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 RIVERS Mike Page

Introduction
The following river rules were originally created by Matthew Dray and added to (e.g. the river current rules) and copied on to computer by Michael Page, with suggestions and ideas (which have helped to improve the bits I added, ) from Peter Baker. Only the first three pages are rules. After the main rules are suggestions and things that we thought of while copying the rules on the computer. I would like to warn you that this article dose ramble on a bit, but all the rules have a heading or subheading so it is not to bad.


Background
Bridges are built in the Hive city or at the edge of the Underhive where there is a substantial amount of liquid flowing continuously which then creates a kind of river. Bridges are also set up in the Underhive but these are usual very unsafe and a good place for an ambush (cue the "Hey wouldn't that be a great idea for a gang fight scenario!" comments). A river can be formed in many different ways. Some of the more usually ways of being formed is a large pipe breaking and the flow of liquid isn't shut off. In certain places, a combination of liquid drip down from the floors above, random collapses, water running through air vents and perhaps some broken pipes funnel the liquid into the same place and ends up forming a stream or river.

We decided while working on this that there would also be a build up of liquid, dripping down from the upper floors, where it couldn't flow away and this would create a Pond or Lake (see the suggestions section later).

As streams or rivers can be made of many different types of liquid, some of these are more harmful than others and it could be dangerous if a gang fight took place near them because of the risk of gang members falling in.


River Types
Rules have been created by Matthew to represent the different types of liquid that the river could be made up of. You can randomly determine which type of river there is, by rolling a D6 and consulting the table below. Or as an alternative to the random table, all the people taking part in the game could agree on what type of river they want before playing the game.
1-2 Harmless (if a bit polluted) water
3-4 Boiling water
5 Sewage river
6 Chemical river


Bridges and Falling in!
The way a Gang member would fall in a river would be the same for falling off a building. In the case of Sewage and some Chemical rivers they might also be knocked in when caught by a gas explosion. Bridges that have railings on them are safer for the gang members on them. If a Gang member falls off a Bridge with railings or something that can easily be grabbed onto, consult the "Bridge railings table."

If a model is standing on the rivers bank, or on the edge of a building that is up against the edge of a river and falls then roll a D6:
1-3 the model hits the river bank
4-6 the model falls in the river
If the edge of the building that the model falls from juts out over the river, then the model will fall in the river. What is called for here is a bit of common sense.

Bridge railings table. If a model falls from the edge of a bridge, take an initiative test.
If Passed- The model grabs hold of the railings
If Failed- Oh dear... The model fell in the "Drink!"
On a roll of a six the model automatically fails to grab on to the railings and falls in to the river. If the model grabbed on to the railings, use the clip harness rules for climbing back up.


Swimming to the edge to climb out.
A gang member can swim 2 inches in clam water. Unless it is a very wide river, there is a current or the river is a thick sewage river then this rule doesn't usually needed to be worried about too much.


River Damage tables
Each different types of river has it's own damage table. When a model falls in, then during the end phase, take a toughness test: if the model fails this test then roll on the appropriate river damage table. If that model is not wounded enough to remove it from the game then in the next movement phase, the character may swim 2" towards the edge (this may be affected if you are using the river current rules or Sewage thickness) If the model is still in the "Water" in the next end phase then the model will take another toughness test and if this is failed then roll on the damage table again.
Note that a river consisting of just water (the river composed of "harmless water") has no damage table and there for you do not need to take a toughness test in the end phase.

Harmless Water.
This has little effect on the hardened gang fighter who has long built up a resistance to illness (the fighter's still alive that's proof enough). If a Gang member falls in the river, in that gang members next movement phase he or she swims 2" towards the edge of the river and if the model reaches the edge, can then climb out (unless otherwise affected by the current).

Boiling water.
This usually comes from a large broken pipe and obviously the further away from the source it gets, the colder the water gets. If the water is clean enough (or in some cases even if it's not) people will fit piping in the river and attach a pump to the other end so they can pump hot water out of the river and either use it or rig up some way of storing it for later use (cue the "Hey, that would make a good piece of scenery!" comments) . For someone falling into very hot water it's not very nice, if a model dose, roll on the table below. If the gang member who fell in the river survives the effects of the river and is able to continue, then in that gang members next movement phase he or she swims 2" towards the edge of the river and can climb out (unless otherwise affected by the current).
Boiling river damage table.
1-3 Flesh wound
4-5 Two Flesh wounds
6 The model finds it hard to get out, becomes unconscious, and is washed down stream, he or she takes no further part in this battle and after the battle, rolls on the serious injuries table. Basically the model is treated as if it is Out Of Action.

Sewage
Sewage is a particularly nasty and very hard to swim through. If a model falls in here it takes a toughness test, if failed then the fighter takes a flesh wound and rolls a D6, on a 1-2 the gang member becomes so ill as a result of falling in the sewage, he or she misses the next battle that the gang has. On a 3-6 the gang member recovers in time for the next battle. If the gang member who fell in the river survives the effects of the river and is able to continue, then in that gang members next movement phase he or she swims to the edge of the river and can climb out (unless otherwise affected by the current or thick sewage slowing the models swimming rate down).

Sewage Thickness:
As mentioned above the sewage can be very thick so roll on the Sewage thickness table below when the first person falls in to see how thick it is.
1-2 Thin as water (normal movement)
3-4 Thick as Mud (-1 Inch movement)
5-6 Thick as Lumpy Porridge (-1.5 inch movement)

Methane From Sewage:
The other problem with sewage is methane. Methane from the sewage tends to build up in and when there is enough, will flare off violently when ignited. At the beginning of the battle roll a D6 a consult the chart below to see many inches from the edge of the river the methane has spread, make a note of the distance. If a model is in an area affected by methane gas and in cover then if that fighter fires a gun in cover and rolls a one, that fighter has ignited a pocket of methane gas. The fighter is hit by a Strength 3 hit with a -0 save modifier. If the fighter is within 1 inch from the edge of a building then test to see if the fighter falls off.

Chemical River
The chemical river is also quite dangerous but it depends on what type of chemicals are flowing past at the time the gang member falls in. If a gang member does fall in, take a toughness test, if this is failed then roll a D6 and consult the "Chemical River Table". If the gang member survives the effects of the river and is able to continue (see the "River Damage tables" section above), then in that gang members next movement phase he or she swims 2 inches towards the river edge to and can climb out (unless otherwise affected by the current).
There could also be the risk of a flammable gas coming from the chemicals reacting with each other. If so this is treated in the same as Methane (see Sewage River rules). Use the Methane rules if all player participating in the game agree, or you could roll a D6 at the beginning of the game, on a 6 there is a flammable gas present. On a 1-5 there isn't. These Methane rules in the Chemical River are mainly to be used if you want a very dangerous game or to make things a bit more unpredictable in a Purge.
Chemical river table
1 treat it as normal water
2-3 Flesh wound
4 Unconscious: (remove from of game but don't roll on serious injury table)
5-6 Out of Action


River's Current strength.
At the beginning of the game you can if you want add another twist to the game by rolling to see how strong the current is, remember this is optional, roll on this Currents strength table before random determining what type of liquid the river is, or you could do it at the same by rolling two dice at once, nominating one dice for the current strength and the other for the type of river before you roll them. remember if a model falls in, you still have to roll to see if they sustain any injuries this is on top of that and that's why the current rules are optional.
Current strength
1-3 Weak current
4-5 Medium strength current
6 Strong current

Weak current
The gang member in there next movement phase can swim towards the edge of the river chosen by the person who controls that gang member.

Medium strength current
If a gang member falls in, due to the fast flowing current that gang member must swim towards the nearest edge of the river in their next movement phase. If and when a Heavie fall in then roll a D6, on a roll of 1 the heavie has to drop a randomly determined weapon to get out of the river. If the heavie is not carrying a heavy weapon then this dose not apply.

Strong current
If a normal gang member falls into this then roll a D6, on a roll of 1 they have to drop a randomly determined weapon and in that gang members next movement phase swim to the nearest edge. If a heavy falls in, as well as possibly dropping a weapon (as detailed in "Medium Strength Current"), he or she is swept D6 inches down stream before climbing out at the nearest "river bank". You can either randomly determine which way the river is flowing at the start of the game or when the first person falls in. Once the direction is determined it must stay flowing in that direction for the rest of the game.


Other Suggestions and ideas.
This is the end of the "rules" bit and the beginning of the "Ideas floating around and being written down" bit.
The whole point about these "Other ideas" are they are included to fire the imagination, or they are bits I thought of including but they would have seriously changed the main rules, so they get put down here.
O.K. you have read the rules above. Now read the ideas below. I think that the Pond and Lake rules could defiantly be expanded on, the water purification plant could be turned into a proper scenario.
There are bound to be idea that I have missed so feel free to add to the list.


Pond or lake.
You could make a pond or lake of liquid. This would probably be moreto the trading ake place in the space between the two campaign events.


> per scenario.
There are bound to be idea that I have missed so feel free to add to the list.


Pond or lake.
You could make a pond or lake of liquid. This would probably be more common than the rivers because over time, small amounts of liquid would build up in places where it couldn't drain away. There probably wouldn't be a current either.


Liquid (Water?) Purification Plant.
There could be a building by the bank at the edge of a pond, lake or river which pumps water up and purifies it, either by distillation or some other means.
One gang could be protecting the plant from another gang that is attacking it. The plant would either be owned by the gang protecting it, or (more likely) by the Gilders, who then sell the clean (,or cleaner,) water in the Hive city.
If it is owned by the Gilder then the gang defending the plant are higher by the gilders and will get a cash bonus for protecting the plant. The Leader of the successful defending gang will gain some extra experience at the end of the battle for leading such a valiant defense and hold it together.


New Types of River.
How about inventing rules for a Boiling Chemical River, or a Sewage river with the methane already set alight with the whole river burning?


Purge with Chem or Sewage river.
An interesting idea is a large Purge involving several gangs, Hive creatures and Aliens on a battlefield with a suitably nasty river running through it. It would be a good feeling to knock an Ork, Chaos Space Marine or Genestealer into a Sewage or Chemical lake or river!.. I know, I have a warped sense of humor.


Ambush at a bridge?
There could be a scenario where a gang is ambushed when they were crossing a bridge. The ones on or about to cross the bridge would be at a disadvantage since there gang is caught in the open, perhaps the bridge will provide some cover with railings or what ever. Perhaps the bigger gang would be on the bridge. Maybe there would be a fight between a gang and a force that they would never hope to defeat if the two sides were on equal terms, but with a few well-placed blast marker weapons they could knock lots of the enemy into the river! But if things went wrong they may need to quickly bottle out.


Dropping weapons or items?
I did think about making the model drop a random item instead of a weapon when they are in a fast flowing river (see the "Current Strength" rules), but then that would lead to some people trying to rig it so they would drop the least expensive item that model has. Also if the model has an awkward number of items e.g. 7 items, it might be hard or time consuming to work out how to decide to randomly work out which one the model will drop. Although it is harsher to lose a random weapon than a random item, it is allot easier to work out, less time consuming and should provoke less arguments, although the prospect of my Van Saar gang losing it's Heavy Plasma Gun is a scary one.


Extra rules for Purge creatures?
Someone could take the Purge idea further and create rules for the different types of "Things" in a Purge. For example if there is a weak current or perhaps even a medium one, Chaos Marines or normal Marines could close there visors and walk along the river bed perhaps obscuring them from view or providing cover 'cause it's hard to see them or even the a thick liquid could slow down (or disperse in some cases) weapons fire.
Large rats may not be affected by the sewage river (only the river current and methane explosions) and could swim through the sewage river as if walking when the current is weak and at half rate when at medium strength.
That's just two ideas for two type of models. Feel free to develop other rules.


New creatures?
Some creatures in the Underhive will have adapted to living in the different types of lakes and rivers. These may have gill or can hold their breath for a long period of time. The creatures in the sewage or chemical rivers would have built up and immunity to the sewage or chemicals. The creatures in a hot water river would be better able to withstand heat better. These things could be taken in to account when developing new rules for existing creature or new creatures. The Giant Rats spring to mind as there maybe special Giant Sewer Rats with a greater resistance to toxins or maybe they are used to Meathane gas explosions (I know, the Sewer Rat\Meathane bit is far fetched but hey, this is the Underhive).


NEW TERRITORIES FROM OLD GANGS. Mike Page

Introduction
When a Gang disbands or moves Up Hive* then there will be a shift in the balance of power in that part of the hive and territories will become abandoned that other gangs can take possession of. Perhaps several gangs will be after the territories and so fights will break out between the different gangs. There is usually a time of desperate fighting as gangs capture territories only to lose it to another gang. Eventually the fighting dies down and everyone discovers who is in control of what territories.


Basic Rules
In a Campaign, each gang has territories that it can use to gain income after each battle. When a gang disbands or goes "uphive" then make a list of that gangs territories and circulate that list to every one in the campaign, make sure everyone knows that these territories are up for grabs. It's also a good idea to have notices pinned up in strategic places or have one handy for anyone in the campaign who wants to look at the list.

The territories of Gangs who have become Outlaws are NOT fought over as they may come to reclaim their territories and you do not want to get on the side of an until recently Outlawed gang who have been hardened by their time in the Underhive.

If there is Guilders Contact or Friendly Doc then remove them from the list, as these are not physical territories that can be fought over. The remaining territories can be fought over.

Once every body is aware of the new territories then it is time for those who want to try for them to bring their gangs together and randomly determine before the game which territory the gangs will fight over. Care is needed because some people might fight over the territories and nab them all before some of the other members of the campaign have had a chance to fight for them. This is the reason that I have included the rule that the gangs are allowed to fight over them, capturing and recapturing the territory in the gaps between two campaign events being determined.


The first thing to do...
is randomly determine one of the territories that is "Up for grabs". All the gangs know about this one territory and are currently unaware of the other unoccupied territories. It allows any gang in the campaign to fight any other gang straight off with out having to wait until certain gangs both know about certain territories.

Before any fighting begins you must wait until the campaign events table is determined before going for any territories. Once this campaign event has been determined (and before you do any thing else) either you (the campaign members) or the campaign arbitrator must set how long before the next campaign event will be. This will determine how long the gangs have to lay claim to the territories and fight off the rival gangs as the fighting, over the abandoned territories, will take place in the space between the two campaign events.


Finding additional territories
Every time the leader of a gang goes to the trading post roll a D6, on a 5 or 6 that gang will hear news of another abandoned territory. If the gang leader goes to the trading post with at least one other ganger, then the gang hears about a new territory on the roll of a 4, 5 or 6. Find a list of the territories and randomly determine one. If it is one that gang hasn't heard of yet, it may add it to the list of territories that gang does know about.

Note:- the number of gangers going and looking for information instead of working the territories does effect the chances of finding information about a new territory. Below is a table.
1-2 gangers 4, 5 or 6
3+ gangers 3,4, 5 or 6

Only those gang members that may go to the trading post to increase the amount of rare items may instead seek information about abandoned territories.


Outlaw gangs...
can join in the fun also, they can come up from the depths of the Underhive and mount a raid on an unclaimed territory. An outlaw gang can only hold one unclaimed territory at a time, but can gain rumours of the different territories at the Outlaw Trading Posts. So if they get evicted from one by a rival gang, they either fight to regain control of that territory or go for one of the other territories that they have learnt of. When the fighting over the territories ends, if they control a piece, then they can either loot it (see rules for looting territories) or shift the important bits into the Underhive and use it as their new territory. There isn't time to do a thorough looting while all the fighting is going on.


The initial fight for each individual territory...
can be carried out by two or more gangs (not all of the gangs who know about that territory have to be at the initial fight) and this maybe a "normal" gang fight (but feel free to set up a scenarios as long as all the people playing that particular game agree). Try to set the battlefield up so it resembles the territory that the gang is fighting over, although this is not essential. The last gang left who hasn't run away, claims the territory. The gang can't Loot the territory or gain income from it yet. Instead the gang must wait until the next campaign event is determined. During that time, any other gang who knows about that territory can attempt to take the captured territories from the gang currently controlling it (you could work the plot around almost any scenario). This can continue with the territories changing hands any amount of times until the next campaign event ( the one after the campaign event where all the spare territory started being fought over).


Summary of rules
1. When a gang disbands and the owner agrees to make their territories available to fight over, make a list of those territories.
2. The fighting will take place in the gap between two campaign events happening. Before fighting commences set the length of the time between the two campaign events, therefore setting the length of time the gangs will have to fight over the different territories.
3. Randomly determine one of the territories. All the gangs know about this territory and are currently unaware of the others.
4. The fighting commences, the initial fight will be between as many gangs as you like (there is no limit to the number) and the last gang still in the fight that has not bottled out gets the territory.
5. During the period of fighting over the unclaimed territories, anyone who wants to, can challenge the holder of a disputed territory to a fight, if they win, they become the holder of that territory and will have to defend it from other players trying to win that territory off them.
6. During this time, as every gang only aware of one of the territories at the start, then the gang can investigate rumors of the other abandoned territories at the trading post. When the Leader goes to the trading post, roll a D6, on a 5 or 6 he gains knowledge of a randomly determined territory that he\she was not previously aware of. Make a note of this new territory on the gang sheet, now the gang can fight for that one in the same way as the battle for the first territory.
7. If a leader goes to the trading post accompanied by gangers, this will increase the chances that one of them will here news of an unclaimed territory. Gangers that accompany the Leader to the trading post cannot work the gangs territories as well.

Roll a D6 while at Trading Post to gain rumours of unclaimed territories.
Unclaimed territory rumor chart
Leader alone 5 or 6
+ 1-2 gangers 4,5 or 6
3+ gangers 3,4,5 or 6

8. The fighting continues until the next campaign event (the fighting over territories taking place in the gap between two campaign events, see point 2). At this point, the gangs settle down and everyone discovers which of the territories they are left in control of after all that fighting. Normality is resumed in the Hive... Until another gang disbands and new territories become available...


Finally...
Once the campaign event is rolled, the gangs who have ended up controlling the territories that were "Up for grabs", finally take control of their territories and can add them to their gang sheet. These act like normal territories from now on.** Outlaws can take control of a territory, if it is not an Underhive territory all normal restrictions apply. Alternatively it can loot the territory (i.e. takes double the maximum amount of money possible***) as described in the Outlanders book.

* When a gang has lots of credits and has become almost legendary (for what ever reason) the members may try to go to a better (i.e. higher) part of the hive. Some even manage to get work aboard one of the many cargo ships that helps to sustain the population of Necromunda. Others (due to their combat and basic weapons maintainers skills) get in to the local armed forces (e.g. the Necromunda P.D.F.).

** Although when that gang disbands there will be more territories "Up for grabs" then there would have been.

*** A Drinking Hole yields D6x10 credits and so that's a maximum of 120 Credits when doubled.


Thoughts on the article.
When I was talking about disbanding my original Van Saar gang. The gang had seven territories and so we had the idea of creating rules so other gangs in the campaign could benefit from these. I also wanted to expand on the campaign rules (brilliant as they are). I am quite pleased with the results (although these are as yet unplaytested). It turns out that the more territories you have, the more gangs can try and push you out of them and so the less chance you have of retaining all of them until the next campaign event is determined. Originally there would have been just one fight for the different territories. We realized this would be impractical but then we had the idea of having a set time limit, which ended up as being between two campaign events.

The people in the campaign would decide how long it would be until the next campaign event and so decide how long a gang has of taking over a territory, discovering new territories and hold to the territory(s) it has won. Rumours are picked up at the trading post and so that's were a gang will roll a D6 to see if they here of new abandoned territories. Since trying to balance out the rules and make it more fair, I think the rules are more in the spirit of Necromunda (the game not the place).


Further Ideas and Suggestions.
Scenarios.
Going back to the Scenarios idea mentioned above. Perhaps one gang has come along and has found that the territory is empty, thinking that no one else wants the territory or doesn't know about it they relax. This is a good basis for an Ambush scenario. You could think of inventive ways to use the other Scenarios from the Source book or Outlanders rule book, or create your own Scenarios.

Paying for information.
A in a place such as the hive cites trading posts you could pay some dodgy looking character credits in exchange for information. You would pay a certain amount of money, e.g. D6x10 credits, and this would increase your chances of getting news of a new territory.

D3 Territories?
The rules were created while I was thinking about the campaign that I am in which currently has 4 people in it (although some of us have a second gang). In bigger Campaigns, D3 territories might be to many for an individual gang, so you might think about reducing it to 1-2 territories or even just that each gang can try for one territory.

Another idea is to restrict the amount of territories each gang can try for according to how many the gang that has just disbanded had.
Above five territories- A gang may try for three territories.
Five territories- A gang may try for a maximum of two territories.
below Five territories- A gang may try for one territory.



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