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Necromunda Special Conditions


The following rules make it easy to apply special situations to games of Necromunda. If both players agree to use Special Conditions then the player with the lowest gang rating should roll 1d6 and consult the following table. This should be done after terrain has been set up, but before a scenario has been chosen.


Special Conditions Table
  1. Pitch Black - Instead of playing a standard scenario, play a scenario with Blind Fighting Conditions in effect (from the Battles in the Underhive Supplement).
  2. Treacherous Conditions - Roll for one Treacherous Condition and apply it to this game (from the Outlanders Supplement).
  3. Event Cards - Each player is given 1d3 Event Cards. Standard rules for these cards apply (from the Battles in the Underhive Supplement).
  4. Terrain Effects - Roll once on the Terrain Effects table (below) and apply the results to this game.
  5. Special Scenario - Instead of playing a standard scenario, generate a random Special Scenario (below).
  6. Premonition - Select any one of the following results from above (chosen by the gang with the lowest gang rating).


Terrain Effects Table
  1. Explosive Surroundings - Select one type of cover that is on the table (barrels or boxes are the best choices). This cover is considered to be explosive for the duration of the game. When any model shoots at a model that is within 2 inches of explosive cover and rolls a 1 to hit the target, the cover is hit instead. Place a 2" radius template over the center of the cover and treat it as if a frag grenade exploded at the center. Remove the cover from the board after working out all damage. Explosive cover may be targeted in melee and with missile weapons. For every hit scored, roll 1d6. If a 1 is rolled then the cover explodes as described above.
  2. Rubber Moss - The players take turns placing 1d3 pieces of rubber moss onto the table, starting with the player who has the lowest gang rating. Treat these terrain pieces as the rubber moss described in the Outlanders Supplement.
  3. Toxic Sludge - All pools of sludge on the board are considered to be toxic. If there aren't any on the board then the players should place 1d3 sludge ponds onto the table, starting with the player who has the lowest gang rating. Any model that touches a toxic sludge pond will immediately take a strength 3 hit with no armor save allowed. This does not force a model to become pinned.
  4. Air Ducts - The player whose gang has the lowest gang rating must place two duct markers anywhere on the table. A model may move into a duct during its movement phase. At the beginning of each of its consecutive movement phases, roll 1d6. If the result is 4, 5, or 6 then the model is placed in front of the second vent marker. The model is considered to have completed a movement phase and may fire weapons as normal. If two or more models are in the duct at the same time then they may stumble onto each other. If a model does not exit the duct during its movement phase then it will stumble onto another model. Randomly determine which model it meets among all models in the ducts. If the two models meeting each other are enemies then they become engaged in melee combat. Neither is considered to have charged.
  5. Creatures - Roll 1d6. If the result is anything other than a 6 then obey the rules for the Land Creatures chart. Otherwise, obey the rules for the Pond Creatures Chart. Any creatures placed on the board will move during their own turn as if owned by a new player. The creatures turn will begin once the current player has completed his/her turn. During their movement phase they will try to attack the closest enemy model every turn until they are destroyed or the game ends. The creatures are not subject to the rules for bottling out and the game ends when the usual conditions are met as if the creatures did not exist.
  6. Slime - The player whose gang has the lowest gang rating must select one building. This building is covered with slippery slime. Any model that runs on the building must pass a Test to Fall or else fall off of the edge. Also, models hit within two inches of the edge while on this building must make a standard Test to Fall. This replaces the rule for testing within one inch.


Land Creatures Table
The player with the lowest gang rating must choose one building. The building is occupied by a creature(s). When a model moves within 2 inches of this building for the first time, roll 1d6. Check the result on the following table. The player whose model triggered the dice roll must place the creature(s) on the building at the approximate center on any level. The rules for these creatures are in the Outlanders Supplement.
  1. Place 1d6 Wolf Spiders
  2. One level of the building is covered with Gas Fungus
  3. Place 1d6 Carrion Bats
  4. Place 1d6 Ripper Jacks
  5. Place 1d6 Necromundan Giant Rats
  6. Place 1d6 Lashworms


Pond Creatures Table
The player with the lowest gang rating must choose one pond. If there are no ponds then place one right now. The pond is occupied by a creature(s). Whenever a model moves within 2 inches of this pond, roll 1d6. Check the result on the following table. The creature(s) immediately attack the model that triggered the event as if charging this turn. Work out the results during the melee phase. The rules for these creatures are in the Outlanders Supplement.
  1. Place one Sludge Jelly
  2. The pond is surrounded by Spine Crystals. Any model (including the one that triggered the event) moving within two inches of the pond is affected by the Spine Crystals.
  3. Place 1d3 Milliasaurs


Special Scenarios Table
The player with the lowest gang rating should roll 1d6 and consult the following table. The indicated scenario should be used instead of a standard scenario from the rulebook. If your gaming group does not have one of the supplements listed then either re-roll the dice, roll an Outlanders scenario, or use some other scenario.
  1. The Heist - from the Battles in the Underhive supplement.
  2. Escape Route - from the Gang War 5 supplement.
  3. The Wounded Man - from the Gang War 5 supplement.
  4. Loss of Grace - from the Necromunda Magazine 2 supplement.
  5. On the Lamb - from the Necromunda Magazine 2 supplement.
  6. Spider Hunt - from this website, you may see the scenario by clicking here.
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