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Weapons of (Gang) War

note

This page has been reworded to comply with copyright. Refer to the Necromunda Core Rulebook (2023) for its original text.

To play a game of Necromunda, you need models, a battlefield with terrain, and a few essential items listed below.

Markers

Markers, or tokens, are used to represent the following things:

  • Ready status (a token at the start of the turn, which is removed when they activate)
  • a model’s Status (eg Out of Ammo, Blaze)
  • a modified Condition
  • keep track Flesh Wounds, Wounds or Hull Points (some player place this next to the fighter, others prefer to place it on their Fighter card)

Templates

In Necromunda, templates are used to represent the effect of certain weapons:

Blast Markers

A circular marker in two diameters: 3" and 5". Mainly used by weapons with the Blast trait. This'll be shown as Blast (3") or Blast (5"). Grenades are a common example.

Flame Templates

A teardrop shaped template roughly 8" in length. Mainly used by weapons with the Template trait. These weapons will have a Short Range Profile of "T", for example a Flamer.

Ruler/Tape Measure

Necromunda is British, and used inches (") for all its measurements.

Pre-measuring distances when making any kind of action is not allowed! Declare the action and nominate any other fighters involved before range is measured.

Vision Arc Template

Each model has a vision arc, which is 90 degrees directly in front of them. A starter box has a template you can use for this. Some people paint the limits of their vision arc on a model's base, but most people simply use common sense (eg where the model or the model's chest is facing).

Fighter and Vehicle Cards

Each fighter and vehicle that makes up a gang has a card which lists its characteristics and rules.

Yaktribe

Most campaigns around the world leverage yaktribe.games to arbritrate their campaign. This includes a gang builder, where players keep a digital record of their fighters.

Necromunda Dice

Necromunda uses several different types of dice to determine the outcome of various actions and events. These are:

  • D6: Your standard six-sided dice.
  • D3: Roll a D6, then half the result rounding up.
    • 1-2 is a 1
    • 3-4 is a 2
    • 5-6 is a 3.
  • Firepower Dice: a six-sided dice which is used when a fighter makes a range attack. For most weapons, this will check to see if the weapon needs to make an ammo check. If a weapon has Rapid Fire, it determines how many shots the weapon can make.
    To proxy this dice with a D6,
    • 1 is a single shot with ammo check
    • 2-3 is a single shot
    • 4-5 is two shots
    • 6 is three shots
  • Scatter Dice: a six-sided dice with a a Hit symbol (with a small arrow inside) on two faces and an arrow on each of the other four. Used to determine random directions, mainly with a blast weapon.
  • Injury Dice: a six-sided dice used to determine how badly injured a fighter is after receiving damage.
    To proxy this dice with a D6,
    • 1 is Out of Action
    • 2-4 is Seriously Injured
    • 5-6 is a Flesh Wound
  • Location Dice (Vehicles): a six-sided dice used to determine where a vehicle is hit.
    To proxy this dice with a D6,
    • 1-3 is Body
    • 4 is Drive
    • 5 is Engine
    • 6 is Crew
  • Damage Dice (Vehicles): a six-sided dice used to determine how badly a vehicle has been hit. To proxy this dice with a D6,
    • 1-3 is a Glancing hit
    • 4-5 is a Penetrating hit
    • 6 is a Catastrophic hit.
  • Control Dice (Vehicles): a six-sided dice used to determine what happens when a vehicle loses control. The direction on the arrows don't matter (you roll a D6 afterwards to determine the direction: 1-3 is left, 4-6 is right). To proxy this dice with a D6,
    • 1-3 is a Swerve
    • 4-5 is a Jackknife
    • 6 is a Roll