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lf you have a copy of Outlanders, you can play Necromunda with the annoying various beastly monsters and

dozens of other iniervention of viiious Genestealers, deadly denizens.You do need a CampaignArbitrator though - what if he can't make it to the game, or you aren't even playing in a campaign?Well we haveiust the thing for you - Necromunda Event cards! Event for sent ideas using from Moretti Rome ushis David
cardsin Necromundaand we really liked 'h"t Yl:n^:l mentioned this great idea to Jervis and Andy theli^^sati when playtesting they'd had the sameidea for Necromunda first began'The Events deck was going to o" " iifilT of the game. Unfortunately we couldn't physically, tit anything else into the boxed set which meantthe idea had to be diopped. However, Jervis and Andy's work on the cardshas not gone to waste as we combine David's work to with that of our gamesdesigners producea deck of cards which will make your gamesof Necromundaeven more exciting!

HOW

TO

USE

TH E CARD$

n, the beginningof eachgame,afrerhaving decidedwhich ;;;;;;i" i g"irg to be played, eachplayer rakesD3 cards L"- il"-N*romunda Event deck und k."p, them secret until rhe card is played.Each card has i;;;;;"pponent i"ii ..oi"r"aion of its use and effeci upon the game. " At the bottom of each Event card is an indication as to when the card can be played.The threedifferent categories 'Before', 'After' and 'Event'' The exact of card are duration of the Event card is given with the rules on the card'

Before
The card is played immediatelyafter it is drawn and its effectswill generallylast for the entire game.

After
The card will be played at the end of the gameand its effectswill usually alter the post battle sequence.

Event
The card may be played at a specificmomentand causes somethingto happen- an event.Usually the effectsof this card are resolvedinstantlY. Note: For somecardsyou will haveto note down whereon the table they are. For example,the DangerousWalkway on card needsa walkway somewhere the table noted down Make and to prove the walkway is dangerous may collapse. notessuchasthis after all terrainhasbeenplacedbut before the gangsdeploy for battle. To use the eventsfor Necromundayou will need to make up the deck of cards printed on the following pages. Photocopythe pages,cut out the cards,and glue the fronts to the backs.To make them more sturdy,sandwicha layer of thin card in the middle.

BTOOD FEUD

EVENTCARDS
Permission photocopy personal to for use only. Games @ Workshop 1997. Ltd, All rights reserved.

This fight is a blood feud. Any model laken out of action in hand-to-handcombat by your men will confer an additional D6 Experience points to that fighter.

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TREASURE STASH
The gang that wins this fight will find a huge pile of valuable fieasure close to the location of the fight. The winning gang adds 2D6x10 credits to its income.

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Before

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A wandering doctor takes care of all the seriouslywoundedmembersof your gangfor a small fee of 20 credits.Any gangmemberwho has to roll on the Serious Injury Table can make two rolls and choose whicheverresult he prefers. Ratskinsmay roll three times.

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After

OUT OF AMMO
Play this card after your opponent makes a ranged attack. The weapon they were using runs out of ammo, no matter what their to hit roll was, and whether or not an Ammo roll was required.

Event

IIVE WIRE

FVENT EARDS
Permission photocopy personal to for use Workshop 1997. only. Games @ Ltd, All rights reserved.

Play this card on an enemy model that has just suffered a flesh wound or been taken down or out. As the model staggersback and collapses it trips over a live power cable. With a blinding flash thousandsof volts of electrical energy course through the model, killing it instantly.

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GIANT RAT
Play this card in the close combat phase on a model that is NOT engagedin hand-to-hand combat. The model has accidentally disturbed a Giant Rat, which attacks. See the Outlanders rulebook for full rules on Giant Rats. The Giant Rat will run off once the combat is resolved.

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Event
WAI-IOI'AY DANGEROUS
The piayer who draws this card secrcl]y notes down any walkway on the table as "dangerous". During the game, when a model moves over the walkway. you may declde it dmgerous. Roll a D6 and add the model's Toughness. Add a fufiher +l if the model cmies a special or a heavy weapon.

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lf the total is 8 or 1ess,the walkway holds. On a total of 9 or rnore, the walkway collapses, along with my modeys using it. Fallirg models take a hit in the usual way. The walkway falls straight down. Any models fully or partially under the debris must make an Initiative test. Models that tail de injured automatically. Roll straight away on the Injuries Table. Remove the fallen walkway from play-

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SECRET TARGET
At the beginningof the fight, before placing the gangs,secretlynote down the name of one enemy fighter. The frst time that fighter is hit and wounded during the game,the fighter causingthe hit gains an additional D6 Expenence pomts. Keep this card until the targetmodel is shot and wounded,then discardit.

Before

AIM HIGH

EVENTCATIDS
Permission photocopy personaluse to for only.@ GamesWorkshopLtd, 1997. All riohtsreserved.

If the enemy's leader goes down or out of action, the fighter who causedthe wound gains an additional +10 Experience points. This is card is discarded after the opposing gang's leader goes down or out of action.

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POTSON CTOUD
You must play this card at the beginning of your turn. Declare a table edge of your choice. D3 Hallucinogen gas clouds move on 2D6" lrom the table edgein a direction of your choice. Follow the usual rules for Hallucinogen srenades.

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Event

RACE
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Each member of your gang will galn additional Experience points at the end of the fight if you win the Race Against Time. If you beat your opponent in 1 tum you will gain m additional 5 Experience points per fighter taking part. If you beat the enemy gmg in 2 tums you gain 4 EP's, 3 tums = 3 EP's, and so on. If you haven't beaten the enemy gmg after five tums you gain no additional EP's.

Before

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SCOUT
At the end of the game,you may send for oneof your gangers searching new territory insteadof collecting income or searching rare trade. for Randomly determine a new territory from the Territory Table. If the D66 roll comesup a doublethen the ganger retumsempty handed.Otherwiseyou may add a new territory to your existing territories, and this can be worked after your next fight.

After

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EVENTCARDS
Permission photocopy personal to for use Workshop 1997. Ltd, only. Games @ All rights reserved.

Take D6 Loot counters and place them according to the rules given for the Scavengersscenario.The loot is worth D6x5 credits each. Note that no monsterswill appear in this particular game.

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Before

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SICIGNING

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FUNGUS
When you draw this card note down a single building level on the table, which is infested by poisonous fungus. Any fighter who walks tn or across the building must make a Toughnesstest on a D6. If the model fails the test, he suffers 1 wound which cannot be saved by armour saving throws or any other way.

Event

STIPPERY

SURFACE
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You must play this card afler the buildings have been placed but before the gmgs deploy. The surfacesof all the buildings md walkways ae dripping wet with humidity and slippery with algae. Any models that run or chmge while on a building or walkway must make an Initiative test. If the fighter fails the test he slips over. If within 1" of the edge he has fallen off. If not, he cannot move.

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Before

TOXIC WASTE
Play this card when you make a rarged attackon a model but miss. The attack hits a toxic wastepipe just abovethe target,and highly corrosivewaste cascades over the target.The model all immediatelytakesD3 54 hits with no amour savingthrow allowed.

Event

OUT OF AMMO

EVEIUT CARDS
Permission photocopy personal to for use only. Games Workshop 1997. @ Ltd, All rights reserved.
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Play this card after your opponenl makes a ranged attack. The weapon they were using runs out of ammo, no matter what their to hit roll was, and whether or not an Ammo roll was reouired.

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OUT OF AMMO
Play this card after your opponent makes a ranged attack. The weapon they were using runs out of ammo, no matter what their to hit roll was, and whether or not an Ammo roll was reouired.

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Event

OUT OF AMMO
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Play this card after your opponent makes a ranged attack. The weapon they were using runs out of ammo, no matter what their to hit roll was, and whether or not an Ammo roll was required.

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GAS POCI(ET
Play this card when an opposing model fires a ranged weapon. The shot ignites a gas pocket around the model, causing a large explosion. Treat this as if a Frag grenadehad just exploded at the model's feet...

Event

SPARE CLIP

EYENTCARDS
Permission photocopy personal to for use only. Games @ Workshop 1997. Ltd, All rights reserved.

Play this card if a model in your gangruns out of ammo. He has a spareclip of ammo (or the equivalent)for his weapon,and may carry on using the weaponas normal. If the weaponruns out of ammo again,however,then it is out of ammo for the rest of the battle (unlessyou have anotherSpareClip card that you can play...).

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SPARE CIIP
Play this card if a model in your gangruns out of ammo. He has a spareclip of ammo (or the equivalent)for his weapon,and may cany on using the weaponas normal. If the weaponruns out of ammo again,however,then it is out of ammo for the rest of the battle (unlessyou have anotherSpareClip card that you can play...).

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Play this card if a model in your gangruns out of ammo. He has a spareclip of ammo (or the equivalent)for his weapon,and may carry on using the weaponas normal. Ifthe weaponruns out of ammo again,however,then it is out of ammo for the rest of the battle (unless you have another Spare Clip card that you can play...).

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Event

SPARECIIP
Play this card if a model in your gangruns out of ammo.He has a spareclip of ammo (or the equivalent)for his weapon,and may carry on using the weaponas normal. If the weaponruns out of ammo again,however,then it is out of ammo for the rest of the battle (unlessyou have anotherSpareClip card that you can play...).

Event

POWER CUT

EVENTCARDS
Permission photocopy personal to for use only. Games @ Workshop 1997. Ltd, All riohts reserved.

You may play this card at any time. There has been a sudden power drain in this sector because another gang is tapping power from a generatorfar below. Visibility is reduced to 2D6" for the rest of the battle.

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FRESH TURF
Play this card at the start of the battle. Roll a new territory on the Territory Table. The player who wins the game takes this piece of new territory instead of taking a teffitory from his opponent.

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Before

STAVE

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Play this card at the start of the battle. One ofthe opposing gang members (chosen at random) has been captured and put to work in a factory plant as a slave. He cannot take part in this battle, but escapesto rejoin his gang once the battle is over.

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TRUE GRIT
Play this card when a gang or model fails a Leadership test for any reason.The failure is negated and the gang or model passthe test. automatically

Event

SPECIAT MERCHANDISE

EVENTCARDS
for use to Permission photocopy personal Ltd, Workshop 1997. @ only. Games reserved. All rights

You have been paid to get a consignment of merchandise through the opposing gang's territory. If you can get one of your fighters off the opposing player's table edge then you gain an extra 2D6x10 credits after the battle.

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After

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PERSONAL GE
Play this card when one of your models is within 16" of an opposing model. Your model issues a challenge which is taken up by the opposing model. As long as the challenge is going on neither model may attack or be attacked by my model other than their challenger. The two models me only allowed to make rmged or hmd-tohand attacks against each other until one or the other is either down or out of action.

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Event

]iEWARD
Play this card at the start of the battle. There is a 20 credit reward for each opposing gang member who is seriously injured or killed.

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Before

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REWARD
Play this card at the start of the battle. There is a 20 credit reward for each opposing gang member who is seriously injured or killed.

Before

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