Necromunda Cards (Open Hive War)

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BACKSTAB BACKSTAB FREE FOR ALL

REINFORCEMENTS

DEPLOYMENT DEPLOYMENT DEPLOYMENT


HIVE WAR (01-01) HIVE WAR (02-02) HIVE WAR (03-03)

BEATDOWN BEATDOWN DOME RUSH


REINFORCEMENTS SNEAK ATTACK & REINFORCEMENTS

DEPLOYMENT DEPLOYMENT DEPLOYMENT


HIVE WAR (04-04) HIVE WAR (05-05) HIVE WAR (06-06)

AMBUSH HOME TURF SNIPING RANGE


SNEAK ATTACK & REINFORCEMENTS

DEPLOYMENT DEPLOYMENT DEPLOYMENT


HIVE WAR (07-07) HIVE WAR (08-08) HIVE WAR (09-09)
STAND-OFF STAND-OFF IN YOUR FACE
REINFORCEMENTS

DEPLOYMENT DEPLOYMENT DEPLOYMENT


HIVE WAR (10-10) HIVE WAR (11-11) HIVE WAR (12-12)

BURN THEM OUT CRITTER HUNT LAST GANG STANDING


OBJECTIVES OBJECTIVES WINNING THE BATTLE
Each gang places 3 Objectives in the Place a single Objective in the centre Last remaining gang (at the start of any
opponent’s deployment zone (take of the battlefield. After being scored, it round). No gang can win until after the
turns starting with the Attacker). Once immediately moves 3D6” in a random End phase of the round after the Alarm
an Objective is scored, it is removed. direction. If this would place it in has been raised (Sneak Attack).
WINNING THE BATTLE Impassable terrain or off the battlefield,
● Last remaining gang the gang that did not score it can place REWARDS
(at the start of any round). it anywhere on the battlefield instead. All: 1 XP for taking part. D6x10 credits.
● First to score all Objectives in Winner: 1 XP if still on the battlefield. 1
the opponent’s deployment WINNING THE BATTLE Rep.
zone (unless both gangs ● Last remaining gang
achieve this in the same (at the start of any round).
round). ● First to control the
Objective 3 times.
REWARDS REWARDS
All: 1 XP for taking part. D6x10 credits. All: 1 XP for taking part. D6x10 credits.
Winner: D3 Rep + D6x10 credits. Winner: 1 Rep + 2D6x10 credits.
OBJECTIVE OBJECTIVE OBJECTIVE
HIVE WAR (13-01) HIVE WAR (14-02) HIVE WAR (15-03)

ESCAPE THE DOME SURVIVAL OF THE MEANEST A LESSON IN PAIN


NB: Potentially broken! Does not work with Sneak WINNING THE BATTLE WINNING THE BATTLE
Attack, Reinforcements and 5 of 12 deployments.
WINNING THE BATTLE
● Last remaining gang ● Last remaining gang
The defender chooses a battlefield edge (after (at the start of any round). (at the start of any round).
deployment). ● The Defender wins if ● The Attacker wins if at least
● Last remaining gang having at least 1 fighter half the Defender’s crew is
(at the start of any round).
● The Attacker wins if at still on the battlefield at the Seriously Injured or Out of
least 3 fighters are B2B end of round 9. Action by the End phase of
with the chosen edge. ● No gang can win until the round 6.
● The Defender wins if the Attacker has End phase of the round ● No gang can win until the
less than 3 fighters remaining
(at the start of any round). after the Alarm has been End phase of the round
● No gang can win until the raised (Sneak Attack). after the Alarm has been
End phase of the round REWARDS raised (Sneak Attack).
after the Alarm has been raised
(Sneak Attack).
All: 1 XP for taking part. D6x10 credits.
REWARDS Winner: D3 Rep + D6x10 credits. REWARDS
All: 1 XP for taking part. D6x10 credits. All: 1 XP for taking part. D6x10 credits.
Winner: D3 Rep + D6x10 credits. Winner: D3 Rep + D6x10 credits.

OBJECTIVE OBJECTIVE OBJECTIVE


HIVE WAR (16-04) HIVE WAR (17-05) HIVE WAR (18-06)
TURF WAR KILLBOX KING OF THE HIVE
WINNING THE BATTLE WINNING THE BATTLE OBJECTIVES
● Last remaining gang ● Last remaining gang Place a single Objective in the centre
(at the start of any round). (at the start of any round). of the battlefield.
● A friendly fighter within 8” of ● The Attacker wins if no
the centre of the battlefield defending fighters are within WINNING THE BATTLE
(and no enemies within 8” of 6” of any battlefield edge in ● Last remaining gang
the centre) in the End phase the End phase of round 3 or (at the start of any round).
of round 3 or any subsequent any subsequent rounds. ● First to control the
End phase. ● No gang can win until the Objective 3 times.
● No gang can win until the End phase of the round
End phase of the round after the Alarm has been REWARDS
after the Alarm has been raised (Sneak Attack). All: 1 XP for taking part. D6x10 credits.
raised (Sneak Attack). Winner: D3 Rep + D6x10 credits.
REWARDS
REWARDS All: 1 XP for taking part. D6x10 credits.
All: 1 XP for taking part. D6x10 credits. Winner: D3 Rep + D6x10 credits.
Winner: D3 Rep + D6x10 credits.
OBJECTIVE OBJECTIVE OBJECTIVE
HIVE WAR (19-07) HIVE WAR (20-08) HIVE WAR (21-09)

RUSH ‘EM FLANK ‘EM TUNNEL CLASH


NB: Potentially broken! NB: Potentially broken in some OBJECTIVES
OBJECTIVES deployments! Place a single Objective in the centre of the
Each gang places 1 Objective in the OBJECTIVES battlefield. Each gang places 1 Objective
opponent’s deployment zone (take The Attacker chooses 2 opposite each (starting with the Attacker):
turns starting with the Attacker). battlefield edges. Place an Objective ● At least 6” from the centre.
● At least 12” from any edge.
on the centre point of each edge.
● At least 2” from another
WINNING THE BATTLE Objective.
● Last remaining gang WINNING THE BATTLE
WINNING THE BATTLE
(at the start of any round). ● Last remaining gang
● Last remaining gang
● First to control both (at the start of any round). (at the start of any round).
Objectives 3 times. ● First to control both ● First to control 2 of 3 Objectives
Objectives simultaneously simultaneously 3 times.
REWARDS 3 times. REWARDS
All: 1 XP for taking part. D6x10 credits. All: 1 XP for taking part. D6x10 credits.
REWARDS
Winner: D3 Rep + D6x10 credits. Winner: D3 Rep + D6x10 credits.
All: 1 XP for taking part. D6x10 credits.
Winner: D3 Rep + D6x10 credits.
OBJECTIVE OBJECTIVE OBJECTIVE
HIVE WAR (22-10) HIVE WAR (23-11) HIVE WAR (24-12)

THE HIT THE CHALLENGE WIPE THEM OUT

ENEMY LEADER ENEMY CHAMPION SCORING


At least 1/3 of the enemy crew is
SCORING SCORING Seriously Injured or taken Out of
The enemy Leader is Seriously Injured At least 1 enemy Champion is Action.
or taken out of Action. Seriously Injured or taken Out of
Action. REWARDS
If the enemy crew does not include a D6x10 credits.
Leader, discard this and draw another. If the enemy crew does not include a
Champion, discard this and draw
REWARDS another.
● D6x10 credits.
● 1 Reputation. REWARDS
D6x10 credits.

LOOT LOOT LOOT


HIVE WAR (25-01) HIVE WAR (26-02) HIVE WAR (27-03)
LOOT THEIR CORPSES SABOTAGE SETTLE A SCORE

SCORING SCORING SCORING


After making 3+ Coup de Grace In any End phase, 2+ friendly fighters After deployment, secretly randomize
(Simple) actions, except when having are in the enemy deployment zone an enemy fighter (other than the
made the following actions in the same without having moved or attacked Leader). Scored during any End phase
activation: during their activations. if that fighter is Seriously Injured or
● Charge (Double). taken Out of action.
● Fight (Basic). Sneak Attack:
Cannot be scored until the End phase REWARDS
REWARDS of the round after the Alarm has been 1 Reputation.
D6x10 credits. raised.

REWARDS
D6x10 credits.

LOOT LOOT LOOT


HIVE WAR (28-04) HIVE WAR (29-05) HIVE WAR (30-06)

FINISH THEM OFF BLAZE OF GLORY SEARCH THE AREA

SCORING ENEMY LEADER SCORING


Take 3+ enemies Out of Action with Friendly fighters are B2B with each of
Coup de Grace (Simple) actions. SCORING the 4 edges of the battlefield in the End
After deployment, secretly randomize a phase of the 3rd or subsequent round.
REWARDS friendly fighter (other than the Leader).
D6x10 credits. Scored during any End phase if that REWARDS
fighter is Seriously Injured or taken Out 2D6x10 credits.
of action by the enemy Leader.

REWARDS
D6x10 credits.

LOOT LOOT LOOT


HIVE WAR (31-07) HIVE WAR (32-08) HIVE WAR (33-09)

KIDNAP JOB THE PACKAGE GOT IT COVERED

SCORING SCORING SCORING


After deployment, set up a Hive After deployment, choose a friendly Divide the battlefield into 4 equal
Dweller in the centre of the battlefield: fighter. Scored in the End phase if that quarters. Have a friendly fighter within
● Cannot be harmed by attacks fighter is B2B with a battlefield edge in 2” of the centre of each of the 4
(assumed to keep the enemy deployment zone (if the squares in the End phase of round 3 or
the head down). enemy deployment zone has no any subsequent round.
● Counts as a Loot casket for battlefield edges, reach the centre of
the purpose of being moved. the battlefield instead). REWARDS
● 1 Reputation.
A friendly fighter must reach B2B with Sneak Attack: ● D6x10 credits.
a battlefield edge while guiding the Cannot be scored until the End phase
of the round after the Alarm has been
Hive Dweller.
raised.
REWARDS
REWARDS
2D6x10 credits.
D6x10 credits.
LOOT LOOT LOOT
HIVE WAR (34-10) HIVE WAR (35-11) HIVE WAR (36-12)
PITCH BLACK LAIR OF THE BEAST AMMO SHORTAGE
● All fighters are Hidden Before deployment, For this battle:
(unless wearing a Refractor place D3+1 Beast Lair markers ● All weapons gain Scarce
field, ablaze or revealed). (take turns starting with the Attacker). (cannot be reloaded).
● Ranged attacks and Charge ● Lose Plentiful (if any).
(Double) actions can only be ● Special & Heavy weapons
made against targets that are must re-roll successful Ammo
revealed or within 3” (12” with checks.
photo-goggles or
infra-scope).
● Become revealed when
attacking with a ranged
(except Silent) or Power
weapon.
● In the End phase, revealed
fighters become Hidden
(unless ablaze or wearing a
Refractor field).
PERIL PERIL PERIL
HIVE WAR (37-01) HIVE WAR (38-02) HIVE WAR (39-03)

HIVE CRITTERS RADIOACTIVE RAIN POISONED AIR


Before deployment, For this battle, all weapons gain For this battle, fighters cannot perform
place D3+1 Hive Critters (take turns Rad-phage (a fighter hit suffers an more than a single Move (Simple)
starting with the Attacker): additional Flesh Wound on a 4+). action during the activation unless
● Outside Impassable terrain. equipped with a Respirator.
● At least 2” away from: If already having Rad-phase, this effect
○ Other Hive Critters. can be re-rolled.
○ 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 cannot be damaged by attacks.


PERIL PERIL PERIL
HIVE WAR (40-04) HIVE WAR (41-05) HIVE WAR (42-06)

GAS LEAK HORRORS IN THE DARK UNSTABLE GROUND


When a fighter is activated and not within 8”
For this battle, Blaze triggers on 3+ of any other fighters (friend or foe), roll a
Re-roll successful Initiative checks to
(instead of 4+). When a fighter armed avoid falling from ledges and levels.
D6:
with a Blaze weapon is taken Out of
1: Suffer a Strength 6 hit with AP -1 and D2.
Action, centre a 3” Blast on the fighter When making a Charge (Double)
(before being removed). All fighters hit If Seriously Injured, the fighter is dragged action, roll two D3 and choose the
suffer Blaze on 3+. away into the darkness and taken Out of lowest result to determine the final
Action. Charge distance.
2-3: The fighter cannot make any actions
this turn.
4-5: The fighter can only make one action
this turn.
6: The fighter activates normally.
HOUSE RULE
Horrors in the Dark: Seriously Injured or
Broken fighters should be ignored when
measuring closest fighter.
PERIL PERIL PERIL
HIVE WAR (43-07) HIVE WAR (44-08) HIVE WAR (45-09)
ROTTEN WALLS FALLING DEBRIS HIVE PLAGUE

For this battle, fighters can make For this battle, each time a Blast (X) After deployment,
ranged attacks through Solid Terrain weapon is used, all fighters within 12” each gang suffers a Flesh Wound
features targeting enemies within 12” of the edge of the Blast must pass an on D3 random fighters
(of the attacker). Does not apply to Initiative check or become suffer a S1 (roll separately per gang).
Gas, Template and Blast. hit and become Pinned. Does not
apply to weapons also having Gas,
These attacks only ever hit on a Flash or Smoke.
natural roll of 6.

PERIL PERIL PERIL


HIVE WAR (46-10) HIVE WAR (47-11) HIVE WAR (48-12)

INSTRUCTIONS 1 INSTRUCTIONS 2 INSTRUCTIONS 3

Battlefield Size: Default 36”x36”, but 4. Objective markers (if specified): 7. Crews: Custom (12) for 36"x36" (or
can use both larger and smaller sizes. Place any Objective markers. Cannot larger). Otherwise, Custom (8). At least
be placed in Impassable terrain or half the crew must be Reinforcements
1. Generate the scenario: within 2" of another Objective. (if specified).
Draw the following cards: Controlled in the End phase by the 8. Tactics: Custom (2) to each gang +
● Deployment: 1 gang having the most fighters within 2" Custom (1) to the underdog per 100
● Objective: 1 (not counting Seriously Injured). credits difference in gang rating.
● Peril: 1 Cannot be scored in the first round or 9. Deployment: Attacker sets up the
● Loot: 1 per gang (secret) until the round after the Alarm is raised crew first. If the deployment zone is
(Sneak Attack). split in separate zones, at least one
2. Attacker & Defender: The winner of 5. Loot markers (if specified): Place fighter must be placed in each zone.
a roll-off can choose. any Loot markers. Scored immediately 10. Reinforcements (if specified): D3
3. Deployment Zone: The Attacker when the specified requirements are Reinforcements arrive at the end of the
chooses a deployment zone (if not met. End phase of the 2nd round, and in
specified). 6. Peril markers (if specified): Place each subsequent End phase.
any Peril markers.

HIVE WAR HIVE WAR HIVE WAR

TITLE TITLE TITLE

SCORING SCORING SCORING


Text Text Text

REWARDS REWARDS REWARDS


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