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The new rules section is THE place to find all sorts of new rules and adaptations to spice your battles. It is important to point out at this point that all the rules found here are strictly unofficial, and must be used only with the agreement of all players concerned. If you have any cool new rules to share then type them up and send them along to the usual address, namely blackdwarf@lineone.net
CONTENTS
| Article | Game | Page | Contributer(s) |
| High Flying Rules | WH(*) | 1 | Elvander |
| Necromunda House Veterans | NEC | 1 | John |
| Necromunda Vampire Gangs | NEC | 2 | Chris |
| Reaper Jet Cruiser | 40K(3) | 2 | Chris Peters |
| Chaos Marines in Necromunda | NEC | 2 | Mike Page |
| Necromunda Rivers | NEC | 3 | Mike Page, Matthew Dray, Peter Baker |
| New Territories from Old Gangs. | NEC | 3 | Mike Page |
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Here are my rules for fighting with a vampire cult in Necromunda. All they could want… Necromunda, a place of eternal night, some say. Deep in the depths of the Underhive the sun never shines. Most do not even know what daylight looks like. It is this reason why the Underhive has lead to be a breeding ground for a new race, one that is unexplained by humanity. How they came to be, or where they came from, is a mystery. Some kind of genetic defect maybe, humanity warped by the powers Chaos possibly. No-one seems to know. One thing that all that have encountered them do know, they are lethal to the very degree… They are of course vampires, creatures of the night. From the first glance they appear like most of the Underhive's population, a closer look will reveal something else. Elongated canines, pale skin, and eyes with no feelings, killer eyes, un-earthly eyes. These creatures prey on human blood, their own is unable of sustaining them, thus needs replenishing regularly. Aside from this they process unearthly strength, speed and agility. Gangers have emptied entire clips on them, only to see them fall to the floor then get up again. They have sliced off limbs only to see them grow back! They are however ways of dealing with them. Decapitation, or a wooden or silver steak through the heart does the job. Also vampires do not tolerate fire or sunlight. Once a vampire has been killed like this, it disintegrates leaving no trace but a pile of dust. This is not all, if a vampire feeds of a human, then some of their blood is mixed with that of the vampires, that poor soul will too become a creature of the night. This is how they reproduce, and have spread themselves. Also some vampires are believed to process telepathic abilities, making them even stronger. And there are some that barely resemble their original human form, because they are so mutated. Vampire Cults are often accompanied by humans none as Familiars. These mortals hope to be turned by their master if they are seen to be worthy enough. If have reached their master's favour, then he or she shall turn them into another night creature. Such beings have not gone unnoticed by the Inquisition. Who see them as a threat to all humanity. Thus have put a hefty price on all their heads… Vampire Cults… Outlanders. All vampire cults are Outlander gangs and subject to all Outlaw rules, with the exception that they do not have a Guild Price and may not pay off their Outlaw status. Starting Territory. Vampire Cults begin with one piece of randomly generated territory from the Outlaw Territory Table. This Represents an area where the vampires have set up their tunnel system where they retreat and rest. They may move to another piece of territory if they capture it, but may never hold on to more than 1 piece of territory at a time. If for any reason they lose their territory, then generate a new one from the Outlaw Territory Table. Income. The Vampires and Familiars collect income as normal. Only vampires though are able to buy weaponry, Familiars are not yet trusted with such a job. They may never purchase new vampires, but can purchase a new Familiar after each battle Starvation. All vampires are not subject to the rules of starvation, there is plenty of the food that they need all around the underhive. But in order to hunt, they must roll a D6 for each vampire. If the result is a 6 then the vampire picked on more than he can chew and was injured in the attack, roll on the 'serious injuries' table ignoring 'captured' and 'bitter enmity'. Familiars are subject to the rules of starvation as per normal. Bounty. Vampires are worth plenty to the Guild, like all other Outlaws they are worth their total cost, but when handed into the guild they are D6x10 rather than D6x5. Though Familiars are worth the usual D6x5 as they are of little interest to the Inquisition. Capture. Fighters that are captured by vampires are liable to become lunch unless a daring rescue mission is sorted out pronto. If there is no rescue mission, or it fails then the prisoner must take a leadership test, if it fails then he or she joins the cult as a new vampire, if he or she passes it means the cult is in for a tasty snack. Vampires do not ransom prisoners, but may exchange them. They will most certainly stage rescue missions to those of their group who have fallen into enemy hands. Trading. Vampires have long had contacts throughout the Underhive. Poor souls who trade with them to stop their own throats from being drained dry. Vampires roll on the outlaw-trading chart as normal. Hired Guns. Working for vampire cults is not generally a good idea, their tendency to kill their employees goes without say. Yet there are the few that take on such work, these being Pit Slaves and Wryds. Both are deemed as inedible to the cult. Only Bull Gorg and Karlorth Valois may work for vampire cults, as well as any vampire special characters. Scenarios. Vampires are able to choose any scenario from either Outlanders or Necromunda. Leadership. The Head Sire, who is the blood that the cult has sprung from, takes this up. If he or she is to die then leadership goes to the one vampire with the highest leadership. Lahmians and Strigios may not take up the roll of leadership, and certainly not Familiars! If all the vampires are killed then the cult will be disbanded, remaining Familiars seek to join another cult. Experience. Vampires and Lahmians start at 60 + D6 experience. Head Sires start at 100 + D6 experience, and Familiars start at 0. When a Familiar gets to 61+, then he or she is deemed worthy by the cult and is changed. Strigios are mindless brutes; therefore do not earn experience like the rest of the cult. Vampire use the ' Vampire Advance Table', Familiars on the other hand use the normal ganger advance tables until they become converted.
Vampire Skill List.
Vampire Maximum Characteristics.
Vampire Experience
Vampire Cults. 1 Head Sire - 180 Credits
Initial Experience Points: 100 + D6 Weapons: Sires may be armed with weapons form the basic, pistols and close combat weapons list. Vampires may not wear armour, it is not in their nature. Special rules: Head Sires represent the purity of the Cult. Therefore any vampire within 6" of the Head Sire may use his or her leadership rather than their own. Also they are stronger willed than most Vampires, and always count as having a friendly model within 2" of them. They are Vampires and subject to all the 'Vampire Special Rules'. 0-1 Lahmian Vampires - 120 credits
Initial Experience Points: 60+D6 Weapons: Lahmians may take any weapons form both the pistol and lose combat weapons list. They may not take any armour. Special Rules: Lahmians Are subject to all Vampire rules. In addition they may randomly select one Wryd Telepath power. If a Lahmian gets a 'New Skill' where he or she can choose from any table, they are aloud to take another Telepathic power, randomly selected. They are aloud a total of 3 powers, no more. Lahmians are subject to the perils of the warp as Wryds are. However they may never become Possessed, some say that they already have a daemon inside of them that will not allow another one in. 2+ Vampires - 100 credits
Intial Experience Points: - 60+D6 Weapons: Vampires may me armed with weapons from both the pistol and close combat weapon lists. Special: see Vampire Special Rules. 0-4 Familiars - 40 credits
Initial Experience Points: - 0 Weapons: Familiars may be armed with any weapons from both the pistol and close combat weapon list. Special: When a Familiar reaches the experience level or 60+ then he or she is turned into a full Vampire and becomes subject to all the rules regarding Vampires. 0-2 Strigio - 110 credits
Intial Experience Points: - NA Weapons: Ruddy big teeth and claws! They may not be armed with anything more than that. Special: Strigio are mutated vampires, and subject to the same rules with the exception of 'Blood Suckers'. This works in roughly the same way as before, except this time it is the models strength that is used. Also Strigio don't care what it is they eat, as long as it is made of flesh on which they gorge themselves! There for they may suck the blood any creature except mechanical ones, this does not include Pitslaves or Spyres, as they are part human. In fact there are very little that they can't eat. Use your discretion. No Pain: Strigio feel very little, as they are so hard. There for they are immune to the effects of pinning. Simple Minded: Strigio are animalistic brutes, they'll kill anything! This is why it takes a strong mind to control these creatures. A Strigio must remain within 6" of either the Head Sire or a Lahmian. If for some reason it is out of this range, or the controller goes out-of-action leaving no other in that range available then the Strigio will become frenzied attacking anything in it's charge range, friend or foe! Another controller may try to overcome it and control it again, if they are in range and pass a leadership test first. Until then it operates in the vampire turn and moves it's maximum towards the nearest model, it will always charge and attack. Vampire Special Rules. Resilient: Vampires are immortal and incredibly hard, therefore when rolling for serious injuries, are able to roll twice and pick the result. Plus they hold no fear, and are therefore immune to the effects of fear. Regenerate: Vampires, over time can regenerate the most horrific wounds, even lost limbs! If a Vampire suffers a serious injury then roll a D6 after every battle, whether it was caused that battle or not, or if he or she fought in it. On a roll of 6 then the wound is cured, even if it is good. This does not apply to 'Bitter Enmity' or 'Captured'. If the vampire dies, then this can also be regenerated. But only after that battle, if it fails then the vampire is left in a pile of dust. Also if the death was caused by either a flamer weapon, decapitation or a bow weapon (includes a Scaly Spear gun) then it may not be regenerated. Blood Suckers. If the vampire wins a round in single hand-2-hand combat then he or she may try to suck the blood of the victim. This may not be a Pit-Slave, Wryd, Scavies and Scalys, or any other aliens or mutants; Vampires see these creatures as impure and will not touch them. Each player rolls a D6 and adds their Initiative. If the opponent's is higher or the score is a draw nothing happens and he is able to fend the vampire off. If however the Vampire's score is higher then the Vampire grabs hold of the victim and drains him or her of their blood. This works as follows. The victim looses a wound and the Vampire gains one for the remainder of the game, once the game is finished then both lots of wounds return to normal. A Vampire only ever suck up to two victim's blood per game, after that he or she is full! If the victim is taken down to 0 wounds by this, he or she will go straight to 'Out of Action'. Weapons: Both Flamer and Bow weapons wound on a 4+, with no chance of regeneration. Also vampires are immune to all forms of poison and gas. |
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0-1 Dark Eldar Reaper Jet Cruiser Points: 100 Weapons: twin-linked dark lances, long barrelled splinter cannon. Special rules:
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Introduction Background for Chaos Marines in Necromunda Squad rating: 2750+5D6
I worked everything out by first looking at the rating that a basic Chaos Marine with standard armament has in the Outlanders book. This said the marine would have a rating of 300. I then took that and worked out the cost for the Heavy and the Sargent. The Sargent is the equivalent of a Gang leader and so has 70 added to his cost before changing the cost because of the different weapons. The Heavy has a missile launcher instead of a bolt gun and also so –35 from the rating and then added the cost of all the extra equipment. The rules state that the leader has to have a higher leadership that the gang so the sergeants is nine (one above the rest). The experience was worked out by taking a ganger and working him up to a marines level, this turned out to be 8 upgrades (6 characteristic and 2 skill increases) and so 140+D6 Experience points. General rules. In a campaign the Chaos Space Marine squad can be controlled by any member of the campaign and can be used to fight any other member. This encourages fair play as one member could use it a lot to attack other gangs and get the rating really high, then one of the other people in the campaign uses the killer squad against that persons gang. Chaos Marine skill upgrades
Max stats for Marines
The way I finally decided on doing these stats was simple. Where a marines normal stat’s are +1 higher than a normal humans, add +1 to the marine max stat’s. So WS, BS, S, T, I and Ld all have had +1 added to them. Power armour Ammo rolls Territory Pinning Injuries Captured Marines If the squad captures anyone Starvation Captured territory Captured settlements and Chaos Cultists Pond, lake or river Additional Chaos Cultist Rules Final points |
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