ruination - a necromunda style small unit skirmish wargame
TRANSCRIPT
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Contents
Introduction 3
Sequence & Deployment 4
Initiative 5
Movement 6
Shooting 7Combat 9
Hero Cards 11
Spell Casting 12
Terrain Markers 13
Monoliths 15
Treasure 16
Traps 17
Lairs 18
Ruination 19
Copyright Danes & Eserin 2013All rights reserved. No part of this publication or abstraction from it may be reproduced or transmitted in any form or by any
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2
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3
Such ruin, such destruction, such misery and woe has
been visited upon this land. Empires have fallen, kings
have deserted their thrones and faith has forsaken the
Church. The champions of old have been defeated.
Ancient alliances lie in ruins. Now new heroes are rising
up, seeking a new path, forging their own destiny. Poweris unguarded and is ready to be grasped by those daring
enough to seize it.
Ruination is a game of duelling heroes - implacable
warriors, cruel sorcerers, devious rogues and other
lone champions intent on battling their way across this
devastated landscape. Now is the time for action, now it
is time to unleash your inner Hero, to nd your path to
greatness and the glory that awaits you!
The GameRuination
should be thought of as a duel between rivalheroes rather than a skirmish game between hostile
factions. The game can be played with as few as one
gure per side but larger games between multiple players
and multiple gures is also possible.
Each of the heroes have their own strengths and
weaknesses. Some favour direct and brutal combat while
other heroes prefer sneak attacks. Some heroes are able
to wield powerful magic or can summon the forces of
nature - while others are strengthened by the depth
of their faith. Some heroes may prove more capable
of tackling certain opponents but are sometimes easily
undone by others. So whether players are taking just onehero into battle or several, the combination of skills and
talents arrayed against the enemy will be a key factor in
their chances of success.
Terrain & Playing Area The Ruination game is of course designed to be played
with Ruination gures which are 54mm scale. We have
kept the gure requirement for the game down to a
very small number so that players can get into the game
quickly and easily. Fortunately the game does not require
a signicant investment in 54mm terrain either. All that
players need for a game are perhaps a few areas of coveror difcult ground (we don’t approve of heroes skulking
around in cover for too long). As the title of the rules
suggests, much of the terrain requirements for the game
can be satised by a few piles of ruins, rocks and rubble.
Players will not have to construct 54mm buildings or
fortresses, with all inconveniences of cost and storage
that would entail - unless they want to!
Although the gures are big, the playing area does not
have to be. Most games of one or two heroes per side
can be fought on a four foot by four foot table. If players
want to eld signicantly bigger forces - the size of the
table can be increased.
What You NeedTo play Ruination players will of course need at least
two Ruination gures, also a copy of these rules, a
couple of tape measures and a small playing surface
with suitable terrain. Players will also need to amass a
decent collection of dice for the game. Frequently in usein our games are d3, d4, d5, d6, d8, d10, d12, d16, d20,
d24 and even d30 (just because we can). Players need
not worry if they don’t have all of these dice yet as the
more common sized dice (4, 6, 8, 10, 12, 20) are by far
the most frequently used, although players should not
deprive themselves of the pleasure of rolling a d30 when
casting a spell - its funny if the spell works and its funny
if it doesn’t!
Ruination FiguresThe gures available on the Terragnosis website are
specically designed for Ruination. Each gure comeswith its own prole and Hero Cards that are specically
designed for use in the game. The Terragnosis website
will constantly be updated with new gures (with their
own proles) that can be introduced into the game.
These can be used individually or formed into ad-hoc
bands of heroes who have grouped together to attack an
opposing force.
FactionsPlayers need not concern themselves with factions. The
heroes described in these rules are all individuals ghting
for their own reasons, their loyalties are to themselvesand their motives often remain hidden. This means that
when players are assembling a small band of heroes to
go and ght - any grouping is permitted against any other
grouping of heroes.
Introduction
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Game SequenceEach game will progress through the following sequence.
Once the terrain has been deployed and the forces
selected, players take it in turns to place a gure. Once
all gures have been placed - players are now ready to
begin the battle and must now test for Battle Initiative.This involves rolling one or more dice (of any sort) for
each Hero involved in the battle. The game sequence is
described below.
1. Initiative is rolled for all Heroes.
2. The Hero with the lowest scoring Initiative is
activated rst. This is followed by the Hero
with the second lowest Initiative.
3. All Heroes are activated in this sequence with
the Hero with the highest die score being
activated last.
4. Once all gures have been activated the turnends. Players will start again at Stage One and
repeat the process until the game ends.
Activation SequenceDuring a turn, the following sequence must be followed
by the player when activating a Hero.
1. The player activates a gure, this allows the
Hero to use its actions to move, ght, shoot,cast spells or use other Hero Cards.
2. Any gures that is in close combat with an
activated enemy gure will count as having
their activation at the same time (which is
when the close combat is fought).
Figure DeploymentPlayers will place their gures within six inches of their
own rear table edge unless a scenario species another
area of deployment. Both sides roll one die to see who
places a gure rst (any die can be used provided both
sides use the same) - the side that scores the lowestplaces a gure rst followed by the other side who place
a gure. This sequence is followed until all gures have
been placed.
Sequence & Deployment
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Figures that are activated can move. Each gure has a
movement rate, this is the maximum number of inches
it can move when one action is spent on movement. For
example, a gure with a move of three will be able to
move three inches with one action or fteen inches if
ve actions are allocated to movement. Of course, thegure does not have to move the whole movement rate
if not required, therefore a gure with a movement rate
of four can move two inches for example.
Effects
of
TerrainMost of the terrain that Heroes will be crossing is likely to
be open ground that is easy to traverse. However, gures
that try and cross obstacles such as piles of rubble,
undergrowth, low walls etc - will have their movement
reduced. This type of terrain is known as Rough Ground.
As soon as a Hero contacts an area of terrain that will
reduce movement (rough ground) the gure will halt.
This means that the move that brought the gure into
contact with the terrain is now ended. For example, a
gure with a move of ve has moved two inches into
contact with an area of undergrowth, at this point the
move ends and the remaining three inches are lost. If the
player wishes the Hero to continue, additional actions
must be spent on moving.
Moving Over Rough GroundMoving across rough ground will deduct a number of
inches from the Heroes move, this reduction will depend
on the type of terrain being crossed. To cross such terrain,the player rolls one die (shown on the table below), the
score is the number of inches deducted from the move.
Terrain Move Reduction
Undergrowth 1d3
Rocks/debris 1d4
Low wall (waist height) 1d6
High wall (head height) 1d8
If the deduction exceeds the gures movement rate,
the player will have to allocate more than one action tomovement to allow the gure to cross the rough ground.
For example, the player allocates one action for a Hero
to cross a low wall. 1d6 is rolled for the move reduction
and a ve is the score. The Hero only has a move rate of
four. This means that one action is not sufcient to cross
the wall, another action will be required and will allow
the gure to move three inches beyond the wall (eight
inch move minus ve for the wall leaving a three inch
move).
Once the movement has been made, if the Hero is clear of
the rough ground their movement is no longer restricted.
If the Hero is still in contact with the terrain at the end
of the turn, movement in that turn will be reduced next
turn but the player will have to dice again to determine
the rough ground penalty.
Jumping a GapHeroes may need to jump over a gap during a battle.A gures ability to leap across a gap will depend on its
basic move rate and of course - the width of the gap.
First of all, the width of the gap must be determined,
this gap must be described in terms of the gure scale,
for example a measurement in feet, so for instance -
the gure wants to jump a gap six feet wide (about the
height of a tall humanoid gure). The distance in feet
will determine the type of die used in the test. For a six
foot gap, 1d6 is used. For a ten foot gap 1d10 is used, for
a thirty foot gap 1d30 (or 3d10).
If the die score is equal or less than the gures basicmove, the gure has jumped the gap. If the score
is greater than the gures move rate but not greater
than the gures Initiative Number, the gure has failed
to totally clear the gap and if hanging on to the other
side by their nger-tips. If the score is greater than both
the basic move and the Initiative - the gure has totally
failed to leap the gap and has fallen through the gap.
A leap costs one action to execute. If the gure is
hanging on by their nger-tips it costs 1d6 actions to haul
themselves to safety.
Falling OffFailing to leap a gap can result in gures falling in a most
disagreeable and harmful way. Heroes can also fall off
things if they are Suppressed and are near to the edge of
a steep drop. The distance of the fall must be described
in the scale of the gure, for example a twelve foot drop
would be roughly twice the height of a humanoid gure.
The drop will determine the type of damage dice to be
used. A twelve foot drop would require a d12 for damage,
a forty foot drop would require 4d10 or 2d20. The damage
die must be rolled against the gures Armour Value. For
example - a Hero with an Armour Value of seven fallsdown a twenty foot hole, 1d20 is rolled and the score is
compared to the seven.
Movement
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Shooting can occur at any time during a Heroes
activation. For a Hero to re a missile weapon, be that a
bow, crossbow, pistol or thrown dagger - the player must
rst ensure that the Hero has enough actions allocated
to be able to deliver the shot and that the target is not
completely obscured by cover or partially/fully blockedby another gure. If there are enough actions, the player
must then roll one or more dice. If the score is equal to
or less than the Heroes Shooting Factor, the target has
been hit.
The Effects of ShootingOnce a target has been hit damage must be tested for.
The attacking player uses the same die (or dice) that
were used to test to hit - to test for damage. If the score
equals or exceeds the targets Armour Value, damage
has been inicted. If the score is less than the targets
Armour Value, then no damage has occurred.
DamageThere are a number of different types of damage that
can be inicted on targets through missile attack.
Suppression: If the damage score is equal to the
targets Armour Value, the target will be Suppressed. This
means that the gure falls back one to six inches (the
attacker rolls 1d6). The controlling player must spend
one action on the gure to remove the Suppression result
so that it can again move, shoot or use a Hero Card
(during the Heroes next activation). A Hero can suffer
no more than one Suppression result from shooting in a
turn. Note, if the Suppression is not removed by the end
of the turn - its effects will apply in the next turn i.e. an
action must be spent before moving, shooting or using
Hero Cards is permitted.
Wound: If the score rolled for damage is greater
than the targets Armour value, the target has suffered a
wound or wounds. The number of wounds will depend on
how high the damage score is (see below).
Damage Score Number of Wounds
Equal to Armour Suppression1 - 10 One
11 - 15 Two
16 - 20 Three
21 - 25 Four
26 - 30 Five
31 - 35 Six
36 - 40 Seven
41 - 45 Eight
46 - 50 Nine
51 + Ten
The Effects of DamageEach time a Hero suffers a wound, the gure will lose
a Hero Card. It is up to the target player which card
to lose. If the Hero has any ‘body’ cards remaining, the
player will discard one or more body cards. If the gure
has no more body cards left, the attacking player willmake a ‘blind’ selection from their opponents deck and
will take one ‘skill’ card per wound inicted. Of course,
if the Hero suffers multiple wounds, then multiple cards
will be lost - i.e. three wounds are suffered - three Hero
Cards are lost.
Cover The effects of shooting damage will be reduced if the
target is in cover. If the target gure is in contact with
cover and that cover is between the target and the ring
gure - cover benet will be applied. If the target is
in contact with ‘soft’ cover (bushes/undergrowth) thatobscures the majority of the gure or walls/rocks that
obscure less than half the gure - one is added to the
targets Armour Value. If the target is in contact with
‘hard’ cover, that is walls or rocks that obscure at least
half of the target gure - the target will add two to their
Armour Value.
Heroic DeathWhen a hero loses all of their Hero Cards they will
succumb to the wounds and can take no further actions.
They will lie where they fell, very close to death.
However, if the scenario permits it or if the powers areavailable, the hero may still be revived. If the Hero is
reduced to zero cards and loses further wounds, the hero
is well and truly dead and cannot be revived - not in a
good way anyway!
Critical DamageIt is possible that gures will inict even more damage
than expected if a critical hit is scored. This occurs if
the die score to hit is the same as the score to damage,
in which case an additional die is rolled for damage and
added to the rst damage die.
For example, a gure scores a hit with a ve, the playerthen rolls the same die to determine damage and another
ve is scored. This means that the target has been hit
and critical damage has been inicted. The same die
is rolled again and added to the rst damage score. In
this example, the additional die score is a seven which
when added to the rst damage score of ve gives a total
damage score of twelve.
It is possible to score more than one critical with a hit. If
the second damage die roll is the same as the rst then
a “double-critical” is scored and the dice is rolled again
with the score being added to the total. In fact this will
occur each time the same score is rolled for damage,
Shooting
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Combat occurs when two or more hositile gures move
into to within one inch (or less) of each other - in this
situation, combat must occur. The gure in the combat
with the lowest Initiative score will be activated forst
and will instigate the combat, the opponent (whatever
their Initiative score) will have their activation thentoo. In other words, both combatants will be activated
together and use whatever attacks and Hero Cards that
are available to them.
Testing to HitBoth sides will select the die or dice they wish to use
in the combat determined by the type of weapon being
employed (see Heroes Prole). For each attack, the
player must score equal to or less than their Heroes
Combat Factor, if this occurs, the Hero is likely to have
hit the opponent. If the score is greater than the Combat
Factor - the attack has missed.
AttacksDifferent Heroes will have different numbers of attacks
they can use in a round of combat. Players do not need to
allocate actions to attacks, these happen automatically
with each round of combat.
Parry If the die score to hit is the same as the opponents
(successful) score - both hits are cancelled out. If the
die score is the same as the opponents but the opponents
score is unsuccessful - then the successful player has
scored a hit and damage must be determined.
DamageOnce a target has been hit, the same dice is used to test
for damage against the target. If the score equals the
targets Armour Value, a Suppression result is achieved. If
the score exceeds the targets Armour value, a Wound has
been inicted. If the score is less than the targets Armour
value, then no damage has occurred. The different types
of damage that can be inicted are described below.
Suppression: If the damage score is equal to the
targets Armour Value, the target will be Suppressed.This means that the gure falls back 1d6 inches (diced
for by the attacker). It also means that the target will
suffer extra damage if the opponent chooses to remain
in contact (this costs no actions). If the opponent does
remain in contact the Suppressed gure moves back
with their foe in contact. The additional damage will be
another damage roll using the same dice (and score to
hit) that were used previously.
For example, player one rolls a four on a d12 and scores
a hit on the opponents Hero, damage is rolled and a
Suppression result occurs. Player one rolls 1d6 and the
opposing Hero is pushed back three inches. The attacking
Hero remains in contact and so player one rolls another
d12 for damage using the same score of four that was
used when testing to hit. The effects of this additional
damage is then worked out.
If the Suppressed gure moves back and the opponent
does not remain in contact, the additional damage is not
delivered but the Suppressed gure suffers the effects
of Suppression (the controlling player must spend one
action on the gure before it can again move, shoot or
use a Hero Card). A maximum of one Suppression result
can be applied to a Hero per round of combat.
Wound: If the score rolled for damage is greater
than the targets Armour value, the target has suffered
a wound or wounds. The number of wounds will depend
on how high the damage score is. The higher the score
- the more wounds are inicted (see Shooting section for
Wounds Table).
Strike SequenceWhich gure strikes rst in a combat will depend on the
successful die scores used to hit. The gure that scores
highest successful score will strike rst followed by the
gure that scores the next lowest (i.e. the highest die
roll that does not exceed the Heroes Combat Factor). If
death is delivered by one of these blows or the opponent
is thrown-back - any subsequent hits that the opponent
had are lost.
Breaking ContactPlayers can disengaged their gures from combat. This
can be attempted after the dice have been rolled for
that round of ghting. If the gure survives and has
scored one or more successful hits, one or more of these
‘hits’ can be sacriced to enable the gure to moved
back one inch (per successful hit). For example, a Hero
has inicted three hits, the player decides to use one of
them to deliver damage and the other two to fall-back
two inches. If the hit is used to move the gure back - it
cannot be used to inict damage.
Critical DamageIt is possible to generate critical damage in the same way
that is described in the Shooting section of the rules. If
the score rolled for damage is the same score that was
rolled ‘to-hit’ - critical damage occurs.
Using Extra DiceIt is possible to create higher levels of damage in the
same way that is described in the Shooting section of the
rules. For example, if a weapon is limited to d8, d10 or
d12 the player can roll more than 1d8 or can roll a d8 and
a d12 (or any other combination of these dice). Provided
that the same dice are used when testing to hit that areused for damage.
Combat
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ObstaclesIf a Suppressed gure is pushed-back into an obstacle
such as a wall or pile of rocks/rubble, the gure has
bashed into something (see ‘Bashing into Things’ later
in this section).
Charge BonusFigures that charge into contact with an enemy can expect
to deliver higher damage from the impetus of the attack.
If an attacking gure uses their rst one or two actions
that turn to move into contact, one attack in the rst
round of combat can benet from the Charge Bonus. This
allows the player to re-roll the rst successful damage
result that turn in the hope of getting a better score.
If the second score is higher the player can use this, if
the rst die roll is still higher the player can ignore the
second die roll. If the attacker uses a different action
before moving into contact, such as ring, casting aspell, removing a Suppression result - the charge bonus
cannot not applied.
Activation in CombatWhen a Hero contacts an enemy Hero to engage in close
combat, a round of combat will be fought. If the Hero
that is attacked has already been activated that turn,
that Hero might still be able to ght using all of their
attacks (although not necessarily their Hero Cards if they
have already used up their actions that turn). If the Hero
that is attacked has not been activated yet - the combat
will be fought as normal and this will count as the targetHeroes activation. Once the combat has been fought
and both Heroes remain alive, this will count as both
Heroes activation and they will not be able to take any
other actions (except defending themselves against new
attackers) that turn.
Defending Against New AttacksHeroes can attack an enemy Hero after the enemy gure
has already fought that turn - but the enemy Hero can
only defend themselves if this happens. For example,
Hero One and Hero Two are ghting, all of their attacks
are resolved and both Heroes remain on their feet afterall the dice have been rolled. Neither of these Heroes
can make any more attacks or use any more Hero Cards
this turn. Suddenly Hero Three appears and charges into
contact with Hero One. Hero Three delivers all of their
attacks as normal. The player controlling Hero One can
only roll one die to try and block the attack (to do this
the player must roll no more than their Heroes Combat
Factor and score the same number as one of Hero Threes
attacks). This parry attempt can never inict damage on
the new attacker. Each new attacking gure that a Hero
faces (after they have used all of their attacks) can be
confronted by one parry attempt. For example, if Hero
Four and Five pile into the unfortunate Hero One, one
parry attempt can be made against each of these new
threats - assuming Hero One is still alive!
Thrown out of CombatInjury in combat may result in a Hero being thrown out ofthe ght if certain ’body’ cards are used. If this happens,
the injured Hero will be moved back the appropriate
distance and the ght that turn will end. Any hits that
have yet to be tested for will be lost. Neither of the
combats participants will be able to take any further
actions that turn (other than parrying fresh attacks) as it
is assumed that the round of combat used up their entire
activation. For example, Hero One has suffered three
separate hits that each cause one wound. Rather than
allow their Hero to take all of these hits, the player uses
a body card with a ‘thrown-back’ effect. This means that
for each point on the damage score the gure is thrownback half an inch. This also means that the later two
attacks will not hit as the hero has been thrown back
before they made contact.
Breaking Down DoorsHeroes may have to break-down a few doors from time to
time. To do this, the gure must be moved into contact
with the door, dice are rolled to hit the door and then
again to inict damage as if in combat. The type of door
will determine its ‘Armour Value’ - size of the door will
determine how many ‘wounds’ it can take before it is
destroyed (see table below), small doors will have two,larger doors three or four ‘wounds’.
Door Type Armour Value Wounds
Wooden 6 2 - 4
Sturdy Wooden 8 2 - 4
Reinforced Wooden 10 2 - 4
Stone Door/Town Wall Gate 12 2 - 4
Metal 14 2 - 4
Bashing into Things
Heroes are sometimes forced-back due to Suppressionresults or thrown-back due to loss of ‘body’ cards. In
these cases the gure is moved directly back. If this
movement brings the gure into contact with a terrain
obstacle such as a pile of rubble or wall - additional
effects will occur.
If the gure is Suppressed from shooting and bashes
into something, the gure loses 1d3 actions next turn.
If the gure is thrown-back and bashes into something
1d6 actions is lost next turn. If the gure is Suppressed
and bashes into something while still in contact with an
enemy - the attacker gains another damage roll at plus
1d6 damage.
Combat
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Hero Cards are used to deliver the full range of a Heroes
abilities to the battleeld. Each player that controls a
Hero will start the game with twelve Hero Cards.
Using Hero CardsMost Hero Cards ‘cost’ at least one action to use. Theplayer must therefore ensure that the hero has enough
actions to cover the usage of such cards. For example,
the Heroes Initiative for this turn is ve and so the Hero
can use a maximum of ve actions. This means that a
maximum of ve (one action) Hero Cards can be used
this turn.
Losing Hero CardsWhen a Hero is wounded they will lose one Hero Card
per wound that they suffer. The lost card will either be
chosen by the player whose gure suffered the wound or
it will be chosen by the attacking player. To prevent theattacking player from choosing the card, the defending
player must give up one of the Heroes ‘body’ cards. This
card is discarded and the Hero suffers the effects shown
on the card.
If the Hero has no ‘body’ cards left the attacking player
takes one Hero Card (using blind selection) per wound
and discards these once the selection is made. All cards
that are lost are discarded and cannot be used for the
rest of the game. Once the ‘blind’ selection is made,
the player must place it face down on the table without
looking at it (so that the player cannot tell what card
their opponent has lost).
Body CardsThese are the cards that represent the physical structure
of the Hero. Warriors and out-door types tend to have
lots of these.
Skill CardsAll Hero Cards that are not ’body’ cards are ‘skill’ cards.
Skill cards represent any of the abilities that the Hero has
- such as weapons skills, spells or other innate abilities.
Hero Cards
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Die Score Effects of Spell Failure
1 - 10 Spell has failed
11 - 15 Spell has failed, spell casters Spell Factor is reduced by one for the rest of the turn
16 - 20 Spell cannot be used again this turn
21 - 25 No more spells can be used this turn
26 - 30 The spell is discarded and no more spells can be used this turn
31 - 35 The spell is discarded and the spell-caster is Suppressed and no more spells can be used this turn
36 - 40 As above and the spell-caster loses one other (randomly selected) Hero Card
41 - 45 As above except one to three other (randomly selected) Hero Cards are lost
46 - 50 Spell-caster is destroyed in a magical explosion, 1d12 damage to all gures within twelve inches
51 + Spell-caster is destroyed in a magical explosion, 1d20 damage to all gures within twenty inches
Some Heroes have the ability to cast spells during
their activation. Spells will be cast using Hero Cards
that describe the particular spell. To cast the spell
the controlling player ensures that enough actions are
available for the spell and then tests to cast the spell.
This is done by rolling one or more dice and comparingthe score to the Heroes Spell Factor. If the die score is
equal to or less than the Heroes Spell Factor - the spell
will work and its effects are applied to the target. If
the score is greater than the Spell Factor - the spell will
fail. If the score is a lot greater the spell will fail with
unpleasant consequences.
Hero CardsEach spell will be described on the relevant Hero Card.
These will show the spell description and the number of
actions it takes to deliver the spell.
Spell DamageSpell damage is determined in the same way as damage
from shooting or close combat. The same die or dice are
used for damage that were used to test for the spell
success. For example, the Hero has a Spell Factor of
eight and uses 2d6 to test for the spell, a score of seven
is the result meaning that the spell has been cast. The
player then rolls 2d6 for damage - the resulting score
is the damage that is compared to the targets Armour
value.
Targets in Close Combat: Some spells that
cause damage to individual targets will automatically hitthe target if the spell is successfully cast. This means
that enemy gures that are engaged in close combat can
be attacked without risk to friendly gures (assuming
that the damage effects are restricted to one target
only). If the damage is an area effect - the damage will
be applied to all gures in the combat (even if one of
these gures is not actually in the area of effect).
Suppression: Suppression caused by spell damage
will have the same effect as Suppression caused by
shooting (i.e. the gure is forced back 1d6 inches).
Wound: All other damage from spell casting has the
same effect as damage caused from shooting or close
combat. There is an equal chance of critical damage with
spell damage as well. If the damage score is the same as
the die score when testing to cast the spell - critical
damage is inicted (see Shooting and Combat sections).
Spell RangeSome spells will have unlimited range, this means that
the spell can strike any target on the battleeld. If the
spell mentions no range then it is assumed that the range
is unlimited. Other spells do have a range limit - this
might be a multiple of the successful die score used to
test for the spells success or might be a specied range
such as twelve inches.
Spell TargetsFigures that are targeted by spells must be in range.
For spells that deliver damage over range (the ‘magic-
missile’ type) the spell-caster must have an un-obscuredview of the target (not blocked by another gure or total
cover). These sort of targets will also benet from cover
modiers). If the spell is not of this type, it can be cast
on targets that may be blocked by others gures (but
still cannot be in total cover).
Spell FailureIf the die score rolled exceeds the spell-casters Spell
Factor the spell will fail. The higher this failed die score
is - the least pleasant are the results for the spell caster
(see table below).
Spells in CombatSpell-casters can deliver spells when in close combat but
only if these spells require no spell test to cast. These
are spells especially designed for rapid casting and can
be used when in close combat. Spells that do require a
spell test, i.e. those that require a die roll to be made
against the Heroes Spell Factor cannot be cast when in
close combat. A spell-caster can cast these spells and
then move into contact in the same turn or can cast a
spell during their own activation and then be contacted
by an enemy later in the turn. But once a spell-caster is
in contact with an enemy - no spells that require a spell
test can be cast. The Hero will either have to break-contact or defeat those that are in contact with them
before another spell can be cast.
Spell Casting
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13
Before a battle starts players should layout a number
of Terrain Markers (see rear section of the rules). These
are used to represent areas of interest for the Heroes to
investigate. The types of Terrain Markers are Artefacts,
Treasure, Traps, Monolith and something called Ruination
- which is quite bad!
Players should select between two and four Terrain
Markers per Hero involved in the game. This will be a
blind selection so that players do not know what markers
are being placed. Obviously, players should place them
face down so that their identity is only revealed when
Heroes investigate. These markers should be placed
in a random fashion with equal numbers on each side
of the table so both sides have equal opportunities to
access them. When a Hero moves to within one inch
of the marker, an action spent means that the marker
is revealed. Note, this cannot be done if the Hero is
engaged in close combat.
ArtefactsArtefacts are items scattered about the landscape that
represent a source of power to one side or the other. For
that reason they will be marked with different colours.
One colour will represent one side, the other colour will
represent the opposing side. As these markers will be
placed face down, at the start of the game - players will
not know which markers will be helpful to their side.
Discovering Artefacts: Heroes can uncover
an artefact by moving into contact with it (within oneinch) and using one action to turn the marker over. If
the artefact is benecial, this may represent the begins
of the Heroes path or the extension of an existing path.
If the artefact favours the opposing side, the opponent
must test for the artefacts Armour Value.
Destroying Artefacts: Heroes can attempt to
destroy enemy artefacts once they have been revealed.
This will involve players spending one action per close
combat attack on the artefact. The normal process of
testing to hit and damage are used. The attacker must
score greater than the artefacts Armour Value to destroy
it. The Armour Value is a randomly generated numberbetween one and twenty (the opposing player will roll
1d20 to determine this). If this score is exceeded, the
artefact is destroyed and plays no further part in the
game. Attacking an artefact does not use up close combat
attacks. In other words, a Hero that is limited to three
close combat attacks per turn can use more actions to
attack the artefact and still use all three attacks in close
combat if they get into a ght later that turn.
PathsWhen two artefacts appear on the table of the same
type (i.e. benecial to the same Hero), a Path is created
between these two points. If the Hero manages to nd
a way onto this path, that Hero will benet from the
artefacts powers. If more than two artefacts appear
(of the same type) a path will link all of the artefacts.
However, if an artefact is destroyed, it cannot remain
part of the Path. Also, if enemy artefacts are nearby,there is a chance that they will break the Path too.
Finding the Path: For a Hero to nd their Path
they need to be moved into a position between two
friendly artefacts that have been revealed. An action is
used and the player rolls one die (any), if the score is
greater than the gures initiative score for that turn,
the Hero can get on the path. If the score is equal to or
less than this, the path has not been found and another
action will be needed if the player wants the hero to get
on the Path.
For example, the player has rolled four for that Heroesinitiative that turn, this means a score of ve or more is
needed to get onto the path. The player uses one of their
Heroes four actions and rolls a d20 (the biggest die that
they have) - a score of eleven is rolled meaning that the
Hero is ‘on the path’.
Power of the Path: Heroes that have found their
way on to their Path will benet from its powers. For
each artefact that makes up the path, the Hero gains
one Heroic Power. To be on the path, the Hero must be
on a line between two friendly artefacts (the path is
considered to be an inch wide).
The Path is Broken: Paths cannot exist if they
are bisected by an enemy Path. For instance, a Path
passes between two un-revealed artefacts. During the
game, one of these artefacts is revealed and is found
to be a hostile artefact. Although this artefact is near
the path, at the moment it is not a problem because
it does not as yet form its own Path. Later in the game
the other marker is revealed as another hostile artefact.
This means that the hostile Path now crosses the existing
Path. This cannot happen - so both Paths are negated.
If one of the artefacts is destroyed, this will allow the
other two artefacts to function as a Path.
The ‘power of the path’ also extends in a one inch (per
artefact in the path) diameter zone around the ‘friendly’
artefact (although the Hero must still have found the
path to benet from this).
MonolithsMonoliths are strange and enigmatic objects that
might be revealed by a Terrain Marker. Massive lumps
of rock inscribed with mysterious runes, geometrical
arrangements of standing stones or ancient statues of
long forgotten heroes. Each monolith is different - each
are in possession of strange powers. At the start of each
Terrain Markers
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14
turn - the power of the Monolith must be tested for. 1d20
is rolled and the Monolith table is referred to.
Treasure When a Hero contacts a Terrain Marker - there is a chance
that Treasure will be found! When this is done, the player
rolls 1d20 and refers to the Treasure table to reveal just
what has been discovered.
TrapsHeroes are likely to encounter a number of traps on
the battleeld. Although they can be dangerous, they
often guard valuable treasure - so they are worth
investigating.
Lair Heroes might stumble across the lairs of dangerous
creatures in their travels. These can be highly aggressive
and dangerous - but sometimes they guard valuable
treasures. As soon as a lair in uncovered, the creature/
creatures will attack (see Lair table).
If the Hero manages to break contact with the lair and
move at least four inches away (from the ‘Lair’ Terrain
Marker) the creature will cease attacking the Hero. if
the Hero (or other Heroes) approach the lair - they too
will be attacked by the creature.
Ruination
If a Hero encounters a ‘ruination’ marker, the destructivepowers of chaos will be unleashed - now everybody will
be in trouble! Each turn and for the rest of the game,
at least 1d20 will be rolled on the Ruination table. The
die rolls will be made after players have rolled for their
Initiative.
Using Terrain MarkersPlayers should print-off the Terrain Markers page shown at
the rear of the rules. Before the game starts all markers
will all be placed face down on the table, mixed-up a bit
and then a number of them will be selected and placed
(still face down) at regular intervals across the table.
The number of markers that are placed will be between
two and four per Hero involved in the game - it is the
players choice. After a few tries, players will get to know
how many they prefer to use in their games.
Before the game begins, players must choose which
artefact will be benecial to them - either the Celestial
Artefacts or the Enchanted Artefacts. The difference innames only indicates that they belong to one side or the
other, there is no other signicance to them.
Because of the highly random nature of the selection and
inclusion of Terrain Markers in the game, each battle will
feel different depending on which markers are revealed.
It is not uncommon to have very high numbers of one
type of artefact and very few of another - giving a big
advantage to one side and stacking the odds against
the other. Some games might include a Monolith (which
always adds an interesting dimension to games) and
some games will include a few traps - which sometimes
involves a mighty hero falling down a pit in turn one!This all leads to many diverse and lively encounters even
when the combatants are the same old Heroes!
Terrain Markers
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Die Score Power of the Monolith
1 The Hero in contact with the Monolith (no more than one inch away) can take no actions this turn
(apart from parrying in close combat).
2 Hero nearest to Monolith regains one lost ‘body’ card at the start of the turn (the nearest Hero to have
lost a body card).
3 Thick fog envelopes an area ten inches from the Monolith making shooting, combat and spell castingimpossible for the whole turn.
4 All Heroes within six have minus one to move, shooting/combat factor & damage even if they move out
of range of the Monolith that turn.
5 The Hero with the highest Initiative score this turn is activated rst (normal sequence is applied to the
rest of the Heroes).
6 First ‘critical’ damage roll this turn gains an extra die of damage.
7 Hero with the highest Combat Factor gains one extra attack this turn (if drawn with another Hero, both
Heroes get the bonus).
8 Hero with the highest number of ‘body’ cards remaining ignore one hit this turn, the hit that causes the
most damage is the hit that will be ignored.
9 Hero in contact with the Monolith (gure is within one inch of the Monolith) gains an extra d8 damage
in their next attack (either shooting, combat or spells) in this turn or later turns.
10 Hero in contact (within one inch) with the Monolith gains one to three extra actions this turn.
11 A fearful shrieking noise issues from Monolith, all gures within eight inches of the Monolith are
Suppressed (see Shooting Suppression).
12 The gure with the lowest Initiative score is activated last (normal sequence is applied for the rest
of the Heroes).
13 All Heroes within twelve of the Monolith have their Armour Value reduced to ve for this turn.
14 The Hero with the highest Shooting Factor adds three to their Shooting Factor for all shots that turn (if
more than one Hero has the highest, both Heroes get the bonus).
15 The Hero in contact with the Monolith (within one inch) regains all lost ‘body’ cards at the start ofthe turn.
16 The Hero with the fewest Hero Cards losses one Hero Card - even if this reduces one Hero to zero. If
a draw occurs - all Heroes with the lowest number of cards lose one.
17 The Hero in contact with the Monolith (no more than one inch away) cannot suffer any damage this
turn.
18 Hero nearest to Monolith gains a free move this turn (normal move, no action cost).
19 Mist envelopes the area, targets over 8 inches away from any ring or spell-casting gure cannot be
spelled or red on this turn.
20 The Hero in contact with the Monolith (within one inch) has a ‘double turn’, they can use their
Initiative twice that turn (i.e. double actions, two rounds of combat).
15
Monoliths
When a Terrain Marker is encountered and a Monolith is revealed, the player should
immediately roll 1d20 and refer to the table above for the results. These will be applied as
soon as the Monolith is revealed. Then at the start of each turn, after players have tested
for Initiative - the effects of the Monolith are tested for again. Players should note that a
Monolith cannot be destroyed during the game (as artefacts can).
Players can use their imaginations when it comes to the representation of Monoliths. An
old statue gure can be used, a rock with inscrutable carvings on it, a small collection of
standing stones arranged in a circle - all make excellent Monoliths.
Players can if they wish add to the list shown above or create their own provided that all
players in the game agree to its contents and provided that the results are not too harsh or
benecial.
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Die Roll Magical Item Treasure Description
1 Strength Potion Increases damage by one for all close combat attacks for the rest of the game.
2 Healing Potion Restores one lost Body card when the potion is drunk.
3 Energy Potion Increase move rate by one for the rest of the game.
4 Endurance Potion Increases Armour value by one for the rest of the game.
5 Weapon Charm This little charm increases the users Combat Factor by one for the duration that
the Hero possesses the charm.
6 Missile Charm This tiny trinket adds one to the users Missile Factor.
7 Magic Array A useful amulet sharpens-up magical skills, the Hero counts as one Spell Factor
higher for the duration that the Hero possesses it.
8 Skrying Stone This little crystal allows the Hero to reveal the nature of any nearby Terrain Marker.
This takes one action to perform on markers no more than six inches away. The
player checks the unterside of the marker but does not reveal its nature to anyone
else.
9 Fire dust Magical powder that increases the damage of missile attacks when sprinkled on
arrows, bolts or other projectiles. One to six applications each give a bonus of 1d3
damage. Takes one action to apply to one missile.
10 Scroll of Rejection When a Hero reads out this scroll, the nearest enemy Hero will be ung back 2d6
inches. Note, the Hero reading this scroll does not need a Spell Factor to be able to
do this. Two actions to use.
11 Scroll of Binding When a Hero reads out this scroll, the nearest enemy Hero will lose 1d6 actions this
turn. No previous magical experience is needed to read this scroll. Two actions to
use.
12 Scroll of Fire This scroll will cause a ball of re to y towards the nearest enemy causing 2d8
damage. No magical skill is needed to read this scroll. Two actions to use.
13 Scroll of Flying Reading this scroll will enable the Hero to y a short distance, up to twenty inches.
It takes two actions to perform this and no magical talent is needed.
14 Ring of Destiny The wearer of this ring is assumed to always be on their ‘path’ during the battle.
15 Ring of Protection This magic ring increases the wearers Armour Value by two.
16 Ring of
Regeneration
The wearer of this ring will recover one lost ‘body’ card per turn, does not work if
the Hero is reduced to less than zero. Does not recover ‘skill’ cards.
17 Magic Helmet This beautifully crafter headgear increases the Heroes Armour Value by one and
also allows the Hero one extra action per turn (even if this exceeds the Heroes
Initiative Factor).
18 Magic Shield A shield that gives the user the speed to block incoming missile re. The player
rolls 1d6 and deducts the score from each missile (or magical) damage die roll.
19 Magic Armour Very well made armour reduces the number of wounds inicted by one per attack
suffered by the wearer.20 Magic Sword A supremely well-poised and sharp weapon, add 1d4 to all damage rolls when the
score to hit is four or less.
16
Treasures can be exceedingly useful to a Hero during a battle. Some
treasures can be used more than once - if such a treasure is found and
the Hero survives the encounter, players must decide whether such
items can be retained for the next game or not. Ideally this should
be agreed upon before the game starts. If the players decide against
further use - the treasure cannot be taken to the next battle.
Potions take one action to drink, their effects occur immediately
afterwards. Scrolls can only be used once, they possess no power
after they have been read.
Treasure
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Die Roll Trap Trap Description
1 Pit Trap The Hero falls down a pit. 1d10 damage is automatically inicted. It takes the Hero
1d3 actions to climb out.
2 Deep Pit The Hero falls down a pit. 2d10 damage is automatically inicted. It takes the Hero
2d3 actions to climb out.
3 Very Deep Pit The Hero falls down a pit. 3d10 damage is automatically inicted. It takes the Hero3d3 actions to climb out.
4 Spiky Hole The Hero falls down a spiked pit. 3d6 damage is inicted. It takes the Hero 1d3
actions to climb out.
5 Very Spiky Hole The Hero falls down a spiked pit. 4d6 damage is inicted. It takes the Hero 2d3
actions to climb out.
6 Arrow Trap An arrow trap is triggered. 1d8 arrows y at the Hero, 1d8 is rolled per arrow to hit
(ve or less hits), damage is 1d8 per hit.
7 Gas Trap A gas trap is triggered. 1d6 is rolled, this is the number of actions the Hero loses in
their next activation.
8 Snare Id10 is rolled, if the score is more than the Heroes remaining actions that turn,
they have been trapped and cannot move. It will take 2d6 actions to remove thesnare. When caught in the snare no shooting, combat or spell casting can occur.
9 Snake Pit The Hero falls into a pit of snakes and suffers 1d10 damage per turn in the pit.
To climb out a score of equal or less than number of actions allocated to climbing
must be rolled on 1d10.
10 Explosive Trap The Hero has triggered an explosion which causes 2d6 damage to all gures within
a 2d6 diameter. All gures not wounded will be Suppressed.
Traps
When a Terrain Marker is encountered and a Traps marker is revealed, the player should roll 1d10
and refer to the table above for the results - these will be applied immediately.
Pits: Heroes that fall down pits cannot cast spells, shoot or ght other Heroes unless enemies
move to the edge of the pit (if attacker moves into contact) and look down into the pit. Heroesin pits can be targeted if the attacker moves to the edge of the pit - here the attacker will have
the advantage (gaining plus two to their shooting, combat or spell skill). Note, Heroes in ‘deep’ or
‘very deep’ pits cannot be fought in close combat.
Traps & Treasure: Traps are sometimes used to protect treasure. When a Hero springs a trap,
the player rolls 1d100 and refers to the Treasure Table. If a score of twenty or less is rolled - the
Hero gains a treasure (refer the score to the previous table).
If the Hero is killed by the trap - the treasure can be collected by another Hero, also they may have
to climb into a pit to get it (same number of actions to climb in as it is to climb out).
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Die Roll Lair Lair Description
1 Giant Rats 1d8 rats attack, rolling 1d8 to hit (and damage), hitting on a ve or less. Armour
Value of rats is ve, one wound kills. The number of attacks rolled for in the rst
round is the number of rats in the lair. Once all are killed, treasure may be found.
2 Giant Spiders 1d6 spiders attack, rolling 1d8 to hit (and damage), hitting on a ve or less. Armour
Value of spiders is seven, one wound kills. The number of attacks rolled for in therst round is the number of spiders in the lair. Each wound inicted by a spider
reduces the number of actions and attacks of the victim by one for the next three
turns. Once all are killed, treasure may be found.
3 Poisonous Snake A large poisonous snake attacks the Hero. 1d8 is rolled to hit (and damage), a
score of six or less is a hit. Armour Value of snakes is six and one wound kills it.
Each wound inicted by the snake may cause additional poison damage. 1d8 is
rolled again, if the score exceeds the Heroes Body Factor, another wound has been
inicted. Once the snake is killed, treasure may be found.
4 Shade The Hero has encountered an evil shade or spirit which immediately attacks. 1d8
is rolled to hit (and damage), a score of six or less is a hit. Armour Value of these
shades is thirteen and one wound kills it. Each wound inicted by the shade may
cause additional ‘chilling’ damage. 1d8 is rolled again, if the score exceeds theHeroes Body Factor, another wound has been inicted. Once the shade is killed,
treasure may be found.
5 Ghoul The Hero has found the lair of a ghoul. 1d8 is rolled to hit (and damage) for the
ghoul, a score of six or less is a hit - and the ghoul gains three attacks per turn.
Armour Value of the ghoul is nine and the creature will be killed when it suffers
three wounds. Once the ghoul is killed, treasure may be found.
6 Wood Sprite The Hero has uncovered the lair of a tiny woodland spirit - and the spirit is not
pleased. 1d8 is rolled to hit (and damage), a score of seven or less is a hit. Armour
Value of these sprites is twelve and one wound kills it. Each wound inicted by
the sprite may cause unconciousness in the victim. 1d8 is rolled again, if the score
exceeds the Heroes Body Factor, the Hero falls asleep. If this occurs the Hero can
be rescued by friendly Heroes but only if the sprite is defeated. Once the sprite iskilled, treasure may be found.
7 Giant Bats 1d8 bats attack, rolling 1d8 to hit (and damage), hitting on a four or less. Armour
Value of bats is four, one wound kills. The number of attacks rolled for in the rst
round is the number of bats in the lair. When a wound is inicted by a bat, the
creature has latched on to its target and is sucking blood, this means that next turn
the creature automatically hits (only test for damage). Once the bats have been
killed, treasure may be found.
8 Empty Lair There appears to be no creature in this lair, the Hero can spend the rest of the turn
searching. If the Hero searches they will remain in the lair until the start of the
next turn. At the start of the next turn, Treasure can be tested for - and the arrival
of another creature (roll 1d8).
Heroes in lairs cannot be targeted by other Heroes unless that Hero also comes into
the lair - where they will be attacked by any creatures there.
18
Lair
When a Terrain Marker is encountered and a Lair marker is revealed, the player should roll 1d8 and refer to the table
above for the results - these will be applied immediately.
If the Hero that encounters the lair does not wish to continue the ght with the resident creature, they will have to
try and break contact and withdraw at least four inches from the lair. At this range, the creatures will desist their
attack. The opposing player will roll the dice for the creatures, these attacks will be resolved at the start of each
turn (if they have continued into a second turn). The creatures in the Lairs may be guarding Treasure. To nd such
treasure, an action is spent and 2d20s are rolled. If the score is twenty or less - the Treasure table is referred to for
the results. If the score exceeds twenty - the lair contains no treasure (no matter how many actions are spent on
looking).
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Die Score Ruination
1 The chaos increases! Roll another d20 on this table immediately and roll an extra die next turn and
each turn after that (so two results per turn on this table).
2 Each Hero loses one Hero (Skill not Body) Card.
3 Each Hero that loses a ‘body’ card will hand the card over to the Hero that inicted the damage - now
the enemy Hero has possession of the card.
4 All Heroes must re-roll the Initiative using a single die chosen by the opposing player.
5 All Hero gures immediately spend two actions moving in a random direction (use a direction die for
each gure). After this normal sequence resumes and remaining actions are used.
6 The Hero with the lowest Initiative score that turn (or Heroes if the lowest score is drawn) will gain
one free action that turn.
7 The Hero with the highest Initiative score that turn (or Heroes if the highest score is drawn) will lose
one to three Hero Cards (Skill not Body) this turn.
8 One terrain piece such as a rock or wall will crumble into dust and will be removed from play. Players
should randomly select one piece of terrain.
9 One randomly selected Terrain Marker (that has not yet been revealed) will be moved 1d10 inches ina random direction.
10 One randomly selected artefact marker (that has been revealed) will disappear.
11 One randomly selected artefact marker (that has been revealed) will duplicate itself. The new marker
will be placed in a random location within 1d10 inches of the original.
12 One randomly selected artefact marker (that has been revealed) will switch to the opposite path.
13 Any Hero that is on a path will suffer 1d10 damage.
14 One randomly selected Hero will swap their Initiative score for the turn with the nearest enemy
Hero.
15 Any Hero that is not on a path will suffer 2d6 damage.
16 One randomly selected Hero will disappear for the turn (cannot take actions or be attacked). They
will re-appear at the start of next turn 3d6 inches away (in a random direction). The Hero will be
somewhat dazed and can take no more than 1d4 actions that turn.
17 The effect of any attack that scores more than one wound will be increased by one. For example,
two wounds will become three, three will become four.
18 Any wound inicted in close combat will be suffered by a randomly selected Hero, i.e. it might be the
gure that suffered the hit or it might be the Hero that delivered it - or it might be a gure not even
involved in the combat (players will dice to see which gure is selected).
19 The Hero with the highest Initiative score that turn (or Heroes if the highest score is drawn) will have
their Shooting/Combat/Spell Factors halved (round down) that turn.
20 Stinking corrupting clouds of chaos appear this turn and each turn for the rest of the battle. Visibility
will be reduced to 3d6 inches (test for distance each turn). Over this distance, no shooting or spell
casting can occur. Each turn, all Heroes will suffer a 1d10 damage hit.
19
When a Terrain Marker is encountered and a Ruination marker is revealed, the player
should roll 1d20 and refer to the table above for the results - these will be applied
immediately. At the start of each turn (after players have tested for their Heroes
Initiative) and for the rest of the game 1d20 is rolled and the Ruination table is referred
to. Only one result will be applied each turn (unless previous results have permanent
effects such as ‘Terrain Marker moved’.
Players can greatly extend the list shown above or create their own provided that all
players in the game agree to its contents and provided that the results are chaotic,
dangerous and or annoying.
Ruination
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Terrain Markers
Monolith Treasure Treasure Trap
Trap Trap Trap Lair Lair
Ruination
Celestial Artefact
Celestial Artefact
Celestial Artefact
Celestial Artefact
Celestial Artefact
Celestial Artefact
Celestial Artefact
Celestial Artefact
Celestial Artefact
Celestial Artefact
Enchanted Artefact
Enchanted Artefact
Enchanted Artefact
Enchanted Artefact
Enchanted Artefact
Enchanted
Artefact
Enchanted
Artefact
Enchanted
Artefact
Enchanted
Artefact
Enchanted
Artefact
Players can print off this page onto thin card and use them as Terrain Markers during the game or they can use the
Ruination Counters that can be purchased from the Terragnosis website. Underneath these counters - players can
paint on the Terrain Marker description - and can use different coloured paint to reect the artefact markers for both
sides - i.e. red team/blue team.
It is recommended that the proportion of Terrain Markers shown above is used, in other words - only one Monolith and
one Ruination, a couple of Lairs and Treasure etc. Increasing the number of these markers beyond that shown will
tend to unbalance the game a little - although players can of course try it out if they really wish!
k McPherson (order #6748308)
8/9/2019 Ruination - a Necromunda Style Small Unit Skirmish Wargame
http://slidepdf.com/reader/full/ruination-a-necromunda-style-small-unit-skirmish-wargame 21/22
k McPherson (order #6748308)
8/9/2019 Ruination - a Necromunda Style Small Unit Skirmish Wargame
http://slidepdf.com/reader/full/ruination-a-necromunda-style-small-unit-skirmish-wargame 22/22
Damage Score Number of Wounds
Equal to Armour Suppression
1 - 10 One
11 - 15 Two
16 - 20 Three
21 - 25 Four
26 - 30 Five
31 - 35 Six
36 - 40 Seven
41 - 45 Eight
46 - 50 Nine
51 + Ten
Play Sheet
Failed
Die Score
Effects of
Spell Failure
1 - 10 Spell has failed
11 - 15 Spell has failed, spell casters Spell Factor is reduced by one for the rest of the turn
16 - 20 Spell cannot be used again this turn
21 - 25 No more spells can be used this turn
26 - 30 The spell is discarded and no more spells can be used this turn
31 - 35 Spell is discarded and the spell-caster is Suppressed, no more spells can be used this turn
36 - 40 As above and the spell-caster loses one other (randomly selected) Hero Card
41 - 45 As above except one to three other (randomly selected) Hero Cards are lost
46 - 50 Spell-caster is killed in an explosion, 1d12 damage to all gures within twelve inches
Cover Modifers Armour Value
Target in soft cover +1
Target in hard cover +2
Terrain Move Reduction
Undergrowth 1d4
Rocks/debris 1d6
Low wall (waist height) 1d8
High wall (head height) 2d8
Door Type Armour Value Wounds
Wooden 6 2 - 4
Sturdy Wooden 8 2 - 4
Reinforced Wooden 10 2 - 4
Stone Door/Town Wall Gate 12 2 - 4
Metal 14 2 - 4