Necromunda Underhive

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Necromunda Underhive Dedicated to immersive, thematic tabletop games. Rules summaries, foamcore plans, battle reports, interviews, reviews, videos, tutorials – and lots more. Sign up to the monthly newsletter on the website! Since 2004, I’ve been supplying tabletop gamers with hundreds of free high-quality rules summaries! And the Esoteric Order of Gamers features hundreds of entertaining and informative videos about our excellent hobby. It takes time and money to do this work, and just a few $ a month really does help me do much more. Join the official EOG community – and get bonus rewards too! v2 Feb 2021 Game: NECROMUNDA UNDERHIVE Publisher: Games Workshop (2017) Page 1: Rules summary page 1 Page 2: Rules summary page 2 Page 3: Rules summary page 3 Page 4: Play reference x2 front Page 5: Play reference x2 back Page 6: Weapon traits front Page 7: Weapon traits back Page 8: Skills front Page 9: Skills back These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use. If you need exceptional quality graphic design Peter ‘Universal Head’ Gifford for your next project, visit universalhead.com The Esoteric Order of Gamers GAME STRUCTURE CRAWL THROUGH DUCTWAY DOUBLE ACTIONS: PRONE AND PINNED (FACEUP) If within 1" of a ductway, place the fighter within 1" of its PRIORITY PHASE other side, but not within 1" of any enemies or with their base STAND UP BASIC overlapping an obstacle or friendly fighter. If this is not possible, Stand up and become active, facing any direction. 1. ROLL FOR PRIORITY this action cannot be taken. Players roll off and the winner takes the priority marker. On a CRAWL DOUBLE tie during the first round, reroll. On a tie after the first round, the TAKE COVER BASIC Move up to half the fighter’s M in inches. player who last had priority passes the marker to their opponent. Move up to half the fighter’s M and then prone and pinned. SETUP With multiple players, determine play order based on priority roll BLIND FIRE DOUBLE results and reroll all ties. SHOOT BASIC Make a ranged attack, treating the fighter's vision arc as 360°. Players prepare their gangs and choose a scenario (or roll Make an attack with a ranged weapon. Subtract -2 from the result of any hit rolls. randomly). Set up the tiles or 3D terrain as described, or redesign 2. READY FIGHTERS the map if desired. Note special rules and objectives. Give each fighter a ready token (next to the model or on their card). AIM BASIC RELOAD SIMPLE Create gangs using random or custom selection methods, and If the fighter makes a subsequentSHOOT action, +1 to the result Pick one of the fighter’s weapons that is out of ammo and make choose tactics cards, as specified in the scenario. ACTION PHASE of their hit rolls. a D6 ammo check. If passed, the weapon is reloaded: remove the out of ammo token. BASICS 1. FLEEING THE BATTLEFIELD FIRE THROUGH DUCTWAY BASIC If within 1" of a ductway, make a ranged attack against an enemy If either gang has failed a bottle test, make CL checks for each ACTIONS: PRONE AND SERIOUSLY INJURED (FACEDOWN) Checks: Roll D6 (WS, BS or I) or 2D6 (Ld, Cl, Wil or Int). Equal to within 1" of its other side. This only hits on a 5+, regardless of BS fighter in the gangon the battlefield, starting with the player with or higher than the characteristic is a success. For S and T, roll D6, or modifiers. If the weapon uses a flame template, it automatically CRAWL DOUBLE the priority marker. and equal to or lower than the characteristic is a success. hits all fighters within 2" of the other side of the ductway. Move up to half the fighter’s M in inches. Each fighter that fails flees. A fleeing fighter is removed from the Changing your mind: Once dice have been rolled for any reason, board and is considered out of action. RELOAD SIMPLE or the range of a declared action measured, players must abide ACTIONS: BROKEN Pick one of the fighter’s weapons that is out of ammo and make a by their decisions. If the gang leader passes their check, any friendly fighters within D6 ammo check. If passed, the weapon is reloaded. DOUBLE 12" automatically pass their check and do not flee. If a champion RUNNING FOR COVER Cover: Check for cover by looking from the fighter's point of view. passes their check, any friendly fighters within 6" (not including A broken fighter must perform this action when activated. If Disregard friendly fighters in base contact with the attacker. If COUP DE GRACE SIMPLE the leader or another champion) automatically pass their check standing and active, they move D6". If prone and pinned/seriously the target is fully visible, they are not in cover. If less than half the If not engaged, pick 1 seriously injured enemy within 1" and vision and do not flee. injured, they can only move half their M. The fighter must move as model is obscured by terrain or fighters, they are in partial cover. arc to immediately go out of action. follows, in order of priority: If at least half the model is obscured by terrain or fighters, they 2. ACTIVATE FIGHTERS are in full cover. Ignore insignificant elements on the model. OPERATE DOOR SIMPLE 1. So they are more than 3" from enemies. Starting with the player with the priority marker, players alternate Open a closed door (or close an open door) within 1". 2. So they are out of LOS of enemies. Doors: Doors have a T of 5 and 4 W and if attacked, are taking a turn to activate a readied fighter. Give the chosen fighter 3. In partial or full cover. automatically hit. up to 2 actions then remove its ready token. A standing fighter ACCESS TERMINAL BASIC 4. As far away from enemies as possible. Dividing dice results: Round up unless otherwise specified. can face any direction before making either of their actions. If within 1" of a door terminal, make a INT check with a -2 If a broken fighter is standing and engaged when activated, they modifier. If passed, the fighter makes a free OPERATE DOOR action Light of sight (LOS): Can be checked anytime by looking from If you run out of fighters to activate, your opponent can activate must make a D6 I test. If failed, they remain engaged and can take on the terminal’s door (regardless of their distance from it). the fighter's point of view. If the target is not entirely obscured by all of their remaining fighters in an order of their choosing. no further actions. If passed, they must move as above, and each terrain or other fighters, you have LOS (insignificant elements on BASIC ACTIONS can only be performed once per activation. FORCE DOOR BASIC enemy engaged with them makes an I check: if they pass, they the target do not count). If players cannot agree, settle by rolling off. may make reaction attacks before the broken fighter moves. SIMPLE ACTIONS may be performed multiple times per activation. If in base contact with a locked door, roll D6 and add the fighter’s DOUBLE ACTIONS require 2 full actions to perform. Measurement: Measure between the closest points between S, with +2 for each other friendly fighter also in base contact with END PHASE bases (or the object if it has no base). If the figure is prone, If a fighter’s first action is a basic or simple action, they may fully the door. On 9+, the door opens. measure as if the figure was standing upright. Pre-measuring is resolve it before declaring their second action. This begins when all fighters have been activated (even if they SMASH OPEN LOOT CASKET BASIC not allowed: measure only when required by the rules. Distances took no actions) or neither player wishes to activate any more. cannot be measured through walls or solid terrain features. GROUP ACTIVATION: If you activate your leader, at the start of their If within 1" of a loot casket, roll D6 and add the fighter’s S. On activation you may also activate up to 2 additional ready fighters. 6+, the casket is opened, but subtract -1 (min 1) when rolling to Natural rolls: The actual number rolled on a dice. 1. BOTTLE TESTS If you activate a champion, at the start of their activation you may determine its contents. Either or both players must make bottle tests if one or more of Re-rolls: The re-rolled result must be accepted; dice can never be also activate 1 additional ready fighter. Each additional fighter their fighters is seriously injured or out of action. re-rolled more than once. If multiple dice were rolled and totalled, must be within 3" of the leader or champion, and they cannot BYPASS LOOT CASKET LOCK BASIC all must be re-rolled; separate dice may be re-rolled separately. then perform group activations themselves. Nominate all fighters If within 1" of a loot casket, make a INT check. If passed, the Roll D6 and add the number of your fighters that are seriously to be activated first, then activate each in your chosen order.
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