (depending on whether any Visibility is active or not) for the rest of the
battle (note that Visibility can be modified further by future use of this ability):
■ Inactive: Apply Visibility (24").
■ Active: Modify Visibility by +/- 6" (min 6").

STANDARD ISSUE
Core fighters can before or after any battle be given the following items for free (no impact on rating):
● Ash Cloak.
● Sky Mantle.
These items can be discarded or replaced later, but never traded, transferred or sold.

MOUNT: DUSTBACK HELAMITE (40)


● Available to any core fighter.
● M8" + Mighty Leap. Not compatible with Sky Mantle.

0-2 ARTHROMITE DUNESKUTTLER 210


(ASH WASTE NOMAD) COMMON
M WS BS S T W I A Ld Cl Wil Int
6” 3+ 5+ 5 5 3 3+ 4 7+ 8+ 8+ 8+
Weapons: Mandibles.
Wargear: Carapace (heavy).
Skills: Fearsome, Nerves of Steel,
Clamber (War Scuttler).
HARD TO KILL
When suffering a Lasting Injury roll, roll twice and choose
one result to apply.

125
★ NECROMUNDA ★

TSUN'GHAR WARRIOR SPIRITS


The following rules applies to Leader and Champions (not specialists).

SUMMONING
Before deployment, each Leader and Champion in the crew generate a Spirit by rolling a D6 each
(duplicate results can be generated).

Usage:
● Usable by Leader & Champions (not specialists) at the start of an activation.
● Max 1 Spirit can be used per activation.
● The Spirit is then spent (each generated Spirit can be used once per battle).

SPIRITS
1. Styr'ghar (Storm Spirit):
If Visibility (X") is in effect, spend the activation to move anywhere on the battlefield outside X" of enemy fighters.
2. Dae'ghar (Chem Spirit):
Centre a Blast (5") on this fighter. For this round, enemy fighters count it as Dangerous Terrain.
3. Tyr 'ghar (Ash Spirit):
Enemy fighters within 3" suffer a hit with Flash (not pinned) - pass an Initiative test or suffer Blind.
4. Char'ghar (Electro Spirit):
This fighter's attacks gain Shock (this activation). Weapons that already have Shock trigger on hit (instead of a 6).
5. Vau'ghar (Fire Spirit):
Choose a target to gain +1WS & +2A within 12" (in that fighter's next activation). If this fighter is chosen, it applies this
activation.
6. Myr'ghar (Blade Spirit):
This fighter's Melee weapons gain AP-3 (unless AP is already better) & +1D (this activation).

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PISTOL GRENADES
Autopistol 20 Flares 20
+ Reclaimed 15 Frag 30
Blast pistol 25 Gunk bombs 40
Laspistol 20 Smoke 15
+ with Hotshot las pack 40 ARMOUR
Stub gun 15 Ablative overlay 25
+ Reclaimed 10 Flak 5
- Dumdum 5 Gutterforged cloak 15
Throwing knives 20 Mesh 15
Web pistol 80 Scrap shield 15
BASIC FIELD ARMOUR
Autogun 35 Conversion 60
+ Reclaimed 30 Displacer 70
Lasgun 35 Refractor 50
+ with Hotshot las pack 55 EQUIPMENT
Blast carbine 45 Bio-booster 35
Blast rifle 35 Bio-scanner 30
Sawn-off shotgun (scatter) 25 Drop rig 10
- Solid 5 Filter plugs 10
Shotgun (solid & scatter) 50 Grapnel launcher 25
SPECIAL Grav chute 40
Long las 50 Lho sticks 5
Long rifle 60 Lock-punch 10
Venom caster 150 Magnacles 20
Webber 155 Medicae kit 30
HEAVY Photo-goggles 50
Charge caster (shock blast & krak rockets) * 170 Photo-lumens 20
Heavy blaster * 155 Respirator 15
MELEE Rocket pack 5
Axe 10 Servo harness -partial 130
Chain lance 50 Skinblade 10
Cleaver 20 Strip kit 15
Club, maul, bludgeon or hammer 10 Wild Snake 30
Flail 20 CHEMS
Flensing knife 15 Kalma 15
Heavy club 15 GANG EQUIPMENT
Knife 10 Booby trap: frag 20
Long blade 30 PETS (STATUS ITEM)
Mono-hook 35 Giant rat (0-3) 25
Stalking knife 20 WEAPON ACCESSORIES
Stormcaller staff 35 Infra-sight (Pistol, Basic, Special, Heavy) ** 40
Two-handed axe * 20 Mono-sight (Basic, Special, Heavy) 35
Two-handed hammer * 30 Suspensor (Unwieldy) 60
Whip 15 Telescopic sight (Pistol, Basic, Special) ** 25
**: Maximum one gunsight per weapon

127
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SQUATS
CORE FIGHTERS
Fighter Cost M WS BS S T W I A Ld Cl Wil Int Restrictions Special
Leader 140 4” 3+ 3+ 3 4 1 5+ 1 7+ 7+ 8+ 8+ PBSC Leading By Example (12"), Group Activation (2)
Champion 80 4" 4+ 4+ 3 4 1 5+ 1 8+ 8+ 8+ 8+ PBSHC Leading By Example (6"), Group Activation (1)
Ganger 50 4" 4+ 4+ 3 4 1 5+ 1 8+ 8+ 8+ 8+ PBC
Juve 25 4" 5+ 5+ 3 4 1 4+ 1 9+ 9+ 9+ 9+ PC Hot-Headed

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wisdom


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

0-2 EXO-DRILLER 250


(SQUAT)
M WS BS S T W I A Ld Cl Wil Int
4” 4+ 3+ 4 5 3 5+ 2 7+ 6+ 6+ 7+
Skills: Nobody Pushes Kin Around.
Wargear: Light carapace (4+).
Weapons: Heavy flamer (Ironhead), power claw,
seismic crusher. ARMOUR
OPTIONS Ablative overlay 25
Heavy bolter (Ironhead) (replaces heavy flamer) ……..… +50↑ Carapace -light 80
Carapace -heavy 100
GUARD EXOSUIT Flak 5
Can always be included as Sentry (regardless of Crew Gutterforged cloak 15
Selection), this is in addition to the normal crew size.
Mesh 15
SENIOR SUITE Scrap shield 15
Treats Visibility (X) as 3" higher. FIELD ARMOUR
Conversion 60
PISTOL MELEE Displacer 70
Autopistol 20 Arc welder 50 Refractor 50
+ Ironhead 30 Axe 10 EQUIPMENT
+ Reclaimed 15 Circular stone saw 25 Bio-booster 35
Bolt pistol (Ironhead) 70 Gem extractor 50 Drop rig 10
Hand flamer (Ironhead) 95 Cleaver 20 Filter plugs 10
Laspistol 20 Club 10 Grapnel launcher 25
+ with Hotshot las pack 40 Flail 20 Grav chute 40
Stub gun 15 Flensing knife 15 Lho sticks 5
- Dumdum 5 Heavy club 15 Lock-punch 10
+ Ironhead 25 Knife 10 Magnacles 20
Throwing knives 20 Long blade 30 Medicae kit 30
BASIC Mono-hook 35 Photo-goggles 50
Autogun 35 Power fist 95 Photo-lumens 20
+ Ironhead 45 Power hammer 45 Respirator 15
+ Reclaimed 30 Power pick 40 Skinblade 10
Boltgun (Ironhead) 90 Stalking knife 20 Strip kit 15
Lasgun 35 Two-handed axe * 20 Wild Snake 30
+ with Hotshot las pack 55 Two-handed hammer * 30 CHEMS
Sawn-off shotgun (scatter) 25 Whip 15 Kalma 15
- Solid 5 GRENADES GANG EQUIPMENT
Shotgun (solid & scatter) 50 Blasting charge 35 Booby trap: frag 20
SPECIAL Flares 20 PETS (STATUS ITEM)
Flamer (Ironhead) 150 Frag 30 Giant rat (0-3) 25
Long las 50 Gunk bombs 40 WEAPON ACCESSORIES
Meltagun (Ironhead) 175 Krak 45 Infra-sight (PBSH) ** 40
HEAVY Smoke 15 Mono-sight (BSH) 35
Heavy stubber (Ironhead) * 150 Suspensor (Unwieldy) 60
Mining laser * 135 Telescopic sight (PBS) ** 25
**: Maximum one gunsight per weapon

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SAINT'S CRUSADE
CRUSADE: PLEDGE TO A SAINT
Any gang can become a Crusading gang and pledge to a Saint in two circumstances:
● When founded.
● After founded (Seek Blessing post-battle action)

This choice is irreversible (cannot withdraw services from the chosen Saint).

LIMITATIONS
The following gangs cannot pledge to a Saint (already having a call):
● Infected & Corrupted gangs.
● Cults (Chaos, Genestealer, Corpse Grinder).

A gang cannot also have an alliance, any existing alliance is dissolved.

SEEK BLESSING
The Leader can spend a post-battle action by passing an Intelligence test to apply one of the following:
● Become a Crusading gang and choose a Saint to pledge to.
● Otherwise, change which fighter to be the Conduit.

If failed, the Leader can try again after the next battle.

CONDUIT (MANIFESTATION OF THE SAINT'S WILL)


When becoming a Crusading gang, randomize a fighter to become the Conduit with the following requirements:
● Leader or Champion (including Specialists).
● Not a psyker.

The Conduit gains the following:


● Become an Unsanctioned Psyker.
● Choose a Manifestation Wyrd Power.
● Gain additional Wyrd Powers as Primary skills (Manifestation).
● Cannot gain any other Wyrd Powers than Manifestation (for whatever reason).

TENETS
Each Saint has Tenets which serves as bonuses and requirements:
● Requirement: Requirements that must be met after each battle.
● Gang: A bonus that applies to the entire gang.
● Conduit: A bonus that applies to the Conduit.

SANCTIONED
If failing to uphold the Tenets, suffer one of the following punishments:
1. Pay D3x10 credit (after a battle when collecting income).
2. Conduit goes Into Recovery instead (if unable to pay, offer of suffering as appeasement).

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SAINTS
There are 6 Saints to choose from.

1. Cognus (Saint of Quotas)


○ Requirement (Thou Shalt Fulfil Thine Quotas): Earn 30+ credits.
○ Gang (Thine Labours Shalt Be Rewarded): Re-roll all dice when determining income from a Resource
(second result must be kept even if worse).
○ Conduit (Thine Diligence Shalt Lead To Great Blessings): +1 Post-battle action.
2. Calibre (Lord of Bullets)
○ Requirement (Thy Gun Shalt Never Run Dry): Max 1 weapon Out of Ammo (when the battle ends).
○ Gang (Thou Shalt Find Thy Casings): Re-roll the first failed Ammo test each round.
○ Conduit (Thine Casings Shalt Rain Around Thineself):
Choose a weapon each battle that gains Plentiful (if not Scarce), otherwise ignore Scarce.
3. Shanks (Saint of Knives)
○ Requirement (Thou Shalt Grant the Peace of the Blade): Make 2+ Coup de Grace actions.
○ Gang (Thine Foes Shalt Not Expect Thy Stab): +1S to weapons with Backstab.
○ Conduit (Thine Blade Shalt Forever Thirst): +1 hit modifier to knives (weapon with 'knife' or 'knives' in the name).
4. Gelt (Saint of Coin)
○ Requirement (Thou Shalt Maintain A Reserve Fund): Stash has 100+ credits (after the post-battle sequence).
○ Gang (Thou Shalt Find Value In All Places): Loot caskets contain +D3x10 credits (except if trapped).
○ Conduit (Thine Coin Shalt Be Pure To Spend): D3x10 credits discount (minimum 5) to the first item purchased.
5. Glurg (Gunk Saint)
○ Requirement (Mine Blessing Shalt Be Seen In The Ashes Of Victory): 2+ enemies suffered Blaze.
○ Gang (Thine Chems Shalt Burn With The Ligght of Righteousness): +1S & Unstable to D3 weapons with Blaze.
○ Conduit (Thine Flesh Shalt Be Inured To Mine Touch):
Re-roll Blaze tests to avoid becoming ablaze. -1S when hit by Blaze wapons (minimum 1).
6. Vermin (Saint of Rats)
○ Requirement (Thou Shalt Not Allow Mine Servants To Perish): No pets suffered a Critical Injury or Death.
○ Gang (Mine Servants Shalt Persist Against All The Odds):
Friendly pets suffering a Lasting Injury can roll twice and choose which result to apply.
○ Conduit (Mine Eyes See Everywhere, Mine Presence Goes Everywhere): +3" pet distance.

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

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

BECOMING CORRUPTED BECOMING INFECTED


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

CORRUPTED BENEFITS INFECTED BENEFITS


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

UPGRADING THE LEADER TO A PSYKER


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

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CHAOS SPECIAL RULES


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

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

Success (+9 after modifiers):


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

Failure (2 or less before or after modifiers):


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

THE GODS’ FAVOUR


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

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

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

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


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

AID The gang and it's fighters that are bonded to the alliance are
Each Alliance that requires an Aid test will specify a Success referred to as neutral.
Level.
The fighters in the alliance are referred to alliance fighters.

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

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


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

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


allied Representatives to the battle.

Aid roll: D6 + Reputation


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

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★ NECROMUNDA ★

TEST-TRIGGER STRONG ALLIANCE


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

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

134
★ NECROMUNDA ★

LAW ABIDING ALLIANCES


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).

IMPERIAL HOUSE (240) 2 Companions (120)


● STRONG ALLIANCE (ENFORCER) M WS BS S T W I A Ld Cl Wil Int
BENEFITS 5” 4+ 3+ 3 3 2 4+ 1 5+ 6+ 6+ 7+
Fighters: Enforcer Bodyguards: 2 Companions. Skills: Overwatch, Fearsome, Bodyguard (X).
Weapons: Stub gun, disintegration gun.
IMPERIAL APPOINTMENT Equipment: Layered flak, armoured undersuit, magnacles.
When allied, choose a Resource. The gang can perform a
post-battle action (Collect Tithe) to receive the boon from it HELMAWR'S PROTECTORS - PEERLESS BODYGUARDS
an additional time. After determining the crew, choose a fighter to be
protected by the Bodyguard (X) rule.
DRAWBACKS
Test-trigger: Fighting against an Outlaw gang. → BODYGUARD (X)
Include the allies in the crew. If the specified fighter type is within 2” and hit by a
ranged attack, the hit and all its effects can be
IMPERIAL TAX transferred to this fighter.
Test-trigger: Gain credits from a scenario reward. →
Pay D3x10 credits.

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


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

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


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

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

135
★ NECROMUNDA ★

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


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

IRON GUILD DRAWBACKS


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

GUNS, GUNS, GUNS


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

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


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

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

136
★ NECROMUNDA ★

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


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

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


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

A PROMISED FIGHTER (WHEN JOINING THE BATTLE)


After a battle, if at least one neutral fighter took an enemy fighter Out of Action with a close combat attack or Coup de
Grace, randomize one such neutral fighter and roll a D6:
1: The neutral fighter (including weapons and Wargear) is lost.
(the Chain Lord is impressed and claims that fighter for a career in the fighting pits).
2-5: No effect.
6: Gain D3x10 credits.

137
★ NECROMUNDA ★

OUTLAW ALLIANCES (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 - 280)
1 Leader (Cold Trader - 215) M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int 5” 3+ 3+ 3 3 3 4+ 2 7+ 5+ 6+ 6+
4” 4+ 3+ 3 3 2 4+ 2 7+ 6+ 6+ 6+ Skills: Evade, Infiltrate, Step Aside.
Skills: Step Aside, Overseer. Weapons: Needle pistol, stiletto sword, 4x digi lasers.
Weapons: Sling gun, stiletto knife. Equipment: Mesh, holochromatic field, falsehood.
Equipment: Armourweave, bio-booster.
AN HONOURABLE WORD
1 Champion (Bosun - 85)
Do not add the +3 modifier when Testing the Alliance after
M WS BS S T W I A Ld Cl Wil Int changing Alignment.
4” 4+ 4+ 2 3 1 4+ 1 8+ 7+ 6+ 6+
Skills: Dodge. Outlaw: Ignore -2 modifier for Rare items (Trading Post &
Weapons: Shotgun (solid & scatter), knife. Black Market).
Equipment: Mesh.
Choose any gang (including the allied gang). The chosen gang
2 Gangers (Void-born Scum - Bodyguard - 150) can ignore a single action that would result in changing the
M WS BS S T W I A Ld Cl Wil Int Alignment. This effect can be transferred to a new gang after
4” 3+ 4+ 5 5 3 4+ 2 8+ 7+ 7+ 7+ each battle.
Skills: Bodyguard, Indentured Fighter.
Equipment: Flak. DRAWBACKS
Weapons: ● Knife. NOBLE AMBITIONS
● Autopistol or laspistol Test-trigger: Joining a battle with Attacker & Defender. → Roll
(choose individually). a 4+ or automatically be the attacker (if the other gang can
also automatically be the attacker, determine attacker &
XENOS ARTEFACTS
defender as normal).
Leaders and Champions can purchase the following from the
House Equipment List (while allied):
Test-trigger: Starting a battle. → Roll a 4+ or automatically
● Sling gun: 75.
include the ally in the crew (replacing another fighter).
● Armourweave: 20.
GUILTY BY ASSOCIATION
DRAWBACKS Test-trigger: After fielding the ally in a battle. → Roll a 2+ or
PRESS GANGED become outlawed (if not outlawed already).
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 & NARCO LORDS
defender as normal). ● STRONG ALLIANCE (GOLIATH)
BENEFITS
Test-trigger: Starting a battle. → Roll a 4+ or automatically NARCO SCUM
include the ally in the crew (replacing another fighter). D3+2 Hive Scum (in addition to any standard Hive Scum).
IMPERIAL ENTANGLEMENTS ABUNDANT SUPPLY
Test-trigger: After fielding allies in a battle. → 1 random Chems (Black Market):
neutral fighter (not In Recovery) must miss the next battle ● -2 Rarity/Legality.
(lay low to avoid investigation). ● Supplier never runs out.

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.

138
★ NECROMUNDA ★

PSI-SYNDICA (150) ROGUE FACTORIA (315)


● STRONG ALLIANCE (DELAQUE) ● STRONG ALLIANCE (CAWDOR)
BENEFITS BENEFITS
1 MIND-LOCKED WYRD (UNSANCTIONED PSYKER - 150) FACTORIA WORK GANGS
M WS BS S T W I A Ld Cl Wil Int 1 Leader (Factoria Overseer - 160)
4” 5+ 3+ 3 3 2 4+ 1 8+ 6+ 4+ 9+ M WS BS S T W I A Ld Cl Wil Int
Skills: Fearsome. 4” 4+ 3+ 3 3 2 4+ 2 8+ 7+ 6+ 6+
Equipment: Mesh. Skills: Commanding Presence, Overseer.
WYRD POWER Choose 3 of the following: Weapons: Auto/plasma pistol (combi), shock baton.
Pyromancy: Scouring (Basic). Equipment: Mesh (5+).
Telekinesis: Assail (Basic), Force Blast (Basic).
Telepathy: Maddening Visions (Basic), Hypnosis (Basic), 1 Champion (Work Party Boss - 80)
Unbreakable Will (Basic). M WS BS S T W I A Ld Cl Wil Int
4” 5+ 4+ 2 3 1 4+ 1 7+ 6+ 6+ 6+
PSYCHIC AWAKENING Skills: Iron Will.
While becoming allied, a fighter can gain the following: Weapons: Laspistol, shock whip.
● Unsanctioned Psyker. Equipment: Mesh.
● 1 Random Psychoteric Wyrd Power from a chosen
discipline (Darkness, Delusion, Madness). 3 Gangers (Factoria Worker - Bodyguard - 25)
M WS BS S T W I A Ld Cl Wil Int
If the alliance is broken, pay the fighter’s value in credits or 4” 5+ 5+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
remove the fighter (including all equipped items).
Skills: Bodyguard, Indentured Fighter.
Weapons: Choose (individually):
DRAWBACKS ● Autogun (reclaimed).
DARK DREAMS ● Autopistol (reclaimed), knife.
Test-trigger: Starting a battle. → Pass a Willpower test for a
random neutral fighter (not In Recovery), or that fighter can't BOUNTEOUS PRODUCTION
be part of the crew for this battle. If included in a battle:
● Before the battle, set-up 2 Loot caskets (instead of 1)
Test-trigger: Starting a battle. → Roll a 4+ or automatically if the scenario doesn't specify any special instructions
include the ally in the crew (replacing another fighter). for Loot caskets.

PSYKANARIUM ATTENTION BARGAIN ORDNANCE (COUNTERFEIT WEAPONS)


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

HEDGE ARMOURERS
Gain 1 free Ammo-jack.

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

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

139
★ NECROMUNDA ★

FALLEN HOUSES (420/250)


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

1 Generic (Rebel Lord - 305)


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

1 Lady Credo (Rebel Lord - 250)


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

HEIR TO THE OUTLANDS


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

SINESTUS & DEXTERUS


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

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

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

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


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

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

140
★ NECROMUNDA ★

NEUTRAL ALLIANCES (NOBLE HOUSES)


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

1 Krieg Mester (Leader) 1 Courtier (Leader)


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

MILITIA DRAFT EXCESSIVE WEALTH


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

141
★ 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 tests.
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 1 4+ 2 8+ 6+ 7+ 7+
Skills: Trick Shot, Bodyguard.
2 Frateris Bodyguard (Ganger)
Weapons: Master-crafted long rifle, bolt pistol &
power sword. M WS BS S T W I A Ld Cl Wil Int
Equipment: Mesh. 5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 6+ 7+
Skills: Devotional Frenzy, Bodyguard.
Weapons: Choose one (individually):
ALWAYS MORE COIN ● Laspistol, eviscerator.
Gain 2D6x10 credits after each battle the allies take part in ● Lasgun, chainsword.
(regardless of the outcome). Equipment: Mesh (5+).
CHECKS AND BALANCES
Gain 2D6x10 credits after each battle if any opponent earned THE EMPEROR PROTECTS (PIOUS + FANATICAL)
more credits from the scenario than the allied gang. All fighters in this alliance can re-roll Nerve & Rally tests if the
result is 2 (before modifiers).
DRAWBACKS
CUT OUR LOSSES RELIGIOUS RELICS
The allies are removed from the battlefield if at least one of A leader can have 1 item (armour or weapon) Blessed (while
the allied fighters is Seriously Injured or Out of Action. allied):
● Re-roll a failed hit or save (once per battle).
EVERY CRED COUNTED
Test-Trigger: Less than 50 credits in the Stash after a DRAWBACKS
post-battle sequence. Test-Trigger: Fighting a battle as the underdog (enemy has
higher Crew Rating). → Include the allies in the crew.
THE PRICE OF BUSINESS
If a 6 is rolled on a dice when collecting random amount of PENANCE FOR THE UNWORTHY
income from Territory, that dice is discarded and does not Test-Trigger: Losing a battle. → The Leader must start the
generate any income, rewards or other effects. next battle with a Flesh Wound.

TITHED TO THE FRATERIS MILITIA


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

142
★ 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 test 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.

143
★ 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
tests. Test-Trigger: A double is rolled when determining the
scenario (before any battle). → The opponent can select the
CONTROL COLLAR (UNSANCTIONED PSYKER) scenario.
When activated, can use the Control Collar (if no other
friendly fighter has used its Control Collar this round).
Only 0-1 friendly fighter can use it's Control Collar each round:
● Become a Sanctioned Psyker (for this round).
Otherwise, this fighter does not count as a
Sanctioned Psyker.

WYRD POWERS (SANCTIONED)


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

1 Onmyodo Null (Ganger)


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

CONTROL COLLAR (PSYCHIC NULL)


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

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

144
★ NECROMUNDA ★

THE TRADING POST


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

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

Symbol Description
- Ammo and other weapon upgrades. This cost does not include the base weapon.
+ Specialized weapon variants based on a regular weapon or weapons attachment to other weapons.
* Items marked with an asterix (*) take up 2 weapon slots.
↑ An upgrade that will replace some of the fighter's existing item(s).
underline Items from the Black Market.

PISTOLS (1/2) Rarity Cost PISTOLS (2/2) Rarity Cost


Archeo duelling pistol Rare (13) 120 Hand crossbow - 15
Autopistol Common 20 Hand flamer Rare (8) 85
- Fragmentation Rare (8) 10 + Ironhead - 95
- Manstopper Rare (8) 10 Inferno pistol (Imperial) Rare (12) 155
- Phosphor Rare (8) 10 Laspistol Common 20
- Plantbuster Rare (9) 15 - Focusing crystal Rare (10) 30
- Rad Rare (9) 20 + with Hotshot las pack Common 40
- Static Illegal (9) 10 Las sub-carbine - 25
- Warp Illegal (10) 15 - Focusing crystal Rare (10) 30
+ Ironhead - 30 Needle pistol Rare (9) 40
+ Reclaimed Common 15 - Chem darts Common 10
- Phosphor Rare (8) 10 + Withertouch (Corrupted) Illegal (13) 65
- Plantbuster Rare (9) 15 Plasma pistol Rare (9) 65
- Rad Rare (9) 20 Stub gun Common 15
Blast pistol - 25 - Dumdum Rare (7) 5
Bolt Pistol Rare (8) 60 - Static Illegal (9) 10
- Gas Rare (11) 25 - Warp Illegal (10) 15
- Gunk Common 15 + Ironhead - 25
- Shatter Rare (9) 15 + Reclaimed - 10
+ Ironhead - 70 Throwing knives Common 20
Flechette pistol (solid & fleshbane) - 40 Web pistol Rare (9) 100
Grav pistol Rare (11) 90 Autopistol / hand flamer (combi) Rare (9) 95
Autopistol / plasma pistol (combi) Rare (10) 75
Bolt pistol / hand flamer (combi) Rare (9) 100
Bolt pistol / needle pistol (combi) - 70
Bolt pistol / plasma pistol (combi) Rare (10) 75
Stub gun / plasma pistol (combi) Rare (10) 70

145
★ NECROMUNDA ★

BASIC WEAPONS (1/2) Rarity Cost BASIC WEAPONS (2/2) Rarity Cost
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) 20 - Rad Rare (9) 25
- Static Illegal (9) 10 - Shatter Rare (9) 15
- Warp Illegal (10) 15 - Solid Common 5
+ with Exterminator (Redemptionist) - 50 Shotgun (solid & scatter) Common 50
+ Ironhead - 45 - Acid rounds - 15
+ Reclaimed Common 30 - Executioner Rare (9) 20
- Phosphor Rare (8) 10 - Gas Rare (11) 25
- Plantbuster Rare (9) 15 - Inferno Rare (8) 15
- Rad Rare (9) 20 - Phosphor Rare (8) 10
+ with Polearm * - 40 - Plantbuster Rare (9) 15
+ with Charger * - 50 - Rad Rare (9) 25
Blast carbine - 45 - Retributor - 20
- Shatter Rare (9) 15
Blast Rifle - 35
+ with Exterminator - 65
Blunderbuss (grape & purgation) with Polearm * - 60
Sling gun (Xenos) Rare (11) 75
- Emperor’s Wrath rounds - 35
Stake-crossbow (Imperial) Rare (9) 80
Blunderbuss (grape & purgation) with Charger * - 70
Stub cannon - 35
Boltgun Rare (8) 80
- Static Illegal (9) 10
- Gas Rare (11) 25
- Warp Illegal (10) 15
- Gunk Common 15
Suppression laser - 60
- Penetrator - 20
- Focusing crystal Rare (10) 30
- Shatter Rare (9) 15
Wyld bow - 20
+ Enforcer - 85 - Acid - 20
+ Ironhead - 90 - Explosive - 20
+ Twin-linked (vehicles only) - 90 - Poison - 25
+ Warpstorm (Corrupted) Illegal (10) 90
Combat shotgun (salvo & shredder) Rare (7) 90
- Firestorm Rare (8) 50
- Gas Rare (11) 25
- Phosphor Rare (8) 10
- Plantbuster Rare (9) 15
- Rad Rare (9) 25
- Shatter Rare (9) 15
Lasgun Common 35
- Focusing crystal Rare (10) 30
+ with Hotshot las pack Common 55
Las carbine - 40
- Focusing crystal Rare (10) 30
Kroot long rifle (Xenos) Rare (10) 50
Rak’Gol razor gun (Xenos) Illegal (11) 80

146
★ NECROMUNDA ★

SPECIAL WEAPONS Rarity Cost


Concussion carbine - 60
Flamer Rare (7) 140
+ Balefire thrower (Corrupted) Illegal (9) 160
+ Fire Pike - 150
+ with Autogun (combi) Rare (10) 150
+ with Bolter (combi) Rare (8) 160
+ with Charger * - 155
Gaseous eruption - 40↑
Grav gun Rare (11) 150
Grenade launcher (frag & krak) Rare (8) 95
+ Twin-linked (mounts & vehicles) - 105
+ (frag & stun round) - 75
+ (choke & frag) - 40↑
- Anti-plant (usable with combi) Rare (7) 40
- Choke gas Rare (9) 35
- Flare Common 30
- Krak Rare (8) 35
- Photon flash Rare (9) 15
- Plasma Rare (12) 100
- Scare gas Rare (10) 45
- Smoke Common 15
- Stun round Rare (8) 15
+ (frag) with autogun (combi) Rare (7) 60
+ (frag) with bolter (combi) Rare (8) 90
Hrud fusil (Xenos) Illegal (9) 150
Kai hellspear (Corrupted) Illegal (12) 120
Long las Common 50
- Focusing crystal Rare (10) 30
Long rifle Rare (7) 60
- Static Illegal (10) 15
- Warp Illegal (11) 20
Meltagun Rare (11) 165
+ with Bolter (combi) Rare (12) 185
+ with Laspistol (combi) - 175
Necrotic beamer (Xenos) Illegal (12) 140
Needle rifle Rare (9) 70
- Chem darts Common 10
+ with bolter (combi) Rare (10) 90
Neural flayer (Xenos) Illegal (13) 120
‘Nightshade’ chem-thrower - 135
Plasma gun Rare (9) 150
+ Twin-linked (mounts & vehicles) - 160
+ with Bolter (combi) Rare (10) 180
+ with Laspistol (combi) - 160
Rad beamer * - 70
Rad gun - 110
Sniper rifle - 65
Storm bolter (Imperial) Rare (12) 125
Storm-welder * - 85
Venom caster - 150
Webber Rare (9) 155
+ with Mancatcher - 100↑
Yu’vath puzzle box (Xenos) Illegal (15) 180

147
★ NECROMUNDA ★

HEAVY WEAPONS (always *: 2 weapon slots) Rarity Cost


Assault grenade launcher (frag & stun) - 95
- Krak - 30
- Smoke - 20
Assault ram with grenade launcher (choke & frag) * - 100
Autocannon (Imperial) Rare (10) 185
+ Twin-linked (Vehicles only) Common 200
Concussion cannon - 80↑
Charge caster (shock blast & krak rockets) - 170
Demiurg energy drill (Xenos) Illegal (9) 110
Grav cannon (Imperial) Rare (10) 150
Harpoon launcher Rare (9) 110
Heavy bolter Rare (10) 180
- Gunk Common 15
Heavy concussion ram - 80
Heavy crossbow - 135
Heavy flamer Rare (10) 195
Heavy stubber Rare (7) 140
- Phosphor Rare (8) 10
- Plantbuster Rare (9) 15
- Rad Rare (9) 20
- Static Illegal (10) 15
- Warp Illegal (11) 20
+ Ironhead - 150
+ Twin-linked (mounts & vehicles) Common 150
‘Krumper’ rivet cannon - 80
Lascannon Rare (10) 165
Mining laser Rare (9) 135
Missile launcher (frag & krak missiles) Rare (10) 175
Mole launcher (Imperial) Rare (11) 110
Mortar (Vehicles only) Common 125
Multi-melta Rare (11) 200
Plasma cannon Rare (11) 150
Rad cannon - 130
Seismic cannon Rare (10) 150

GRENADES Rarity Cost


Anti-plant Rare (7) 30
Blasting charges Rare (8) 35
Choke gas Rare (9) 50
Demolition charges Rare (12) 50
Flares Common 20
Frag Common 30
Gunk bombs Common 40
Incendiary charges Rare (7) 50
Krak Rare (8) 45
Melta bombs Rare (11) 60
Phosphor canister (Imperial) Rare (10) 40
Photon flash flares Rare (9) 15
Plasma Rare (10) 5
Rad - 25
Scare gas Rare (10) 45
Shard (Corrupted) Illegal (9) 30
+ Mindflect (Xenos) Illegal (10) 50
Smoke Common 15
Stun Rare (8) 15
Vortex Illegal (16) 500

148
★ NECROMUNDA ★

MELEE WEAPONS (1/2) Rarity Cost MELEE WEAPONS (2/2) Rarity Cost
Arc hammer * - 70 Polearm * Rare (9) 20
Arc welder * - 50 Power axe Rare (8) 35
Axe Common 10 Power claw Rare (11) 55
Barbed flabellum Illegal (12) 80 Power fist (Imperial) * Rare (11) 95
Boning sword Rare (7) 40 Power hammer Rare (8) 45
Brute cleaver - 20 Power maul Rare (8) 30
Chainaxe Rare (9) 30 Power knife Rare (9) 25
+ with Exterminator - 45 Power pick Rare (8) 40
Chainsword Rare (8) 25 Power sword Rare (9) 50
Chain cleaver Rare (7) 45 ‘Pulveriser’ serrated axe - 30
Chain glaive * Rare (7) 60 ‘Renderizer’ serrated axe * - 40
Chain lance - 50 Rotary flensing saw Rare (9) 55
Circular stone saw - 25 Serpent's fangs - 45
Cleaver Common 20 Servo-claw Rare (10) 35
Club, maul, bludgeon or hammer Common 10 Shield (assault/energy) - 50
Desire’s needle (Corrupted) Illegal (9) 50 Shivver sword - 70
Digi laser Rare (10) 25 Shock baton Rare (8) 30
Digi multi-laser Rare (11) 100 Shock stave Rare (9) 25
Eviscerator * - 90 Shock whip - 25
Flensing knife Common 15 Spider-rig (Paired) * - 80
Flail Common 20 Spud-jacker - 15
Gem extractor - 50 Stalking knife - 20
Goredrinker axe (Corrupted) Illegal (9) 40 Stiletto knife Rare (9) 20
Greatsword * Rare (10) 40 Stiletto sword Rare (9) 35
Heavy chain cleaver Rare (7) 80 Stormcaller staff - 35
Heavy club Common 15 Sword Rare (6) 20
Heavy rock cutter * Rare (9) 95 Tenebrous scourge (Corrupted) Illegal (10) 60
Heavy rock drill * Rare (9) 60 Thunder hammer Rare (11) 70
Heavy rock saw * Rare (9) 80 Two-handed axe * Common 20
Hex’iron blade (Corrupted) Illegal (9) 25 + with Exterminator - 35
Knife Common 10 Two-handed hammer * Common 30
Lance (frag) - 35 + with Exterminator - 45
+ Krak - 50 Venom Claw - 30
+ Stun - 30 Web gauntlet - 35
Las cutter Rare (10) 85 Whip Common 15
Lightning claw (Imperial) Rare (11) 70 Whisperbane knife (Corrupted) Illegal (11) 45
Long blade - 30 Xenarch death-arc (Xenos) Illegal (9) 75
Mono-hook - 35

149
★ NECROMUNDA ★

EQUIPMENT Rarity Cost


Archaeotech device Rare (13) 120
Bio-booster Rare (8) 35
Bio-scanner Rare (8) 30
Blind Snake pouch Rare (12) 60
Bomb delivery rats - 30
Book of the Redemption - 50
Cameleoline cloak Rare (9) 35
Chem-synth Rare (12) 15
Chrono crystal Illegal (14) 500
Cred sniffer Rare (8) 35
Cult icon (max 1 per gang) - 40
+ Corpse Grinder - 40
Data-thief Illegal (10) 35
Drop rig Common 10
Falsehood Rare (9) 40
Filter plugs Common 10
Forged Guilder seal Illegal (11) 55
Frenzon collar Rare (9) 30
Grapnel launcher Common 25
Grav-chute Rare (10) 50
Halo device Illegal (14) 250
Holochromatic field Illegal (9) 100
Lho sticks Common 5
Lock-punch Common 10
Magnacles Common 20
Malefic artefact Illegal (13) 90
Medicae kit Rare (9) 30
Mnemonic inload spike Illegal (12) 100
Photo-goggles Common 50
Photo-lumens Common 20
Psi-grub Illegal (12) 50
Psychofamile pheromone Illegal (12) 150
Psychomancer's harness - 110
Pyromantic mantle - 45
Radcounter Rare (9) 50
Respirator Common 15
- Industrial Rare (7) 30
Rocket pack - 5
Second Best Common 15
Servo harness -partial Rare (12) 130
Servo harness -full Rare (12) 160
Skinblade Common 10
Stimm-slug stash Rare (7) 30
Strip kit Common 15
Suspensor harness Rare (9) 40
Threadneedle worms Illegal (13) 200
Web solvent Rare (8) 20
Wild Snake Common 30
Xenoculum Illegal (12) 80

150
★ NECROMUNDA ★

ARMOUR Rarity Cost


Ablative overlay Common 25
Armourweave Illegal (9) 20
Armoured Undersuit Rare (7) 25
- Bodyglove - -
Carapace -light Rare (10) 80
Carapace -heavy Rare (11) 100
Carapace -archaeo Rare (12) 120
Ceramite shield Rare (8) 40
Draconic scales Illegal (14) 250
Flak (1) Common 5
- Hardened (2) Rare (8) 10
- Layered (3) Rare (10) 20
- Hardened layered (4) Rare (11) 25
Furnace plates - 5
Gutterforged cloak Common 15
Hazard suit Rare (10) 10
Incombustible hauberk - 20
Mantle Malifica Illegal (13) 75
Mesh Common 15
Plate mail - 15
Reflec shroud Rare (8) 30
Scrap shield Common 15

FIELD ARMOUR Rarity Cost


Conversion field Rare (11) 60
Hexagrammic fetish Rare (10) 35
Displacer field Rare (12) 70
Mirror Aegis Illegal (12) 125
Refractor field Rare (10) 50

WEAPON ATTACHMENTS Rarity Cost


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

CYBERTEKNIKA (VAN SAAR)


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

151
★ NECROMUNDA ★

EXTRAVAGANT GOODS (STATUS ITEM) Rarity Cost CHEMS Rarity Cost


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
Stinger mould Rare (13) 75
SERVO SKULLS (STATUS ITEM) Rarity Cost Camoelean Illegal (10) 75
Gun Rare (12) 65
Acidic (Gas ammo) - 20
Harrier Rare (8) 40
Bane (Gas ammo) - 15
Medi Rare (12) 80
Blackout (Gas ammo) - 30
Sensor Rare (12) 60
Blinding (Gas ammo) - 10
Expansive (Gas ammo) - 20
Hallucinogen (Gas ammo) - 15
EXOTIC BEASTS (STATUS ITEM) Rarity Cost
Caryatid (0-1) Rare (15) * Leaden (Gas ammo) - 30
Liftin’ (Gas ammo) - 25
Giant rat (0-3) Common 25
Pathogenic (Gas ammo) - 15
Sheen bird (0-2) - 45
Pyrophoric (Gas ammo) - 20
Cherub-servitor (0-3) - 30
Bleeding (Toxic ammo) - 10
Spekter (0-3) - 50
Blood Boil (Toxic ammo) * 30
Wyrm (0-2) - 35
Concentrated (Toxic ammo) - 15
Phelynx cat (0-3) - 25
Debilitating (Toxic ammo) - 10
Phyrr cat (0-2) - 65
Decaying (Toxic ammo) - 5
Sumpkroc (0-1) - 65
Exploding (Toxic ammo) - 20
Cyber-mastiff (0-3) - 50
Maddening (Toxic ammo) - 5
- Hacked (0-1) Illegal (10) 50 Maiming (Toxic ammo) - 10
- Hardcase (0-2) - 65 Panicking (Toxic ammo) - 10
Cyberachnid (0-3) - 40 Paralysing (Toxic ammo) - 5
Psychic Familiar (0-3) - 25 Silencing (Toxic ammo) - 5
Chaos Familiar (0-2) - 25 Skin Fire (Toxic ammo) * 25
Gyrinx cat (0-1) Illegal (14) 60 Bad Blood (Stimm) - 10
Grapplehawk (0-2) Illegal (11) 45 Blood Rush (Stimm) - 15
Brain Lock (Stimm) - 15
Rarity / Dreamland (Stimm) - 10
BRUTES Alignment Gang Cost Hyper (Stimm) - 20
Ambot (0-2) Law-abiding Common 215 Ice Cold (Stimm) - 15
Ogryn (0-2) Law-abiding Common 210 Jolt (Stimm) - 30
Iron Automata (0-1) Any Illegal (14) 220 Night Night (Stimm) - 25
Outlander Beastmaster Any Common 100 Predator's Kiss * 45
Stig-shambler (0-1) Any Cawdor 280 Puke (Stimm) - 15
Spyker V1 (0-1) Any Delaque 190 Wide-eye (Stimm) - 10
Spektor (0-2) Any Delaque 205 *: Requires Apprentice Clan Chymist
Khimerix (0-1) Any Escher 220
‘Zerker (0-1) Any Goliath 210
Servitor (0-1) Any Orlock 230
Servo-suit (0-1) Any Van Saar 240
Sanctioner (0-2) Law-abiding Enforcer 205
Awakened Ogryn Outlaw Common 220
Corrupted Ambot (0-1) Outlaw Common 220
Mutated Ogryn (0-1) Outlaw Common 210
Sump Beast (0-1) Outlaw Common 200
Warp Horror (0-1) Outlaw Common 210

152
★ NECROMUNDA ★

GANG EQUIPMENT Rarity Cost


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

BOOBY TRAPS Rarity Cost


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

GANG EQUIPMENT (TERRAIN) Rarity Cost


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

153
★ 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. Follow the normal deployment restrictions, however can
● Purchased as Wargear to the owner. always be deployed within 3" of the owner.
● 3" within owner: If the pet is outside 3" when the
GROUP ACTIVATIONS (PETS) owner's Group Activation ends, pass a Nerve test or
All pet owners gain the ability to Group Activate all owned pets: become Broken.
● Pets join the Group Activation in addition to the number ● Broken: Running for Cover is made towards the owner.
of fighters that can normally be Group Activated. ● Rally: Automatically rally if ending an activation within 3"
● Pets can be Group Activated regardless of distance to of the owner (no XP gained).
the owner and even if the owner is prevented from ● Leave with the owner: If the owner is removed from the
activating or make any actions in a round. battlefield, so are any belonging pets.
Unlike normal Group Activations, this can and must be done ● Bottle tests: Not counted as Out of Action.
regardless of any event that would normally prevent Group ● Experience: As a Ganger (uses a separate skill table).
Activations: ● Can't use or take any additional equipment, weapons or
● Chained: If the owner itself was part of another fighter's Wargear (other than what is included).
Group Activation. ● Lasting Injuries & Capture: As normal.
● Passive: Regardless of whether the pets or the owner is
Passive.

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

EXOTIC BEAST WEAPONS Rng Acc


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

154
★ NECROMUNDA ★

0-2 SHEEN BIRDS 45 0-3 SPEKTER 50


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

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

BATE SENSOR ARRAY


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

RAKE AWAY THREAT RESPONSE


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

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

SMALL TARGET
Never a potential target for Stray shots.

NIMBLE
4+ save (invulnerable).

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

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

After the enemy movement, interrupt the activation by


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

155
★ NECROMUNDA ★

0-2 PHYRR CAT 65 0-3 CYBERACHNID 40


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

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


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

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

0-2 HARDCASE CYBER-MASTIFF 65


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

TENACIOUS
If taken Out of Action while not yet activated this round, this
fighter is not removed from the battlefield until after completing
its activation.

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).

156
★ NECROMUNDA ★

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


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

OMEN OF FORTUNE OMEN OF FORTUNE


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

SYMBOL OF RENOWN
+1 Reputation while it accompanies the Leader. -2 Reputation
0-2 CHAOS FAMILIAR 25 if killed or abandoning its companion.
(CHAOS CULT) COMMON
M WS BS S T W I A Ld Cl Wil Int ABANDONMENT
5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+ 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
critical success is always a success).
OMEN OF FORTUNE
While within 3” of the owner, once per round, the owner can
A Caryatid is not purchased like other items of wargear,
pass a Willpower test to avoid being hit (affects all hits against
instead one may decide of its own volition to make a
the owner from a single attack). This counts as a bonus
companion of a gang leader or not.
invulnerable save (the owner is not even hit by the attack).
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 test to
perform a Wyrd Power (if the owner is a Psyker). FLIGHT
Ignore all terrain, move freely between levels without
restriction and cannot fall. Cannot ignore impassable terrain
0-2 GRAPPLEHAWK 45 or walls.
(ANY) ILLEGAL (11)
M WS BS S T W I A Ld Cl Wil Int
8” 4+ - 2 3 1 3+ 2 9+ 7+ 9+ 9+
Weapons: 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”).

157
★ NECROMUNDA ★

0-* GIANT RAT 25


(ANY) COMMON
M WS BS S T W I A Ld Cl Wil Int
6” 4+ - 3 3 1 3+ 1 10+ 8+ 10+ 9+
Weapons: Jaws.

STEALTHY
-1 hit modifier when targeted by ranged attacks.

SMALL TARGET
Never a potential target for Stray shots.
NIMBLE
4+ save (unmodifiable by AP).

RAT CUNNING
The owner gains a 5+ bonus save against environmental
damage. Alternatively, the owner may sacrifice the Giant Rat to
completely ignore damage from an environmental effect (the
Giant Rat is permanently removed).

0-3 WASTELAND GIANT RAT 20


(BEASTMASTER) COMMON
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 5+ 3 3 1 3+ 1 8+ 7+ 8+ 7+
Skills: Dodge (same as: Instinct for Survival).
Weapons: Unarmed attack (same as: Fangs).

EXPENDABLE
Does not trigger Nerve tests to friendly fighters without this
special rule within 3” (when Seriously Injured or taken Out of
Action).

NEVER MORE THAN ONE METRE FROM A RAT


If this fighter is removed (for example killed), it can be replaced
for free (after the battle).

0-3 MILLISAUR 30
(BEASTMASTER) COMMON
M WS BS S T W I A Ld Cl Wil Int
6” 4+ 5+ 3 3 2 4+ 2 8+ 7+ 7+ 8+
Skills: Infiltrate (same as: Ambush Predator).
Weapons: Stiletto knife (same as: Fanged maw).
Wargear: Mesh (same as: Armoured Hide).

BURROWING
Move freely under impassable terrain
(if having enough movement to do so).

0-3 RIPPERJACK 35
(BEASTMASTER) COMMON
M WS BS S T W I A Ld Cl Wil Int
7” 4+ 6+ 3 3 2 3+ 2 8+ 7+ 8+ 8+
Skills: Infiltrate (same as: Ambush Predator).
Weapons: Heavy club (same as: Teeth).
Wargear: Mesh (same as: Armoured Hide).

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

SOLITARY HUNTER
Cannot benefit from or grant assists.

ENVELOPING ATTACK
Enemies engaged by this fighter suffer the following:
● -2 to Retreat.
● -1 to reaction attacks.

158
★ NECROMUNDA ★

VEHICLES
Vision arc: Draw 2 lines from corner to corner like a X. VEHICLE
Some exceptions to how vehicles work compared to other
models:
● Fleeing the Battlefield: Must test in the same way
as fighters. If failed, the vehicle is abandoned. The
crew flee the battlefield and the vehicle counts as
Stationary and Wrecked, but suffers no Lasting
Damage roll. The crew will return after the battle to
collect the vehicle.
● Calculating Damaged Cost:
The cost of a damaged vehicle for the purposes of
selling or repairing:
Vehicles are generally only designed for use in Ash Wastes, ○ Including Upgrades.
but agreements can be made to use vehicles in any ○ Not including Wargear and weapons.
battlefields. If sold, Upgrades are lost but Wargear & weapons is
automatically be returned to the Stash.
VEHICLE & CREW ● Conditions:
On the battlefield the vehicle & crew are treated as a single Not affected by Conditions unless otherwise noted.
entity. The crew is also singular, regardless of amount of Normally only affected by the following Conditions:
members (for example when wrecked, a single Crew Lasting ○ Blaze.
Injury roll applies for the entire crew). ○ Blind.
○ Broken.
Vehicles follow normal rules for fighters with the following ○ Concussion.
exception: ○ Insanity.
● Type (Vehicle): Vehicles are only affected by rules ○ Hidden/Revealed (Pitch Black).
that specify vehicle or model (not affected by rules for ● Claiming scrap: After the battle, if only one gang
fighter). remained on the battlefield, gain D3x10 credits per
wrecked enemy vehicle (the vehicles are then
NOTE reclaimed by their owners).
The distinction between fighter and vehicle is applied
after 5 years and 20 books and it will take a long time MOVEMENT
to update all existing rules, so in the meanwhile use ● Voluntary move can be up to the specified distance.
some common sense here! ● Voluntary pivots can be up to the specified degree.
For campaign mechanics the vehicle & crew can be treated
TERRAIN
separately and differently, for example:
Can move over difficult & dangerous terrain:
● Purchase.
● Difficult terrain: Half move (as normal).
● Suffer damaged.
● Dangerous terrain: Pass a Handling test or suffer a
● Sold/retired.
Catastrophic hit to the Drive.

LOCOMOTION FIGHTERS & LOOT ON MOVING VEHICLES


WHEELED Fighters that are on a vehicle when it moves must pass an
Standard: No special effect. Initiative test (only test once per activation in which the vehicle
moves) or fall 1" away from the vehicle in a random direction.
TRACKED If landing within ½" of an edge of a platform, pass another
Ignore movement penalties when moving over difficult terrain. Initiative test to avoid falling again. If the landing location is in
impassable terrain, move the shortest distance to a legal
SKIMMERS location.
Ignore all difficult & dangerous terrain. If ending an activation
on difficult or dangerous terrain, pass a Handling test or suffer Loot on top of a vehicle will fall off a moving vehicle unless
a Catastrophic hit to the Drive. any of the following are true:
● B2B with a fighter (that passed the Initiative test).
WALKER ● Placed in a designated transport area.
Make any amount of turns during an activation.

HYBRID DRIVE
A mix of locomotions (varies depending on vehicle).
Choose which to apply when interacting with difficult terrain.

159
★ NECROMUNDA ★

LOSING CONTROL PARTS


Several effects can trigger a Loss of Control (damage, A vehicle body includes the following optional parts:
collisions or desperate maneuvers). Normally this is due to a ● Upgrade slots (Body, Drive, Engine).
failed Handling test. ● Wargear.
● Weapon slots (weapon hardpoints).
1. Roll a Control dice and resolve the effect.
○ Swerve: Turn 45° left or right (random). All vehicles (new & old) can add, remove or replace
○ Jack-knife: Turn 90° left or right (random). Upgrades, Wargear and Weapons after each battle. Parts can
○ Roll over: Flipped. come any source (Stash, the gang's Equipment list, Trading
2. If Mobile, make an involuntary move: Post & Black Market).

REPLACING PARTS
Roll a Control dice and resolve the effect. Old parts can be discarded (returned to Stash) on a 2+ if
● Swerve (roll a D2): replaced by a new item of the same type (fulfils a similar
1: Left turn (45°). purpose). If failed, the replaced item is trashed (suffered too
2: Right turn (45°). much wear & tear or removed with too much force).
○ Mobile: Move involuntary at half speed
(after the turn). UPGRADE SLOTS
● Jack-knife (roll a D2): Number of upgrade slots available for each part of the vehicle:
1: Left turn (90°). ● Body.
2: Right turn (90°). ● Drive.
○ Mobile: Move involuntary at half speed ● Engine.
(after the turn).
● Roll over: Flipped. Each Upgrade item can only be fitted once (unless otherwise
○ Move involuntarily D3x2" in a single random noted).
direction.
○ The vehicle is wrecked. WARGEAR
Vehicles can have any amount of Wargear (note that this must
Naturally, Losing Control can easily cause collisions with other be the separate vehicle Wargear), however no item can be
vehicles or running over fighters. taken more than once (unless otherwise noted) and some
may not be combined with others.
FIGHTERS & LOOT ON BOARD (SWERVE & JACK-KNIFE)
Fighters and loot on vehicles (outside dedicated transport WEAPON SLOTS
areas) that Swerves or Jack-knifes must pass an Initiative test Most vehicles have a number of weapons that can be
or fall: attached. Some vehicles can add extra slots.
● Fighters: Fall 1" away from the vehicle in a random ● 0-1 weapon per slot.
direction. If landing within ½" of an edge of a ● Weapon types:
platform, pass another Initiative test to avoid falling ○ Basic.
again. If the landing location is in impassable terrain, ○ Special.
move the shortest distance to a legal location. ○ Heavy.
● Loot: Fall off unless B2B with a fighter ● Any weapon from the gang, Trading Post & Black
(that passed the Initiative test). Market.
● A weapon slot can swap or remove its weapon after
THROWN CLEAR (ROLL OVER) each battle.
Any fighters aboard a wrecked vehicle are Thrown Clear:
● Placed within 2". Note: In a random direction? All weapon slots (when buying a vehicle or adding extra slots)
● Pass an Initiative test or suffer the following: must declare the following permanent options (unless
○ Become Pinned. otherwise noted) that will affect any weapon while fitted in that
○ Suffer a hit as if Falling. slot:
■ If the vehicle was Mobile when ● Designate as one of the following:
wrecked, increase Strength, AP ○ Crew operated: Use the crew's BS. Used
and Damage by 1. during the vehicle's activation.
○ Fixed: The weapon is Fixed and passenger
operated (usable by passengers).
VEHICLE BODY ● Declare an arc (Front, Left, Right, Rear or all).
All vehicles have a single body describing the stats,
locomotive, starting slots and other special rules. Note that the arc is determined by the vehicle's weapon slot,
so the same weapon can change arc when fitted to a different
SCAVENGED FROM THE ASH weapon slot.
Note that the parts for a vehicle can be collected over the
course of several battles and stored in the Stash before Vehicles ignore the Unwieldy trait.
putting it all together.

160
★ NECROMUNDA ★

VEHICLE CREW
All crew share the following universal rules:
● Use the same rules as the gang's Ganger (including
profile & cost). The entire crew is represented by a
single Ganger (regardless of how many actual crew
members there are).
● A crew without a vehicle cannot participate in any
battles.
● Can use any vehicle available to the gang.
● Can only attack with equipped pistols and weapons
attached to the vehicle (crew operated).
● Stats are reduced to the following:
○ BS
○ Ld
○ Cl
○ Wil
○ Int

SKILLS
Only access to the following:
● Primary: Shooting & Driving.
● Secondary: Savant & Leadership.

RESTRICTIONS
Access to Pistols, Wargear and Vehicles from the gang,
Trading Post & Black Market.

VEHICLE UPGRADES
BODY Wheeled Tracked Walker Skimmer Rarity Trading Post
Ablative armour ✓ ✓ ✓ ✓ Rare (7) 15
Crash cage ✓ ✓ ✓ ✓ Common 15
Escape hatches ✓ ✓ ✓ ✓ Common 10
Explosive ram ✓ ✓ ✓ ✓ Rare (9) 25
Extra armour ✓ ✓ ✓ ✓ Common 25
Ram ✓ ✓ ✓ ✓ Common 15
Reinforced armour ✓ ✓ ✓ ✓ Rare (9) 20
Rockgrinder ram ✓ ✓ ✓ ✓ Rare (9) 40
Speed fins ✓ ✓ - ✓ Rare (8) 10
Transport bed ✓ ✓ - ✓ Common 15
Transport cage - small ✓ ✓ ✓ ✓ Common 20
- Large ✓ ✓ ✓ ✓ Rare (7) 50
Transport cage - fire point ✓ ✓ ✓ ✓ Common 15
Turtle back ✓ ✓ ✓ ✓ Rare (8) 10
Weapon slot ✓ ✓ ✓ ✓ Rare (8) 40
Weapons stash ✓ ✓ ✓ ✓ Rare (7) 20
DRIVE Rarity Trading Post
All-wheel steering ✓ ✓ - - Common 10
Antigrav generators ✓ ✓ ✓ - Rare (10) 50
- Van Saar (reduced rarity) ✓ ✓ ✓ - Rare (8) 50
Emergency brake ✓ ✓ ✓ ✓ Common 10
Pneumatic radials ✓ ✓ ✓ ✓ Rare (8) 30
Powered steering ✓ ✓ - - Rare (8) 30
Redundant drive system ✓ ✓ ✓ ✓ Rare (7) 15
Tyre claws ✓ ✓ ✓ ✓ Common 10
ENGINE Rarity Trading Post
Archaeotech automantic reactor ✓ ✓ ✓ ✓ Rare (10) 40
Easy turnover ✓ ✓ ✓ ✓ Common 5
Engine shell ✓ ✓ ✓ ✓ Rare (9) 15
Gas promethium engine ✓ ✓ ✓ ✓ Rare (10) 25
Glys injector ✓ ✓ ✓ ✓ Rare (8) 20
Nitro burner ✓ ✓ ✓ ✓ Common 15
Plasma coil engine ✓ ✓ ✓ ✓ Rare (9) 25
Smoke vents ✓ ✓ ✓ ✓ Common 25

161
★ NECROMUNDA ★

VEHICLE UPGRADES REINFORCED ARMOUR (BODY)


+1 Wound.
ABLATIVE ARMOUR (BODY)
The first non-Glancing Hit (per battle) suffered to the Body is treated ROCKGRINDER RAM (BODY)
as a Glancing Hit. +2 S, AP and D to vehicle impacts involving the Front arc.

ALL-WHEEL STEERING (DRIVE) SMOKE VENTS (ENGINE)


+1 Hnd (not Skimmer & Walker). -1 hit modifier when targeted by ranged attacks (except anything that
ignores Smoke).
ANTIGRAV GENERATORS (DRIVE)
Become Skimmer (replacing the original locomotive). SPEED FINS (BODY)
+1" Movement if not making any turns during the activation (not
ARCHAEOTECH AUTOMANTIC REACTOR (ENGINE) Walker).
+2 Movement. When wrecked, it explodes: All models within 3" suffer
a S5, AP-1 hit. Then the vehicle is removed. TRANSPORT BED (BODY)
A defined area on the vehicle where fighters can't fall off when the
CRASH CAGE (BODY) vehicle moves, Swerves or Jack-knifes. This applies to as many
The first non-Glancing Hit (per battle) suffered to the Crew is treated fighters who can physically fit on the transport bed.
as a Glancing Hit.
TRANSPORT CAGE (BODY)
EASY TURNOVER (ENGINE) Requires a clearly visible access point.
+1 to any checks to restart the engine. An enclosed cab to carry fighters (not Mounts or Brutes):
● Small: 3 fighters.
EMERGENCY BRAKE (DRIVE) ● Large: 6 fighters.
Halve the distance moved during Loss of Control (not Walker).
If the vehicle is deployed at the start of the battle, fighters can also be
ENGINE SHELL (ENGINE) deployed inside inside it. If the vehicle arrive as Reinforcements, no
The first non-Glancing Hit (per battle) suffered to the Engine is treated fighters can start embarked.
as a Glancing Hit.
Embarked fighters are removed from the battlefield (cannot be
ESCAPE HATCHES (BODY) targeted by attacks or use any abilities).
The crew can re-roll any Lasting Injury (the second result stands even
if it is worse). When wrecked, apply the following to any embarked fighters:
● Placed Prone within 1" of the vehicle's final position.
EXPLOSIVE RAM (BODY) ● Suffer a S4 hit.
The first head-on collision (per battle) inflicts an additional S5, AP-2 ● If a fighter cannot be placed in this way, go Out of Action
D2 hit to the other object. (suffering a Lasting Injury roll as normal).

EXTRA ARMOUR (BODY) Friendly fighters can spend the following Basic actions:
+1T (all locations). ● Embark: If within 1" of the access point.
● Disembark: Placed within 1" of the access point, at least 1"
GAS PROMETHIUM ENGINE (ENGINE) from enemies (this can prevent disembarking).
Models within 1" at any time while this vehicle moves suffer a hit with
S3, AP-1 and Blaze (from the exhaust flames). TRANSPORT CAGE - FIRE POINT (BODY)
Transport cages can be upgraded with any amount of Fire Points
GLYS INJECTOR (ENGINE) (doesn't use any vehicle Upgrade slots).
+4" Movement (once per battle, when activated).
Each Fire Point can be used once per round. An Embarked fighter can
NITRO BURNER (ENGINE) make the following actions when activating:
+1" Movement. ● Shoot (Basic).
● Reload (Simple).
PLASMA COIL ENGINE (ENGINE)
Can be used when activated to apply the following: Unstable Platform:
● +2" Movement. ● Cannot use Aim (Basic) action.
● After the activation, roll a 2+ or suffer 1 Wound (engine ● Cannot use Unwieldy weapons.
overheats).
Resolve shooting attacks from the Fire Point (for example vision arc).
PNEUMATIC RADIALS (DRIVE)
Ignore movement penalties for difficult terrain (Wheeled only). TURTLE BACK (BODY)
Lose 2 Wounds instead of becoming Wrecked after resolving a roll
POWERED STEERING (DRIVE) due to a Loss of Control.
Can Turn 2 times up to 90° during each Move (Simple) action (not
Skimmer & Walker). TYRE CLAWS (DRIVE)
+1 Hnd (Wheeled only).
RAM (BODY)
+1 S, AP and D to vehicle impacts involving the Front arc. WEAPON SLOT (BODY)
+1 weapon slot (can be taken multiple times).
REDUNDANT DRIVE SYSTEM (DRIVE)
The first non-Glancing Hit (per battle) suffered to the Drive is treated WEAPONS STASH (BODY)
as a Glancing Hit. The vehicle counts as an Ammo Cache. While within 1", friendly
fighters gain the following:
● +2 to ammo tests.
● Ignore Scarce.
● If the Ammo roll is a 6 (before modifiers), the ammo cache
is exhausted (removed from the battlefield).

162
★ NECROMUNDA ★

VEHICLE WARGEAR FLARE LAUNCHERS


Can spend a Basic action (Launch Flares):
BOARDING RAMP ● All models within 12" (including this vehicle) become
+1 Initiative when a fighter jumps from this vehicle to another Revealed (until the start of the End phase).
within 3".
HEADLIGHTS
BODY SPIKES Can turn on the lights when activated:
Fighters moving onto this vehicle (except Transport area) ● All models within 12" and in the Front arc (including
must pass an Initiative test or suffer a S3 hit (no Pinning). this vehicle) become Revealed (until this vehicle's
next activation).
BOOBY-TRAPPED FUEL TANKS
After being wrecked, every time fighters move within 3", it KILL SWITCH
triggers on 5+ (causing it to explode), inflicting a hit on all -1 modifier to Lasting Damage roll if hit in the Engine (when
models within 5": wrecked).
● S6, AP-1 and Blaze.
MINELAYER
After exploding, it is removed from the battle and suffers a Can spend a Basic action (Lay Mine):
Lasting Damage roll (in addition to any damage from being ● Move straight forward up to the Move stat (no turns).
wrecked). ● Place 1 melta trap within 1" of the Rear arc during
the move. This won't trigger until after the action.
CALTROP LAUNCHER ● The action can be made once per equipped mine
Can spend a Basic action (Lay Caltrops): (starts with 1 mine by default),
● Move straight forward up to the Move stat (no turns).
● Place up to 3 markers within 1" of the Rear arc SMOKE LAUNCHERS
during the move. Can spend a Basic action (Launch Smoke):
● Wheeled vehicles moving within 1" of a marker must ● Place 3 Smoke Blasts (5") within 2".
pass a Handling test (with a -2 modifier) or Lose
Control. This won't trigger until after the action. WHEEL SCYTHES
Wheeled vehicles only:
● While moving, inflict a hit with S3 to other models
within 1" (fighters become Pinned).

VEHICLE WARGEAR Rarity Trading Post


Boarding ramp Common 15
Body spikes Common 10
Booby-trapped fuel tanks Rare (9) 10
Caltrop launcher Rare (7) 20
Flare launchers Common 10
Headlights Common 15
Kill switch Rare (7) 15
Minelayer Rare (7) 15
- Additional mines Rare (7) 20
Smoke launchers Common 20
Wheel scythes Common 20

CUSTOM VEHICLES JURY-RIGGED


Gangs can design their own vehicles by combining the Double all repair costs (Negote Repairs).
following parts:
1: Base Template. ADDITIONAL ARCS
2: Upgrades. All weapon slots start with 1 arc (Front, Left, Right, Rear).
3: Wargear. Additional arcs can be purchased for 15 credits per arc. For
example arcs all around cost 45 credits.
WARNING: UNBALANCED
These rules are unbalanced and breaks easily. Use with
caution!

CUSTOM VEHICLE: BASE TEMPLATE


Locomotion Toughness Upgrade Slots Weapon
Type Cost Tracked Wheeled Front Side Rear W Hnd Sv Body Drive Engine Slots
Light 50 6” 7" 3 3 3 1 6+ 5+ 1 2 2 1
Medium 130 5” 6" 5 5 5 3 7+ 4+ 2 2 3 1
Heavy 175 4” 5" 7 7 7 4 8+ 4+ 4 3 2 2
Walker 70 5” (Walker) 3 3 3 2 4+ 5+ 2 1 2 1

163
★ NECROMUNDA ★

VEHICLES ✓ Gang CARGO-8 RIDGEHAULER (ANY) 270


Custom 50/130/175/70 Any (GUILD OF COIN CARGO-8 RIDGEHAULER)
Wolfquad 70 Any Vehicle: 230
Outrider Quad 80 Orlock M Front Side Rear W Hnd Sv
Ridgerunner 95 Any 7" 9 8 8 6 7+ 3+
Mauler 115 Goliath Type: Wheeled.
Rockgrinder 145 Any Upgrade Slots: 4 per location (Body, Drive & Engine).
Ridgehauler 230 Any Weapon Slots: 1 (Crew: Front & Right).
Ironcrawler 390 Any
TRANSPORT BED (UPGRADE)
Applies to the cargo area (if no cargo is loaded) and along the
WOLFQUAD (ANY) 70 side of each cargo slot. This also applies to each trailer.
M Front Side Rear W Hnd Sv
8" 3 3 3 2 5+ 5+ OPTIONS
Type: Wheeled. 0-4 Trailers ……………………..……….......... +130
Upgrade Slots: 1 Body, 1 Drive, 2 Engine. Container (cargo load) ………...…..…………. +50
Weapon Slots: 1 (Crew: Front & Left). Promethium tank (cargo load) …………….… +30

AGILE 0-4 RIDGEHAULER TRAILER (130)


Can make 1 extra turn (up to 90°) when moving (before, during Treated as a single model with the Cargo-8 Ridgehauler
or after). (during the battle). Each trailer grants the following:
● +5W (per trailer).
● Cannot detach (unless otherwise noted).
RIDGERUNNER (ANY) 95
M Front Side Rear W Hnd Sv 0-5 CARGO LOAD
7" 5 4 4 3 7+ 5+ Each Ridgehauler and Trailer can have 0-1 cargo load granting
Type: Wheeled. the following (per cargo load):
Upgrade Slots: 2 Body, 3 Drive, 2 Engine. ● Valuable Cargo: Gain D3x10 credits after the battle if
Weapon Slots: 1 (Crew: Front), 1 (Passenger: Front). on the battlefield and not wrecked. If wrecked, the
enemy gains D6x10 credits.
TRANSPORT BED (UPGRADE) ● Trading Run: Can make a Trade post-battle action in
Includes a dedicated transport area. the same way as a Champion if having an assigned
crew (as long as the vehicle and crew are not in
ROCKGRINDER (ANY) 145 Repair/Recovery).
● Varied Cargo: Can have Container or Promethium
M Front Side Rear W Hnd Sv Tank.
5" 7 7 6 4 8+ 4+
Type: Wheeled. CONTAINER (50)
Upgrade Slots: 3 per location (Body, Drive & Engine). ● Weapon slots: 2 (Crew: All Round).
Weapon Slots: 2 (Crew: Front & Left), ● Supply Contained: Treated as an Ammo Cache that
1 (Passenger: Front & Right). is never exhausted (friendly fighters within 1" gain +2
to ammo tests and ignore Scarce).
TRANSPORT BED (UPGRADE)
Includes a dedicated transport area. PROMETHIUM TANK (30)
● Transport Area (walkway along the top):
IRONCRAWLER (ANY) 390 Fighters and loot in this dedicated area don't fall off if
(GUILD OF COIN CHRONOS PATTERN IRONCRAWLER) the vehicle moves, Swerves or Jack-knifes (Loss of
Control).
M Front Side Rear W Hnd Sv
● Free fuel: While within 3", weapons with Blaze gain
6" 9 9 8 7 6+ 3+
Plentiful (if not Scarce), otherwise ignore Scarce.
Type: Tracked. ● High-pressure Gas: If hit by an attack
Upgrade Slots: 4 per location (Body, Drive & Engine). (ranged/melee), pass the following test (using the
Weapon Slots: 2 Crew (1 All Round, 1 Front & Right). Strength of the attack) or a jet of gas is unleashed:
○ D6 + S < 9
TRANSPORT CAGE - LARGE (UPGRADE) If failed, centre a Blast (5") on the point closest to the
Includes a large transport cage. attacker. Fighters hit must pass an Initiative test or
suffer the following (depending on the attack):
TRANSPORT BED (UPGRADE) ○ Blaze: Suffer a hit with S4, AP-1 and Blaze.
Applies to the rear and sides of the transport cage. ○ Otherwize: Become Blinded (as if being hit
● Fire Points: 5 (2 Left, 2 Right, 1 Rear). by Flash).
● Lifeblood of the Wastes: Gain additional D6x10
credits after the battle if on the battlefield and not
wrecked.

164
★ NECROMUNDA ★

OUTRIDER QUAD (ORLOCK) 80


M Front Side Rear W Hnd Sv
9" 4 3 3 2 4+ 5+
Type: Wheeled.
Upgrade Slots: 0 Body, 1 Drive, 2 Engine.
Weapon Slots: 1 (Crew: Front).

OPTIONS (0-1)
Heavy Bolter 160
Harpoon launcher 110

DEDICATED GUNNER
Can move full distance (instead of half) during Move & Shoot.

AGILE
Can make 1 extra turn (up to 90°) when moving (before, during
or after).

MAULER (GOLIATH) 100


M Front Side Rear W Hnd Sv
7" 5 4 4 3 5+ 5+
Type: Hybrid drive (wheeled & tracked).
Upgrade Slots: 2 Body, 1 Drive, 1 Engine.
Weapon Slots: 1 (Crew: Front).

POWER RAM
Improve S, AP and D by 2 for vehicle impacts involving this
vehicle's front arc.

AGILE
Can make 1 extra turn (up to 90°) when moving (before, during
or after).

165
★ NECROMUNDA ★

MOUNTS
In the vast wastes there is a dizzying array of personal GROUNDED
transport options used by gangers. The mounts represented ● Cannot climb terrain or vehicles.
here can be used to represent anything you wish from
humble dirtbike to choppers, exotic cyber-animals or anything MY MOUNT IS MY LIFE
else! The fighter can join battles with or without the Mount, but
cannot dismount mid-battle.
MOUNTED CONDITION
Mounts can't be purchased for or be combined with the "I GET KNOCKED DOWN…"
following: If Pinned when hit by a ranged attack, make an Initiative test
● Vehicle crew. (-1 modifier if hit by Blast or Knockback):
● Ash Waste Nomads ● Pass: Avoid being Pinned.
(except when the mount is included for the fighter). ● Fail: Become Knocked Down (Pinned).
● Wargear that affects movement
(for example jump booster or grav-cutter). Cannot benefit from any special rule that allows to ignore
getting Pinned by a ranged attack in any way. Instead, any
The following applies to all mounted fighters: such special rule could be used to re-roll a failed Initiative test
to avoid getting knocked down.
MOVEMENT
Always use the mount's movement, for example moving When Knocked Down, suffer an automatic hit as follows:
while Pinned. ● 0-1 Move: S3.
● 2+ Moves: S5, AP-1.
The fighter uses the mount's movement stead instead of its
own. Any injuries or other modifiers that are applied Use the distance moved in the previous activation to
specifically to the fighter's movement is ignored. determine the hit. For example a Dirtbike (M8") that moved 8"
(or less) counts as 1 move. If it moved 9" (or more), it counts
HANDS FULL as 2+ moves. If this happens during the Mounted fighter's
● -1 Weapon slots. own movement, use the currently moved distance instead.
● Cannot equip non-Lance Unwieldy weapons.
● Cannot use more than 1 weapon in close combat. PINNED & STAND UP
When Pinned, a Stand Up (Basic) action requires passing an
RIDE BY Initiative test. If failed, the action is wasted (remain Pinned).
Attack while moving:
● Can move within 1" of a single enemy (during VEHICLE UPGRADES & WARGEAR
movement). Mounts can be customized with vehicle Upgrades & Wargear
● Can interrupt movement to make a single close (up to one Upgrade per area). However Weapon Hardpoint
combat attack against an enemy if moving within 1" cannot be added to a Mount (use the Custom Vehicle rules
(or Versatile range). instead).

QUICK RETREAT
● +2 Initiative to Retreat (Basic).

Mount Cost M Special rules


Waster's Dirtbike (any) 50 8" -
Dustback Helamite (Ash Wastes) 40 8" Mighty Leap.
Cutter (Escher) 85 9" Only available to Leader & Champions.

High Flight: Ignores all terrain, moves freely between levels without restriction and
can never fall. Cannot ignore impassable terrain or walls and cannot end its movement
with its base overlapping an obstacle or the base of another fighter. Can move over
enemy fighters (ignoring the 1" rule), but cannot end the move within 1" of another
fighter.
Gas Trap Launcher: Can spend a Double action (Deploy Gas Trap) to place a gas
trap within 1" and then move up to the Movement stat.
Ridge Walker (Cawdor) 60 9" + 1I.

166
★ 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 gain any equipment other than what is listed. 5-9 2
● Normally not part of battles. 10-14 3
● If a gang has the Home Turf Advantage, roll 4+ or the 15-19 4
Hangers-on is unfortunate enough to be around when the
20-24 5
fighting starts, and must be included as part of the crew.
● Can't gain Experience or advancements. Each additional 5 +1
● If a Lasting Injury is suffered that would change the profile, they
decide that the hideout is no longer safe and move on - they
are lost from the gang.
● Can be captured, rescued or sold as normal.

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


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

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

PART OF THE CREW


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

UNIVERSAL
The following Hangers-on are universal and 0-1 DOCTOR ARACHNOS 100
available regardless of alignment. ROGUE DOC
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 2 8+ 7+ 7+ 6+
Skills: Medicae.
0-3 UNDERHIVE TRADER 50 Weapons: Laspistol, medical mechadendrites:
M WS BS S T W I A Ld Cl Wil Int GMW1 (3", +1 hit B2B, Toxin).
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 7+ Wargear: Mesh (5+), bio-scanner, respirator.

THE FINEST MERCHANDISE Make 1 free Medical Escort per Rogue Doc in the post-battle
Can make a trade action (post-battle sequence) in the same sequence (in addition to normal Medical Escorts). However, a
way as the Leader. result of 6 on the table is treated as Stabilised rather than a full
Recovery (thanks to the Doc’s comparatively limited supplies
SPECIALIST PRODUCT and the lack of proper medical technology).
Choose a specialty when hired (affects skills & equipment):
● 0-1 Relicmonger (Club, Fearsome): MEDICAL MECHADENDRITES
○ Once per battle, a friendly fighter can roll a In the Recovery phase, if Active and not Passive, pass an
6+ to ignore a Seriously Injured or Out of Intelligence test 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).

167
★ NECROMUNDA ★

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


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

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

PART OF THE CREW


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

0-1 SLOPPER 20 0-1 BIGBY CRUMB 50


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

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

When within 2”, spend a Basic action (Add Ingredients) to


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

PART OF THE CREW PART OF THE CREW


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

168
★ NECROMUNDA ★

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


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

0-1 PIT TRAINER (GOLIATH) 75


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

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

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


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

169
★ 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 test. & Black Market).

Can also gain 1 free dose (after any battle), causing the Chem
0-1 DOME RUNNER 20 Dealer to be removed and the gang can't hire any
Chem-Dealers again (news of the bad deal gets around):
M WS BS S T W I A Ld Cl Wil Int
● 1 dose of any Chem (or item containing Chems).
5” 5+ 5+ 3 3 1 3+ 1 10+ 9+ 7+ 8+ ● Medkit.
Skills: Lie Low. ● Stimm-slug stash.
Weapons: Laspistol or stub gun, knife or axe.

Any fighter in the gang can re-roll the D6 when determining the 0-1 FIXER 50
contents of a loot casket (the result of the re-roll must be M WS BS S T W I A Ld Cl Wil Int
accepted, even if it is worse). 5” 4+ 4+ 3 3 1 4+ 1 7+ 5+ 8+ 7+
Skills: Fixer.
Wargear: Bolt pistol, mesh.
0-1 GANG LOOK-OUT 20
M WS BS S T W I A Ld Cl Wil Int ● Can apply -2 modifier when Testing the Alliance.
5” 5+ 4+ 2 3 1 3+ 1 9+ 7+ 5+ 7+ ● Sacrifice the Fixer to avoid becoming Outlaw.
Skills: Evade.
Weapons: Laspistol or stub gun, knife or axe.
0-1 WHISPER MERCHANT 60
M WS BS S T W I A Ld Cl Wil Int
HEADS UP
● +1 when rolling to determine which gang is the 5” 5+ 4+ 3 3 1 4+ 1 9+ 7+ 8+ 5+
attacker or defender. Skills: Lie Low.
● +1 to all sentry rolls for spotting an attacker when Weapons: Stub gun.
defending in a Sneak Attack scenario.
USEFUL LIES
Can change a dice to 6 (once before and after each battle) in
0-2 ‘NARKER 30 the following situations:
M WS BS S T W I A Ld Cl Wil Int ● Pre-battle:
○ Determine scenario.
5” 4+ 5+ 3 3 1 4+ 1 7+ 6+ 9+ 9+ ○ Determine the crew size.
Skills: Lie Low. ● Post-battle:
Weapons: Knife. ○ Visit Trading Post & Black Market.
○ Gaining scenario rewards.
Add or subtract 1 from the final dice roll when determining Usable 6 times (can change 6 dice results), then leaves the
scenario per ‘Narker. If both gangs have ‘Narkers, each ‘Narker gang.
will cancel one opponent ‘Narker.

0-1 BULLET MERCHANT 75


0-1 PROPAGANDIST 30 M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int 5” 5+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 6+
4” 5+ 4+ 3 3 1 5+ 1 7+ 8+ 8+ 6+ Skills: Fast Shot.
Skills: Inspirational. Wargear: Autopistol or stub gun and a single additional
Weapons: Laspistol or stub gun. ammo for that weapon.

● +D3 Reputation when winning a battle. HIGH CALIBRE HOOK-UP


● -1 Reputation when losing a battle. ● Treat all ammo as Common
(from Trading Post & Black Market).
When adding a Juve (or similarly ranked fighter) to the gang, ● Any of these ammo types can
roll a 6+ to add an additional Juve. replace Limited with Scarce.

WAR OF WORDS: RALLY ALLIES (BASIC)


Spend a Basic action to add +1 Cool to all friendly fighters
within 12" for this round.

170
★ NECROMUNDA ★

0-1 TECH MERCHANT 80 0-1 BRUTE-HANDLER 110


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

PART OF THE CREW


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

OUTLAW HANGERS-ON
0-1 CADAVER MERCHANT 20 0-1 AGITATOR 30
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 4+ 4+ 3 3 1 4+ 1 8+ 6+ 7+ 8+ 5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 8+
Skills: Fearsome. Skills: Inspirational.
Weapons: Chainaxe. Weapons: Laspistol or stub gun.

Dead fighters can be sold for D3x10 credits. Does no apply to Can spread word of impending victory before a battle:
Hired Guns, Hangers-on, Brutes or Pets. ● If won, gain +D3 Rep.
● If lost, -1 Rep.
0-1 PROXY 25
Roll twice and choose a result when recruiting free fighters
M WS BS S T W I A Ld Cl Wil Int
(typically from a Territory).
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 7+ 6+
Skills: Evade. WAR OF WORDS: RILE 'EM UP (BASIC)
Weapons: Laspistol or stub gun. Spend a Basic action to give all friendly fighters within 12" +1"
M this round.
Sell captives and make a trade action (Trading Post) on a 5+.

Can attempt to make an Alliance with the Merchants Guild. 0-1 HERETEK 40
Before forming the Alliance, roll a D6. On a 6, the Alliance fails
M WS BS S T W I A Ld Cl Wil Int
and the Proxy is removed. This Alliance is automatically ended
if required to Test the Alliance. 5” 5+ 4+ 3 3 1 4+ 1 9+ 7+ 7+ 5+
Skills: Munitioneer.
Wargear: Grav gun or plasma gun, mesh.
0-1 FLAGELLATOR (CAWDOR) 30
M WS BS S T W I A Ld Cl Wil Int
After each battle, upgrade 1 weapon for the next battle.
4” 4+ 6+ 3 3 1 5+ 1 9+ 6+ 7+ 9+
Add 1 of the following traits:
Skills: Fearsome. ● Blaze, Concussion, Power, Rad-phase or Shock.
Weapons: Flail. The weapon also gains the following trait, depending on type:
● Ranged: Unstable.
PURIFICATION THROUGH PAIN ● Melee: Reckless.
A friendly fighter in Recovery can pass a Toughness test to be
included in the crew before any battle (start with a Flesh
Wound). 0-1 HIVE PREACHER (CAWDOR) 70
M WS BS S T W I A Ld Cl Wil Int
0-1 SCABBER 40 4” 4+ 6+ 3 3 1 3+ 1 5+ 6+ 5+ 8+
M WS BS S T W I A Ld Cl Wil Int Skills: Inspirational.
4” 5+ 4+ 3 3 1 5+ 1 7+ 8+ 8+ 6+ Weapons: Two-handed hammer.
Skills: Savvy Trader.
Weapons: Shotgun (solid & scatter). SERMON
● Gain D6 Faith dice at the start of the battle.
Post-battle sequence (if not in Recovery): ● Counts as 3 fighters when generating Faith dice.
● Can make a trade action for the Black Market.
● When the gang sells illegal equipment, gain the value PART OF THE CREW
-D3x10 credits (minimum 5). Treated as a regular fighter for the purposes of crew selection.

171
★ NECROMUNDA ★

BRUTES
Brutes are Hangers-on and follow all the same rules, with the following exceptions:
● Crew: Treated as any other fighter when selecting a crew.
● Ganger: Gains Experience and Advancements in the same way as a Ganger.
● Permanent: Will not leave the gang when suffering a Lasting Injury that make changes to their profile.
● Skills: Separate skill set access.
● Unwieldy Heavy Weapons: Can ignore Unwieldy to attack with heavy weapons as Basic (instead of Double) action.

Agility Brawn Combat Cunning Ferocity Savant Shooting Gang Specific


Ambot (Law-abiding) - Secondary Secondary - Primary - - -
- Corrupted (Outlaw) - Secondary Secondary - Primary - - -
Iron Automata - Primary Secondary - - - - -
Ogryn (Law-abiding) - Primary Secondary - Secondary - - -
- Mutated (Outlaw) - Primary Secondary - Secondary - - -
Beastmaster Primary Secondary - Secondary Primary - - -
Stig-shambler (Cawdor) - Primary Secondary Secondary - - Primary -
Spyker V1 (Delaque) Secondary - - Secondary - Primary - -
Spektor (Delaque) - Secondary Secondary - Primary - - -
Khimerix (Escher) Secondary - Secondary - Primary - - -
‘Zerker (Goliath) - Primary Secondary - Secondary - - Primary
Servitor (Orlock) - Secondary Secondary - - - Primary -
Servo-suit (Van Saar) - Secondary - - Secondary - Primary -
Exo-Driller (Squat) - Secondary - - Primary - Secondary Secondary
Duneskuttler (Ash Waste Nomad) Secondary - Primary - Secondary - - -
Sump Beast (Outlaw) - Secondary - Primary Secondary - - -
Warp Horror (Outlaw) - Secondary Secondary - Primary - - -
Awakened Ogryn - Primary - - Secondary - - -

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

0-1 IRON AUTOMATA 220 0-2 OUTLAND BEASTMASTER 100


(ANY) ILLEGAL (14) (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
5” 4+ 4+ 5 5 3 5+ 2 8+ 4+ 8+ 8+ 6” 3+
4+ 4+ 3 3 2 1 7+ 6+ 7+ 8+
Skills: Fearsome, Nerves of Steel. (5") (4+)
Wargear: Man of iron (3+ save). Weapons: Sawn-off shotgun (solid & scatter),
Weapons: Assault cannon: Shock stave.
custom Storm bolter (+1S, -1D), Wargear: Mesh (5+).
Power claw: GMW1 (Power, Pulverising). Skills: One of the following:
● Wasteland giant rat: Dodge.
REALLY GLITCHY ● Millisaur: Infiltrate.
In each activation, roll a 2+ or gain Insanity. When taken ● Ripperjacks: Catfall.
Out of Action, before rolling for any Lasting Injuries, roll a ONE WITH THE BEAST (OPTIONS)
2+ or it is removed from the gang’s roster (breaks down When recruited, choose a type of pet (this is permanent).
completely or wander off into the badzones mumbling in a Can purchase pets of the chosen type when recruited and
grating monotone about overthrowing humanity!). after each battle.
0-3 Wasteland giant rat ……….………………...…. 20
AUTOMATED REPAIRS 0-3 Millisaur ……………………………….…...……. 30
When Seriously Injured, apply the following during 0-3 Ripperjack ...…………………......................…. 35
Recovery phase:
● Before any Recovery test, roll a 6+ to BEAST TRAINER
automatically Recover (no Flesh Wound). Pets must try to remain within 6" of this fighter
● Recovery test: +1 dice. (instead of 3").

172
★ NECROMUNDA ★

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


(GOLIATH) COMMON (CAWDOR) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 3+ 6+ 6 5 3 5+ 3 7+ 6+ 8+ 10+ 4” 4+ 4+ 5 4 4 4+ 2 9+ 8+ 9+ 8+
Skills: Impetuous (consolidate 4” instead of 2”). Wargear: Heavy stubber (Twin-linked), heavy club, flak.
Weapons: 2x Open fist: GMW1 (Knockback).
OPTIONS.
OPTIONS Heavy flamer (replaces heavy stubber) ……………… +70↑
Mutated fists & bone spurs (replaces 1 weapon):
GMW2 (2", Knockback, Pulverise) ………………….... +70↑ INTELLIGENT CONTROL
Furnace plates ………………………………………...... +10 Re-roll any failed Leadership, Cool, Willpower or
Stimm slug stash ……………………………..……..….. +20 Intelligence tests.

COMBAT CHEMS STASH MOVE & SHOOT


Can roll a D6 when activated to modify the Attack stat (until -1 to hit when firing Unwieldy heavy weapons as a Basic
the end of the round): action (instead of the normal Double action). This can be
1: A = 1 2: +1 A 3-4: +2 A 5-6: +3 A circumvented by aiming first or simply shoot as a Double
action.

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


(ORLOCK) COMMON (VAN SAAR) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
4” 5+ 4+ 5 5 3 5+ 2 7+ 5+ 9+ 8+ 5” 4+ 4+ 5 4 3 4+ 4 5+ 5+ 8+ 6+
Wargear: Light carapace (4+). Skills: Fast Shot (Superior Weapons Array).
Weapons: Harpoon launcher, Wargear: Light carapace (4+).
servitor combat weapon: GMW1 (Knockback). Weapons: Twin-linked heavy las carbine,
4x servo-arms: GMW1 (3").
WEAPONS PLATFORM - AMMO HOPPERS
Re-roll any failed ammo test results of 1 (before modifiers). VAN SAAR PROTECTIVE GEAR
Re-roll failed Rad-phage tests.
OPTIONS
Heavy bolter (replaces harpoon launcher) …………..…. +70↑ OPTIONS
Heavy flamer (replaces harpoon launcher) …………….. +85↑ Rad gun (replaces 1 servo-arm, -1 Attack) ……..….. +60↑
Heavy stubber (replaces harpoon launcher) ………….... +30↑ Plasma gun (replaces 1 servo-arm, -1 Attack) …….. +60↑
Heavy carapace armour (replaces light carapace) ….… +20↑ Heavy carapace (replaces light carapace) …….…… +20↑
Mono-sight ……………………………………………..…... +35

0-1 KHIMERIX 220 0-2 EXO-DRILLER 250


(ESCHER) COMMON (SQUAT) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 4+ 4+ 4 5 3 3+ 3 8+ 7+ 7+ 8+ 4” 4+ 3+ 4 5 3 5+ 2 7+ 6+ 6+ 7+
Skills: Crushing Blow Skills: Nobody Pushes Kin Around.
Weapons: Chemical cloud breath weapon, Wargear: Light carapace (4+).
mono-hook (sharp talons). Weapons: Heavy flamer (Ironhead), power claw,
seismic crusher.
OPTIONS OPTIONS
Gaseous eruption (replaces breath weapon) ………. +80↑ Heavy bolter (Ironhead) (replaces heavy flamer) ……..… +50↑
GMW3 (Rending) ……………………………...………. +30↑
Flak ……………………………………………………… +5 GUARD EXOSUIT
Can always be included as Sentry (regardless of Crew
REGENERATION Selection), this is in addition to the normal crew size.
Unless ablaze, can spend a Simple action (Regeneration)
to heal 1 wound on a 4+. SENIOR SUITE
Treats Visibility (X) as 3" higher.
CRUSHING BLOW
Nominate one attack (before rolling to hit) to gain +1 S & D
(if hitting).

173
★ NECROMUNDA ★

0-1 SPYKER V1 (N18) 190 0-2 SANCTIONER 205


(DELAQUE) COMMON (ENFORCER) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 6+ 6+ 3 4 4 3+ 1 5+ 5+ 4+ 6+ 5” 4+ 4+ 4 5 3 5+ 2 8+ 7+ 6+ 9+
OPTIONS Skills: Got Your Six.
Displacer field …………………………………………… +50 Wargear: Grenade launcher (photon flash),
mono-hook (same as: pacifier assault claw),
FLIGHT heavy shock baton.
Ignore all terrain, move freely between levels without Restrictions: Brute options.
restriction and cannot fall. Cannot ignore impassable AUTOMATED REPAIR SYSTEMS
terrain or walls. Can automatically recover (with Flesh Wound) during Recovery
(End phase).
WYRD POWERS (UNSANCTIONED)
Psychic Assault, Psychic Scream, Force Blast. MOBILE BULWARK
Friendly fighters counts as in full cover if obscured by this
fighter.
0-2 SPEKTOR (BRUTE) 205
(DELAQUE) COMMON UNLIMITED
M WS BS S T W I A Ld Cl Wil Int Ignore Limited for all weapons.
5” 3+ 5+ 4 4 3 3+ 4 7+ 6+ 6+ 8+
OPTIONS
Skills: Fearsome. Grenade launcher ammo:
Weapons: 2x Psychomantic claws. Choke gas ………………………………………………... +35
Wargear: Carapace (light). Scare gas ………………………………………………… +45
Smoke ……………………………………………………..+15
FLIGHT Stun ……………………………………………………….. +15
Ignore all terrain, move freely between levels without Can replace one or both Melee weapons with the following:
restriction and cannot fall. Cannot ignore impassable Concussion cannon ……………………………………... +80
terrain or walls. Webber with Mancatcher ...……………………………...+100
Assault Ram with grenade launcher (choke & frag) * … +40
PSYCHOTERIC MASTERY NOTE: Each weapon only takes a single weapon slot for this fighter.
Unsanctioned Psyker. When recruited:
● Choose a discipline:
Darkness, Delusion or Madness.
● 1 Wyrd Power (free).

ADDITIONAL WYRD POWERS (+30 EACH)


When recruited:
● Purchase any number of additional Wyrd Powers
from the chosen discipline for 30 credits (each).

174
★ 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. Skills: Headbutt.
Wargear: Light carapace (4+). Weapons: 2x Augmetic fist: 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
● Mono-hook.
● 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.

CRANIAL GOVERNORS
Start with the Safe Mode on. This can be turned off at the
start of any round to gain the following effects:
● Berserker skill (Ferocity).
● D3+1 Attacks (replaces the original stat).
● All close combat attacks must be divided amongst
all models in B2B (friend & foe).

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


battle.

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

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

175
★ 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+
Skills: Berserker, Nerves of Steel. 4” 3+ 4+ 5 4 4 4+ 2 9+ 4+ 5+ 9+
Weapons: 2x Tunnelling Claw: 5” 4+ 5+ 4 5 4 4+ 2 8+ 5+ 6+ 10+
● GMW1. Skills: Unstoppable, Fearsome, True Grit.
● Custom inferno pistol (S6, AP-2). Weapons: 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
● Mono-hook. Prehensile tongue: GMW1 (2", Drag) ..……….…+60
● Grav pistol. Lashing tail: GMW2 (6", Impale) ……………...... +50
Venomous/poisonous bite:
MACHINE-MADNESS Venom claw (replaces default GMW) ………...... +35↑
● All attacks have Reckless. Multiple legs (+2”M & Clamber) ……………….... +20
● After a target is Seriously Injured or taken Out of Light carapace (4+) ………………………….….... +40
Action, roll 2+ or immediately gain Insanity.
UNDERHIVE HORROR
VALUABLE If activated within 6” of any Seriously Injured fighter (friend
If Captured and not rescued, the capturing gang has the & foe), pass an Intelligence test or make a Charge
following options depending on alignment: (Double) action or Coup de Grace (Simple) action against
● Law Abiding: Sold as normal. that fighter.
● Outlaw:
○ Sold for full cost (Black Market). Must always make a Coup de Grace action if able (instead
○ Added to the gang for free (if having of consolidate).
sufficient Reputation to take an extra
Hanger-on).

ARMOURED SPIKES (IF PURCHASED)


Inflict a S1 hit when becoming B2B with any other fighter
(applied before any other attacks after this fighter or
another fighter moves).

0-1 MUTATED OGRYN 210 0-1 WARP HORROR 210 CREDITS


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
5” 3+ 5+ 5 5 3 4+ 3 7+ 6+ 8+ 9+ 6” 3+ 6+ 6 4 3 4+ 3 9+ 6+ 7+ 9+
Weapons: 2x Open fist: GMW1 (Knockback). Skills: Nerves of Steel.
Skills: True Grit, 1 random from Savagery or Weapons: 2x Horrific appendages:
Ferocity (determined when recruited). GMW1 (Pulverise, Rending).
OPTIONS OPTIONS
Power maul (replaces 1 weapon) ……….……….…. +30↑ Massive tentacles: GMW1 (Drag, Engangle, 4") …….. +50
Horrific appendages (replaces 1 weapon): Warpfire breath: Hand flamer …...……………………... +85
GMW1 (Pulverise, Rending) …………………...……. +20↑ Undulating skin: Reduce all damage by 1 (minimum 1) +40
Furnace plate ……..………………………………...… +15
TERRIFYING
SLOW-WITTED Pass a Willpower test to target this fighter with a ranged or
Cannot take part in Group Activations. close combat 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.

WARP DENIZEN
● Roll 2D6 in each End phase. If the result is equal
to or lower than the current round, suffer a Flesh
Wound.
● Ignore all Lasting Injuries except Memorable
Death.

176
★ NECROMUNDA ★

0-2 ARTHROMITE DUNESKUTTLER 210 0-1 AWAKENED OGRYN 220


(ASH WASTE NOMAD) COMMON (ANY EXCEPT ASH WASTE NOMAD) COMMON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
6” 3+ 5+ 5 5 3 3+ 4 7+ 8+ 8+ 8+ 5” 4+ 5+ 5 5 3 4+ 2 7+ 6+ 8+ 9+
Weapons: Mandibles. Skills: Headbutt, choose 1 Psychic Power.
Wargear: Carapace (heavy). Weapons: 2x Augmetic fist: GMW1 (Knockback).
Skills: Fearsome, Nerves of Steel,
Clamber (War Scuttler). LOYAL
HARD TO KILL Add 2 when assisting (instead of 1).
When suffering a Lasting Injury roll, roll twice and choose
one result to apply. SLOW-WITTED
May never be activated as part of a Group Activation.

AWAKENED (UNSANCTIONED PSYKER)


Access to universal Wyrd Powers.

OPTIONS
Additional Wyrd Power ……….…………………….... +30
Spud-jacker (replaces 1 augmetic fist) ………...……. -20
Furnace plate ……..………………………………….... +15

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).

177
★ NECROMUNDA ★

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

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


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

178
★ NECROMUNDA ★

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


M WS BS S T W I A Ld Cl Wil Int FORGE-BORN
5” 3+ 4+ 3 4 1 4+ 1 8+ 6+ 7+ 8+ M WS BS S T W I A Ld Cl Wil Int
Skills: Big Brother. 6” 4+ 4+ 3 4 1 2+ 1 8+ 5+ 7+ 7+
Wargear: Hardcase: Light Carapace (4+) & Respirator. Skills: Clamber, Sprint.
Weapons: Shock bite: GMW1 (Rending, Shock), Weapons: Storm-welder.
custom autopistol (-1S, Plentiful, not Sidearm), Wargear: Furnace plates.
custom hand flamer (-1S, Scarce),
custom frag grenades (-1S). WIRED
Can re-roll Initiative tests (enhanced nervous system making
TENACIOUS reflexes lightning fast).
If taken Out of Action while not yet activated this round, this
fighter is not removed from the battlefield until after completing
its activation.

DIGI-WEAPON ARSENAL
When activating, choose a single digi-weapon (to arm). No
other digi weapon can be used until the start of this fighter’s
next activation.

WANDERING HOUND
Individual fighter (not a pet and not attached to another fighter).

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


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

ARTICLES OF FAITH (1)


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

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

179
★ NECROMUNDA ★

OUTLAW HIVE SCUM


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

QUEEN LORSHA 100 ABOMINATION OF BADZONE 12 280


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

JONNY RAZOR 125


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

ESTUS JET 130


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

VUNDER GORVOS 145


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

GAEN GORVOS 150


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

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

180
★ NECROMUNDA ★

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

DEAD, NOT ALIVE


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

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

“WE’LL GET OUR BIT…”


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

● None: Available for the next battle for free.


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

If available for free in the next battle:


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

0-1 BOUNTY HUNTER (GENERIC) 80


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

Choose one of the following:


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

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

181
★ NECROMUNDA ★

BETTI BANSHEE (ESCHER) 170 YAR UMBRA 230


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

BANSHEE WAIL YOLANDA SKORN 230


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

GOR HALF-HORN 235


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

THE DESERTER 225 GRENDL GRENDLSEN 280


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

182
★ NECROMUNDA ★

BAERTRUM ARTUROS III 290 VON BUREN (VAN SAAR) 285


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

DJANGAR ‘GUNFISTS’ (GOLIATH) 290 MASTER OF CYBERTEKNIKA


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

VAN SAAR PROTECTIVE GEAR WYRD POWERS (UNSANCTIONED)


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

183
★ NECROMUNDA ★

ASHWOOD STRANGER 170 ORTRUUM 8-8 250


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 2+ 3 3 3 3+ 2 8+ 3+ 5+ 7+ 4” 5+ 5+ 3 3 2 4+ 1 6+ 7+ 5+ 5+
Skills: Gunfighter, Fast Shot, Hip Shooting. Skills: Fearsome.
Wargear: Flak. WYRD POWERS (SANCTIONED)
Weapons: Stub gun (normal dumdum), autopistol, Telekinesis: Force Blast (Basic).
long blade (nomad blade). Telepathy: Mind Lock (Basic), Premonition (Simple).

LONG RANGE FLIGHT


Stub gun and autopistol got +4" long range (not dumdum). Ignore all terrain, move freely between levels without restriction
and cannot fall. Cannot ignore impassable terrain or walls.
QUICK DRAW
When targeted by a shooting attack while Ready, TEAM WORK
make a ranged attack against the attacker with any Does not take up the Bounty slot (another Bounty Hunter may
equipped weapon (this does not remove Ready). be hired in addition).

WHERE HE NEEDS TO BE (OUTCAST LEADER) SOUL HOUND


Can always be included in a Random crew Before the battle begins, nominate one enemy fighter (not in
(taking up 1 slot as normal). Recovery). This is the one Ortruum 8-8 has been sent to track
down. The fighter must be deployed on the table at the start of
the battle, and must therefore be included in your opponent’s
HAGAR FREELORD 180 crew, however that is selected.
M WS BS S T W I A Ld Cl Wil Int
4” 4+ 4+ 3 3 2 4+ 2 6+ 5+ 7+ 6+ For the duration of the battle, all shooting attacks made against
Skills: Overseer. the nominated fighter gain a +1 modifier on hit rolls.
Weapons: 2x plasma pistol. Additionally, the nominated fighter may not use the Infiltrate or
Wargear: Mesh (5+), respirator. Lie Low skills for the duration of this battle.

EX-GUILDER ARMOURIES (OUTCAST LEADER)


New Gangers (when hired) can buy items with Rarity 8
or less from the Trading Post. THAETOS 23-2 WYRDLOCK 285
M WS BS S T W I A Ld Cl Wil Int
WELL-CONNECTED 5” 5+ 5+ 3 3 2 3+ 1 7+ 7+ 6+ 7+
Can spend a post-battle action to gain credits: Skills: Fearsome.
● Outcast: D6x10. Wargear: Respirator.
● Bounty Hunter: D3x10. WYRD POWERS (UNSANCTIONED)
Pyromancy: Scouring (Basic).
GORSHIV HAMMERFIST 260 Telepathy: Maddening Visions (Basic).
Telekinesis: Levitation (Basic), Continuous Effect.
M WS BS S T W I A Ld Cl Wil Int
4” 2+ 4+ 5 4 3 3+ 4 6+ 4+ 7+ 8+ TEAM WORK
Skills: Bull Charge, Walk it Off. Does not take up the Bounty slot (another Bounty Hunter may
Wargear: Flak. be hired in addition).
Weapons: 2x power hammers ('Wreck & Ruin'), stub gun.

COMBAT CHEMS STASH


Can roll a D6 when activated to modify the Attack
MORTANNA SHROUD 330
characteristic (until the end of the round): M WS BS S T W I A Ld Cl Wil Int
1: A = 1 2: +1 A 3-4: +2 A 5-6: +3 A 5” 4+ 5+ 3 3 1 3+ 2 7+ 7+ 6+ 6+
Skills: Escape Artist.
IMPLACABLE Weapons: Laspistol.
● Never Pinned when hit by ranged attacks. Wargear: Flak, refractor field.
● Never moved by skills or traits. WYRD POWERS (SANCTIONED)
Biomancy: Hammerhand (Basic), Continuous Effect.
Pyromancy: Scouring (Basic).
Telekinesis: Assail (Basic).

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

184
★ NECROMUNDA ★

SERVALEN & SLATE MERDENA & MACULA (ORLOCK)


HARDCASE CYBER-MASTIFF 240 SLATE MERDENA (ORLOCK ROAD BOSS) 360
SERVALEN (SCRUTINATOR-PRIMUS) 185 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” 2+ 3+ 3 4 3 3+ 3 4+ 5+ 4+ 5+
5” 4+ 4+ 3 3 2 4+ 1 6+ 7+ 6+ 4+ Skills: Fearsome, Iron Will, Nerves of Steel.
Wargear: Mesh, photo-goggles.
Skills: Got Your Six.
Weapons: Power hammer, frag grenades,
Wargear: Flak, armoured undersuit, magnacles, respirator.
custom plasma pistol (plasma gun with Sidearm).
Weapons: Custom tub gun with infra-sight and
the following 2 ammo only: MACULA (CYBER-MASTIFF)
● Scrutinator: +1 to hit long rng M WS BS S T W I A Ld Cl Wil Int
● Excrutiator rounds: +1 to hit short rng, S4,
5” 3+ - 3 3 2 4+ 2 7+ 6+ 8+ 9+
Am6+, Shock, not Plentiful.
Skills: Combat Master.
PSYCHIC NULL (PARIAH) Weapons: Savage bite: GMW1 (Disarm).
● Can Disrupt Wyrd Powers (as if being a Psyker). WATCHDOG
All fighters within 6" suffer the following (friend & foe): If the owner is a sentry, attackers can be spotted outside
● Psychic powers can't be manifested. the vision arc. Add 1+ modifier to spotting
● -2 modifier to Cool tests. (a 1 before modifiers still fails).

INVESTIGATOR LOYAL PROTECTOR


Can't be targeted by Tactics (can be affected if this fighter is not While Standing (Active or Engaged) and within 3” of
specifically targeted). its owner, enemy fighters may not make a Coup de Grace
against the owner.
HARDCASE CYBER-MASTIFF 65
M WS BS S T W I A Ld Cl Wil Int VESPA MERDENA (ORLOCK) 245
5” 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+ VESPA 'MINX' MERDENA - ORLOCK WILD CHILD
Skills: Threat Response. M Front/Side/Rear W Hnd Sv BS Ld Cl Wil Int
Wargear: Hardcase: Light Carapace (4+) & Respirator. 9" 4/3/3 3 3+ 5+ 3+ 6+ 7+ 5+ 6+
Weapons: Shock bite: GMW1 (Rending, Shock). Weapons:
● Mischief (front - crew operated):
TENACIOUS Ironhead missile launcher (frag & krak).
If taken Out of Action while not yet activated this round, this ● Custom stub gun (12" short range, 24" long range).
fighter is not removed from the battlefield until after completing Skills: Jink, Trick Shot.
its activation. Type: Wheeled.

LOYAL PROTECTOR DEDICATED GUNNER


While Standing (Active or Engaged) and within 3” of its owner, Can move full distance (instead of half) during Move & Shoot.
enemy fighters may not make a Coup de Grace against the
owner. AGILE
Can make 1 extra turn (up to 90°) when moving (before, during
FAITHFUL PROTECTOR or after).
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).

185
★ NECROMUNDA ★

KAL JERICHO & SCABS ARBELESTA & ARAMISTA


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

If rolling for “We’ll Get Our Bit…”, roll a single D6 for both. BODYGUARD (ARBELESTA)
If the other fighter is within 2” and hit by a ranged attack, the hit
GIFTED FORAGER and all its effects can be transferred to this fighter.
In the post-battle sequence, add +1 to the Seek Rare
Equipment roll when visiting the Trading post.
VORGEN MORTZ & REX SPIRES
VORGEN ‘GUNNER’ MORTZ 305
M WS BS S T W I A Ld Cl Wil Int
4” 5 4+
2+ 3+ 4 2 2 7+ 7+ 8+ 8+
(5”) (3) (3+)
Skills: Marksman, Regroup.
Weapons: Heavy stubber, knife.
Wargear: Flak, servo harness (partial).
SECOND PROFILE
The profile in parentheses is without servo harness (partial).

UNIQUE PARTNERSHIP (REX SPIRES)


Can be hired alongside the other Bounty Hunter, allowing the
gang to field 2 Bounty Hunters instead of 1.

REX SPIRES 315


M WS BS S T W I A Ld Cl Wil Int
5” 4+ 5+ 3 3 2 4+ 1 7+ 7+ 8+ 7+
Skills: Evade, Lie Low.
Wargear: Flak.
Weapons: Frag trap, melta trap, blasting charge,
demo charge, knife.
DEMOLITIONS
Place up to 3 booby traps (frag & melta) in the pre-battle
sequence.

UNIQUE PARTNERSHIP (VORGEN MORTZ)


Can be hired alongside the other Bounty Hunter, allowing the
gang to field 2 Bounty Hunters instead of 1.

186
★ NECROMUNDA ★

OUTLAW BOUNTY HUNTERS


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

ALYCE SHIVVER 165 DURGAN KILL-FIST 225


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 4+ 3 3 2 3+ 2 6+ 5+ 7+ 6+ 5” 3+ 3+ 4 5 2 3+ 3 4+ 4+ 8+ 7+
Skills: Headbutt, True Grit. Skills: Inspirational, Unstoppable.
Weapons: Stub gun (with Dumdum), knife. Wargear: Furnace plates.
Wargear: Mesh, Respirator, photo-goggles. Weapons: Frag grenades, kill-fist: GMW2 (Pulverise),
cruncher: GMW1 (2", Concussion, Knockback).
WYRD POWERS (UNSANCTIONED)
Telekinesis: Assail (Basic), Levitation (Basic), Continuous. CZARN THE CYBEROTH 220
Telepathy: Maddening Visions (Basic). WARP CORRUPTED ABOMINATION
(OUTCAST, CHAOS, CORRUPTED)
EIGHTFOLD HARVEST LORD 205 M WS BS S T W I A Ld Cl Wil Int
(CHAOTIC) 4” 3+ 5+ 5 5 3 4+ 2 7+ 5+ 6+ 7+
Skills: Bull Charge, Crushing Blow, Unstoppable.
M WS BS S T W I A Ld Cl Wil Int
Weapons: Balefire thrower, Paired tunneling claw (melee).
5” 2+ 6+ 4 4 3 3+ 3 7+ 5+ 8+ 7+ Wargear: Light carapace (4+).
Skills: Avatar of Blood, Killing Blow, Slaughterborn. AUTOMATED REPAIR SYSTEMS
Weapons: 2x Heavy chain cleavers, knife. Spend a post-battle action and roll a 3+
Wargear: Butcher’s mask, plate mail armour, to heal one Lasting Injury.
Corpse Grinder Cult Icon.

VANDOTH THE FALLEN 250


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

THE HERMAPHAGE MAGOS 310


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

WYRD POWERS (UNSANCTIONED)


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

T.H.R.U.G. 12 ‘SPARKY’ 320


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

GROUP ACTIVATION (1)


Only applies to friendly Slave Ogryn fighters.

RUNAWAY
If captured and Sold to the Guilders, the capturing gang
receives +D6x10 credits

CHAOTIC: Can only be hired by Chaos Cult, Corpse Grinder Cult or Chaos Corrupted gangs.

187
★ NECROMUNDA ★

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

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

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

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

PETITION: GENERIC AGENT PETITION: SPECIAL CHARACTER


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

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

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

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

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

Choose one of the following:


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

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

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

188
★ NECROMUNDA ★

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


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

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


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

QUEEN OF THE ROAD


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

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


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

189
★ NECROMUNDA ★

0-1 GENERIC (CAWDOR) 40/80 LADY HAERA (ANY) 40/80


M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 2 4+ 1 4+ 6+ 5+ 6+ 5” 2+ 3+ 3 3 2 3+ 3 5+ 5+ 6+ 6+
5” 3+ 5+ 3 3 2 3+ 2 5+ 6+ 4+ 7+ Skills: Backstab, Dodge.
4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+ Wargear: Light carapace (4+), refractor field.
Law Abiding: Weapons: Phase sword: GMW1 (Phase, Power),
● Pious: Can re-roll Rally tests if the result is 2 power spear:
(before modifiers). ● ranged:
● Choose any items from the gang’s House 4" (+1), 8", S4, AP-2, D2. Knockback.
Equipment List (not Redemptionist). ● melee: GMW1 (2", Power).

HOMING TELEPORT
Each time the power spear is used to make a ranged attack,
roll a 3+, otherwise the the spear can only be used once more
as a ranged attack (it runs out of charge after returning to the
owner). If thrown without a charge, it cannot be used again for
the rest of the battle.

WATCH-SKULLS
360° vision arc.

190
★ NECROMUNDA ★

OUTLAW AGENTS
0-1 GENERIC (CAWDOR) 40/80 AXON HAMMER (GOLIATH) 100/200
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 2 4+ 1 4+ 6+ 5+ 6+ 4” 3+ 3+ 4 4 3 4+ 3 5+ 4+ 7+ 6+
5” 3+ 5+ 3 3 2 3+ 2 5+ 6+ 4+ 7+ Skills: Fists of Steel, Hip Shooting.
4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+ Weapons: Boltgun / plasma gun (combi), frag grenades.
Outlaw: Wargear: Furnace plates, refractor field.
● Fanatical: Can re-roll Nerve tests if the result is 2
(before modifiers). WASTE'S MOST WANTED
● Choose any items from the gang’s House The enemy gains a bounty reward of 200 credits if this fighter
Equipment List (including Redemptionist). is killed (Memorable Death) or captured.
FISTS OF STEEL
Unarmed attacks gain +2S & D2.

PROPHET 80/160
(CAWDOR, CRUSADING)
M WS BS S T W I A Ld Cl Wil Int
8” 4+ 4+ 5 4 2 4+ 1 5+ 6+ 6+ 6+
Skills: Iron Will, Overseer, Unstoppable.
Wargear: Servo harness (full), stats are modified accordingly.

TERRIFYING
Pass a Willpower test to target this fighter with a ranged or
close combat 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.

BLESSED BY THE LOST SAINT


3+ save (unmodifiable).

BEACON OF REDEMPTION
+2 Cool & Willpower to friendly fighters with LOS to this fighter.

ATHERA & STIX (ESCHER)


ATHERA (40/80) STIX (CARYATID) 0
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” 2+ 3+ 3 3 2 2+ 3 7+ 5+ 6+ 7+ 6” 5+ - 2 2 1 2+ 1 7+ 7+ 8+ 8+
Skills: Acrobatic, Counter-attack. Weapons: None (always make unarmed attacks).
Weapons: Plasma pistol, chainaxe (master-crafted).
Wargear: Light carapace (4+) OMEN OF FORTUNE
While within 3” of the owner, once per round, the owner can
ADINA'S CHAMPION pass a Willpower test to avoid being hit (affects all hits
After deployment, challenge an enemy fighter. against the owner from a single attack). This counts as a
Gain the following until attacking any other model: bonus invulnerable save (the owner is not even hit by the
+1 A & Spring Up (Agility). attack).

FAVOURED OF STIX PRECOGNITION


Stix is always deployed within 3" (pet). ● 3+ save (invulnerable).
● 2+ (invulnerable) against Blast/Template.

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

191
★ NECROMUNDA ★

KLOVIS & MALAKEV


KLOVIS (CAWDOR) 100/200 MALAKEV (CAWDOR) 0
REDEEMER DEACON
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
5” 3+ 6+ 3 3 3 3+ 3 7+ 5+ 6+ 8+ 4” 5+ 6+ 2 4 2 5+ 1 7+ 6+ 7+ 8+
Skills: Devotional Frenzy, Fearsome, True Grit. Skills: Evade, Lie Low.
Weapons: Eviscerator (master-crafted). Wargear: Light carapace armour (4+).
Wargear: Flak, incombustible hauberk, Weapons: None.
Book of the Redemption, pyromantic mantle.
BODYGUARD (KLOVIS)
TERRIFYING (FEARSOME REPUTATION) If the other fighter is within 2" and hit by a ranged attack,
Pass a Willpower test to target this fighter with a ranged or the hit and all its effects can be transferred to this fighter.
close combat action (not Wyrd powers), or the action ends
immediately (wasted). However, the action does not count as DEDICATED FOLLOWER
● Included with Klovis (cannot be hired on his own).
being performed, so the same action can be attempted again, if ● Must be deployed within 3" of Klovis
the fighter has more available actions in the activation. (at the start of the battle).

ARTICLES OF FAITH SCRIBE


● Generates 3 Faith dice (instead of 1). ● +D3 Reputation to the hiring gang if both Malakev
● Can perform Articles of Faith & Klovis are on the battlefield (not Seriously Injured)
(Path of the Redeemer). at the end of a battle.

THE LIBER EXCRUCIATUS


If both fighters are Active and within 1" of each other, Klovis
can spend a Basic action (Know your Fate):
D3 enemies (chosen by Klovis) with LOS to Klovis and
within 9" of Klovis must make a Nerve test with a -1 modifier.

ATHERA & STIX (ESCHER)


ATHERA (40/80) STIX (CARYATID) 0
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” 2+ 3+ 3 3 2 2+ 3 7+ 5+ 6+ 7+ 6” 5+ - 2 2 1 2+ 1 7+ 7+ 8+ 8+
Skills: Acrobatic, Counter-attack. Weapons: None (always make unarmed attacks).
Weapons: Plasma pistol, chainaxe (master-crafted).
Wargear: Light carapace (4+) OMEN OF FORTUNE
While within 3” of the owner, once per round, the owner can
ADINA'S CHAMPION pass a Willpower test to avoid being hit (affects all hits
After deployment, challenge an enemy fighter. against the owner from a single attack). This counts as a
Gain the following until attacking any other model: bonus invulnerable save (the owner is not even hit by the
+1 A & Spring Up (Agility). attack).

FAVOURED OF STIX PRECOGNITION


Stix is always deployed within 3" (pet). ● 3+ save (invulnerable).
● 2+ (invulnerable) against Blast/Template.

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

192
★ NECROMUNDA ★

ASSAULT ON PRECINCT FORTRESS 17


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

ATTACKER: FORMULATE ATTACK


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

193
★ NECROMUNDA ★

ATTACKER: 3 ASSAULT WAVES OUTCOMES: OVERRUNNING THE PRECINCT


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

DEFENDER: 3 RALLY POINTS LIMITED AMMO


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

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

LASTING INJURIES AND RECOVERY


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

194
★ NECROMUNDA ★

SCENARIO 1: NIGHT FALLS


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

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

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

Otherwise, the defender gains D3 additional Respite actions.

SCENARIO 2: BURN THEM OUT (OPTIONAL)


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

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

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

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

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

195
★ NECROMUNDA ★

SCENARIO 3: INFILTRATION (OPTIONAL)


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

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

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

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

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

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

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

196
★ NECROMUNDA ★

SCENARIO 4: THE CHALLENGE (OPTIONAL)


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

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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SCENARIO 5: HOLD UNTIL DAWN


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

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

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

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

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

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ALIGNMENTS: LAW ABIDING & OUTLAW


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


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

TERRITORIES
Each Territory has unique bonuses. A gang receives the DESTROY, LOSE & STEAL TERRITORIES
benefits of a Territory so long as it holds it, including After each battle, the winner can roll a D6:
immediately after taking control of it after a battle. Once the ● 1-2: Destroy a random Territory from the loser.
Territory is lost to another gang, the bonus is also lost. ● 3-4: No effect.
● 4-6: Steal a random Territory (replacing an existing
Territories can be destroyed or stolen by fighting a battle that Territory).
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, a model will suffer one of the MUTATIONS
following (depending on type): Open wounds are a gateway for more than just disease and
● Fighter: Lasting Injury roll. rot.
○ Chaotic: Mutation (conditional).
● Vehicle: Chaotic gangs (Corpse Grinder Cult, Chaos Cult, Corrupted
○ Crew Lasting Injury roll. gangs) have additional effects when suffering Lasting Injuries.
○ Lasting Damage roll.
If a Lasting Injury has a Mutation effect, roll a D6 and apply
GOING INTO RECOVERY the following modifiers:
Miss both the post-battle sequence of the current battle and ● +1 if inflicted by a Chaotic gang.
the next battle in order to recover. This will prevent any ● +1 if the fighter is a Daemon or daemonically
post-battle actions or working Territories. This effect only possessed.
applies once (never stack). ● +1 if already having mutation(s).
LASTING INJURY If the result is 6+, the Lasting Injury is replaced by a Mutation.
Some Lasting Injury rolls will result in a Lasting Injury Each mutation can only be gained once. If the mutation is a
(permanent stat decrease): duplicate, choose another.
● Does not decrease the cost.
● A stat that is depicted as a target number actually When a fighter gain a number of Mutations equal to the
increase this number (for example if WS 4+ is Toughness, they become a Chaos Spawn and the fate
decreased, it becomes WS 5+). depends on the controlling gang:
● Chaotic: Can be added to the gang instead.
MINIMUM STATS ● Others: Effectively slain (all equipment is lost).
Stats can't be reduced beyond a certain level. If reduced
below this level, go Into Recovery, but suffer no additional
penalty.

● Target stats (WS, BS, I): 6+.


● Mental stats (Ld, Cool, Will, Int): 12+.
● Absolute stats (M, S, T, W, A): 1.

Vehicles:
● Toughness: 3 (front/side/rear).
● Sv: 6+.
● Hnd: 10+

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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D66 LASTING INJURIES MUTATIONS


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

D66 LASTING INJURIES (CREW) Recovery


11 Lesson Learned: Gain D3 XP. Yes
12-26 Out Cold: No long time injuries. -
31-46 Grievous Injury. Yes
51-52 Humiliated: -1 Cool & Leadership. Yes
53-54 Head Injury: -1 Intelligence and Willpower. Yes
55-56 Eye Injury: -1 Ballistic Skill. Yes
61-65 Critical Injury: Critical condition - dead if not treated by the Doc in the post-battle sequence. -
66 Memorable Death: Instantly killed. The attacker gains +1 XP (if killed by an enemy fighter). -

D6 LASTING DAMAGE (VEHICLES)


1 Persistent Rattle: +1 modifier on future rolls (on this table).
2 Handling Glitch: -1 to Handling tests.
3 Unreliable: Roll a 2+ (per Unreliable damage) at the start of each battle or this vehicle can't take part.
4 Loss of Power: -1" Movement.
5 Damaged Bodywork: -1 Toughness.
6 Damaged Frame: -1 Wounds.
7+ Write-off: Cannot take part in any battles until repaired (post-battle sequence).

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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 test to target took part or not), at least one of the soul (performs a Coup de
this fighter with ranged weapons. following must be done: Grace or sacrifices a friendly
● Become Unsanctioned Psyker. ● The fighter performed a fighter), make a note. After
● Can generate a random psychic power from Coup de Grace (during the each battle, before deciding
the Chaos Cult psychic powers list 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 tests. 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 gangs 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
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CONTENTS (PART 3)
PART 1 PART 2 PART 3
RULES GANGS & CAMPAIGNS SCENARIOS
CHARACTERISTICS PROFILES ……4 FOUNDING A GANG …………………86 PRE-BATTLE SEQUENCE ……… 208
Modifying Characters ………………4 Gang Composition …………………86 Campaign Events …..……………… 209
Characteristic Tests ……………… 4 Loss Of A Leader …………………. 87 Badzone Events …..………………210
GENERAL PRINCIPLES ……………… 6 UNIVERSAL GANG STRUCTURE .. 88 Ash Wastes Battlefields …………217
Visibility ………………..………….…6 HOUSE CAWDOR …………………… 90 POST-BATTLE SEQUENCE ..…… 218
Cover …………………………..……6 HOUSE DELAQUE ……………………96 Underdog Bonuses …..……………… 219
Zone Mortalis (2D) …………………6 HOUSE ESCHER ……………………… 99 Income Tax ……...……………… 219
Dice …………………………..………7 HOUSE GOLIATH ……………………… 101 Experience ……...……………… 220
Measurement ………………………7 HOUSE ORLOCK …………………….… 105 BATTLEFIELD SETUP …………… 222
STATUSES ………………..………… 8 HOUSE VAN SAAR …………………….. 108 OPEN HIVE WAR ………..………… 223
CONDITIONS ………………..…………10 ENFORCERS …………………...…… 110 SCENARIO SPECIAL RULES …… 229
TERRAIN …………………………..…… 12 BOUNTY HUNTERS (VENATOR) ……… 113 HORRORS OF THE UNDERHIVE .. 234
SPECIAL TERRAIN FEATURES ……13 GENESTEALER CULT …………………. 114 SCENARIOS ………………………….235
Carnivorous Plants …………………18 CHAOS CULT ……………………………. 116
Industrial Terrain ……………………19 CORPSE GRINDER CULT ……………… 119
Hive Ruins …………..………………20 SLAVE OGRYN …………………….. 121
Gang Terrain ……………………... 21 OUTCAST ………………………….... 122
GAME STRUCTURE ………………… 26 ASH WASTE NOMAD ………………….... 125
PRIORITY PHASE …………………… 26 SQUAT …………..………………….... 128
ACTION PHASE ………………………26 SAINTS & CRUSADES …………...…… 129
ACTIONS …………………………...… 27 TAINTED GANGS …………………...…… 131
MOVEMENT ………………………….. 31 CHAOS SPECIAL RULES ………….…… 128
SHOOTING …………………………… 35 ALLIANCES …………………....…… 133
CLOSE COMBAT …………………..…37 Merchant Guilds ..……………...… 135
RESOLVE HITS …………………….…40 Recidivists ………………………… 138
Nerve Tests ………………………...42 Noble Houses .....………………… 141
END PHASE ………………………..… 43 THE TRADING POST ……………… 145
Bottle Tests …………………………43 EXOTIC BEAST ……………………… 154
Recovery Tests ……….…...……… 44 VEHICLES & CREW …………………… 159
Rally Tests ………………………... 44 MOUNTS …………..………………… 166
ARMOURY ………………………….. 45 HANGERS-ON ……………………….. 167
Pistols …………………………..… 45 Brutes ……………………………..…172
Basic Weapons …………………… 46 HIRED GUNS ………………………….177
Special Weapons ………………… 47 Hive Scum …………….…………. 178
Heavy Weapons ………………… 48 Bounty Hunters …...…………….… 181
Close Combat Weapons ………… 49 Agents ……….……………………. 188
Grenades ………………………… 50 ASSAULT PRECINCT FORTRESS . 193
Booby Traps ……………………… 50 ALIGNMENTS ……………………….. 199
WEAPON TRAITS ………………….. 51 CAMPAIGNS ………………………... 199
ARMOUR AND FIELDS ……………. 56 TERRITORIES ...…………………….. 200
EQUIPMENT ………………………… 58 LASTING INJURIES ………………… 201
STATUS ITEMS ……………………… 63 Going Into Recovery ………………… 201
SERVO-SKULLS …………………… 63 Succumbing To Injuries ………………
201
CHEMS ………………………………. 64 CAPTURED …...……………………… 203
Chem-Alchemy Elixir (Escher) …. 66 RESURRECTION ...……………………… 204
WEAPON ATTACHMENTS ………….68
BIONICS .……………………………. 68
Cyberteknika (Van Saar) ……….. 69
SKILLS ……………………...……...… 70
PSYKERS …..…………...…………… 77
WYRD POWERS ……..……………… 79
Psychoteric (Delaque) ………...…. 83

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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 using a Tactics. If failed, it has no
Note: If a gang has captured fighters, the captured fighter's effect and is discarded (draw a new random to
gang can always choose to attempt a rescue mission. replace it).

ATTACKER & DEFENDER UNDERDOG TACTICS


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

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

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

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

PETITION FOR AN AGENT


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

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

D66 CAMPAIGN EVENT


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

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D66 CAMPAIGN EVENTS


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

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

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

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

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

Automatically discarded: An Event is automatically discarded & replaced after being in effect for 3 full rounds.

D6 Environment D66 Event Discard Value


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

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

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

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

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

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

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

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

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

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

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

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

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

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

When taken Out of Action in Close Combat (or Coup de Grace), 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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Odd - Repeat Event: SHUTDOWN (DISCARD ON 4+)


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

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

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


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

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

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

Toxic liquid rains down from overhead. Roll a D6:


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

Warp-tainted: +2 penalty to Willpower tests.


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

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


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

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

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

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 test or become paralysed and consumed by the Sludge Jelly. If another fighter does not assist them
before the following End phase, the paralysed fighter goes Out of Action. If assisted, become Seriously Injured instead.

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

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


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

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

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

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

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

Weapon: Sharp Jaws, GMW1 (Backstab, AP-)


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

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

After deployment, but before the first activation, add three Beast’s Lair markers to the battlefield (starting with the gang with
Priority). They must be placed at least 12" from each other or a deployed fighter, and may not be placed in any deployment
area. If a Beast’s Lair marker is destroyed, the gang who destroyed it may place a new Beast’s Lair (as above).

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

Apply The Horrors in the Dark rules.


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

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

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

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

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


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

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

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

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51-52: LABYRINTH (DISCARD ON 4+)


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

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

Warp-tainted: Fighters who become lost gain Insanity.


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

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

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

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

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


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

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

Ancient Manufactorum: When Industrial Terrain activates, or is activated, all fighters within 1" suffer 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: Whenever a Nerve test is failed within ½" of an edge, pass a Willpower test or jump into the abyss.
63-64: WITCH’S LAIR (DISCARD ON 4+)
A Wyrd has taken up residence in the area, and is none too pleased that fighters have disturbed their solitude, bringing both
violence and the chance of discovery.

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

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

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


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

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

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


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

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

Discard this Event Immediately.

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ASH WASTES BATTLEFIELDS


Randomize a region & season to add effects suitable for Ash Wastes battles.

REGIONS (BATTLEFIELD SURFACE CONDITIONS)


2D6 1: NEAR WASTES Effect
2 Sand Traps: Fighters: Horrors in the Dark. Vehicles: Difficult terrain.
3-5 Broken Ground: Vehicles: Difficult terrain.
6-8 Open Ground: Open terrain.
9-11 Rocky Fields: Fighters: Partial cover if not moving (during the activation). Vehicles: Difficult terrain.
12 Sunken Ruins: Dangerous & difficult terrain.
2D6 2: DEEP WASTES
Fighters
2 Ancient Roads:
Open terrain. Vehicles (Wheeled & Tracked): +2 move (on roads).
3-5 Shifting Dunes:
Difficult terrain. Suffer a Wound if not moving (during the activation).
6-8 Rolling Ash: Open terrain. Partial cover if moving more than 6" (during the activation). This will also Raise the
Alarm (Sneak Attack: Sentries).
9-11 High Dunes: If moving more than 6" or shooting any weapons with S5+, after the activation, roll a 4+ or suffer the
following hit: S4 Blast (5").
12 Burning Wastes: When shooting a weapon, roll a 2+ or suffer Blaze.
2D6 3: WILD WASTES Fighters
2 Acid Plains: Fighters (not Mounted): If ending an activation on the surface, suffer a S3 hit.
3-5 Toxic River: Dangerous & difficult terrain. Models with T5+ suffer -1 to Initiative tests for dangerous terrain.
6-8 Dead Seabed: Dangerous & difficult terrain. Place 1 Beast's Lair on the battlefield.
9-11 Crystal Maze: If moving more than 6", pass an Intelligence test or suffer Insanity.
12 Sea of Glass: +1S & +1D to Blasts. Vehicles: If moving more than 6", move 3" straight ahead at the start of the next
activation.

SEASONS (BATTLEFIELD ENVIRONMENT)


2D6 1: SEASON OF FLAME
2 Thermal Thunder: Visibility (18"). When activating, roll a 2+ or suffer a S5 hit.
3-5 Soaring Temperatures: Visibility (24"). Fighters without respirators must spend a Basic action to Move.
6-8 Yellow Skies: -
9-11 Boiling Wind: Visibility (24"). Fighters with armour save 6+ or worse suffer a S2 hit after the activation.
12 Firestorm: Visibility (18"). At the start of each round, each gang places 2 Blast (3") anywhere on the
surface, then scatter 3D6". Models that start, end or enter the blasts must test against Blaze
(normally 4+ to catch fire).
2D6 2: SEASON OF ASH
2 Ash Cyclone: Visibility (9"). The Cyclone is a Blast (24") that starts in the centre of the battlefield and in each
end phase scatters 3D6" (stopping if contacting a battlefield edge). Fighters that start or end
touched by the Blast becomes Pinned.
3-5 Choking Gloom: Visibility (12"). Fighters without respirators must spend a Basic action to Move.
6-8 Ash Clouds: Visibility (18").
9-11 Caustic Winds: Visibility (12"). All hits improve AP by 1.
12 Great Storm: Pitch Black. Randomize a battlefield edge. When moving towards that edge, double the
movement. Movement away from that edge is halved. In each End phase, all models are moved
D6" directly away from the edge (roll separately per model).
2D6 3: CHANGING SEASONS
2 Rust Storm: Visibility (18"). Fighters ending an activation outside a vehicle or terrain that offers protection
against the sky must pass an Initiative test or become Pinned.
3-5 Perpetual Dark: Pitch Black.
6-8 Blinding Rays: Fighters ending an activation outside a vehicle or terrain that offers protection against the sky
must pass an Initiative test or suffer Flash:
● If Ready, lose Ready (if not, do not become Ready at the start of the next next Round).
● Reaction attacks only hit on 6+ (before modifiers).
● No other attacks can be made until the next activation.
9-11 A Year in a Day: Randomize an effect at the start of each round (roll a D2), the effect remains for 1 round:
1: Season of Flame (D6).
2: Season of Ash (D6).
12 Rad Storm: At the start of each End phase (before making Bottle tests), all fighters not in a vehicle or
enclosed structure suffer a Flesh Wound.

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POST-BATTLE SEQUENCE
1. WRAP UP 4. RECEIVE REWARDS & INCOME
Any events that take place ‘at the end of the battle’ are Receive rewards according to the scenario.
triggered here.
GAINING AND LOSING REPUTATION
SUCCUMBING TO INJURIES Reputation can be modified in a number of ways. Apply gains
Seriously Injured fighters at the end of the battle survive before losses (Reputation can't go below 1).
without Lasting Injuries on a 3+. On a 1-2, they succumb to
their injuries and are treated as having gone Out of Action, Underdog gains additional conditional bonuses:
suffering a Lasting Injury as normal. ● XP (win/lose)
● Giant Killer Bonus (bonus income if winning)
BEING CAPTURED
After a battle, the last remaining gang can attempt to capture INCOME (FROM TERRITORIES)
one enemy fighter if all the following are true: Up to 5 available Gangers (not Captured or in Recovery) can
● No other gangs remain on the battlefield. work 1 Territory each. Collect income from each worked
● At least 1 enemy fighter was taken Out of Action Territory (including any just gained). This is the only post-battle
(including those succumbing to their injuries). action available to Gangers.
Roll a D66 with the following modifiers: INCOME TAX
● +1 if at least one enemy is webbed at the end of Combine all credits gained (regardless of source), then apply
the battle. income tax. Refer to the income tax table to see how much
● +1 if at least 1 friendly Bounty Hunter took part. credits the gang gains. The gang can choose which to use:
● +1 if at least one enemy was restrained (Enforcer ● Gang Rating (all fighters, pets, Hangers-on gang
skill). equipment).
● +1 if a friendly Master Nautican (Water Guild ● Gang Size (amount of fighters including Pets &
Leader) remains on the battlefield (not Seriously Hangers-on).
Injured).

On a 66+, a random enemy (from those webbed or taken Out 5. POST-BATTLE ACTIONS
of Action) from a random enemy gang is captured. Critically Each Leader or Champion can make one post-battle action
Injured fighters can't be captured (randomize another fighter). each (except if In Recovery, Captured or dead etc.):

Hired Guns: Can be sold without any rescue attempt. ● Trade (2 types):
○ Regular Trade (Trading Post)
FIGHTERS RECOVER ○ Black Market Trade (Black Market)
Fighters who missed this battle because they were in ● Escort critically injured fighter to the Doc
recovery are now healed and available again. (costs 2D6x10 credits per action).

2. MAKE ALIGNMENT CHECKS 6. UPDATE ROSTER


Make an Alignment test for each Sub-plot claimed that does REMOVE DEAD & RETIRED FIGHTERS
not match the gang’s alignment: Dead fighters are removed from the gang:
● The equipment (except armour) is added to the Stash
Roll a number of D6s specified by the claimed Sub-plot(s). In as long as one of the following are true:
addition, add a D6 per Law Abiding fighter in the gang that: ○ At least 1 fighter on the battlefield at the end
● Took part in the battle. of the battle.
● Equipped with Illegal item(s). ○ The fighter was taken to the Doc but still
died (even if the Doc wasn’t paid).
If any D6 rolls a 1, the gang’s actions have caused their ● Otherwise, the dead fighter’s equipment is lost.
alignment to change.
Any fighters can be retired and the equipment is returned to
Gangs that can't change alignment lose 5 Reputation instead the Stash.
when failing an alignment test.
RESURRECTION PACKS
A single Leader/Champion that was killed (Memorable Death
3. DESTROY OR STEAL TERRITORIES or untreated Critical Injury) can be resurrected if:
The winner can roll a D6: ● At least one other friendly fighter was killed during or
● 1-2: Destroy a random Territory from the loser. after the same battle (Memorable Death or untreated
● 3-4: No effect. Critical Injury).
● 4-6: Steal a random Territory from the loser ● No other friendly fighter has a Resurrection Pack.
(replacing an existing Territory).
Roll a D8:
If winning a multi-player battle, target a random losing gang. 1. Archeo-Rebirth.
2. A Debt Of Blood.
If a gang loses a Territory (destroyed, stolen or any other 3. Daemonic Possession.
reason), it is immediately replaced by a new random 4. Dark Pact.
Territory. When stealing a Territory, it must replace one of the 5. Cannibal Corpse.
existing ones (not the permanent Settlement). 6. Revenant.
7. Xenos-Resurrection.
8. Skin-Deep Doppelganger.

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7. UPDATE GANG RATING


After all changes are made, update the Gang Rating. Note
that any other references to underdog Rating in the
post-battle sequence are referring to the value before it is
updated.

UNDERDOG BONUS XP BONUS GIANT KILLER BONUS


Difference in Crew Rating Win/Lose Bonus Income For Winning
1-99 +1/+0 +10
100-199 +2/+1 +20
200-299 +3/+2 +30
300-399 +4/+3 +40
400-499 +5/+4 +50
500-599 +6/+5 +100
600-699 +7/+6 +200
700-999 +8/+7 +300
1000-1499 +9/+8 +400
1500+ +10/+9 +250

INCOME TAX (CHOOSE BETWEEN GANG RATING OR GANG SIZE)


Gang Rating → 0-599 600-1369 1370-1749 1750-2119 2120-2499 2500-2899 2900+
Income Gang Size → 1-3 4-6 7-9 10-12 13-15 16-18 19+
5-25 25 20 15 10 0 0 0
30-45 40 35 30 25 15 5 0
50-75 55 50 45 40 30 15 0
80-115 75 70 65 60 50 35 15
120-165 100 95 90 85 75 60 35
170-225 125 120 115 110 100 85 60
230-295 145 140 135 130 120 105 80
300-375 160 155 150 145 135 115 90
380-455 175 170 165 160 150 130 100
460-555 185 180 175 170 160 140 110
560+ 195 190 185 180 170 150 115

TERRITORIES
D66 Territory Income
11-12 Chem Pit D6x5. If rolling a double, no income is gained, the ganger goes into Recovery and gains Fearsome.
13-16 Old Ruins D6x5 + 5 per Dome Runner or Proxy.
21-24 Slag D6x10.
25-26 Water Still D6x15.
31-34 Settlement 30. Roll 2D6. If the result is 9+, gain a free Juve (if the gang has Juves). On a 12+, gain a free Ganger
instead.
35-36 Mine Workings D6x10 +10 per captive or Ambot. Any captives can permanently be put to work in the mine (after any
rescue attempt).
41-42 Tunnels D6x5. 1 fighter deployed on the ground level gains Infiltrate (for the battle).
43-44 Vents D6x5. 1 fighter deployed above ground level gains Infiltrate (for the battle).
45-46 Holestead D6x15.
51-52 Drinking Hole D6x15. Before each battle, gain 1 free bottle of Second Best or Wild Snake (cannot be saved or used
later).
53-54 Workshop D6x15. Re-roll the first failed Ammo roll during a battle. Multiples of this effect apply to subsequent
failed Ammo rolls.
55-56 Guilder Contact D6x15. +10 per loot collected during a battle. Outlaw gangs and Cults cannot gain this (re-roll if
generated, destroy if stolen).
61 Mineral Outcrop D6x10. If a 6 is rolled, gain +D6x10.
62 Friendly Doc D6x10. Gain 1 free Medical Escort (post-battle action) after each battle with a 50% discount.
63 Gambling Den 2D6x10. If a double is rolled, lose that amount from the income instead (a negative result counts as 0).
64 Spore Cave 2D6x10. Before each battle, gain 1 free dose of Ghast (cannot be saved or used later).
65 Archeotech Hoard 2D6x10. Can roll up to 6D6x10 instead. However, if any doubles are rolled, after collecting income, this
Territory is reduced to Old Ruins.
66 Green Hivers Choose any of the above territories.

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CHOOSE A TRADE ACTION MEDICAL ESCORT (TO THE DOC)


Each eligible fighter can make one trade action each. These Escort a Critically Injured fighter to the doc:
are chosen individually per fighter: 1) Make the post-battle action.
● Trading Post & Black Market: Rare items. 2) Determine the price of 2D6x10 credits.
● Black Market Trade: Illegal items. 3) Decide if you can or want to pay.
4) If the doc is not paid, the fighter dies, but you can
Depending on Alignment, fighters may need to take a test for keep any non-armour equipment.
the trade action. 5) If the doc is paid, roll a D6:
○ 1 (Complications): The fighter dies.
RARE ITEMS (TRADING POST & BLACK MARKET) ○ 2-5 (Stabilised): Roll a D6, add 50, and
Law Abiding: Automatically pass test. apply the result as a Lasting Injury
Outlaw: Pass a Cool test. (Permanent Injury).
○ 6 (Full Recovery): Go into Recovery.
ILLEGAL ITEMS (BLACK MARKET)
Law Abiding: Pass an Intelligence test. REPAIR DAMAGED VEHICLES (CHOP SHOP)
Outlaw: Automatically pass test 1) Make the post-battle action (for a vehicle that
suffered a Lasting Damage).
TRADING 2) Roll a D6 for the Chop Shop.
The gang can a single roll for availability, then add modifiers: 3) The cost will be either 50% or 25% of the vehicle's
● 2D6 (Trading Post & Black Market). cost:
○ Rare items modifiers. ○ Including Upgrades
○ Illegal items modifiers. ○ Not including Wargear and weapons.
4) Decide if you can or want to pay.
Finally, add any modifiers to the roll if any fighters made 5) If not paid, the vehicle is not repaired.
trade actions. The gang can now buy any number of items 6) If paid, remove all existing Lasting Damages.
with an availability level equal to or lower than the roll (after
applying modifiers). 1-3 Almost Like New: Cost 50%.
Suffer a Persistent Rattle.
TRADING POST BLACK MARKET
4-5 Quality Repairs: Cost 50%.
Rare Rare & Illegal 6 Full Recovery: Cost 25%.
Law Abiding - -1
● Leader +2 +2 (Intelligence test)
● Champion +1 +1 (Intelligence test)
HANDLE CAPTIVES
Captives can be handled in different ways after having a
Outlaw -2 -
chance to be rescued. A Captive can always be forced to be
● Leader +2 (Cool test) +2 freed by paying half the cost.
● Champion +1 (Cool test) +1
Per full 10 Reputation +1 +1 Law Abiding:
● Claim a bounty on Outlaw Captives (full value).
● Trade back captives to Law Abiding gangs.
SPEND CREDITS
A gang can always spend credits on the following (without Outlaw:
● Dispose or sacrifice a Captive.
making any post-battle actions or making any trade rolls):
● Trade back captives to any gang.
● Hire fighters, crew & vehicle upgrades (according to
Gang Composition).
● Recruit Hangers-on (according to Reputation limit). ● Dispose/Sacrifice (Outlaw only)
● Trade Captives Back
○ Law Abiding:
SELL EQUIPMENT AND DAMAGED VEHICLES
● Sell Equipment (value - D6x10, minimum 5). Only to other Law Abiding gangs.
● Purchase any Common items or items from the ○ Outlaw:
gang's Equipment List. To any gang.
● Sell damaged vehicles (25% of value):
Vehicles with at least one Lasting Damage can be WORKING TERRITORIES
scrapped for 25% of the cost: 0-5 Gangers can make a post-battle action to be assigned to
○ Including Upgrades (lost). work a single Territory each (if available, not in Recovery or
○ Not including Wargear and weapons Captured).
(returned to Stash).

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EXPERIENCE
STARTING EXPERIENCE ADVANCEMENT ROLL
All models start with the following amount of XP: Each model that gains advancements roll 2D6 (per
● Juve: 0 XP. advancement):
● Ganger, Vehicles, 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 BS: +15
10 Winning Gang Leader (if taking part). 7 Random:
1. Move. +10
Wounding hit also includes anything resulting in an injury 2. Initiative. +5
dice being rolled, for example Toxin, Gas, Web etc. The 3. Pick 2: Ld, Cool, Will, Int, Hnd. +5 (total)
wound must be inflicted during the activation as normal. This 8 WS: +5
includes enemies wounded from a fall after being Pinned by 9 Random:
a ranged attack for example. Blaze and other effects that 1. Wounds. +20
cause wounds after the activation does not count however. 2. Toughness +15
XP per wounding hit is also only counted per enemy fighter,
10-11 Choose (skill): +10
so an attack causing multiple wounds or multiple hits does
● Primary (Custom).
not multiply the reward, unless there were multiple enemies
● Secondary (Random).
hit and wounded.
12 Choose (skill): +10
● Primary (Custom).
ADVANCEMENTS ● Secondary (Custom).
When a fighter goes from one level to the next, the fighter ● Any (Random).
gains 1 advancement roll. This can improve stats or grant
new skills.
IMPOSSIBLE ADVANCEMENTS
Notes on mental stats (Hnd, Ld, Cool, Will or Int): Re-roll duplicate skills (if the fighter already has it or skills that
● Must choose 2 different mental stats. cannot be taken or used or are otherwise useless. If a stat
● The rating is +5 for both stats. can't be taken, choose the other stat (if that also cannot be
taken, re-roll).

If the result is WS or BS and that cannot be taken, take the


other of WS/BS instead (if that also cannot be taken, re-roll).

XP Title Starting level for Starts with Note


0-5 Green Juve Juves 0
6-10 Juve
11-15 Experienced Juve
16-20 Top Juve
21-30 New Ganger Gangers, Vehicles & Pets 21 Juves become Gangers.
31-40 Ganger
41-50 Experienced Ganger
51-60 Top Ganger
61-80 Hero Leaders, Champions & Brutes 61
81-100 Hero
101-120 Hero
121-140 Hero
141-160 Hero
161-180 Experienced Hero
181-200 Top Hero
201-240 Legend
241-280 Legend
281-320 Legend
321-360 Experienced Legend
361-400 Top Legend
401+ Mighty Ganger No further advancements.

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MAX & MIN STATS PROMOTION


Each characteristic has a maximum value. If this is reached There are 3 types of promotions:
for an advancement roll, choose another stat within the same ● Juve → Ganger (when reaching 21 XP).
result. If all stats are maxed out within a result, re-roll. ● Ganger → Champion (when reaching 61 XP)
○ Can be promoted after any battle.
● Target stats (WS, BS, I): 2+ ○ Cannot be promoted to Specialist
● Mental stats (Ld, Cool, Will, Int): 3+ Champion.
● Absolute stats (M, S, T, W, A): +2 ○ Can only be promoted if there are available
(compared to the base profile of the model's current Champion slots in the gang.
type). ● Any → Leader (Loss of a Leader).

ABSOLUTE MAX & MIN When promoted, the fighter counts as the new type for all
Regardless of how stats are modified (from any effects, purposes.
modifiers or advancements), they can never go below or ● Keep all existing items (wargear, pets, etc.).
beyond the following: ● Gain access to new weapon types.
● Lose all special rules related to the previous type.
● Gain all special rules related to the new type.
MAX & MIN STATS: FIGHTER
M WS BS S T W I A Ld Cl Wil Int
Max 8” 2+ 2+ 6 6 6 2+ 10 3+ 3+ 3+ 3+
Min 1” 6+ 6+ 1 1 1 6+ 1 10+ 10+ 10+ 10+
MAX & MIN STATS: VEHICLE
M BS T W Sv Hnd Ld Cl Wil Int
Max 12” 2+ 10 / 10 / 10 6 2+ 3+ 3+ 3+ 3+ 3+
Min 1" 6+ 3/3 /3 1 6+ 10+ 10+ 10+ 10+ 10+

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BATTLEFIELD SETUP
DEFAULT BATTLEFIELD SETUP DEPLOYMENT ZONES
The default method (unless the scenario have special The defender (or a random gang if there are no defender)
instructions): chooses deployment zone first.

Size (approximate recommendations): Typical deployment zones for 2 gangs on a 3'x3' or larger
● Zone Mortalis: 2'x2x, 3'x3' or 4'x4'. battlefield:
● Sector Mechanicus: 3'x3' or 4'x4'.

Universal Terrain:
● More is better. 12"
● Loot (6" from any deployment zone).
● Can take turns setting up certain parts.
● Obstacles, scatter terrain, barricades.

Zone Mortalis:
● Walls.
● Doors (some with terminals).
● Stairs.
● Lifts.
● Ductways.

SUGGESTED SETUP
You can choose to follow these guidelines (take turns setting
up certain parts):
Alternatively, for Zone Mortalis, choose one of the following:
Universal Terrain: ● 1 full tile (at least 1 full tile away from the enemy
● D3+3 scatter terrain (for example barricades). deployment zone).
● Loot caskets: 2 (6" from any deployment zone). ● 3” area that runs along one edge of the battlefield
(opposite edge of the enemy deployment zone).
Universal Zone Mortalis:
○ Tiles: Max number as described by
scenario. Each tile must be placed with
DEPLOYMENT
● The defender starts (or a random gang if there are
minimum half of its edges touching an
no defender).
existing tile.
● One gang deploys the entire crew before the next
○ Walls: Add some walls.
gang.
○ Doors: Minimum 3 (with optional
terminals).
Fighters can never be deployed, placed or enter the
○ Ductways: 2.
battlefield:
● B2B with enemies.
● In blocked-off areas or corners.

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OPEN HIVE WAR


Scenarios can be randomly generated using these ‘Hive War’ STEPS
rules. The default size for this battlefield is 36”x36”, but 1. Generate the scenario (randomly):
smaller and larger battlefields can be used. ○ Deployment: 1
○ Objective: 1
The scenario is determined by randomly combining the ○ Peril: 1
following components (there are 12 of each): ○ Loot: 1 per gang (secret)
● Deployment: Where gangs can deploy. Some 2. Attacker & Defender: The winner of a roll-off can
specify separate zones for attacker & defender. If a choose.
gang has multiple separate zones, at least 1 fighter 3. Deployment Zone: The Attacker chooses a
must be placed in each zone (as far as possible). deployment zone (if not specified).
● Objective: Describes how the battle is won. Some 4. Objective markers (if specified): Place any
use Objective markers. These are controlled in the Objective markers. Can't be placed in Impassable
End phase by the gang having the most fighters terrain or within 2" of another Objective.
within 2” (not counting Seriously Injured fighters). 5. Loot markers (if specified): Place any Loot
Objective markers can't be scored in the first round markers.
or until the round after the Alarm is raised (Sneak 6. Peril markers (if specified): Place any Peril
Attack). markers.
● Peril: Special effects that apply to the battle. 7. Crews: Depends on the battlefield size:
● Loot: Side-missions with additional rewards (usually ○ 36"x36" (or larger): Custom (12).
kept secret). Scored immediately when the specified ○ Smaller than 36”x36”: Custom (8).
requirements are met. At least half the crew must be Reinforcements (if
specified).
Sneak Attack 8. Tactics:
● No gang can win until after the End phase of the ○ Custom (2) to each gang
round after the Alarm has been raised. ○ Additional Custom (1) to the underdog per
● Loot can't be scored until the End phase of the 100 credits difference in gang rating.
round after the Alarm has been raised. 9. Deployment: Attacker sets up the crew first. If the
deployment zone is split in separate zones, at least
one fighter must be placed in each zone.
10. Reinforcements (if specified): D3 models each
End phase (starting on the 2nd round).

VICTORY
Applies to all Open Hive War battles:
The last remaining gang is the winner (start of any round).

REWARDS
BROKEN COMBINATIONS Applies to all Open Hive War battles:
CREDITS
Randomize a new Open Hive War battle if drawing any of
Open Hive War:
the following combinations (potentially broken):
● +D6x10 to the loser.
● Burn Them Out:
● +2D6x10 to the winner.
○ Ambush
● Critter Hunt:
EXPERIENCE
○ Ambush
Standard rewards:
○ Home Turf
● +D6 for taking part.
● Escape the Dome:
● +5 per wounding hit.
○ Sneak Attack (special rule)
● +1 for taking an enemy Leader or Champion Out of
○ Reinforcements (special rule)
Action.
○ Backstab
● +1 for killing an enemy (during the battle).
○ Backstab (Reinforcements)
● +1 for Rallying.
○ Free For All
● +10 to the winning Leader (if taking part).
○ Ambush
○ Home Turf
REPUTATION
● King of the Hive:
● +D3 to the winner.
○ Ambush
○ Home Turf
● Rush ‘Em:
○ Ambush
○ Home Turf
● Flank ‘Em:
○ Ambush
○ Home Turf
● Tunnel Clash:
○ Ambush
○ Home Turf

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Winning the battle: The last remaining gang is the winner (start of any round).
Rewards: +D6x10 to the loser. +2D6x10 and +D3 Reputation to the winner.
Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
D12 OBJECTIVE
1 Burn Them Out: Each gang places 3 Objectives in the opponent’s deployment zone (take turns starting with the
Attacker). Once an Objective is scored, it is removed.
Winning the Battle: First and only gang to score all Objectives in the opponent’s deployment zone.
2 Critter Hunt: Place a single Objective in the centre of the battlefield. After being scored, it immediately moves 3D6” in a
random direction. If this would place it in Impassable terrain or off the battlefield, the gang that did not score it can place it
anywhere on the battlefield instead.
Winning the battle: First to control the Objective 3 times.
3 Last Gang Standing:
4 Escape The Dome: The defender chooses a battlefield edge (after deployment). NB: Potentially broken!
Winning the battle:
● Attacker: At least 3 fighters are B2B with the chosen edge.
● Defender: Less than 3 attacking fighters remaining (at the start of any round).
5 Survival of the Meanest - Winning the battle: The defender wins if having at least 1 fighter still on the battlefield at the
end of round 9.
6 A Lesson In Pain - Winning the battle: The attacker wins if at least half the Defender’s crew is Seriously Injured or Out
of Action by the End phase of round 6.
7 Turf War - Winning the battle: A friendly fighter within 8” of the centre of the battlefield (and no enemies within 8” of the
centre) in the End phase of round 3 or any subsequent End phase.
8 Killbox - Winning the battle: The attacker wins if no defending fighters are within 6” of any battlefield edge in the End
phase of round 3 or any subsequent rounds.
9 King of the Hive: Place a single Objective in the centre of the battlefield.
Winning the battle: First to control the Objective 3 times.
10 Rush ‘Em: Each gang places 1 Objective in the opponent’s deployment zone (take turns starting with the Attacker).
Winning the battle: First to control both Objectives 3 times.
11 Flank ‘Em: The Attacker chooses 2 opposite battlefield edges. Places an Objective on the centre point of each edge.
NB: Potentially broken in some deployments!
Winning the battle: First to control both Objectives simultaneously 3 times.
12 Tunnel Clash: NB: Potentially broken in some deployments! Place a single Objective in the centre of the battlefield. Each
gang then places 1 Objective each (starting with the Attacker):
● At least 6” from the centre.
● At least 12” from any edge.
● At least 2” from another Objective.
Winning the battle: First to control 2 of 3 Objectives simultaneously 3 times.

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1: BACKSTAB 2: BACKSTAB 3: FREE FOR ALL


REINFORCEMENTS

4: BEATDOWN 5: BEATDOWN 6: DOME RUSH


REINFORCEMENTS SNEAK ATTACK & REINFORCEMENTS

7: AMBUSH 8: HOME TURF 9: SNIPING RANGE


SNEAK ATTACK & REINFORCEMENTS

10: STAND-OFF 11: STAND-OFF 12: IN YOUR FACE


REINFORCEMENTS

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Sneak AttacK: Loot can't be scored until the End phase of the round after the Alarm has been raised.
D12 LOOT
1 The Hit: The enemy Leader is Seriously Injured or taken out of Action.
Requirements: An enemy Leader included in the enemy crew (if not, discard this and draw another).
Rewards: D6x10 credits & 1 Reputation.
2 The Challenge: At least 1 enemy Champion is Seriously Injured or taken Out of Action.
Requirements: An enemy Champion is included in the enemy crew (if not, discard this and draw another).
Rewards: D6x10 credits.
3 Wipe Them Out: At least 1/3 of the enemy crew is Seriously Injured or taken Out of Action.
Rewards: D6x10 credits.
4 Loot Their Corpses: After making 3+ Coup de Grace (Simple) actions, except when having made a Charge (Double) or
Fight (Basic) action in the same activation.
Rewards: D6x10 credits.
5 Sabotage: In any End phase, 2+ friendly fighters are in the enemy deployment zone without having moved or attacked
during their activations.
Sneak Attack: Can't be scored until the End phase of the round after the Alarm has been raised.
Rewards: D6x10 credits.
6 Settle A Score: After deployment, secretly randomize an enemy fighter (other than the Leader). Scored during any End
phase if that fighter is Seriously Injured or taken Out of action.
Rewards: 1 Reputation.
7 Finish Them Off: Take 3+ enemies Out of Action with Coup de Grace (Simple) actions.
Rewards: D6x10 credits.
8 Blaze of Glory: After deployment, secretly randomize a friendly fighter (other than the Leader). Scored during any End
phase if that fighter is Seriously Injured or taken Out of action by the enemy Leader.
Requirements: An enemy Leader included in the enemy crew (if not, discard this and draw another).
Rewards: D6x10 credits.
9 Search the Area: Friendly fighters are B2B with each of the 4 edges of the battlefield in the End phase of the 3rd or
subsequent round.
Rewards: 2D6x10 credits.
10 Kidnap Job: After deployment, set up a Hive Dweller in the centre of the battlefield:
● Can't be harmed by attacks (assumed to keep the head down).
● Counts as a Loot casket for the purpose of being moved.
A friendly fighter must reach B2B with a battlefield edge while guiding the Hive Dweller.
Rewards: 2D6x10 credits.
11 The Package: After deployment, choose a friendly fighter. Scored in the End phase if that fighter is B2B with a battlefield
edge in the enemy deployment zone (if the enemy deployment zone has no battlefield edges, reach the centre of the
battlefield instead).
Rewards: D6x10 credits.
12 Got It Covered: Divide the battlefield into 4 equal quarters. Have a friendly fighter within 2” of the centre of each of the 4
squares in the End phase of round 3 or any subsequent round.
Rewards: D6x10 credits & 1 Reputation.

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D12 PERIL
1 Pitch Black:
● Apply pitch black rules (see Scenario Special Rules).
2 Lair of the Beast: Before deployment, place D3+1 Beast Lair markers (take turns starting with the Attacker).
If any fighter ends their activation within 6” of the Beast’s Lair, roll a D6. The beast will attack if at least one condition is
met:
● The result is a 6.
● The result is higher than the number of inches between the fighter and the Beast’s Lair.

Not a fighter (always considered to be Standing, cannot become Prone or move in any way). Can be attacked by ranged
or close combat attacks. If reduced to 0 Wounds, remove it from the battle.
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 tests.
4 Hive Critters: Before deployment, place D3+1 Hive Critters (take turns starting with the Attacker):
● Outside Impassable terrain.
● At least 2” away from:
○ Other Hive Critters.
○ Any battlefield edge.

In each End phase, each Critter moves 2D6” in a random direction, stopping if contacting Impassable terrain or a fighter.
This move can go up or down levels, ignoring any vertical distances. After moving, any fighters within 1” suffers a S3 hit.
Critters can't be damaged by attacks.
5 Radioactive Rain:
● All weapons gain Rad-phage (a fighter hit suffers an additional Flesh Wound on a 4+).
● If already having Rad-phase, this effect can be re-rolled.
6 Poisoned Air: For this battle, fighters can't perform more than a single Move (Simple) action during the activation unless
equipped with a Respirator.
7 Gas Leak: For this battle, Blaze triggers on 3+ (instead of 4+). When a fighter armed with a Blaze weapon is taken Out of
Action, centre a 3” Blast on the fighter (before being removed). All fighters hit suffer Blaze on 3+.
8 Horrors in the Dark:
When a fighter activates 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 tests to avoid falling from ledges and levels.
● When making a Charge (Double) action, roll two D3 and choose the lowest result to determine the final Charge
distance.
10 Rotten Walls: For this battle, fighters can make ranged attacks through Solid Terrain features targeting enemies within 12”
(of the attacker). Does not apply to Gas, Template and Blast. These attacks only ever hit on a critical success.
11 Falling Debris: For this battle, each time a Blast (X) weapon is used, all fighters within 12” of the edge of the Blast must
pass an Initiative test or become suffer a S1 hit and become Pinned. Does not apply to weapons also having Gas, Flash or
Smoke.
12 Hive Plague: After deployment, each gang suffers a Flesh Wound on D3 random fighters (roll separately per gang).

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SCENARIO SPECIAL RULES


Some scenarios are subject to additional special rules. REINFORCEMENTS
Universal rules that always apply:
SNEAK ATTACKS ● Arrive at the end of the End phase.
The defender may not initially be aware of the attacker’s presence. ● The models are random (from those available).
The defender's starting crew will always be 5 fighters (custom or ● Deployed one at a time (when placing 1 model, it
random as specified in each scenario). won't necessarily be known which model is deployed
next).
TACTICS ● Tactics cards that equip a model with a piece of
Defender cannot use Tactics until after the alarm is raised.
wargear from the start of the battle (for example a
SENTRIES
frag trap) can instead be used when a model arrives
● Never becomes Ready at the start of a round (before the as Reinforcements.
alarm is raised).
● The defender always activates a random sentry (the same The scenario will always describe the following:
sentry can be activated several times in a round). ● If Reinforcements are used.
● After the last attacking fighter has activated, one more ● How many models are part of the Reinforcements.
sentry is activated, then the Activation phase ends. ● How many models arrive.
● When a sentry is activated, randomize who makes a Move ● Which round they arrive.
(Basic) action for the sentry:
● If the attacker rolled the highest, the attacker can DEPLOYMENT
move the sentry (stop before any dangers). Default (unless otherwise specified):
● Otherwise the defender can move the sentry. ● Roll a D6 per model:
● Whoever moved the sentry chooses the facing.
● 1-2: Deployed by the enemy.
● Open or close any door within 1” before or after moving.
● 3+: Deployed by the controlling gang.
SPOTTING ATTACKERS ● Any battlefield edge, at least 6" from enemies.
After the move, roll 2D6. If any attackers are within that many inches
of any sentry, and within their vision arc, they may be spotted. Roll a If multiple gangs have reinforcements, take turns deploying
D6, subtracting 1 from the result if the attacker is Prone: one at a time, starting with the gang with Priority.
● 2+ if within 3” (regardless of facing).
● 2+ if in the open (regardless of facing). BOTTLE TESTS
● 5+ if in cover and more than 3” away. Include all deployed models so far
● Pitch Black: Counts as cover (5+) if more than 3" away. (starting crew + Reinforcements).
A sentry will automatically spot the attacking fighter when:
● Engaged
● Pinned (ranged attack)

ALERTED SENTRIES
If a sentry spots any attacker:
● Becomes Ready.
● No longer part of the sentry group.
● Can make Retaliation attacks (if Engaged).
● If not Engaged, pass an Initiative test to immediately make
a ranged attack against the spotted enemy fighter.

RAISING THE ALARM


The alarm is raised if:
● At least 1 sentry is Ready when any sentry is activated.
● If an attacker fires a weapon, roll 2D6 and add the
weapon’s Strength after the attack has been resolved. If the
weapon has the Blast trait, add 2 to the result. If the result is
10+, the alarm is raised.
● From the 5th round onwards, if the attacker rolls 1 or 2 for
the Priority, the alarm is raised.

Once the alarm is raised:


● The Sentry Round ends.
● Resolve the End phase.
● Continue the battle as normal (sentry rules are no longer
used).

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HOME TURF ADVANTAGE AMMO CACHE


While a gang defends on its own turf, gain the following: Apply the following effects within 1”:
Defender: ● +2 modifier for Ammo tests.
● Bottle tests: Roll 2D6 and discard the highest. ● Ignore the Scarce trait.
● Rally tests: +1. ● If the Ammo roll is a critical success, the ammo
● Hangers-on: Roll a D6 (individually). cache has no further effect (exhausted).
○ 1-3: The hanger-on is unfortunate
enough to be around when the TRAPS
fighting starts, and must be A gang can have any amount of traps (reusable each battle).
included as part of the crew. There are 2 types of traps:
○ 4-6: The hangers-on escapes before ● Booby trap (Frag/Gas/Melta/Sawn-off).
the battle and is not part of the ● Hidden traps.
crew.
DEPLOYMENT
PITCH BLACK All have the following (unless otherwise noted):
All fighters are Hidden unless having the following: ● Before any fighters.
● Ablaze. ● Anywhere 6" from the enemy deployment zone.
● Refractor field. ● If multiple gangs have traps, take turns, starting with
● Photo-lumens. the winner of a roll-off.
● Holochromatic Field (while operational).
● Rad-phaged (Tech skill). TRIGGER
A fighter risks triggering a booby trap in the following
Fighters are Revealed (no longer Hidden) in the following situations (but only once per booby trap in a single activation):
situations: ● Moves or ends an action within 2” of a booby trap
● Ablaze. (for any reason).
● Refractor field: Always.
● Photo-lumens: Always. If triggered, roll a D6:
● Holochromatic Field: While operational. 1: A dud (removed).
● Rad-phaged: Always. 2-3: Not triggered (leave it in place).
● Ranged weapon: When used (except Silent). 4+: Triggered and explodes (all traps have unique
● Power weapon: When used. effects when triggered).
● Irradiated Coolant (Toxic Downpour): While in effect.
TRIGGERED WHILE MOVING
Ranged attacks can only be made against targets that meet If triggered during movement, the move is interrupted while
at least one of the following criterias: resolving the booby trap (resolved where the fighter was while
● Revealed. moving). If Pinned or Injured, the move action ends.
● Within 3”.
● Within 12” with infra-scope, photo-goggles or SHOOTING AT TRAPS
photo-lumens. Can be targeted with ranged attacks:
● Within 4" of a Rally Point (Assault On Precinct 17). ● Short range: -1 to hit.
● Within any range with "And Lo His Gaze did ● Long Range: -2 to hit.
Illuminate them!" (Cawdor Path of the Faithful).
If hit, roll a D3:
Blast: Can target anywhere, but scatter D6" (short range) or 1. No effect.
2D6" (long range). 2. Triggered and explodes.
Template: Hit on 4+ (roll individually). 3. Disarmed and removed.

In each End phase, Revealed fighters become Hidden (no DISARM TRAP
longer Revealed), unless being affected by any of the Can be removed by spending a Basic action within 1”. Pass
exceptions above. an Intelligence test, or the trap is triggered.

GANG RELICS HIDDEN TRAPS


While not defiled: Represented by 6 traps where one of them is secretly noted
● +2 to Ld & Cool tests by friendly fighters within 6”. as being real (the other 5 are false). When one of these traps
● Any Active fighter within 1” of an enemy relic can is triggered it is revealed (false traps are discarded).
make a Double action to defile it.
● +D3 XP to a fighter defiling a relic. If there are multiple hidden traps, revealing a real trap does
● Once defiled, it no longers offers any bonuses and not remove any unreveal traps (unless all real traps are
can't be wrecked again. revealed). This is relevant if more than one trap is used, as it
will keep the enemy guessing how many traps remain to be
discovered.

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AMBULL
THE BEAST’S LAIR M WS BS S T W I A Ld Cl Wil Int
If any fighter ends their activation within 6” of the Beast’s Lair,
6” 3+ 6+ 6 6 7 4+ 4 6+ 2+ 6+ 12+
roll a D6. The beast will attack if at least one condition is met:
● The result is a 6. Skills: Infiltrate, Unstoppable.
● The result is higher than the number of inches Weapons: Enormous Claws: GMW2.
between the fighter and the Beast’s Lair. Wargear: Chitin Armour (3+).

Not a fighter (always considered to be Standing, cannot BOREWYRM INFESTATION


become Prone or move in any way). Can be attacked by M WS BS S T W I A Ld Cl Wil Int
ranged or close combat attacks. If reduced to 0 Wounds, 4” 4+ 6+ 3 4 2 3+ 3 5+ 7+ 9+ 11+
remove it from the battle. Skills: Infiltrate, Evade.
Stats: WS4+, S6, T4, W3, A1 Weapons: Vicious Jaws: GMW1 (Rending).
Weapon: Beast’s Tentacles: GMW2 (6", Knockback). Wargear: Chitin Armour (4+).

PURESTRAIN GENESTEALER
BRAINLEAF ZOMBIES M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int 6” 4+ 6+ 4 5 4 3+ 4 7+ 4+ 6+ 10+
2D6” 5+ 6+ 3 3 1 6+ 1 12+ 4+ 6+ 12+ Skills: Dodge, Evade, Nerves of Steel, Rain of Blows.
Suitable weapons: Wargear: Bio-booster, photo-googles, Mesh (5+).
● Clubs (or guns used as clubs) Weapons: Sharp talons: GMW1 (+1S, Rending),
● Unarmed attacks (fists and teeth) Custom Venomous bite:
Special Rules:
● Can't be Pinned. Note: This is an example using the Xenos Abomination from
● Automatically pass any Cool tests. Horrors of the Underhive.
● Ignore all Injury dice results except Out of Action.
● Counts Out of Action as Seriously Injured. Genestealer Cult Favour:
● Recovers and stands up in the Recovery phase. ● Also has Infiltrate.
● Can activate normally with Blaze (still takes damage) ● Roll a D3+2 before deployment. It will leave the battle
and can't attempt to put out the fire. (removed) in the End phase of that round.
● Only has a single action each activation. ● Can't be removed from the battle by any special effect
● Move 2D6" when taking a Move action. (Tactics cards, Campaign Events or similar).
● If the movement take them into B2B with an enemy,
consider this as a Charge and immediately attack.
● Enemies taken Out of Action are replaced with a HORRORS IN THE DARK
Brainleaf Zombie in the End phase. When a fighter activates at least 8” from any other
non-Passive fighters (friend & foe), roll a D6:
CRAZED CANNIBALS
M WS BS S T W I A Ld Cl Wil Int 1: Suffer a Strength 6 hit with AP -1 and D2. If Seriously
6” 4+ 5+ 3 4 1 4+ 1 9+ 4+ 6+ 10+ Injured, go Out of Action (dragged away into the darkness)
Skills: True Grit, Unstoppable, Nerves of Steel 2-3: Can't make any actions this activation.
Weapons: Unarmed attacks (claws & teeth) 4-5: Can only make one action this activation.
SPECIAL RULES 6: Activate normally.
● Activates in the End phase. Take turns controlling
each Cannibal, starting with the gang with Priority.
● Can't choose not to use the skills (if able).

Take actions as normal, with the following exceptions:


● Must charge (if able).
● Must Fight if Engaged.
● Otherwise, must move toward the closest fighter from
any crew.

HOUSELESS GANGERS
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 8+
SPECIAL RULES
Armed and equipped as on the model. Both sides can take
control of these fighters, so they could be heavily armed
without disrupting the balance (as long making an agreement
before the battle).

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DEFENCE SERVITOR MULTI-PLAYER BATTLES


● Immobile (can't move). Many scenarios can be used with more than two gangs. They
● 360° vision arc can be modified depending on the difference in Gang Rating:
● Counts any Injury roll as Flesh Wound (can only be ● Stronger gangs can deploy in the most exposed
taken Out of Action by being reduced to T0). area.
● Can't be Pinned. ● Stronger gangs can deploy further away from the
● Automatically passes any Cool tests. objective.
● Stronger gangs can have random crew while weaker
gangs can have custom crew.
M WS BS S T W I A Ld Cl Wil Int
- 5+ 4+ 5 5 1 3+ 2 7+ 5+ 9+ 8+
Multi-player battles use all the normal rules for battles with the
Weapons: Grav gun, servo claw following clarifications:
Wargear: Light carapace (4+)
OVERWATCH ROUTINE PRIORITY
The servitor will make Shoot (Basic) actions whenever all of Roll for Priority as normal, taking turns activating the fighters.
the following are true: Re-roll ties.
● Not Engaged.
● A fighter ends an activation within LOS of the MELEE COMBAT
servitor. Count interference from all fighters B2B, even if they are from
● Passes an Initiative test. This test is automatically different gangs. However, fighters can only claim assistance
passed if at least one of the following is true: from models from their own gang.
○ The first time each round.
○ The activated fighter made an attack DEFENDERS AND ATTACKERS
against the servitor. In scenarios that have defenders and attackers, divide the
gangs roughly equal on both sides.
If Engaged, make Reaction attacks as normal.
LOOT CASKETS
HIVE DWELLERS There will always be at least 2 loot caskets on any battlefield.
Treated as fighters and use the normal rules for movement, The content is unknown until opened. Active fighters within 1”
stray shots, being Engaged and pinning. However, if reduced of a loot casket may perform actions to open or carry a loot
to 0 wounds, they are taken Out of Action without rolling any casket.
Injury dice.
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+ SMASH OPEN (BASIC) - Requires the fighter to be within
1”. Roll a D6 and add the fighter’s Strength. On a 6+, the
Hivers do not activate normally and instead react to the casket is opened; however, subtract 1 from the result when
actions of nearby fighters. Hivers are triggered by the rolling to determine the casket’s contents (minimum 1).
following actions:
● A fighter makes a Shoot action within 12” BYPASS LOCK (BASIC) - Requires the fighter to be within
● A fighter makes a Fight action within 6” 1”. Pass an Intelligence test to open the casket.
● A blast is placed (after scatter) within 6”
● A fighter or hiver is hit by a ranged attack within 6”
CARRY (SIMPLE) - Requires the fighter to be within 1”.
After working out the effects of the action that triggered the Make a Move (Simple) action, carrying the loot casket or
hiver, roll a D6 on the table that follows (roll separately for ammo cache with them. When the action ends, the casket is
each hiver that is triggered). placed in base contact with this fighter.

D6 Result
1-2 Damn Gangers messing up my Town! Take a single Shoot OPENING LOOT CASKETS
action using a stub gun at the nearest fighter (even if they If opened, roll a D6:
didn’t trigger the local)
3-4 OK, take it Easy Fella: Take no action 1: Dangerous Goods: The casket is booby trapped.
5-6 I’m getting outta here! Become Broken (may rally in the Replace it with a Frag trap.
End phase as normal by passing a Cool test) 2-3: Nothing Useful: 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 gang 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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ROLLING ROADS (ASH WASTES)


Used in some scenarios, works best on larger battlefields.
● Size: 6'x4' (recommended size) unless specified in the scenario.

DIRECTION
● One edge will be Leading, the opposite will be Trailing. The other 2 edges are sides.
● The direction of travel is always from Trailing towards Leading.
● The scenario will specify the direction, otherwise randomize 2 opposite short edges as Leading & Trailing.

SIDES
Battlefield sides can have the following special rules:
● Impassable: Models cannot voluntarily move off the sides. Treated as impassable terrain when hit by vehicles
(collision).
● Cliff: Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as
normal).
● Open Sides: Models moving off the sides are Left Behind (can Rejoin later).

CLOUDS OF ASH
● Shooting attacks suffer a -1 hit modifier if targeting models that moved further than its Move stat during its previous
activation.

ROLLING ROADS PHASE


At the start of each End phase, resolve the following steps:
1: Move the Battlefield: All models and terrain are moved 8" directly towards the Trailing Edge. Anything contacting the
Trailing Edge is removed.
2: Left Behind: Models not completely within the battlefield are Left Behind.
○ Seriously Injured: Succumb to injuries (roll a 3+ or suffer a Lasting Injury).
○ Stationary: Can rejoin after this round (not this round), becoming Mobile.
○ Counts as Out of Action for the purposes of Bottle tests (until rejoining).
3: Rejoin: Left Behind models with Move 7"+ can pass an Intelligence check to become Reinforcements.
If failed, try again in the next End phase.
○ Reinforcements (unless otherwise specified):
■ All available Reinforcements arrive each End phase within 3" of the Trailing Edge.
■ All markers still apply (Out of Ammo, Wounds, Flesh Wounds, damage etc.), except Stationary
vehicles (automatically become Mobile).
4: Add New Terrain/Obstacles: Battle continues down the road and more of the road ahead comes into view.
Alternate placing terrain pieces (starting with the gang without Priority),
using D3-1 pieces of available & suitable terrain (note that the result can be zero):
○ Touching the Leading Edge.
○ At least 3" from any model or terrain.
○ Visibility (X"): Anywhere at least X" closer to the Leading Edge than any model.
○ If terrain can't be placed according to these guidelines, then skip placing that terrain.

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HORRORS OF THE UNDERHIVE


Experimental rules to spice up scenarios. Caution: These can Deployment rules:
be quite complicated, so best used with simple scenarios. ● Deployed by a random gang.
Before the battle, agree if and which one should be used. The ● Not within 6” of any fighter.
Horror is equipped to represent its inhuman resilience to
harm, preternatural ability to see in low light and imbued Roll a D6 at the start of each round, starting with the 2nd
resistance to hostile environments. round, after rolling for Priority. Deployed on a 4+:
● 4: In the deployment zone of the gang with Priority.
2 types, roll a D6: ● 5: Within 6” of the centre.
● 1-3: Possessed Hiver ● 6: Anywhere.
● 4+: Xenos Abomination
ACTIVATION
3 levels (depending of the lowest Gang Rating): ● Activates at the start of the End phase (before Bottle
● Level 1 (Peril Minoris): 1000-1300 tests).
● Level 2 (Peril Secundus): 1301-1600 ● Roll-off to determine which gang controls the Horror.
● Level 3 (Peril Extremis): 1601+ ● Treats all fighters from all gangs as enemies.

REWARDS FOR DEFEATING A HORROR


● Inflict wound: +1 XP.
● Out of Action: +2 XP and +1 Reputation.

POSSESSED HIVER (UNSANCTIONED) XENOS ABOMINATION


Level M WS BS S T W I A Ld Cl Wil Int Level M WS BS S T W I A Ld Cl Wil Int
1 5” 4+ 4+ 3 3 3 4+ 2 5+ 5+ 6+ 9+ 6” 3+ 6+ 2 3 3 4+ 2 5+ 6+ 7+ 10+
2
3
5”
6”
3+
2+
4+
3+
4
5
4
5
4 3+ 3 5+ 4+ 5+
5 3+ 4 5+ 3+ 4+
9+
9+
1 5”
3”
5+
4+
6+
6+
3
3
4
3
2
2
3+ 3 7+ 7+ 7+ 10+
5+ 2 5+ 5+ 5+ 4+
SKILLS 6” 3+ 6+ 3 3 4 4+ 3 6+ 4+ 7+ 10+
Bull Charge, Catfall, Dodge, Nerves of Steel, Rain of Blows,
True Grit.
2 5”
4”
4+
4+
6+
6+
3
4
4
3
3
3
3+ 3 7+ 5+ 7+ 10+
4+ 3 5+ 4+ 5+ 4+
WEAPON & WARGEAR 7” 3+ 6+ 4 4 5 3+ 3 6+ 3+ 6+ 10+


Daemonic Talons: GMW2 (Cursed, Rending).
Bio-booster, photo-goggles and respirator.
3 6”
5”
4+
4+
6+
6+
4
5
5
5
4
4
4+ 4 7+ 4+ 6+ 10+
3+ 3 5+ 3+ 5+ 10+
DAEMONIC INVULNERABILITY Agree on which profile to use, skills and weapons (depending
● Level 1: 6+ save (unmodifiable). of level).
● Level 2: 5+ save (unmodifiable).
● Level 3: 4+ save (unmodifiable). LEVEL WARGEAR SKILLS
1 1 2
DAEMONIC SPEED
Can make D3 Actions instead of the normal 2 (controlling 2 2 3
gang chooses) 3 3 4

TERRIFYING SKILLS
Pass a Willpower test to target this fighter with a ranged or Choose from:
close combat action (not Wyrd powers), or the action ends ● Agility
● Brawn
immediately (wasted). However, the action does not count as ● Combat
being performed, so the same action can be attempted again, ● Ferocity
if the fighter has more available actions in the activation.
WARGEAR
WYRD POWERS ● Bio-booster, Mesh, Photo-goggles, Respirator.
Telekinesis: Levitation (Basic), Continuous Effect.
Pyromancy: Scouring (Basic). WEAPONS
● Venomous sting: GMW2 (Toxin).
Add additional Wyrd Powers depending of level: ● Sharp talons: GMW1 (+1S, Rending).
● Level 1: +1 Wyrd Power. ● Writhing tentacles: GMW1 (3", Entangle).
● Level 2: +2 Wyrd Powers. ● Spearing spines and bony growths: GMW1 (+1S, 1").
● Level 3: +3 Wyrd Powers. ● Web shooter:
Custom web pistol (S2, Am2+).
Roll a D6 for each additional Wyrd Power:
1. Biomancy: Quickening (Basic), Continuous
2. Chronomancy: Freeze Time (Double), Continuous
3. Pyromancy: Flame Blast (Double), Continuous
4. Technomancy: Weapon Jinx (Simple)
5. Telekinesis: Assail (Basic)
6. Telepathy: Terrify (Double)

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SCENARIOS
Nr Scenario Comment Page Nr Scenario Comment Page
1 Tunnel Skirmish / Stand-off 2d/3d 237 64 Khimerix Hunt Escher 301
2 The Trap 2d 238 65 Back from the Dead Escher 302
3 Forgotten Riches 2d 239 66 Road Block Orlock 303
4 The Marauders 2d / AW 240 67 Big Bar Brawl Orlock 304
5 Sneak Attack 2d 241 68 The Last Round End-game, Multi-player 305
6 Smash & Grab 2d 242 69 Gateway to Hell End-game, Multi-player 306
7 Looters 2d / 3d / AW 243 70 The Long Night End-game, Multi-player 307
8 Ambush 2d / 3d / AW 244 71 Deus Ex Machina Van Saar 308
9 Border Dispute 3d 245 72 Last Rites for the Machine Van Saar 309
10 Sabotage 3d 246 73 Mercy Mission Hangers-on 310
11 Rescue Mission 2d / 3d / AW 247 74 Dome Rush Hangers-on 311
12 Last Stand 248 75 Target Practice Hangers-on 312
13 Escape the Pit! 249 76 The Crossing Point N21 Hive War 313
14 Downtown Dust-up 250 77 Stronghold Assault N21 Hive War 314
15 Shoot-Out 251 78 Break In N21 Hive War 315
16 Caravan Heist 252 79 Showdown N21 Hive War 316
17 Spook/Ghast Harvest 253 80 Defile the Relic N21 Hive War 317
18 Archaeo-Hunters 254 81 Riches in the Dark N21 Hive War 318
19 Escort Mission 255 82 Righteous Crusade Cawdor 319
20 Fighter Down 256 83 Test of Faith Cawdor 320
21 Murder Cyborg 257 84 Intelligence Gathering Delaque 321
22 The Hit 258 85 Cauldron of Lies Delaque 322
23 Gang Moot Multi-player 259 86 Power Lines Van Saar (linked) 323
24 Pitfight Multi-player 260 87 Field Test Van Saar (linked) 324
25 Claim the Spire 3d (N17) 261 88 Rogue Archeotek Van Saar (linked) 325
26 The Gauntlet 2d 262 89 Settlement Raid Outlander 326
27 In the Dark (N17) 263 90 Market Mayhem Outlander 327
28 Monster Hunt 264 91 Stealth Attack Outlander 328
29 Settlement Attack (N17) 265 92 Gunk Tank Outlander 329
30 Escape! (N17) 266 93 Mining Expedition Outlander 330
31 Prison Break (N17) 267 94 Big Score Outlander 331
32 Blaze of Glory End-game, Multi-player 268 95 Dust Bowl Skirmish AW 332
33 Escape the Badzone BZ 269 96 Fuel Hunt AW 333
34 Manufactorum Raid BZ 270 97 Breakdown AW 334
35 The Conveyer BZ 271 98 Wasteland Encounter 3d / AW 335
36 Fungal Horror BZ 272 99 Settlement Showdown AW 336
37 Toll Bridge BZ 273 100 The Beast AW 337
38 Show of Force Uprising 274 101 Incoming Storm AW 338
39 Hit & Run Uprising 275 102 Cargo Run AW (Rolling) 339
40 Search & Destroy Uprising 276 103 Bone Road Death Race AW (Rolling) 340
41 Meat Harvest Uprising 277 104 Desperate Raid Underdog 341
42 Propaganda 278 105 Data-Purge Underdog 342
43 Scavenge Uprising 279 106 Assassinate Underdog 343
44 Public Execution Uprising, Rescue 280 107 Breakthrough AW (Rolling) 344
45 Takeover 281 108 Great Rig Robbery AW (Rolling) 345
46 Hunt Them Down ZM 282 109 Tech Raid 3d (Apocrypha 1) 346
47 Ritual 283 110 Fall of Badzones Outpost Succession 347
48 Blood Rites 284 111 Gunk War Succession 348
49 Slaughter 285 112 They Come From Below! Succession 359
50 Meeeeeeeeeat! Multi-player 286 113 Out of the Storm Succession 350
51 Daemonic Possession Multi-player 287 114 Assassin In The Spire Succession 351
52 Meat for the Grinder Multi-player 288 115 Parley Showdown Succession 352
53 Urban Renewal Multi-player 289 116 House of Pain Succession 353
54 War in the Shadows Multi-player 290 117 Battle of the Riftways Succession 354
55 End Times Multi-player 291 118 Street Fight Succession 355
56 Daylight Robbery 2d, Gang Raids 292 119 Bar Defence Succession 356
57 Mercator Storehouse Heist 2d, Gang Raids 293 120 Star Chamber Attack 2d/3d (Apocrypha 2) 357
58 Clandestine Rendezvous 2d, Gang Raids 294 121 Two Tunnels Showdown 2d/3d (Apocrypha 3) 358
59 Bar Brawl 2d, Gang Raids 295 122 Last Stand v2 Underdog: 3d/AW 359
60 The Beatdown Goliath 296 123 Experimental Testing Underdog: 3d 360
61 Something to Prove Goliath 297 124 Cargo Run v2 Underdog: AW (Rolling) 361
62 Feast of the Fallen Goliath 298 125 Defend the House 3d (Apocrypha 4) 362
63 The Hunt Solo 299 126 Cut Off the Head AW (Rolling, Apocrypha 5) 363

235
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Nr Scenario Comment Page Nr Scenario Comment Page


127 Big Score (v2) AW (Rolling, Apocrypha 6) 364
128 Necromundan Double-Cross 2d (Multi-player, Apocrypha 7) 365
129 Pacification of Dust Falls Succession 2 366
130 Pilgrimage Assault Succession 2 367
131 Storm Battle Succession 2 368
132 Death in the Plaza Succession 2 369
133 Race to the Vault Succession 2 370
134 Hunter int he Storm AW (Apocrypha 8) 371

236
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SCENARIO 1: TUNNEL SKIRMISH / STAND-OFF


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard. If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
ZONE MORTALIS: 4 or 6 tiles. wins the scenario.

CREWS ENDING THE BATTLE


● ZONE MORTALIS (4 TILES): Custom (6) The battle ends when max 1 gang remains (end of round).
● ZONE MORTALIS (6 TILES): Custom (10)
● SECTOR MECHANICUS: Custom (10) VICTORY
The gang that scored the most points is the winner. Otherwise
TACTICS it is a draw.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). REWARDS
CREDITS
DEPLOYMENT Zone Mortalis:
Standard. ● +2D6x10 to the winner.
● +D3x5 to the loser.
OBJECTIVES ● +D6x10 to both gangs in case of a draw.
Take out as many enemies as possible! Each gang scores Sector Mechanicus:
points for each enemy that goes Out of Action or flees: ● +D6x10 to the winner.
● +D3x5 to the loser.
● 3 points for a Leader ● +D6x5 to both gangs in case of a draw.
● 2 points per Champion
● 1 point for any other fighter EXPERIENCE
Standard rewards:
Note: The points rarely makes a difference. It’s mainly about ● +D6 for taking part.
being the last gang standing. ● +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.
● +10 to the winning Leader (if taking part).

REPUTATION
● +2 to the winner.
● +1 to both gangs if this was the first battle against
each other.
● -1 to any gang that bottled out.

237
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2D

SCENARIO 2: THE TRAP


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If a gang has no remaining fighters and bottled out voluntarily
the defender. or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
The defender places the first tile. This tile marks the centre of ENDING THE BATTLE
the battlefield. Then take turns placing 4 more tiles, 2 each, The battle ends when max 1 gang remains (end of round).
adjacent to the first tile, forming a cross. The defender may
place all the barricades.
VICTORY
The gang that scored the most points is the winner. Otherwise
CREWS it is a draw.
● Custom (10).
REWARDS
TACTICS CREDITS
Standard: Draw 3 Tactics (random), then discard 1. ● +D6x10 to the winner.
● Underdog: Draw 1 extra (before discarding 1). ● +D3x5 to the loser.
● +D3x10 to both gangs in case of a draw.
DEPLOYMENT
The defender divides the crew into 2 or more groups. The EXPERIENCE
defender then chooses one group and set up a fighter from Standard rewards:
that group in the centre of the central tile, then sets up the ● +D6 for taking part.
rest of the fighters in that group within 2” of the first fighter. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Then the attacker sets up their entire crew within 6” of the Action.
edge of the outer tiles, however they wish. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
Finally, the defender set up the rest of their crew. Roll a D6 for ● +10 to the winning Leader (if taking part).
each group. On a 6, they may be set up anywhere on the
battlefield, at least 2” from an enemy fighter. Otherwise they REPUTATION
must set up within 2” of the fighters already deployed in the ● +2 to the winner.
central tile. ● +1 to both gangs if this was the first battle against
each other.
SURPRISE ATTACK ● -1 to any gang that bottled out.
The defender rolls a D6, adding 1 to the result for each fighter
they were able to set up outside their deployment zone. On a
7+, the defender automatically takes Priority in the first round.
Otherwise, the attacker takes Priority.

During the first round, make a Cool test for each fighter when
they are activated. If failed, the fighter can only make one
action this round instead of two.

OBJECTIVES
Take out as many of the enemy as possible! Each gang
scores points for each enemy fighter that goes Out of Action:

● 3 points for a Leader


● 2 points per Champion
● 1 point for any other fighter
● D3 points for being the last gang on the battlefield.

Note: The points rarely makes a difference. It’s mainly about


being the last gang standing. Presumably fleeing fighters
count as OoA (universal rule) since anything else is not
spelled out.

238
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2D

SCENARIO 3: FORGOTTEN RICHES


BATTLEFIELD HORRORS IN THE DARK
Standard: 7 tiles. Take turns placing tiles (starting with the When a fighter activates at least 8” from any other
winner of a roll-off). The first tile marks the centre of the non-Passive fighters (friend & foe), roll a D6:
battlefield. The remaining 6 tiles must be adjacent to the first.
1: Suffer a S6 AP -1 D2 hit. If Seriously Injured, go Out of
CREWS Action (dragged away into the darkness)
● Custom. 2-3: Can't make any actions this activation.
Roll 2DT to determine max crew size: 4-5: Can only make one action this activation.
6: Activate normally.
● 2-3: 5
● 4-5: 6
● 6-8: 7 FLEEING THE BATTLEFIELD
● 9-10: 8 If a gang has no remaining fighters and bottled out voluntarily
● 11-12: 9 or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario. The winning gang claims any loot caskets
TACTICS left on the battlefield at the end of the battle.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). ENDING THE BATTLE
The battle ends when max 1 gang remains (end of round).
DEPLOYMENT
Take turns placing 5 loot caskets (starting with the winner of a VICTORY
roll-off):
The gang that secured most loot caskets at the end of the
● Must be placed in a separate tiles.
battle wins. Otherwise it is a draw.
● The first must be placed in the central tile.
● At last 6” from each other.
● Not in inaccessible areas. REWARDS
CREDITS
Then, the winner of another roll-off selects a tile without a loot ● +D6x10 for each secured loot casket.
casket as deployment zone (roll-off again). Deploy within 3” of
the edge of the tile (on the edge of the battlefield). The EXPERIENCE
opponent then does the same on the other remaining tile. If Standard rewards:
the 2 deployment tiles are adjacent, fighters can't be set up ● +D6 for taking part.
within 6” of an enemy. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Action.
OBJECTIVES ● +1 for killing an enemy (during the battle).
Both gangs are attempting to get away with as much loot as
● +1 for Rallying.
they can carry and prevent their enemies doing the same.
● +10 to the winning Leader (if taking part).
Each gang scores points when securing loot caskets or when REPUTATION
enemies go Out of Action:
● +2 to the winner (secured most loot caskets).
● +1 to both gangs if this was the first battle against
● 1 point for each enemy that goes Out of Action. each other.
● 2 points for each loot casket (not including ammo caches)
● -1 to any gang that bottled out.
on their starting tile within 3” of the battlefield edge when
the battle ends.
● D3 points for being the last remaining gang.

Notes:
● Points: Determine which leader (if any) receives XP
bonus.
● Loot caskets (winning condition): Determine
Reputation and Credits rewards.
● Last remaining gang: Affects bonus "D3 points"
and captives.

239
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2D / ASH WASTES

SCENARIO 4: MARAUDERS / SETTLEMENT RAID v2


ATTACKER & DEFENDER REINFORCEMENTS
The gang who chose this scenario is the attacker, the other is ● Defender: D3 models each End phase.
the defender. ● Within 1" of any battlefield edge and at least 12"
from enemies (deployed by the defender).
BATTLEFIELD
Marauders (2d): Standard (6 tiles). ENDING THE BATTLE
Settlement Raid v2 (Ash Wastes): Standard, one half The battle ends when max 1 gang remains (end of round).
should be the wastes, the other half should be a settlement.
VICTORY
CREWS The gang that scored the most points is the winner. Otherwise
● Attacker: Custom (6). it is a draw.
● Defender: Random (D3+2) + Reinforcements.
REWARDS
HOME TURF ADVANTAGE CREDITS
Defender: CREDITS
● Bottle tests: Roll 2D6 and discard the highest. ● D6x10 (win).
● Rally tests: +1. ● D3x5 (lose).
● Hangers-on: Included in the crew on a 4+ ● D3x10 (draw).
(roll individually).
EXPERIENCE
TACTICS Standard rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +D6 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Action.
DEPLOYMENT ● +1 for killing an enemy (during the battle).
Marauders (2d): Standard. ● +1 for Rallying.
Settlement Raid v2 (Ash Wastes): ● +10 to the winning Leader (if taking part).
1: Defender: Entire crew in the settlement half.
2: Attacker: With 6" of the opposite edge (wastes). REPUTATION
● +2 to the winner.
DESPERATION ● +1 to both gangs if this was the first battle against
The defenders automatically pass any Bottle tests. Defenders each other.
can still bottle out voluntarily. ● -1 to any gang that bottled out.

OBJECTIVES
Each gang scores points:
● 1 point per enemy fighter Out of Action.
● 2 points per enemy vehicle Out of Action (wrecked).
● D3 points for being the last gang on the battlefield.

The attacker has a special objective granting additional


points, roll a D3:
1: Bushwack:
○ +1 point per enemy Champion Out of
Action.
○ +2 points if the enemy Leader is Out of
Action.
2: Scrag: After deployment, nominate 1 fighter in the
enemy's crew to be the target.
○ +1 point if the target is Out of Action.
○ +1 point for Coup de Grace against the
target.
3: Mayhem: After an attacker has Seriously Injured an
enemy, the attacker can leave the battlefield by
ending an action within 1" of their edge. The attacker
counts as Out of Action for the purposes of Bottle
tests.
○ +1 point if the attacker leaves.

If the attacker bottles out, points can no longer be scored


from these objectives.

240
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2D

SCENARIO 5: SNEAK ATTACK


ATTACKER & DEFENDER REINFORCEMENTS
The gang who chose this scenario is the attacker, the other is ● Defender: D3 models each End phase
the defender. (starting on the round the alarm is raised).
● Within 1" of any battlefield edge and at least 12"
BATTLEFIELD from enemies (deployed by the defender).
Standard: 7 tiles. The winner of a roll-off places the first tile.
This tile marks the centre of the battlefield. Take turns placing ENDING THE BATTLE
6 more tiles, adjacent to the first tile. The battle ends when max 1 gang remains (end of round).

CREWS FLEEING THE BATTLEFIELD


● Attacker: Custom (15). If a gang has no remaining fighters and bottled out voluntarily
● Defender: Custom (5 Sentries) + Reinforcements. or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario. The enemy relic is considered defiled.
If a sentry has multiple equipment sets, randomize which one
is used.
VICTORY
The attacker wins by having remaining fighters (not including
HOME TURF ADVANTAGE Seriously Injured fighters) and defiled the gang relic. The
Defender: defender wins by having remaining fighters (not including
● Bottle tests: Roll 2D6 and discard the highest. Seriously Injured fighters) and the gang relic is not defiled.
● Rally tests: +1. Otherwise it is a draw.
● Hangers-on: Included in the crew on a 4+
(roll individually).
REWARDS
CREDITS
TACTICS ● D6x10 to the attacker for defiling the gang relic.
Standard: Draw 3 Tactics (random), then discard 1. ● D3x10 to the attacker if the gang relic was not
● Underdog: Draw 1 extra (before discarding 1). defiled.
● D6x10 to the defender if the gang relic was not
DEPLOYMENT defiled.
1. Defender: ● D3x10 to the attacker if the gang relic was defiled.
○ Sentries anywhere on the battlefield.
○ Gang Relic anywhere on the battlefield (not EXPERIENCE
recommended to be deployed close to any Scenario specific rewards:
battlefield edge). ● +D3 to an attacking fighter defiling a relic.
2. Attacker: Within 4” of any edges of the battlefield Standard rewards:
and must be within 4” of another friendly fighter (can ● +D6 for taking part.
use all edges). ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
GANG RELICS Action.
The attacker is trying to defile a gang relic, the defenders are ● +1 for killing an enemy (during the battle).
trying to stop them. If the relic is left unprotected, the enemy ● +1 for Rallying.
will try to wreck it, tear it down, mark it with their own gang's ● +10 to the winning Leader (if taking part).
tag or ruin it in a more creative fashion!
REPUTATION
While not defiled: ● +2 to the attacker if the gang relic was defiled.
● +2 to Ld & Cool tests by friendly fighters within 6”. ● -2 to the defender if the gang relic was defiled.
● Any Active fighter within 1” of an enemy relic can ● +1 to both gangs if this was the first battle against
make a Double action to defile it. each other.
● +D3 XP to a fighter defiling a relic. ● -1 to any gang that bottled out.
● Once defiled, it no longers offers any bonuses and
can't be wrecked again.

241
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2D

SCENARIO 6: SMASH & GRAB


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If a gang has no remaining fighters and bottled out voluntarily
the defender. or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario. If the attacker wins this way, rewards are
BATTLEFIELD earned for the remaining loot crates without risk of detonating
Standard: 6 tiles. a frag trap. If the defender wins this way, rewards are earned
for any unopened loot caskets at the end of the battle.
CREWS
● Attacker: Custom (10).
ENDING THE BATTLE
● Defender: Random (D6+3). The battle ends when max 1 gang remains (end of round).

TACTICS VICTORY
Standard: Draw 3 Tactics (random), then discard 1. The attacker wins they have opened more loot caskets
● Underdog: Draw 1 extra (before discarding 1). containing ammo than are left unopened on the battlefield.
Otherwise the defender wins.
DEPLOYMENT
Standard.
REWARDS
CREDITS
Take turns (starting with the defender) deploying 5 loot crates ● D6x10 to the attacker for each opened ammo
within 2" of the middle line (between the deployment zones) casket.
and at least 4" from another loot crate. ● 2D6x10 to the defender for each closed ammo
casket.
● 3 ammo (ammo casket)
● 1 empty (no value) EXPERIENCE
● 1 frag trap (triggered when opened, then removed) Scenario specific rewards:
● +1 to the losing Leader if the losing gang opened at
All are set up with the lids on, keeping the contents secret least 2 ammo caskets (if taking part).
from the attacker until opened. The defender notes down the Standard rewards:
content of each one after deployment. ● +D6 for taking part.
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
OBJECTIVES Action.
The attacker wants to steal the Guilders’ loot crates. The ● +1 for killing an enemy (during the battle).
defender is determined to drive off the attacker empty ● +1 for Rallying.
handed. ● +10 to the winning Leader (if taking part).

SPECIAL RULE: LOOT CASKETS REPUTATION


The defender can't open any loot caskets. ● +1 to the attacker for each opened ammo casket.
● -1 to the defender for each opened ammo casket.
If the attacker opens a loot casket, do not roll to see what the ● -1 to the attacker if the frag trap was opened.
contents are. Instead, remove the lid and apply the effects ● +1 to each gang if this was the first battle against
depending of the content. each other.
● -1 to any gang that bottled out.

242
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2D / 3D / ASH WASTES

SCENARIO 7: LOOTERS
ATTACKER & DEFENDER REINFORCEMENTS
The gang who chose this scenario is the attacker, the other is ● X models (per gang) each End phase
the defender. (where X is the round number).

BATTLEFIELD FLEEING THE BATTLEFIELD


Standard. Any type (2D, 3D, Ash Wastes). If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
CREWS wins the scenario. If the attacker wins this way, claim all of the
● Attacker: Custom (10). loot caskets.
● Defender: Random (D3+4) + Reinforcements.
ENDING THE BATTLE
HOME TURF ADVANTAGE The battle ends when max 1 gang remains (end of round).
Defender:
● Bottle tests: Roll 2D6 and discard the highest. VICTORY
● Rally tests: +1. The attacker wins if they claimed more loot caskets than there
● Hangers-on: Included in the crew on a 4+ are left on the battlefield. Otherwise the defender wins.
(roll individually).
REWARDS
TACTICS CREDITS
Standard: Draw 3 Tactics (random), then discard 1. The attacker takes D3x10 credits per claimed casket from the
● Underdog: Draw 1 extra (before discarding 1). defender’s Stash (note that the attacker can't gain more than
the defender loses).
DEPLOYMENT
Standard. Then take turns deploying 4 loot caskets within 2" EXPERIENCE
of the middle line (between both deployment zones). Scenario specific rewards:
● +1 to the attacking Leader if losing and the losing
The escape route is the battlefield edge of the attacker's gang opened at least 2 ammo caskets (if taking
deployment zone. part).
Standard rewards:
● +D6 for taking part.
OBJECTIVES ● +5 per wounding hit.
The attackers are attempting to secure the 4 loot caskets and ● +1 for taking an enemy Leader or Champion Out of
move them off via their escape route. The caskets are Action.
valuable whether or not they have been opened, even if ● +1 for killing an enemy (during the battle).
converted into an ammo cache - however, if the ammo cache ● +1 for Rallying.
is exhausted it can't be claimed by the attacker. Note that only ● +10 to the winning Leader (if taking part).
those 4 loot caskets placed by the defender can be claimed
by the attacker. REPUTATION
● +1 per claimed loot casket to the attacker.
CLAIMING CASKETS AND ESCAPING ● +1 per unclaimed loot casket to the defender.
If one of the 4 loot caskets (or ammo caches) are within 1” of ● -2 to the attacker if all 4 loot caskets were
the escape route at the start of the End phase, it is claimed unclaimed.
and removed from the battlefield. Any attacking fighters within ● -2 to the defender if all 4 loot caskets were claimed.
1” of the escape route can escape at the start of the End ● +1 to both gangs if this was the first battle against
phase (even if Seriously Injured). They count as being Out of each other.
Action for the purposes of Bottle tests.

If the attacking gang bottles out, they can no longer claim loot
caskets, but fighters can still escape.

243
★ NECROMUNDA ★

2D / 3D / ASH WASTES

SCENARIO 8: AMBUSH / WASTELAND AMBUSH


ATTACKER & DEFENDER ENDING THE BATTLE
The battle ends when max 1 gang remains (end of round).
The gang who chose this scenario is the attacker, the other is
the defender.
VICTORY
The attacker wins if more defenders were taken Out of Action
BATTLEFIELD than those who escaped (fleeing fighters do not count).
Standard. Any type (2D, 3D, Ash Wastes). Otherwise the defender wins.
Defender can place all scatter terrain. The centre can only
have scatter terrain within 12" (no large terrain). REWARDS
EXPERIENCE
Scenario specific rewards:
CREWS ● +1 to each escaped defender.
● Attacker: Custom (15).
Standard rewards:
● Defender: Random (D3+5). ● +D6 for taking part.
Vehicles can't be included (regardless of battlefield type).
● +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.
● +10 to the winning Leader (if taking part).
DEPLOYMENT
1: Defender: Set up each fighter one by one (in any REPUTATION
order) within 6" of the centre. However, roll a 6+ per ● +1 to the winning attacler-
fighter when setting up to have that fighter set aside ● +2 to the defender if more fighters escaped than
instead. went Out of Action.
2: Attacker: Anywhere at least 12" from any defender, ● -1 to any gang that bottled out.
or 6" if no defender can draw LOS to the fighter.
3: Defender: Set up each fighter that were set aside,
anywhere at least 1" from any attacker.

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 test for each
fighter at the start of activation. If failed, the fighter can only
make 1 action this turn instead of 2.

SLIPPING THE NET


Defenders within 1” of a battlefield edge at the start of the
End phase can escape, even if Seriously Injured. Escaping
fighters count as being Out of Action for the purposes of
Bottle tests.

244
★ NECROMUNDA ★

3D

SCENARIO 9: BORDER DISPUTE


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when max 1 gang remains (end of round).

CREWS FLEEING THE BATTLEFIELD


● Random (D3+3) + Reinforcements. If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
TACTICS wins the scenario. The losing gang's Relic is considered to be
Standard: Draw 3 Tactics (random), then discard 1. defiled.
● Underdog: Draw 1 extra (before discarding 1).
VICTORY
DEPLOYMENT The gang with fighters left on the battlefield (not including
Standard with the following exceptions: Seriously Injured fighters) and a gang relic not defiled wins. If
both gang relics are defiled, it is a draw.
Roll-off, the winner picks one half to be their Turf, then sets up
a random fighter from their crew within 1” of the centre of the REWARDS
battlefield, in their own half. The other gang then does the CREDITS
same. ● D6x10 to each gang whose gang relic was not
defiled.
Then, starting with the gang that set up the first fighter, take ● D3x10 to each gang whose gang relic was defiled.
turns setting up one of the remaining fighters in the crew
within their own Turf, at least 12” from the dividing line. EXPERIENCE
Scenario specific rewards:
Finally, each gang sets up a gang relic in their own ● +D3 to a fighter defiling a relic.
deployment zone, at least 5” away from any edge of the Standard rewards:
battlefield. ● +D6 for taking part.
● +5 per wounding hit.
GANG RELICS ● +1 for taking an enemy Leader or Champion Out of
Each gang is seeking to secure their Turf and drive off the Action.
other gang - and the best way to do this is to defile the other ● +1 for killing an enemy (during the battle).
gang’s Relic. If the relic is left unprotected, the enemy will try ● +1 for Rallying.
to wreck it, tear it down, mark it with their own gang's tag or ● +10 to the winning Leader (if taking part).
ruin it in a more creative fashion!
REPUTATION
While not defiled: ● +2 if only the opponent’s relic was defiled.
● +2 to Ld & Cool tests by friendly fighters within 6”. ● -2 if only the gang’s relic was defiled.
● Any Active fighter within 1” of an enemy relic can ● +1 to both gangs if this was the first battle against
make a Double action to defile it. each other.
● +D3 XP to a fighter defiling a relic. ● -1 to any gang that bottled out.
● Once defiled, it no longers offers any bonuses and
can't be wrecked again.

REINFORCEMENTS
● D3 models (per gang) each End phase.

245
★ NECROMUNDA ★

3D

SCENARIO 10: SABOTAGE


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when max 1 gang remains (end of round).
the defender.
VICTORY
BATTLEFIELD Attacker: Destroyed the target and fewer than half of the
Standard. The defender sets up a piece of terrain, which crew has been taken Out of Action.
should be at least 2” square, to represent the attacker’s Defender: The target is not destroyed.
target. It is recommended that it is set up as close to the
centre of the battlefield as possible. Otherwise, the battle ends in a draw.

CREWS REWARDS
● Attacker: Custom (15). CREDITS
● Defender: Custom (5 Sentries) + Reinforcements. ● D6x10 to the attacker if the target was destroyed.
● D6x10 to the defender if the target was not
HOME TURF ADVANTAGE destroyed.
Defender:
● Bottle tests: Roll 2D6 and discard the highest. EXPERIENCE
● Rally tests: +1. Scenario specific rewards:
● Hangers-on: Included in the crew on a 4+ ● +1 for each Wound caused on the target.
(roll individually). ● +1 for destroying the target.
Standard rewards:
● +D6 for taking part.
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).
DEPLOYMENT ● +1 for Rallying.
The defender sets up their sentries anywhere on the ● +10 to the winning Leader (if taking part).
battlefield. The attacker then sets up each of their fighters
within 2” of any edges of the battlefield. REPUTATION
● +3 to the attacker if the target was destroyed.
OBJECTIVES ● -1 to the defender if the target was destroyed.
● +1 to both gangs if this was the first battle against
The attackers are attempting to destroy their target and deal a
each other.
blow to their target’s territory. The defenders are trying to stop
● -1 to any gang that bottled out.
this at all costs!

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
● Defender: D6 models each End phase
(starting on the round the alarm is raised).

TAKING FLIGHT
Once the attackers have destroyed the target, they can take
flight within 1” of an edge of the battlefield at the start of the
End phase (even if Seriously Injured). They count as being
Out of Action for the purposes of Bottle tests.

FLEEING THE BATTLEFIELD


If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario. The target is destroyed but no XP is gained
for doing so after the defenders have fled.

246
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2D / 3D / ASH WASTES

SCENARIO 11: RESCUE MISSION


ATTACKER & DEFENDER TAKING FLIGHT
The gang who chose this scenario is the attacker, the other is Any attacking fighter that is within 1” of an battlefield edge at
the defender. the start of the End phase can take flight (even if Seriously
Injured). They count as being Out of Action for the purpose of
THE CAPTIVES Bottle tests.
This scenario is designed to be used if one or more fighters of
the attacking gang have been captured by the defender. FLEEING THE BATTLEFIELD
These fighters are the Captives. If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
BATTLEFIELD wins the scenario. If the attacker wins this way, the Captive(s)
Standard. Any type (2D, 3D, Ash Wastes). are freed.

CREWS ENDING THE BATTLE


● Attacker: Custom (15). The battle ends when max 1 gang remains (end of round).
● Defender: Custom (5 Sentries) + Reinforcements.
VICTORY
If a sentry has multiple equipment sets, randomize which one Attacker: All Captives are freed and have taken flight.
is used. Defender: No Captives took flight.

HOME TURF ADVANTAGE Otherwise it is a draw.


Defender:
● Bottle tests: Roll 2D6 and discard the highest. REWARDS
● Rally tests: +1. EXPERIENCE
● Hangers-on: Included in the crew on a 4+ Scenario specific rewards:
(roll individually). ● +D3 for freeing a Captive.
● +1 to each Captive that were freed and took flight.
TACTICS Standard rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +D6 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Action.
DEPLOYMENT ● +1 for killing an enemy (during the battle).
1: Defender: Set up the Captive(s) & sentries ● +1 for Rallying.
anywhere. ● +10 to the winning Leader (if taking part).
2: Attacker: Entire crew within 2" of any battlefield
edges (free to use all edges). REPUTATION
● +2 to the attacker for each freed Captive.
REINFORCEMENTS ● -1 to the defender for each freed Captive.
● Defender: D6 models each End phase ● -1 to any gang that bottled out.
(starting on the round the alarm is raised).

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.

247
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SCENARIO 12: LAST STAND


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when max 1 gang remains (end of round).
the defender.
VICTORY
BATTLEFIELD Defender: Still has fighters (not Seriously Injured or Broken)
Standard. on the Battlefield by the start of round 7.
Attacker: Otherwise (any other result).
CREWS
● Attacker: Custom (D3+6) + Reinforcements. REWARDS
● Defender: Random (D3+5). The rewards depend on how long the defenders were able to
hold out.
HOME TURF ADVANTAGE
Defender: ROUND CREDITS REPUTATION
● Bottle tests: Roll 2D6 and discard the highest. Attacker 2D6x10 +3
1-2
● Rally tests: +1. Defender 0 -3
● Hangers-on: Included in the crew on a 4+ Attacker D6x10 +2
(roll individually). 3-4
Defender D3x10 +1
Attacker D3x10 +1
TACTICS 5-6
Defender D6x10 +2
Standard: Draw 3 Tactics (random), then discard 1. Attacker 0 -3
● Underdog: Draw 1 extra (before discarding 1). 7+
Defender 2D6x10 +3

DEPLOYMENT EXPERIENCE
1. Defender: Within 6” of the centre of the battlefield. Scenario specific rewards:
2. Attacker: Within 2” of all battlefield edges. ● +D3 to each defended not Broken, Seriously Injured
or Out of Action by round 7.
OBJECTIVES Standard rewards:
The defender must hold out as long as they can, while the ● +D6 for taking part.
attacker must wipe them out. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
REINFORCEMENTS: OUTNUMBERED Action.
● +1 for killing an enemy (during the battle).
● Attacker: D6 models each End phase.
● +1 for Rallying.
● Attackers taken Out of Action can rejoin instead of
● +10 to the winning Leader (if taking part).
suffering Lasting Injury rolls
(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.

248
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SCENARIO 13: ESCAPE THE PIT!


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard. Mark the centre point of the battlefield, this is the If a gang has no remaining fighters and bottled out voluntarily
escape point. If using Sector Mechanicus, the escape point or at least 1 fighter fled voluntarily, the opponent automatically
should be on an elevated platform - the higher the better! wins the scenario. The winner claims any loot caskets left on
the battlefield.
CREWS
● Random (D3+4). ENDING THE BATTLE
The battle ends when at least 1 condition is true:
TACTICS ● Max 1 gang remains (end of round).
Standard: Draw 3 Tactics (random), then discard 1. ● No battlefield area remains (at the start of a round).
● Underdog: Draw 1 extra (before discarding 1).
VICTORY
DEPLOYMENT Winner: The gang who escaped with the most loot caskets.
1. Loot Caskets: Take turns placing 3 loot caskets Tiebreaker: The gang with most escaped fighters.
each (starting with the winner of a roll-off):
○ Anywhere at least 8” from any edge. Otherwise it is a draw.
○ At least 8” from another loot casket.
○ At least 12” from the escape point. REWARDS
2. The winner of a roll-off chooses a battlefield edge to CREDITS
deploy within 6" of. ● D3x10 per loot casket the gang escaped with.
3. The other gang deploys within 6” of the opposite
battlefield edge. EXPERIENCE
Scenario specific rewards:
OBJECTIVES ● +1 for escaping.
The gangs are trying to grab as much loot as they can and ● +1 for escaping while carrying a loot casket.
then escape. Standard rewards:
● +D6 for taking part.
SPECIAL RULE: THE WALLS ARE MOVING! ● +5 per wounding hit.
At the start of round 3, the gang with Priority should roll a D6 - ● +1 for taking an enemy Leader or Champion Out of
on a 3+ the walls close in. Action.
● +1 for killing an enemy (during the battle).
Zone Mortalis: Randomly select one of the edge-most tiles ● +1 for Rallying.
and remove it from the battlefield (the tile with the escape ● +10 to the winning Leader (if taking part).
point is always the last to be removed).
REPUTATION
Sector Mechanicus: Randomize a battlefield edge and ● +1 for escaping with at least 1 fighter.
remove all terrain within 6” of both this edge and the opposite ● +1 per escaped loot casket.
edge - these areas are now no longer part of the battlefield.

Fighters caught in a vanishing part of the battlefield should


make an Initiative test. If passed, move them to the nearest
part of the remaining battlefield, otherwise go Out of Action.
Continue rolling at the start of each round to see if the walls
close in until the scenario ends or there are no more
battlefield left.

ESCAPING
Fighters within 1” of the escape point may leave the battlefield
at the start of any End phase (even if Seriously Injured).
Fighters that have escaped are removed from the table and
take no further part in the battle. They count as Out of Action
for the purposes of Bottle tests.

ALTERNATIVE VARIANT
Creatures may also try to escape. Place a Beast’s Lair
anywhere on the battlefield to increase risk or motivate
alternative routes. Appropriate monsters could also be
introduced.

249
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SCENARIO 14: DOWNTOWN DUST-UP


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when max 1 gang remains (end of round).

CREWS VICTORY
● Random (D3+4). If at least half of the hivers have been taken Out of Action or
are Broken, it is a draw. Otherwise the winner is the gang with
TACTICS fighters left on the battlefield.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). REWARDS
CREDITS
DEPLOYMENT ● Each gang must pay D3x10 credits or D3 Reputation
Roll-off to see who deploys first. Alternate placing the fighters per hiver that they took Out of Action.
anywhere on the battlefield, at least 6” from an already
deployed fighter (friend & foe). Then take turns placing D6+6 EXPERIENCE
Hive Dwellers anywhere on the battlefield, at least 6” from the Scenario specific rewards:
edge. ● +1 to each fighter that took part in the battle.
● +1 to each fighter in the winning gang.
● +1 to each fighter in the winning gang if no locals are
OBJECTIVES Out of Action or Broken.
Each gang tries to run the other gang out of town, without too Standard rewards:
many of the locals caught in the crossfire. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
SPECIAL RULE: HIVE DWELLERS Action.
Hivers are treated as fighters and use the normal rules for ● +1 for killing an enemy (during the battle).
movement, stray shots, being Engaged and pinning. ● +1 for Rallying.
However, if reduced to 0 wounds, they are taken Out of
Action without rolling any Injury dice. REPUTATION
● +1 to each gang that took part in the battle.
M WS BS S T W I A Ld Cl Wil Int ● +D3 +1 to the winning gang.
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+

Hivers do not activate normally and instead react to the


actions of nearby fighters. Hivers are triggered by the
following actions:
● A fighter makes a Shoot action within 12”
● A fighter makes a Fight action within 6”
● A blast is placed (after scatter) within 6”
● A fighter or hiver is hit by a ranged attack within 6”

After working out the effects of the action that triggered the
hiver, roll a D6 on the table that follows (roll separately for
each hiver that is triggered).
D6 Result
1-2 Damn Gangers messing up my Town! Take a single Shoot
action using a stub gun at the nearest fighter (even if they
didn’t trigger the local)
3-4 OK, take it Easy Fella: Take no action
5-6 I’m getting outta here! Become Broken (may rally in the
End phase as normal by passing a Cool test)

During the End phase, take turns moving the hivers. Roll the
Scatter dice for each one - on a Hit, choose a direction and
move the hiver its full Move in that direction, otherwise make
a full Move in the random direction indicated (stopping if
before being B2B with another fighter).

ALTERNATIVE VARIANT (HANGERS-ON)


A Hangers-on could be mixed into the hive dwellers, perhaps the
gunfight is taking place outside an Ammo-jack’s workshop or a
Rogue Doc’s clinic.

250
★ NECROMUNDA ★

SCENARIO 15: SHOOT-OUT


BATTLEFIELD ENDING THE BATTLE
The battlefield for this scenario represents a long tunnel, The battle ends when max 1 gang remains (end of round).
settlement main street or narrow gantry. For Zone Mortalis,
use 3 tiles to create a straight corridor, with a clear line of
sight from one side to the other. For Sector Mechanicus, the VICTORY
table size should be roughly 36”x12” with no terrain that The winner is the last gang that had fighters on the battlefield.
blocks line of sight from one short end to the other. Otherwise it is a draw.

CREWS REWARDS
● Random (D3+1). CREDITS
● +D6x5 to the winning gang per enemy fighter taken
Out of Action.
TACTICS EXPERIENCE
None. Scenario specific rewards:
● +1 to each fighter that took part in the battle.
DEPLOYMENT ● +1 to each fighter that didn’t fail a Cool test before
Roll-off to see who deploys the crew first: the shooting started.
● On ground level. Standard rewards:
● Within 10” of a short battlefield edge. ● +5 per wounding hit.
● Within 1” of at least one other friendly fighter. ● +1 for taking an enemy Leader or Champion Out of
Both crews should have line of sight to each other. Action.
● +1 for killing an enemy (during the battle).
Note: Infiltrate can't be used in this scenario. ● +1 for Rallying.

SPECIAL RULE: QUICK DRAW REPUTATION


When a fighter activates, make a Cool test for them - as soon ● +1 to each gang that took part in the battle.
as one crew has failed a total of 6 Cool tests, they go for their ● 6 minus the amount of failed Cool tests to the gang
guns! that didn’t fail all 6 Cool tests.

Until one side draws and starts shooting, fighters can only
make a single move action during activations:
● No more than 3”.
● Must move toward the opposing crew.
● May not move into cover.
● If the move would take the fighter closer than 4” to
an enemy fighter, take no action instead.

When a crew’s fighters go for their guns, all fighters on the


battlefield become Ready. Make an Initiative test for all
fighters, adding +1 if using a Sidearm and a -2 modifier if
using an Unwieldy weapon.

● Fighters that passed the test activate first (first


group).
● Those that failed the test activate last (second
group).

Activations in the first and last groups are made in order of


the Initiative stat, from best to worst.

For fighters activating simultaneously (tied go at the same


time), work out any Shooting actions before any Move or
Charge actions.

Once the quick draw has been worked out, the following
rounds continue as normal.

251
★ NECROMUNDA ★

SCENARIO 16: CARAVAN HEIST


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If a gang has no remaining fighters and bottled out voluntarily
the defender. or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario. If the attacker wins this way, place D3 extra
BATTLEFIELD Loot counters on each fighter in the crew that are not
Standard. However, the battlefield must be set up in such a Seriously Injured or Out of Action at the end of the battle.
way that the caravan can travel across the battlefield without
structures or impassable terrain blocking its path. ENDING THE BATTLE
The battle ends when at least 1 condition is true:
CREWS ● Max 1 gang remains (end of round).
● Custom (10). ● The caravan reaches the far battlefield edge.

TACTICS VICTORY
Standard: Draw 3 Tactics (random), then discard 1. The attacker wins if they can gather 10 Loot counters,
● Underdog: Draw 1 extra (before discarding 1). otherwise the defender is the winner.

DEPLOYMENT REWARDS
The defender deploys first, placing the caravan so that it is CREDITS
touching one of the edges of the battlefield. Then place the ● D6x10 per Loot counter the attacker got on fighters
crew so that they are on on or within 12” of the caravan. The that didn’t go Out of Action, but including those that
attacker then sets up their fighters within 6” of any battlefield fled.
edge except the one with the caravan. ● D6x10 to the defender.
● 3D6x10 to the defender if the attacker recovered less
than 5 Loot counters.
SPECIAL RULE: THE CARAVAN
Use a suitable vehicle or marker to represent the caravan. At EXPERIENCE
the start of each round, before rolling for Priority, the defender Scenario specific rewards:
moves the caravan 6” toward the table edge opposite its ● +1 to each fighter that took part in the battle.
starting position. The caravan must avoid impassable terrain ● +1 to attacking fighters that didn’t go Out of Action
and stay on ground level, but is otherwise not stopped by and gathered a Loot counter.
anything. Fighters on the caravan are moved with it. Fighters ● +1 to defending fighters for taking an enemy carrying
in its path are moved the minimum distance necessary to one or more Loot counter Out of Action.
avoid the caravan’s advance. Any barricades, loot caskets, Standard rewards:
ammo crates or small pieces of terrain that are run over by ● +5 per wounding hit.
the caravan are removed. ● +1 for taking an enemy Leader or Champion Out of
Action.
The caravan can't be attacked, blocks line of sight and ● +1 for killing an enemy (during the battle).
provides cover to fighters riding on it. A fighter may climb ● +1 for Rallying.
onto, or off, the caravan:
REPUTATION
EMBARK / DISEMBARK (SIMPLE) ● +1 to each gang that took part in the battle.
Climb onto or off the caravan. ● +D3+1 to winning attacker (10 or more Loot
counters).
● +D3+1 to winning defender (the caravan reached the
Attackers may loot the caravan as a Simple action: far table edge without the attacker recovinger 10 or
more Loot counters).
LOOT CARAVAN (SIMPLE)
If Active and within 1” of the caravan, put a Loot counter
on the fighter.
ALTERNATIVE VARIANT
If an attacking fighter goes Out of Action, any Loot they have The caravan can include mounted weapons to be operated,
are discarded. ignoring Unwieldy trait.

DESIGNER’S NOTE
If there are weapons modelled on the caravan, fighters riding ALTERNATIVE VARIANT (HANGERS-ON)
it can operate them by taking a Shoot action. Ignore the A Dome Runner might be one of the defenders, or maybe
Unwieldy trait for mounted weapons. leading the way for the caravan to make sure it has a clear
path.
SPECIAL RULE: GUILDER HIRED GUNS
As Guild appointed protectors, the defender’s gang wouldn’t
dare run off, and so need not take Bottle tests for this
scenario. They can however voluntarily bottle out and flee the
battlefield.

Additionally, if (due to injuries) the defender has insufficient


fighters to field the max crew size, Hive Scum may be hired
free of charge to even the odds.

252
★ NECROMUNDA ★

SCENARIO 17: SPOOK/GHAST HARVEST


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard. If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
CREWS wins the scenario. If the attacker wins this way, place D3 extra
● Custom (D3+4). ghast tokens on each fighter in the crew not Prone and
Seriously Injured or Out of Action at the end of the battle
(there is no risk of being affected by the unrefined ghast).
TACTICS
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1).
ENDING THE BATTLE
The battle ends when max 1 gang remains (end of round).
Cards can only be used on a 4+. If failed, it has no effect and
is discarded. Draw another random card to replace it. VICTORY
The gang with the most ghast tokens at the end of the battle
DEPLOYMENT is the winner - otherwise it is a draw.
Standard.
REWARDS
OBJECTIVES CREDITS
Gather as much unrefined ghast as possible, and take out ● D6x10 per ghast token carried by a fighter that didn’t
any enemy fighters that get in their way. go Out of Action.

Alternatively, a gang may hold onto any or all of the ghast for
SPECIAL RULE: HARVESTING GHAST use in the future battles. A fighter may consume a bag of
After setting up the battlefield, starting with the gang with unrefined ghast as a Simple action:
Priority, take turns placing 4 ghast deposits.
CONSUME GHAST (SIMPLE)
An Active fighter in B2B with a ghast may spend a Double Roll on the Harvesting Ghast table to see what
action (Harvest Ghast): happens.

HARVEST GHAST (DOUBLE) EXPERIENCE


Pass an Intelligence test to gain a Ghast token. If passed, Scenario specific rewards:
roll a D6. On a 6+, the ghast deposit is exhausted and ● +1 to each fighter that took part in the battle.
removed. ● +1 to each fighter that harvested at least one ghast
token and didn’t go Out of Action.
Regardless of the outcome, make a Toughness test (+2 if ● +1 for the first use of a Wyrd Power.
wearing a respirator). This test can be failed voluntarily. If Standard rewards:
failed, roll on the table below. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
D6 Result Action.
1-3 Oh God! Oh God! Oh God! Become Ready and activate ● +1 for killing an enemy (during the battle).
immediately, but controlled by the opponent. ● +1 for Rallying.
4-5 It’s like the Universe is in my Mind! Become a Psyker
(Unsanctioned?) and gain a random psychic power. If REPUTATION
already a Psyker and has a Wyrd Power, this has no ● +1 to each gang that took part in the battle.
effect. ● +3 for successfully harvesting 5 or more ghast
tokens.
6 Today, I am the Emperor!
● +2 modifier to any dice rolls for the rest of the
battle.
● Become a Psyker (Unsanctioned?) and gain a
random psychic power. If already a Psyker and
has a Wyrd Power, this has no effect.

Any carried ghast token is lost if going Out of Action.

Random psychic power (from this list or any universal


discipline):
1: Assail (Basic) ALTERNATIVE VARIANT
2: Flame Blast (Basic), Continuous Effect Add defences, sentries and locked doors to represent a ghast
3: Freeze Time (Double) farm. Turrets can be used, counting as heavy stubbers or
4: Weapon Jinx (Simple) heavy bolters with BS 5+, T5, 2 Wounds, Overwatch skill and
5: Terrify (Double) always count as Active and subject to the Ready condition.
6: Quickening (Basic), Continuous Effect Sentries can be set up using the Sneak Attack rules.

253
★ NECROMUNDA ★

SCENARIO 18: ARCHAEO-HUNTERS


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard. If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
CREWS wins the scenario. The winner gains an additional D6x10
● Random (D3+7). credits for each of their fighters that are still on the battlefield
and not Seriously Injured.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1.
ENDING THE BATTLE
● Underdog: Draw 1 extra (before discarding 1). The battle ends when max 1 gang remains (whether having
fled, been taken Out of Action or entered the vault).
DEPLOYMENT
Standard.
VICTORY
The gang with the most fighters in the vault is the winner.
Randomize one edge that is not part of a deployment area. Otherwise it is a draw.
Place a door on this edge, as close to the midpoint as
possible. This is the entrance to the vault. Next, place a REWARDS
marker in the centre of the battlefield to represent the CREDITS
automata. ● D6x10 per fighter in the vault.
● D6x10 per fighter still on the battlefield (excluding
OBJECTIVES Seriously Injured) if the opponent voluntarily bottled
The gangs are trying to crack open the vault before their out and flees the battlefield.
rivals.
EXPERIENCE
Scenario specific rewards:
SPECIAL RULE: THE AUTOMATA ● +1 to each fighter that took part in the battle.
Gangs are hunting for a rumoured archaeo-vault, but to find it, ● +1 to each fighter entering the vault.
and crack it open, they need to use an abandoned mining ● +D3 for taking the automata Out of Action (if using
automata. alternative scenario rules).
Standard rewards:
M WS BS S T W I A Ld Cl Wil Int
● +5 per wounding hit.
4” 4+ 5+ 5 5 5 6+ 3 12+ 2+ 6+ 10+ ● +1 for taking an enemy Leader or Champion Out of
Action.
Wargear: Meltagun, heavy rock cutter ● +1 for killing an enemy (during the battle).
Armour: Light Carapace (4+) ● +1 for Rallying.
Special rule: The automata can't be Pinned.
REPUTATION
The automata begins the battle in a powered-down state. A ● +1 to each gang that took part in the battle.
fighter within 1" can perform a Simple action (Power Up) ● +D3 to the winning gang.
● If within 1” of the automata, pass an Intelligence test
to power it up. The automata becomes ready and is
part of the gang who powered it up until it powers
down.

In the end phase, the automata returns to a powered-down


state.

Only the automata can open the vault. It can perform a


Double action (Destroy Door):
● If within 1” of the vault door, the vault door is
destroyed.

After the vault door is destroyed, any fighters may move off
the table and into the vault via the doorway.

ALTERNATIVE RULES
The Ambot is especially appropriate for this scenario and can
be substituted for the automata. More than one automata can
be introduced to make the scenario more challenging. The
Automata begins the scenario powered up, and fighters must
move into base contact with them and make Intelligence tests
to take control of them for a round. Unless controlled by a
gang, each automata will fight on their own side to defend the
vault.

254
★ NECROMUNDA ★

SCENARIO 19: ESCORT MISSION


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang who chose this scenario is the attacker, the other is If a gang has no remaining fighters and bottled out voluntarily
the defender. or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Standard. ENDING THE BATTLE
The battle ends when at least 1 condition is true:
CREWS ● Max 1 gang remains (end of round).
● Attacker: Custom (D3+5) + Reinforcements. ● The agent has escaped.
● Defender: Random (D3+7) + Agent.
VICTORY
TACTICS The defender wins if the agent is extracted, otherwise the
Standard: Draw 3 Tactics (random), then discard 1. attackers wins.
● Underdog: Draw 1 extra (before discarding 1).
REWARDS
DEPLOYMENT CREDITS
Standard. ● D6x10 to the defender if the agent is extracted.
● D6x10 to the attacker if the agent is taken Out of
Action.
SPECIAL RULE:THE AGENT
The defender is trying to guide an uphive agent to safety. For EXPERIENCE
the duration of the battle, the agent is considered to be part of Scenario specific rewards:
the defender’s crew. ● +1 to each fighter that took part in the battle.
● +1 for taking the agent Out of Action.
Standard rewards:
● +5 per wounding hit.
UPHIVE AGENT ● +1 for taking an enemy Leader or Champion out of
M WS BS S T W I A Ld Cl Wil Int action.
4” 5+ 4+ 3 3 2 4+ 1 7+ 6+ 7+ 7+ ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
Wargear: Mesh, displacer field
Weapons: Laspistol REPUTATION
● +D3 to the defender for extracting the agent.
● +D3 to the attacker for taking the agent Out of
SPECIAL RULE: EXTRACTION Action.
The defender’s goal is to get the agent to the extraction point.
● -1 to any gang that bottled out
The agent needs to reach the battlefield edge closest to the
attacker and roll 5+ in the End phase to escape. If the roll
failed, add a cumulative +1 in each subsequent End phase.

REINFORCEMENTS
● Attacker: 1 model each End phase
(starting on round 2).

ALTERNATIVE VARIANT
The defender may be a single Cyborg Assassin with
Bodyguard (any hit against the agent can be transferred to
the Cyborg on a 3+, provided that the two are within 2” of
each other).

ALTERNATIVE VARIANT (HANGERS-ON)


Any Hangers-on could be used instead of the Agent.

255
★ NECROMUNDA ★

SCENARIO 20: FIGHTER DOWN


ATTACKER & DEFENDER CARRION CREATURES
The gang who chose this scenario is the attacker, the other is In the underhive, there are countless predators skulking in the
the defender. shadows - mutated rats, murder-pedes, rust vultures and
others.
BATTLEFIELD
Standard. After the wounded fighter and both gangs have deployed, roll
D6+3 to find out how many Carrion Creatures are present.
Take turns, starting with the gang with Priority, to place these
CREWS creatures on the battlefield, at least 12” from any fighters
● Random (D3+2) + Reinforcements. (including the wounded fighter).

The attacking crew must include a random Ganger or Juve to In each End phase, take turns moving the Carrion Creatures,
be the wounded fighter. starting with the gang with Priority. Any Carrion Creature that
ends its movement in base contact with a fighter will make a
TACTICS Melee (Basic) action against it - after this action has been
Standard: Draw 3 Tactics (random), then discard 1. resolved move the creature D3” directly away from the fighter.
● Underdog: Draw 1 extra (before discarding 1). The fighter may not make Reaction attacks.

DEPLOYMENT CARRION CREATURE


Standard. The attacker places the wounded fighter face down M WS BS S T W I A Ld Cl Wil Int
within 8” of the centre of the battlefield.
6” 5+ 6+ 3 3 1 3+ 1 9+ 7+ 9+ 11+
REINFORCEMENTS Weapons: Unarmed attacks (beaks, claws & mandibles).
● D3 models (per gang) each End phase
(starting on round 2).
● Within 1" of any battlefield edge and at least 12" ENDING THE BATTLE
from enemies (deployed by the controlling gang). The battle ends when at least 1 condition is true:
● Max 1 gang remains (end of round).
● The wounded fighter has escaped or is taken Out of
THE WOUNDED FIGHTER Action.
For the purpose of this scenario, the wounded fighter is
considered to have suffered a Serious Injury, one which they
can't recover from - do not roll to see if they recover in the VICTORY
End phase. Instead, remain Seriously Injured until either The attacker wins if the wounded fighter escapes, otherwise
going Out of Action or escaping off the battlefield. Can still the defender wins.
make Crawl (Double) actions as normal.
REWARDS
The wounded fighter: EXPERIENCE
● Can be taken Out of Action with the Coup de Grace Scenario specific rewards:
action as normal. ● +1 to each fighter that took part in the battle.
● Friendly fighters activating within 1" can spend a ● +1 for taking the wounded fighter Out of Action.
Double action (Carry) to move up to the Move stat Standard rewards:
and take the wounded fighter with them. ● +5 per wounding hit.
● Can escape if starting the activation within 1” of the ● +1 for taking an enemy Leader or Champion out of
battlefield edge closest to the attacker’s deployment. action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +D3 to the attacker if the wounded fighter escaped.
ALTERNATIVE VARIANT ● +1 to the defender if the wounded fighter was taken
Custom underhive predators may be included. Creatures may Out of Action.
be placed anywhere on the battlefield, or keep their location ● -1 to any gang that bottled out.
secret using Pitch Black special rule from In the Dark
scenario. The creatures are only revealed when fighters get
within line of sight of them. If a creature moves out of line of
sight, replace it with a counter. In the End phase, each
counter may swap which monster it represents.

ALTERNATIVE VARIANT (HANGERS-ON)


A Rogue Doc could be included.

256
★ NECROMUNDA ★

SCENARIO 21: MURDER CYBORG


D6 CYBORG’S MISSION
BATTLEFIELD
Standard. 1-2 Extermination Directives: The Cyborg must kill everyone! If
it is Engaged, it will take Fight actions. If not, it will target the
closest model with a Shoot action. If it can see more than
CREWS one model, it must divide its Shoot actions between then as
● Custom (15). evenly as possible, starting with the closest model and
moving outward (it must take Cool tests as normal to target
TACTICS models other than the closest). If it can't see any models, it
Standard: Draw 3 Tactics (random), then discard 1. must move toward the nearest model.
● Underdog: Draw 1 extra (before discarding 1). 3-4 Decapitation Subroutines: The Cyborg must kill the
Leaders. The Assassin acts as above, however it will only
DEPLOYMENT target Leader models, only fighting other emodels if they are
Standard. either Engaged with it, or blocking its path to a Leader.
5-6 Preservation Protocols: The Cyborg must return to its
SPECIAL RULE: THE CYBORG masters. When the Assassin is revealed, the gang with
An augmented Hive Assassin is operating in the gang’s Priority picks a point on the battlefield edge farthest from it,
territory. Until the Assassin is placed on the battlefield, this is its escape point. If the Assassin ends any round in
whenever a fighter suffers a wound, roll a D6. On a 5+, the base contact with the escape point, it is removed. While
Cyborg Assassin is revealed. Remove the wounded fighter escaping, in each activation the Cyborg must make at least
from the battlefield (they do not count as having been one Move action that takes it closer to the escape point if
Seriously Injured or taken Out of Action) and replace them possible, though it can shoot at the closest targets as
with an appropriate model to represent the Cyborg Assassin. detailed above, at the controlling gang's discretion.

When the Cyborg is first revealed, the gang with Priority ENDING THE BATTLE
should roll a D6 on the table below to find out what its mission The battle ends when at least 1 condition is true:
is. The gang with Priority controls the Cyborg, although it ● Max 1 gang remains (end of round).
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.

VICTORY
CYBORG ASSASSIN The gang who destroyed the Cyborg Assassin is the winner.
M WS BS S T W I A Ld Cl Wil Int Otherwise it is a draw.
4” 3+ 2+ 4 5 3 4+ 3 8+ 3+ 5+ 8+
Skills: Fast Shot, Gunfighter, Iron Jaw. REWARDS
Wargear: Light Carapace (4+), displacer field. CREDITS
Weapons: 2x Bolt pistols (with las-projectors), ● 3D6x10 for delivering the Coup de Grace to the
shotgun (with executioner ammo), Assassin.
frag & krak grenades.
● Ignores the effects of Flash, Gas and Toxin traits EXPERIENCE
(while taking damage from Blaze, it may take Scenario specific rewards:
actions and move as normal while on fire). ● +1 to each fighter that took part in the battle.
● Can't be Pinned. ● +1 for wounding the Cyborg.
● Unaffected by the Coup de Grace action. Standard rewards:
● Treats Out of Action as Serious Injury instead. ● +5 per wounding hit.
● While Seriously Injured, do not roll Injury dice in ● +1 for taking an enemy Leader or Champion out of
the End phase. action.
● Instead, pass a Toughness test ● +1 for killing an enemy (during the battle).
(roll equal to or lower than Toughness) ● +1 for Rallying.
to recover (suffering a Flesh Wound as normal).
● Once Toughness reaches 0 as a result REPUTATION
of Flesh Wounds, it can't recover. Although it ● +D3 for delivering the Coup de Grace on the Cyborg.
may still Crawl as a Double action and can ● -1 to any gang that bottled out.
now be removed from the battlefield with a
Coup de Grace action. ALTERNATIVE VARIANT
Use a Rise of the Servitors scenario against one or more gangs. The
number of servitors should equal to at least 3 times the number of
opposing fighters. Use the Hive Dweller profile for the Servitors (from
the Downtown Dust-up scenario). The servitors can only make a
Move action with the servitors as they go about their pre-programmed
duties. The attackers’ mission is to find the 3 Cyborg Assassins
ALTERNATIVE ENDGAME VARIANT posing as servitors. When a servitor is taken Out of Action, roll a D6.
Gangs work together or against each other, but there will be a Murder On a 4+, they become a Cyborg Assassin. Then roll to see what their
Cyborg for each gang. The battle only ends when all the Cyborgs or mission is. Once 3 Cyborg Assassins have been revealed, no more
Gangs are killed. Alternatively, the Murder Cyborgs might be are added to the board. Servitors activating within 12” of an active
chrono-gladiators turned assassins, and if not killed by the end of a Cyborg Assassin can make Attack actions as the Assassin overrides
set round, they explode! their simple machine functions for its own ends.

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SCENARIO 22: THE HIT


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when max 1 gang remains (end of round).
the defender.
VICTORY
BATTLEFIELD If the defender’s Leader is Seriously Injured or taken Out of
Standard. Action, the attacker is victorious. Otherwise, the defender is
the winner.
CREWS
● Attacker: Custom (D3+5). REWARDS
● Defender: Random (D3+5) + Leader + Reinforcements. EXPERIENCE
Scenario specific rewards:
TACTICS ● +1 to each fighter that took part in the battle.
Standard: Draw 3 Tactics (random), then discard 1. ● +D3 to attacking fighters for wounding the defender’s
● Underdog: Draw 1 extra (before discarding 1). Leader.
● +D3 to the defending Leader if not taken Out of
Action or Seriously Injured at the end of the battle.
DEPLOYMENT Standard rewards:
1. Defender: ● +5 per wounding hit.
○ Deploy the Leader and 2 other fighters ● +1 for taking an enemy Leader or Champion out of
within 12” of the centre of the battlefield. action.
○ Roll a 5+ for each of the remaining fighters ● +1 for killing an enemy (during the battle).
to place them anywhere on the battlefield. ● +1 for Rallying.
Otherwise they must deploy within 8” of the
Leader. REPUTATION
2. Attacker: Within 2” of any battlefield edge and at ● The attacker gains +D3 if the defender’s Leader is
least 6” from any enemies. Seriously Injured or +D6 if the defender’s Leader is
taken Out of Action.
REINFORCEMENTS ● +D3 to the defender if their Leader is still on the
● Defender: 1 model each End phase battlefield at the end of the battle.
(starting on round 2). ● -1 to any gang that bottled out.

THE TARGET
The attacker is gunning for the defender’s Leader. The
Attacker has Priority for the first round. In the first round, the
defender’s fighters may only make a single action in each
activation.

ALTERNATIVE VARIANT
The attackers can be a custom watchman hit squad or
assassin gang. Alternatively, the attackers might unleash a
nest of murder servitors or monsters.

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MULTI-PLAYER

SCENARIO 23: GANG MOOT


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when max 1 gang remains (end of round).

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 test when another
fighter takes a Shoot action (except Silent) within
12".
● Fight (6"): Pass an Intelligence test when another
fighter makes a Fight action within 6".
● Hit by a any attack.

In the End phase, each unready fighter can move 6” in any


direction.

Only fighters that have become Ready will regain Ready at


the start of any round.

All fighters can spend a Double action (Yell):


● All friendly fighters within 12” can pass an
Intelligence test with a +2 modifier to become Ready
(if not having been Ready before).

259
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MULTI-PLAYER

SCENARIO 24: PITFIGHT


BATTLEFIELD ENDING THE BATTLE
Standard. It is advisable to make the battlefield no larger than The battle ends when max 1 Champion remains.
24”x24” - alternatively, the interior of the Necromunda:
Underhive box can be used to represent a deadly fighting pit. VICTORY
The gang with the last Champion standing is the winner.
CREWS Otherwise it is a draw.
Each gang chooses 1 Champion.
REWARDS
TACTICS CREDITS
Standard: Draw 3 Tactics (random), then discard 1. ● D6x5 to the winning Champion per other Champion
● Underdog: Draw 1 extra (before discarding 1). that took part in the fight

DEPLOYMENT EXPERIENCE
Take turns placing the Champion in contact with one of the Scenario specific rewards:
board edges and at least 12” from an already deployed ● +1 to each Champion taking part in the pitfight.
Champion. ● +5 per wounding hit.
● +D3 to the winning Champion.
Standard rewards:
SPECIAL RULE: IT’S ONLY A SCRATCH! ● +5 per wounding hit.
No one likes a quick fight, and the Champions know that they ● +1 for taking an enemy Leader or Champion out of
need to put on a show with lots of blood. action.
● Ignore Flesh Wound results on the Injury dice. ● +1 for killing an enemy (during the battle).
● Treat Seriously Injured results as Flesh Wounds. ● +1 for Rallying.
● Coup de Grace can't be used (no easy deaths!).
REPUTATION
SPECIAL RULE: ROUND ONE... ● +1 to each gang that took part in the battle.
Pitfights have rules… after a fashion. ● +2 if the Champion survives to round 6.
● Round 1-2: No ranged weapons or grenades. ● +4 to the winner.
● Round 3-4: No Unwieldy ranged weapons or
grenades.
● Round 6+: All weapons may be used.

260
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N17 - 3D

SCENARIO 25: CLAIM THE SPIRE


BATTLEFIELD ENDING THE BATTLE
Lay out the terrain so that it creates a series of large spires The battle ends when max 1 gang remains (end of round).
and tall structures close to the centre of the board. Each spire
should have plenty of levels for gangers to fight upon as well Additionally, if a gang Bottles Out, the battle also ends on a
as a series of walkways linking them to each other. Scatter 4+ at the end of the following round. Otherwise, roll again at
terrain is still placed as normal. the end of each subsequent round, adding 1 to the result for
each additional time this roll is made; in other words, the
CREWS second time this roll is made, the battle will end on a 3+ and
● Custom (15). so on.

TACTICS VICTORY
Standard: Draw 3 Tactics (random), then discard 1. If only one gang has fighters remaining at the end of the
● Underdog: Draw 1 extra (before discarding 1). battle, they are victorious. Otherwise, at the end of the battle,
whichever gang has scored the most points is declared the
winner.
DEPLOYMENT
Standard.
REWARDS
CREDITS
OBJECTIVES ● D3x10 to the winner.
Each gang is trying to claim the highest ground they can,
whilst also inflicting heavy losses upon their rival gang. At the EXPERIENCE
end of each turn, the gang with the highest-placed model Scenario specific rewards:
scores 1 point (if both gangs are tied then they each score 1 ● +1 to each fighter that took part in the battle.
point). Additionally, each gang scores 1 point for each enemy ● +1 to the winning Leader (regardless of whether they took
ganger that goes Out of Action. part in the battle or not).
Standard rewards:
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +3 to the winner.
● +1 to both gangs if this was the first battle against each
other.
● -1 to any gang that bottled out.

261
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2D

SCENARIO 26: THE GAUNTLET


ATTACKER & DEFENDER SPECIAL RULE: SOMETHING TO MOVE
The gang who chose this scenario is the attacker (the During the run it is all or nothing! No gangs need to make
runners), the other is the defender (the hunters). Bottle Tests. If, at the start of any round, half of the attacker’s
crew (rounding up) are Seriously Injured or Out of Action, the
BATTLEFIELD attacker may voluntarily bottle out.
Set up the battlefield as shown on the map.
1. Double door (closest to the bridge). ENDING THE BATTLE
2. Single door (between wall and bridge). The battle ends when at least 1 condition is true:
3. Double door (entrance to Ventilation Turbine). ● Max 1 gang remains (end of round).
4. Double door (entrance to the vault). ● An attacking fighter opens the loot in the Vault.

● 1 loot casket inside the vault. VICTORY


● The defender may add 0-4 barricades anywhere. Attacker: Claiming the chrono crystal.
● All doors begin closed but not locked Defender: Otherwise (any other result).
(except the Vault door of course!).
REWARDS
CREWS CREDITS
● Attacker: Custom (D6+4). ● +10 credits for each opposing Ganger or Juve taken Out of
● Defender: Random (D3+4). Action.
● +20 credits for each opposing Champion taken Out of
TACTICS Action.
Standard: Draw 3 Tactics (random), then discard 1. ● +40 credits for the opposing Leader taken Out of Action.
● Underdog: Draw 1 extra (before discarding 1).
The attacker can sell the chrono crystal for 2D6x20 credits (if
DEPLOYMENT they get it) or hold onto it as it might be useful at some point in
The attacker deploys first anywhere in the shadowed area of the future...
the Unlit Crossroads tile. The defender then deploys as
detailed in ‘From the Shadows’ below. The attacker has EXPERIENCE
priority for the first round. Scenario specific rewards:
● +1 for taking part.
● +1 to each defender for taking an attacker Out of Action
SPECIAL RULE: FROM THE SHADOWS (in addition to the standard for this).
At the start of the battle the defender can set up anywhere on ● +D3 to each winning attacker.
the battlefield (with the exception of the Unlit Crossroads tile) Standard rewards:
or can choose to have them lurking in the shadows. Fighters ● +5 per wounding hit.
that are lurking in the shadows are not active and have no ● +1 for taking an enemy Leader or Champion Out of Action.
effect until they are deployed. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
When it is the defender’s turn to activate a fighter they can
choose one of the following: REPUTATION
● Pass (taking no action). ● +1 to both gangs.
● Activate a ready fighter as normal. ● +1 to winning defender.
● Move a fighter from the shadows onto the battlefield ● +3 to winning attacker.
(placing them anywhere on the battlefield at least 3” from
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.

262
★ NECROMUNDA ★

N17

SCENARIO 27: IN THE DARK


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when max 1 gang remains (end of round).

CREWS VICTORY
● Custom (15). The winner is the last crew with fighters on the battlefield.

TACTICS REWARDS
Standard: Draw 3 Tactics (random), then discard 1. EXPERIENCE
● Underdog: Draw 1 extra (before discarding 1). Scenario specific rewards:
● +1 to each fighter that took part in the battle.
DEPLOYMENT ● +1 for taking an enemy Out of Action (this also
Standard. applies to monsters if they are included).
Standard rewards:
● +5 per wounding hit.
OBJECTIVES ● +1 for taking an enemy Leader or Champion Out of
The gangs are trying to wipe each other out, and hopefully Action.
survive the dark. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
PITCH BLACK
This scenario uses the Pitch Black special rule. REPUTATION
● +1 to each gang that took part in the battle.
HORRORS IN THE DARK ● +2 to the winning gang.
● +1 for each monster taken Out of Action (if included).
When a fighter activates at least 8” from any other
non-Passive fighters (friend & foe), roll a D6:

1: Suffer a S6 AP -1 D2 hit. If Seriously Injured, go Out of


Action (dragged away into the darkness)
2-3: Can't make any actions this activation.
4-5: Can only make one action this activation.
6: Activate normally.

ALTERNATIVE VARIANT
Custom monsters may be included. Place them anywhere on
the board, represented by a counter to keep their identity
secret. The monsters are only revealed when fighters get
within line of sight of them. If a monster moves out of line of
sight, replace it with a counter. In the End phase, each
counter may swap which monster it represents.

263
★ NECROMUNDA ★

SCENARIO 28: MONSTER HUNT


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least 1 condition is true:
● Max 1 gang remains (end of round).
CREWS ● The Sump Horror is killed.
● Random (D3+7).
VICTORY
TACTICS The winner is the gang that killed the Sump Horror. Otherwise
Standard: Draw 3 Tactics (random), then discard 1. it is a draw.
● Underdog: Draw 1 extra (before discarding 1).
REWARDS
DEPLOYMENT CREDITS
Standard. ● 3D6x10 to the gang that slew the Sump Horror

EXPERIENCE
SPECIAL RULE: THE SUMP HORROR! Scenario specific rewards:
The gangs are trying to bag a massive Sump Horror (as well ● +1 to each fighter that took part in the battle.
as scrag each other), though first they must flush the creature ● +1 to each fighter that destroyed a Beast’s Lair
out. The Sump Horror is attracted to wounded prey. marker.
Whenever a fighter suffers a Flesh Wound or is Seriously ● +D6 for dealing the killing blow to the Sump Horror.
Injured, the gang whose fighter was injured places a Beast’s Standard rewards:
Lair marker within D6” of their fighter. These markers follow all ● +5 per wounding hit.
the rules for the Beast’s Lair, with the exception that they can't ● +1 for taking an enemy Leader or Champion Out of
be targeted by Shooting actions from more than 6” away. Action.
● +1 for killing an enemy (during the battle).
Once 6 markers have been destroyed, the Sump Horror will ● +1 for Rallying.
emerge. Replace the final destroyed marker with a large
appropriate model. The Sump Horror has the following profile: REPUTATION
● +1 to each gang that took part in the battle.
M WS BS S T W I A Ld Cl Wil Int ● +D6 to the winning gang.
3” 5+ 6+ 7 6 8 4+ 4 9+ 2+ 6+ 12+
Armour: 5+
Weapon: S 7, D 2, AP -3
Special Rule: Can't be Pinned, immune to Coup de Grace

At the start of the End phase of each round, the Sump Horror
fights any fighters in base contact, or if there are no fighters in
base contact, it moves, or charges (if in range) toward the
nearest fighter.

264
★ NECROMUNDA ★

N17

SCENARIO 29: SETTLEMENT ATTACK


ATTACKER & DEFENDER SECTOR MECHANICUS
The gang who chose this scenario is the attacker, the other is The defenders can fight from the top of the Wall (and are
the defender. considered to be in cover if they do so). The only ways to
bypass the Wall are to either breach the locked door in the
gateway, or to try to scale its side. Attacking fighters
BATTLEFIELD beginning in base contact with the Wall may take the Scale
Divide the battlefield into 3 areas representing the edge of a (Double) action. If they complete 2 of these actions in a row,
major settlement, the areas are: the Wall, No-man’s-land and place them on top of the Wall.
the Wilderness.
LOOTING THE SETTLEMENT
SECTOR MECHANICUS Attacking fighters in base contact with the defender’s board
The Wall should be set up within 6” of one board edge (but edge in the start of the End phase may be removed from the
still allowing space for models to be deployed behind it), using battlefield as they are looting the settlement. Fighters that
suitable terrain to represent an impassable line. In the middle move off the board in this way are not considered to have
of the Wall there should be a gateway with a closed and been taken Out of Action, but also do not contribute to the
locked door (according to Zone Mortalis rules). An area 12” attacker’s crew size for Bottle tests.
beyond the Wall is No-man’s-land, and it should only have
sparse scattering of terrain. The rest of the table is the
Wilderness, using standard setup as described in the
ENDING THE BATTLE
pre-battle sequence. The battle ends when max 1 gang remains (end of round).

ZONE MORTALIS VICTORY


The wall is a line of at least 3 tiles with only 1 tunnel If 3 or more attacking fighters looted the settlement, they are
connecting them to the rest of the board. The tunnel should victorious. Otherwise, the defender wins.
have locked doors at both of its ends and all other access to
the rest of the board should be blocked off. The next line of REWARDS
tiles, connecting to the Wall, is No-man’s-land and should be CREDITS
made up of tiles with large open areas if possible. Beyond ● +D6x10 to the winning defender.
these tiles, there should be one or more lines representing ● +D6x10 per looting fighter to the winning attacker.
the Wilderness, using standard setup as described in the
pre-battle sequence. EXPERIENCE
Scenario specific rewards:
CREWS ● +1 to each fighter that took part in the battle.
● Custom (15). ● +D3 to each looting fighter.
Standard rewards:
TACTICS ● +5 per wounding hit.
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking an enemy Leader or Champion out of
● Underdog: Draw 1 extra (before discarding 1). action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.
DEPLOYMENT
The attacker deploys their crew within 6” of the board edge REPUTATION
farthest away from the Wall. The defender deploys their crew ● +D6 to the defender if no attackers made it past the
anywhere either on or behind the Wall. Wall.
● +D3 to the defender if attackers made it past the
SPECIAL RULE: THE WALL Wall, but not looting the settlement.
The Wall represents a formidable barrier to reaching the ● +1 to attacker for every looting fighter.
settlement. ● -1 to any gang that bottled out.

The defenders can fire through loopholes if they are directly


behind the Wall. Fighters using loopholes can't be Engaged or
attacked with Close Combat weapons and ranged attacks
against them suffer -3 to hit. Due to the limited sight lines,
firing from a loophole is restricted to 12” and weapons with
the Blast trait may not be used.

ZONE MORTALIS
Loopholes are considered to be present in any doors or
bulkheads used to block off access to the tiles representing
the Wall. The only ways to bypass the Wall is to breach the 2 ALTERNATIVE VARIANT
locked doors, or use a Hidden Passage tactics card to place a Mounted guns, minefields (melta/gas/frag traps) or defense
Ductway. turrets can be introduced. With more than one attacker,
multiple boards can be set up, and with each gang racing
against their rivals to be the first to loot.

265
★ NECROMUNDA ★

N17

SCENARIO 30: ESCAPE!


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when max 1 gang remains (end of round).
the defender.
VICTORY
BATTLEFIELD The attacker wins if at least 3 fighters escape, otherwise the
Standard. defender wins.

CREWS REWARDS
● Custom (15).
EXPERIENCE
TACTICS CARDS Scenario specific rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +1 to each fighter that took part in the battle.
● Underdog: Draw 1 extra (before discarding 1). ● +1 to each attacking fighter that escaped.
Standard rewards:
● +5 per wounding hit.
DEPLOYMENT ● +1 for taking an enemy Leader or Champion out of
Standard. action.
● +1 for killing an enemy (during the battle).
SPECIAL RULE: ESCAPE ● +1 for Rallying.
The attackers are trying to escape the hive level, and only the
defender’s gang stands in their way. REPUTATION
● +D3 to the defender if no attackers escaped.
Attacking fighters in base contact with the defender’s board ● +1 to attacker for every fighter that escaped.
edge in the start of the End phase may escape the battlefield. ● -1 to any gang that bottled out.
If they are Engaged, they must first pass an Initiative test.
They do not count as having gone Out of Action.

Attacking fighters that do not end their activation closer to the


escape area must make a Nerve test, just as if a friendly
fighter had been Seriously Injured or taken Out of Action
within 3”.

ALTERNATIVE VARIANT
Create a battlefield that funnels the attacker towards a
number of points - either a handful of Zone Mortalis tunnels or
gaps between impassable terrain pieces on a Sector
Mechanicus battlefield.

The attackers can use the Sneak Attack rules, The defenders
may have sentries standing guard behind cover, turreted guns
covering the entrance and patrols prowling the nearby area
with Cyber-mastiffs while more fighters stand in reserves.

266
★ NECROMUNDA ★

N17

SCENARIO 31: PRISON BREAK


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when max 1 gang remains (end of round).
the defender.
VICTORY
BATTLEFIELD Attacker: At least two captives escape off the battlefield.
The defender sets up the battlefield, creating the Guild prison. Defender: Otherwise (any other result).
This works best as a Zone Mortalis scenario.
REWARDS
CREWS EXPERIENCE
● Attacker: Random (D3+2). Scenario specific rewards:
● Defender: Random (5 Sentries) + Reinforcements. ● +1 to each fighter that took part in the battle.
● +2 to each captive that escaped.
HOME TURF ADVANTAGE ● +1 to each defender for taking a captive Out of
Defender: Action.
● Bottle tests: Roll 2D6 and discard the highest. Standard rewards:
● Rally tests: +1. ● +5 per wounding hit.
● Hangers-on: Included in the crew on a 4+ ● +1 for taking an enemy Leader or Champion Out of
(roll individually). Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1. REPUTATION
● Underdog: Draw 1 extra (before discarding 1). ● +1 to each gang that took part in the battle.
● +2 to the attacker for each captive that escaped.
Note: Defender can only use Tactics after the alarm is raised. ● +D3 to the attacker if all captives escaped.
● +D3+1 to the defender if no more than one captive
DEPLOYMENT escaped.
The defender chooses a room, sealed off from surrounding
tunnels by doors, or a raised platform, as close to the centre
of the battlefield as possible and sets up the captives in the
room or on the platform within 2” of each other. Sentries are
then placed anywhere on the battlefield, provided they are not CAPTIVE FIGHTERS
in the room or on the same platform as the captives and no This scenario can be used to rescue fighters that have been
sentry is closer than 8” to another sentry. captured and then sold to the Guilders, in which case only
those that have been sold to the Guilders are available.
REINFORCEMENTS
● Defender: D3 models each End phase This scenario can also be used in multi-player battles with
(starting on the round the alarm is raised). more than one crew starting in separate cells, and then
working against both each other and the prison to escape.
SPECIAL RULE: GUILDER PRISON
The captives are locked up in their cell, but have freed This scenario could also be run at the end of a campaign with
themselves from their bonds. Now they just need to escape! one custom generated gang facing all the fighters who have
been sold to the guilders - the gangs fielding their captive
All attacking fighters begin the battle armed with only a knife, fighters and forced to work together to escape the Guild
regardless of other weapons they have. All doors are locked - prison.
with the exception of one of those leading to the captive’s cell
(if using Zone Mortalis), which they are considered to have
already unlocked.

The captives can leave the battlefield if, during the End
phase, they are within 1” of a board edge and not Engaged.
Whenever a captive takes one of the defender’s fighters Out
of Action in close combat, roll a D6 - on a 1-3, they find a
code that can be used to open a locked door and is then
discarded. On a 4+, they can take one of the fighter’s
weapons and use it for the remainder of the scenario.

267
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 32: BLAZE OF GLORY


ATTACKER & DEFENDER REINFORCEMENTS
The gang going out in a Blaze of Glory is the attacker. The ● Defender: D3 models each End phase
other gang(s) are the defender(s). (starting on round 3).
● Deployed by the defender.
The attacker is attempting to board the ship and escape
Necromunda for a new life somewhere in the stars. The STOLEN ACCESS CODES
defender is trying to stop them. The attackers have obtained the access codes for the starport
doors, but there is always an outside chance these are out of
BATTLEFIELD date or simply false.
Standard. Add key points shown below. The spaceport walls
should be impossible to cross except by the 2 doors. The When making Access Terminal (Basic) action, roll a D6. On a
doors begin locked and have access terminals on both sides. 2+, the door is opened without the need to make an
Ladders can be placed on the inside of the wall to allow Intelligence test. Otherwise the codes for that door are
defenders to scale onto the top of the walls. The defender useless and it can only be opened by making a Force Door
then places a ship anywhere on the battlefield more than 6” (Basic) action.
from a battlefield edge and more than 12” from the Spaceport
Walls. BLASTING OFF
Any attacking fighter within 1” of the ship at the start of any
Only barricades and crates can be placed on the access End Phase can board the ship (even if Seriously Injured). At
road. No large structures can be placed within 12” of the ship. the start of any round, one fighter that has boarded the ship
can make an Intelligence test with a -5 modifier, and a +1
modifier for every 3 additional friendly fighters who have
boarded the aircraft. If passed, the ship is powered up and
blasts off during the End Phase of that turn.
Ship
From the moment the ship is boarded, the defenders know
the situation has slipped outside their control and order the
Hangar Doors to close. The attackers only have 2 rounds with
2 attempts at starting the ship. Once closed, the ship can't
take off. All boarding attackers are placed within 2” of the ship
- they have nothing left to do but fight to the end.

GUARD IT WITH YOUR LIFE


The defender automatically passes any Bottle tests.

ENDING THE BATTLE


The battle ends when at least 1 condition is true:
● Max 1 side remains (Attacker/Defender).
● The ship blasts off.
Door
12”
VICTORY
The attacker wins if the ship blasts off. Otherwise, the
defender wins.
Access Road
CREWS
● Attacker: Entire gang
REWARDS
(including In Recovery & Hangers-on). There is only one reward - escape. If the attacking gang is
● Defender: Random (10) + Reinforcements. victorious, they’ll blast off, hoping to evade the guns of the
Eye of Selene above Necromunda. If not, the survivors will be
If this is a multi-player battle, each defending gang has hunted down and brought to justice, no matter how far they
Random (5) + Reinforcements instead. run. This is the end for the gang, for good or for ill.

EXPERIENCE
TACTICS Standard rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking an enemy Out of Action
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking an enemy Leader or Champion Out of
Action
DEPLOYMENT ● +1 for killing an enemy
● +1 for Rallying
Defending crew(s):
● 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).

268
★ NECROMUNDA ★

BADZONE

SCENARIO 33: ESCAPE THE BADZONE


BATTLEFIELD ENDING THE BATTLE
Standard. After setting up terrain, take turns placing 4 loot The battle ends when max 1 gang remains (end of round).
caskets anywhere at least 8” from any edge.
If only one gang bottles out and flees, the opponent’s
CREWS remaining fighters count as having escaped.
Custom (10)
VICTORY
The gang with the most escaped fighters is victorious. If both
TACTICS gangs had an equal amount of escaped fighters, it is a draw.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1).
REWARDS
CREDITS
DEPLOYMENT ● 2D6x10 per loot casket carried off the battlefield.
Standard. EXPERIENCE
Scenario specific rewards:
SPECIAL RULE: A PATH TO SAFETY ● +1 to each fighter that took part in the battle.
Both gangs are attempting to find a path through the ● +1 to each fighter that escaped.
Badzone, while stopping others from doing the same. Each Standard rewards:
gang must get its fighters off the battlefield edge closest to ● +5 per wounding hit.
their opponent’s deployment area. ● +1 for taking an enemy Leader or Champion Out of
Action.
Any fighters that are not Engaged and within 1” of the ● +1 for killing an enemy (during the battle).
opponent’s battlefield edge may escape in the End phase. ● +1 for Rallying.
Loot caskets within 1” of an escaping fighter may be secured.
Fighters removed in this way are ignored for the purposes of REPUTATION
Bottle tests (not counting as part of the crew size nor as Out ● +D3 if at least half of the gang’s crew escaped.
of Action). ● -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.

269
★ NECROMUNDA ★

BADZONE

SCENARIO 34: MANUFACTORUM RAID


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least 1 condition is true:
the defender. ● Max 1 gang remains (end of round).
● All 3 bombs explode.
BATTLEFIELD
Standard. VICTORY
If all 3 bombs explode, the attacker wins. Otherwise, the
CREWS defender wins.
● Attacker: Custom (15).
● Defender: Random (D3+5) + Reinforcements. REWARDS
CREDITS
TACTICS ● +2D6x10 to the winning defender.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). EXPERIENCE
Scenario specific rewards:
● +1 to each fighter that took part in the battle.
DEPLOYMENT ● +1 to each fighter that plants or rearms a bomb.
Standard. Then the attacker places 3 bomb markers at least ● +D3 to each fighter that successfully disarms a
12” from another marker and at least 16” from the attacker’s bomb.
deployment area. These are the points where the attacker Standard rewards:
must plant their bombs. ● +1 for taking an enemy Out of Action
● +1 for taking an enemy Leader or Champion Out of
REINFORCEMENTS Action
● Defender: D3 models each End phase ● +1 for killing an enemy
(starting on round 2). ● +1 for Rallying

BOMBS REPUTATION
● +D3 to the winning attacker.
The attacking crew is carrying a collection of homemade
● +D6 to the defender if no bombs explode.
explosives to blow up machinery vital to the rival House.
● +D3 to the defender if 1 or 2 bombs explode.
● -1 for bottling out.
PLANT BOMB (DOUBLE)
Any attacker must spend a Double action (Plant Bomb) if B2B
with a bomb:
● Activate a bomb (B2B).
● Gain 1 XP.

Same action is also used for rearming a disarmed bomb.

The planted bomb has a counter which starts with 1.

In the End phase, roll a D6 for each bomb, adding the result
on its counter. On a 7+, the bomb explodes:
● Strength 6, Damage D3, Blast (5”), Knockback.
Otherwise, increase the counter’s number by 1.

DISARM BOMB (DOUBLE)


Any defender B2B with an active bomb can spend a Double
action (Disarm Bomb):
● Pass an Intelligence test to disarm a bomb (B2B).
● If the test failed and is a double (before modifiers),
the bomb explodes.

A disarmed bomb must be rearmed by an attacker using the


Plant Bomb (Double) action. The counter is reset to 1.

FUNCTIONING MANUFACTORUM
The Industrial Terrain in this scenario is fully functioning.
Terrain activates on a 3+ rather than a 6+.

270
★ NECROMUNDA ★

BADZONE

SCENARIO 35: THE CONVEYER


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least 1 condition is true:
the defender. ● No more defenders remaining.
● After round 9.
BATTLEFIELD
Defender chooses a tile or a piece of terrain roughly 12” in VICTORY
diameter and sets it up in the centre of the table. This is the The attacker wins if there are no more defenders. The
platform. defender wins if all 9 rounds are completed.

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.

THE PLATFORM
In each End phase, the defender rolls a D6 to see if the
platform moves, adding a cumulative +1 to the result for each
turn the platform remained stationary. On a 6+, the platform
moves.

When the platform moves, remove any tiles or terrain from


the battlefield with the exception of the platform. Fighters not
on the platform are removed from the battlefield and any
conditions on them are removed. They do not count as having
gone Out of Action. The attacker then sets up the table
around the platform in any configuration they choose, placing
4 new loot caskets (as described above) and deploys the
fighters that were removed within 12” of the platform.

CHANGING ENVIRONMENTS
Each time the platform moves, replace the current
Environment with a new random Environment. If the Dome
Collapse Event is generated, the Platform immediately moves
(as detailed above). While the Shutdown Event is in effect, do
not test to see if the platform moves.

CHOOSE EVENTS
Control the environments that the platform passes through
beforehand to create the most interesting or challenging
levels possible.

271
★ NECROMUNDA ★

BADZONE

SCENARIO 36: FUNGAL HORROR


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least 1 condition is true:
● Max 1 gang remains (end of round).
CREWS ● 9+ Fungal Horror markers on the battlefield (at the
Custom (10). start of any End phase).

VICTORY
TACTICS The remaining gang is the winner. Otherwise it is a draw.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1).
REWARDS
EXPERIENCE
DEPLOYMENT Scenario specific rewards:
Standard. ● +1 to each fighter that took part in the battle.
Standard rewards:
SPECIAL RULE: GROWING HORROR ● +5 per wounding hit.
The battlefield is rapidly becoming overgrown by a fungal ● +1 for taking an enemy Leader or Champion Out of
horror, and with each round, the Carnivorous Plant spreads. Action.
● +1 for killing an enemy (during the battle).
At the start of the battle, place a marker on the centre of the ● +1 for Rallying.
battlefield (for Zone Mortalis, choose the central-most tile).
This represents the fungal horror. The area within 12” (or the REPUTATION
tile) of the marker is overgrown with writhing questing vines. ● +D3 to the winner.
● -1 for bottling out.
● Fighters beginning or ending the activation in this
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.

272
★ NECROMUNDA ★

BADZONE

SCENARIO 37: TOLL BRIDGE


BATTLEFIELD ENDING THE BATTLE
Standard. Leave a 12” wide corridor with no terrain or tiles The battle ends when at least 1 condition is true:
down the middle of the battlefield - this is the toxic river. Only ● Max 1 gang remains (end of round).
a single bridge crosses the river - this is the toll bridge. ● Only one gang has any fighters within 12" of the
centre of the bridge.
CREWS
Custom (10). VICTORY
The winner is the remaining gang or the only gang with
fighters within 12” of the centre of the bridge. Otherwise it is a
TACTICS draw.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1).
REWARDS
CREDITS
DEPLOYMENT ● +3D6x10 to the winner.
Standard. Gangs must start on opposite sides of the river.
EXPERIENCE
SPECIAL RULE: THE TOXIC RIVER Scenario specific rewards:
The gangs are fighting to control a valuable toll bridge ● +1 to each fighter that took part in the battle.
spanning a toxic river. ● +D3 for crossing the river.
Standard rewards:
Junk (barrels, barricades, loot caskets or ramshackle boats) ● +5 per wounding hit.
can be spread across the river within a few inches of each ● +1 for taking an enemy Leader or Champion Out of
other. This debris can be used to leap from one to the other, Action.
or as a makeshift boat. When standing on a piece of debris, a ● +1 for killing an enemy (during the battle).
fighter can make a Row (Double) action. ● +1 for Rallying.

ROW (DOUBLE) REPUTATION


Used in the Toll Bridge scenario. Use debris in the toxic river ● +1 to each gang that took part in the battle.
to move up to the Strength in inches. Then pass an Initiative ● +D3 to the winner.
test or fall into the river and go Out of Action.

● Fighters can't voluntarily enter the river. CUSTOMIZED BRIDGE


● Go Out of Action if falling into the river. The bridge may be fortified with barricades or a powerful
● If becoming Pinned while standing on debris, pass brute or monster acting as its guardian. Fighters who crosses
an Initiative test or go Out of Action. the bridge can escape off the enemy battlefield edge to earn
D6x10 credits.
SPECIAL RULE: THE BRIDGE
The bridge uses an ancient mechanism to swing open or
closed. It starts connected to the shore. In the 3rd End phase,
and each subsequent End phase, roll a D6. On a 5, it pivots
90° to the left. On a 6, it pivotes 90° to the right. On any other
result, it remains stationary.

Note: The anchor point is probably at the centre of the bridge!

When pivoting, fighters on the bridge within 1” of its ends


must pass an Initiative test or fall. If the ends were touching
the shore before pivoting, fall onto the shore and become
Prone. Otherwise, go Out of Action.

While the bridge is not connected to the shore, fighters on it


can ignore the effects of failing a Bottle test (pass Cool test or
flee). They have nowhere to go! However, when the bridge is
connected to the shore, they must make tests as normal.

273
★ NECROMUNDA ★

SCENARIO 38: SHOW OF FORCE


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when max 1 gang remains (end of round).
the defender.
VICTORY
BATTLEFIELD The gang that scored most points is the winner.
Standard.
REWARDS
CREWS CREDITS
● Attacker: Custom(D3+7) + Reinforcements. ● Attacker: D6x10 for each defender taken Out of
● Defender: Random (D3+5). Action.

TACTICS EXPERIENCE
Standard: Draw 3 Tactics (random), then discard 1. Scenario specific rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking part.
● +1 to each escaped defender
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
Standard. ● +1 for taking an enemy Leader or Champion Out of
Action.
SHOCK AND AWE ● +1 for killing an enemy (during the battle).
The attacker is seeking to make an example of the enemy ● +1 for Rallying.
and the best way to do that is with a substantial body count -
ideally where their comrades can witness the price of heresy. REPUTATION
Attacker: ● +D3 to the winner.
● 1 point for taking a defender Out of Action. ● -1 to any gang that bottled out.
● 1 point if friendly fighters are within 6” of another
defender taken Out of Action.

BACK INTO THE SHADOWS


The defender has been brought to battle before they are
ready and must escape before being wiped out - hopefully
taking some of their foes down in the process.
Defender:
● 1 point for taking an attacker Out of Action.
● 1 point for each defender escaping the battlefield.
Defenders can escape within 2” of the battlefield
edge opposite of the defender’s deployment zone.
Escaped fighters do not count as Out of Action, but
do also not count as part of the crew when making
Bottle tests.

REINFORCEMENTS
● Attacker: 1 model each End phase
(starting on round 2).

274
★ NECROMUNDA ★

SCENARIO 39: HIT & RUN


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when max 1 gang remains (end of round).
the defender.
VICTORY
BATTLEFIELD The gang that scored most points is the winner.
Standard.
REWARDS
CREWS CREDITS
● Defender: Random (D3+7) ● Attacker: D6x10 credits for each enemy fighter
● Attacker: Custom (D3+7) taken Out of Action.

TACTICS EXPERIENCE
Standard: Draw 3 Tactics (random), then discard 1. Scenario specific rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking part.
● +1 for taking an enemy leader Out of Action.
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
1. Defender: Within 6” of the centre of the battlefield. ● +1 for taking an enemy Leader or Champion Out of
2. Attacker: Anywhere at least 8” from any defenders. Action.
● +1 for killing an enemy (during the battle).
MAKE THEM PAY ● +1 for Rallying.
Gain points for taking enemies Out of Action (cumulative):
● 1 per fighter REPUTATION
● +2 if the fighter was the Leader ● +D3 for winning.
● -1 to any gang that bottled out.
I HAVE A SENSE OF FOREBODING…
After deployment, test if the defenders spot attackers. Each
defender can make an Intelligence test with the following
modifiers:

● Cover: -1.
● More than 12” away: -2.

If passed, make a single Shoot or Move action. The defender


decides the order of the attacks. Only a single test is made
regardless of how many enemies can be seen.

BUTCHER & BOLT


The attackers are trying to inflict as much damas as possible
without being drawn into a protracted firefight.

Attackers can spend a Double action (Vanish) if all the


following conditions are true:
● Out of LOS of any enemy fighters.
● At least 6” away from any Active enemy fighters.

Pass an Intelligence test to remove the fighter from the


battlefield. Vanished fighters do not count as Out of Action,
but do also not count as part of the crew when making Bottle
tests.

275
★ NECROMUNDA ★

SCENARIO 40: SEARCH & DESTROY


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least 1 condition is true:
the defender. ● Max 1 gang remains (end of round).
● All weapon caches are destroyed or recovered.
BATTLEFIELD
Standard. VICTORY
The gang that scored most points is the winner.
CREWS
● Defender: Random (D3+3) + Reinforcement. REWARDS
● Attacker: Custom (10). CREDITS
● D3x10 to the attacker for each destroyed cache.
TACTICS ● D6x10 to the defender for each recovered cache.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +1 for destroying a cache.
Standard. ● +D3 for recovering a cache.
Standard rewards:
SWEEP AND CLEAR ● +5 per wounding hit.
Divide the battlefield into 4 equal-sized areas. A weapon ● +1 for taking an enemy Leader or Champion Out of
cache is hidden in each area and must be discovered. Action.
Attacker: Destroy ● +1 for killing an enemy (during the battle).
Defender: Recover ● +1 for Rallying.

At the start of each round, a gang can declare 1 or more REPUTATION


fighters are searching 1 or more areas. The fighters must be ● +D3 for winning.
Active and more than 6” from a battlefield edge. Searching ● -1 to any gang that bottled out.
fighters lose the Ready status and may not be activated for
this round.

In the End phase, each searching fighter still Active can roll a
5+ to find the weapon cache. If both gangs are searching the
same area, start with the gang with Priority. If found, place a
weapon cache next to the fighter who found it.

WEAPON CACHES
Counts as loot caskets. Once found, it must be carried off the
battlefield by the defender or destroyed by the attacker.
Defender:
● Removed after being carried into the defending
deployment zone.
● +2 points.
Attacker:
● Spend a Double action while B2B. Pass an
Intelligence test to destroy it. Add a +1 modifier for
each friendly fighter within 2”.
● +1 point.

REINFORCEMENTS
● Defender: 1 model each End phase
(starting on round 2).

276
★ NECROMUNDA ★

SCENARIO 41: MEAT HARVEST


ATTACKER & DEFENDER ENDING THE BATTLE
If only one gang is Chaotic, then that gang is the attacker. The battle ends when at least 1 condition is true:
Otherwise, the gang who chose this scenario is the attacker, ● Max 1 gang remains (end of round).
the other is the defender. ● All hivers escape.

BATTLEFIELD VICTORY
Standard. The gang that scored most points is the winner.

CREWS REWARDS
● Random (D3+2) + Reinforcement. CREDITS
● D3x10 to the attacker for each harvested hiver.
TACTICS ● D6x10 to the defender for each escaped hiver.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT Standard rewards:
1. Standard. ● +5 per wounding hit.
2. Take turns (starting with the attacker) deploying 12 ● +1 for taking an enemy Leader or Champion Out of
Hive Dwellers: Action.
○ Outside any deployment zone. ● +1 for killing an enemy (during the battle).
○ At least 6" from any other fighter. ● +1 for Rallying.
○ At least 8” from a battlefield edge.
REPUTATION
REINFORCEMENTS ● +D3 for winning.
● 1 model (per gang) each End phase ● -1 to any gang that bottled out.
(starting on round 2).

HIVE DWELLERS
● No profile or equipment.
● If hit by a ranged attack (including Blast/Template,
go Out of Action on 5+.
● If hit by a close combat attack, go Out of Action on
3+ (harvested). Otherwise move D6” directly away
from the attacker.
● If more than 2” from a defender, move 2D6” in a
random direction (stopping outside 1” of a fighter or
contacting impassable terrain).

A BLOODY HARVEST
The attacker is out searching for meat.

Attacker: 1 point per harvested hive dweller (hit by a close


combat attack and taken Out of Action on a 3+).

SALVATION FOR THE WORTHY


The defender is attempting to guide the hivers to safety
before being harvested for meat.

Defenders can spend a Basic action (Shepherd): Pass a


Leadership test to move hivers within 8" 2D6" directly towards
this fighter.

Defender: 2 points per escaping hive dweller (escape if in the


defender’s deployment zone during any End phase).

277
★ NECROMUNDA ★

SCENARIO 42: PROPAGANDA


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when max 1 gang remains (end of round).

CREWS VICTORY
● Custom (4) The last remaining gang is the winner. If no gangs are left on
the battlefield, it is a draw.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1. REWARDS
● Underdog: Draw 1 extra (before discarding 1). CREDITS
● D3x10 for each Houseless Ganger controlled by the
DEPLOYMENT gang at the end of the battle.
1. Standard.
2. Take turns (starting with the gang with Priority) EXPERIENCE
deploying 12 Houseless Gangers: Scenario specific rewards:
● More than 12” from a battlefield edge. ● +1 for taking part.
● Not within 3” of another fighter. ● +1 for coercing an enemy Houseless Ganger.
Standard rewards:
● +5 per wounding hit.
HEARTS AND MINDS ● +1 for taking an enemy Leader or Champion Out of
Both sides seek to turn gangers and gangs to their cause. Action.
● +1 for killing an enemy (during the battle).
Fighters can make the Coerce (Basic) action: ● +1 for Rallying.

COERCE (BASIC) REPUTATION


Pass a Leadership test to make a Houseless Ganger ● +D3 for winning.
within 3” join the gang for this battle. ● -1 to any gang that bottled out.

If the Houseless Ganger already joined the other side


side, the Houseless Ganger can avoid changing sides by
passing a Leadership with a +1 modifier for each friendly
fighter within 3” (relative to the Houseless Ganger). If
passed, the Houseless Ganger can immediately make a
free Shoot (Basic) action against the fighter making the
Coerce action. If failed, the Houseless Ganger changes
side and is no longer Ready (if being Ready).

The fighter becomes part of the gang for all intents and
purposes and will gain a Ready marker at the start of the
following round.

DON’T BELIEVE THEIR LIES


Houseless Gangers can change sides any number of times.

HOUSELESS GANGERS
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 8+
SPECIAL RULES
Armed and equipped as on the model. Both sides can take
control of these fighters, so they could be heavily armed
without disrupting the balance (as long making an agreement
before the battle).

278
★ NECROMUNDA ★

SCENARIO 43: SCAVENGE


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least 1 condition is true:
● Max 1 gang remains (end of round).
CREWS ● No more loot.
● Custom (D3+7)
VICTORY
TACTICS The gang that gathered the most loot points is the winner.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). REWARDS
CREDITS
DEPLOYMENT ● D3x10 per loot point.
1. Standard.
2. 2D6 loot (caskets, barrels, consoles, etc.). Take turn EXPERIENCE
deploying (starting with the gang with Priority): Scenario specific rewards:
● At least 12” from the friendly deployment ● +1 for taking part.
zone. Standard rewards:
● At least 6” away from another loot. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Action.
LOOTING THE BATTLEFIELD ● +1 for killing an enemy (during the battle).
Gangs are out for loot and steal anything that’s not nailed ● +1 for Rallying.
down - and some things that are!
REPUTATION
A fighter within 1” of a loot can make a Loot (Double) action to ● +D3 for winning.
see if it contains anything useful. Roll a D6: ● -1 to any gang that bottled out.
● 1: Booby trap! Explodes like a frag trap:
○ Str 3, D 1, Blast (5”), Knockback.
● 2-3: Nothing.
● 4+: 1 loot point.

Regardless of the result, the loot is removed from the


battlefield.

NOTE
This scenario is open for abuse where a gang with most loot
can attempt to bottle (if not bottled already) and flee to win.

However, if the remaining gang can claim the leftover loot, it


could potentially devolve into a simple shoot out scenario
instead.

A possible solution is to limit the battle to 6 turns. Afterwards,


roll to see if the battle continues:
● Round 7: 4+
● Round 8: 5+
● Round 9: 6+

The remaining gang can then claim all the loot.

279
★ NECROMUNDA ★

RESCUE

SCENARIO 44: PUBLIC EXECUTION


ATTACKER & DEFENDER THE PRISONER
If only one gang is Chaotic, then that gang is the attacker. The prisoner is well-restrained and consigned to the fate.
Otherwise, the gang who chose this scenario is the attacker,
the other is the defender. Until freed, the prisoner takes no part in the battle, can't be
targeted by attacks or affected by Blast/Template. An
BATTLEFIELD attacking fighter can free the prisoner by spending a Double
Standard. action within 1”. Once freed, the prisoner will attempt to flee
the battlefield. Once freed, the execution clock no longer
apply (the prisoner slipped the noose!).
CREWS
● Attacker: Custom (D3+7) FLEEING PRISONER
● Defender: Random (D3+5) + Reinforcement ● Controlled by the attacker.
● Moves 3D6” in each End phase (must remain
TACTICS outside 1” of enemies).
Standard: Draw 3 Tactics (random), then discard 1. ● Counts as a fighter for all purposes and can be
● Underdog: Draw 1 extra (before discarding 1). targeted by attacks.
● Never becomes Ready.
DEPLOYMENT ● Use the profile for an attacking ganger or similar.
● Successfully escapes when reaching any battlefield
1. Prisoner: In the centre of the battlefield.
edge.
2. Defender: Within 6” of the prisoner.
3. Attacker: Within 2” of any battlefield edge.
ENDING THE BATTLE
REINFORCEMENTS The battle ends when at least one of the following is true:
● Defender: 1 model each End phase ● Max 1 gang remains (end of round).
(starting on round 2). ● The prisoner escapes.

EXECUTION CLOCK VICTORY


The attacker only has a short time before the prisoner meets ● Defender: Win if the prisoner is executed.
the end. ● Attacker: Win if the prisoner escapes.
● Otherwise: Draw.
The execution clock starts on 6. In the End phase of any
round, the clock is temporarily halted until the next End phase REWARDS
if: CREDITS
● At least 1 Active attacker within 3” of the prisoner. ● Attacker: 2D6x10 for winning.
● No defender have LOS to any attacker. ● Defender: D6x10 for winning.
● An attacker is in possession of a chrono crystal.
EXPERIENCE
If the clock is not temporarily halted, the clock is reduced by 1 Scenario specific rewards:
for each of the following: ● +1 for taking part.
● At least 1 Active defender within 3” of the prisoner. ● +1 for freeing the prisoner.
● At least 1 defender taken Out of Action this round. Standard rewards:
● Defending Leader taken Out of Action. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
When the clock count down to 0 (or less), the prisoner suffers Action.
an Injury roll. The prisoner goes Out of Action on any result ● +1 for killing an enemy (during the battle).
except Flesh Wound (successful execution). If suffering a ● +1 for Rallying.
Flesh Wound, roll again in the following End phase with an
additional Injury dice for each Flesh Wound suffered. REPUTATION
● +D3 for winning.
● -1 to any gang that bottled out.

RESCUING GANGERS
The attacker can choose this scenario in place of the Rescue
Mission to recover captured fighters. If freed, the prisoner
becomes Ready and joins the attacker’s crew instead, with
the fighter’s weapons and equipment (assuming the attackers
brought extra guns with them).

If the attackers fail, the Captive is executed, with the same


effect as being Sold to the Guilders.

280
★ NECROMUNDA ★

SCENARIO 45: TAKEOVER


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least one of the following is true:
the defender. ● Max 1 gang remains (end of round).
● After round 10.
BATTLEFIELD ● At the end of a round when all 3 landmarks are
Standard. Additionally, include 3 landmarks. captured by the attacker.

CREWS VICTORY
● Attacker: Custom (10) The attacker wins if all 3 landmarks are captured or no
● Defender: Random (10) defending fighters are left on the battlefield. Otherwise the
defender wins.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1.
REWARDS
● Underdog: Draw 1 extra (before discarding 1). CREDITS
● Attacker: D6x10 per captured landmark.
● Defender: 2D6x10 for winning.
DEPLOYMENT
Standard, with some exceptions: EXPERIENCE
1. Attacker deploys first. Scenario specific rewards:
2. Defender deploys last. ● +1 for taking part.
3. Finally, defender deploys 3 landmarks ● +1 for participating in capturing a landmark.
(or designate pieces of terrain): Standard rewards:
○ Within 18” of the centre of the battlefield. ● +5 per wounding hit.
○ At least 12” from another landmark ● +1 for taking an enemy Leader or Champion Out of
(measured from the centre). Action.
○ Not within or surrounded by impassable ● +1 for killing an enemy (during the battle).
terrain. ● +1 for Rallying.

SURPRISE ASSAULT REPUTATION


The attacker is making a prepared assault against the enemy ● +D3 for winning.
territory to capture a number of key points - or landmarks - to ● -1 to any gang that bottled out.
take control of the local area.

LANDMARKS
The defender controls all landmarks at the start of the battle.
The attacker can take control of a landmark by having more
fighters than the defender within 3” of the centre of the
landmark. Once captured, it is permanently controlled by the
attacker.

281
★ NECROMUNDA ★

2D

SCENARIO 46: HUNT THEM DOWN


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least one of the following is true:
the defender. ● Max 1 gang remains (end of round).
● After round 9.
BATTLEFIELD
Standard. Additionally, set up the battlefield using 2x3 tiles. VICTORY
Fighters should be able to traverse the battlefield from one The attacker wins if there are no defenders left on the
short edge to the other. battlefield at the end of any round. Otherwise the defenders
win.
CREWS
● Attacker: Custom, see Relentless Hunters. REWARDS
● Defender: Random (D3+3). EXPERIENCE
Scenario specific rewards:
TACTICS ● +1 for taking part.
Standard: Draw 3 Tactics (random), then discard 1. ● Attacker: +1 per defender Out of Action.
● Underdog: Draw 1 extra (before discarding 1). ● Defender: +1 if on the battlefield at the end.
Standard rewards:
● +5 per wounding hit.
DEPLOYMENT ● +1 for taking an enemy Leader or Champion Out of
1. Defender: Base contact with one of the short Action.
battlefield edges. ● +1 for killing an enemy (during the battle).
2. Attacker: No deployment at the start. ● +1 for Rallying.

FREEDOM ROAD REPUTATION


The defenders have been discovered trying to sneak through ● +D3 for winning.
the attacker’s turf and now must make an escape.

● Defender’s deployment edge: Trailing edge.


● Opposite short edge: Leading edge.

In each End phase, if there are defenders within 2” of the


Leading edge, remove the 2 tiles closest to the Trailing edge.
Fighters on the removed tiles are removed:
● Attacker: Returned to the Relentless Hunters.
● Defender: Out of Action, suffer a Lasting Injury roll.

The attacker then places 2 tiles in contact with the Leading


edge (effectively extending the battlefield). The battlefield
must at all times be 2x3 tiles and it must be possible to
traverse the battlefield between the 2 short edges.

The attacker can set up doors and terrain on these tiles. The
short edge next to the removed tiles is the new Trailing edge.
The short edge on the added tiles is the new Leading edge.

RELENTLESS HUNTERS
The attackers have discovered enemies in their territory and
are going to make them pay!

At the start of the 2nd round, and each subsequent round, the
attackers can deploy a wave of fighters from the crew:
● First wave: Custom (D3+3)
● Subsequent waves: Custom (D3)

Deployed the attackers in any of the following ways:


● Any wave: On the Trailing edge.
● Subsequent waves: Any edge, within 8” of an
already deployed attacker.

Attackers can't be deployed within 1” of any defender.


Deployed attackers becomes Ready like normal.

282
★ NECROMUNDA ★

SCENARIO 47: RITUAL


ATTACKER & DEFENDER ENDING THE BATTLE
If only one gang is Chaotic, then that gang is the defender. The battle ends when at least one of the following is true:
Otherwise, the gang who chose this scenario is the attacker, ● Max 1 gang remains (end of round).
the other is the defender. ● The Warp Vomits Forth (13+ on the Daemonic Ritual
table).
BATTLEFIELD
Standard. VICTORY
● Defender: The Warp Vomits Forth.
CREWS ● Any: Last remaining gang.
● Attacker: Custom (10)
● Defender: Random (10) 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). ● +1 if on the battlefield at the end.
● +D3 per Daemon destroyed.
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
1. Defender: Within 12” of the centre of the battlefield. ● +1 for taking an enemy Leader or Champion Out of
2. Attacker: Base contact with any battlefield edge. Action.
3. Defender: Choose a fighter to be the Ritual Leader. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
RITUAL LEADER
The Ritual Leader must not be disturbed if the ritual is going REPUTATION
to be completed. ● +D3 for winning.
● -1 to any gang that bottled out.
The defender chooses any fighter to be the Ritual Leader:
● Can't activate or make actions.
● If Pinned, automatically stand up at the start a round.
● If Seriously Injured or taken Out of Action, nominate
a different fighter as the Ritual Leader at the start of
the following round (chosen by the defender).

DAEMONIC ENERGIES
As the ritual nears completion, daemonic energies begin to
ravage the battlefield.
FIGHTER POSSESSED BY A DAEMON
(DANCERS ON THE THRESHOLD)
Count how many turns there are an Active Ritual Leader on ● +3 Strength, Move, Attacks and Willpower.
the battlefield in the End phase. After counting at least 1, roll ● Can't use ranged weapons.
a D6, adding the count to the result. Note that the Daemonic ● Becomes an Unsanctioned Psyker.
Ritual effects are cumulative (if the result is 10-12, also apply ● Have Scouring (Basic) Wyrd Power:
7-9 and 4-6). ○ Str 2, AP -2, D 1, Blaze, Template
● Automatically passes any Cool tests.
● 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 tests. 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.

283
★ NECROMUNDA ★

SCENARIO 48: BLOOD RITES


ATTACKER & DEFENDER ENDING THE BATTLE
If only one gang is Chaotic, then that gang is the attacker. The battle ends when at least one of the following is true:
Otherwise, the gang who chose this scenario is the attacker, ● Max 1 gang remains (end of round).
the other is the defender. ● The end of round 9.

BATTLEFIELD VICTORY
Standard. The attacker wins if having 5+ Blood tokens when the battle
ends, or being the last remaining gang. Otherwise the
CREWS defender wins.
● Attacker: Custom (10)
● Defender: Random (D3+3) + Reinforcement REWARDS
EXPERIENCE
TACTICS Scenario specific rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● Attacker: +1 per Blood token gained.
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).
REINFORCEMENTS ● +1 for Rallying.
● Defender: 1 model each End phase
(starting on round 2). REPUTATION
● +D3 for winning.
SACRIFICES ● -1 to any gang that bottled out.
The attacker is seeking to stain the ground with a blood
offering.

Defending fighters taken Out of Action are not removed from


the battlefield. Instead the fighter becomes a ‘downed fighter’:
● Apply a Lasting Injury as normal.
● Still considered Out of Action (no longer becomes
Ready).
● Can't make any actions for any reason.

Other fighters can spend a double action to drag a downed


fighter up to a single Movement distance.

Attacking fighters B2B with a downed fighter can spend a


double action (Blood Ritual) to gain a Blood token. The fighter
must immediately pass a Toughness test, or be removed.

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SCENARIO 49: SLAUGHTER


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when max 1 gang remains (end of round).

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 test before making ranged attacks,
or the action is wasted (no ranged attack is made). REPUTATION
● +D3 for winning.
At the start of all Activations, roll 2D6 and add Strength: ● -1 to any gang that bottled out.
● 10+: Charge the closest enemy (if possible), or use
both actions to get as close as possible to the
closest enemy.
● 14+: Charge and attack the closest fighter (friend &
foe). If there are no other fighters within charge
range, suffer an Injury roll instead.

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MULTI-PLAYER

SCENARIO 50: MEEEEEEEEEAT!


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Max 1 gang remains (end of round).
CREWS ● The end of round 9.
Random (D3).
VICTORY
TACTICS The last remaining gang is the winner. Otherwise, the gang
Standard: Draw 3 Tactics (random), then discard 1. who took most Cannibals Out of Action is the winner.
● Underdog: Draw 1 extra (before discarding 1).
REWARDS
DEPLOYMENT EXPERIENCE
The gang with Priority starts each step: Scenario specific rewards:
● Crew within 12” of the centre of the battlefield. ● +1 for taking part.
● 3 Cannibals per fighter within 6” of any battlefield ● +D3 if on the battlefield at the end.
edges. Standard rewards:
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
CRAZED CANNIBALS Action.
A group of survivors from several gangs find themselves ● +1 for killing an enemy (during the battle).
surrounded by crazed cannibals in the midst of a cannibal ● +1 for Rallying.
feeding frenzy!
M WS BS S T W I A Ld Cl Wil Int REPUTATION
6” 4+ 5+ 3 4 1 4+ 1 9+ 4+ 6+ 10+ ● +D3 to any gang still on the battlefield at the end.
Skills: True Grit, Unstoppable, Nerves of Steel
Weapons: Unarmed attacks (claws & teeth)

SPECIAL RULES
● Treated as fighters in all aspects.
● Activates in the End phase. Take turns controlling
each Cannibal, starting with the gang with Priority.
● Can't choose not to use the skills (if able).

Take actions as normal, with the following exceptions:


● Must charge (if able).
● Must Fight if Engaged.
● Otherwise, must move toward the closest fighter
from any crew.

DRAWN TO THE SCENT OF DEATH


As the battle progresses, more and more Cannibals are
drawn to the fight by the smell of blood.

At the start of each End phase, before moving Cannibals),


take turns placing D3+2 Cannibals (starting with the gang with
Priority):
● Within 6” of any battlefield edges (not within 1” of
another fighter).

The newly deployed Cannibals can active this round as


normal.

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SCENARIO 51: DAEMONIC POSSESSION


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Max 1 gang remains (end of round).
CREWS ● Underhive Exorcism is performed.
● Random (6)
VICTORY
TACTICS The gang that scored most points is the winner. If the score is
Standard: Draw 3 Tactics (random), then discard 1. equal, the gang with the most remaining fighters is the
● Underdog: Draw 1 extra (before discarding 1). winner.

DEPLOYMENT REWARDS
Standard. EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
THE DAEMON ● +D3 if possessed at the end of the battle.
A fighter is secretly harbouring a daemonic entity that will ● +D6 for destroying the Daemon.
manifest fully and take possession of that fighter, before Standard rewards:
leaping from fighter to fighter to spread havoc and evade ● +5 per wounding hit.
destruction. ● +1 for taking an enemy Leader or Champion Out of
Action.
Before deployment, decide who has a Daemon within the ● +1 for killing an enemy (during the battle).
crew: ● +1 for Rallying.
1. Randomize a gang.
2. Randomize a fighter in that gang. REPUTATION
● +D3 for winning.
Roll a D6 in each End phase. The Daemon manifests and ● -1 to any gang that bottled out.
takes possession of the fighter on a 5+. If the Daemon has
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 tests.
● Can't be Pinned.
● If Seriously Injured or taken Out of Action, leap to
another fighter.

CREATURE OF THE WARP


When rolling on the Perils of the Warp table, treat Daemonic
Possession (11-12) as Warp Surge! (9-10). The fighter is
already possessed, so can't be possessed again.

UNDERHIVE EXORCISM
The Daemon is exorcised on a 5+ if:
● Seriously Injured or taken Out of Action by a Melee
weapon.
● Coup de Grace.

Otherwise, it leaps to the next target.

BLOOD FOR THE WARP


● 1 point per enemy taken Out of Action by the
possessed fighter (to the gang controlling it).
● 6 points to the gang exorcing the Daemon.

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SCENARIO 52: MEAT FOR THE GRINDER


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when max 1 gang remains (end of round).

CREWS VICTORY
● The 3 lowest rated fighters in each gang. The last remaining gang is the winner.

TACTICS REWARDS
Standard: Draw 3 Tactics (random), then discard 1. CREDITS
● Underdog: Draw 1 extra (before discarding 1). ● 2D6x10 to the winner.

DEPLOYMENT EXPERIENCE
1. Standard. Scenario specific rewards:
2. Take turns placing 2 loot caskets each (starting with ● +1 for taking part.
the gang with Priority): ● +1 if on the battlefield at the end.
● At least 10” from any fighter. Standard rewards:
● At least 4” from another loot casket. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
Action.
DESPERATION ● +1 for killing an enemy (during the battle).
The weak become meat. ● +1 for Rallying.

All fighters are considered to have: REPUTATION


● True Grit ● +D3 for winning.
● Iron Jaw ● -1 to any gang that bottled out.
● Unstoppable

SCAVENGED WEAPONRY
Fighters must scavenge weapons from the battlefield.

● No weapon restrictions apply during the battle.


● Fighters begin without any weapons or wargear
(considered to be safely back in the gang’s Stash).
● If a fighter is taken Out of Action after acquiring any
weapons, leave the weapons on the fighter’s last
position on the battlefield (can be scavenged by
remaining fighters).

Fighters can spend a Basic action (Loot) if B2B with a loot


casket or a dropped weapon. For loot caskets, roll 2D6, then IRON JAW (BRAWN)
remove the loot casket: +2 Toughness against unarmed attacks in close combat.

2. Heavy Stubber TRUE GRIT (FEROCITY)


3. Flamer When Injured, roll one less Injury dice. If an attack only has
4. Autogun Damage 1, roll two Injury dice and discard one before
5. Shotgun (Solid & Scatter) resolving the effects.
6. Autopistol
7. Stub gun UNSTOPPABLE (FEROCITY)
8. Axe Before making a Recovery test, roll a 4+ to gain one of the
9. Stiletto knife following:
10. Sword ● Remove a Flesh Wound (if having Flesh Wounds).
11. Power axe ● Recovery test: +1 dice (if there are no Flesh
12. Heavy rock cutter Wounds).

Note: Automatically fails any Ammo tests (scavenged


weapons are of the poorest quality).

All scavenged weapons are discarded after the battle.

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SCENARIO 53: URBAN RENEWAL


BATTLEFIELD ENDING THE BATTLE
Standard. Additionally, set up a large piece of terrain (the The battle ends when at least one of the following is true:
Structure) in the centre of the battlefield. ● Max 1 gang remains (end of round).
● The entire battlefield is impassable.
CREWS
● Custom (6). VICTORY
The winner is the gang which completed the following
TACTICS objectives:
Standard: Draw 3 Tactics (random), then discard 1. ● Inflicted at least 1 damage on the Structure.
● Underdog: Draw 1 extra (before discarding 1). ● Most fighters escape the battlefield.

Tie breaker:
DEPLOYMENT ● Most damage to the structure.
Standard. Otherwise:
● Draw.
DESTRUCTIBLE TERRAIN
The gangs are attempting to be the first to bring down a dome REWARDS
by destroying a key structure, ideally while causing lots of EXPERIENCE
damage to the rivals. Once destroyed, the dome will start to Scenario specific rewards:
collapse and the fighters must run for their lives! ● +1 for taking part.
● +1 for damaging the Structure.
The Structure can be attacked: ● +1 for escaping.
● Ranged: Within 12”. Standard rewards:
● Close combat: Auto hit. ● +5 per wounding hit.
● Toughness 9 ● +1 for taking an enemy Leader or Champion Out of
● 10 Wounds. Action.
● +1 for killing an enemy (during the battle).
When losing the last wound, it is destroyed and removed. ● +1 for Rallying.

In the End phase after being destroyed, apply the following REPUTATION
effect for the area within 6” of the centre of the battlefield: ● +D3 for winning.
● Impassable terrain. ● +1 if at least one fighter escaped.
● Fighters are removed and suffer an Injury roll. ● -1 to any gang that bottled out.

In each subsequent End phase, increase the radius by 6” until


the entire battlefield is impassable.

Once destroyed, fighters can escape via any edge, counting


as Out of Action without suffering any Lasting Injuries.

COLLATERAL DAMAGE
Each time the Structure takes damage, the whole battlefield
shudders and debris rains down from above.

When the Structure is damaged, all fighters must pass an


Initiative test or become pinned (potentially falling if within 1”
of a ledge). If a 1 is rolled (before modifiers), the fighter takes
a Strength 3 hit.

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MULTI-PLAYER

SCENARIO 54: WAR IN THE SHADOWS


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Max 1 gang remains (end of round).
CREWS ● After round 10.
● Custom (1):
○ Max 1 Wound VICTORY
○ Not Leader. The gang with most remaining fighters is the winner. In case
○ Not Champion. of a tie, the gang that Seriously Injured or took Out of Action
the most enemies is the winner. Otherwise it is a draw.
The rest join as Reinforcements.
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.
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
No fighters begin on the battlefield. ● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
REINFORCEMENTS ● +1 for Rallying.
● 1 model (per gang) each End phase
(starting on round 2). REPUTATION
● Within 2" of a friendly fighter and not in LOS of ● +D3 for winning.
enemies. ● -1 to any gang that bottled out.

If these conditions can't be met, the reinforcement can't be


deployed.

FORWARD SCOUTS
Scouts infiltrate the battlefield and take out any enemy scouts
encountered.

In the first round, take turns deploying the scout fighter


(starting with the gang with Priority) anywhere on the
battlefield:
● Not within 1” of another fighter.
● Not in LOS of any enemy fighters.

After deployment, the fighter becomes Ready and can


immediately activate with a single action (Simple/Basic).

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MULTI-PLAYER

SCENARIO 55: END TIMES


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when at least one of the following is true:
● Max 1 gang remains (end of round).
CREWS ● The transport departs.
● Custom (10).
VICTORY
TACTICS The gang with the most departing fighters in the transport is
Standard: Draw 3 Tactics (random), then discard 1. the winner. Tiebreaker: The gang with the most surviving
● Underdog: Draw 1 extra (before discarding 1). fighters on the battlefield.

DEPLOYMENT REWARDS
Standard. EXPERIENCE
Scenario specific rewards:
● +D3 for embarking the transport.
IT’S THE END OF THE WORLD ● +D3 per Daemon destroyed.
The last hours are at hand and all that remains is for the Standard rewards:
remaining survivors to battle it out to the bitter end. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
At the start of each round, apply the End Times effects Action.
depending of the current round. Note that the effects are ● +1 for killing an enemy (during the battle).
cumulative, so in round 4-6, also apply effects from round 1-3. ● +1 for Rallying.

REPUTATION
ROUND END TIMES ● +D6 for winning.
1-3 Insanity Reigns: All fighters must pass a Willpower test ● +D3 for having fighters embarked on the transport at
or gain Insanity. the end of the battle.
4-6 Spontaneous Mutation: Roll a D6 for all fighters with
Insanity and apply the following bonus for this round:
1. +2 S
2. +2” M
3. +1 A
4. +1 I
5. +2 T
6. +3 A
7+ Daemonic Incursion:
When taken Out of Action, place a 5” blast on this fighter
before being removed. All fighters hit become possessed
by a Daemon. Note that these Daemons will not jump
between bodies and remain until exorcised or the battle
ends.

THE LAST STRATOPLANE


What little hope survives for the gangs is to reach the last
stratoplane fleeing the dying hive.
FIGHTER POSSESSED BY A DAEMON
In each End phase, starting on the 3rd round, a transport
arrives on a 5+. The cargo ramp scatters 12” from the centre
(DAEMONIC INCURSION)
of the battlefield (closest approximation not in impassable ● +3 Strength, Move, Attacks and Willpower.
terrain). ● Can't use ranged weapons.
● Becomes an Unsanctioned Psyker.
Fighters can embark on the transport and be removed from ● Have Scouring (Basic) Wyrd Power:
the battlefield if ending a movement B2B with the cargo ramp. ○ Str 2, AP -2, D 1, Blaze, Template
A fighter may not embark or disembark in the same round. ● Automatically passes any Cool tests.
● Can't be Pinned.
DEPARTURE
In each End phase, the transport can depart or remain CREATURE OF THE WARP
grounded. If there are fighters from more than 1 gang When rolling on the Perils of the Warp table, treat Daemonic
embarked, roll-off to determine who can decide to attempt to Possession (11-12) as Warp Surge! (9-10). The fighter is
depart or remain grounded: already possessed, so can't be possessed again.
1. More than 1 gang: Roll-off, adding the number of
embarked fighters to results (re-roll ties). The winner UNDERHIVE EXORCISM
can choose to attempt to take off or remain The Daemon is exorcised on a 5+ if:
grounded. ● Seriously Injured or taken Out of Action by a Melee
2. Attempt to take off: Pass a single Intelligence test weapon.
for an embarked fighter (in control) to depart. ● Coup de Grace.

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GANG RAIDS - 2D

SCENARIO 56: DAYLIGHT ROBBERY


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when max 1 gang remains (end of round).
the defender.
VICTORY
BATTLEFIELD The attacker wins if at least 1 fighter has escaped and the
Standard: 7 tiles (3x2 rectangle + Stash Vault). Stash marker is claimed. Otherwise, the defender wins.
The defender places the last tile marked with an ‘X’. This is
the Stash Vault (where the defender keeps the stash). The REWARDS
short edge on the opposite side of the Stash Vault is the CREDITS
escape route. ● D6x10 to the attacker for winning.
EXPERIENCE
The defender places all of the barricades. Scenario specific rewards:
● +1 for taking part.

X ● +1 to the winning Leader (regardless of whether they


took part in the battle or not).
Standard rewards:
● +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.
CREWS
● Attacker: Custom (3)
REPUTATION
● Defender: Random (3) + Random Reinforcement (3)
● +2 to the attacker for winning.
● +D3+1 to the defender for winning.
HOME TURF ADVANTAGE ● -1 for bottling out.
Defender:
● 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
● Defender: All 3 in the End phase of round 4.
● Within 1" of the escape route and at least 2" from
enemies (deployed by the defender).

CLAIMING THE STASH AND ESCAPING


Any attackers (regardless of statuses or conditions) can escape the
battlefield in the End phase if within 1” of an Escape Route (counting
as Out of Action for the purposes of Bottle tests).

If the Stash marker is within 1” of the escape route when a fighter GANG RAIDS (30 MINUTE BATTLES)
escapes, it is claimed and removed from the battlefield. Gang Raids scenarios are designed to be shorter than
standard battles and have some limitations and exceptions
GO THROUGH THEM to the normal rules:
The attacker does not take Bottle tests and can't voluntarily ● No Leaders, Hangers-on, Brutes or Hired Guns.
flee the battlefield. ● Max 1 Champion.
● No Territory at stake.
FLEEING THE BATTLEFIELD ● No Infiltrate.
If a gang has no remaining fighters and bottled out voluntarily ● No Loot caskets (unless otherwise stated).
or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario. If the attacker wins this way, automatically BOTTLE TESTS
claim the Stash marker. D3 + Seriously Injured + Out of Action > starting crew

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GANG RAIDS - 2D

SCENARIO 57: MERCATOR STOREHOUSE HEIST


BATTLEFIELD DEFENCE SERVITOR
● Standard: 5. A mindless immobile automaton is protecting the auction item
The winner of a roll-off places the first tile. This tile marks the centre from prospective thieves.
of the battlefield. Then take turns placing 4 more tiles, 2 each, ● Immobile (can't move).
adjacent to the first tile, forming a cross. There must be a clear route ● 360° vision arc
from the centre tile to each battlefield edge furthest from the centre. ● Counts any Injury roll as Flesh Wound (can only be
taken Out of Action by being reduced to T0).
CREWS ● Can't be Pinned.
● Custom (4). ● Automatically passes any Cool tests.
M WS BS S T W I A Ld Cl Wil Int
TACTICS - 5+ 4+ 5 5 1 3+ 2 7+ 5+ 9+ 8+
None.
Weapons: Grav gun, servo claw
DEPLOYMENT Wargear: Light carapace (4+)
1. Place the auction item on the centre.
2. Place the defence servitor within 1” of the centre (winner of OVERWATCH ROUTINE
a roll-off). The servitor will make Shoot (Basic) actions whenever all of
3. The winner of a roll-off selects a deployment zone (3”) and the following are true:
deploys the entire crew. The other team deploys the entire ● Not Engaged.
crew in the opposite deployment zone. Take turns selecting ● A fighter ends an activation within LOS of the
a deployment zone (3”) and deploy the entire crew. servitor.
● Passes an Initiative test. This test is automatically
Deployment Zone A 3”
passed if at least one of the following is true:
○ The first time each round.
○ The activated fighter made an attack
Escape Route
Escape Route

against the servitor.

X If Engaged, make Reaction attacks as normal.

FLEEING THE BATTLEFIELD


If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
Deployment Zone B 3” wins the scenario. The winner automatically claims the
auction item.
THE AUCTION ITEM AND ESCAPING
● No fighter can carry the auction item until the defence ENDING THE BATTLE
servitor is Out of Action. The battle ends when max 1 gang remains (end of round).
● If within 1” of the auction item, spend a Simple action
(Carry) to carry the item.
● A fighter can't use any weapons while carrying the auction
VICTORY
item (unless having Bulging Biceps). The gang escaping with the auction item is the winner.
● If taken Out of Action while carrying the auction item, leave Otherwise it is a draw.
it where the fighter was.
REWARDS
Any fighters (regardless of statuses or conditions) can escape the EXPERIENCE
battlefield in the End phase if within 1” of an Escape Route (counting
Scenario specific rewards:
as Out of Action for the purposes of Bottle tests).
● +1 for taking part.
● +1 to the winning Leader (regardless of whether they
HOLE IN THE WALL took part in the battle or not).
Once per battle, instead of activating a fighter, each gang can place a
Standard rewards:
ductway anywhere on the battlefield.
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
LOOT Action.
The winner can roll a D66 after the battle for additional rewards.
11 - Useless Tat: D3x10 credits.
● +1 for killing an enemy (during the battle).
12-46 - Valuable to Someone: D6x15 credits. ● +1 for Rallying.
51-53 - Arms Trade: A single weapon with Rarity/Legality (10) or
less. REPUTATION
54-56 - Exotic Gear: A single Wargear item (not status item or exotic ● +2 to the winner.
beast) with a Rarity/Legality (10) or less. ● +1 to both gangs if this was the first battle against
61-63 - Valuable Haul: A single weapon or Wargear item (not status each other.
item or exotic beast) with a Rarity/Legality of (11) or less. ● -1 for bottling out.
64-66 - Rare Find: A single status item with Rarity/Legality (12) or
less. If choosing a master-crafted weapon, the total cost must be 125
credits or less.
GANG RAIDS (30 MINUTE BATTLES)
Rules described on the previous and next page.

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GANG RAIDS - 2D

SCENARIO 58: CLANDESTINE RENDEZVOUS


ATTACKER & DEFENDER ENDING THE BATTLE
The gang who chose this scenario is the attacker, the other is The battle ends when at least one of the following is true:
the defender. ● Max 1 gang remains (end of round).
● The Corrupt Enforcer has escaped.
BATTLEFIELD ● The Corrupt Enforcer is out of Action.
Standard: 4 tiles (2x2).
VICTORY
CREWS The defender wins if the Corrupt Enforcer is escorted to
● Attacker: Custom (5). safety. The attacker wins if the Corrupt Enforcer is taken Out
● Defender: Custom (4). of Action. Otherwise it is a draw.

Defender has a Corrupt Enforcer model as part of gang REWARDS


EXPERIENCE
TACTICS Scenario specific rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking the Corrupt Enforcer Out of Action.
● +1 to the winning Leader (regardless of whether they
took part in the battle or not).
DEPLOYMENT Standard rewards:
1. The Corrupt Enforcer: Centre. ● +5 per wounding hit.
2. Defender: Within 4” of the centre. ● +1 for taking an enemy Leader or Champion Out of
3. Attacker: Anywhere at least 4” away from enemies. Action.
● +1 for killing an enemy (during the battle).
OBJECTIVES ● +1 for Rallying.
● Attacker: Kill the Corrupt Enforcer and wipe out the
rivals in the process (if possible). REPUTATION
● Defender: Escort the Corrupt Enforcer to safety. ● +1 to the defender for winning.
● +D3 to the attacker for winning.
AMBUSH ● -1 for bottling out.
● Attacker: Starts with Priority in the first round.
● Defender: Pass a Cool test for each fighter when
activating in the first round, or the fighter can only
make 1 action this round (instead of 2).

CORRUPT ENFORCER
● Counts as a normal fighter in the defender’s crew.
● Can't take part in a Group Activation.

M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+
Weapons: Enforcer boltgun, shock stave.
Wargear: Hardened flak, armoured undersuit.

TO SAFETY
The Corrupt Enforcer can escape at the start of any End
phase if Active and within 1” of any battlefield edge.

GANG RAIDS (30 MINUTE BATTLES)


Gang Raids scenarios are designed to be shorter than
standard battles and have some limitations and exceptions
to the normal rules:
● No Leaders, Hangers-on, Brutes or Hired Guns.
● Max 1 Champion.
● No Territory at stake.
● No Infiltrate.
● No Loot caskets (unless otherwise stated).

BOTTLE TESTS
D3 + Seriously Injured + Out of Action > starting crew

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GANG RAIDS - 2D

SCENARIO 59: BAR BRAWL


BATTLEFIELD PATRONS (OPTIONAL)
Standard. 1-2 tiles. This battle uses D3+3 Hive Dwellers (slightly modified for this battle).

CREWS HIVE DWELLERS


Hivers are treated as fighters and use the normal rules for movement,
● Custom (4). stray shots, being Engaged and pinning. However, if reduced to 0
wounds, they are taken Out of Action without rolling any Injury dice.
TACTICS
None. M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+
DEPLOYMENT
Take turns placing fighters anywhere on the battlefield at least Hive Dwellers do not activate normally and instead react to the
3” from another fighter (the winner of a roll-off can choose to actions of nearby fighters. Hive Dwellers are triggered by the
deploy first or second). following actions:

Take turns placing D3+3 Hive Dwellers anywhere on the ● A fighter making a Fight action within 3”.
● A fighter ends a Move action within 2”.
battlefield at least 1” from any fighters from any gangs
(starting with the winner of a roll-off). After working out the effects of the action that triggered the hiver, roll
a D6 on the table that follows (roll separately for each hiver that is
A NIGHT OF REVELRY triggered).
All fighters have consumed several rounds of drinks before D6 Result
trouble started, making them mean drunks indeed! Both sides 1-2 “Oh yeah?”: Picks up a piece of furniture and takes a
are attempting to be the last standing. single Shoot action at the nearest fighter (even if that fighter
didn’t trigger this event). Resolved as BS 5+, S2, D1.
● No Group Activations.
3-4 “Ok, take it Easy Fella!”: Take no action.
● All fighters suffer from the Intoxicated condition:
○ -1” M. 5-6 “I’m getting outta here!”: Flee the building (removed from
○ -1 WS. the battlefield).
○ -1 BS. Unless triggered, a Hive Dweller takes no action.
○ Automatically pass Cool tests.
During the End phase, take turns moving the hivers. Roll the
Scatter dice for each one:
The first time a fighter is activated each round, roll a D6 to
● Hit: The gang moves the hiver its full Move in a direction of
shake off the Intoxication: 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 max 1 gang remains (end of round).

The following weapons can't be used: VICTORY


● Ranged.
The remaining gang is the winner. If no gangs are on the
● Grenades.
battlefield at the end, it is a draw.
● Unwieldy close combat weapons.

Fighters without any usable weapons are assumed to be REWARDS


equipped with a maul (representing a bar stool, table leg or EFFECT
other improvised weapon) for this battle. 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:
● +1 for taking part.
GANG RAIDS (30 MINUTE BATTLES) ● +1 to the winning Leader (regardless of whether they took
Gang Raids scenarios are designed to be shorter than part in the battle or not).
standard battles and have some limitations and exceptions Standard rewards:
to the normal rules: ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of Action.
● No Leaders, Hangers-on, Brutes or Hired Guns.
● +1 for killing an enemy (during the battle).
● Max 1 Champion.
● +1 for Rallying.
● No Territory at stake.
● No Infiltrate.
REPUTATION
● No Loot caskets (unless otherwise stated). ● +2 for winning.
● +1 to both gangs if this was the first battle against each
BOTTLE TESTS other.
D3 + Seriously Injured + Out of Action > starting crew

295
★ NECROMUNDA ★

GOLIATH

SCENARIO 60: THE BEATDOWN


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when max 1 gang remains or has Ready
fighters remaining (end of round).
CREWS
● Random (D3+4). VICTORY
The side with at least one fighter with a Ready marker when
TACTICS the battle ends is the winner.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). REWARDS
EXPERIENCE
DEPLOYMENT Scenario specific rewards:
1. Roll-off to see determine who deploys a fighter first. ● +1 for taking part.
The first fighter can be placed anywhere on the ● +1 if only a single other friendly fighter were Readied
battlefield (not in impassable terrain) at least 6" from during the battle.
any battlefield edge. ● +D3 to a single fighter if no other friendly fighters
2. Alternate placing the remaining fighters within 12” of were Readied during the battle.
the first fighter. Standard rewards:
● +5 per wounding hit.
If there is no room within 12” of the first fighter, or no room ● +1 for taking an enemy Leader or Champion Out of
outside 1” of an enemy, deploy as close as possible to the Action.
first fighter. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
YOU LOOKING AT ME? REPUTATION
The gangs have chanced upon each other and are passing The winner gains the Reputation rewards, depending on the
each other in the underhive when the violence starts. They maximum number of fighters that were Readied per turn:
may well have gone on their way if one of the fighters hadn’t ● 1 fighter: +2D3.
decided they didn’t like the way their rivals were looking at ● 2 fighters: +D6.
them. ● 3+ fighters: +D3.

In round 1, only a single random fighter per team is Readied.


In each subsequent Priority phase, each gan can choose to
Ready a number of fighters equal to the current round (not
random). No fighters are required to be Readied.

Fighters without Ready markers:


● Take no part in the battle (only spectating).
● Provide no benefits (assists, Leading By Example
etc.).
● Can't be targeted by attacks or damaged by blasts
and templates.

However, all fighters still follow normal rules for:


● Counted for Bottle tests.
● Enemy fighters must stay more than 1” away.

If one gang choose to not Ready any fighters, the battle is


effectively lost.

ALTERNATIVE VARIANT
Can be used with any gangs, not just Goliath.

This can also be used for multi-player battles. Perhaps


multiple gangs have found themselves in a tense stand-off,
after randomly running into each other in a seedy drinking
hole, and now must prove their might without things getting
‘too’ out of hand.

296
★ NECROMUNDA ★

GOLIATH

SCENARIO 61: SOMETHING TO PROVE


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when max 1 gang remains (end of round).
1. Lowest rating.
2. Roll-off (the winner can choose attacker/defender). VICTORY
The other gang is the defender. The last remaining gang is the winner.

BATTLEFIELD REWARDS
Standard. CREDITS
● +D6x10 to the attacker per defender taken Out of
CREWS Action.
● Attacker: Custom (D3+7). ● +D3x10 to the defender (if winning) per fighter still
● Defender: Random (D3+7). on the battlefield.
EXPERIENCE
TACTICS Scenario specific rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● +1 to each defending (winning) fighter still on the
battlefield.
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
Standard. ● +1 for taking an enemy Leader or Champion Out of
Action.
GIANT KILLERS ● +1 for killing an enemy (during the battle).
The underdog got something to prove, hoping to bloody the ● +1 for Rallying.
nose of a stronger gang and not get too smashed about in the
process. REPUTATION
● +D3 to the attacker for winning.
The attacker receives bonuses depending on the difference in ● -1 to any gang that bottled out.
gang rating (all are cumulative):

0-100:
● Does not need to make Bottle tests.
101-250:
● The Leader can ignore the effects of Flesh Wounds.
● From the second round and onwards, at least one
action must be Shoot or Fight. If neither actions can
be made, the Leader can only take a single action
during the activation.
251-500:
● Fighters can re-roll one Injury dice when injuring
enemy fighters.
● When making Recovery tests, the an extra Injury
dice must be rolled, apply Out of Action if any dice
rolled this result.
500+:
● Automatically pass any Cool tests.

ALTERNATIVE VARIANT
Can be used with any gangs, not just Goliath.

297
★ NECROMUNDA ★

GOLIATH

SCENARIO 62: FEAST OF THE FALLEN


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when max 1 gang remains (end of round).

CREWS VICTORY
● Custom (D3+7). The last remaining gang is the winner.

TACTICS REWARDS
Standard: Draw 3 Tactics (random), then discard 1. EXPERIENCE
● Underdog: Draw 1 extra (before discarding 1). Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +D3 to the empowered fighter if still on the battlefield
Standard. in the end.
Standard rewards:
● +5 per wounding hit.
GODS OF THE UNDERHIVE ● +1 for taking an enemy Leader or Champion Out of
The gangs honour the hardest fighters to ever walk the Action.
underhive by attempting to beat one another to death. Acts of ● +1 for killing an enemy (during the battle).
violence are offered to the legendary ancestors to empower ● +1 for Rallying.
the gangs, and when one does, it falls to the rivals to bring
them down - for while becoming a god is glorious, killing one REPUTATION
is even better! While something supernatural might be going ● +D3 to the winner.
on, it is just as likely homicidal hysteria. ● -1 to any gang that bottled out.

Each time a fighter suffers a wound from a weapon with one


of the traits listed below, the fighter becomes empowered on
a 4+ (before rolling any Injury dice). If successful, no other
fighters can make this test or become empowered.

If the fighter is empowered, any effects of the attack is


cancelled.

The empowered fighter gains the following effects:


● Immediately restore the Wounds to the starting
number.
● Can't be Pinned.
● If Seriously Injured by a ranged attack (not
Melee/Versatile), suffer a Flesh Wound instead.
● Ignores all other Flesh Wounds.

In addition to the benefits above, apply the effects below


depending the trait(s) of the weapon that inflicted the wound.
WEAPON TRAITS TYPE EFFECT
● Melee God of Blood ● Unarmed attacks become Damage 5.
● Versatile
● Blaze God of Fire ● Unarmed attacks gains Blaze.
● Immune to Blaze effects (can activate
normally but still suffer damage).
● Gas God of Poison ● Unarmed attacks gain Toxin.
● Toxin
● Shock God of Pain Unarmed attacks gain Shock and Versatile (6”).
● Blast God of Fury ● Unarmed attacks gain Blast (3”).
● Ignores Blast effects (including own attacks).

ALTERNATIVE VARIANT
Can be used with any gangs, not just Goliath.

A separate gang can be included, only consisting of


ancestor-driven gangers, all five at once!

298
★ NECROMUNDA ★

SOLO

SCENARIO 63: THE HUNT


SOLO SCENARIO HUNTER & HUNTED
This is designed for a single gang. ● The gang starts in every round (priority).
● The Rambot is an enemy fighter.
From somewhere in the hive, a ‘Rambot’ (rogue Ambot) has
appeared. For reasons unknown, the many failsafes designed If the rogue Ambot is not on the battlefield, the gang can
to suppress its natural instincts have become ineffective, activate each Ready fighter in any order as normal. However,
causing the mechanical beast to do what Ambulls in captivity fighters can only make a single action when activated:
have done since before the birth of the Imperium - tunnel to ● Standing: Move (Simple).
freedom, build a lair, and hunt for food! Logically, of course, ● Prone: Crawl (Double).
this specimen has no particular need for fresh meat, and,
trapped within its mechanical shell, is unable to consume its In addition, each Standing fighter can perform one of the
prey anyway. But these trifling facts are of little concern to the following Basic actions:
primitive Ambull mind! ● Search Area (Basic): Pass an Intelligence test (+1
modifier if the rogue Ambot has previously appeared
The crew of a hardened underhive gang is unexpectedly and then returned to the shadows). Note down how
hunted by a ‘Rambot’ (rogue Ambot). It behaves many searches were successful and how many
autonomously, in a manner determined by the movements failed each round.
and actions of the fighters. The gang must bring it down to ● Give Cover (Basic): If the Rambot appears on the
escape its unnatural lair. battlefield, make a Shoot (Basic) action targeting it
(using ‘It Came From the Shadows! rules). All
At the start the fighters believe the Rambot to be close, but fighters having made this action can make this
have no idea where exactly it might be. They cautiously attack. Lasts until the End phase.
search the area for evidence of it. When fighters search and
blundering about, there is a chance that the Rambot is If the Rambot is on the battlefield, all Ready fighters can
discovered. activate in any order as normal (performing any action).

The Rambot does not think or reason like a human. It is a “IT CAME FROM THE SHADOWS!”
sophisticated servitor-construct, but with malfunctioning Each time a Search Area (Basic) action is performed, roll a
sensor arrays, allowing it to ignore certain environmental D6 and apply the following modifiers (using previously
dangers. performed Search Area actions this round):
● -1 per unsuccessful Search Area action.
Freed from the many inhibitors that govern and suppress its ● +1 per successful Search Area action.
natural behavior, the Rambot behaves far more like a wild
Ambull. It’s alien reactions are far faster than those of the The result will determine how or if the Rambot appears
average human, and it moves with a speed that seems (placement), whether fighters can Give Cover and how the
impossible for its mechanical bulk. Rambt activates.

BATTLEFIELD D6 EFFECT
Standard. 1 “Ooops...”
Placement:
CREWS ● B2B with the fighter.
● Custom (D3+4). ● Counts as having charged.
2-3 “It’s Behind You!”
TACTICS CARDS Placement:
● Within 3” of the fighter.
● 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
tests (if any) as normal.
● Afterwards, no fighters Give Cover.
8+ “There It Is!”
Placement:
● Within 6” of the fighter.
Give Cover:
● -2 hit modifier to Giving Cover attacks.
After these attacks, the Rambot activates.

299
★ NECROMUNDA ★

THE RAMBOT ACTING ON INSTINCTS


M WS BS S T W I A Ld Cl Wil Int To determine the actions when activated, use the following
4” 2+ 5+ 5 5 4 4+ 3 8+ 4+ 8+ 9+ table:
Wargear: Light carapace (4+). Trigger Action
Weapons: 2x Tunnelling claw: Fighter in base contact? One of the following:
● Beast weapon - light. ● Fight (Basic) action
● Custom inferno pistol (S6, AP-2). ● Hurl (Basic) action
SKILLS Closest fighter within 6”? Charge (Double)
BULL CHARGE Closest fighter within 12”? 1. Move (Simple)
Melee weapons gain Knockback & +1S when Charging. 2. Shoot (Basic)
None of the above? Back to the Shadows
HURL
A Basic action with the following requirements:
● Engaged: B2B with an enemy. BACK TO THE SHADOWS
● Active: Within 1" of a Seriously Injured ● If, during any End phase, the Rambit is B2B with a
enemy. Seriously Injured fighter, and no other fighters are
Can be used in the following situations: within 4”, drag the prey off into the shadows (both
● Separately (as any other Basic action). are removed from the battlefield). The fighter counts
● Instead of a Fight action (for example during a as going Out of Action.
Charge). ● If suffering a wound (for any reason), after saving (if
● After a Fight action (for free). any), but before applying the damage, pass an
The target must pass an Initiative or be hurled: Initiative test to:
1. Choose a direction. ○ Reduce the damage to 1.
2. Move the fighter D3” in that direction. ○ Ignore all weapon traits.
3. Stop moving if contacting any Standing fighter, ○ Go Back to the Shadows (removed from
vehicle or terrain. the battlefield).
The hurled fighter (and any model contacted) suffer the Otherwise, apply the damage as normal.
following:
● S3 hit. When going Back to the Shadows, it will not appear again this
● Pinned (fighters only). round, but may appear in later rounds (Search Area).

NERVES OF STEEL ENDING THE BATTLE


Pass a Cool test when hit by a ranged attack to avoid The battle ends when any of the following are true:
Pinning. ● Max 1 gang remains (end of round).
● Ambot is Out of Action.
SPRING UP
If Pinned when activated, pass an Initiative test to make a VICTORY
free Stand Up (Basic) action. The last remaining side is the winner.

SPECIAL RULES REWARDS


ALIEN ABOMINATION CREDITS
● Does not lose Ready at the end of an activation. ● 2D6x10 for taking the Ambot Out of Action.
● No limit to how many times it can be activated each EXPERIENCE
round. Scenario specific rewards:
● Each time a fighter ends an activation (or finishes ● +1 for taking part.
the last activation of a group activation), the Rambot ● +D3 for taking the Ambot Out of Action.
activates (Acting on Instincts). Standard rewards:
● +5 per wounding hit.
FRENZIED ● +1 for taking an enemy Leader or Champion Out of
● When attacking with a Fight (Basic) action, one Action.
attack must be made using the custom inferno pistol. ● +1 for killing an enemy (during the battle).
● Will always choose Coup De Grace instead of ● +1 for Rallying.
consolidating (if having the choice).
REPUTATION
UNBREAKABLE ● +1 for taking the Ambot Out of Action.
● Never bottles out. ● -1 to the gang if it bottled out.
● Can't become Broken (for any reason).
ALTERNATIVE VARIANT
UNFEELING HIDE The Rambot can be replaced by all manner of monsters,
Blaze: daemonically-possessed hivers or alien abominations. Or
● Acts as normal (still suffer S3 AP-1 damage as perhaps the gang has stumbled into the lair of a Chaos cult
normal). and becomes hunted by a daemonhost. Or perhaps a nest
● No longer ablaze if going Back to the Shadows. of Purestrain Genestealers is uncovered.
Webbed:
● When activating, roll 4+ to remove the condition. These rules can be used to control any such foe, and an
Otherwise the activation ends immediately. experienced gang could face a far more powerful entity
● If Webbed during the End phase, roll for Recovery than an escaped Ambot with its safety systems switched
as anormal. off. Or the gang could be outnumbered by swarms of
smaller xenos lifeforms, and a random amount activates
each turn, for example D3.

300
★ NECROMUNDA ★

ESCHER

SCENARIO 64: KHIMERIX HUNT


BATTLEFIELD BACK TO THE SHADOWS
Standard. If in B2B with a Seriously Injured fighter in the End phase and
no other fighters within 6” of the Khimerix, it will:
CREWS ● Drag its prey off into the shadows (counts as going
● Custom (D3+7). Out of Action).
● Removing itself from the battlefield.
TACTICS If wounded by an attack, after making a save (if any), but
Standard: Draw 3 Tactics (random), then discard 1. before applying the damage, the Khimerix will make an
● Underdog: Draw 1 extra (before discarding 1). Initiative test. If passed:
● Only suffer a single wound.
DEPLOYMENT ● Ignore any weapon traits of the attack.
Standard. ● Removing itself from the battlefield.

THE KHIMERIX In both cases, it will not appear again this round, but may
appear in later rounds (as detailed above).
Something’s stalking the gang's turf. The Escher have
released a newly-created Khimerix into the underhive and are
using a rival gang to train the half-wild beast. The Khimerix BIGGER PROBLEMS
may show itself the first time blood is spilled. Fighters can only choose the Khimerix as a target while within
12” of it.
KHIMERIX
M WS BS S T W I A Ld Cl Wil Int ENDING THE BATTLE
6” 4+ 4+ 4 5 3 3+ 3 8+ 7+ 7+ 8+ The battle ends when one of the following is true:
● Max 1 gang remains (end of round).
● 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.

301
★ NECROMUNDA ★

ESCHER

SCENARIO 65: BACK FROM THE DEAD


ATTACKER & DEFENDER DEAD ON ARRIVAL
Tie-breaker for determining the attacker: The newly-risen Death-maiden is only just now coming to her
1. Escher. senses, and as time goes on she will become surer of herself,
2. Roll-off (the winner can choose attacker/defender). and more deadly.
The other gang is the defender.
In each round, the attacking fighter can take a number of
BATTLEFIELD activations equal to the current round number (can activate
Standard. twice in the second round, 3 times in round 3 and so forth).
The enemy will be able to activate a fighter in between as
normal (before the attacking fighter can activate again). The
CREWS activations still only has 2 actions as normal.
● Attacker: Random (1).
● Defender: Random (10) split into 2 groups: If the attacking fighter is Seriously Injured, the result is
● Custom (5 sentries). automatically a Flesh Wound in the Recovery phase (no need
● Custom (5 reinforcement). to roll).

The defending crew is made up of 10 random fighters, then


divided into 2 groups of 5 fighters. One group is deployed as
ENDING THE BATTLE
Sentries, the other arrives later as Reinforcements. The battle ends when max 1 gang remains (end of round).

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
● Defender: Up to 2 models each End phase Action.
(Starting on the round the alarm is raised). ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
FIELD OF CORPSES
The enemy gang are combing the area looking for survivors. REPUTATION
This takes place in the aftermath of a battle and the battlefield ● +D3 to the winner.
is strewn with corpses of dead gangers.

During the battle, a fighter within 1" of a corpse marker can


can spend a Basic action (Scavenge) to scavenge weapons.
Roll a D6:
1. Knife.
2. Laspistol.
3. Stub gun (with dumdum rounds).
4. Shotgun (solid & scatter).
5. Lasgun.
6. Bolt pistol.

Once a corpse marker has been scavenged, it is removed.

SCAVENGED WEAPONS
● A fighter can only carry one at a time.
● If scavenging a new weapon, the old is discarded.
● Lost at the end of the battle.

302
★ NECROMUNDA ★

ORLOCK

SCENARIO 66: ROAD BLOCK


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
Tie-breaker for determining the attacker: If a gang has no remaining fighters and bottled out voluntarily
1. Lowest rating. or at least 1 fighter fled voluntarily, the opponent automatically
2. Roll-off (the winner can choose attacker/defender). wins the scenario.
The other gang is the defender.
ENDING THE BATTLE
BATTLEFIELD The battle ends when max 1 gang remains (end of round).
The defender sets up the battlefield to represent a road going
from one side to the opposite side. This road can twist and VICTORY
turn, can include doors and other obstacles, but must be The attacker wins if 3+ fighters escaped. Otherwise the
traversable from one battlefield edge to the other. The rest of defender wins.
the battlefield is considered impassable.

The defender delegates one end of the road as the entrance REWARDS
and the other as the exit. CREDITS
● D6x10 to the attacker for each escaped fighter.
The defender sets up 3 road blocks along the length of the ● D6x10 credits to the defender for winning.
road (barricades or anything else that provides cover). Each EXPERIENCE
road block should completely fill a section of the road. Scenario specific rewards:
● +1 for taking part.
● +1 to each attacker that escaped.
CREWS Standard rewards:
● Attacker: Custom (10). ● +5 per wounding hit.
● Defender: Random (10). ● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
TACTICS ● +1 for Rallying.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). REPUTATION
● +D3 to the attacker for winning.
DEPLOYMENT ● -1 for bottling out.
1. Defender: Within 6” of any road block. Each road
block must have at least 1 fighter deployed within 6”.
2. Attacker: Within 6” of the road entrance.

ROAD BLOCKS
The attacker is trying to break through the defender’s trade
route.

Fighters behind a road block gain cover.

Can be targeted and destroyed by ranged or melee attacks:


● T5 and W5.
● Can be torn down by a B2B fighter in a similar way
as forcing open a door:
○ D6+Str > 8

When destroyed or torn down, it is removed from the


battlefield.

HOME RUN
Any attacker that finishes a Move action B2B with the road
exit can escape (removed from the battlefield). This does not
count as having gone Out of Action, but is also not counted
for the purposes of Bottle tests.

303
★ NECROMUNDA ★

ORLOCK

SCENARIO 67: BIG BAR BRAWL


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when max 1 gang remains or has Standing
fighters remaining (end of round).
CREWS
● Random (7). VICTORY
The gang with at least 1 Standing fighter at the end of the
TACTICS battle is the winner.
None.
REWARDS
DEPLOYMENT CREDITS
Randomize one gang to place the first, then take turns ● D3x10 to the winner.
placing all remaining fighters: EXPERIENCE
○ Within 12” of the centre of the battlefield. Scenario specific rewards:
○ At least 1” from another fighter. ● +1 for taking part.
● +1 to each fighter still Standing with 4+ intoxicated
tokens.
DRINKING HOLE Standard rewards:
The fighters are all relaxing in a local drinking hole and are ● +5 per wounding hit.
not armed for a gang fight. A drunken insult leads to a ● +1 for taking an enemy Leader or Champion Out of
free-for-all. Action.
● +1 for killing an enemy (during the battle).
All fighters count as being unarmed and unarmoured: ● +1 for Rallying.
● Can't make attacks with any equipped weapons.
● No save from armour or field armour. REPUTATION
● Can't use any carried Wargear. ● +1 for winning.

Skills work as normal (including special saves or improved


fighting abilities).

The Action phase is replaced by the following new phases:


● Drinking phase (starts after determining priority).
● Fighting phase.

In both phases, take turns activating fighters, starting with the


gang with priority as normal. The activation order resets
between the 2 phases, so the gang with priority will activate
first in both phases.

DRINKING PHASE
A fighter (including Seriously Injured) can choose one of the
following:
● Drink: Gain an intoxicated token.
● Stagger: Move D6” (any direction).

After all fighters have either drunk or staggered, this phase


ends.

FIGHTING PHASE
Each fighter can make a single Simple, Basic or Double
action. No fighter can take more than a single action each
round, regardless of any special rules or skills.

Charge (Double) action: Move D6” (instead of D3+M).

Each intoxicated token give the following effect:


● +1T.
● -1 hit modifier when attacking (a 6 will always hit).

END PHASE
After all fighters have activated, move on to the End phase.
Apply the following to all Engaged fighters:
● Move 1” apart (directly away from each other).
● Pass an Initiative test with a -1 modifier per
intoxicated token or become Pinned.

304
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 68: THE LAST ROUND


ATTACKER & DEFENDER ENDING THE BATTLE
The gang with the highest rating is the defender (in case of a The battle ends when max 1 side (Attacker/Defender)
tie, the winner of a roll-off decides). The remaining gangs are remains (end of round).
the attacker.
VICTORY
This scenario can be fought one-on one, but is intended for The defender wins if at least 1 defending fighter remains on
one powerful gang to fight against a group of less powerful the battlefield (not Seriously Injured) at the end of the battle.
gangs. Otherwise the attacker wins.

BATTLEFIELD OUTCOME
Standard with the following exceptions (the battle takes place Win or lose, the glorious run for the most powerful gang in the
in a drinking hole): dome ends here. If the defender wins, enjoy one last round of
● Centre: An open area roughly 122 wide with a drinks (over the corpses of the rivals) before disappearing
reasonable amount of scatter terrain (represents the from the sector and into legend. Otherwise, become
taproom). permanent fixtures of the bar’s decor...
● Surrounding area: As normal.
● Border between centre and surrounding area:
Walls (impassable terrain) with 2+ doors (entrances). REWARDS
EXPERIENCE
Scenario specific rewards:
CREWS ● +1 to each attacking fighter for taking part.
● Defender: Custom (25). Standard rewards:
● Attacker (crew size is per gang): ● +5 per wounding hit.
● 1-2 attacking gangs: Custom (10). ● +1 for taking an enemy Leader or Champion Out of
● 3 attacking gangs: Custom (7). Action.
● 4+ attacking gangs: Custom (5). ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS
Standard: Draw 3 Tactics (random), then discard 1. REPUTATION
● Underdog: Draw 1 extra (before discarding 1). ● +1 to each attacking gang.
● +1 to each attacking gang if the defender bottled out.
DEPLOYMENT
1. Attacker: Within 6” of any edge of the battlefield.
2. Defender: Within 12” of the centre (taproom).

LIMITED AMMO ALTERNATIVES & REBALANCING


A powerful gang celebrates their final victory at a local
The two sides can be rebalanced. Each side can have
drinking hole - only to discover the fight is not over yet… The
additional benefits.
defenders are caught by surprise and only have a limited
Attackers:
supply of ammo to hand, and haven’t brought all the
● Recruit a free Bounty Hunter or Hive Scum.
firepower.
● An Enforcer patrol can show up to help.
● A Guild entourage can show up to help.
Apply the following to all weapons carried by defending
● Modify crew sizes.
fighters:
Defender:
1. Weapons with Limited can't be used.
● Set up sentry guns and defences in the bar.
2. Gain Limited (if Scarce).
● A friendly Ogryn bouncer.
3. Gain Scarce (if not having Scarce already).
● The bar could be on fire:
○ -2 hit modifier to all ranged attacks.
ON THE CLOCK ○ D3 random fighters on each side must
While the defenders are caught unexpected, the attackers roll against Blaze (4+) or catch fire (as if
can still lose their nerve when trying to take out the toughest being hit by a Blaze weapon).
gang around.
Alternatively, create an attacking gang (Enforcers, outlaws,
Starting with the End phase of round 3 (and the End phase of plague zombies etc.) to fight against all Leaders in the
each subsequent round), each gang with a Leader present on campaign as the defenders.
the battlefield (not Seriously Injured, Out of Action or Broken)
rolls a D6:
● If the defender’s roll is higher than each of the
attackers’ rolls (compared individually), all attacking
gangs must immediately remove D3 random fighters
from the battlefield (lose the nerve and flee).

305
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 69: GATEWAY TO HELL


ATTACKER & DEFENDER ESCAPING
The gang with the highest rating is the defender (in case of a Any fighter can attempt to escape (but only defenders will win
tie, the winner of a roll-off decides). The remaining gangs are from it) if moving into B2B with the Ash Gate (battlefield
the attacker. edge). Roll 2D6-Str and compare the result to the current
round:
This scenario can be fought one-on one, but is intended for ● Equal or less (than the current round):
one powerful gang to fight against a group of less powerful Escape (removed from the battlefield).
gangs. ● Higher (than the current round):
Suffer a S4 D1 hit, then move D6” directly away from
BATTLEFIELD the Ash Gate.
Standard. After set up, the defender chooses one battlefield
edge to be the Ash Gate. Escaped fighters does not count as Out of Action, but does
also not count for Bottle tests.
CREWS
● Defender: Custom (25).
ENDING THE BATTLE
● Attacker (crew size is per gang): The battle ends when at least one of the following is true:
● 1-2 attacking gangs: Custom (10). ● After round 9.
● 3 attacking gangs: Custom (7). ● Defender has less than ⅓ (rounding down) of the
● 4+ attacking gangs: Custom (5). crew remaining on the battlefield.
● Max 1 gang remains (end of round).
TACTICS
Standard: Draw 3 Tactics (random), then discard 1.
FLEEING THE BATTLEFIELD
● Underdog: Draw 1 extra (before discarding 1). If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
DEPLOYMENT
1. Defender: Within 6” of the centre of the battlefield.
2. Attacker: Anywhere outside 9” of any defenders
VICTORY
(and out of LOS if possible). Defender wins if at least ⅓ (rounding down) of the defending
fighters escape via the Ash Gate (battlefield edge). Otherwise
the attacker wins.
THE ASH GATES
A gang tries to escape from the authorities into the wastes -
though the hive will not let them go so easily. The gangs are
OUTCOME
fighting in the shadow of one of the great ash gates that ring Win or lose, the most powerful gang’s days are numbered. If
the base of the hive. The defender must hold out until this the defender wins, head out into the wastes (perhaps starting
mighty seal opens enough for them to escape - though this a new settlement or rising to rule an ash wastes tribe).
wait, and the approach to the gate itself, are not without peril Otherwise, the gears of the great gate aren’t greased by oil
as the gates are well-defended and the mechanisms that alone...
work them are potentially deadly. As the gate opens, clouds of
choking blinding dust roll into the hive, driving some fighters REWARDS
to the ground and reducing visibility. EXPERIENCE
Scenario specific rewards:
Starting with the End phase of round 3 (and the End phase of ● +1 to each attacking fighter for taking part.
each subsequent round), apply the rules for Ash Clouds and Standard rewards:
Ash Storm. ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
ASH CLOUDS Action.
All fighters within 12” of the Ash Gate (battlefield edge) and ● +1 for killing an enemy (during the battle).
with LOS to that edge must pass a Strength test or apply the ● +1 for Rallying.
following:
● Move D6” directly away from the Ash Gate (stop if REPUTATION
contacting impassable terrain, can fall off ledges). ● +1 to each attacking gang.
● Pass an Initiative test or become Pinned (this test is ● +1 to each attacking gang if the defender bottled out.
only applied if the Strength test failed).

ASH STORM
Reduce the visibility at the end of round 3 and each ALTERNATIVES & REBALANCING
subsequent round: The battle can be rebalanced.
Attackers:
● Round 3: 36”. ● Modify crew sizes.
● Round 3: 24”.
● Round 5: 18”. Alternatively, a bunch of enemies can enter the battlefield edge opposite of
● Round 6: 12”. the Ash Gate each round (Enforcers, Guild watchmen, Bounty Hunters,
plague zombies, Redemptionists, hive critters, Murder Cyborgs etc.). These
● Round 7: 9”. adversaries continue to enter the battlefield until the gangs escape or the
● Round 8-9: Pitch Black (3”). battlefield ends. Or run it in reverse, having all gangs fight amongst
themselves while enemies pour in from the wastes, and must hold out as
the gate slowly begins to close (reduce the enemies arriving each round) as
the hive’s air scrubbers clear away the dust and restore visibility.

306
★ NECROMUNDA ★

END GAME - MULTI-PLAYER

SCENARIO 70: THE LONG NIGHT


ATTACKER & DEFENDER ENDING THE BATTLE
The gang with the highest rating is the defender (in case of a The battle ends when at least one of the following is true:
tie, the winner of a roll-off decides). The remaining gangs are ● After round 9.
the attacker. ● Max 1 gang remains (end of round).

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. ● +1 to each attacking gang.
● +1 to each attacking gang if the defender bottled out.
DEEPEST DARKNESS, FREEZING COLD
Gangs must fight to survive a sector-wide shutdown, battling
darkness, cold, critters and each other until the artificial dawn
comes. In an act of desperation, or perhaps local sabotage,
power to this entire section has been shut down. Darkness
descends as lumens fail, cold sets in as thermal vents close,
and critters gather as automated settlement defenses power
down. The plummeting temperatures force fighters to
constantly move for warmth.

● Apply the Pitch Black rules.


All fighters must have one of the following effects or actions
during each activation to avoid suffering a Flesh Wound (from
freezing):
● Move (Simple) action.
● Charge (Double) action.
● Ablaze (burning fighters won’t freeze).
● Pass a Toughness test (to prevent freezing).

MONSTERS EVERYWHERE
With the darkness comes the monsters, and in the darkness
of the underhive, there are many monsters.

In each activation, roll 2D6, then choose the highest roll as


the result and apply the following to that fighter:
● 1: Suffer a S6 AP-1 D2 hit. If Seriously Injured as a
result, go Out of Action (dragged away into the
darkness). ALTERNATIVES
● 2-3: Can't make any actions this activation (busy Actual monsters can be added to the darkness. These can be anything from
swarms of hive rats, plage zombies, crawling xenos horrors or even warped
fighting to survive a nightmarish creature emerging Daemons. Or use scenario complications like Horrors of the Underhive.
from the shadows).
● 4-5: Can only make 1 action this turn (hesitates These monsters can even appear and disappear from one round to the
when hearing a noise in the darkness). next, never knowing exactly where or when they will show up.
● 6: Activate normally (the fighter goes unnoticed). These fighters should move and attack in the End phase and controlled by
someone not participating with a gang.

307
★ NECROMUNDA ★

VAN SAAR

SCENARIO 71: DEUS EX MACHINA


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
Tie-breaker for determining the attacker: If a gang has no remaining fighters and bottled out voluntarily
1. Van Saar. or at least 1 fighter fled voluntarily, the opponent automatically
2. Lowest rating. wins the scenario.
3. Roll-off (the winner can choose attacker/defender).
The other gang is the defender. ENDING THE BATTLE
The battle ends when one of the following is true:
BATTLEFIELD ● Max 1 gang remains (end of round).
Standard. ● The Abominable Intelligence is captured (after the
host is taken Out of Action).
CREWS
● Attacker: Custom (10). VICTORY
● Defender: Random (10). The attacker wins if the Abominable Intelligence is captured.
The defender wins if the attacker has no fighters remaining on
DEPLOYMENT the battlefield and the Abominable Intelligence is not
Standard. captured. Otherwise it is a draw.

TACTICS REWARDS
Standard: Draw 3 Tactics (random), then discard 1. CREDITS
● Underdog: Draw 1 extra (before discarding 1). ● D6x10 to the winner.
EXPERIENCE
Scenario specific rewards:
GHOST OF THE MACHINE SPIRIT ● +1 for taking part.
A fighter has been possessed by the Abominable Intelligence ● +D3 to the fighter capturing the Abominable
residing within a tech-trinket picked up as a curio from the Intelligence.
tech-bazaar. The identity is known to the attackers, who are Standard rewards:
hunting the fighter, certain that the possessing machine spirit ● +5 per wounding hit.
holds many secrets. ● +1 for taking an enemy Leader or Champion Out of
Action.
Randomize 1 defender to be possessed by the Abominable ● +1 for killing an enemy (during the battle).
Intelligence for this battle: ● +1 for Rallying.
● +1 to each stat (max 1+ or 10).
● 5+ save (unmodifiable). REPUTATION
● +D3 to the winner.
● -1 for bottling out.
CAPTURING THE ABOMINABLE INTELLIGENCE
● All attackers have the ability to capture the
Abominable Intelligence (equipped with containment
units).
● If the possessed fighter is taken Out of Action, leave
a tech-trinket marker where the fighter was.
● Attackers within 1” of the tech-trinket can spend a
Double action (Operate Containment Device): Pass
an Intelligence test with a -2 modifier to take
possession of the tech-trinket. If failed, it remains on
the battlefield.
● “THAT’S OURS!”: If the tech-trinket lies on the
battlefield, any defender within 1” of the tech-trinket
can spend a Simple action (Pick Up Tech-trinket) to
become possessed (gaining the bonuses described
above).

308
★ NECROMUNDA ★

VAN SAAR

SCENARIO 72: LAST RITES FOR THE MACHINE


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The defender is: If a gang has no remaining fighters and bottled out voluntarily
1. Van Saar (if only one gang is Van Saar). or at least 1 fighter fled voluntarily, the opponent automatically
2. The gang with the lowest rating (if no gangs or wins the scenario.
multiple gangs are Van Saar). Roll-off in case of a
tie. ENDING THE BATTLE
The other gang is the attacker. The battle ends when max 1 gang remains (end of round).

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 testing out. ● +1 for Rallying.

The Fading Legend is joining the defenders. The type and REPUTATION
value of the equipment (weapons & Wargear) is determined ● +D3 to the winner.
by what gang the defender is: ● -1 for bottling out.
● Van Saar:
○ Agent.
○ Spend up to 400 credits (can purchase
Cyberteknika).
● Other:
○ Agent or Bounty Hunter.
○ Spend up to 300 credits.

Can purchase items from the Trading Post, Black Market and
any item available to the gang’s Leader.

"NONE OF US ARE GETTING ANY YOUNGER"


The Fading Legend weakens during the battle, if the battle
proves too protracted, may even succumb to the failing health
mid-fight.

In the End phase of round 4 and each End phase of


subsequent rounds, apply the following stat reductions to the
Fading Legend:
● -1 MA (min 1”).
● -1 BS (min 6+).
● -1 WS (min 6+).
● -1 W (min 0).

If Wounds are reduced to 0 in this way, immediately go Out of


Action.

INSPIRATIONAL FIGURE
The defender can automatically pass any Bottle tests while
the Fading Legend is still on the battlefield.

HATED FOE
Attackers can ignore Target Priority when targeting the Fading
Legend.

309
★ NECROMUNDA ★

HANGERS-ON

SCENARIO 73: MERCY MISSION


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when one of the following is true:
● Max 1 gang remains
CREWS (except the Rogue Doc & Hive Scum).
● Random (5). ● One gang has 3+ fighters B2B with their battlefield
In addition, both teams add the following: edge (except the Rogue Doc and Hive Scum).
● 1 Rogue Doc (Hangers-on).
● 1 Hive Scum (Stub Gun). VICTORY
The winner is the only gang with 3+ fighters B2B on their
DEPLOYMENT battlefield edge. Otherwise it is a draw.
Take turns (starting with the winner of a roll-off) in each of the
following steps: REWARDS
1. Place one of the 5 random enemy fighters anywhere EXPERIENCE
on the battlefield, continue until all are deployed. Scenario specific rewards:
2. Place the friendly Rogue Doc & Hangers on a ● +1 for taking part.
random battlefield edge. Then the other gang does ● +1 to each fighter B2B with their battlefield edge.
the same on the opposite battlefield edge. Standard rewards:
● +5 per wounding hit.
Note that the battlefield edge where the Rogue Doc and Hive ● +1 for taking an enemy Leader or Champion Out of
Scum is placed counts as the gang’s edge for the purpose of Action.
XP rewards, ending and winning the battle. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS
None. REPUTATION
● +D3 to the winner.
THE AFTERMATH
A brutal gang fight has taken place, and the battlefield is
strewn with downed fighters.

All 5 random fighters from both teams begin:


● Seriously Injured (Recovery rolls are made as
normal at the end of each round).
● Only 1 Wound remaining (if having more).
● All weapons counts as Out of Amo (can be reloaded
as normal after recovering).

For this battle, all gangs (including all fighters) have the
following effects:
● No Lasting Injuries if going Out of Action.
● No need to make Bottle tests.

MISSION OF MERCY
The Rogue Doc and Hive Scum:
● Can't Coup de Grace.

Rogue Doc:
● Can't Coup de Grace.
● Only Pinned if hit by an attack (otherwise
unaffected).

HIVE SCUM (GENERIC)


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

EQUIPMENT
Stub gun.
ROGUE DOC
M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 2 3 1 4+ 1 9+ 8+ 7+ 5+
Skills: Medicae.
Wargear: Stub gun, medicae kit.

310
★ NECROMUNDA ★

HANGERS-ON

SCENARIO 74: DOME RUSH


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when one of the following is true:
● Max 1 gang remains (end of round).
CREWS ● One gang has opened 3+ loot caskets.
● Custom (10).
VICTORY
DEPLOYMENT The winner is the gang to open 3+ loot caskets or the last
1. The winner of a roll-off chooses a battlefield corner remaining gang. Otherwise it is a draw.
and deploys all fighters within 6” of that corner.
2. Then the other gang deploys all fighters within 6” of REWARDS
the opposite corner. CREDITS
3. A Dome Runner is placed in the centre of the ● 2D6x10 to the winner.
battlefield. The weapon options are not very relevant ● D6x10 per opened loot casket (any gang).
as the Dome Runner cannot attack any gangs. EXPERIENCE
Scenario specific rewards:
TACTICS ● +1 for taking part.
None. Standard rewards:
● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
DOME RUN Action.
The gangs are following a Dome Runner into dangerous ● +1 for killing an enemy (during the battle).
territory looking for loot. As the gangs are trying to follow the ● +1 for Rallying.
trail left by the runner, they don’t want to kill them.
REPUTATION
If the Dome Runner is hit by an attack: ● +D3 to the winner.
● Only Pinned (otherwise unaffected). ● -1 for bottling out.

In each End phase, the gang with Priority activates the Dome
Runner:
● Must move maximum distance.
● Must end the move at least 5” from where it started.

After moving, choose up to one of the following:


● Can place any or all of the following within 6” of
where the move ended:
○ Loot casket.
○ Frag trap.
● Remove a booby trap within 6”.

Any fighter in can re-roll the D6 when determining the


contents of a loot casket (the result of the re-roll must be
accepted, even if it is worse).

0-1 DOME RUNNER 20


M WS BS S T W I A Ld Cl Wil Int
5” 5+ 5+ 3 3 1 3+ 1 10+ 9+ 7+ 8+
Skills: Lie Low.
Weapons: Laspistol or stub gun, knife or axe.

311
★ NECROMUNDA ★

HANGERS-ON

SCENARIO 75: TARGET PRACTISE


BATTLEFIELD ENDING THE BATTLE
Standard. Should include some large open areas and The battle ends when one of the following is true:
numerous long-range firing lines where possible. ● Max 1 gang remains (end of round).
● The Ammo-jack is attacked.
CREWS ● A gang reaches 50 points.
● Custom (5).
VICTORY
DEPLOYMENT ● The winner is the first gang to reach 50 points.
Take turns (starting with the winner of a roll-off): ● Any gang that attacked the Ammo-jack loses.
● Deploy the entire crew 6” from the centre of the ● Otherwise it is a draw.
battlefield, each fighter 2” within another.
REWARDS
An Ammo-jack is then placed between the gangs. Agree upon CREDITS
or randomize what weapons the Hangers-on has. ● 3D6x10 to the winner.
EXPERIENCE
TACTICS Scenario specific rewards:
None. ● +1 for taking part.
● +1 to each fighter scoring 20+ points.
Standard rewards:
SHOOT-OUT ● +5 per wounding hit.
The gangs test their aim in an Ammo-jack’s bullet emporium. ● +1 for taking an enemy Leader or Champion Out of
Action.
At the start of each round, each gang place the targets ● +1 for killing an enemy (during the battle).
(markers) for the enemy gang on the battlefield. Starting the ● +1 for Rallying.
gang with priority, place 3 enemy targets as follows:
● Within LOS and weapon range of at least 1 enemy REPUTATION
fighter. ● +D3 to the winner.
Targets:
● Can be attacked as fighter.
● Benefits from cover.
● Removed when hit.

Score the following cumulative points per target hit:


● Long range: 2.
● Cover: 3.
● More than 24” away: 4.
● Per friendly fighter risking Stray Shots: 2.

Record the points per gang and per individual fighter.

In each End phase, the gang with the highest points total can:
● Move the Ammo-jack anywhere on the battlefield.
● Count the Ammo-jack as a friendly fighter the next
round.

If a fighter attacks an enemy fighter:


● The Ammo-jack is moved within 6” of the offending
fighter and attacks the offending fighter.

AMMO-JACK
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 3+ 3 3 1 5+ 1 9+ 7+ 6+ 7+
Skills: Munitioneer.
Wargear: Boltgun or combat shotgun (salvo & shredder),
power hammer or power sword, mesh.

Re-roll any failed Ammo tests if the result (before modifiers) is


equal to or lower than the amount of Ammo-jacks. Does not
have to take part in the battle for the bonus to apply, but must
be available (not in Recovery, Captured etc).

312
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 76: THE CROSSING POINT


BATTLEFIELD ENDING THE BATTLE
20"x16" as shown (each square is approximately 2"x2"). The battle ends when max 1 gang remains (end of round).

CREWS VICTORY
● Custom (5). The last remaining gang is the winner.

DEPLOYMENT REWARDS
The winner of a roll-off starts each of the following steps: EXPERIENCE
1. Choose deployment zones (red or green). Standard rewards:
2. Take turns placing 1 fighter at a time within the ● +5 per wounding hit.
deployment zone (until all fighters are deployed). ● +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).

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.

313
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 77: STRONGHOLD ASSAULT


ATTACKER & DEFENDER ENDING THE BATTLE
The winner of a roll-off chooses whether to be the attacker or The battle ends when max 1 gang remains (end of round).
defender.
VICTORY
BATTLEFIELD Win conditions:
20"x16" as shown (each square is approximately 2"x2"). ● The last remaining gang is the winner.
● Attacker: At least 1 friendly fighter in the gatehouse
CREWS at the end of the battle and no defending fighters in
● Random (5). the gatehouse.
Otherwise it is a draw.
DEPLOYMENT
1. Defender: Green.
REWARDS
2. Attacker: Red. EXPERIENCE
Standard rewards:
● +5 per wounding hit.
TACTICS ● +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.
SEIZE THE GATEHOUSE
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.

314
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 78: BREAK IN


ATTACKER & DEFENDER ENDING THE BATTLE
The winner of a roll-off chooses whether to be the attacker or The battle ends when max 1 gang remains (end of round).
defender.
VICTORY
BATTLEFIELD The gang that opened most Loot is the winner. Otherwise it's
20"x16" as shown (each square is approximately 2"x2"). a draw.
4 Loot are placed at the centre.
REWARDS
CREWS EXPERIENCE
● Random (5). Standard rewards:
● +5 per wounding hit.
DEPLOYMENT ● +1 for taking an enemy Leader or Champion Out of
1. Defender: Green. Action.
2. Attacker: Red. ● +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

315
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 79: SHOWDOWN


BATTLEFIELD ENDING THE BATTLE
20"x16" as shown (each square is approximately 2"x2"). The battle ends if any of the following are true:
● Max 1 gang remains (end of round).
CREWS ● After round 5.
● Custom (5).
VICTORY
DEPLOYMENT The last remaining gang is the winner. In case of a tie, the
The winner of a roll-off starts each of the following steps: gang that scored the most points is the winner. Otherwise it is
1. Choose deployment zones (red or green). a draw.
2. Take turns placing 1 fighter at a time within the
deployment zone (until all fighters are deployed). REWARDS
EXPERIENCE
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).
HUMILIATE THE ENEMY ● +1 for Rallying.
Sometimes, eliminating an enemy is not enough - they must
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.

316
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 80: DEFILE THE RELIC


ATTACKER & DEFENDER ENDING THE BATTLE
The winner of a roll-off chooses whether to be the attacker or The battle ends if any of the following are true:
defender. ● Max 1 gang remains (end of round).
● After round 6.
BATTLEFIELD
20"x16" as shown (each square is approximately 2"x2"). VICTORY
The relic is placed at the centre. The attacker wins if the relic is defiled and at least 1 attacking
fighter (not Seriously Injured) is on the battlefield.
CREWS
● Attacker: Random (5) + Reinforcements. The defender wins if the relic is not defiled and at least 1
● Defender: Random (5 sentries) + Reinforcements. defending fighter (not Seriously Injured) is on the battlefield.

Otherwise it's a draw.


DEPLOYMENT
1. Defender: Green.
2. Attacker: Red.
REWARDS
EXPERIENCE
Standard rewards:
REINFORCEMENTS ● +5 per wounding hit.
● D3 models (per gang) each End phase ● +1 for taking an enemy Leader or Champion Out of
(starting on the round the alarm is raised). Action.
● +1 for killing an enemy (during the battle).
HOME TURF ADVANTAGE ● +1 for Rallying.
Defender:
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1. LINKED REWARDS
● Hangers-on: Included in the crew on a 4+ Hive War Rulebook (N21) has a simplified 'linked'
(roll individually). campaign. This campaign only has the following reward:
● 1 winning fighter can roll a D6 and gain the
TACTICS following:
Standard: Draw 3 Tactics (random), then discard 1. 1. +1" M
● Underdog: Draw 1 extra (before discarding 1). 2. +1 WS
3. +1 BS
4. +1 S
GANG RELICS 5. +1 T
The attacker is trying to defile a gang relic, but the defenders 6. +1 A
are aware and have guards defending it. If the relic is left
unprotected, the enemy will try to wreck it, tear it down, mark
it with their own gang's tag or ruin it in a more creative
fashion!

While not defiled:


● +2 to Ld & Cool tests by friendly fighters
within 6”.
● Any Active fighter within 1” of an enemy relic
can make a Double action to defile it.
● +D3 XP to a fighter defiling a relic.
● Once defiled, it no longers offers any
bonuses and can't be wrecked again.

Relic

317
★ NECROMUNDA ★

N21 HIVE WAR

SCENARIO 81: RICHES IN THE DARK


BATTLEFIELD ENDING THE BATTLE
20"x16" as shown (each square is approximately 2"x2"). The battle ends if any of the following are true:
The Beast's Lair is at the centre surrounded by 4 Loot. ● Max 1 gang remains (end of round).
● After round 6.
CREWS
● Custom (5) + Reinforcements. VICTORY
The gang that scored the most points is the winner. In case of
DEPLOYMENT a tie, the gang that secured the most loot is the winner.
The winner of a roll-off starts each of the following steps: Otherwise it is a draw.
1. Chooses deployment zones (red or green).
2. Take turns placing 1 fighter at a time within the REWARDS
deployment zone (until all fighters are deployed). 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).
● +1 for Rallying.
REINFORCEMENTS
● D3 models (per gang) each End phase
(starting on round 2). LINKED REWARDS
Hive War Rulebook (N21) has a simplified 'linked'
PITCH BLACK campaign. This campaign only has the following reward:
Use the Pitch Black special rule. ● 100 credits per unopened loot returned to the
deployment zone.
GRAB THE LOOT
Each gang is trying to grab as much Loot as possible back to
their deployment zones. Note that only unopened loot are
used for the win condition and rewards (any opened loot are
left behind).

Gangs can score the following points:


● 2 per unopened loot that is secured.
● 1 per enemy fighter Out of Action.
● D3 to the last remaining gang.

ot
Lo

Lo
ot

Beast's
Lair
ot

Lo
Lo

ot

318
★ NECROMUNDA ★

CAWDOR

SCENARIO 82: RIGHTEOUS CRUSADE


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Cawdor. ● Max 1 gang remains (end of round).
2. Lowest rating. ● All 4 quarters are claimed (by the attacker).
3. Randomize.
The other gang is the defender. VICTORY
The attacker wins if all 4 quarters are claimed. Otherwise the
BATTLEFIELD last remaining gang is the winner.
Standard.
REWARDS
CREWS CREDITS
● Attacker: Custom (10). ● 2D6x10 to attacker if claiming all 4 quarters.
● Defender: Random (10). ● D6x10 to the defender if having fighters on the
battlefield at the end of the battle.
DEPLOYMENT EXPERIENCE
Standard. Scenario specific rewards:
● +1 for taking part.
● +1 to each defending fighter still on the battlefield at
TACTICS the end of the battle.
Standard: Draw 3 Tactics (random), then discard 1. Standard rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +5 per wounding hit.
● +1 for taking an enemy Leader or Champion Out of
CLEANSING THE UNDERHIVE Action.
The attacker brings the fire of the Redemption, attempting to ● +1 for killing an enemy (during the battle).
cleanse an area of the underhive and to drive out the faithless ● +1 for Rallying.
(chasing them from the battlefield).
REPUTATION
Starting with the End phase of the round 3 (and every ● +D3 to the winner.
subsequent End phase), the attacker can claim quarters: ● -1 for bottling out.
● Attacker: A Standing fighter within 2" of the centre of
a battlefield quarter.
● Defender: No fighters in that quarter (including
Seriously Injured).

Once claimed, defending fighters cannot voluntarily enter it.


Any defending fighters in a claimed quarter are removed from
the battlefield in every End phase (counts as going Out of
Action).

THE FINAL QUARTER


After 3 quarters are claimed, the attacker can flaim the 4th
quarter even if there are defending fighters within its
boundaries:
● Attacker: A Standing fighter within 2" of the centre of
the battlefield quarter.
● Defender: No fighters within 3" of the centre of the
battlefield quarter (including Seriously Injured).

Claiming the final quarter brings the battle to an end, but


defending fighters do not go Out of Action.

319
★ NECROMUNDA ★

CAWDOR

SCENARIO 83: TEST OF FAITH


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Cawdor. ● Max 1 gang remains (end of round).
2. Lowest rating. ● All Unworthy are removed from the battlefield.
3. Randomize. ● Completing 6 trials.
The other gang is the defender.
FLEEING THE BATTLEFIELD
BATTLEFIELD If a gang has no remaining fighters and bottled out voluntarily
Standard. or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
CREWS
● Custom (10). VICTORY
The attacker wins if completing 6 trials. Otherwise the
DEPLOYMENT defender wins.
Standard.
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.
● +D3 to each Unworthy completing at least 1 trial.
Standard rewards:
THE UNWORTHY ● +5 per wounding hit.
A gang tests the faith of its newest members. ● +1 for taking an enemy Leader or Champion Out of
Action.
Declare 3 Unworthy fighters from the attacking crew: ● +1 for killing an enemy (during the battle).
● The 3 cheapest fighters (credit cost). ● +1 for Rallying.
● Not Leader or Champion.
REPUTATION
TRIALS OF FAITH ● +D3 to the winner.
The Unworthy must prove themselves during the battle. ● +D3+1 to the attacker if completing each individual
trial (6 different).
There are 6 trials that can be completed by the Unworthy: ● -1 for bottling out.
1. Perform a Coup de Grace (against an enemy).
2. Recover from being Seriously Injured.
3. Inflict a wound on an enemy Leader or Champion.
4. Take down an enemy Psyker (Seriously Injure or Out
of Action).
5. Take down an enemy Brute (Seriously Injure or Out
of Action).
6. Survive being ablaze for 3 consecutive rounds.

Each trial can be completed multiple times.

320
★ NECROMUNDA ★

DELAQUE

SCENARIO 84: INTELLIGENCE GATHERING


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends when any of the following are true:
1. Delaque. ● Max 1 gang remains (end of round).
2. Lowest rating. ● All 5 spy devices are placed (1 in each centre and 1
3. Randomize. in the centre).
The other gang is the defender.
FLEEING THE BATTLEFIELD
BATTLEFIELD If a gang has no remaining fighters and bottled out voluntarily
Standard. or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
CREWS
● Attacker: Custom (10). VICTORY
● Defender: Random (10). The attacker wins if all 5 spy devices are placed. The
defender wins if the attacker voluntarily bottles out or if only
DEPLOYMENT the defender remains on the battlefield at the end of the
1. Defender: battle. Otherwise it is a draw.
○ Divide the battlefield into 4 quarters.
○ Place at least 1 fighter in each quarter REWARDS
(unless having less than 4 fighters). CREDITS
2. Attacker: ● 2D6x10 to the attacker for winning.
○ Within 2" of one battlefield edge and within ● D6x10 to the defender for winning.
12" of at least one friendly fighter (if EXPERIENCE
possible). Scenario specific rewards:
● +1 for taking part.
TACTICS ● +1 to each attacker for placing 1+ spy devices.
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.
UNDERHIVE SPIES ● +1 for killing an enemy (during the battle).
The attacker is attempting to place hidden recorders, vox ● +1 for Rallying.
traps and other spying devices in the enemy turf. This activity
is secret and the killing is kept to a minimum. REPUTATION
● +D3 to the attacker for winning.
Each attacker can spend a Double action (Plant Spying) if all ● -1 for bottling out.
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.

321
★ NECROMUNDA ★

DELAQUE

SCENARIO 85: CAULDRON OF LIES


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when any of the following are true:
● Max 1 gang remains (end of round).
In addition, each gang places 5 Loot caskets each, anywhere ● An agenda is completed.
in the opponent's half of the battlefield.
FLEEING THE BATTLEFIELD
CREWS If a gang has no remaining fighters and bottled out voluntarily
Custom (6). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
DEPLOYMENT
Standard. VICTORY
The gang that completed it's agenda is the winner. If no
TACTICS agendas were completed, all gangs lose.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). REWARDS
EXPERIENCE
HIDDEN TRUTHS Scenario specific rewards:
Victory is forever moving just out of reach. The true motives of ● +1 for taking part.
the gangs are hidden and simple confrontation might not be ● +1 to the winning Leader.
an end unto itself. Standard rewards:
● +5 per wounding hit.
At the start of the battle (after deployment), each gang ● +1 for taking an enemy Leader or Champion Out of
secretly choose one of the following agendas (win condition): Action.
● Kill Them All! ● +1 for killing an enemy (during the battle).
Take 5 enemies Out of Action. ● +1 for Rallying.
● Escape the Underhive
5 friendly fighters B2B with the battlefield edge of the REPUTATION
enemy deployment zone. ● +D3 to the winner.
● Hidden Treasures ● -1 for bottling out.
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).

322
★ NECROMUNDA ★

VAN SAAR - LAIR OF THE ARCHEOTEK (1/3)

SCENARIO 86: POWER LINES


ATTACKER & DEFENDER ENDING THE BATTLE
The Van Saar gang is the attacker (otherwise randomize). The battle ends when any of the following are true:
● Max 1 gang remains (end of round).
BATTLEFIELD ● All 5 tokens are tapped.
Standard.
VICTORY
The defender places 5 power relay tokens (up to 40mm): The attackers win if all tokens are tapped. Otherwise the last
● 6" from any battlefield edge. remaining gang wins.
● 8" from other tokens.
● Not in impassable terrain or otherwise inaccessible. REWARDS
EXPERIENCE
CREWS Standard rewards:
● Attacker: Custom (10). ● +5 per wounding hit.
● Defender: Random (10). ● +1 for taking an enemy Leader or Champion Out of
Action.
DEPLOYMENT ● +1 for killing an enemy (during the battle).
Standard. ● +1 for Rallying.

TACTICS LAIR OF THE ARCHEOTEK


None. This is part 1/3 of a simplified 'linked' campaign designed for
Van Saar, but could be used for any gangs.
POWER LINES ● Attacker: Hunters (Van Saar).
● Defender: Agents of Druun.
The attackers must follow the trail of power back to the
Scenario order:
defender's lair, investigating a number of power nodes, 1. Power Lines.
following the trail from one to the next until all have been 2. Field Test.
explored. It falls to the defenders to stop them before they 3. Rogue Archeotek.
find a path to their master!
LINKED REWARDS
Attackers within 1" of any token can spend a Double action ● Winning attacker: 3 Hive Scum to the next battle.
(Power Tap). The token is now tapped. When a token is ● Winning defender: +1 Experimental Weapon
tapped, randomize a remaining untapped token to be the next (Field Test scenario).
to be tapped. Except for the first token, all tokens must be
tapped in this randomly generated order!

323
★ NECROMUNDA ★

VAN SAAR - LAIR OF THE ARCHEOTEK (2/3)

SCENARIO 87: FIELD TEST


ATTACKER & DEFENDER ENDING THE BATTLE
The Van Saar gang is the attacker (otherwise randomize). The battle ends when any of the following are true:
● Max 1 gang remains (end of round).
BATTLEFIELD ● No fighter with the experimental weapon remains on
Standard. the battlefield (ie. taken Out of Action).

CREWS VICTORY
● Attacker: Custom (10). The attacker wins if no fighter with the experimental weapon
● Defender: Random (10). remains on the battlefield. Otherwise the defender wins.

Note: If the attacker won the previous scenario (Power REWARDS


Lines), 3 Hive Scum can be added in addition to the full crew. EXPERIENCE
Standard rewards:
DEPLOYMENT ● +5 per wounding hit.
Standard. ● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
TACTICS ● +1 for Rallying.
None.

THE EXPERIMENTAL WEAPON LAIR OF THE ARCHEOTEK


The defender dispatches a hireling to test a new weapon, This is part 2/3 of a simplified 'linked' campaign designed for
crafted by Kavos Druun himself. Kavos Druun has given his Van Saar, but could be used for any gangs.
followers an experimental weapon to help stop the attackers. ● Attacker: Hunters (Van Saar).
The weapon must be used to put down attackers, while the ● Defender: Agents of Druun.
Scenario order:
attackers must attempt to take out the defending fighter with
1. Power Lines.
the weapon.
2. Field Test.
3. Rogue Archeotek.
After deployment, one of the defending fighters can upgrade
one equipped ranged weapon with any 2 of the following: LINKED REWARDS
● Blast. ● Winning attacker: 1 Bounty Hunter.
● Blaze. ● Winning defender: Retain 1 experimental weapon
● Concussion. for the next battle (Rogue Archeotek).
● Knockback.
● Melta.
● Rad-phage.
● Rapid Fire (2).
● Shock.

This applies for the entire battle.

Note: If the defender won the previous scenario (Power


Lines), an additional experimental weapon can be added.

324
★ NECROMUNDA ★

VAN SAAR - LAIR OF THE ARCHEOTEK (3/3)

SCENARIO 88: ROGUE ARCHEOTEK


ATTACKER & DEFENDER ENDING THE BATTLE
The Van Saar gang is the attacker (otherwise randomize). The battle ends when any of the following are true:
● Max 1 gang remains (end of round).
BATTLEFIELD ● Kavos Druun is Out of Action.
Standard.
VICTORY
CREWS The attackers win if Kavos Druun is Out of Action (can haul
● Attacker: Custom (10). the disgraced Archeotek back to House Van Saar for
● Defender: Custom (10) + Kavos Druun. judgement). Otherwise, the notorious bounty hunter escapes
again!
Note: If the attacker won the previous scenario (Field Test),
1 Bounty Hunter can be added in addition to the full crew. REWARDS
EXPERIENCE
DEPLOYMENT Standard rewards:
1. Kavos Druun is deployed in the centre (as close as ● +5 per wounding hit.
possible). ● +1 for taking an enemy Leader or Champion Out of
2. Defenders deploy within 12" of Druun. Action.
3. Attackers deploy within 2" of any battlefield edge at ● +1 for killing an enemy (during the battle).
least 6" from any enemy. ● +1 for Rallying.

TACTICS LAIR OF THE ARCHEOTEK


None. This is part 3/3 of a simplified 'linked' campaign designed for
Van Saar, but could be used for any gangs.
KAVOS DRUUN ● Attacker: Hunters (Van Saar).
● Defender: Agents of Druun.
The attackers have found the lair of Kavos Druun and must
Scenario order:
confront him and bring him to justice! Druun himself is present 1. Power Lines.
along with his followers and aims to see the Hunters stopped 2. Field Test.
for good! 3. Rogue Archeotek.

There are 2 options to field Druun:

LEADER (125) 3 CYBERACHNID (PET) (225)


PRIME (VAN SAAR) M WS BS S T W I A Ld Cl Wil Int
M WS BS S T W I A Ld Cl Wil Int 6” 4+ 5+ 2 2 1 2+ 1 7+ 8+ 8+ 8+
4” 4+ 2+ 3 3 2 5+ 2 4+ 5+ 5+ 4+ Skills: Clamber (climb without penalty).
Skills: Choose 1 (Leadership, Savant, Shooting). Wargear: Stiletto knife (same as: venomous bite),
Weapons: Grav gun, autopistol, knife. Web projector.
Wargear: Mesh, armoured Bodyglove, 3 Cyberachnids.
FEAR INDUCING
Cyberachnids have the Fearsome (Ferocity) skill. While Active
CHAMPION (130) and within 3” of its owner, the skill also applies to the owner.
ARCHEOTEK (VAN SAAR)
M WS BS S T W I A Ld Cl Wil Int HORRIFIC
4” 4+ 2+ 3 3 2 5+ 2 4+ 6+ 6+ 5+ Can't be Captured.
Skills: Choose 1 (Leadership, Savant, Shooting, Tech).
Wargear: Armoured Bodyglove, 3 Cyberachnids.

MASTER OF CYBERTEKNIKA
● Includes 1 Alpha level Cyberteknika (free).
● 1 additional Cyberteknika can be purchased at half
cost (rounded up to nearest 5 credits).

Spend up to 155 credits on weapons and wargear (from the


Van Saar equipment list).

325
★ NECROMUNDA ★

OUTLANDER

SCENARIO 89: SETTLEMENT RAID


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
Randomize which gang are attacker & defender. If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
BATTLEFIELD wins the scenario.
Divide the battlefield into 2 halves:
● Attacker: Standard. ENDING THE BATTLE
● Defender: Defender can set up any terrain The battle ends when max 1 gang remains (end of round).
representing their settlement including a
Gang Stronghold. VICTORY
The attacker wins by looting at least 100 credits from the
The defender's half is the settlement being raided. settlement, otherwise the defender wins.

CREWS REWARDS
● Attacker: Custom (10). CREDITS
● Defender: Random (10) + Reinforcements. ● Attacker: D3x10 per ransacking attacker.
● Defender: D6x10 for winning.
DEPLOYMENT EXPERIENCE
1. Defender: Anywhere in the settlement. Scenario specific rewards:
2. Attacker: Within 2" of the opposite battlefield edge. ● +1 for taking part.
● +1 to each ransacking attacker.
REINFORCEMENTS Standard rewards:
● Defender: 2 models each End phase ● +1 for taking an enemy Out of Action.
(starting on round 3). ● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
TACTICS CARDS ● +1 for Rallying.
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). REPUTATION
● +D3 to the winner.
HOME TURF ADVANTAGE ● -1 for bottling out.
Defender:
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1.
● Hangers-on: Included in the crew on a 4+
(roll individually).

RANSACKING THE SETTLEMENT


The attacker is trying to get fighters into the enemy settlement
to cause havoc and steal anything that is not nailed down.

Attackers B2B with the defender's battlefield Edge can be


removed from the battlefield in the start of the End phase.

326
★ NECROMUNDA ★

3D (OUTLANDER) / ASH WASTES

SCENARIO 90: MARKET MAYHEM


ATTACKER & DEFENDER ENDING THE BATTLE
Randomize which gang are attacker & defender. The battle ends when any of the following are true (end of
round):
BATTLEFIELD ● Max 1 gang remains.
Setup a Underhive Market covering a 12" radius circle in the ● One gang only has Seriously Injured fighters
centre. Otherwise standard. remaining.
● After round 5.
CREWS
● Attacker: Custom (10).
VICTORY
● Defender: Random (10). The attacker wins if the defender only has Seriously Injured
fighters remaining on the battlefield. Otherwise the defender
wins.
DEPLOYMENT
Take turns (starting with the defender), setting up 1 fighter at
the time:
REWARDS
● Within 12" of the centre. CREDITS
● Outside 1" of any enemy fighter. ● Win: 2D6x10 for winning.
● Lose: D6x10 for winning.
EXPERIENCE
TACTICS CARDS Scenario specific rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● +D6 to the winning leader.
Standard rewards:
HOME TURF ADVANTAGE ● +1 for taking an enemy Out of Action.
Defender: ● +1 for taking an enemy Leader or Champion Out of
● Bottle tests: Roll 2D6 and discard the highest. Action.
● Rally tests: +1. ● +1 for killing an enemy (during the battle).
● Hangers-on: Included in the crew on a 4+ ● +1 for Rallying.
(roll individually).
REPUTATION
THE MARKET ● +D3 to the attacker for winning.
● -1 for bottling out.
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.
BURNING MARKET
Apply standard Underhive Market rules. In addition, the
following can't be used when fighting in the market or
(ALTERNATIVE VARIANT)
The market is burning.
shooting into the market (applies to all gangs):
● Battlefield: Circle is reduced to 9" radius.
● Heavy weapons. ● Deployment: Defender deploys first within 9" of the centre.
● Ranged weapons with S6+. Attacker deploys last within 3" of any battlefield edge.
● Blast/Template. ● Market Place:
● Rapid Fire (X), however, can use ○ All other market rules are ignored.
single shot mode (without Rapid Fire). ○ Visibility 6".
● Coup de Grace or targeting ○ Models ending an activation within 1" of a
Seriously Injured fighters with attacks. burning structure must roll 4+ or suffer Blaze.
● Last Stand: Gain 1 point at the start of each End phase
(Seriously Injured and Wrecked doesn't count):
○ Defender: No attackers within the market.
○ Attacker: At least 1 attacker within the market.
● Ending the battle: The battle ends after round 5 (or any of
the standard conditions).
● Victory: The gang with the most points wins. Otherwise it
is a draw (same rewards as losing).

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

327
★ NECROMUNDA ★

OUTLANDER

SCENARIO 91: STEALTH ATTACK


ATTACKER & DEFENDER ENDING THE BATTLE
The gang with the lowest rating is the attacker The battle ends when any of the following are true:
(otherwise randomize). ● Max 1 gang remains (not including any fighters
removed for the ransacking objective).
BATTLEFIELD ● The attacker completed the chosen objective.
Standard.
VICTORY
CREWS The attacker wins by completing the chosen objective,
● Attacker: Custom (10). otherwise the defender wins.
● Defender: Random (5 Sentries) + Reinforcements.
REWARDS
DEPLOYMENT CREDITS
1. Defender (Sentries): Anywhere. ● Attacker: 2D6x10 for winning.
2. Attacker: ● Defender: D6x10 for winning.
○ Within 2" of a single battlefield edge. EXPERIENCE
○ At least 6" from any defenders. Scenario specific rewards:
○ Within 12" of all other friendly fighters. ● +1 for taking part.
● +D6 to the attacker completing the assassination
objective.
REINFORCEMENTS Standard rewards:
● Defender: 2 models each End phase ● +1 for taking an enemy Out of Action.
(starting on the round the alarm is raised). ● +1 for taking an enemy Leader or Champion Out of
Action.
TACTICS CARDS ● +1 for killing an enemy (during the battle).
● Custom (2). ● +1 for Rallying.
● Underdog (starting crew cost): +1 random per 100 credits.
REPUTATION
HOME TURF ADVANTAGE ● +D3 to the attacker for completing the sabotage
objective.
Defender:
● +1 to the attacker for completing any other objective.
● Bottle tests: Roll 2D6 and discard the highest.
● -1 for bottling out.
● Rally tests: +1.
● Hangers-on: Included in the crew on a 4+
(roll individually).

RAIDERS
The attacker is looking to cause some damage or make off
with some loot.

The attacker secretly chooses one of the following objectives


at the start of the battle:
● Asssassination: Secretly choose one defender
(part of Reinforcements, not Sentry and not in
Recovery). Take that fighter Out of Action.
● Sabotage: Secretly choose 3 terrain features
completely within 12" of the centre of the battlefield.
An attacker B2B with one any of these terrain
features can spend a Double action (Sabotage).
Sabotage at least 2 terrain features 3 times each.
● Ransack: Attackers that move B2B with the
opposite battlefield edge can be removed from the
battlefield edge. At the start of the following round
(after determining Priority), place removed fighters
B2B with the edge they moved off from with a loot
casket each. Get at least 1 of these loot caskets
back to the attacker's deployment zone.

328
★ NECROMUNDA ★

OUTLANDER

SCENARIO 92: GUNK TANK


BATTLEFIELD ENDING THE BATTLE
Standard. Place a Gunk Tank in the centre. The battle ends when max 1 gang remains (end of round).

CREWS NOTE: The last remaining gang gains D3 gunk.


● Random (7).
VICTORY
DEPLOYMENT The gang that escaped with the most gunk is the winner.
Standard. Otherwise it is a draw.

TACTICS CARDS REWARDS


Standard: Draw 3 Tactics (random), then discard 1. CREDITS
● Underdog: Draw 1 extra (before discarding 1). ● D6x10 per gunk.
EXPERIENCE
Scenario specific rewards:
THE GUNK TANK ● +1 for taking part.
Represented by any suitable terrain at least 3" in diameter. ● +1 for escaping.
Standard rewards:
In addition to the standard rules, a fighter B2B can spend a ● +1 for taking an enemy Out of Action.
Double action (Siphon) to gain 1 gunk: ● +1 for taking an enemy Leader or Champion Out of
● A fighter can only carry 1 gunk at the time. Action.
● If Seriously INjured or taken Out of Action, the gunk ● +1 for killing an enemy (during the battle).
is dropped and placed B2B with the fighter (or where ● +1 for Rallying.
the fighter was).
REPUTATION
LUGGING GUNK ● -1 for bottling out.
While carrying gunk, automatically catch fire if hit by Blaze
(this alone does not cause the gunk to be dropped).

ESCAPE
Fighters carrying gunk can escape by moving B2B with any
battlefield edge. Fighters removed in this way do not count as
Seriously Injured or Out of Action for the purposes of Bottle
tests.

329
★ NECROMUNDA ★

OUTLANDER

SCENARIO 93: MINING EXPEDITION


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when any of the following are true:
● Max 1 gang remains (end of round).
Add 4 Prospecting Sites (abouce 4" in size) at least 8" from ● All sites are prospected.
any battlefield edge.
VICTORY
CREWS The gang who prospected most sites is the winner. Otherwise
● Custom (10). it is a draw.

DEPLOYMENT REWARDS
Standard. CREDITS
● 2D6x10 per mined out site.
TACTICS CARDS EXPERIENCE
Standard: Draw 3 Tactics (random), then discard 1. Scenario specific rewards:
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking part.
● +1 per mined out site.
Standard rewards:
PROSPECTING SITES ● +1 for taking an enemy Out of Action.
Active fighters within within a Prospecting Site and at least 6" ● +1 for taking an enemy Leader or Champion Out of
from any enemy fighter can spend a Double action Action.
(Prospect), then roll a D6: ● +1 for killing an enemy (during the battle).
2 Sink hole! - Pass an Initiative test or go Out of ● +1 for Rallying.
Action. If successful, become Seriously Injured.
3-5 Damn thing bit me! - Suffer a S1 hit. REPUTATION
6-9 There might be something here… - No result (yet), ● -1 for bottling out.
but if this fighter can roll 3D6 next time on this table
for this site.
10+ Some good scrap here! - The fighter finds a rich
seam of scrap to mine. This site is mined out and
cannot be Prospected again.

330
★ NECROMUNDA ★

OUTLANDER

SCENARIO 94: BIG SCORE


BATTLEFIELD ENDING THE BATTLE
Standard. The battle ends when any of the following are true:
● Max 1 gang remains (end of round).
CREWS ● Any gang has 3+ Loot caskets in the gang's
● Custom (10). deployment zone.

DEPLOYMENT VICTORY
Standard. The gang with the most loot caskets in the gang's deployment
zone is the winner.
After deployment, take turns (starting with the gang with
Priority) for each of the following steps: REWARDS
1. Place 6 loot caskets within 6" of the centre (one at a CREDITS
time). ● 2D6x10 per loot casket.
2. Place 6 defences anywhere (one at a time). EXPERIENCE
Scenario specific rewards:
THE SCORE ● +1 for taking part.
Defences are automated and treats both gangs as enemies. Standard rewards:
● +1 for taking an enemy Out of Action.
TACTICS CARDS ● +1 for taking an enemy Leader or Champion Out of
Standard: Draw 3 Tactics (random), then discard 1. Action.
● Underdog: Draw 1 extra (before discarding 1). ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
HORRORS IN THE DARK REPUTATION
When a fighter activates at least 8” from any other ● +D3 to the winner.
non-Passive fighters (friend & foe), roll a D6: ● -1 for bottling out.
1: Suffer a Strength 6 hit with AP -1 and D2. If Seriously
Injured, go Out of Action (dragged away into the darkness)
2-3: Can't make any actions this activation.
4-5: Can only make one action this activation.
6: Activate normally.

331
★ NECROMUNDA ★

ASH WASTES

SCENARIO 95: DUST BOWL SKIRMISH


BATTLEFIELD ENDING THE BATTLE
Standard (Ash Wastes). Size approximately 3'x3'. The battle ends when max 1 gang remains (end of round).

CREWS VICTORY
● Custom (can include vehicles). The last remaining gang is the winner. Otherwise it is a draw.

DEPLOYMENT REWARDS
Standard. CREDITS
● D6x10 (win).
TACTICS CARDS ● D3x10 (draw).
Standard: Draw 3 Tactics (random), then discard 1. EXPERIENCE
● Underdog: Draw 1 extra (before discarding 1). Scenario specific rewards:
● +1 for taking part.
● +2 for taking an enemy Leader Out of Action.
PITCH BLACK Standard rewards:
When selecting this scenario, roll a 4+ to enable Pitch Black. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +D3 (win).
● -1 (bottle out).

332
★ NECROMUNDA ★

ASH WASTES

SCENARIO 96: FUEL HUNT


BATTLEFIELD ENDING THE BATTLE
Standard (Ash Wastes). The battle ends if any of the following are true:
● Max 1 gang remains (end of round).
CREWS ● No more fuel caches on the battlefield.
● Custom (D3+7). Can include vehicles.
VICTORY
DEPLOYMENT The gang that gathered most points.
Standard.
REWARDS
TACTICS CARDS CREDITS
Standard: Draw 3 Tactics (random), then discard 1. ● D3x10 per point.
● Underdog: Draw 1 extra (before discarding 1). EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
LOOTING THE BATTLEFIELD ● +1 for gaining a point.
Gangs are hunting for fuel caches and investigating anything Standard rewards:
they find to see if it contains fuel. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
2D6 fuel caches (can be loot, barrels or anything else). Action.
● +1 for killing an enemy (during the battle).
Starting with the gang with Priority, place 2D6 fuel caches ● +1 for Rallying.
(can be loot, barrels or anything else):
● At least 8" from any battlefield edge. REPUTATION
● At least 3" from a battlefield object. ● +D3 (win).
● -1 (bottle out).
Fighters within 1" can spend a Double action (Loot) and a D6:
1: Explodes! Resolved as a frag trap.
2-3: Empty.
4+: roll a 4+ to gain 1 point.

Afterwards, the fuel cache is removed from the battlefield


(regardless of the result).

RUNNING LOW ON FUEL


Vehicles are running on vapours.

When activating vehicles, roll a 2+ or become Stationary.

333
★ NECROMUNDA ★

ASH WASTES

SCENARIO 97: BREAKDOWN


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise randomize). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Standard (Ash Wastes). ENDING THE BATTLE
The battle ends at the end of any round if any of the following
CREWS are true:
● Attacker: Custom (8) + Reinforcements. ● Broken Down Vehicle destroyed or moved off the
● Defender: Random (D3+2) + Reinforcements. battlefield.
Additionally, add 1 random vehicle to be ● No attackers remaining on the battlefield.
the Broken Down Vehicle.
VICTORY
DEPLOYMENT The attacker wins if any of the following are true:
1: Defender: Set up the Broken Down Vehicle in the ● Broken Down Vehicle is destroyed.
centre. Then set up the entire crew within 6" of the ● No other defenders remain on the battlefield.
Broken Down Vehicle. ● Fleeing the Battlefield: The defender voluntarily
2: Attacker: Entire crew within 6" of any battlefield bottles out and flees the battlefield.
edge, at least 9" from enemies. Otherwise the defender wins.

REINFORCEMENTS REWARDS
● X models (per gang) each End phase CREDITS
(where X is the round number). ● D6x10 (win).
EXPERIENCE
Scenario specific rewards:
TACTICS CARDS ● +1 for taking part.
Standard: Draw 3 Tactics (random), then discard 1. ● +1 to the Broken Down Vehicle if surviving.
● Underdog: Draw 1 extra (before discarding 1). Standard rewards:
● +1 for taking an enemy Out of Action.
BROKEN DOWN VEHICLE ● +1 for taking an enemy Leader or Champion Out of
The defenders must protect the Broken Down Vehicle until Action.
the crew can make it running again and fend off an assault by ● +1 for killing an enemy (during the battle).
the attackers. ● +1 for Rallying.

Broken Down Vehicle cannot move or shoot. REPUTATION


● +D3 (win).
At the start of each round, roll a D6 + round number: ● +1 to both gangs if this was the first battle against
2-3: Still Busted: No effect (roll again next round). each other.
4-5: Getting Closer: +1 to the next roll.
6-7: Gun Operational: The guns are now functioning. If
this result is rolled again, +1 to the next roll.
8: False Start: Move 2D6" in any direction.
9+: Fully Repaired: Move & shoot normally
(stop rolling to repair again).

The vehicle escapes if contacting a battlefield edge.

334
★ NECROMUNDA ★

3D / ASH WASTES

SCENARIO 98: WASTELAND ENCOUNTER


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard (3d or Ash Wastes). If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
CREWS wins the scenario.
● Random (D3+1) + Reinforcements.
ENDING THE BATTLE
DEPLOYMENT The battle ends when max 1 gang remains (end of round).
Randomize a gang to place the first fighter:
● Within 12" of the centre. VICTORY
Then, gangs alternate to place all remaining fighters, starting The only remaining gang is the winner. Otherwise it is a draw.
with the gang(s) that didn't place the first fighter:
● Anywhere at least 12" from enemies. REWARDS
CREDITS
REINFORCEMENTS ● D3x10 (win).
● D3 models (per gang) each End phase. ● D3x5 (draw).
● Within 2" of a random battlefield edge and at least 2" EXPERIENCE
from other models (deployed by the controlling Scenario specific rewards:
gang). ● +1 for taking part.
Standard rewards:
TACTICS CARDS ● +1 for taking an enemy Out of Action.
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking an enemy Leader or Champion Out of
● Underdog: Draw 1 extra (before discarding 1). Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +D3 (win).
● +1 to both gangs if this was the first battle against
each other.

335
★ NECROMUNDA ★

ASH WASTES

SCENARIO 99: SETTLEMENT SHOWDOWN


BATTLEFIELD ENDING THE BATTLE
Standard (Ash Wastes) with the following exceptions: The battle ends at the end of any round if any of the following
● Take turns (randomize one gang to start) placing 3 are true:
structures (recommended size 5" to 9" diameter) ● A gang has claimed all 3 structure.
within 12" of the centre. ● Max 1 gang remains.

CREWS VICTORY
● Custom (10). A gang wins if if any of the following are true:
● Claim all 3 structures (at the end of any round).
DEPLOYMENT ● Fleeing the Battlefield: At the end of any round, be
A random gang starts by setting up the entire crew within 6" of the last remaining gang and automatically claim all 3
a single chosen battlefield edge. The other gang then sets up structures (no enemies remain).
the entire crew within 6" of the opposite edge. Otherwise it is a draw.

TACTICS CARDS REWARDS


Standard: Draw 3 Tactics (random), then discard 1. CREDITS
● Underdog: Draw 1 extra (before discarding 1). ● Win: 2D6x10.
● Lose/Draw: D3x10
(if claiming at least 1 structure during the battle).
CLAIMING STRUCTURES EXPERIENCE
The gangs attempt to secure settlement structures from the Scenario specific rewards:
rivals. ● +1 for taking part.
● +D3 to the winning Leader (regardless of whether
Claim structures at the start of the End phase if at least 1 they took part in the battle or not).
friendly fighter is inside and no enemies are within 3" of the Standard rewards:
structure. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
The structure is no longer claimed if enemies move within 3". Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +D3 (win).
● +1 to both gangs if this was the first battle against
each other.

336
★ NECROMUNDA ★

ASH WASTES

SCENARIO 100: THE BEAST


BATTLEFIELD ENDING THE BATTLE
Standard (Ash Wastes). The battle ends when max 1 gang remains (end of round).

CREWS VICTORY
● Custom (10). The last remaining gang is the winner. Otherwise it is a draw.

DEPLOYMENT REWARDS
Randomize a gang to choose a battlefield edge and set up CREDITS
the entire crew within 6". The opponent sets up within 6" of ● D3x10 (win).
the opposite edge. EXPERIENCE
Scenario specific rewards:
TACTICS CARDS ● +1 for taking part.
Standard: Draw 3 Tactics (random), then discard 1. ● +1 if surviving at least one Beast encounter.
● Underdog: Draw 1 extra (before discarding 1). Standard rewards:
● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
THE BEAST STIRS Action.
It doesn't pay to think too hard about what's living under all ● +1 for killing an enemy (during the battle).
this ash… ● +1 for Rallying.

At the start of each round, each gang (starting with the gang REPUTATION
with Priority) places 1 Beast's Lair anywhere at least 6" from a ● +D3 (win).
model. ● +1 to both gangs if this was the first battle against
each other.
At the end of each round, remove all Beast's Lairs.

337
★ NECROMUNDA ★

ASH WASTES

SCENARIO 101: INCOMING STORM


BATTLEFIELD ENDING THE BATTLE
Standard (Ash Wastes). The battle ends (at the end of any round) if any of the
following are true:
CREWS ● Max 1 gang remains.
● Custom (10). ● Round 9.

DEPLOYMENT VICTORY
Randomize a gang to choose a battlefield edge and set up The last remaining gang is the winner. Otherwise it is a draw.
the entire crew within 6". The opponent sets up within 6" of
the opposite edge. REWARDS
EXPERIENCE
TACTICS CARDS Scenario specific rewards:
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● +1 if the battle ends before round 9.
● +1 if still on the battlefield at the end of round 9.
Standard rewards:
INCOMING STORM ● +1 for taking an enemy Out of Action.
Gangs attempt to wipe each other out before the full force of ● +1 for taking an enemy Leader or Champion Out of
the storm descends… Action.
● +1 for killing an enemy (during the battle).
● The battle lasts for 9 rounds. ● +1 for Rallying.
● Do not generate weather conditions.
REPUTATION
The following are in effect, depending on the round: ● +D3 (win).
1-3: Ash Clouds: Visibility (18"). ● +1 to both gangs if this was the first battle against
4-5: Choking Gloom: Visibility (12"). Fighters without each other.
respirators must spend a Basic action to Move.
6: Ash Cyclone: Visibility (9"). The Cyclone is a Blast
(24") that starts in the centre of the battlefield and in
each end phase scatters 3D6" (stopping if contacting
a battlefield edge). Fighters that start or end touched
by the Blast becomes Pinned.

Lost in the Storm: When activating outside 2" of a


friendly model, pass an Intelligence test or become
lost. Cannot take any actions and lose Ready
marker.
7-9: Great Storm: Pitch Black. Randomize a battlefield
edge. When moving towards that edge, double the
movement. Movement away from that edge is
halved. In each End phase, all models are moved
D6" directly away from the edge (roll separately per
model).

Lost in the Storm: When activating outside 2" of a


friendly model, pass an Intelligence test or become
lost. Cannot take any actions and lose Ready
marker.

338
★ NECROMUNDA ★

ASH WASTES - ROLLING ROADS

SCENARIO 102: CARGO RUN


ATTACKER & DEFENDER ENDING THE BATTLE
The gang that chose the scenario is the attacker The battle ends if any of the following are true:
(otherwise randomize). ● Defenders reach the destination.
● The vehicle carrying the cargo is destroyed.
BATTLEFIELD
Standard (Ash Wastes): VICTORY
● Rolling Roads. If the attacker destroyed the vehicle carrying the cargo, the
● Recommended size: 6'x4'. attacker wins. Otherwise the defender wins.

CREWS REWARDS
● Custom (10). CREDITS
● 4D6x10 (win).
The defender's highest rated vehicle must carry the cargo. EXPERIENCE
Scenario specific rewards:
DEPLOYMENT ● +1 for taking part.
Take turns placing models (highest gang rating starts): ● +1 to vehicle carrying the cargo (if surviving).
○ Within 12" of the Trailing Edge. Standard rewards:
○ More than 1" from enemies. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Action.
TACTICS CARDS ● +1 for killing an enemy (during the battle).
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for Rallying.
● Underdog: Draw 1 extra (before discarding 1).
REPUTATION
DANGEROUS ROADS ● +D3 (win).
At the start of round 2 (and each subsequent round): ● +1 to both gangs if this was the first battle against
1: Defender must choose a route each other.
(represents moving through the wastes). ● -1 (bottle out).
2: Roll to reach the destination:
D6 + round number + route modifier
If the result is 10+, this is the last round of the battle.

CHOOSE A ROUTE
The defender must choose a route. This will affect the
modifier to reach the destination. The more dangerous the
rout, the higher the modifier:

+0 Open sides: Models moving off the sides are Left Behind (can Rejoin later).
+1 Cliff sides: Models moving off the sides are immediately taken Out of Action
(suffering a Lasting Injury/Damage roll as normal).
+2 Cliff sides: Models moving off the sides are immediately taken Out of Action
(suffering a Lasting Injury/Damage roll as normal).

Ash crust: Models moving less than 8" during an activation goes Out of Action
suffering a Lasting Injury/Damage roll as normal (falls through the ash crust).
+3 Impassable sides: Models cannot voluntarily move off the sides.
Treated as impassable terrain when hit by vehicles (collision).

On fire
Models must test against Blaze when activating.

339
★ NECROMUNDA ★

ASH WASTES - ROLLING ROADS

SCENARIO 103: BONE ROAD DEATH RACE


ATTACKER & DEFENDER ENDING THE BATTLE
The gang that chose the scenario is the attacker The battle ends if any of the following are true:
(otherwise randomize). ● After round 8.
● Max 1 gang remains (excluding Seriously Injured).
BATTLEFIELD
Standard (Ash Wastes): VICTORY
● Rolling Roads. The gang with a model closest to the Leading Edge is the
● Recommended size: 6'x4'. winner. Otherwise it is a draw.

CREWS REWARDS
● Custom (10). CREDITS
● 4D6x10 (win).
The defender's highest rated vehicle must carry the cargo. EXPERIENCE
Scenario specific rewards:
DEPLOYMENT ● +1 for taking part.
Take turns placing models (highest gang rating starts): ● +D3 for being closest to the Leading Edge when the
● Within 12" of the Trailing Edge. battle ends (win).
● More than 1" from enemies. Standard rewards:
● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
TACTICS CARDS Action.
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.

VISIBILITY (18") REPUTATION


Visibility (18") is in effect for the entire battle. ● +D3 (win).
● -1 (bottle out).
SIDES
Battlefield sides can have the following special rules:
● Models cannot be targeted outside 18"
(includes charges).
● All weapons use Long Range accuracy
(regardless of actual distance).
● Affects where terrain can be placed when coming
into view (Rolling Roads).
● Any effect that ignores or modifies Pitch Black also
affects Visibility.

THE BONE ROAD


Apply the following depending on the round number
(represents moving along the track):
1-2: Impassable sides: Models cannot voluntarily move
off the sides. Treated as impassable terrain when hit
by vehicles (collision).
3-4: Open sides: Models moving off the sides are Left
Behind (can Rejoin later).
5-6: Cliff sides: Models moving off the sides are
immediately taken Out of Action (suffering a Lasting
Injury/Damage roll as normal).
7-8: Cliff sides: Models moving off the sides are
immediately taken Out of Action (suffering a Lasting
Injury/Damage roll as normal).

Ash crust: Models moving less than 8" during an


activation goes Out of Action suffering a Lasting
Injury/Damage roll as normal (falls through the ash
crust).

340
★ NECROMUNDA ★

UNDERDOG

SCENARIO 104: DESPERATE RAID


ATTACKER & DEFENDER ENDING THE BATTLE
The underdog is the attacker, the other gang is the defender. The battle ends when max 1 gang remains (end of round).

BATTLEFIELD VICTORY
Standard. The attacker wins if at least 4 loot are secured. Otherwise the
defender wins.
CREWS
Custom. REWARDS
CREDITS
DEPLOYMENT ● Attacker: D6x10 per secured loot.
1. Attacker: Within 6" of the centre of the battlefield. EXPERIENCE
Each attacker starts with 1 loot casket B2B. Scenario specific rewards:
2. Defender: Anywhere at least 12 from enemies. ● +1 for taking part.
● +1 to each attacker that secures at least 1 loot.
● +D3 to the defending leader for winning.
TACTICS CARDS Standard rewards:
None. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
BREAK FOR HOME Action.
The attacker has Priority in the 1st round. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
ILL-GOTTEN GAINS
REPUTATION
The underdogs have managed to sneak into the heart of the
● +1 (attacker win).
enemy territory and seize a large cache of goods that can be
● +D3 (defender win).
sold for a tidy profit.
● -1 (bottle out).
In each End phase, attackers within 1" of any battlefield edge
are removed (securing any loot that is B2B).

If no defenders remain on the battlefield, the attackers secure


all remaining loot.

UNDERDOG
This scenario is designed for an underdog gang to have a
high-risk/high-reward opportunity against a considerably
stronger enemy:
● At least 400 less Gang Rating than the enemy.
● Can be chosen if the underdog gets to choose the
scenario.

341
★ NECROMUNDA ★

UNDERDOG

SCENARIO 105: DATA-PURGE


ATTACKER & DEFENDER ENDING THE BATTLE
The underdog is the defender, the other gang is the attacker. The battle ends if any of the following are true:
● After round 7.
BATTLEFIELD ● Max 1 gang remains.
Standard. ● 2 objectives are removed.

CREWS VICTORY
Custom. The attacker wins if at least 2 objectives are removed or no
defenders remain on the battlefield. Otherwise the defender
wins.
DEPLOYMENT
Standard with the following exceptions:
● Before deployment, the defender places 3 objective
REWARDS
markers (binaric cogitator): CREDITS
○ At least 6" from any battlefield edge. ● Attacker: D6x10 (win).
○ At least 8" from other objectives. ● Defender: D6x10 per round the battle lasts
(7D6x10 if only defenders remain).
EXPERIENCE
TACTICS CARDS Scenario specific rewards:
None. ● +1 for taking part.
● +1 to each attacker for removing at least 1 objective.
BINARIC COGITATORS Standard rewards:
The underdog has been hired to prevent other gangs from ● +1 for taking an enemy Out of Action.
interfering with data-purging of some binaric cogitators. The ● +1 for taking an enemy Leader or Champion Out of
attacking gang will try to halt the data-purge subroutines to Action.
preserve the data core. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
Attackers can spend a Basic action (Hack Cogitator) within 1"
of an objective: Pass an Intelligence test to remove it from the REPUTATION
battlefield. ● +1 (win).
● +1 per removed objective (attacker).
● -1 (bottle out).

UNDERDOG
This scenario is designed for an underdog gang to have a
high-risk/high-reward opportunity against a considerably
stronger enemy:
● At least 400 less Gang Rating than the enemy.
● Can be chosen if the underdog gets to choose the
scenario.

342
★ NECROMUNDA ★

UNDERDOG

SCENARIO 106: ASSASSINATE


ATTACKER & DEFENDER ENDING THE BATTLE
The underdog is the attacker, the other gang is the defender. The battle ends if any of the following are true:
● The target is removed from the battlefield.
BATTLEFIELD ● Max 1 gang remains.
Standard.
VICTORY
CREWS The attacker wins if the target is taken Out of Action or the
Custom. defender voluntarily bottled out. Otherwise the defender wins.

DEPLOYMENT REWARDS
Standard. CREDITS
Attacker gains one of the following depending on the status of
the target:
TACTICS CARDS ● 6D6x10 (Out of Action).
None. ● 4D6x10 (Flee).
● 2D6x10 (Seriously Injured).
TARGETED FOR DEATH EXPERIENCE
A large bounty is placed on a rival leader and the underdogs Scenario specific rewards:
are willing to risk everything in order to collect the reward. ● +1 for taking part.
● +1 for taking the target Out of Action.
After deployment, the attacker secretly notes down a ● +D3 to target for surviving the battle.
defending fighter on the battlefield to be the target using the Standard rewards:
following tie-breaker: ● +1 for taking an enemy Out of Action.
1. Leader. ● +1 for taking an enemy Leader or Champion Out of
2. Champion. Action.
3. Any fighter. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
The identity of the target is revealed at the end of the battle.
REPUTATION
● +D3 (win).
● -1 (bottle out).

UNDERDOG
This scenario is designed for an underdog gang to have a
high-risk/high-reward opportunity against a considerably
stronger enemy:
● At least 400 less Gang Rating than the enemy.
● Can be chosen if the underdog gets to choose the
scenario.

343
★ NECROMUNDA ★

ASH WASTES - ROLLING ROADS

SCENARIO 107: BREAKTHROUGH


ATTACKER & DEFENDER ENDING THE BATTLE
Tie-breaker for determining the attacker: The battle ends if any of the following are true:
1. Only gang with vehicles. ● 4 rounds after the battle becomes Rolling Road.
2. Gang who chose the scenario. ● Max 1 gang remains (end of a round).
3. Roll-off (the winner can choose attacker/defender).
The other gang is the defender. VICTORY
The last remaining gang is the winner. Otherwise it is a draw.
BATTLEFIELD
Standard (Ash Wastes & Rolling Roads) with the following REWARDS
exceptions: CREDITS
● Roughly 4'x4'. ● Attacker: D6x10 per Mobile friendly vehicle on the
● Mark a road (6"-8" wide) along the centre of the battlefield.
battlefield. ● Defender: D3x10 per wrecked enemy vehicle.
● Defender: Set up a roadblock within 12" of the centre EXPERIENCE
of the battlefield (across the road), using barricades Scenario specific rewards:
and defensible positions. ● +1 for taking part.
● +1 (win).
CREWS Standard rewards:
● Attacker: Custom (6). ● +1 for taking an enemy Out of Action.
● Defender: Random (D3+1) + Reinforcements. ● +1 for taking an enemy Leader or Champion Out of
Action.
DEPLOYMENT ● +1 for killing an enemy (during the battle).
1. Defender: Anywhere within 12" of the centre. ● +1 for Rallying.
2. Attacker: Within 3" of the Trailing Edge.
REPUTATION
● +D3 (win).
TACTICS CARDS ● -1 (bottle out).
Standard: Draw 3 Tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1).

ROLLING ROADS
One gang tries to force its way past a roadblock thrown up by
their enemies.

At the start of each round (before determining Priority), if an


attacker is closer to the Leading Edge than the Trailing Edge,
the battle becomes a Rolling Roads battle with open sides:
● Models moving off the sides are Left Behind (can
Rejoin later).

REINFORCEMENTS
● Defender: 1 model each End phase.
● Within 1" of a battlefield edge and at least 12" from
enemies (deployed by the controlling gang).

344
★ NECROMUNDA ★

ASH WASTES - ROLLING ROADS

SCENARIO 108: GREAT RIG ROBBERY


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard (Ash Wastes & Rolling Roads) with the following If a gang has no remaining fighters and bottled out voluntarily
exceptions: or at least 1 fighter fled voluntarily, the opponent automatically
● Mark a road (6"-8" wide) along the centre of the wins the scenario.
battlefield.
● No terrain can be placed on the road. ENDING THE BATTLE
● Place a large vehicle (High Value Cargo) in the The battle ends if any of the following are true:
centre of the battlefield, facing directly towards the ● High Value Cargo's escorts arrive.
Leading Edge. ● Max 1 gang has models remaining (end of a round).

CREWS VICTORY
● Custom (7). The gang with the most Cargo points is the winner. Otherwise
it is a draw.
DEPLOYMENT
The deployment zones are 6" from each opposite battlefield REWARDS
edge (not Trailing or Leading Edge). The winner of a roll-off CREDITS
chooses one side (not Trailing or Leading Edge), the loser ● D6x10 per Cargo point.
has the opposite side. Alternate placing the crew one model
at a time, starting with the gang that won the roll-off. EXPERIENCE
Scenario specific rewards:
TACTICS CARDS ● +1 for taking part.
Standard: Draw 3 Tactics (random), then discard 1. ● +1 for gaining at least one Cargo point.
● Underdog: Draw 1 extra (before discarding 1). Standard rewards:
● +1 for taking an enemy Out of Action.
ROLLING ROADS ● +1 for taking an enemy Leader or Champion Out of
Open sides: Action.
● Models moving off the sides are Left Behind (can ● +1 for killing an enemy (during the battle).
Rejoin later). ● +1 for Rallying.

HIGH SPEED PURSUIT REPUTATION


During the Rolling Roads phase, any vehicles or mount that ● +D3 (win).
have at least half of the Leading Edge within the front arc are ● -1 (bottle out).
not moved towards the Trailing Edge with the rest of the
battlefield.

This may result in collisions with other models or terrain: ALTERNATIVE VARIANT: CONVOY RAID
● Vehicle: Resolved as normal. Can be played as Attacker & Defender (the gang taht chose
● Mount: Pinned and suffer a Knocked Down hit. this scenario is the Attacker.
IMPLACABLE ADVANCE Skip all rules related to the escorts.
Note that the High Value Cargo remains on the centre of the
battlefield (cannot be moved). DEPLOYMENT
1. Defender: Within 6" of the centre.
CLEAR ROAD 2. Attacker: Within 3" of the trailing edge.
No terrain can be placed on the road.
ENDING THE BATTLE
HIGH VALUE CARGO When max 1 gang remains (at the end of a round).
Both gangs are trying to loot what they can from a passing
vehicle before its escorts arrive. The High Value Cargo VICTORY
attempts to shake off both gangs while voxxing in for support. The attacker wins if having 5+ Cargo points. Otherwise the
defender wins.
Use a large vehicle (for example the Ridgehauler) as the
main objective for this battle: REWARDS
● Cannot be targeted by attacks. In addition to standard rewards, defender gains D3x10
● Remains on the centre of the battlefield (cannot be credits per enemy OoA/Wrecked.
moved).
● Treated as solid terrain.
● Fighters within 1" can spend a Basic action (Loot
Cargo) and pass an Intelligence test to gain 1 Cargo
point.

ESCORT INCOMING
Starting on the 3rd round (and each subsequent round), roll a
D6 + Round number. If the result is 9+, this is the last round
of the battle (before the escort arrives and the gangs scatter).

345
★ NECROMUNDA ★

3D, APOCRYPHA 1: LOST CHARTER 1

SCENARIO 109: TECH RAID


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise roll-off). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario. If the attacker wins in this way, all
BATTLEFIELD remaining Loot are considered opened:
Standard. No normal Loot caskets in this scenario. ● No XP is awarded
● Roll for each to determine if they contain the
archeotech (as normal).
CREWS
● Attacker: Custom (7).
● Defender: Random (D3+2) + Reinforcements.
ENDING THE BATTLE
The battle ends if only 1 gang remains (end of a round).
DEPLOYMENT
Standard. Then take turns deploying 6 Loot within 3" of the
VICTORY
middle line (between both deployment zones). The attacker wins if gaining 3 points.
Otherwise the defender wins.
TACTICS CARDS
Standard: Draw 3 tactics (random), then discard 1.
REWARDS
● Underdog: Draw 1 extra (before discarding 1). CREDITS
● Winner: 2D6x10.
● Loser: D6x10.
REINFORCEMENTS
● Defender: D3 each End phase (starting on round 2). EXPERIENCE
Scenario specific rewards:
HOME TURF ADVANTAGE ● +1 for taking part.
Defender: ● +1 to an attacker for gaining a point.
● Bottle tests: Roll 2D6 and discard the highest. Standard rewards:
● Rally tests: +1. ● +1 for taking an enemy Out of Action.
● Hangers-on: Included in the crew on a 4+ ● +1 for taking an enemy Leader or Champion Out of
(roll individually). Action.
● +1 for killing an enemy (during the battle).
HUNT FOR ARCHEOTECH ● +1 for Rallying.
The attacker is trying to recover lost pieces of archeotech that
REPUTATION
are rumoured to be held by the defender.
● +D3 (win).
● -1 (bottle out).
Only attackers can open Loot:
● Opened as a normal Loot casket.
● Do not roll the normal content roll.
● Roll a 3+ to gain 1 point (find a piece of archeotech).
Apply a -1 modifier if it was opened with the Smash
Open (Basic) action.

ALTERNATIVE VARIANT
Part 1 of the Lost Charter.

A gang of Squats raid an Outcast hideout looking for an


ancient relic. Dalin Larsekson wresting the ancestral shard
from Heretics Hole:
● Defender: Outcast gang led by a Wyrd Leader
(representing Ursan Graves), also include an
Awakened Ogryn (Thinker).
● Attacker: Squat gang including an Exo-Driller.

RESISTANT TO THE WYRD


Squats (attacker) can attempt to Disrupt enemy Wyrd Powers
(as if being a psyker) when a defender targets an enemy with
a Wyrd Power.

346
★ NECROMUNDA ★

3D

SCENARIO 110: FALL OF BADZONES OUTPOST


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise roll-off). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Sector Mechanicus: The defender sets up all terrain. The ENDING THE BATTLE
battlefield is intended to be an underhive settlement with The battle ends after 5 rounds.
dense terrain.
VICTORY
CREWS The defender wins if at least 3 fighters escaped and no more
● Random (D3+4). than 1 attacker within 3" of the defender's edge. Otherwise
the attacker wins.
DEPLOYMENT
1. Defender: REWARDS
○ Choose one edge as the defending edge, CREDITS
the opposite side is the attacking edge. ● Winner: D6x10.
○ Deploy the crew outside 6" of the enemy ● Loser: D3x5.
edge.
2. Attacker: Deploy the crew within 3" of the attacking EXPERIENCE
edge. Scenario specific rewards:
● +1 for taking part.
TACTICS CARDS ● +1 to each escaped defender.
Standard: Draw 3 tactics (random), then discard 1. ● +D3 to the attacking Leader for winning (regardless
● Underdog: Draw 1 extra (before discarding 1). of whether they took part in the battle or not).
Standard rewards:
● +1 for taking an enemy Out of Action.
HOME TURF ADVANTAGE ● +1 for taking an enemy Leader or Champion Out of
Defender: Action.
● Bottle tests: Roll 2D6 and discard the highest. ● +1 for killing an enemy (during the battle).
● Rally tests: +1. ● +1 for Rallying.
● Hangers-on: Included in the crew on a 4+
(roll individually). REPUTATION
● +D3 (win).
ESCAPE THE SETTLEMENT ● -1 (bottle out).
An underhive stronghold is overrun by enemies and the
retreating gang must buy enough time for everyone to get out.

After round 1, defenders within 1" of the defender's edge can


escape in any End phase (removed from the battlefield).

ALTERNATIVE VARIANT
Fall of Sump City: Escher with allies fight to defend Sump City
against Chaos cultists, corrupted gangs and beasts of the
underhive. Eventually they are forced to escape onto waiting
boats and set off charges in the city's foundations to sink it.

● Defender should be Escher.


● Attacker should be a mix of Chaos, Corpse Grinder
Cult and Exotic Beasts (doesn't need owners and
can operate individually).
● Endless Hordes: In each End phase, attacking
Gangers, Juves and pets that are OoA can return to
the battlefield B2B with the attacker's edge.

347
★ NECROMUNDA ★

3D

SCENARIO 111: GUNK WAR


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise roll-off). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Standard with the following exception: Place a large Gunk ENDING THE BATTLE
Tank in the centre of the battlefield. The battle ends at the end of a round if any of the following
are true:
CREWS ● After 5 rounds.
● Attacker: Custom (6). ● The Gunk Tank explodes.
● Defender: Random (6). ● Only one gang remains.

DEPLOYMENT VICTORY
1. Defender: Within 6" of the Gunk Tank. The defender wins if the Gunk Tank has not exploded and at
2. Attacker: Anywhere at least 6" from the defender's least 1 defender is left on the battlefield. Otherwise the
deployment zone. attacker wins.

TACTICS CARDS REWARDS


Standard: Draw 3 tactics (random), then discard 1. CREDITS
● Underdog: Draw 1 extra (before discarding 1). ● Winner: 2D6x10.
● Loser: D3x10.
HOME TURF ADVANTAGE EXPERIENCE
Defender: Scenario specific rewards:
● Bottle tests: Roll 2D6 and discard the highest. ● +1 for taking part.
● Rally tests: +1. ● +1 to attackers for wounding the Gunk Tank at least
● Hangers-on: Included in the crew on a 4+ once.
(roll individually). ● +D3 to the defending Leader for winning (regardless
of whether they took part in the battle or not).
RING OF FIRE Standard rewards:
A Gunk Tank must be defended while being drained, before ● +1 for taking an enemy Out of Action.
the attackers can destroy it. ● +1 for taking an enemy Leader or Champion Out of
Action.
The defender's deployment zone is a circle with an outer ring ● +1 for killing an enemy (during the battle).
6" from the Gunk Tank. The circumference of this circle (outer ● +1 for Rallying.
edge) is filled with gunk and has been set alight:
● -1 to hit for ranged attacks that draws LoS through it. REPUTATION
● Fighters are Revealed while within 3". ● +D3 (win).
● Fighters moving across suffer a S2 hit with Blaze ● -1 (bottle out).
(does not cause Pinning) after finishing the move.

BOTTOM OF THE BARREL


A Gunk Tank must be defended while being drained, before
the attackers can destroy it.

The Gunk Tank can only be damaged by melee attacks:


● T6, 3W and 4+ save.

If reduced to 0 wounds it explodes! Fighters within 3" suffer


the following hit: ALTERNATIVE VARIANT
● S5, AP-1, D2 with Blaze. Defence of Two Tunnels: Corpse Grinder Cults invade the
settlement, attempting to consume all within it. The Gunk
Queen and her brother desperately defend the industrial
gunkworks by flooding the surrounding streets with gunk and
setting it alight!
● Defender should be Outcast with Gaen Gorvos as
the leader and Wunder Gorvos as a Champion.
● Attacker should be Corpse Grinder Cult.

348
★ NECROMUNDA ★

ASH WASTES

SCENARIO 112: THEY COME FROM BELOW!


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise roll-off). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Standard (Ash Wastes) with the following exception: ENDING THE BATTLE
Place a Blast (5") in the centre of the battlefield to act as a pit The battle ends when max 1 gang remains (end of round).
which waves of attackers pour out of.
VICTORY
CREWS The last remaining gang is the winner. Otherwise it is a draw.
● Attacker: 3 waves of Random (D3+1).
● Defender: Random (6). REWARDS
CREDITS
If the attacker has insufficient models to fill each wave, ensure ● Winner: 2D6x10.
the first waves are filled first. ● Loser: D6x5.
● Draw: D6x10.
DEPLOYMENT
1. Defender: Anywhere at least 9" from the pit. EXPERIENCE
2. Attacker: The first wave B2B with the pit. Scenario specific rewards:
● +1 for taking part.
TACTICS CARDS ● +D3 to the winning Leader (regardless of whether
Standard: Draw 3 tactics (random), then discard 1. they took part in the battle or not).
● Underdog: Draw 1 extra (before discarding 1). Standard rewards:
● +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 (win).
● -1 (bottle out).
FROM THE PIT
Wave after wave of attackers swarm up from the depths while
the defenders fight them back.

New waves arrive in the End phase of the following rounds:


● 2nd wave: Round 3.
● 3rd wave: Round 6.

The next wave can also arrive in an earlier End phase if the
current attacking wave has no models left on the battlefield.

All models in a wave are deployed B2B with the pit as normal.

ALTERNATIVE VARIANT
Defence of Dust Falls: A tide of Chaos worshippers and
corrupted gangs attack from the Abyss. An alliance of
criminals, guilders and gangs must hold the Abyss without
turning on each other.
● Defender should include a recidivist & guild alliance.
● Attacker should be 3 gangs (1 per wave) roughly the
same rating as the defender.
● Strange Bedfellows: When a delegation alliance
fighter makes a ranged attack, if any fighter from the
other alliance is within 9", pass a Ld test or the target
must be from the other delegation alliance.

349
★ NECROMUNDA ★

ASH WASTES

SCENARIO 113: OUT OF THE STORM


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise roll-off). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Standard (Ash Wastes) with the following exception: Defender ENDING THE BATTLE
chooses a battlefield edge as its own and deploys walls and The battle ends when max 1 gang remains (end of round).
defences across the centre of the battlefield.
VICTORY
The area between the defender's edge and the defences is The last remaining gang is the winner. Otherwise it is a draw.
intended to represent the outskirts of a settlement and the
rest of the battlefield should be the ash wastes.
REWARDS
CREDITS
CREWS ● Winner: 2D6x10.
● Custom (7). ● Loser: D6x5.
● Draw: D6x10.
DEPLOYMENT
1. Defender: Anywhere in the defender's half of the EXPERIENCE
battlefield (closer to the defender's edge). Scenario specific rewards:
2. Attacker: Anywhere in the opposite half of the ● +1 for taking part.
battlefield, at least 6" from the defender's half. ● +1 for taking an enemy Leader or Champion Out of
Action.
TACTICS CARDS Standard rewards:
Standard: Draw 3 tactics (random), then discard 1. ● +1 for taking an enemy Out of Action.
● 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).
HOME TURF ADVANTAGE ● +1 for Rallying.
Defender:
● Bottle tests: Roll 2D6 and discard the highest. REPUTATION
● Rally tests: +1. ● +D3 (win).
● Hangers-on: Included in the crew on a 4+ ● -1 (bottle out).
(roll individually).

THE COMING STORM


A gang attacks under the cover of an approaching dust storm.

The storm front is the edge opposite to the defender's edge.


This edge moves 6" towards the defender's edge at the start
of each round.

Fighters caught in the storm front are lost and must attempt to
find the way out:
● Removed, but keep any Ready status (otherwise
become Ready at the start of any round as normal).
● When activating, make an Intelligence check:
○ Pass: Deployed B2B with the storm front,
then activate as normal.
○ Fail: Try again next round.
ALTERNATIVE VARIANT
BATTLE OF ATTRITION Assault On Cinderak City:
Gain points in the following ways: ● Defender should be a mix of gangs including Escher
● Enemy taken OoA: 1. Cutters and Goliath Maulers.
● Enemy Leader/Champion taken OoA: 1. ● Attacker should be Ash Waste Nomads of equivalent
● Enemy vehicle Wrecked: 2. rating.
● Devils in the Dust: Attackers automatically pass the
Intelligence check to find the way out of the storm.

350
★ NECROMUNDA ★

2D

SCENARIO 114: ASSASSINS IN THE SPIRE


ATTACKER & DEFENDER ASSASSINATE
The gang that chose the scenario is the attacker If B2B with the target (even if Engaged with other fighters),
(otherwise roll-off). spend a Double action to kill the target and complete the
mission.
BATTLEFIELD
Zone Mortalis: A maze of corridors and doors. Place a neutral
HOME TURF ADVANTAGE
fighter (the assassination target) in the centre of a large room. Defender:
● Bottle tests: Roll 2D6 and discard the highest.
The defender decides which doors start locked/unlocked. ● Rally tests: +1.
● Hangers-on: Included in the crew on a 4+
(roll individually).
CREWS
● Attacker: Custom (1). This is the assassin.
● Defender: Custom (D3+2 Sentries) + Reinforcements.
REINFORCEMENTS
● Defender: 2 each End phase
NOTE: Use some common sense when selecting the (starting on the round the alarm is raised).
assassin. Some special rules break this scenario like
Falsehood, Devout Masses etc. FLEEING THE BATTLEFIELD
If a gang has no remaining fighters and bottled out voluntarily
DEPLOYMENT or at least 1 fighter fled voluntarily, the opponent automatically
1. Defender: Half the crew (round up) in the room with wins the scenario.
the assassination target.
2. Attacker (the assassin): B2B with any edge and at ENDING THE BATTLE
least 6" from any other fighter. The battle ends when the assassin is OoA or the target is
assassinated.
TACTICS CARDS
Defender: Draw 2 tactics (random), then discard 1. VICTORY
The attacker wins if the target is assassinated.
THE TARGET Otherwise the defender wins.
Cannot be activated, become Ready, suffer Lasting Injury or
be captured. REWARDS
CREDITS
THE ASSASSIN ● Attacker (win): 3D6x10.
A tooled up assassin filled with stimms tries to take advantage ● Loser: D6x10.
of the confusion of the Great Darkness to eliminate a high
ranking rival. EXPERIENCE
Scenario specific rewards:
At the start of each round, the assassin gets a number of ● +1 for taking part.
Ready markers equal to the number of enemy fighters ● +D3 for taking the assassin OoA.
remaining on the battlefield (can activate multiple times, Standard rewards:
losing one Ready marker after each activation). ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Ignore the following: Action.
● Flash, Gas, Toxin, ● +1 for killing an enemy (during the battle).
● Pinned. ● +1 for Rallying.
● Coup the Grace.
● Bottle tests. REPUTATION
● Defender (win): +D3+1.
Can be affected by Blaze, but only suffer damage after the
first activation with Blaze each round.

When damaged:
● Treat any Out of Action result on the Injury dice as
ALTERNATIVE VARIANT
Strike at Lord Helmawr: A murder-cyborg infiltrates the spire
Seriously Injured instead.
in order to take out Lord Helmawr.
● If Seriously Injured, do not make a normal recovery
● Defender should be Enforcers with Gangers as
test. Instead, roll equal to or below the Toughness to
sentries, the rest of the gang are reinforcements.
automatically recover (suffering a Flesh Wound as
● Attacker should be any leader with 100 credits worth
normal).
of Wargear and close combat weapons.
When Toughness is reduced to 0:
● Cannot recover.
● Can still make Crawl (Double) action.
● Can be removed with Coup de Grace.

351
★ NECROMUNDA ★

2D / 3D

SCENARIO 115: PARLEY SHOWDOWN


BATTLEFIELD ENDING THE BATTLE
Standard (Zone Mortalis / Sector Mechanicus). The battle ends if any of the following are true
There should be a clear area with about 6" diameter in the (end of round):
centre of the battlefield. ● Max 1 Leader remains.
● Max 1 gang remains.
CREWS
● Custom (4) + Reinforcements. VICTORY
The gang with the only remaining Leader is the winner.
Each starting crew must include the Leader. If a Leader isn't Otherwise it is a draw.
available, use a Champion instead (considered the Leader for
the purpose of this scenario). REWARDS
CREDITS
DEPLOYMENT ● Win: 2D6x10.
Take turns deploying fighters, starting with the gang with the ● Lose: D3x10.
highest rating: ● Draw: D6x10.
● Within 12" of the centre. ● Bonus: D6x10 if a Leader took
● At least 9" from enemies. an enemy Leader OoA.

● Custom (2). EXPERIENCE


● Underdog (Gang Rating): +1 random per 100 credits. Scenario specific rewards:
● +1 for taking part.
REINFORCEMENTS ● +D3 to a non-Leader for taking an enemy Leader
2 models (per gang) each End phase (starting on round 2). OoA.
Randomize the battlefield edge. ● +3 to a Leader for taking another Leader OoA.
Standard rewards:
● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +D3 (win).
● -1 (bottle out).

I COME TO BURY THE QUEEN, NOT PRAISE HER


Both gangs turned up to parley, and so brought no guns with them.

All fighters in all starting crews can only use Melee weapons.

ALTERNATIVE VARIANT
War of Crones: Cyniss' attack on Adina.
● One gang should be Lady Credo, Athera & Stix and
5 Escher Leaders (court).
● The other gang should be Cyniss, 2 Escher
Champions (Specialist) and 3 Escher Champions.
● Reinforcements are not used.

352
★ NECROMUNDA ★

2D / 3D

SCENARIO 116: HOUSE OF PAIN


BATTLEFIELD ENDING THE BATTLE
Standard (Zone Mortalis / Sector Mechanicus). The battle ends when max 1 Challenger remains (end of
Size: 12" x 12" (a small confined area). round).

CREWS VICTORY
● Custom (5). The gang with the only remaining Challenger is the winner.
Otherwise it is a draw.
Each gang must nominate a fighter as a Challenger.
REWARDS
DEPLOYMENT CREDITS
Take turns deploying fighters, starting with the gang with the ● Win: 2D6x10.
highest rating: ● Lose: D6x5.
● Challenger: Within 2" of the centre. ● Draw: D6x10.
● Other fighters: Anywhere at least 6" from enemies.
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 the winning Challenger.
Standard rewards:
● +1 for taking an enemy Out of Action.
DUELLING GODS ● +1 for taking an enemy Leader or Champion Out of
Two gang leaders fight to the death to assert personal Action.
dominance. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
Challengers have the following rules:
● Cannot be targeted by or affected by abilities or REPUTATION
weapons of anything else than other Challengers. ● +D3 (win).
● Cannot move more than 6" away from the enemy ● -1 (bottle out).
(during activation).
● Ignore all Injury results other than OoA results.
● Cannot flee the battlefield - only way out is death!

MAELSTROM OF BATTLE
Non-Challenger fighters that end an activation within 2" of any
Challenger (friend or foe!) suffer an Injury roll.

ALTERNATIVE VARIANT
Fist of the Over-Tyrant: Djangar and Varran fight for control of
the House of Chains.
● One gang should be Goliath with Djangar as
Challenger.
● The other gang should be Goliath with the Leader
having equivalent levels of equipment as Djangar.
● After each round, Challengers heal all wounds.
● Challengers can only attack other Challengers with
close combat attacks.

353
★ NECROMUNDA ★

ASH WASTES - ROLLING ROADS - SECTOR MECHANICUS

SCENARIO 117: BATTLE OF RIFTWAYS


ATTACKER & DEFENDER THE ASH GATE
The gang that chose the scenario is the attacker Attackers can target the ash gate as any other model:
(otherwise roll-off). ● T8, 6W, 3+ save.
● Cannot benefit from cover.
BATTLEFIELD ● Destroyed when reduced to 0 Wounds.
Standard (Ash Wastes & Rolling Roads). Mark out 3
Roadways connecting the Leading and Trailing Edges SENTRY GUNS
together. These roads can merge and split from each other. Apply the following in the End phase of round 5 and each
Barricades and debris should be scattered on the roads. subsequent End phase:
● The closest attacking vehicle within 12" of the ash
CREWS gate suffers the following hit on a 4+:
● Attacker: Custom (10). ○ S6, AP-2, D2.
● Defender: Random (D3+1) + Reinforcements.
ENDING THE BATTLE
DEPLOYMENT The battle ends if any of the following is true:
1. Defender: Anywhere. ● The ash gate is destroyed.
2. Attacker: Within 3" of the Trailing Edge. ● Only the defender remains (end of round).

TACTICS CARDS VICTORY


Standard: Draw 3 tactics (random), then discard 1. The attacker wins if the ash gate is destroyed. Otherwise the
● Underdog: Draw 1 extra (before discarding 1). defender wins.

REINFORCEMENTS REWARDS
Defender: CREDITS
● Round 1-3: D3. ● Winner: 3D6x10.
● Round 4: All remaining models. ● Loser: D6x10.
● Within 8" of the Leading Edge and at least 3" from
enemies (deployed by the controlling gang). EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
RIFTWAYS (BATTLEFIELD SURFACE) ● +D3 for destroying the ash gate.
This scenario only uses the following custom Battlefield Standard rewards:
Surface: ● +1 for taking an enemy Out of Action.
● Models moving off a road is immediately OoA. ● +1 for taking an enemy Leader or Champion Out of
Action.
JOURNEY TO THE ASH GATE ● +1 for killing an enemy (during the battle).
A gang races across a series of narrow bridges to breach an ● +1 for Rallying.
ash gate.
REPUTATION
The battle starts with Rolling Roads and later turns into ● +D3 (win).
regular Ash Wastes: ● -1 (bottle out).
● Round 1-4: Ash Wastes & Rolling Roads.
● Round 5+: Sector Mechanicus.

ROLLING ROADS
Apply the following:

Round 1-3:
● Roadways: The 3 roadways must continue (cannot ALTERNATIVE VARIANT
suddenly stop). Goliath Assault on Gate 17:
● Terrain: Only use barricades along the roadways. ● Attacker should be Goliath with mostly Maulers.
● Defender should be a mix of Escher & Orlock with
Round 4: mostly Cutters & Wreckers.
● Platform: All revealed battlefield is considered to be
a road surface (effectively a relatively safe 8"
platform at the end of the battlefield).
● Ash Gate: A large structure (for example Gang
Stronghold) should be set up in the centre of the
Leading Edge (this is in addition to the normal
amount of terrain added this round).

Fighters that are left behind rejoin as follows:


● Attacker: From the Trailing Edge (as normal).
● Defender: From the Leading Edge.

354
★ NECROMUNDA ★

ASH WASTES

SCENARIO 118: STREET FIGHT


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard (Ash Wastes). Should include narrow streets and If a gang has no remaining fighters and bottled out voluntarily
many structures. or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
CREWS
● Custom (6). ENDING THE BATTLE
The battle ends when max 1 gang remains (end of round).
DEPLOYMENT
Standard. VICTORY
The last remaining gang 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
● Winner: 3D6x10.
RAMSHACKLE BUILDINGS ● Draw: 2D6x10.
An intense firefight within the cramped confines of a ● Loser: D6x10.
settlement. The structures have seen better days.
EXPERIENCE
All structures are considered Flimsy. When a Flimsy structure Scenario specific rewards:
is destroyed by a vehicle collision, fighters on a structure ● +1 for taking part.
within 3" of the destroyed structure must pass an Initiative ● +D3 to the winning Leader (even if not taking part in
check or become Pinned. the battle).
Standard rewards:
● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +D3 (win).
● -1 (bottle out).

ALTERNATIVE VARIANT
Streets of Cinderak City: House Goliath moves in to take
Cinderak City from House Escher.
● One gang should be Goliath including Maulers,
vehicles and transported fighters.
● The other gang should be Escher with Cutters but
limited amount of vehicles.

355
★ NECROMUNDA ★

3D

SCENARIO 119: BAR DEFENCE


ATTACKER & DEFENDER ENDING THE BATTLE
The gang that chose the scenario is the attacker The battle ends if any of the following is true:
(otherwise roll-off). ● Only one gang remains.
● The vat of Wild Snake is destroyed.
BATTLEFIELD
Standard (Sector Mechanicus): 2'x2'. The centre should have VICTORY
some cover representing the bar with a large vat of Wild The attacker wins if the vat of Wild Snake is destroyed or no
Snake next to it. defenders remain. Otherwise the defender wins.

CREWS REWARDS
● Attacker: Random (D3+3) + Reinforcements. CREDITS
● Defender: Custom (4). ● Winner: 2D6x10.
● Loser: D6x5.
DEPLOYMENT
1. Defender: Within 6" of the vat of Wild Snake. EXPERIENCE
2. Attacker: Within 3" of any battlefield edge. Scenario specific rewards:
● +1 for taking part.
● +1 for destroying the vat of Wild Snake.
TACTICS CARDS Standard rewards:
Standard: Draw 3 tactics (random), then discard 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 (not relevant in this scenario).
● Hangers-on: Included in the crew on a 4+ REPUTATION
(roll individually). ● +D3 (win).
● -1 (bottle out).
DRUNKEN HEROES
A small group of fighters attempt to defend a beloved drinking
hole from attackers. The vat of Wild Snake must be protected
at all costs! Luckily the defenders are drunk on Wild Snake
making them shrug off damage.

Defenders gain the following:


● When wounded, roll 5+ to not lose the wound.
● Cannot be Pinned.
● Automatically pass Cool checks.

SAVE THE WILD SNAKE


Attackers can destroy the vat of Wild Snake by making a
successful melee attack against it.

REINFORCEMENTS
Attacker: 2 models each End phase (starting on round 2).

ALTERNATIVE VARIANT
Shootout at the Lucky Six: Merdena Sisters defence.
● Defender consists of Margo Merdena and 3 Orlock
Leaders representing Mindi, Vivian and Vespa
Merdena.
● Defenders ignore wounds on 3+ (instead of 5+).
● Attacker should be a Goliath gang.

356
★ NECROMUNDA ★

2D / 3D, APOCRYPHA 2: SUMP CITY SINKING

SCENARIO 120: STAR CHAMBER ATTACK


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise roll-off). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Standard (Zone Mortalis / Sector Mechanicus). ENDING THE BATTLE
The battle ends after round 6.
CREWS
● Attacker: Random (D3+2) + Reinforcements. VICTORY
● Defender: Custom (8). The attacker wins if at least 2 attackers are within 6" of the
centre at the end of the battle. Otherwise the defender wins.
DEPLOYMENT
1. Defender: Within 9" of the centre of the battlefield. REWARDS
2. Attacker: Within 3" of any battlefield edge. CREDITS
● Winner: 2D6x10.
TACTICS CARDS ● Loser: D6x10.
Standard: Draw 3 tactics (random), then discard 1.
● Underdog: Draw 1 extra (before discarding 1). EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
HOME TURF ADVANTAGE ● +D3 for taking an enemy Leader OoA.
Defender: Standard rewards:
● Bottle tests: Roll 2D6 and discard the highest. ● +1 for taking an enemy Out of Action.
● Rally tests: +1 (not relevant in this scenario). ● +1 for taking an enemy Leader or Champion Out of
● Hangers-on: Included in the crew on a 4+ Action.
(roll individually). ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
REINFORCEMENTS
2 models each End phase (starting on round 2). REPUTATION
● +D3 (win).
● -1 (bottle out).

ALTERNATIVE VARIANT
Sump City Sinking:
● Defender should be Delaque and include at least
one Spyker (v2).
● Attacker should be Corpse Grinder Cult..

357
★ NECROMUNDA ★

2D / 3D, APOCRYPHA 3: TWINS OF TWO TUNNELS

SCENARIO 121: TWO TUNNELS SHOWDOWN


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise roll-off). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Standard (Zone Mortalis / Sector Mechanicus). ENDING THE BATTLE
Place a Gunk Tank (ca 3" diameter) in the centre of the The battle ends if any of the following is true
battlefield. (at the end of any round) :
● Only one gang remains.
CREWS ● The Gunk Tank is destroyed.
● Custom (7).
VICTORY
DEPLOYMENT The attacker wins if the Gunk Tank is destroyed.
1. Defender: Within 6" of the Gunk Tank. Otherwise the defender wins.
2. Attacker: Within 3" of any battlefield edge.
REWARDS
TACTICS CARDS CREDITS
Standard: Draw 3 tactics (random), then discard 1. ● Winner: 2D6x10.
● Underdog: Draw 1 extra (before discarding 1). ● Loser: D6x10.

EXPERIENCE
HOME TURF ADVANTAGE Scenario specific rewards:
Defender: ● +1 for taking part.
● Bottle tests: Roll 2D6 and discard the highest. ● +1 to attackers for placing a Toppled token on the
● Rally tests: +1 (not relevant in this scenario). Gunk Tank (1XP per token placed).
● Hangers-on: Included in the crew on a 4+ Standard rewards:
(roll individually). ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
GORVOS GUNK TANK Action.
"Waiting for the Hammer to fall? This is the Gunk Queen's ● +1 for killing an enemy (during the battle).
territory and he can't touch it!" Attackers attempt to topple the ● +1 for Rallying.
Gunk Tank to deprive the defender of gunk.
REPUTATION
Attackers can spend a Double action (Topple Tank) if all of the ● +D3 (win).
following are true: ● -1 (bottle out).
● Active.
● Within 1".
● There are less than 4 tokens on the Gunk Tank.

Pass the following test to place a Topped token on


the Gunk Tank:
● D6 + S > 7

Once the Gunk Tank has 4 tokens, it falls! All fighters within 3"
suffer a S4 hit and become Pinned.

ALTERNATIVE VARIANT
Twins of Two Tunnels: Axon Hammer attempts to destroy the
Gunk Tank at the heart of Two Tunnels.
● Defender should be Outcast led by Gaen & Vunder
Gorvos and including an Agitator.
● Attacker should be Goliath including a Propagandist
and Axon Hammer using the following
Gene-Smithing options:
○ Thermal Resistance.
○ Enhanged Stamina.
○ Unique Organ Transplant.

358
★ NECROMUNDA ★

UNDERDOG - 3D / ASH WASTES

SCENARIO 122: LAST STAND (V2)


ATTACKER & DEFENDER ENDING THE BATTLE
The Underdog is the defender (otherwise roll-off). The battle ends when max 1 gang remains (end of round).

BATTLEFIELD VICTORY
Standard (Sector Mechanicus / Ash Wastes). The last remaining gang is the winner. Otherwise it is a draw.

CREWS REWARDS
Custom. CREDITS
● Win: D6x10.
DEPLOYMENT ● Lose: D3x5.
1. Defender: Within 6" of the centre.
2. Attacker: At least 18" of the centre. EXPERIENCE
Scenario specific rewards:
● +1 for taking part.
TACTICS CARDS ● Each defender taken OoA are rewarded the
Standard: Draw 3 tactics (random), then discard 1. following depending on round:
● Underdog: Draw 1 extra (before discarding 1). ○ Round 1-3: +D3.
○ Round 4+: +D6.
TO THE BITTER END! Standard rewards:
A desperate gang declares that they will take on all comers - ● +1 for taking an enemy Out of Action.
to the death! ● +1 for taking an enemy Leader or Champion Out of
Action.
Defender: ● +1 for killing an enemy (during the battle).
● Cannot bottle out (for any reason). ● +1 for Rallying.
● Defenders taken OoA within 6" of the centre suffer
limited drawbacks from going Into Recovery. A REPUTATION
defender is still ready to fight in the next battle, but ● +D3 to the defender for winning.
cannot perform post-battle actions (as normal). ● +1 to the attacker for winning.

UNDERDOG
This scenario is designed for an underdog gang to have a
high-risk/high-reward opportunity against a considerably
stronger enemy:
● At least 400 less Gang Rating than the enemy.
● Can be chosen if the underdog gets to choose the
scenario.

359
★ NECROMUNDA ★

UNDERDOG - 3D

SCENARIO 123: EXPERIMENTAL TESTING


ATTACKER & DEFENDER ENDING THE BATTLE
The Underdog is the attacker (otherwise roll-off). The battle ends when max 1 gang remains (end of round).

BATTLEFIELD VICTORY
Standard (Sector Mechanicus). The last remaining gang is the winner. Otherwise it is a draw.

CREWS REWARDS
Custom. CREDITS
● Win: D6x10.
DEPLOYMENT ● Lose or draw: D6x5.
Standard.
EXPERIENCE
Scenario specific rewards:
TACTICS CARDS ● +1 for taking part.
Standard: Draw 3 tactics (random), then discard 1. ● +1 to attackers per dose of experimental stimm
● Underdog: Draw 1 extra (before discarding 1). taken.
Standard rewards:
EXPERIMENTAL STIMMS ● +1 for taking an enemy Out of Action.
A gang has agreed to help a Rogue Doc in testing some ● +1 for taking an enemy Leader or Champion Out of
experimental stimms in an effort to gain a temporary edge Action.
over their more powerful adversaries this battle. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
Attackers can roll a D6 at the start of each activation:
1. Bad Reaction: Suffer a Flesh Wound. Cannot REPUTATION
perform any actions this activation. ● +D3 (win).
2-4 That's Not Quite Right…: Suffer a Flesh Wound ● -1 (bottle out).
and gain +1 S and M until the fighter's next
activation.
5-6 That's the Good Stuff: +1 action this activation.

UNDERDOG
This scenario is designed for an underdog gang to have a
high-risk/high-reward opportunity against a considerably
stronger enemy:
● At least 400 less Gang Rating than the enemy.
● Can be chosen if the underdog gets to choose the
scenario.

360
★ NECROMUNDA ★

UNDERDOG - ASH WASTES (ROLLING ROADS)

SCENARIO 124: CARGO RUN (V2)


ATTACKER & DEFENDER ENDING THE BATTLE
The Underdog is the attacker (otherwise roll-off). The battle ends if any of the following is true:
● Only one gang remains.
BATTLEFIELD ● After round 6.
Standard (Ash Wastes & Rolling Roads).
VICTORY
CREWS The defender wins if 2+ Cargo Crates are on the battlefield
Custom. and held by friendly models. Otherwise the attacker wins.

DEPLOYMENT REWARDS
1. Attacker: At least 18" from the Trailing Edge. CREDITS
2. Defender: Within 6" of the Trailing Edge. Place 3 ● Attacker: D6x5 per destroyed Cargo Crate.
Loot caskets (Cargo Crates) anywhere (can be ● Defender: D6x10 per Cargo Crate on the
placed on friendly vehicles). battlefield.

EXPERIENCE
TACTICS CARDS Scenario specific rewards:
Standard: Draw 3 tactics (random), then discard 1. ● +1 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● +1 to attackers per Wound inflicted on enemy
vehicles.
CARGO DELIVERY ● +D3 to attackers per Cargo Crate destroyed.
The Underdog tries to destroy a valuable shipment before the Standard rewards:
other gang can escort it to its destination. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
The Cargo Crates are destroyed in the following situations: Action.
● When an attacker opens it (don't determine the ● +1 for killing an enemy (during the battle).
content the normal way for loot caskets). ● +1 for Rallying.
● Leaving the battlefield.
REPUTATION
● +D3 (win).
● -1 (bottle out).

UNDERDOG
This scenario is designed for an underdog gang to have a
high-risk/high-reward opportunity against a considerably
stronger enemy:
● At least 400 less Gang Rating than the enemy.
● Can be chosen if the underdog gets to choose the
scenario.

361
★ NECROMUNDA ★

3D, APOCRYPHA 4: QUEEN OF ASH TOWN

SCENARIO 125: DEFEND THE HOUSE


ATTACKER & DEFENDER ENDING THE BATTLE
The gang that chose the scenario is the attacker The battle ends if max 1 gang remains (end of a round).
(otherwise roll-off).
VICTORY
BATTLEFIELD The last remaining gang is the winner. Otherwise it is a draw.
Standard (Sector Mechanicus).
REWARDS
CREWS CREDITS
● Attacker: Random (D3+4) + Reinforcements. ● Win/Draw: 2D6x10.
● Defender: Custom (D3+4). ● Lose: D6x10.

DEPLOYMENT EXPERIENCE
Standard. Scenario specific rewards:
● +1 for taking part.
Standard rewards:
TACTICS CARDS ● +1 for taking an enemy Out of Action.
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).
REINFORCEMENTS ● +1 for Rallying.
Attacker: D3 fighters each End phase.
REPUTATION
HOME TURF ADVANTAGE ● +D3 (win).
● -1 (bottle out).
Defender:
● Bottle tests: Roll 2D6 and discard the highest.
● Rally tests: +1.
● Hangers-on: Included in the crew on a 4+
(roll individually).

CLOUD OF INCENSE
The air is fulled with incense and strange chems.

Visibility (9").

ALTERNATIVE VARIANT
Athera and the Ash Wyld's defence of the House of Gilded
Grace against Goliath:
● Defender: Escher gang led by a Athera (with
Predator's Kiss) accompanied by an Apprentice Clan
Chymist and a large number of Wyld Runners (with
Blood Boil or Skin Fire).
● Attacker: Goliath.

362
★ NECROMUNDA ★

3D, APOCRYPHA 5: DAEMONS OF MERIDIAN

SCENARIO 126: CUT OFF THE HEAD


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise roll-off). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Standard (Sector Mechanicus). ENDING THE BATTLE
The battle ends if any of the following is true:
CREWS ● Only one gang remains.
● Attacker: Custom (6). ● The Target is not on the battlefield.
● Defender: Random (D3+5).
VICTORY
The defender designates a fighter as the Target in the The attacker wins if the Target is not on the battlefield.
following priority: Otherwise the defender wins.
1. Leader.
2. Champion. REWARDS
3. Any other fighter. CREDITS
● Win: 2D6x10.
DEPLOYMENT ● Lose: D6x10.
1. Defender: Within 9" of the centre of the battlefield.
2. Attacker: Within 3" of any battlefield edge. EXPERIENCE
Scenario specific rewards:
TACTICS CARDS ● +1 for taking part.
Standard: Draw 3 tactics (random), then discard 1. ● +D3 for taking the Target OoA.
● Underdog: Draw 1 extra (before discarding 1). ● +D3 to the Target for winning.
Standard rewards:
● +1 for taking an enemy Out of Action.
HOME TURF ADVANTAGE ● +1 for taking an enemy Leader or Champion Out of
Defender: Action.
● Bottle tests: Roll 2D6 and discard the highest. ● +1 for killing an enemy (during the battle).
● Rally tests: +1. ● +1 for Rallying.
● Hangers-on: Included in the crew on a 4+
(roll individually). REPUTATION
● +D3 (win).
THE TARGET ● -1 (bottle out).
The air is filled with incense and strange chems.

Can spend a Double action (Power Tap) if within 3" of the


centre, apply the following to this fighter:
● Remove all Flesh Wounds.
● +1 action in the next activation.

ALTERNATIVE VARIANT
Gorshiv battles against Czarn in the caves
beneath Cinderak City:
● Attacker: Goliath including Gorshiv Hammerfist.
● Defender: Outcast led by Czarn.
Daemons of Meridian: Czarn can spend a Basic
action to Power Tab (instead of Double).

363
★ NECROMUNDA ★

AW (ROLLING), APOCRYPHA 6: BULLET ROAD

SCENARIO 127: BIG SCORE (V2)


ATTACKER & DEFENDER ENDING THE BATTLE
The gang that chose the scenario is the attacker The battle ends when any of the following are true:
(otherwise roll-off). ● The Score is not on the battlefield at the end of any
round (OoA or otherwise).
BATTLEFIELD ● After round 6.
Standard (Ash Wastes & Rolling Roads: Open Sides).
VICTORY
CREWS Attacker: The Score is not on the battlefield at the end of a
● Custom (8). round (OoA or otherwise).
Defender: Otherwise.
DEPLOYMENT
Defender chooses a friendly vehicle to be the 'Score'.
REWARDS
CREDITS
1. The Score: Centre of the battlefield. ● Win/Draw: 2D6x10.
2. Defender: Within 6" of the centre. ● Lose: D6x10.
3. Attacker: Within 1" of the Trailing Edge.
EXPERIENCE
Scenario specific rewards:
TACTICS CARDS ● +1 for taking part.
Standard: Draw 3 tactics (random), then discard 1. ● +1 to the crew of the Score for surviving.
● Underdog: Draw 1 extra (before discarding 1). ● +D3 for taking the Score OoA.
Standard rewards:
ROLLING ROADS ● +1 for taking an enemy Out of Action.
A gang is attempting to stop a delivery of some valuable ● +1 for taking an enemy Leader or Champion Out of
cargo protected by rivals. Action.
● +1 for killing an enemy (during the battle).
Use open sides: Models moving off the sides are Left Behind ● +1 for Rallying.
(can Rejoin later).
REPUTATION
THE SCORE ● +D3 (win).
● -1 (bottle out).
The defending vehicle chosen to be the Score can
automatically pass any tests for Broken and Fleeing the
Battlefield (unless it is the only defending model remaining).

ALTERNATIVE VARIANT
Multiple gangs attempt to claim the Score:
● Attacker: Up to 3 rivalling gangs. Deployed at least
1" from enemies.
● Only one attacking can win by Wrecking the Score. If
the Score is Wrecked or removed from the battlefield
in any other way the battle is a draw.

364
★ NECROMUNDA ★

2D, APOCRYPHA 7: BLOOD IN THE SPIRE

SCENARIO 128:
NECROMUNDAN DOUBLE-CROSS
ATTACKER & DEFENDER ENDING THE BATTLE
The gang that chose the scenario is the attacker The battle ends when max 1 gang remains.
(otherwise roll-off).
VICTORY
BATTLEFIELD The gang that took the most enemy Leaders OoA wins.
Standard (Zone Mortalis). Size: 2'x2'. Otherwise it is a draw.

CREWS REWARDS
● Custom (2). CREDITS
● Winner: 2D6x10.
Must include the Leader and a Champion EXPERIENCE
(or the most expensive fighter if no Champion is available). Scenario specific rewards:
● +1 for taking part.
DEPLOYMENT ● +1 to surviving Leaders.
1. Defenders: Take turns placing fighters (highest rated ● +D3 for taking an enemy Leader OoA.
fighter starts). Standard rewards:
○ Within 12" of the centre. ● +1 for taking an enemy Out of Action.
○ Outside 3" of other fighters. ● +1 for taking an enemy Leader or Champion Out of
2. Attacker: Action.
○ Anywhere outside 6" from enemies. ● +1 for killing an enemy (during the battle).
● +1 for Rallying.
TACTICS CARDS REPUTATION
Standard: Draw 3 tactics (random), then discard 1. ● +D3 to the winner.
● Underdog: Draw 1 extra (before discarding 1).

RISING TENSION
A group of gang leaders and champions have met on neutral ALTERNATIVE VARIANT
ground, under a banner of truce. Neither side is willing to be
Haera and her siblins hosts a bloody banquet to take control
the first to start shooting. But they are all set up and betrayed
over House Helmawr:
by one of their rivals, which waits until the optimal moment to
● Defenders: Represented by Outcast Leaders &
strike.
Champions, each with a single suit of armour and a
single Melee weapon.
Apply the following:
● Each defending Leader can then pick one of the
● Fighters must pass a Cool check when activating or
following items (each item can only be selected by a
lose 1 action this activation.
single Leader), starting with the lowest gang rating:
● Only Melee weapons can be used to attack.
○ Archeo duelling pistol
○ Barbed flabellum
DOUBLE-CROSS
○ Camoelean elixir
The attacker can permanently stop the effect of Rising
○ Digi-multi lasers
Tension at the start of any round.
○ Draconic scales
○ Haemophagic blade
OLD ENMITIES ○ Mirror aegis
Apply the following if there are 3-6 gangs participating: ○ Psychofamile pheromone
○ Vortex grenade
Each Leader takes turns rolling a D6 to determine an unique ● Attacker: Represented by Lady Haera. Once during
bonus to gain this battle, starting with the Leader of the gang the battle, when Seriously Injured or OoA, place her
with the lowest gang rating. to the side. She returns anywhere outside 3" from
1. Pure Loathing: Randomize an enemy, can re-roll other fighters at the start of the first End phase (with
close combat attacks against that fighter. all Wounds restored).
2. Gnawing Fear: Gain the following when making
Retreat (Basic) actions:
○ Initiative 2+.
○ Enemies cannot make Reaction attacks.
3. Haughty Disdain: Once during the battle, activate
first (regardless of Priority).
4. Healthy Paranoia: Choose a field armour save.
5. Homicidal Urges: Once during the battle, when
activating, move D6" and perform a Coup de Grace
(Simple) action for free.
6. Overdue Payback: Randomize an enemy Leader,
earn D6XP for taking that fighter OoA.

365
★ NECROMUNDA ★

3D

SCENARIO 129:
PACIFICATION OF DUST FALLS
ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise roll-off). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Standard (Sector Mechanicus). The defender sets up 6 Loot ENDING THE BATTLE
caskets anywhere at least 15" from any edge. No other Loot The battle ends when max 1 gang remains (end of round).
caskets are placed in this scenario.
VICTORY
CREWS The gang with the most Victory points wins,
● Custom (D3+4). otherwise it is a draw.

Defender must declare a fighter as the Rabble Rouser in the REWARDS


following priority (depending on availability): CREDITS
1. Leader. ● Attacker: 3D6x10 for taking Rabble Rouser OoA.
2. Champion. ● Defender: D6x10 per secured Loot.
3. Any other fighter.
EXPERIENCE
DEPLOYMENT Scenario specific rewards:
1. Defender: Within 3" of Loot caskets. ● +1 for taking part.
2. Attacker: Within 3" of a single edge. ● +D3 to the attacking Leader for winning (even if not
taking part in the battle).
TACTICS CARDS Standard rewards:
Standard: Draw 3 tactics (random), then discard 1. ● +1 for taking an enemy Out of Action.
● 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).
HOME TURF ADVANTAGE ● +1 for Rallying.
Defender:
● Bottle tests: Roll 2D6 and discard the highest. REPUTATION
● Rally tests: +1. ● +D3 to the winner.
● Hangers-on: Included in the crew on a 4+ ● -1 for bottling out.
(roll individually).

CUT OFF THE HEAD


The attacker is trying to suppress the locals by taking out the
leadership.

The Rabble Rouser automatically passes any Cool test to not


flee the battlefield (can fail voluntarily).

SAVE THE GEAR


The defender is trying to make off with as much of their gear
as possible before they are overrun.
ALTERNATIVE VARIANT
The defender can remove any of the following within 1" of an Helmawr's Enforcers move through the underhive to crush
edge from the battlefield at the start of any End phase: any dissenters to Lady Haera's rule:
● Secure: Loot. ● Attacker: Enforcer including Sanctioner.
● Escape (after securing 3+ Loot): ● Defender: Escher or Orlock.
Defending fighters. Seriously Injured fighters must roll a
3+ (Succumb To Injuries) or suffer a Lasting Injury roll as
normal.

VICTORY POINTS
● Attacker: 3 for taking the Rabble Rouser Out of Action.
● Defender: 1 per secured Loot.

366
★ NECROMUNDA ★

ASH WASTES

SCENARIO 130: PILGRIMAGE ASSAULT


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise roll-off). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Standard (Ash Wastes). ENDING THE BATTLE
The battle ends when max 1 gang remains (end of round).
CREWS
● Attacker: Custom (8). VICTORY
● Defender: Custom (D3+2) + Reinforcements. The attacker wins if at least 3 models have broken through
the defender's lines. Otherwise the defender wins.
DEPLOYMENT
Defender chooses the attacker's edge. The opposite side is REWARDS
the defender's edge. CREDITS
1. Defender: Anywhere. ● Win: 3D6x10.
2. Attacker: Within 3" of the attacker's edge. ● Lose: D3x5.
EXPERIENCE
TACTICS CARDS 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 attacker breaking through.
● +D3 to the defending Leader for winning (even if not
taking part in the battle).
REINFORCEMENTS Standard rewards:
Defender: D3 models each End phase. ● +1 for taking an enemy Out of Action.
● +1 for taking an enemy Leader or Champion Out of
BREAK THROUGH Action.
A small group of defenders are trying to hold back a force ● +1 for killing an enemy (during the battle).
desperate to break through and slaughter a large body of ● +1 for Rallying.
pilgrims.
REPUTATION
Attackers within 1" of the defender's edge can be break ● +D3 to the winner.
through (removed from the battlefield). Seriously Injured ● -1 for bottling out.
fighters must roll a 3+ (Succumb To Injuries) or suffer a
Lasting Injury roll as normal.

ALTERNATIVE VARIANT
Ash Waste Nomads frequently raids the Great Pilgrimage as
it made its way from Hive Primus to Hive Temenos:
● Attacker: Ash Waste Nomads.
● Defender: Cawdor with many Way-Brethren.
Pilgrims of the Word:
Automatically pass Bottle tests.

367
★ NECROMUNDA ★

ASH WASTES

SCENARIO 131: STORM BATTLE


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard (Ash Wastes). If a gang has no remaining fighters and bottled out voluntarily
Apply narrow streets and lots of structures. or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
CREWS
● Custom (6). ENDING THE BATTLE
The battle ends when max 1 gang remains (end of round).
DEPLOYMENT
Standard. VICTORY
The last remaining gang 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
● Win: 2D6x10.
ASH STORM ● Draw: 2D6x10.
The battle takes place during a fierce and violent ash storm, ● Lose: D6x10.
reducing visibility for all.
EXPERIENCE
Apply Great Storm from Season of the Ash (do not generate Scenario specific rewards:
weather conditions). ● +1 for taking part.
● +1 to the Score for surviving.
GREAT STORM ● +D3 to the winning Leader
Pitch Black. Randomize a battlefield edge. When moving (even if not taking part in the battle).
towards that edge, double the movement. Movement away Standard rewards:
from that edge is halved. In each End phase, all models are ● +1 for taking an enemy Out of Action.
moved D6" directly away from the edge (roll separately per ● +1 for taking an enemy Leader or Champion Out of
model). Action.
● +1 for killing an enemy (during the battle).
● +1 for Rallying.

REPUTATION
● +D3 to the winner.
● -1 for bottling out.

ALTERNATIVE VARIANT
Ash Waste Nomads attack the settlement of Halfway under
the cover of a mighty storm:
● Defender: Mixed force from multiple gangs including
Cawdor Way-brethren and led by Ashwood Stranger.
Island in the Storm: Ashwood Stranger and friendly
models within 6" automatically passes any Cool
tests.
● Attacker: Ash Waste Nomads.

368
★ NECROMUNDA ★

3D

SCENARIO 132: DEATH IN THE PLAZA


ATTACKER & DEFENDER FLEEING THE BATTLEFIELD
The gang that chose the scenario is the attacker If a gang has no remaining fighters and bottled out voluntarily
(otherwise roll-off). or at least 1 fighter fled voluntarily, the opponent automatically
wins the scenario.
BATTLEFIELD
Standard (Sector Mechanicus). ENDING THE BATTLE
The battle ends when max 1 gang remains (end of round).
CREWS
● Attacker: Custom (5). VICTORY
● Defender: Custom (1) + Reinforcements. The attacker wins if the Target is Out of Action,
otherwise the defender wins.
The defender's starting fighter is the Target.
REWARDS
DEPLOYMENT CREDITS
1. Defender: Anywhere. ● Win: 2D6x10.
2. Attacker: Within 1" of all edges. ● Lose: D6x10.
EXPERIENCE
TACTICS CARDS Scenario specific rewards:
Standard: Draw 3 tactics (random), then discard 1. ● +1 for taking part.
● Underdog: Draw 1 extra (before discarding 1). ● +1 for taking the Target OoA.
● +D3 to the target if not taken OoA.
Standard rewards:
REINFORCEMENTS ● +1 for taking an enemy Out of Action.
Defender: 2 models each End phase (starting on round 2). ● +1 for taking an enemy Leader or Champion Out of
Action.
HERE WE STAND ● +1 for killing an enemy (during the battle).
A small group takes advantage of a brief window of ● +1 for Rallying.
opportunity to ambush an isolated high priority target to try to
score a quick kill. REPUTATION
● +D3 to the winner.
Defender automatically passes Bottle tests while the Target is
not Out of Action, at which point the gang automatically
Bottles.

HURRIED DEFENCE
The defender starts the first round (don't roll for priority).

ALTERNATIVE VARIANT
Servalen is responsible for Bonegorger downfall, the leader of
the Bloody Eight, in the Plaza of Saint Valdon:
● Attacker: Delaque led by Servalen.
● Defender: Corpse Grinder Cult with a Butcher as the
Target.
Dark Ritual: In round 1-3, the Target gains +1T, W
and A while outside 3" of Servalen.

369
★ NECROMUNDA ★

2D

SCENARIO 133: RACE TO THE VAULT


BATTLEFIELD FLEEING THE BATTLEFIELD
Standard (Zone Mortalis): 6 tiles. If a gang has no remaining fighters and bottled out voluntarily
or at least 1 fighter fled voluntarily, the opponent automatically
CREWS wins the scenario.
● Custom (5).
ENDING THE BATTLE
DEPLOYMENT The battle ends when max 1 gang remains (end of round).
Roll-off:
1. Winner selects a starting tile. VICTORY
2. Loser selects an edge of another tile to be the Vault The gang with most fighters breaking through is the winner.
Entrance. Otherwise it is a draw.
3. Starting with the loser of the roll-off, take turns
deploying fighters anywhere within the tile at least 6" REWARDS
away from enemies. CREDITS
● Win: 2D6x10.
TACTICS CARDS ● Draw: 2D3x10.
Standard: Draw 3 tactics (random), then discard 1. ● Lose: D6x10.
● Underdog: Draw 1 extra (before discarding 1). EXPERIENCE
Scenario specific rewards:
VAULT BREAKTHROUGH ● +1 for taking part.
Both gangs desperately race to be the first to break through ● +1 for breaking through.
into the Vaults of Temenos. ● +D3 to the winning Leader
(even if not taking part in the battle).
Fighters within 1" of the Vault Entrance edge can be break Standard rewards:
through (removed from the battlefield) at the start of any End ● +1 for taking an enemy Out of Action.
phase. ● +1 for taking an enemy Leader or Champion Out of
Action.
● +1 for killing an enemy (during the battle).
THE SCORE ● +1 for Rallying.
The defending vehicle chosen to be the Score can
automatically pass any tests for Broken and Fleeing the REPUTATION
Battlefield (unless it is the only defending model remaining). ● +D3 to the winner.

ALTERNATIVE VARIANT
Servalen and her Delaque allies race to beat Lady Credo to
the Tomb of the Lost Saints:
● Gang 1:Lady Credo leading Escher..
● Gang 2: Servalen leading Delaque.
Unexpected help: Durgan Kill-fist arrives as
Reinforcements to Servalen at the start of the End
phase of round 3.

370
★ NECROMUNDA ★

ASH WASTES, APOCRYPHA 8: HALF-WAY DEAD

SCENARIO 134: HUNTER IN THE STORM


ATTACKER & DEFENDER ENDING THE BATTLE
The gang that chose the scenario is the attacker The battle ends when max 1 gang remains or the Hunter is
(otherwise roll-off). taken Out of Action (end of a round).

BATTLEFIELD VICTORY
Standard (Ash Wastes): 4'x4'. Tiers:
1. Defender: Hunter is Out of Action.
CREWS 2. Attacker: Hunter took at least half of the enemy
● Custom (10). One attacker must be designated as Hunter. crew Out of Action.
3. Otherwise: Draw.
DEPLOYMENT
1. Defender:
REWARDS
○ Within 12" of the centre of the battlefield. CREDITS
○ At least 3" of other models. ● Winner: 2D6x10.
2. Attacker: Within 6" of any edge. The Hunter is not EXPERIENCE
deployed. Scenario specific rewards:
● +1 for taking part.
● +1 to each surviving Leader.
TACTICS CARDS ● +D3 for taking the Hunter OoA.
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
HUNTER Action.
The attackers are lead by a skilled and ruthless hunter. While ● +1 for killing an enemy (during the battle).
the gang keeps the defenders busy, the hunter stalks through ● +1 for Rallying.
the storm personally killing as many enemies as possible.
REPUTATION
The Hunter has the following special rules: ● +D3 to the winner.
● Ready: Become Ready as normal at the start of
each round, even if not on the battlefield.
● Activate: When activated, can be placed anywhere
outside LOS of enemies, or if Visibility (X") is used,
at least X" from enemies.
● End Phase: Removed from the Battlefield.
● Seriously Injured: If Seriously Injured when
removed in an End phase, automatically recover
with a Flesh Wound.

STORM WINDS
Apply Visibility (24") at the start of the battle. After each
round, reduce the visibility by 6", to a minimum of 6".

DESPERATE DEFENCE
Defenders can automatically pass Bottle tests.

ALTERNATIVE VARIANT
Ashwood Stranger defends against Ash Wastes (Wind that
Walks):
● Defender:
Outcast gang with Ashwood Stranger as leader..
● Attacker: Ash Waste Nomads
(the Leader is called 'Wind that Walks'). Instead of
generating Warrior Spirits, each Warrior Spirit can be
used once.

371
★ NECROMUNDA ★

Wound Roll
Jumping Down Strength TWICE or greater than Toughness 2+
Distance Modifier Strength Falling AP Damage Strength GREATER than Toughness 3+
1”-2” - - - - Strength EQUAL to Toughness 4+
3-5” -1 3 - 1 Strength LOWER than Toughness 5+
6”-7" -2 5 -1 1 Strength HALF or lower than Toughness 6+
8”-9" -3 7 -2 2
10” + -4 9 -3 3 BOTTLE TESTS
D6 + Seriously Injured + Out of Action > starting crew

SUCCUMBING TO INJURIES: 3+ OK

D66 LASTING INJURIES MUTATIONS


11 +D3 XP, Recovery.
12-26 No long time injuries.
31-45 Recovery.
46 -1 Cool & Ld, Recovery. Activate before other friendly fighters. If other friendly fighters also have this mutation,
choose the order. Gain +1 XP for taking an enemy Leader or Champion Out of Action.
51 -1 Int & Will, Recovery. Pass an Intelligence test each activation, or roll a D6 to determine the first action:
● 1-2: Move.
● 3-4: Shoot or Fight.
● 5-6: No action (wasted).
52 -1 Ballistic Skill, Recovery. Can't start or take part in Group Activations. Counts as having a bio-scanner.
53 -1 Weapon Skill, Recovery. Counts as a knife that can't be disarmed or destroyed. Add -1 hit modifier when using
Unwieldy weapons (WS & BS).
54 -1” Movement, Recovery. -1” M. Roll 3D3 and choose the highest when charging (instead of a single D3).
55 -1 Strength, Recovery. Add -1 hit modifier to ranged attacks at Long range. Can't wear armour of any kind
(equipped armour is returned to stash).
56 -1 Toughness, Recovery. Remove 1 Flesh Wound at the start of each Activation. Can't benefit from bio-booster,
medicae kit or assistance from friendly fighters when making Recovery tests.
61-65 Doc or dead.
66 Killed (attacker gains +1
XP).

372

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