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Extra rules for Necromunda
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lf you have a copy of Outlanders, you can play Necromunda with the annoying
iniervention of viiious Genestealers, various beastly monsters and dozens of other
deadly denizens. You do need a Campaign Arbitrator though - what if he can't make
it to the game, or you aren't even playing in a campaign? Well we have iust the thing
for you - Necromunda Event cards!
David Moretti from Rome sent us his ideas for using Event HOW TO USE TH E CARD$cards in Necromunda and we really liked 'h"t
Yl:n^:l n, the beginning of each game, afrer having decided whichmentioned this great idea to Jervis and Andy theli^^sati
;;;;;;i" i g"irg to be played, each player rakes D3 cardsthey'd had the same idea for Necromunda when playtesting
L"- il"-N*romunda Event deck und k."p, them secretfirst began' The Events deck was going to o"
" iifilT i;;;;;"pponent until rhe card is played. Each card hasof the game. Unfortunately we couldn't physically, tit
" i"ii ..oi"r"aion of its use and effeci upon the game.
anything else into the boxed set which meant the idea had
to be diopped. However, Jervis and Andy's work on the At the bottom of each Event card is an indication as to
cards has not gone to waste as we combine David's work when the card can be played. The three different categories
with that of our games designers to produce a deck of cards of card are 'Before', 'After' and 'Event'' The exact
which will make your games of Necromunda even more duration of the Event card is given with the rules on the
exciting! card'
BeforeThe card is played immediately after it is drawn and itseffects will generally last for the entire game.
AfterThe card will be played at the end of the game and itseffects will usually alter the post battle sequence.
EventThe card may be played at a specific moment and causessomething to happen - an event. Usually the effects ofthis card are resolved instantlY.
Note: For some cards you will have to note down where onthe table they are. For example, the Dangerous Walkwaycard needs a walkway somewhere on the table noted downto prove the walkway is dangerous and may collapse. Makenotes such as this after all terrain has been placed but beforethe gangs deploy for battle.
To use the events for Necromunda you will need to makeup the deck of cards printed on the following pages.Photocopy the pages, cut out the cards, and glue the frontsto the backs. To make them more sturdy, sandwich a layerof thin card in the middle.
BTOOD FEUDThis fight is a blood feud. Anymodel laken out of action inhand-to-hand combat by yourmen will confer an additional D6Experience points to that fighter.
Before
EVENT CARDSPermission to photocopy for personal use
only. @ Games Workshop Ltd, 1997.All rights reserved.
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TREASURESTASH
The gang that wins this fight willfind a huge pile of valuablefieasure close to the location ofthe fight. The winning gang adds2D6x10 credits to its income.
Before
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WANDERTNGDOC
A wandering doctor takes care of allthe seriously wounded members ofyour gang for a small fee of 20credits. Any gang member who hasto roll on the Serious Injury Tablecan make two rolls and choosewhichever result he prefers.Ratskins may roll three times.
After
OUT OFAMMO
Play this card after your opponentmakes a ranged attack. Theweapon they were using runs outof ammo, no matter what their tohit roll was, and whether or notan Ammo roll was required.
Event
FVENT EARDSPermission to photocopy for personal use
only. @ Games Workshop Ltd, 1997.All rights reserved.
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IIVE WIREPlay this card on an enemy modelthat has just suffered a fleshwound or been taken down or out.As the model staggers back andcollapses it trips over a live powercable. With a blinding flashthousands of volts of electricalenergy course through the model,killing it instantly.
Event
GIANT RATPlay this card in the close combatphase on a model that is NOTengaged in hand-to-hand combat.The model has accidentallydisturbed a Giant Rat, whichattacks. See the Outlandersrulebook for full rules on GiantRats. The Giant Rat will run offonce the combat is resolved.
Event
DANGEROUS WAI-IOI'AYThe piayer who draws this card secrcl]y notes
down any walkway on the table as "dangerous".
During the game, when a model moves over the
walkway. you may declde it dmgerous. Roll a D6
and add the model's Toughness. Add a fufiher +l if
the model cmies a special or a heavy weapon.
lf the total is 8 or 1ess, the walkway holds. On a
total of 9 or rnore, the walkway collapses, along
with my modeys using it. Fallirg models take a hit
in the usual way. The walkway falls straight down.
Any models fully or partially under the debris must
make an Initiative test. Models that tail de injured
automatically. Roll straight away on the Injuries
Table. Remove the fallen walkway from play-
@
SECRETTARGET
At the beginning of the fight, beforeplacing the gangs, secretly note downthe name of one enemy fighter. The frsttime that fighter is hit and woundedduring the game, the fighter causing thehit gains an additional D6 Expenencepomts.
Keep this card until the target model isshot and wounded, then discard it.
Before
EVENT CATIDSPermission to photocopy for personal use
only. @ Games Workshop Ltd, 1997.All riohts reserved.
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AIM HIGHIf the enemy's leader goes downor out of action, the fighter whocaused the wound gains anadditional +10 Experience points.
This is card is discarded after theopposing gang's leader goes downor out of action.
Event
POTSONCTOUD
You must play this card at thebeginning of your turn. Declare atable edge of your choice. D3Hallucinogen gas clouds move on2D6" lrom the table edge in adirection of your choice. Followthe usual rules for Hallucinogensrenades.
Event
RACEAGAINST TIMEEach member of your gang will galn
additional Experience points at the end of
the fight if you win the Race Against Time.If you beat your opponent in 1 tum you willgain m additional 5 Experience points per
fighter taking part. If you beat the enemygmg in 2 tums you gain 4 EP's, 3 tums = 3
EP's, and so on. If you haven't beaten theenemy gmg after f ive tums you gain no
additional EP's.
Before
SCOUTAt the end of the game, you may sendone of your gangers searching for newterritory instead of collecting income orsearching for rare trade.
Randomly determine a new territoryfrom the Territory Table. If the D66 rollcomes up a double then the gangerretums empty handed. Otherwise youmay add a new territory to your existingterritories, and this can be worked afteryour next fight.
After
EVENT CARDSPermission to photocopy for personal use
only. @ Games Workshop Ltd, 1997.All rights reserved.
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rooTTake D6 Loot counters and placethem according to the rules givenfor the Scavengers scenario. Theloot is worth D6x5 credits each.Note that no monsters will appearin this particular game.
Before
SICIGNINGFUNGUS
When you draw this card note down asingle building level on the table,which is infested by poisonous
fungus. Any fighter who walks tn oracross the building must make aToughness test on a D6. If the modelfails the test, he suffers 1 woundwhich cannot be saved by armoursaving throws or any other way.
Event
STIPPERYSURFACE
You must play this card afler the buildingshave been placed but before the gmgs
deploy. The surfaces of all the buildings
md walkways ae dripping wet with
humidity and slippery with algae. Anymodels that run or chmge while on a
building or walkway must make anInitiative test. If the fighter fails the test heslips over. If within 1" of the edge he hasfallen off. If not, he cannot move.
Before
TOXIC WASTEPlay this card when you make a rargedattack on a model but miss. The attackhits a toxic waste pipe just above thetarget, and highly corrosive wastecascades all over the target. The modelimmediately takes D3 54 hits with noamour saving throw allowed.
Event
EVEIUT CARDSPermission to photocopy for personal use
only. @ Games Workshop Ltd, 1997.All rights reserved.
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OUT OFAMMO
Play this card after your opponenlmakes a ranged attack. Theweapon they were using runs outof ammo, no matter what their tohit roll was, and whether or notan Ammo roll was reouired.
Event
OUT OFAMMO
Play this card after your opponentmakes a ranged attack. Theweapon they were using runs outof ammo, no matter what their tohit roll was, and whether or notan Ammo roll was reouired.
Event
OUT OFAMMO
Play this card after your opponentmakes a ranged attack. Theweapon they were using runs outof ammo, no matter what their tohit roll was, and whether or notan Ammo roll was required.
Event
GAS POCI(ETPlay this card when an opposingmodel fires a ranged weapon. Theshot ignites a gas pocket aroundthe model, causing a largeexplosion. Treat this as if a Fraggrenade had just exploded at themodel's feet...
Event
EYENT CARDSPermission to photocopy for personal use
only. @ Games Workshop Ltd, 1997.All rights reserved.
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SPARE CLIPPlay this card if a model in yourgang runs out of ammo. He has aspare clip of ammo (or theequivalent) for his weapon, andmay carry on using the weapon asnormal. If the weapon runs out ofammo again, however, then it is outof ammo for the rest of the battle(unless you have another Spare Clipcard that you can play...).
Event
SPARE CIIPPlay this card if a model in yourgang runs out of ammo. He has aspare clip of ammo (or theequivalent) for his weapon, andmay cany on using the weapon asnormal. If the weapon runs out ofammo again, however, then it is outof ammo for the rest of the battle(unless you have another Spare Clipcard that you can play...).
Event
SPARE CIIPPlay this card if a model in yourgang runs out of ammo. He has aspare clip of ammo (or theequivalent) for his weapon, andmay carry on using the weapon asnormal. Ifthe weapon runs out ofammo again, however, then it is outof ammo for the rest of the battle(unless you have another Spare Clipcard that you can play...).
Event
SPARE CIIPPlay this card if a model in yourgang runs out of ammo. He has aspare clip of ammo (or theequivalent) for his weapon, andmay carry on using the weapon asnormal. If the weapon runs out ofammo again, however, then it is outof ammo for the rest of the battle(unless you have another Spare Clipcard that you can play...).
Event
EVENT CARDSPermission to photocopy for personal use
only. @ Games Workshop Ltd, 1997.All riohts reserved.
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POWER CUTYou may play this card at anytime. There has been a suddenpower drain in this sector becauseanother gang is tapping powerfrom a generator far below.Visibility is reduced to 2D6" forthe rest of the battle.
Event
FRESH TURFPlay this card at the start of thebattle. Roll a new territory on theTerritory Table. The player whowins the game takes this piece ofnew territory instead of taking ateffitory from his opponent.
Before
STAVEWORIGR
Play this card at the start of thebattle. One ofthe opposing gangmembers (chosen at random) hasbeen captured and put to work ina factory plant as a slave. Hecannot take part in this battle, butescapes to rejoin his gang oncethe battle is over.
Before
TRUE GRITPlay this card when a gang ormodel fails a Leadership test forany reason. The failure is negatedand the gang or modelautomatical ly pass the test.
Event
SPECIATMERCHANDISE
You have been paid to get aconsignment of merchandisethrough the opposing gang'sterritory. If you can get one ofyour fighters off the opposingplayer's table edge then you gainan extra 2D6x10 credits after thebattle.
After
EVENT CARDSPermission to photocopy for personal use
only. @ Games Workshop Ltd, 1997.All rights reserved.
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PERSONALGE
Play this card when one of your models is
within 16" of an opposing model. Your
model issues a challenge which is taken up
by the opposing model. As long as the
challenge is going on neither model may
attack or be attacked by my model other
than their challenger. The two models me
only allowed to make rmged or hmd-to-
hand attacks against each other until one or
the other is either down or out of action.
Event
]iEWARDPlay this card at the start of thebattle. There is a 20 credit rewardfor each opposing gang memberwho is seriously injured or killed.
Before
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REWARDPlay this card at the start of thebattle. There is a 20 credit rewardfor each opposing gang memberwho is seriously injured or killed.
Before