
Necromunda: Gang War (GER)
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Necromunda: Gang War (GER)
Merchfox Comic Shop
Wiener Straße 20
4481 Asten
Austria
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Please note that you need a copy of the Necromunda: Underhive miniatures game to use this expansion.
The rules from the Necromunda: Underhive game set cover battles in the cramped tunnels beneath the megacities—but sometimes gangs also clash above ground amid vast machinery that fills enormous domes from floor to ceiling. Necromunda: Gang War includes rules that allow players to use three-dimensional terrain pieces in their games, adding a literal new dimension to their battles. It also features a sophisticated campaign system through which two to six (or even more!) players can develop their gangs as they fight for territory and subjugate the other Houses.
The 64-page softcover book contains:
Corridor Battles in the Sector Mechanicus
This section contains advanced rules covering the use of the Citadel Sector Mechanicus terrain range—or any other three-dimensional terrain pieces, with special rules for Zone Mortalis battlefields—allowing you to customize your own battlefields. The rules do not deal with specific terrain pieces but instead define various terrain types, so no adjustments should ever be necessary. The book includes new rules for lines of sight, crossing obstacles, fall hazards, railings, slowed movement, climbing, overhangs, jumping down, crossing chasms, and falling.
Campaigns
This section contains rules and guidelines for playing a Necromunda campaign—a series of interconnected games in which players build their gangs from bloodthirsty newcomers into all-conquering destroyers who fend off threats from their rivals and claim territory in turf wars. The content is organized as follows:
- The basic structure of a campaign, which shows you how to form your gang using the included blank gang sheet, how to gain and use experience to grant your fighters new talents and abilities, how injuries and the capture of enemy gang members work, and how to escape from the battlefield;
- Pre-Battle Sequence: It’s important to warm up before a turf war, and this section of the book will guide you through purchasing upgrades and hiring mercenaries. It also explains how to determine the scenario to be played, crew selection, and formation.
- Post-Battle Sequence: This section explains how to determine the winner and end a game, how to calculate your income from your raid, receive rewards, expand (or shrink) your gang’s territory, how your reputation improves or worsens, how to visit trading posts where you can sell your loot or purchase new, rare gear, and how to rescue injured fighters from the battlefield before updating your gang profile;
- Apotheosis: These additional rules are applied during the campaign’s climax to depict the escalating battles across all regions;
- Break: Your gangs don’t take a break just because you do—these rules apply between the games of your campaign and allow your warriors to prepare, recover, and gather courage for the next turf war;
- A campaign reference sheet featuring several easy-to-understand tables that allow for quick handling of many campaign rules, including lists of trade post equipment, a complete armory, and tables that provide quick access to the wide variety of talents and skills;
- House lists for the Escher and Goliath gangs, containing all the information needed to assemble a complete gang for each house. These rules replace the “Forming a Gang” section from the Necromunda: Underhive rulebook.
- 6 scenarios that can be used for campaigns or individual skirmishes and work with Sector Mechanicus terrain and Zone Mortalis game boards.
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