lf you have a copy of outlanders, you can play necromunda with … · 2009. 9. 15. · lf you have...

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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$ 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.

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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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    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

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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

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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

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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

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