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




NECROMUNDA VAMPIRE GANGS Chris

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.

2D6 Result
2 New Skill (any table)
3 - 4 New Skill (Vampire table)
5 Characteristic Increase
1-2 = +1 Initiative
3-4 = +1 Leadership
5-6 = +1 Movement
6 Characteristic Increase
1-4 = +1 WS
5-6 = +1 BS
7 Characteristic Increase
1-3 = +1 Strengh
4-5 = +1 Attacks
8 Characteristic Increase
1-4 = +1 WS
5-6 = +1 BS
9 Characteristic Increase
1-3 = +1 Wound
4-6 = +1 Toughness
10 - 11 New Skill (Vampire table)
12 New Skill (any table)



Vampire Skill List.

Head Sire

Vampire

Lahmian

Familiar

Agility

Y

Y

Y

-

Combat

Y

Y

Y

Y

Ferocity

Y

Y

Y

-

Muscle

Y

-

-

-

Shooting

-

-

-

-

Stealth

Y

Y

Y

Y

Techno

-

-

-

-



Vampire Maximum Characteristics.

M WS BS S T W I A Ld
6 7 5 5 5 3 7 3 10



Vampire Experience

Exp PointsTitle
0-5Familiar (starting level for all familiars)
6-10"
11-20"
21-30"
31-40"
41-50"
51-60"
61-80Vampire (starting level for all Vampires. When a Familiar gets to this level then he or she transformed into a vampire, and is subject to all the rules of a vampire.)
81-100Vampire
101-120Vampire
121-140Vampire
141-160Vampire
161-180Vampire
181-200Vampire
201-240Vampire Count
241-280Vampire Count
281-320Vampire Count
321-360Vampire Count
361-400Vampire Count
401+Vampire Lord


Vampire Cults.

1 Head Sire - 180 Credits
These are the vampires whom start off the cult and adopt themselves leader. They are vampires who were once in a cult, but left to stretch the spawn of Vampirism further. They wonder around searching for fresh meat that they turn into their new spawn. Thus spawns a new Cult.

M WS BS S T W I A Ld
5 5 3 4 4 2 5 1 9

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
These Vampires have developed a unique telepathic ability, due to this they tend not to be as strong as regular Vampires. Some say that they are in tune with things to come and can see events in the future, thus advising their masters accordingly.

M WS BS S T W I A Ld
5 4 2 3 3 1 4 1 8

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
These make up the core of the Vampire Cult. They are the sons and daughters of the Head Sire. They live for the kill; the drinking of their enemy's blood is more satisfying than any drug. They follow their Sire as he leads them into battle, into a feast.

M WS BS S T W I A Ld
5 4 2 3 3 1 4 1 8

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
Familiars are young gang members that have drifted away from their House. They have either left in search of something greater, or maybe kicked out due to some reason. Whatever their reason they have now stumbled upon the myths of the Vampires. Overcome with the idea of immortality they seek these Vampires out in hope that they would be turned. Sires use these poor deluded souls as henchmen at first, making them fulfil minor tasks that the Vampires cannot be bothered with. When the Sire feels that the Familiar has proved their self he or she will turn them into another creature of the night.

M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6

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
It is rare but on occasions when a human is turned into a vampire something strange happens. For some reason a dramatic mutation occurs. The person becomes a grotesque beast, only slimly resembling a man. This thing is mindless beast and will eat anything (including other vampires if they are not careful). Yet these simple beasts can be controlled by the Sire and used as a valuable weapon. They can also be controlled by the strong telepathic power of Lahmians. They process immense strength, and a savage ability, which makes them great tools for the kill. It is this reason why such deformities are seen wondering in vampire cults under the control of a watchful Sire or Lahmian.

M WS BS S T W I A Ld
5 5 1 5 5 2 2 2 -

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.

REAPER JET CRUISER Chris Peters

0-1 Dark Eldar Reaper Jet Cruiser

Points: 100
Front armour: 10
Rear armour: 10
Side armour: 10
BS: 4
Type: skimmer, fast.

Weapons: twin-linked dark lances, long barrelled splinter cannon.

Special rules:
long barrelled splinter cannon: this is a splinter cannon with an elongated barrel to extend its range. it has the following profile:

Long Barrelled splinter cannon
Rng: Str: A P: Assault:
36" 4 5 4

CHAOS MARINES IN NECROMUNDA Mike Page

Introduction
Hi, I'm Mike Page and these are a version of the rules I have had kicking around on floppy disk since 1996. They have come out a bit odd (being cut + paste from MS Word) and I am not sure about the Cost and EXP numbers but the rest is fairly sound.

Background for Chaos Marines in Necromunda
In the Underhive of Hive Primus all sorts of nasty things lurk from Scavies to huge spiders, rats and bats, to really nasty plant life.

Sometimes there are things that are far worse, for example, the Chaos Space Marines.

It is not clear why they come here. They may be working to a goal that will spell the downfall of Hive Primus or indeed the whole of Necromunda. Or could it be that the Underhive is allot nicer than most of the worlds in warp space and this is a nice place to come on holiday. Below are the set-up, costs, stats and experience of an example Chaos Marine combat squad.

Squad rating: 2750+5D6
 
Name M WS BS S T W I A Ld Equipment, skills, injuries Cost Experience
Sargeant 4 4 4 4 4 1 4 1 9 Bolt pistol,Chainsword,Frag Gr,Pwr Armour. Rapid fire,true grit 380 200+D6
Heavy 4 4 4 4 4 1 4 1 8 Missile launcher(frg+krk),bolt pistol,frag Gr,Pwr Armour. Rapid fire,true grit 670 180+D6
Brother 4 4 4 4 4 1 4 1 8 Bolt pistol+gun,Frag Gr,Pwr Armour. Rapid fire,true grit 300 140+D6
Brother 4 4 4 4 4 1 4 1 8 Bolt pistol+gun,Frag Gr,Pwr Armour. Rapid fire,true grit 300 140+D6
Brother 4 4 4 4 4 1 4 1 8 Bolt pistol+gun,Frag Gr,Pwr Armour. Rapid fire,true grit 300 140+D6
TOTALS                    1950 800+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
SergeantsAll except agility.
BrothersCombat, Ferocity, Shooting.
HeaviesMuscle, Shooting, Ferocity, Techno.
(Cultist juves)Combat, Ferocity.

Max stats for Marines
M WS BS S T W I A Ld
4 7 7 5 5 3 7 3 10

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
This is the marines armour, it provides a saving throw of 3+ on a D6. As the Power Armour is linked to the Marines nervous system and so moves with the wearer, there is therefore, no penalty for wearing the Armour.

Ammo rolls
It is stated in the Outlanders book that Chaos Space Marines weapons are well looked after and as such automatically pass Ammo rolls.

Territory
The squad uses Underhive territory as its base and changes the location after each battle. After each battle, at the end of the post battle sequence, roll on the Underhive territory chart. This represents the squad moving on to avoid detection.

Pinning
Chaos Marines can’t be pinned (as stated in the Outlander rulebook).

Injuries
I did think about giving them the same rules for rolling for injuries as Ratskins, I decided the marines have higher toughness than an average ganger, the True Grit skill and Power armour so that should make them tough enough with out extra rules.

Captured Marines
If a squad member is captured by another gang: - If a member of the squad is captured by another gang he will almost certainly be killed. Normal gangs will not wish to keep the marines weapons and equipment because they are tainted by chaos. The gang can hand the carcass in to the guilders and get a reward of 40 credits! This number is taken from the purge section of the Outlanders book for killing an alien (that is what the Chaos Space Marines are classed as).
Outlaw gangs can’t hand their Chaos Marine kills in to the guilders but can get 40 credits at the outlaw settlements, the marines are very much feared in the Underhive settlements and have a relatively large bounty on them.
Alternatively they can keep the weapons and equipment and risk the effects of the tainted weapons. For every model with a Chaos Marines weapon or piece of equipment, must roll a D6, on a 6 that model will gain a mutation or minor wyrd power as detailed in the Outlanders book for Cultist. Power armour can not be taken and used by the gangs.

If the squad captures anyone
They will either kill them and keep anything deemed useful by the person controlling them at the time. Or they will use them as bait (e.g. a rescue mission).

Starvation
The well-equipped Super human Chaos Space Marines are immune to starvation.

Captured territory
If the squads territory is captured they just generate a new piece. If the squad captures a piece, they stay until the end of there next end of battle sequence and then afterwards move on. The territory then becomes unclaimed and after the next campaign event is rolled, the gangs can start fighting over it (see the rules for fighting over abandoned or unclaimed territories).

Captured settlements and Chaos Cultists
In addition, if the squad captures a "settlement" territory, then roll a D6, on a roll of 6 a Chaos Cultist juve joins the gang. This juve is from the type of gang that you took the territory from (e.g. if the "settlement" territory was taken from a Goliath gang, then the juve uses the Goliath experience tables). To make life simpler, you could just use the Cultist Juve skill table printed above, but it is far more fun to use the Juves own experience tables. The juve is initially armed with a knife. He has brought enough food and credits to feed himself for D6. The juve can also forage (as described in the Outlanders rulebook) and if and when he becomes a ganger, can work the territories that the squad controls. Remember that the cultist juve dose not have power armour and so is effected by the rules for starvation.
The juve can visit the Outlaw trading post and can use any weapons and equipment the gang captures. The key thing is the juve follows most of the rules for an outlaw juve of his house type. This isn’t just for hive city gangs but any outlaw gangs with a settlement and their equivalent of a juve. The exception to this rule is the Redeptionist gang. A secret Cultist member in a Redemptionist settlement would not stay secret for very long. The Redemptionists go around looking for this kind of thing and so the Cult member would be quickly found out and shown the error of his ways. The methods that the Redemptionists use are so effective, that the individual will never attend a Cult meeting again.

Pond, lake or river
If a Chaos Marine falls into water then take an initiative test. If it is failed the marine is affected as normal. If passed then the marine can close its visor and can walk along the bed to the edge of the bank and climb out (see river rules). If a Cultist falls in then he will be affected as normal, due to the fact that he won’t have power armour to protect him.

Additional Chaos Cultist Rules
If the Chaos Cultist members ever reach leader or Heavy Status (61-80 experience points which is "Gang Champion" status). Then the member may take what ever credits and spare equipment the squad has in the stash, plus his or her own weapons and equipment and go off to start a Chaos Cultist gang. The gang would be a mismatch of people who have grown up in the various houses and Underhive settlements.

If you had the time, patients and models, you could use the rules for the leaders house as the main rules, but randomly determine which Hivecity house or Underhive settlement each individual gang member comes from. Each of theses different type of gang members use their own skill tables for the house that they came from. So you could (as an example) end up with a gang with Cultist Scavies, Esher, Orlock and Goliath fighting together with a Van Saar Cultist leading them. Each would use there own skill table and only carry the type of weapons suited to their own status and house of origin.

This could be taken one step further and develop rules for friction between the different types of gang members. For example the Goliath gang members might get annoyed at the Van Saar because they see them as weak people, who fight from a distance using their swanky high tech weapons. While the Van Saar see the Goliaths as mindless thugs who go round bashing people over the head with a club.

What about further rules? Would future gang members be random selection of houses (e.g. randomly chosen from the spare models the campaign members have).

The alternative to using a models own experience table, is to use the skill tables for the Chaos Marines and Cultist juves printed above, regardless of the house the model comes from, this is the easy way to run the gang but less of a head ache organising a game using them. The Cultist gang has to start off with whatever resources the Chaos Marine squad has accumulated during its time operating in the Underhive (e.g. what ever is in the Cultist members has and what ever is in the Chaos Marines stash).

Final points
The Cultist gang is DEFINATLY classed as an Outlaw gang. This, new gang, can either be controlled in the same way as the Chaos Marine squad, or by the person who was controlling the Marines at the time the Cultist member reach "Gang Champion" status (61-80 Exp). A good idea is to create new scenarios for the cultist gang. What would they get up to in the Underhive?


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