NECROMUNDA TOURNAMENT
Last Update: 11.03.2010
AdeptiCon reserves the right to modify, update, clarify, or change event rules in the interest of making AdeptiCon the best event
possible. No fundamental rules changes will be made after 2/1/2011.
GENERAL RULES
This tournament utilizes the Necromunda: Underhive rulebook and all current gang expansion articles, available for free
here.
All players are expected to abide by the AdeptiCon Conduct Policy.
The models used in your gang must comply with the AdeptiCon Model Policy (all models MUST be WYSIWYG and painted
to a 3-color minimum). Any model not painted to this standard or represented properly will be removed from play and
any credits spent on it are permanently lost.
All players must have access to their own rule set, dice, counters, gang rosters, etc.
Players may use 28mm miniatures from any company, provided:
o Models are fully assembled and painted.
o Models are mounted on a 28mm (or larger) round base.
o Models reasonably adhere to the WYSIWYG rules.
All normal Necromunda rules are in effect. This includes the Advanced Rules excluding Stray Shots.
Each scenario has a time limit of 60 minutes. A post-game sequence of 10 minutes is provided for experience and injury
rolls and skill selection.
Players are encouraged to ask questions and solicit the Judges opinion if there is a disagreement. Please be aware that
the Judges decisions are final.
GANG CREATION, ITEMS & HIRED GUNS
The following gangs are allowed: All House gangs (i.e. Orlock, Escher, etc.), Ratskins, Scavvies, Redemptionists, Spyrers
Gang creation occurs as per the Necromunda rulebook (or applicable article). All normal restrictions apply. Each gang has
1000 credits to spend on gang creation. Any unspent credits may be deposited in the gangs stash, used to purchase Hired
Guns (detailed below), or may be added to the extra credits provided for equipment/weapon purchasing (detailed below).
Gangs will have NO access to territories, income generation, and the Trading Post during the tournament.
As such, gangs are given an additional 100 bonus credits with which purchase up to two (2) Rare and/or three (3)
common weapons and/or items from either Trading Post, at full cost, upon gang creation. Weapons must be represented
per WYSIWYG rules and all weapon-type limitations apply (i.e. Juves may not carry heavy weapons, etc.). Unused bonus
credits may not be used for gang creation, Hired Gun recruitment, or stashed.
Gangs may hire a maximum of two (2) Hired Guns. The cost for each is their applicable Hire Fee + 30 credits, which must
be paid out of the gangs initial 1000 credits. Weapons & equipment choices for Hired Guns do not count towards the
gangs initial two Rare/three Common limit above. Because there is no income generation, players will not have to pay
maintenance fees for any Hired Gun. The following Hired Guns (and their rules) are available below:
o Scum, Bounty Hunter, Ratskin Scout (from Underhive Rulebook)
o PDF Deserter, Ogryn Bodyguard, House Agent, Pit Slave, Ratskin Savage, Sniper (PDF)
o Wyrds (PDF)
EXPERIENCE, INJURIES & RECRUITMENT
Fighters gain experience and injuries, as normal. Players roll in front of their current opponent during the post-game
sequence. Re-roll any Capture results.
Because there is no income generation, players may not recruit further fighters in the post-game sequence.
SCENARIO POINTS & AWARDS
52 Points Total; divided as follows:
o 40 Scenario Points: +10 per Win, +5 per Draw, +0 per Loss
o Additionally, 3 Bonus Objective Points are available in each scenario.
st
nd
rd
Prizes will be awarded for 1 , 2 , and 3 Place