Guilders Ford April Rules Update

+++April Game Rules+++

– Zombie plague: Roll a D6 before the game. On a 5+ you are fighting in an area affected by the zombie plague, use the treacherous condition Plague of Flies – There are so many flies swarming through the air and crawling over the gangers that it makes it difficult to concentrate and see other targets. The distraction caused by the flies means that all model that shoot suffer a -1 to hit penalty for the whole game.

– Tensions Rising: Gangers ‘captured’ by lawful gangs must be turned into Precinct 19 immediately as a suspect in the recent PDF raids. Following interrogation first by Precinct 19 and then Ordo Hereticus agents, gangers will either not survive the ordeal or will be summarily exectued. Treat as having rolled a ‘dead’ result on the injury table. (Note that the capturing gang may not keep any of the dead gangers equipment.)

– Protect the Prophet: Gangers ‘captured’ by outlander or outlaw gangs will not be ransomed – they will be immediately killed so as not to have the chance to alert the authorities as to the location of the recently outlawed gangs, especially the ‘prophet’ Gangrene. Treat as having rolled a ‘dead’ result on the injury table. (Note that the capturing gang may not keep any of the dead gangers equipment). Scavvies may also eat the unfortunate ganger.

– Black Market Crackdown: Only 1 rare item will be offered to the gang leader at lawful trading posts instead of D3. Gangers sent along with the gang leader will not be offered a rare item, but can instead still use their +1 trade to purchase items from another house list if desired. Outlander trading posts are unaffected.

– Zombie Plague: All outlander and outlaw gangs may ‘hire’ plague zombies – see comments on this post for details.

– Frateris Templar: All lawful gangs may ‘hire’ Frateris Templar – see below for details.

 

Necromunda Campaign Hub

PLAGUE ZOMBIES
Cost to recruit: 10 credits

Zombie plague breaks out from time to time in the Underhive and packs of flesh eating plague zombies are yet another of the many dangers in the hive’s dark underbelly. These shambling neurone plague victims live in wild packs living off what carrion they can find or anything that’s stupid enough to let itself be caught. Scavvies often round up packs of zombies and send them against outposts, settlements and rival gangs that they are attacking. In sufficient numbers these contagious creatures are fearsome opponents.

M 2D6
WS 2
BS 0
S 3
T 3
W 1
I 1
A 1
Ld 4

Weapons: Plague Zombies don’t have wargear; they are armed with a variety of improvised weapons but lack the finesse to gain any real benefit from them.

Recruitment: An outlander or outlaw gang can ‘buy’ Plague Zombies for a game, the cost representing bits of food used to lure them. If the 10 credits is paid then D6 Zombies come along to fight. Note the gang cannot pay more than 10 credits otherwise they risk being overrun themselves! The Zombies are under the control of the player for the entire game, but scatter back to their wandering existence after the fight.

Scenarios: Zombies are deployed like regular gang models and count towards any scenario fighter limits. Zombies cannot interact with non-fighter scenario objectives – eg loot counters. They don’t contribute towards winning or losing conditions and are ignored for Bottle roll purposes.

Shuffle: Plague Zombies usually stagger around with broken, faltering steps. Occasionally when they get the scent of blood in their decaying nostrils, they can break into a loping, shambling run.
To represent their unpredictable gait Plague Zombies move 2D6″ in the movement phase. Each Zombie is rolled for individually and the Scavvy player may move them as he wishes up to the distance rolled. Note Zombies cannot go into hiding and follow the usual movement rules if downed. Plague Zombies may not run or charge, they always move 2D6″. However, Plague Zombies always count as charging into hand-to-hand combat if they manage to reach base contact with an enemy model.

No Pain: You can burn Zombies, shoot them or cut them up and they’ll still just keep trying to bite you. Zombies are immune from the negative effects of pinning, flesh wounds and gas clouds. If a Zombie is set on fire then he can still move as normal. If the alight Zombie ‘charges’ into base contact with an enemy model then he automatically inflicts a S3 hit before the bases being separated as per the catching fire rules.

No Fear: Zombies lack the intellect to be afraid as the reasoning parts of their brains are long gone. They are immune from nerve tests.

Plague!: Naturally, Plague Zombies carry the dreaded neurone zombie plague. If a model is taken out of action by a Zombie he may contract the disease and (gulp) turn into a Plague Zombie. At the end of the game, each affected model must roll a D6 to see if they are infected. Note this roll is made before the Serious Injury roll:

D6 Result:

1-2
Clear: After a few tense days no symptoms of zombie plague have emerged and the gang member is in the clear.

3-5
Sickness: The victim feels weak and ill for days and must miss the gang’s next fight while he recovers.

6
Zombie Time! The gang member is infected and suffers brain death within hours. The new Zombie wanders off into the wastes to join his fellows. All of the model’s equipment is infected and counts as destroyed.

FRATERIS TEMPLAR
Cost to recruit: 10 credits

Civilians are taking up arms, unsatisfied with Precinct 19 and the PDF’s response to the recent zombie plague, citizens are taking matters into their own hands in the name of the Imperial Cult:

M 2D6
WS 2
BS 0
S 3
T 3
W 1
I 1
A 1
Ld 4

Weapons: Citizens are armed with a variety of improvised weapons but lack the finesse to gain any real benefit from them.

Recruitment: A lawful gang can ‘buy’ Frateris Templar for a game, the cost representing donations to the Ecclesiarchy. If the 10 credits is paid then D6 Frateris Templar come along to fight. Note the gang cannot pay more than 10 credits. The citizens are under the control of the player for the entire game, but disperse to their homes after the fight.

Scenarios: Frateris Templar are deployed like regular gang models and count towards any scenario fighter limits. They cannot interact with non-fighter scenario objectives – eg loot counters. They don’t contribute towards winning or losing conditions and are ignored for Bottle roll purposes.

Unreliable: These are simple Imperial Citizens, eager to do their bit but woefuly unprepared for battle. To represent their unpredictable nature, Frateris Templar move 2D6″ in the movement phase. Each citizen is rolled for individually and the player may move them as he wishes up to the distance rolled. Note that citizens cannot go into hiding and follow the usual movement rules if downed. Frateris Templar may not run or charge, they always move 2D6″. However, they will count as charging into hand-to-hand combat if they manage to reach base contact with an enemy model.

Devout Faith: Frateris Templar have an almost unhinged desire to ‘do their bit’ in the name of the Emperor. Despite their lack of training, their religious frenzy makes them are immune from the negative effects of pinning, flesh wounds and gas clouds. If a citizen is set on fire then he can still move as normal. If the alight citizen ‘charges’ into base contact with an enemy model then he automatically inflicts a S3 hit before the bases being separated as per the catching fire rules.

No Fear: Frateris Templar believe that the emperor will protect them if they are worthy. They are immune from nerve tests.

Justice of the faith: Frateris Templar fight with a religious zeal. If a model is taken out of action by a Frateris Templar, they may suffer the consequences. At the end of the game, each affected model must roll a D6 to see what happens to them. Note this roll is made before the Serious Injury roll:

D6 Result:

1-2
Somehow missed: The ganger somehow avoids the attentions of the Frateris Templar and is left alone.

3-5
Severely beaten: The victim is beaten to within an inch of their life and must miss the gang’s next fight while he recovers.

6
Heretic! The gang member is declared as a heretic and is dragged off by the Frateris Templar and publicly burned at the stake in the name of the Emperor! The ganger and all their equipment is lost.

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