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  • 7/27/2019 BITU Designers Cut

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    lf you have a copy of Outlanders,you can play Necromundawith the annoyinginiervention of viiious Genestealers, arious beastly monsters and dozens of otherdeadlydenizens.Youdo need a CampaignArbitrator though - what if he can't makeit to the game,or you aren't evenplaying n a campaign?Wellwe have ust the thingfor you - NecromundaEvent cards!David orettirom omeents is deasorusingvent HOW TO USE TH E CARD$cards n Necromundaand we really liked 'h"t Yl:n^:l n, the beginningof eachgame,afrerhavingdecidedwhichmentionedthis great idea to Jervis and Andy theli^^sati ;;;;;;i" i g"irg to be played, eachplayer rakesD3 cardsthey'd had he samedea or Necromundawhenplaytesting L"- il"-N*romunda Event deck und k."p, them secretfirst began'The Eventsdeckwas going to o" " iifilT i;;;;;"pponent until rhe card s played.Each cardhasof the game. Unfortunately we couldn't physically, tit " i"ii ..oi"r"aion of its useandeffeci upon the game.anythingelse nto the boxedset which meant he idea hadto be diopped.However,Jervis and Andy's work on the At the bottom of eachEvent card is an indication as tocardshasnot goneto wasteas we combineDavid's work when he cardcanbe played.The threedifferentcategorieswith thatof our gamesdesignerso producea deckof cards of card are

    'Before', 'After' and 'Event'' The exactwhich will make your gamesof Necromundaeven more durationof the Event card is given with the ruleson theexciting! card'

    BeforeThe card s played mmediatelyafter t is drawn and tseffectswill generally ast for the entiregame.AfterThe cardwill be playedat the end of the gameand tseffectswill usuallyalter he postbattle sequence.EventThe cardmay be playedat a specificmomentand causessomething o happen an event.Usually the effectsofthis cardare resolved nstantlY.Note:For somecardsyou will have o note downwhereonthe table they are.For example, he DangerousWalkwaycardneedsa walkway somewhere n the tablenoteddownto prove hewalkway s dangerous ndmay collapse.Makenotessuchas hisafter all terrainhasbeenplacedbut beforethe gangsdeployfor battle.To usethe events or Necromunda ou will need o makeup the deck of cards printed on the following pages.Photocopy he pages, ut out the cards,and glue the frontsto the backs.To make hemmoresturdy,sandwicha layerof thin card n themiddle.

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    BTOOD FEUDThis fight is a blood feud. Anymodel akenout of action nhand-to-handcombat by yourmen will confer an additional D6Experience points to that fighter.

    Before

    EVENTCARDSPermissionophotocopyor personalseonly.@GamesWorkshoptd,1997.Al l rightseserved.

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    ultrvlz3 TREASURESTASH

    The gang that wins this fight willfind a huge pile of valuablefieasureclose to the location ofthe fight. The winning gang adds2D6x10 credits to its income.

    Before

    SaR! ? p I - < lo . l i H !! i t r : E :* : F r i t r= E t r 1 . - ?& < E F F . Ei 'FE t ?aK * c d c t r dq x ' - c x o - qo x - : F - ' 5 *- . F y F . . a ) a a:J X+= r : > Or @

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    WANDERTNGDOCA wandering doctor takescare of allthe seriouslywoundedmembersofyour gang or a small fee of 20credits.Any gangmemberwho hasto roll on the Serious njury Tablecanmake wo rolls and choosewhichever esult heprefers.Ratskinsmay roll three imes.

    After

    OUT OFAMMOPlay this card after your opponentmakesa ranged attack.Theweapon they were using runs outof ammo, no matter what their tohit roll was, and whether or notan Ammo roll was required.

    Event

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    FVENTEARDSPermissiono photocopyorpersonalseonly.@GamesWorkshoptd,1997.All rights eserved.

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    IIVE WIREPlay this card on an enemy modelthat has ust suffered a fleshwound or been taken down or out.As the model staggersback andcollapses t trips over a live powercable. With a blinding flashthousandsof volts of electricalenergy course hrough the model,killing it instantly.

    Event

    GIANT RATPlay this card in the close combatphaseon a model that is NOTengaged n hand-to-hand combat.The model has accidentallydisturbed a Giant Rat, whichattacks. See he Outlandersrulebook for full rules on GiantRats. The Giant Rat will run offonce the combat is resolved.

    Event

    DANGEROUSWAI-IOI'AYThe piayer who draws this card secrcl]y notesdown any walkway on the table as "dangerous".During the game, when a model moves over thewalkway. you may declde it dmgerous. Roll a D6and add the model's Toughness.Add a fufiher +l ifthe model cmies a special or a heavy weapon.lf the total is 8 or 1ess,he walkway holds. On atotal of 9 or rnore, the walkway collapses, alongwith my modeys using it. Fallirg models take a hitin the usual way. The walkway falls straight down.Any models fully or partially under the debris mustmake an Initiative test. Models that tail de injuredautomatically. Roll straight away on the InjuriesTable. Remove the fallen walkway from play-

    @SECRETTARGET

    At the beginningof the fight, beforeplacing he gangs,secretlynotedownthe name of one enemy fighter. The frsttime that fighter is hit and woundedduring thegame, he fightercausing hehit gains an additional D6 Expenencepomts.Keep this carduntil the targetmodel sshot andwounded, hen discard t.

    Before

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    EVENTCATIDSPermissiono photocopyor personaluseonly.@ GamesWorkshopLtd, 1997.Al l riohts eserved.

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    AIM HIGHIf the enemy's leadergoesdownor out of action, the fighter whocaused he wound gainsanadditional +10 Experiencepoints.This is card is discardedafter theopposinggang's leadergoesdownor out of action.

    Event

    POTSONCTOUDYou must play this card at thebeginning of your turn. Declare atable edge of your choice. D3Hallucinogen gas clouds move on2D6" lrom the tableedge n adirection of your choice. Followthe usual rules for Hallucinogensrenades.

    Event

    RACEAGAINST TIMEEach member of your gang will galnadditional Experience points at the end ofthe fight if you win the RaceAgainst Time.If you beat your opponent in 1 tum you willgain m additional 5 Experience points perfighter taking part. If you beat the enemygmg in 2 tums you gain 4 EP's, 3 tums = 3EP's, and so on. If you haven't beaten heenemygmg after ive tums you gain noadditional EP's.

    Before

    SCOUTAt the end of the game,you may sendoneof yourgangers earchingor newterritory insteadof collecting ncome orsearching or rare rade.Randomly determine a new territoryfrom the Territory Table. If the D66 rollcomesup a double hen hegangerretumsempty handed.Otherwiseyoumay add a new territory to your existingterritories, and this can beworked afteryour next fight.

    After

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    EVENTCARDSPermissiono photocopyor personalse

    only.@GamesWorkshoptd,1997.All rights eserved.

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    EVEIUTCARDSPermissiono photocopyor personalseonly.@GamesWorkshoptd,1997.All rights eserved.

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    OUT OFAMMOPlay this card after your opponenlmakes a ranged attack. Theweapon they were using runs outof ammo, no matter what their tohit roll was, and whether or notan Ammo roll was reouired.

    Event

    OUT OFAMMOPlay this card after your opponentmakes a ranged attack. Theweapon they were using runs outof ammo, no matter what their tohit roll was, and whether or notan Ammo roll was reouired.

    Event

    OUT OFAMMOPlay this card after your opponentmakes a ranged attack. Theweapon they were using runs outof ammo, no matter what their tohit roll was, and whether or notan Ammo roll was required.

    Event

    GAS POCI(ETPlay this card when an opposingmodel fires a ranged weapon. Theshot gnites a gas pocket aroundthe model, causing a largeexplosion. Treat this as f a Fraggrenadehad ust exploded at themodel's eet...

    Event

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    EYENTCARDSPermissiono photocopyorpersonalseonly.@GamesWorkshoptd,1997.Al lrights eserved.

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    SPARE CLIPPlay this card f a model n yourgang uns out of ammo.He hasaspare lip of ammo(or theequivalent) or his weapon,andmay carry on using he weaponasnormal. f the weapon uns out ofammo again,however, hen t is outof ammo for the rest of the battle(unless ou have anotherSpareClipcard hatyou canplay...).

    Event

    SPARE CIIPPlay this card f a model n yourgang uns out of ammo.He hasaspareclip of ammo(or theequivalent) or his weapon,andmay cany on using he weaponasnormal. f the weapon uns out ofammo again,however, hen t is outof ammo for the rest of the battle(unless ou have anotherSpareClipcard hatyou canplay...).

    Event

    SPARE CIIPPlay this card f a model n yourgang uns out of ammo.He hasaspareclip of ammo(or theequivalent) or his weapon,andmay carry on using he weaponasnormal. fthe weapon uns out ofammo again,however, hen t is outof ammo for the rest of the battle(unlessyou have another Spare Clipcard hatyou canplay...).

    Event

    SPARECIIPPlay this card f a model n yourgang uns out of ammo.He has aspareclip of ammo (or theequivalent) or his weapon,andmay carry on using he weaponasnormal. f the weapon uns out ofammo again,however, hen t is outof ammofor the rest of the battle(unless ou have anotherSpareClipcard hatyou canplay...).

    Event

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    EVENTCARDSPermissiono photocopyorpersonalseonly.@GamesWorkshoptd,1997.All riohts eserved.

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    POWERCUTYou may play this card at anytime. There has been a suddenpower drain in this sector becauseanothergang is tapping powerfrom a generator ar below.Visibility is reduced o 2D6" forthe rest of the battle.

    Event

    FRESHTURFPlay this card at the start of thebattle. Roll a new territory on theTerritory Table. The player whowins the game takes this piece ofnew territory instead of taking ateffitory from his opponent.

    Before

    STAVEWORIGRPlay this card at the start of thebattle. One ofthe opposing gangmembers (chosenat random) hasbeen captured and put to work ina factory plant as a slave. Hecannot take part in this battle, butescapes o rejoin his gang oncethe battle is over.

    Before

    TRUEGRITPlay this card when a gang ormodel fails a Leadership est forany reason.The failure is negatedand the gang or modelautomatically ass he est.

    Event

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    SPECIATMERCHANDISEYou have beenpaid to get aconsignmentof merchandisethrough the opposing gang'sterritory. If you can get one ofyour fightersoff the opposingplayer's table edge then you gainan extra 2D6x10 credits after thebattle.

    After

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    v-UfJPERSONALGE

    Play this card when one of your models iswithin 16" of an opposing model. Yourmodel issues a challenge which is taken upby the opposing model. As long as thechallenge is going on neither model mayattack or be attacked by my model otherthan their challenger.The two models meonly allowed to make rmged or hmd-to-hand attacks against each other until one orthe other is either down or out of action.

    Event

    ]iEWARDPlay this card at the start of thebattle.There is a 20 credit rewardfor each opposing gang memberwho is seriously njured or killed.

    Before

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    YIIDJREWARD

    Play this card at the start of thebattle. There is a 20 credit rewardfor each opposinggang memberwho is seriously njured or killed.

    Before