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The mutilated discovery and a very few escape into the wastelands bodies of overseers and nobles were strung from of hive bottom, the secret chronicles of Necromunda the heights and the walls were covered in crudely- record one instance where such an uprising was daubed slogans and symbols.

Even as the words successful, for a time at least, in its objective. Mordrina Soth. What began as a localised rebellion in a pharmaceutica plant owned by House Escher At length, order was restored to Hive Prosperine, the quickly escalated, triggering dozens of similar events population re-seeded and the tunnels and manufactoria in other sectors amongst the workforces of House ritually cleansed.

It remains an ill-aspected city, however, Orlock and House Goliath. Within a week, the Hive where incidents of mutation and insanity run higher than Prosperine Palanite Enforcer corps was hard pressed even the average on Necromunda.

Their replacement automatically gains the Cult Leader skill, as During a campaign, all gangs continue to follow the described later. Cult Witches can never become previously mentioned rules as new fighters are added the Leader of a gang. Additionally, the following rules apply:. Additional Cult Disciples may be added to the gang during the course of the campaign.

If the gang has no Cult take control of unoccupied territories during the Disciples, the new Leader must be a Helot Cultist, Occupation phase and they can seize control of Specialist or otherwise.

Settlement territories do not generate Juves; In either case, an eligible fighter with the best instead, if one of the D6 rolls is a 6, they generate a Leadership must be selected as the new Leader.

If both of the D6s roll a 6, this If more than one eligible fighter is drawn for best becomes two Helot Cultists. Leadership, use Advancements as a tie-breaker; if there is still a tie, the controlling player Despite their secret agenda, a Chaos Cult gang is can decide. They claim Territory Boons just like any other gang. A When a fighter is promoted in this way, their Chaos Cult gang is treated as a Cawdor gang for the Type is changed to Leader, and from now on purposes of Enhanced Boons.

Helot Chaos Cults fighters gain Experience in the same way as a normal House gang. Chaos Spawn cannot gain Experience or Advancements in any way. Dark Rituals. Mark on their roster sheet that they Chaos gods, and membership requires adherence have the favour of their chosen god — the effects of to a number of ritualistic practices.

The leadership this favour are listed below. If they already have the guides the rest of the cult in solemn rites that glorify favour of a different god, it is replaced. In addition, if a their dark masters, and — should the congregation member of the gang was picked to be the focus of the be deemed worthy — might result in a gift from the ritual, they immediately gain D6 Experience.

If however the final result is a natural double 1, or The Cult Demagogue can make the following post- is 2 or less after modification, the cult is deemed battle action see page 92 of the Necromunda unworthy. They lose any Favour they had with the Rulebook. This action can only be made once per gods. Furthermore, if a member of the gang was post-battle sequence.

Then can be re-rolled. Basic or Shoot Double action. Chaos Spawn. Many a would-be champion has been found unworthy and reduced to a hideous Chaos Spawn, their flesh wracked with mutations and their mind scoured of even the slightest hint of sanity. Of course, a Chaos Spawn can be a potent if unpredictable weapon, and the cult that birthed it will still find uses for the creature.

Only D6"? For each characteristic value that is shown as a? Note that the Movement characteristic is random, determined by rolling a D6 each time the Spawn makes a Move or Charge action, and that a Spawn will move D6" plus D3" when it charges.

If one is taken Out of Action, it does not suffer a Lasting Injury — instead, it is automatically restrained during the Wrap Up as described below. Displease them Fight and Coup de Grace. It cannot use weapons or equipment of any kind. Any and suffer their eternal Cool or Willpower checks made for a Chaos Spawn automatically pass, but any displeasure. First, nominate up to three Helot Cultists from the gang who did not go Out of Action and were not Seriously Injured at the end of the battle.

Roll a D6 for each nominated Cultist. If a dice scores a 1, make an immediate roll on the Lasting Injuries table for that Cultist, as they suffer the unfettered wrath of the Spawn. Determine the characteristics for each Spawn individually. They may not be equipped with any Heavy weapons but otherwise they have no weapon restrictions.

The Cult Demagogue can never become subject to the Insanity Condition. Cult Disciples can never become subject to the Insanity Condition. They can be armed with Pistols and Close Combat Weapons.

Chaos Cult Wyrd Powers are treated as Primary skill sets for the hive war! When the gang is created, one Helot Cultist can be armed with a Special Weapon. During a campaign, additional Helot Cultists can also take Special Weapons as they are added. The Familiar is an Exotic Beast as described on page of Necromunda: Gangs of the Underhive and has the following profile:. Revel in companion, giving them a flash of precognition. Whilst the Familiar is within 3" of its owner, that fighter may avoid one successful Arrenus Nova, hit per turn by making a successful Willpower check.

Make the check immediately Cult Demagogue of the after a successful roll to hit has been made against the fighter. If the check is failed, Painted Despoilers the attack hits as normal.

If the check is passed, the attack counts as having missed and the dice roll is discarded. Precognition: The gift of foresight possessed by the Familiar enables it to dodge and evade all but the most unexpected of attacks. Additionally, a Familiar may avoid being caught by a Blast marker or Flame template. If a Familiar is caught under a Blast marker or Flame template, the attacker should roll a D6. On a , the Familiar is hit by the attack. On a , the Familiar is able to dodge clear of the area of the attack.

Leave the model where it is and assume that it has scuttled around to avoid the attack and returned to where it was. If the owning fighter is a Psyker, once per round they may re-roll a failed Willpower check to perform a Wyrd Power X action. Clamber: When this fighter climbs, the distance they move is not halved. In other words, they always count as climbing up or down a ladder.

Chaos Cult Wyrd Powers. For as long as this Wyrd Power is maintained, the Cult Witch counts as being armed with the following weapon:. Template Clutching hands! Showers of blood! Telekinesis — Levitation Basic , Continuous Effect: The Cult Witch rises A voice from the upon invisible aetheric updrafts, floating just above ground level as they are shadows! It calls to me! Furthermore, they cannot be Pinned.

As the Cult Witch is only levitated a against the Imperium few inches above the ground, this ability does not affect lines of sight or the use of cover. Telekinesis — Dark Shield Simple : Powerful energies envelop the Witch, protecting them and their allies from harm.

Telepathy — Maddening Visions Basic : Nearby enemies find themselves struck by nightmarish apparitions as the Cult Witch becomes a conduit for unfettered Warp energy. Until the End phase of this round, make a Willpower check for any enemy fighter who ends their turn within 3" of the Cult Witch.

If the check is failed, the fighter is driven temporarily insane — this can be marked by placing an Insanity marker on their Fighter card. Telekinesis — Assail Basic : The Cult Witch uses the force of their will to push enemies and objects from their path.

Immediately make a ranged attack against an enemy fighter within 12" and line of sight. If hit, move the target D3" in any direction — if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1 hit, and becomes Prone and Pinned.

These from raiders only to perish beneath the claws of the are horrors so vile that they seem to instinctively gigantic spawn. The Abomination of Badzone 12 is such remains of the Cult of the Sump Mother, a malefic a stain upon decency and reason.

A crawling, church based upon the worship of the sump as slithering, staggering thing of claws and tentacles a living god. Fused by their profane deity into a and eyes, the Abomination lives in the depths of single howling entity, the Abomination feeds upon Hive Primus. In the dark cycles of power-down it itself in its madness, fanged mouths biting into sometimes creeps up from its lair, looking for more screaming faces as scythed limbs drag it through satisfying fare than mutant or rat.

Blood-spattered the hive. Sometimes cults lure the Abomination out holesteads and ravaged caravans are left in its wake, with promises of food, intent on loosing it against possessions and goods left behind, but every scrap their foes.

Though this is not without peril, and the of meat and bone consumed. Neilu Surefire, Guild Watchmen. Any Cool or Willpower checks made for the Abomination of Badzone 12 automatically pass, but any Leadership or Intelligence checks automatically fail.

Ask your brothers and sisters what the Great Father Up On High tells them and their answers will be the same, for our god is forever by our side, guiding us in united purpose.

Confession of unidentified xeno-cultist, psycho-excoriated for 39 separate crimes against the God-Emperor. Few threats to the Imperium are as insidious as Hermiatus fled Necromunda, though he was eventually that posed by the Genestealer. A perfectly crafted brought to justice by the Inquisition and their allies organism, its sole purpose is to infiltrate and subvert at Gorinum Station in the Beta Magellan sector. Hive the populations of entire worlds. On Necromunda, Secundus was toppled and a ring of steel and ceramite the threat of the Genestealer is synonymous with one erected about its ruins.

Yet, to this day, twisted xenos word: Secundus. The Necromundan planetary defence whispered from the crystal-salons of the spire to the regiments have, thus far, succeeded in defending the grimy gambling halls of hive bottom. Barely a century ago, Hive Secundus was a mighty and prosperous centre of Disturbing tales regarding hidden and insular clannish industry, wealth and culture, yet it was laid low by the ash crust miners, remote drilling station communities actions of the renegade Tech-Priest Biologis Hermiatus, and odd-looking sump sea oil riggers regularly reach who in his hubris believed he could concoct an anti-gene the hives carried by guilder caravans and nomad to Genestealer infestation.

When his heretical experiments traders. These settlements are far from unusual, went disastrously awry, Hermiatus damned himself to Necromunda being a dangerous place where the wise Genestealer taint, and the whole of Hive Secundus to the keep to their own, but not all of them hide only crusty cleansing nuclear fires of purgation.

Within these dark corners of the world, the spore cast any real goal save expanding their territories and forth from Hive Secundus has found fertile ground to extending their bloodline.

A few though have made grow. Here, mining combines and isolated work crews their mark, their names growing in the dark and might become infected with the Genestealer curse cursed by their enemies, though still far beneath the by rogue xenos or lost broods, their alien infectors notice of the Imperial House and its vast armies.

As new generations are Cult of the Second Son. It is not known where the Cult of the Second Son first found purchase on Genestealer Cults are utterly loyal to their leaders in the world, though some claim that an escapee from a way not even the word-keepers of House Cawdor Secundus is to blame.

Across the decades, the cult could hope to impose. Without the direct influence guided by the faint psychic signal emanating from of a brood lord, or the specialised mutations of the Secundus and spreading their influence as their fourth generation, these splinter cults instead serve distant patriarch directs. The Palatine Cluster has the strongest among their kind, often drawn from the become a focal point for the Cult of the Second first and second generation of their bloodline.

These Son, its hybrid-warriors fighting against the gangs Cult Adept and Cult Alpha are far longer-lived than of House Orlock for control of the Spiderpoints — the their heritage would suggest, as if their blood, mixed great ash highways that connect Hive Primus with with that of the xenos, responds to the psychic needs its satellite hives. Only a handful of Necromundans of their family and so strengthens and elevates them.

Almost all splinter cults are grown from mining families, and even generations on they use this guise While many splinter Genestealer Cults exist out in the to exist unnoticed among a world of humans. Clad in wastes, entering the hives only to raid or mine the rich hazard suits and armed with a variety of scavenged mineral wastes of the underhive, some have become weapons, mostly mining tools, splinter cults can as hive natives themselves. The Guild of Ash passes form formidable gangs, as even the most primitive of itself off as a Guilder family, having long ago infiltrated blades can prove deadly when wielded by the hand hive society by infecting a guilder prospector of the of those who believe so completely in their cause.

Merchants Guild. Trading in the rare minerals of Tragically though, at least for the cult, their lifecycle hive bottom, the cult has become embedded within remains stunted. Perhaps because of their separation the Quinspirus Cluster, members of its bloodline from their distant brood father, Purestrains remain having spread throughout the underhive and forging denied to them.

The influence of House Delaque they will continue their march towards the next stage within the Quinspirus Cluster has complicated the of their deadly evolution. As such, whereas those cults are traditionally Adept or a Cult Alpha, chosen when the gang is led by a Magus or Primus, the cult here is led by a first founded. Cult Adept or Cult Alpha. For example, either one can lead a not be combined together on the same weapon.

Group Activation — a Cult Adept or Cult Alpha If one such accessory is purchased for a weapon, would be able to lead a group of two other another may not be added.

During a campaign, all gangs continue to follow the above rules as new fighters are added to the gang. Additional Hybrid Purestrain Genestealer Patriarch of the cult, are Acolytes may be added to the gang during the the most alien in appearance and behaviour. Any Hybrid not allowed by their entry within this gang list. Acolyte or Neophyte Hybrid recruited for the gang Aberrants and Neophyte Hybrids cannot be given a is automatically a later generation hybrid.

When new weapon if it would take them above the limit of hired, such fighters may be upgraded to an early three weapons carried. They begin the The rules presented over these pages focus campaign with a Settlement Territory which they on the Dominion Campaign rules.

If using a cannot lose, representing their base of operations. Settlement Territories do not generate Juves; Genestealer Cults gangs gain income from their instead, if one of the D6 rolls is a 6, they generate a Turf as normal — after all, despite their secret single free later generation Neophyte Hybrid.

If both agenda, they are seen as just another gang by of the D6 roll a 6, this becomes an early generation most of the locals. Neophyte Hybrid see page Any Special Territory that requires one or more Despite their secret agenda, a Genestealer Cults gang Gangers for example, a Chem-pit or Mine is seen as just another gang by most of the locals.

Workings can instead be worked by one or more They claim territory Boons just like any other gang. A Neophytes. Settlement Territories do not generate Genestealer Cults gang is treated as an Orlock gang Juves; instead, they generate a free Neophyte. Neophyte Hybrids and Aberrants advance in the same way as Gangers, and can become Specialists if a 2 or 12 is rolled for their Advancement.

However, due to their alien nature they are worth more when sold to the Guilders; the gang that is selling them receives their full value in credits, instead of half their value. Genestealer Cults gangs cannot make the Sell to the Guilders action, lest they risk revealing themselves. In either case, the eligible fighter with the best Leadership must be selected as the new Leader.

If more than one eligible fighter is drawn for best Leadership, use Advancements as a tie-breaker; if there is still a tie, the controlling player can decide.

When a fighter is promoted in this way, their Type is changed to Cult Alpha if they are an early generation hybrid, or Cult Adept if they are a later generation hybrid, and from now on they count as a Leader for determining which equipment and skill sets they can access.

Their characteristics do not change. Additionally, Genestealer Cults gangs may hire Hangers-on, but they use the following table:. The Cult Adept starts with one skill chosen from their Primary skill sets and the Our reach is great!

Genestealer Cults Wyrd Powers are treated as Primary skill sets for the medicae facility purposes of skill selection. Extra Arm: Any fighter with a third arm may use it to better handle Unwieldy weapons, or to gain an extra attack in combat. If armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double action. If armed with a ranged weapon our existence shall with the Unwieldy trait, shooting it becomes a Basic action rather than a Double be consumed!

Regardless of the weapon used, this additional attack gains the Graffiti linked Rending trait. They can only be armed with Close Combat weapons. An Aberrant may be given armour but may take no other Wargear. Whether an Aberrant belongs to an early or late generation makes little difference and any physical mutations or abnormalities they may show are already factored into their profile.

When the gang is created, one Neophyte Hybrid can be armed with a Special Weapon. During a campaign, additional Neophyte Hybrids can also take Special Weapons as they are added.

Tall and skinny weapons, or to gain an extra attack in combat. If armed with a ranged weapon they may be but they with the Unwieldy trait, shooting it becomes a Basic action rather than a Double hide nothing more action.

Regardless of the weapon used, this additional attack gains the coats than their long Rending trait. Make the check immediately after a successful roll to hit has been made against the fighter. If the check is failed, Myraxus Pato, the attack hits as normal.

If the check is passed, the attack counts as having missed Cult Alpha, Cult of the and the dice roll is discarded. Catfall: When this fighter falls or jumps down from a ledge, they count the vertical distance moved as being half of what it actually is, rounded up.

In addition, if they are not Seriously Injured or taken Out of Action by a fall, make an Initiative test for them — if it is passed, they remain Standing rather than being Prone and Pinned. Genestealer Cults Wyrd Powers. Telepathy — Hypnosis Basic : With little more than a piercing stare, the Adept can dominate the minds of the weaker-willed.

Select an enemy fighter that is both within 9" and line of sight of the Adept, and that has not been activated this turn. If the Willpower check to perform this action is successful, that fighter may only perform a single Move Simple action when activated this round. Ridieon, Rooftop Riders, 3. Once per turn, when another fighter from the same gang that is within 9" of the Adept makes a Fight Basic or Charge Double action, any dice that roll a 1 to hit may be re-rolled.

Telepathy — Mind Control Basic : Twitching and spasming under the control of the Adept, an enemy fighter is forced to slowly raise their weapon and take aim upon one of their friends. Select an enemy fighter that is within 9" of the Adept. That fighter immediately makes a Shoot Basic action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by the Genestealer Cults player.

Telekinesis — Assail Basic : The Adept uses the force of their will to push enemies from their path. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1 hit and becomes Prone and Pinned. If this movement would push a fighter from a platform or into a pitfall, stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge.

If the test is failed, they will fall. If this movement is interrupted by 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. If this movement would push a fighter from a minds of the weaker-willed. Select an enemy fighter platform or into a pitfall, stop at the edge and take an that has not yet activated this round within 9" and line Initiative test for them.

If the test is passed, they are of sight of the Hermaphage Magos. If the Willpower placed Prone at the edge. If the test is failed, they will check to perform this action is successful, that fighter fall. If this movement is interrupted by a wall or other may only perform a single Move Simple action when impassable terrain, the fighter is immediately Pinned activated this round.

That fighter immediately makes a Shoot special rules see page 63 of Necromunda: Gangs of Basic action, even if they have already activated the Underhive. The greatest of these was the Genestealer strain he set loose When the Hermaphage Magos finds a proto-cult upon Necromunda, though no less damning were within the depths of a hive it is as if the hybrid the genetic gifts he passed on to the xenos cult of creatures recognise their genetic father and Secundus.

For though Hermiatus himself has been immediately subsume themselves to his will. In captured and purged by the Inquisition, fragments truth, the creature is primarily an amplifier for the of his DNA live on in the species he had sought to psychic strain spread by the alien lord of Hive eradicate.

The Hermaphage Magos is the purest Secundus; a vessel through which that dark thing expression of this, a psychic being dredged up from might see beyond the walls of its radioactive prison. Below is a collection of Hangers-on designed with Outlaw and Chaos Corrupted gangs in mind. See page 83 of Necromunda: Gangs of the Underhive for the full rules on using Hangers-on. This ancient law does not, however, stop enterprising individuals from dealing in corpses, selling them on to rogue docs or other more nefarious individuals in need of human remains.

If He A gang with a Cadaver Merchant can sell their dead for profit. If a member of the pays the most, anyway. A Cadaver Merchant can also acquire bodies for the gang. In an Uprising Campaign a gang with a Cadaver Merchant gains an additional portion of Meat in the post-battle sequence.

They tinker with weapons and wargear, often building their own devices using combinations of Imperial, xenos and archaeo-technologies. The results are often as dangerous to the wielder as they are to their enemies. At the end of Step 5 of the pre-battle sequence, select one fighter from your crew. One of the weapons carried by the fighter gains either the Blaze, Concussion, Power, Rad-phage or Shock trait, as chosen by the controlling player.

The weapon also gains the Unstable trait, or the Reckless trait if it has the Melee trait as well. These traits last until the end of the battle. That is the legacy left by those who Equipment: Mesh armour, grav-gun or plasma gun rule from Mars. Progress is made by those who Skills: Munitioneer dare to cross their arbitrary rules. Specially trained individuals give speeches, paint slogans on walls and spread subversive rumours among the citizenry.

These propagandists might be devout followers of the cult, but can equally be skilled orators and liars working for their own selfish ends. A gang with an Agitator can make bold claims about their prowess and righteousness over their enemies, though such boasts are not without their dangers.

In the pre-battle sequence a gang can declare they are using their Agitator to spread word of their impending victory. If they win the game then they gain an extra D3 Reputation. If they lose the game, they must reduce their Reputation by an additional 1. An Agitator also improves recruitment for the gang. When the gang rolls to see if they get a free fighter from a Territory, such as those provided by a Settlement, they may roll twice and choose the result they want.

Only too late do citizens realise the yoke Lord Helmawr placed around their necks was not just a means of control, but intended to shield them against something much worse.

As civil unrest increases in bloody tempo to the sound of gunfire and screams, the rules of warfare observed by the Great Houses cease to apply. Isolated and attacked from all sides, gangs and hive dwellers face a new struggle, one of simple survival.

Presented over the following pages are a collection of scenarios to add to your games of Necromunda. Alternatively, if players want a degree of randomness or they are playing a Skirmish game then they can instead make a D36 roll on the table below.

A D36 roll is when a D3 is rolled as the 10s and a D6 is rolled as the 1s; for instance if the D3 roll was 2 and the D6 roll was 3 then the result would be At the end of the game players should consult the scenario and see if they qualify for any of its rewards, adding them to their gang rosters if they do.

When using any of the scenarios in this book, some of the rewards might need to be altered depending on the type of campaign being played. In a Dominion Campaign these scenarios will work as written, with the winner either taking a territory from their opponent or keeping hold of one if under attack. In an Uprising Campaign, if the scenarios are played during the Damnation phase, then any credit rewards are ignored.

Instead, players will gain 1 portion of Meat for each enemy fighter they took Out of Action, and 1 Scavenging roll if they are the winner. In a scenario using loot counters or loot caskets, each one of these is also worth 1 Scavenging roll to the gang who claims it. If players are also in possession of Necromunda: Dark Uprising then wherever a scenario appears both in this book and in Necromunda: Dark Uprising, the rewards in Necromunda: Dark Uprising should be used when playing an Uprising Campaign.

Show of Force. In a campaign, the player who their enemies and the best way to do that is with a chose this scenario is the attacker. In a skirmish, substantial body count — ideally where their comrades players roll off and the winner decides whether they can witness the price of heresy. Every defender taken will attack or defend. This scenario uses the standard rules for choosing a crew, as described on page of the Necromunda Rulebook. In the End phase, if a defender is within pages 56 and 57 is the winner.

If both gangs have 2" of the escape area, and they are not Engaged then the same number of points and the battle was fought they may be removed from the battlefield.

Fighters as part of an Uprising Campaign, the gang whose removed in this way do not count as having been Allegiance currently has Ascendancy is the winner. In addition, every The attacker adds D6x10 credits to their Stash for fighter taken Out of Action is worth 1 Victory point.

At the end of the second 1 Experience point. Each defender who escapes the battlefield earns 1 Experience point. If, during the pre-battle sequence, the The victorious gang gains D3 Reputation. Hit and Run. In a campaign, the player who chose this scenario is the attacker. After both crews have been Tactics deck. If both gangs have the same number of points and the battle was fought as part If they successfully spot the enemy model, they may of an Uprising Campaign, the gang whose Allegiance make a single Shoot or Move action.

If there is more currently has Ascendancy is the winner. In this scenario, attacking fighters may make the Vanish Double action: A fighter who takes an enemy leader Out of Action earns 1 additional Experience point. Active enemy fighters. Make an Intelligence check for the fighter. If successful, remove the fighter from the If either gang bottled out, they lose 1 Reputation. Fighters removed in this way do not count as having been taken Out of Action, though do not count for Bottle tests.

Search and Destroy. A described on page of the Necromunda Rulebook. At the start of In this scenario, one gang is the attacker and the each round, a player may declare that one or more of other is the defender.

In a campaign, the player who their fighters are searching one or more areas. For a chose this scenario is the attacker.

In a skirmish, fighter to be eligible to search an area, they must be players roll off and the winner decides whether they in the area to be searched, Standing and Active, and will attack or defend. This scenario uses the standard rules for choosing a crew, as described on page of the Necromunda In the End phase, a player rolls for each area their Rulebook. The attacker uses the Custom Selection 10 fighters are searching to see if they have found method to choose their crew.

The defender uses the something. Roll a D6 for each searching fighter in held off the table as Reinforcements as described on an area being searched, provided the fighter is still page of the Necromunda Rulebook.

Standing and Active. On a 5 or 6, the cache has been found. In the case of a tie, if this destroyed by the attacker. A defender who moves a battle was fought as part of an Uprising Campaign, cache into their deployment zone may remove it from the gang whose Allegiance currently has Ascendancy the battlefield in the End phase, provided that they are is the winner.

Otherwise, the battle ends in a draw. Caches moved off the battlefield are worth 2 Victory points to the defender. Make an Intelligence check for the fighter, adding 1 to the dice result for each friendly fighter The defender adds D6x10 credits to their stash for within 2".

If successful, the cache is destroyed and the each weapon cache they successfully remove from attacker earns 1 Victory point.

At the end of the second round, and each round thereafter, a random fighter Each defender who removes a Weapon Cache from will arrive in the End phase. Tactics deck. Meat Harvest. After other is the defender. In a campaign, the player who both crews have deployed, place 12 Hive Dwellers chose this scenario is the attacker. In a skirmish, see page 63 on the battlefield. Starting with the players roll off and the winner decides whether they attacker, both players take turns placing the hivers will attack or defend.

If only one player has a Corpse anywhere on the battlefield more than 8" away from Grinder, Helot Chaos Cults or Chaos Corrupted gang a board edge.

Hivers do not have a profile — as they then they are the attacker regardless of who chose are unarmed shell-shocked survivors of the uprising the scenario.

On a 5 or 6, remove the hiver from the battlefield, Rulebook. Both attacker and defender use the otherwise they are unharmed. The remaining fighters in both gangs are held If a hiver is hit by a ranged attack, roll a D6.

On a 5 off the table as Reinforcements as described on page or 6, remove the hiver from the battlefield, otherwise of the Necromunda Rulebook. If a hiver is hit by a Melee attack, roll a D6. At the away from the attacker. Hivers removed from the end of the second round, and each round thereafter, battlefield in this way by an attacking fighter count as a random fighter for each gang will arrive in the being harvested.

End phase. Move the Each player may choose two Tactics cards from their hiver 2D6" in the direction indicated by the dice, Tactics deck. If both gangs have the same Make a Leadership check for the fighter. If successful, number of points and the battle was fought as part any hivers within 8" immediately move 2D6" directly of an Uprising Campaign, the gang whose Allegiance toward the fighter. However, players might also choose to use appropriate models from their miniatures If either gang bottled out, they lose 1 Reputation.

Building upon the foundations of its predecessor in Necromunda: Underhive , the new rulebook then introduces the full game rules, compiling all the additional core rules content previously only available in Gang War issues This includes guidelines on how to run a standard Dominion campaign:. There are also a total of 12 standard scenarios to play — six using Sector Mechanicus terrain and six set on a Zone Mortalis battlefield — and a further 13 including two multiplayer scenarios in the Arbitrator Tools section, which builds upon the Dominion rules and helps you run your very own campaign.

After all, campaigns are awesome fun to take part in, and many players find running their own bespoke campaign the most rewarding way to play the game. Packed with rules, lore, art and content previously only available through Gang War supplements, this book is a must have for every player, providing an invaluable resource for everything from quick skirmishes to sprawling campaigns.

If you've always wanted to try Necromunda but never knew where to start, this is your gateway to gang warfare in the underhive. But sadly most of the time the original poster is unknown. If you recognize something I have missed or gotten wrong, please leave me a comment!



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