Monday, September 7, 2009

NecroWWII

NecroWWII

These are some rules notes and ideas for using the Necromunda rules for World War II skirmish games. These ideas were developed and played by me and my game group several years ago. The games are a blast as you would expect from Necromunda. These additional rules and stats allow you to play just about any period or setting with the basic Necromunda rules. These are based on the first edition rules but can easily be adapted to the 2nd edition rules that you can download for free from Games Workshop. These ideas are far from complete so feel free to add in anything missing or tweek what you think is not right. I will be posting up some army list ideas shortly.

Support Weapons

Bazooka Cost 190

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-20

20-40

-

-

4

1

-1

6+

1 ½” effect area

This is a crewed weapon. It may move and fire if fully crewed. Move or fire if not fully crewed. Weapon Specialists may only fire the weapon. May be fired from the Prone position.

Panzerfaust Cost 75

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-12

12-36

-

-1

5

1

-1

Auto

2” effect area

This weapon is a single shot Anti-Tank weapon that cannot be reloaded. It does not require a crew. May be fired by any troop type. Must purchase a separate rocket for each soldier and for each shot. No more than two may be carried. May not be fired from the prone position.

Heavy Machine gun (US 50 cal, Soviet DShK, etc) Cost 285

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-24

24-60

-

-

5

D3

-2

6+

2 sustained fire dice

These are crewed weapons. A gun on a wheeled carriage must have two crew. A tripod mount requires three crew. These are move or fire weapons. They may only be fired by Weapons Specialists. Anyone may crew the weapon. The gunner may not go prone to fire but the crew may go prone. A Heavy Machine causes fear if charged to the front.

Light Machine gun (MG34, US 30 cal, etc) Cost 120

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-24

24-48

-

-

4

1

-1

4+

2 sustained fire dice

These are crewed weapons. These weapons must have two crew. These are move and fire weapons if fully crewed – move or fire if not fully crewed. They may only be fired by Weapons Specialists. Anyone may crew the weapon. May be fired from the prone position. A Light Machine causes fear if charged to the front.

BAR Cost 35

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-12

12-36

+1

-

4

1

-1

4+

1 sustained fire dice

The BAR is not a crewed weapon. It may only be assigned to a Weapons Specialist.

MG42 Cost 180

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-24

24-48

-

-

4

1

-1

4+

(test every time 3 sustained fire dice are used)

3 sustained fire dice

This is a crewed weapon. The weapon must have two crew. It is a move and fire weapon if fully crewed – move or fire if not fully crewed. This weapon may only be fired by Weapons Specialists. Anyone may crew the weapon. May be fired from the prone position. A Light Machine causes fear if charged to the front.

Flame Thrower Cost 50

See the basic rules for Flamers. Flame Throwers may not be fired from the prone position.

Primary Weapons

Assault Rifle (MP44, etc.) Cost 30

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-12

12-24

+1

-

3

1

-

5+

1 sustained fire dice

Bolt action rifle Cost 20

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-12

12-36

-

-

3

1

-

3+

Close combat as a club, if equipped with a bayonet then treated as a massive club

SLR (M1 Garand, etc.) Cost 25

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-12

12-36

1+

-

3

1

-

4+

Close combat as a club, if equipped with a bayonet then treated as a massive club

Carbine (M1) Cost 20

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-12

12-24

1+

-

3

1

-

4+

Shotguns Cost 20

See the basic Shotgun rules. Only solid or scatter shot is used.

SMG (MP 40, etc) Cost 25

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-8

8-16

+1

-

3

1

-

4+

1 sustained fire dice

Close Combat Weapons

Pistols Cost 20

See the basic Stubgun rules. No other types of pistols are used.

Shovels Cost Free

This is treated as a Club from the basic rules.

Grenades

Anti-tank Hand Grenades

Per KRAK grenades in the basic rules.

Smoke Hand Grenades

per the basic rules.

Frag Hand Grenades Cost 10

Strength

Damage

Save Modifier

Area

3

1

-

2”

Rifle Grenades Cost 20

Short

Range

Long

Range

To Hit

Short

To Hit

Long

Strength

Damage

Save

Modifier

Ammo

Roll

Special

0-12

12-24

-

-1

3

1

-

Auto

Move or Fire weapon. May only be fired from a Bolt Action Rifle or an SLR. Rifle Grenades use the full deviation distance rolled on the Artillery dice.

Squads

Sergeant (Squad Leader) Points to Recruit 120

M

WS

BS

S

T

W

I

A

Ld

4

4

4

3

3

1

4

1

8

The Sergeant is the Squad Leader. He has all of the Gang Leader abilities from the basic rules. A Sergeant may have a Primary Weapon, Grenades and a Pistol.

Weapons Specialist Points to Recruit 60

M

WS

BS

S

T

W

I

A

Ld

4

3

3

3

3

1

3

1

7

A Weapons Specialist may be equipped with a Support Weapon and a pistol. A Weapons Specialist that is not equipped with a Support Weapon may be equipped with a Primary Weapon. No more than two Weapons Specialists in a Squad. Weapon Specialists may always test to escape pinning even if no one is within two inches.

Regulars Points to Recruit 50

M

WS

BS

S

T

W

I

A

Ld

4

3

3

3

3

1

3

1

7

Regulars may be equipped with a Primary Weapons and grenades. Regulars may crew, but not fire, Support Weapons. Regulars that crew support weapons may fire in the shooting phase if they did not run. Regulars may always test to escape pinning even if no one is within two inches.

Green Troops Points to Recruit 25

M

WS

BS

S

T

W

I

A

Ld

4

2

2

3

3

1

3

1

6

Green troops may be equipped with a Rifle (SLR) and grenades. Green Troops may crew Support Weapons but if they do they surrender their shooting action. Green Troops may never test to escape pinning.

Medic Points to Recruit 60

M

WS

BS

S

T

W

I

A

Ld

4

2

2

3

3

1

4

1

7

A medic has the same function as a medipak from the basic rules. Medics may be equipped with a SMG, Carbine or pistol. Medic must spend one turn in base to base contact with the victim to use the medic ability. A medic may not treat himself. A medic’s primary function is to treat wounded not to fight. The medic will immediately move towards any friendly figure that is down unless an initiative test is pasted. This test must be passed at the start of any movement phase in which a figure is down (unless the player doesn’t want to hold the medic in place). Medics are very important to the morale of a unit, if a medic goes down while treating a wounded soldier the medic unit is subject to the rules for frenzy. A medic that is actively engaged in fighting may be targeted with no chance of causing the enemy unit to Frenzy.

Special Rules

Grenades

  1. Blind grenade throws require no to hit roll. Nominate a target spot and roll a deviation.
  2. If a figure has cover or is out of LOS to the point of the explosion, but is under the template then it will be effected on a 4-6 roll.

Movement

  1. See basic rules for movement.
  2. Standing costs ½ the total movement (may be combined with a run)
  3. Pinned figures do not pay the movement penalty for recovery.
  4. Figures can crawl for ½ their base movement (may not be combined with a run)

Cover

  1. See basic rules for cover.
  2. If there is a question about the level of cover always select the higher level.
  3. Figures that “Go to Ground” receive a +1 cover modifier (See Go to Ground below)

Target Priority

See the basic rules for target priority

Morale

  1. See the basic rules for morale.
  2. Sergeants, Weapon Specialists and Regulars may always make a test to escape from pinning even if no one is with in two inches.
  3. Green Troops never test to escape pinning.

Close combat

  1. See the basic rules for Close Combat.
  2. Any figure equipped with a rifle or assault rifle may use it as a club per the basic rules for clubs. (a figure using a rifle as a club may only use one weapon in CC)
  3. A rifle equipped with a Bayonet is treated as a Massive Club.
  4. Weapon Specialists that are equipped with a Support Weapon gets a –1 in CC.
  5. Shovels are treated as clubs in CC.
  6. Everyone has a knife per the basic rules.

Wounds

As per the basic rules

Armor

Body armor is very rare for this period. It is not used unless required by a scenario.

Over-watch

As per the basic rules.

Go to Ground

  1. A figure may “Go to Ground” for free in the recovery phase.
  2. A figure can only “Go to Ground” in the open.
  3. “Go to Ground” provides a +1 cover modifier.
  4. This modifier cannot be combined with any other cover modifier.
  5. “Go to Ground” may be combined with Overwatch with the restrictions for both.

Take Cover

  1. A figure may “Take Cover” at the end of the movement phase as long as it did not run.
  2. A figure that is “Taking Cover” may not be targeted but may be affected by template weapons.
  3. A figure that is “Taking Cover” looses the “Take Cover” designation if it fires a weapon or moves.
  4. “Take Cover” may be combined with Overwatch but not in the same turn. (A figure may not go into Overwatch at the beginning of the turn and then “Take Cover” in the movement phase. A figure that starts the turn “Taking Cover” may go into Overwatch.)

Weapon Crews

  1. Crewmembers may be Weapon Specialists, Regulars or Green Troops.
  2. Crewmembers must stay within 2” of the weapon to which they are assigned.
  3. Weapon Specialist and Regulars who are acting as crewmembers may fire their personal weapons during the fire phase if they did not run.
  4. Crewed weapons may not retest for failed ammo rolls unless they are fully crewed.

Ammo Test

  1. See the basic rules for ammo test.
  2. Ammo tests may be taken in the recovery phase of each turn in which the model engaged in no actions.
  3. For non-sustained fire weapons, roll a sustained fire dice at the same time as the to hit roll, if a jam symbol is rolled the a test is required.
  4. For sustained fire weapons roll the sustained fire dice first to determine the number of to hit rolls. Only take ammo tests if a jam symbol is rolled. Roll one ammo test for each jam. Roll the to hit dice for the remaining dice.

Spotting (Optional)

  1. Spotting occurs from the figure’s field of vision. 90 deg to the front.
  2. Spotting test are free and can happen at the beginning of the movement phase or the shooting phase.
  3. Models on Overwatch must make a spotting test prior to firing.
  4. Figures in the open will be spotted on a 2+ roll.
  5. Figures in partial cover (+1, or on the ground i.e. prone, pinned) are spotted on a 4+ roll.
  6. Figures in full cover (must be in LOS) are spotted on a 6+ roll.
  7. Figures that are “Taking Cover” or out of LOS may not be spotted.
  8. Figures out of LOS or “Taking Cover” will be automatically detected within the initiative distance in inches.
  9. Any sustained firing figure in LOS will be automatically acquired.

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