9
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$ cardsin Necromunda and we really liked 'h"t Yl:n^:l n, the beginning of eachgame, afrerhaving decided which mentioned this great idea to Jervis and Andy theli^^sati ;;;;;;i" i g"irg to be played, eachplayer rakes D3 cards they'd had the same ideafor Necromunda whenplaytesting L"- il"-N*romunda Event deck und k."p, them secret first began'The Eventsdeck was going to o" " iifilT i;;;;;"pponent until rhe card is played.Each card has of the game. Unfortunately we couldn't physically, tit " i"ii ..oi"r"aion of its use and effeci upon the game. anythingelseinto the boxed set which meantthe 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 cardshas not gone to waste as we combineDavid's work when the card canbe played. The threedifferent 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 gamesof Necromunda even more duration of the Event card is given with the rules on the exciting! card' Before The card is playedimmediatelyafter it is drawn and its effectswill generally last for the entire game. After The card will be played at the end of the gameand its effects will usually alter the post battle sequence. Event The card may be played at a specificmomentand causes something to happen - an event.Usually the effectsof this card are resolved instantlY. Note: For some cards you will haveto note down whereon the table they are. For example,the Dangerous Walkway card needs a walkway somewhere on the table noteddown to provethe walkway is dangerous andmay collapse. Make notes such asthis after all terrainhasbeen placed but before the gangs deploy for battle. To use the eventsfor Necromunda you will need to make up the deck of cards printed on the following pages. Photocopy the pages, cut out the cards, and glue the fronts to the backs.To make them more sturdy,sandwich a layer of thin card in the middle.

Necromunda Designers Cut

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Page 1: Necromunda Designers Cut

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.

Page 2: Necromunda Designers Cut

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

Page 3: Necromunda Designers Cut

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

Page 4: Necromunda Designers Cut

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

Page 5: Necromunda Designers Cut

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

Page 6: Necromunda Designers Cut

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

Page 7: Necromunda Designers Cut

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

Page 8: Necromunda Designers Cut

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

Page 9: Necromunda Designers Cut

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