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![]() Welcome to the Solar Mealtdown! I have created many new weapons, rules, and even mission cards for Necromunda, Games Workshop's miniature gang warfare game. If you are using Netscape, reload if a page does not come up.You may alter my rules as your gaming group sees fit as long as I get some credit. I am constantly creating new rules so check this page often. For those of you who do not know what Necromunda is, check out the Games Workshop Web Site. These new weapons are my own creation. They are not made by Games Workshop. They may be optionally incorporated into Necromunda. Some of these weapons are rather powerful, but I think they are balanced. Try them out and tell me what you think.
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Seize and Hold This card is usable only when two or more enemy characters are defending a building. At least two of your characters must participate in driving them off. Afterwards, your characters occupy the building for the rest of the game. If no enemy models are on the same building as these characters at the end of the game, then each character who participated gains 10 exp. This will only work if the enemy bottles out and only once. |
Assassination Your gang has been paid to assassinate the gang leaders of other gangs. Each character of your gang who manages to wound a gang leader gains 5 extra experience as well as the 5 for wounding a model. For each opposing leader that goes out of action, your gang is paid D6 X 10 credits for the assassination. |
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Capture and Ransom Your gang is to capture another gang member from another gang to ransom back to them. Play this card whenever one of your gang members takes an enemy ganger out of action in hand to hand. This ganger is captured as if a 61 - 63 were rolled as a serious injury. |
Cut-Throat Double Cross Your gang double-crosses another gang during a cease-fire or alliance. If the betrayed gang loses, your gang gets half of the other gang's income after they work their territories. If you take five models out of action for every one model you take, your gang may also take a territory from the fools who had allied themselves with you. If you lose five to one, the betrayed gang may take a territory from you! Rite of Passage It is time for your juves to show what they're made of! Your Juves will gain double experience For every wound they inflict. |
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Lily-Livered Cowards Play when your opponent bottles out voluntarily. They can only can collect half their normal income this round since their contacts are unwilling to deal with losers and cowards to boot. On a D6 roll of a six, the gang looses a territory since they have lost their reputation. |
Bushwhack Your gang decides to cripple another gang by killing their heavy weapon support. For each of your gang members that manage to take a heavy out of action, each gang member will receive five experience. |
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Unmerciful Beat-Down Play this card when one of your gang members take another gang member out of action in hand to hand. The gang member may vent all his hatred and anger on his fallen victim. The victim takes an extra serious injury after the game as long as the gang member stays at the spot of the fallen victim to pound him/her for one extra turn. |
Grudge of the Iron Fist All gang members other than those of House orlock remember their hatred of the house. All gang members other than Orlocks gain double experience for each wound inflicted on an orlock character from now on. All orlocks do not have to bottle until 50% casualties have been inflicted instead of the normal 25%. |
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Grudge of the Bloody Axe All gang members other than those of House Goliath remember their hatred of the house. All gang members other than Goliaths gain double experience for each wound inflicted on an Goliath character from now on. All Goliaths gang members do not have to bottle until 50% casualties have been inflicted instead of the normal 25%. |
Grudge of the Silver Spider All gang members other than those of House Van Saar remember their hatred of the house. All gang members other than Van Saar gain double experience for each wound inflicted on an Van Saar character from now on. All Van Saar do not have to bottle until 50% casualties have been inflicted instead of the normal 25%. |
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Spyrers!! We're all gonna die! fear of the Mystical and legendary spyres spreads through the underhive. Gang members may put aside their differences and prepare to defend themselves against this foe. All gang members other than spyres who wound a spyre will gain double experience for the wound. All Spyres do not have to bottle until 50% casualties have been inflicted instead of the normal 25%. |
Cyber-Spiderman Play this card at the beginning of any turn. On a D6 roll of 4+ spiderman will come in on a random building at the highest point. Use a malcadon model. He has a malcadon's abilities. Spiderman will attack the closest models. Grapnel falling save of Initiative. gunfighter - two web-shooters 16". Two web grapnels - can swing and shoot. Does not charge down characters. Bounty - 200 credits M ws bs s t w I a ld 8 5 4 4 4 2 6 2 9 Unmod 5+ dodge, leap, sprint, impetuous, evade |
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Infestation of Hive vermin The area is infested with 2D6 ripper-jacks, millasaurs, and giant rats. The types of beasts are chosen by the arbitraitor. They come in at random places at random edges. They are controled by an arbitraitor. |
Cruor Vita-Mortis Vita One terminator and two space marines arrive at a random table edge that no one started on to investigate the fighting. They are controled by the aribitraitor and will attack any other model. The first player to bottle out will be attacked by adeptus scouts on a 4+. |
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Genestealer attack! D3 + 2 genestealers have wandered into the fray and are looking for new hosts. They each enter at a random position on a random edge seperately and are controled by the aribitraitor. Any character taken out of action by the genestealers will become a new host on a D6 roll of a 1. The hosts are removed from the gang roster and are never heard from again. |
Leap of Faith More like the leap of idioticy. Play at any time. Until end of turn, any of your gang members above ground level may jump off the building towards any enemy model. The character falls as normal and will land on an enemy character within the distance rolled on a D6. The enemy is hit on a 4+ and will suffer damage as if he had fallen also. |
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Temporary Cease-fire A momentary cease-fire has been called between two gangs of your choice. These two gangs will gain no experience for wounding hits on each other's gang members for D3+1 turns. After this, experience gaining will become normal again. |
Last wish Play this when one of your gang members goes out of action by rolling a 6 on the injury or recovery tables. The fighter may use his remaining strength to fire a non-heavy weapon or throw a grenade before he collapses. Work out this shot before continuing. If the model was in Hand to hand, then this shot must be directed at his opponent in combat. |
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I've got a plan! One of your gang members is struck by a brilliant plan to stop the opposing enemies. This model may run and shoot instead of the normal move and shoot during your turn. A heavy may not fire its heavy weapon this way unless he has the skill of "bulging biceps". Similarly, a gang member may not use this mission card with a grenade launcher. |
Witch-hunt A witch scare has been passing through the underhive. All gangs with a wyrd will suffer an additional -2 on the outlaw chart an must automatically roll on the outlaw chart. Whenever any character takes a wyrd out in hand to hand, he will automatically capture the wyrd as if a 61 - 63 was rolled on the serious injury table. All wyrds also gain a bounty of 100 credits when sold to the guilders. They are then tied to a stake and burnt in front of angry underhivers. |
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Dawn Raid Your gang decides to take the opposing gang by surprise by attacking just before morning. Your gang takes the first turn this game. |
Sir Look out…AAARG! Play this whenever one of your gang members takes a wounding shot from a range weapon. If there is another one of your gang members within two inches, then he may throw himself in front of the shot. Allocate all damage to this character including sustained-fire. If the weapon used has a template, then the player may move the saved model alone 2" to try to avoid the template. If he cannot clear the template, then he is hit as normal. |
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Treacherous spy One of the opposing gang members has been secretly bribe to tell you one of the opposing gang's missions. If you are able to pay him D6 X 5 credits, then you may cancel out one of the opponent's mission cards. The ganger will hide the cash so the gang does not add the credits into their stash. You may immediately sell equipment to pay the spy |
Occupy and Hold Play At the start of the game. Nominate any building more than 16" away from your starting table edge. If you can occupy and hold this building until the end of the game with at least two models, then all your gang members gain an extra 2d6 experience. You must not bottle out in order to gain this bonus. |
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Unfavorable Traffic Play this card at the beginning of the game after setup. All gang members who are using either tunnels or vents are jammed up in cluttered passage ways or other unfavorable conditions. Each group of characters in the vents or tunnels will have their arrival delayed by D3 turns. |
Underhive Robbery Until the end of the current game, your gang will rob any other gang members that they can manage to beat up in hand to hand. any enemy gang members that are taken out of action in hand to hand combat may be robbed for D6 X 10 credits. If the gang does not have enough money to pay for the stolen credits, then the character victim will instead lose a random (non-knife) piece of equipement. Keep track of who had stolen these credits. If these caracters go out of action, then the stolen money is left where they were standing and can be picked up. The theiving gang will get a -1 on the outlaw table for each robbery beyond the first. |
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Heroic rescue Play during your turn. One of your gang members is about to get himself killed. Choose two other gang members who have not taken their turn and are not in hand to hand combat to make the rescue. They must also be within 8 inches of person to be rescued. If both of these gang members passes a LD test, they may drag the rescue victim in any direction, but not into hand to hand combat, a distance equal to the lower strength value of two. After this move, all three gang members may do nothing else this turn and are placed in base to base contact. |
I got a Brain! Your leader is struck by a brilliant idea. Your leader will invent a rare item rolled on the rare item chart if he/she does not go out of action. if you do not bottle out, an invention is created on a 5+. If you involuntarily bottle out, it is invented on a 6+. If you volintarily bottle out, Your leader is stressed out and cannot follow through with his plan. |
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Hidden ammo cache! Play at start of the game. During the battle, an ammo cache was uncovered. Scatter 2D6 crate counters (From White Dwarf #198) separately from the center of the board using the scatter and artillery dice. A misfire means that the crate is destroyed and does not appear. These crate counters must be opened during the game and may be opened instead of shooting in the shooting phase. |
Grudge of the Silent Serpent All gang members other than those of House Delaque remember their hatred of the house. All gang members other than Delaque gain double experience for each wound inflicted on an Delaque character from now on. All Delaque do not have to bottle until 50% casualties have been inflicted instead of the normal 25%. |
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Grudge of the Eternal Flame All gang members other than those of House Cawdor remember their hatred of the house. All gang members other than Cawdor gain double experience for each wound inflicted on an Cawdor character from now on. All Cawdor do not have to bottle until 50% casualties have been inflicted instead of the normal 25%. |
Grudge of the Tri-Blade All gang members other than those of House Escher remember their hatred of the house. All gang members other than escher gain double experience for each wound inflicted on an escher character from now on. All escher do not have to bottle until 50% casualties have been inflicted instead of the normal 25%. |
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Purge the Outlaws! All gangs realize that outlaws are in their midst and that the guilders will pay a hefty bounty for them. All gang members other than outlaws gain double experience for each wound inflicted on an outlaw from now on. All outlaws do not have to bottle until 50% casualties have been inflicted instead of the normal 25%. |
Pit Slave Revolt! A pit slave revolt has all the guilders scared. All gangs with pit slaves get an additional -1 per slave on the outlaw chart and automatically roll on the outlaw chart at the end of the game. All Pit slaves gain an additional bounty of 50 credits. Roll for each pit slave in play, on a roll of a 5+, the slave is revolting and will attack the nearest non-pit slave model. Revolting pit slaves leave their hiring gangs after this game. |