Necromunda Event Cards V 1.
1 02/2013
Necromunda Event Cards
Original design by Andy Chambers, Jervis Johnson and David Moretti. Additional material stolen borrowed from Anthony Case and the Yakromunda Forums- thanks!
Completely unofficial and in no way endorsed by Games Workshop.
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 intended 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 will be fun without dominating the game, swinging a loss to a win or arbitrarily punishing a player for no real
reason.
Feedback can be left on the Yakromunda forums:
http://www.yakromunda.com/forums/index.php?topic=756.msg13927
Cheers, Simon.
How to use these cards:
To use the cards, either print them out on card or use a sticker sheet and stick them onto a deck of playing cards. There are various ways of dealing
them, my favoured method is rolling 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. You could also simply deal D3 to each player or sort the cards into Before, After and During
the game events and deal one of each or allow players to choose which pile they draw from.
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.
Necromunda Event Cards V 1.1 02/2013
Blood Feud Secret Target Witch Hunt Honour Debt
This card can be used before the game This card can be used before gangs deploy. This card can be used before gangs This card can be used before gangs
starts. Your gangs have faced off many Your gang have a grudge against an enemy deploy. The local area is embroiled in a deploy. A hired gun owes your gang a debt
times before and are out for blood! All gang member. Reveal this card and secretly witch hunt and your rivals are suspected to and pays with their services. You get a free
write down the name of an enemy fighter. If
fighters, friend or foe, gain an extra D6 be harbouring a friend or family member Pit Slave, Ratskin Scout or Underhive
one of your gang inflicts a Down or Out of
experience for wounds caused in hand to with psychic powers. Your opponent may Scum for this battle (you may choose
Action result on the named fighter they get an
hand combat in this game. additional +5 exp. If the named fighter suffers use a Wyrd hired gun for free in this game, which). You may choose to employ them
a serious injury the victim must roll twice on whilst you may use a free Bounty Hunter. after this game; in which case they must be
the serious injuries table and you may choose The hired guns leave after the game unless paid as normal. Alternatively, if your gang
the result. If the named fighter is not taken you choose to employ them, in which case currently contains one of the above hired
Down or Out of Action they earn an additional they must be paid as normal. guns you may use this card in lieu of
+10 experience points and all your fighters payment in the Post Battle Sequence.
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!).
Loot Crates Stitched Up Fresh Turf
This card can be used before gangs This card can be used before gangs This card can be used before gangs This card can be used before the game
deploy. The battle takes place in a recently deploy. The battle takes place in an old deploy. A randomly selected enemy starts. Randomly generate a territory. The
discovered dome which is rich in valuable warehouse and there are still some crates ganger or juve is taken in for ‘questioning’ battle takes place nearby and the winner of
tech. D3 loot counters are placed on the scattered around. D3 crate counters are by the local authorities. They miss this the scenario can claim the territory. To do
battlefield. Both players, starting with you, placed on the battlefield. Both players, game unless the enemy gang pays a D6x5 so they must send D3 uninjured gangers
take turns to place them following the starting with you, take turns to place them cred bribe to free them. to set up the infrastructure required to add
rules from the Scavengers scenario. They following the rules for loot counters from it to their gang roster permanently. These
follow the normal rules for being picked the Scavengers scenario. See The Heist gangers may not work territories or search
up, redeemed in the post-battle sequence scenario for rules regarding picking up and for rare items.
etc. Note that these are in addition to any opening crate counters. Note that these
loot counters placed according to scenario are in addition to any crate counters
rules. placed according to scenario rules.
Necromunda Event Cards V 1.1 02/2013
Treasure Stash Reward Monster Spider Infestation
This card can be used before the game This card can be used before the game This card can be used before gangs This card can be used before the game
starts. The winner of the scenario finds a starts. The enemy gang have been branded deploy. This battle is taking place in a starts. Reveal the card and secretly note
valuable pile of scrap, gems or crop of troublemakers by a local guilder who has dangerous dome far from human down a building. The building may not be
fungus nearby and may add an additional posted a bounty on their heads. Your gang habitation. The Monster Roll from the within a player’s deployment zone or
2D6x10 credits to their income if they adds 10 credits extra to their income per Scavengers scenario is used in this game. contain any fighters. This building is
send an uninjured ganger to collect it. This serious injury (i.e. anything that is not a infested with small spiders who have
ganger may not work territories or search ‘Full Recovery’ result) and 20 credits per covered it in steely but near-invisible webs.
for rare items. death they inflict on your opponent’s gang On ending their move within the building
when rolling for serious injuries. 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
This card can be used before the game You may play this card before gangs This card can be used at the beginning of This card can be used on one of your own
starts. Reveal the card and secretly note deploy. This is your gang’s territory and either player’s turn. A fighter of your fighters at the start of the enemy’s
down a building on the table. The building they will defend it with their lives! Your choice (friend or foe) is having a bad day shooting phase. The fighter falls to the
may not be within a player’s deployment gang may re-roll any failed Ld tests during and is now subject to the rules for frenzy. ground and lays prone. They count as
zone or contain any fighters. The area of this game (including Bottle Tests). hidden this turn even if out in the open
tabletop underneath this building is home However, if you lose the game the rival but are pinned and must spend the next
to an Ash Clam colony and they will attack gang muscles in on one of your contacts. turn standing up. Note that you may not
any fighter moving through the area on They take over your territories (their test to avoid this pinning, but do not have
the roll of a 1-3 on a D6. See the choice) in the post battle sequence for this to test to see if they fall if within 1” of a
Outlanders rule book for details. game only. They may work the territory as building edge.
normal and use any special abilities
associated with it.
Necromunda Event Cards V 1.1 02/2013
Daredevil Bad Ammo Live Wire Giant Rat
This card can be used during your This card can be used after an enemy This card can be used before rolling on This card can be used in any hand-to-hand
movement phase when a fighter is fighter makes a ranged attack. After the the injury chart for an enemy ganger after combat phase. Randomly select a single
attempting a horizontal jump across a gap shot has been resolved the fighter must wounding with a ranged attack. They fall fighter from either gang who is not already
at least 3” above the tabletop. You may re- take an ammo test. If he passes the test, on an exposed electrical wire and are in hand-to-hand combat. They are
roll the distance rolled for this jump. If hand this card to your opponent. automatically taken out of action! Your attacked by a Giant Rat (see Outlanders
the fighter completes the jump fighter gains no experience for this rulebook for details)! Neither side counts
successfully they gain +1 experience for wounding hit. as charging and the combat lasts for one
each 1” the gap is above the tabletop. 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 This card can be used at the beginning of This card can be used at the end of your This card can be used at the beginning of
shooting attack on the enemy leader with your turn from a point of your choice. D3 turn. A Genestealer hiding somewhere on your turn. A pack of Plague Zombies are
one of your gangers or juves. If the fighter clouds of Hallucinogenic gas drift onto the the battlefield springs out and attacks! attracted to the battlefield by the smell of
wounds the enemy leader they get an battlefield. Nominate a point on any table Randomly select a table edge and place a fresh meat. D3+1 Plague Zombies (see
additional +5 exp. edge and the direction in which the Genestealer (see Outlanders for rules) in Outlanders rule book for details) are
cloud(s) will move onto the board. The the middle of that edge. The Genestealer placed on the middle of the left or right
clouds move 2D6” onto the battlefield in moves at the end of your turn towards the table edge (your choice). They move in
this direction, affecting any model they closest model on the table and attempts to your movement phase towards the closest
move over or who ends up within the engage them in hand to hand combat. target.
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.
Necromunda Event Cards V 1.1 02/2013
Loose Pipe Show off Quick Fix The Oldest Trick in the Book
This card can be used before making a This card can be used on a friendly fighter This card can be used on a friendly fighter This card can be used on an enemy
ranged attack on an enemy fighter in hard who is equipped with one or more hand- who has just failed an ammo test. The fighter in hand to hand combat. Your
cover. Your fighter aims at a nearby loose to-hand combat weapons at least one of gun jammed or malfunctioned in some fighter kicks sand in their face, trips them
pipe, beam or wire instead of the fighter. which is not a knife. At the start of a minor way and the fighter can fix it up. If up or aims for a particularly sensitive area
Roll to hit as normal with no modifiers for round of hand-to-hand combat. Your the fighter does nothing in his next turn on their anatomy. The enemy fighter’s WS
cover. If you hit the object falls on the fighter puts away their weapons and fights the failed ammo roll may be ignored. reduced by -1 for this round of combat. If
enemy fighter who is pinned (they may unarmed (they use their basic S and A the enemy ganger isn’t taken Down or
test to avoid this in the normal way). characteristics). The fighter gains an Out of Action during this round of
additional +5 experience points for combat pass this card to your opponent.
wounding hits in this round of hand-to-
hand combat.
Knee-Capped Tough Guy Personal Challenge ‘Look out!’
This card can be used at the start of your turn.
This card can be used after wounding an This card can be used before a friendly This card can be used when one of your
One of your fighters issues a personal challenge
enemy fighter by shooting and taking fighter takes a test to avoid pinning. They fighters is hit by a ranged attack and there
to a rival fighter. Choose one friendly and one
them Down or Out of Action. The hit automatically pass the test. enemy fighter who have the same experience is another friendly fighter within 2”. The
caused a particularly unpleasant wound, title (i.e. ‘New Ganger’, ‘Gang Champion’, etc.) friendly fighter pushes the target out of
resulting in a lot of obvious damage and and are within 16” of each other. These the way and jumps in front of the shot!
agonised screaming from the victim. fighters can now only shoot and be shot at by Allocate the hit to another fighter within
Fighters within 2” must subtract 1 from at each other and can only charge and be 2” and swap the models’ positions. The
their Ld when testing their nerve. If no charged by one another until a Down or Out of original target is pinned as they are shoved
enemy fighters fail their nerve test, pass Action result is inflicted on one of them. Both out of the way, but may test to avoid this
fighters receive an additional +5 experience
this card to your opponent. as normal.
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.
Necromunda Event Cards V 1.1 02/2013
What’s That Noise?! Ants in Yer Pants Power Cut Joker
This card can be used at the start of your This card can be used at the start of your This card can be used at the start of your This card can be used at any time during
turn on an enemy fighter. The fighter is turn on an enemy fighter. The fighter has turn. The lights in the dome in which the game. Fate intervenes at a crucial
distracted by a suspicious noise and loses chosen to take refuge in a nest of stinging you’re fighting have failed! The rules for moment! You can reroll any one single
their overwatch status. If the fighter is a ants! If hidden, they are no longer hidden. fighting in Pitch Black darkness now apply dice roll during this game. Normal rules
sentry then they suffer a -1 penalty on any If the fighter is attacking in a scenario with (see CE rulebook for details). Roll a D6 at for rerolling apply.
rolls to spot intruders for the duration of sentries then the alarm might be raised by the start of your next turn. On a 1-3 the
both players' turns. the ruckus: test as if the model fired a conditions return to normal, on a 4-6 they
weapon with a strength 1. apply until the start of the opponent’s next
turn.
Treasure Rubber Moss Wandering Doc Lucky Find
This card can be used at the start of your This card can be used if a member of your This card can be used when working out This card can be used when visiting the
turn. If a member of your gang does not gang jumps or falls off a ledge. On a 4+ a serious injuries. A wandering doc is in trading post. Amongst the debris and
do anything this turn then he discovers a patch of Rubber Moss breaks the gang town and offers to take a look at one of waste of the trading post a gang member
cache of concealed loot which follows the fighter's fall (See Outlanders rule book for your injured fighters. If you pay 15 credits sent to find a rare item discovers a
usual rules for loot counters. Refer to the details), on a 3 or less hand this card to you may re-roll one serious injury. You battered up piece of kit that with a bit of
Scavengers scenario rules for full details. your opponent. must accept the second result, even if it work can be fixed up as good as new. Roll
worse. If you use this card you must pass on the Rare Trade chart to determine what
it to your opponent who may also use it. 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.
Necromunda Event Cards V 1.1 02/2013
Bidding War Trader Contact Time to Pay Up Brawl
This card can be used after your opponent This card can be used when visiting the This card can be used when visiting the This card may be used when working out
is offered a rare item. Your gang leader trading post. An old guilder known to trading post. A local trader owes your Experience. D6 random members of your
arrives at a merchant’s stall just as a rival is your gang is passing through town. Your gang a debt and pays up with whatever gang get involved in a bar room brawl
getting a sales pitch. You can attempt to gang leader is offered an extra +D3 rare stock he has out back. You receive earning themselves +D6 experience points
buy the rare item offered. If both players items. common items worth D6x10 credits for each. However, if a fighter rolls a 1 then
wish to buy the item, determine the items free. The payment is in items only: any he is on the wrong end of a beating and
price as normal and secretly write down a leftover credits are lost. counts as recovering from injuries in this
price equal to or more than the amount post-battle sequence, i.e. may not work
rolled. The player who bids the highest territories or search for rare items.
amount wins the item and must pay the
amount bid.
Tutor Rite of Induction Fixer Archeotech
This card can be used when a fighter gains This card can be used on when working This card can be used when visiting the Play whilst working out income. This card
an experience. A skilled tutor offers his out Experience. A randomly selected juve trading post. Your gang strikes up an can be used if you roll a 6 when working
services for a cost of 20 credits. If the from your gang is sent on a daring job to unhealthy relationship with a local drug out how much a loot counter is worth
tutor is paid the amount from your stash earn the respect of the gang. The juve dealer. You gain a fixer for a random type from a Scavengers scenario. Wiping away
then the gang member can roll the gains +2D6 experience points. If a double of drug. Roll a D6 to determine the type the dirt and grime reveals an ancient piece
advance twice and choose the result you is rolled then they must roll on the serious of drug fixer you have befriended: of technoarcana. You don't earn any
prefer. If you use this card you must pass injury table in addition to gaining income from the loot counter but you
it to your opponent who may also use it. experience. 1-3: Kalma 4-5: 'Slaught 6: Spur receive a piece of Archeotech. Refer to the
Outlaw Trading Post rules for full details.
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.
Necromunda Event Cards V 1.1 02/2013
Wrong Turf Stone Cold Killer Unique Specimen Keep it on the Down Low
This card can be used when visiting the Play during Serious Injuries phase. This This card can be used when working out This card can be used when visiting the
trading post. A randomly determined juve card can be used if an enemy gang experience. If a fighter rolls a characteristic trading post. Your gang has inside dirt on
from your opponent's gang wanders into member rolls a ‘Dead’ serious injury result. advance that would take him above the their rival's plans, but can it be trusted?
the wrong side of town and is mugged by The fighter’s killer gains the Killer normal maximum profile the characteristic Your Gang Leader must take a Ld test. If
your gang. You steal all of the juve's Reputation skill. advance stands and his maximum profile is the test is passed then you can choose to
equipment but allow him to return to his adjusted accordingly. modify the Scenario Table roll by up to
gang bruised and a little wiser. +/-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 This card can be used whilst working out
is killed when working out serious injuries. income. Your gang leader enters a high
The fighter was carried or somehow found stakes game of cards. If they pass a Ld test
their way back to the gang’s hideout you may add D6x10 credits to your
before they died of their wounds. You income. However, if you fail the Ld test
may keep all their weapons and then you lose that amount from your
equipment. 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.