Necromunda Event Cards

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1 Necromunda Event Cards Original design by Andy Chambers, Jervis Johnson and David Moretti. Additional material stolen borrowed from Anthony Case and the Yakromunda Forums. Completely unofficial and in no way endorsed by Games Workshop. How to use these cards: Andy Chambers said that the original Event Cards were intended to be included in the Necromunda boxed set but they ran out of space in the box. These original cards, which appeared in Battles In The Underhive were characterful and fun but had a few balance issues and in our group they had fallen out of favour. Given that they were going to be an integral part of the game rather than a footnote in a supplement, I thought it might be a good idea to rewrite them and ended up with the below: 54 cards which can be used to bring a bit more narrative and unpredictable carnage to games of Necromunda. My intention is that they are fun without dominating the game, swinging a loss to a win or arbitrarily punishing a player for no real reason. To use the cards, either print them out on card or use a sticker sheet and stick them onto a deck of playing cards. Before a game roll 1D3 per player: this is the number of cards to be dealt. Start with the player with the lowest gang rating so that if an odd number is rolled this player gets an extra card. Players can keep their cards secret but a certain amount of bluffing is to be encouraged! Cards may be used once during the game and are then discarded. Cards which state that the card must be given to the opposing player after use may only be used once by both players before discarding. Cards may not be kept for use in another game.

2 Blood Feud Secret Target Witch Hunt Honour Debt starts. Your gangs have faced off many times before and are out for blood! All fighters, friend or foe, gain an extra D6 experience for wounds caused in hand to hand combat in this game. deploy. Your gang have a grudge against an enemy gang member. Reveal this card and secretly write down the name of an enemy fighter. If one of your gang take them Down or Out of Action, that fighter gets an additional +5 exp. If the named fighter suffers a serious injury the victim must roll twice on the serious injuries table and you may choose the result. If the named fighter is not taken Down or Out of Action he earns an additional +10 experience points and all your fighters reduce the number of experience points earned in this game by D3 (roll separately for each fighter, note that fighters cannot lose more experience points than they gained!). deploy. The local area is embroiled in a witch hunt and your rivals are suspected to be harbouring a friend or family member with psychic powers. Your opponent may use a Wyrd hired gun for free in this game, whilst you may use a free Bounty Hunter. The hired guns leave after the game unless you choose to employ them, in which case they must be paid as normal. deploy. A hired gun owes your gang a debt and pays with their services. You get a free Pit Slave, Ratskin Scout or Underhive Scum for this battle (you may choose which). You may choose to employ them after this game; in which case they must be paid as normal. Loot Crates Stitched Up Fresh Turf deploy. The battle takes place in a recently discovered dome which is rich in valuable tech. D3 loot counters are placed on the battlefield. Both players, starting with you, take turns to place them following the rules from the Scavengers scenario. They follow the normal rules for being picked up, redeemed in the post-battle sequence etc. deploy. The battle takes place in an old warehouse and there are still some crates scattered around. D3 crate counters are placed on the battlefield. Both players, starting with you, take turns to place them following the rules for loot counters from the Scavengers scenario. See The Heist scenario for rules regarding picking up and opening crate counters. deploy. A randomly selected enemy ganger or juve is taken in for questioning by the local authorities. They miss this game unless the enemy gang pays a D6x5 cred bribe to free them. starts. Randomly generate a territory. The battle takes place nearby and the winner of the scenario can claim the territory. To do so they must send D3 uninjured gangers to set up the infrastructure required to add it to their gang roster permanently. These gangers may not work territories or search for rare items.

3 Treasure Stash Reward Monster Spider Infestation starts. The winner of the scenario finds a valuable pile of scrap, gems or crop of fungus nearby and may add an additional 2D6x10 credits to their income if they send an uninjured ganger to collect it. This ganger may not work territories or search for rare items. starts. The enemy gang have been branded troublemakers by a local guilder who has posted a bounty on their heads. Your gang adds 10 credits extra to their income per serious injury (i.e. anything that is not a Full Recovery result) and 20 credits per death they inflict on your opponent s gang when rolling for serious injuries. deploy. This battle is taking place in a dangerous dome far from human habitation. The Monster Roll from the Scavengers scenario is used in this game. starts. Reveal the card and secretly note down a building. The building may not be within a player s deployment zone or contain any fighters. This building is infested with small spiders who have covered it in steely but near-invisible webs. On ending their move within the building a fighter must pass an I test or take a hit as if from a web pistol. Ash Clams Home Turf Unresolved Issues Play Dead starts. Reveal the card and secretly note down a building on the table. The building may not be within a player s deployment zone or contain any fighters. The area of tabletop underneath this building is home to an Ash Clam colony and they will attack any fighter moving through the area on the roll of a 1-3 on a D6. See the Outlanders rule book for details. You may play this card before gangs deploy. This is your gangs turf and they will defend it with their lives! Your gang does not have to take bottle tests (but may bottle voluntarily) during this battle. However, if you lose the game then your opponent takes control of one of your territories (randomly selected). Note that you cannot lose more than one territory per battle. This card can be used at the beginning of either player s turn. A fighter of your choice (friend or foe) is having a bad day and is now subject to the rules for frenzy. This card can be used on one of your own fighters at the start of the enemy s shooting phase. The fighter falls to the ground and lays prone. They count as hidden this turn even if out in the open but are pinned and must spend the next turn standing up. Note that you may not test to avoid this pinning, but do not have to test to see if they fall if within 1 of a building edge.

4 Daredevil Bad Ammo Live Wire Giant Rat This card can be used during your movement phase when a fighter is attempting a horizontal jump across a gap at least 3 above the tabletop. You may reroll the distance rolled for this jump. If the fighter completes the jump successfully they gain +1 experience for each 1 the gap is above the tabletop. This card can be used after an enemy fighter makes a ranged attack. After the shot has been resolved the fighter must take an ammo test. If he passes the test, hand this card to your opponent. This card can be used before rolling on the injury chart for an enemy ganger after wounding with a ranged attack. They fall on an exposed electrical wire and are automatically taken out of action! Your fighter gains no experience for this wounding hit. This card can be used in any hand to hand phase. Randomly select a single fighter from either gang who is not already in hand to hand combat. They are attacked by a Giant Rat (see Outlanders rulebook for details)! Neither side counts as charging and the combat lasts for one round only before the rat runs away. If the fighter kills the rat he gains experience for a wounding hit as normal. Aim High Poison Cloud Genestealer Braaains! This card can be used before making a shooting attack on the enemy leader with one of your gangers or juves. If the fighter wounds the enemy leader they get an additional +5 exp. This card can be used at the beginning of your turn from a point of your choice. D3 clouds of Hallucinogenic gas drift onto the battlefield. Nominate a point on any table edge and the direction in which the cloud(s) will move onto the board. The clouds move 2D6 onto the battlefield in this direction, affecting any model they move over or who ends up within the clouds as per the rules for Hallucinogen gas grenades. At the end of your turn roll on the gas grenades chart as normal for the clouds. This card can be used at the end of your turn. A Genestealer hiding somewhere on the battlefield springs out and attacks! Randomly select a table edge and place a Genestealer (see Outlanders for rules) in the middle of that edge. The Genestealer moves at the end of your turn towards the closest model on the table and attempts to engage them in hand to hand combat. This card can be used at the beginning of your turn. A pack of Plague Zombies are attracted to the battlefield by the smell of fresh meat. D3+1 Plague Zombies (see Outlanders rule book for details) are placed on the middle of the left or right table edge (your choice). They move at the end of each of your turns towards the closest target.

5 Loose Pipe Show off Quick Fix The Oldest Trick in the Book This card can be used before making a ranged attack on an enemy fighter in hard cover. Your fighter aims at a loose pipe, beam or wire nearby instead of the fighter. Roll to hit as normal with no modifiers for cover. If you hit the object falls on the enemy fighter who is pinned (they may test to avoid this in the normal way). This card can be used on a friendly fighter who is equipped with one or more hand to hand weapons at least one of which is not a knife. At the start of a round of hand to hand combat. Your fighter puts away their weapons and fights unarmed (they use their basic S and A characteristics). The fighter gains an additional +5 experience points for wounding hits in this round of hand to hand combat. This card can be used on a friendly fighter who has just failed an ammo test. The gun jammed or malfunctioned in some minor way and the fighter can fix it up. If the fighter does nothing in his next turn the failed ammo roll may be ignored. This card can be used on an enemy fighter in hand to hand combat. Your fighter kicks sand in their face, trips them up or aims for a particularly sensitive area on their anatomy. The enemy fighter s WS reduced by -1 for this round of combat. If the enemy ganger isn t taken Down or Out of Action during this round of combat pass this card to your opponent. Knee-Capped Tough Guy Personal Challenge Look out! This card can be used after wounding an enemy fighter by shooting and taking them Down or Out of Action. The hit caused a particularly unpleasant wound, resulting in a lot of obvious damage and agonised screaming from the victim. Fighters within 2 must subtract 1 from their Ld when testing their nerve. If no enemy fighters fail their nerve test, pass this card to your opponent. This card can be used before a friendly fighter takes a test to avoid pinning. They automatically pass the test. This card can be used at the start of your turn. One of your fighters issues a personal challenge to a rival fighter. Choose one friendly and one enemy fighter who have the same experience title (i.e. New Ganger, Gang Champion, etc.) and are within 16 of each other. These fighters can now only shoot and be shot at by at each other and can only charge and be charged by one another until one is taken Down or Out of Action. Both fighters receive an additional +5 experience points for wounding hits on the other. After one of the fighters is taken Down or Out of Action the fighter still standing can attack and be attacked as normal. This card can be used when one of your fighters is hit by a ranged attack and there is another friendly fighter within 2. The friendly fighter pushes the target out of the way and jumps in front of the shot! Allocate the hit to another fighter within 2 and swap the models positions. The original target is pinned as they are shoved out of the way, but may test to avoid this as normal.

6 What s That Noise?! Ants in Yer Pants Power Cut Joker This card can be used at the start of your turn on an enemy fighter. The fighter is distracted by a suspicious noise and loses their overwatch status. If the fighter is a sentry then they suffer a -1 penalty on any rolls to spot intruders for the duration of both players' turns. This card can be used at the start of your turn on an enemy fighter. The fighter has chosen to take refuge in a nest of stinging ants! If hidden, they are no longer hidden. If the fighter is attacking in a scenario with sentries then the alarm might raised by the ruckus: test as if the model fired a weapon with a strength 1. This card can be used at the start of your turn. The lights in the dome in which you re fighting have failed! The rules for fighting in Pitch Black darkness now apply (see CE rulebook for details). Roll a D6 at the start of your next turn. On a 1-3 the conditions return to normal, on a 4-6 they apply until the start of the opponent s next turn. This card can be used at any time during the game. Fate intervenes at a crucial moment! You can reroll any one single dice roll during this game. Normal rules for rerolling apply. Treasure Rubber Moss Wandering Doc Lucky Find This card can be used at the start of your turn. If a member of your gang does not do anything this turn then he discovers a cache of concealed loot which follows the usual rules for loot counters. Refer to the Scavengers scenario rules for full details. This card can be used if a member of your gang jumps or falls off a ledge. On a 4+ a patch of Rubber Moss breaks the gang fighter's fall (See Outlanders rule book for details), on a 3 or less hand this card to your opponent. This card can be used when working out serious injuries. A wandering doc is in town and offers to take a look at one of your injured fighters. If you pay 15 credits you may re-roll one serious injury even if it worse. You must accept the second roll. If you use this card you must pass it to your opponent who may also use it. trading post. Amongst the debris and waste of the trading post a gang member sent to find a rare item discovers a battered up piece of kit that with a bit of work can be fixed up as good as new. Roll on the Rare Trade chart to determine what type of item has been discovered which your gang receives for free. The item needs some repairs, so cannot be used in your next game.

7 Bidding War Trader Contact Time to Pay Up Brawl This card can be used after your opponent is offered a rare item. Your gang leader arrives at a merchant s stall just as a rival is getting a sales pitch. You can attempt to buy the rare item offered. If both players wish to buy the item, determine the items price as normal and secretly write down a price equal to or more than the amount rolled. The player who bids the highest amount wins the item and must pay the amount bid. trading post. An old guilder known to your gang is passing through town. Your gang leader is offered an extra +D3 rare items. trading post. A local trader owes your gang a debt and pays up with whatever stock he has out back. You receive common items worth D6x10 credits for free. The payment is in items only: any leftover credits are lost. This card may be used when working out Experience. D6 random members of your gang get involved in a bar room brawl earning themselves +D6 experience points each. However, if a fighter rolls a 1 then he is on the wrong end of a beating and counts as recovering from injuries in this post-battle sequence, i.e. may not work territories or search for rare items. Tutor Rite of Induction Fixer Archeotech This card can be used when working out experience. A skilled tutor offers his services for a cost of 20 credits. If the tutor is paid the amount from your stash then the gang member can roll the advance twice and choose the result you prefer. If you use this card you must pass it to your opponent who may also use it. This card can be used on when working out Experience. A randomly selected juve from your gang is sent on a daring job to earn the respect of the gang. The juve gains +2D6 experience points. If a double is rolled then they must roll on the serious injury table in addition to gaining experience. trading post. Your gang strikes up an unhealthy relationship with a local drug dealer. You gain a fixer for a random type of drug. Roll a D6 to determine the type of drug fixer you have befriended: 1-3: Kalma 4-5: 'Slaught 6: Spur The fixer follows the rules in Outlanders and may be used immediately if desired. Whenever you buy any doses of the drug, you suffer a -1 modifier if being reported to the watchmen. Play whilst working out income. This card can be used if you roll a 6 when working out how much a loot counter is worth from a Scavengers scenario. Wiping away the dirt and grime reveals an ancient piece of technoarcana. You don't earn any income from the loot counter but you receive a piece of Archeotech. Refer to the Outlaw Trading Post rules for full details.

8 Wrong Turf Stone Cold Killer Unique Specimen Keep it on the Down Low trading post. A randomly determined juve from your opponent's gang wanders into the wrong side of town and is mugged by your gang. You steal all of the juve's equipment but allow him to return to his gang bruised and a little wiser. Play during Serious Injuries phase. This card can be used if an enemy gang member rolls a Dead serious injury result. The fighter s killer gains the Killer Reputation skill. This card can be used when working out experience. If a fighter rolls a characteristic advance that would take him above the normal maximum profile the characteristic advance stands and his maximum profile is adjusted accordingly. trading post. Your gang has inside dirt on their rival's plans, but can it be trusted? Your Gang Leader must take a Ld test. If the test is passed then you can choose to modify the Scenario Table roll by up to +/-2, but if the test is failed then your opponent can choose to modify the Scenario Table roll by up to +/-2. Silver Lining The House Always Wins This card can be used if a friendly fighter is killed when working out serious injuries. The fighter was carried or somehow found their way back to the gang s hideout before they died of their wounds. You may keep all their weapons and equipment. This card can be used whilst working out income. Your gang leader enters a high stakes game of cards. If they pass a Ld test you may add D6x10 credits to your income. However, if you fail the Ld test then you lose that amount from your income. If your income does not cover the debt then you must pay it from your stash and/or sell equipment to meet your losses.

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