Necromunda
Table of Contents
Introduction
Objective
Turn order
Exploration
Actions
Types of damage
Recovery
Outlaw turn
Campaign
Injuries
Rewards
Co-Creatorship
Creating a Den of Villainy
Printouts
Blank map
Cards
Sleeves
Introduction
This is the first draft of Necromunda: Room Clear! A game in which the players control a group of bounty hunters, who banded together to take down outlaw gangs and their leaders. Set in the fictional world of Necromunda.
Objective
The Bounty Hunters will begin in at a point neighbouring the edge of the map designated as the Extraction point. From there they must reach a certain room, known as the Objective Room. The outlaw leader is in this room, and the Bounty Hunters must kill this character and leave safely in order to receive their reward. Along the way will be other rooms that likely will contain other outlaws who will seek to kill the Bounty Hunters.
Turn order
Each standard round will consist of the following phases.
Bounty Hunters move (a starting Bounty Hunter can move 4 squares during this phase).
If a Bounty Hunter has moved so as to establish a line of sight (see ‘Exploration’ below) then roll on the Exploration table.
Up to 1 dice per Bounty Hunter may be rolled and the dice make up the Dice Pool for that round.
The Bounty Hunters then make actions. Actions can be to open doors in adjacent squares or activate an ability granted by their cards. To activate a card, take a dice from the pool and add or subtract to the dice result according to the Bounty Hunter’s WS or BS, environmental factors or other special rules applying to the situation. Apply the result from a card in the characters possession that corresponds to the value.
The players can then move any civilian models on the board 3 squares, most likely in a way that moves them away from danger.
Bounty Hunters that are ‘pinned’ are stood back up
Exploration
If a Bounty Hunter can draw a straight line from the centre of their square into a room then they must roll immediately on the Exploration chart below.
(Illustration of line of sight to come soon)
When a PC has line of sight into a previously unsearched room roll a d6 and apply modifiers for the colour of the room any any skills the PCs have to find out what is in there.
-3 piece of archeotech (if collected and extracted can be exchanged for a advancement card)
-2 ally (acts as a Tough Outlaw but under the control of the PC who activated the roll)
-1 civilians (can be moved d6 squares per turn, if they are killed -1 advancement card per civilian)
0 civilians (as above)
1 empty
2 light outlaw
3 light outlaw (roll again on the Exporation Extra Chart)
4 regular outlaw
5 regular outlaw (roll again on the Exporation Extra Chart)
6 tough outlaw
7 tough outlaw
8 tough outlaw (roll again on the Exporation Extra Chart)
9+ tough outlaw and a regular outlaw (roll again on the Exporation Extra Chart)
Green room -2 to roll
Amber room no modifier
Red room +2 to roll
(Exploration Extra Chart to come soon, to include stuff like hostages, armour, civilians turning into outlaws, etc)
(Objective Room exploration to come soon)
Applying Damage
Many cards will state that you have missed, pinned or wounded your target. A miss means that nothing happens. Pinned means that you should place the target model lying down in their square. They will likely stand up at the end of their next turn. Wounded means they must lose a wound. If they don’t have wounds left they are removed (unless otherwise stated, Bounty Hunters start with 8 wounds, outlaws and civilians have 1). Often a target may have some special immunity, in which case the result doesn’t apply and wounds aren’t inflicted.
Types of damage
Minor wound (wounds an unarmoured target,
unless another model stands directly between the shooter and the target. In which case, the character first in the firing line takes the minor wound.)
Accurate wound (wounds the target,
even when another model stands directly between the shooter and the target.)
Overpowered wound (wounds an unarmoured target,
And also any other model standing directly between the shooter and the target.)
Models can only be targeted if there is up to one model between the shooter and the target. Otherwise they are not considered in line of sight. Outlaws will not shoot if there is an outlaw between them and their target, but they will shoot if there is a civilian or a Bounty Hunter in between.
Outlaw turn
Outlaws are not controlled by any player. They follow a pre-set behaviour, dependent upon their type. Below are outlaw types present in the normal game and a list of actions they might take. They will take the first action possible then end their turn. (I am tempted to write that only one roll is made for all the outlaws in each given turn in order to make it fast paced, perhaps specifically after the move. But that would result in some turns being very dull and others being extremely deadly. Playtesting is needed to make the decision.)
Light outlaw (armed with only a pistol)
Move up to 4 squares to get behind cover and shoot at a Bounty Hunter.
Stand still and shoot at a Bounty Hunter.
Move up to 4 squares to get into line of sight of a Bounty Hunter, then shoot.
Move up to 4 squares towards the nearest Civilian and shoot the Civilian.
Shooting with only a pistol
1-3 missed
4 Pinned
5 Minor Wound
6 Accurate shot
Regular outlaw (armed with a Shotgun/Autogun/Lasgun)
Move up to 4 squares to get behind cover and shoot at a Bounty Hunter.
Stand still and shoot at a Bounty Hunter.
Move up to 4 squares to get into line of sight of a Bounty Hunter, then shoot.
Move up to 4 squares towards the nearest Civilian and shoot the Civilian.
Shooting with a Shotgun/Autogun/Lasgun
1-2 missed
3 Pinned
4 Minor Wound
5-6 Accurate shot
Tough outlaw (armed with melee weapons and armour that gives them a resistance to Minor wounds)
Move up to 6 squares to get into melee range of a Bounty Hunter, then strike.
Move up to 6 squares towards the nearest Civilian and strike the Civilian.
Striking with a melee weapon
1-2 missed
3 Minor wound
4 -6 Overpowered wound
Leader (armed with a Bolter and armour that gives them a resistance to Minor wounds)
Move up to 4 squares to get behind cover and shoot at a Bounty Hunter.
Stand still, shoot at a Bounty Hunter and give commands to all outlaws within line of sight (giving them +1 to their roll).
Move up to 4 squares to get into line of sight of a Bounty Hunter, then shoot.
Move up to 4 squares towards the nearest Civilian and shoot the Civilian.
Shooting with a Boltgun
1missed
2 Pinned
3 Minor Wound
4-6 Overpowered shot
Campaign
Injuries
(Injuries to come in a future update)
Rewards
If the Bounty Hunters successfully kill the Outlaw leader and either kill all other active outlaws or move off the board via the extraction point the team gets one randomly selected Advancement card per Bounty Hunter and another card if no civilians are killed, but the players are free to negotiate who receives which card/cards. Some Bounty Hunters may receive additional advancement cards but unless otherwise stated, it is randomly selected and can only be taken by the Bounty Hunter that generates it. Any time between games a Bounty Hunter may exchange two unwanted advancement cards to get a Random new one in exchange, but must exchange 2 for 1 again if they are unhappy with the new card and want to exchange that one too.
Co-Creatorship
(I want to write a section that helps others to hack the game invarious ways. From making maps, new NPCs, even entirely new settings)
Creating a Den of Villainy
(instructions of making a map but also balancing difficulties and making backstory)
Printouts
Blank map
(it sort of needs to wait until I make my board)
Cards
Sleeves