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Blowing Up Stuff!

by Richard Irvine

We all love the mindless carnage and bloodshed incorporated into the wonderful game that is Necromunda. However, I would also like to see some bloody big explosions! The following are house rules for blowing a variety of things up.

Blowing up Barrels

In Duke Nukem and Doom (which I have to admit are NOT my favourite games, but that's another matter) barrels can be blown up if you shoot them. Now you can blow them up in Necromunda.

A barrel (or other similar container) has a toughness of 4. Roll to hit and to 'wound' as normal. (if you attach a melta bomb or krak grenade you do not have to roll to hit). If the hit 'wounds' it has penatrated the barrel. Roll another D6.

1: The bullet has bounced off the barrel. You may attempt to shoot it again in subsequent turns if you wish.

2: The bullet has entered the barrel, but it was empty, and there is no explosion. If you shoot at the barrel again, do not roll on this table, as there is no chance of an explosion.

2: Rather than explode, the barrel emits a strange green coloured smoke which makes you feel as though you can fly... Treat it as though a halucinogen grenade had exploded there.

4-5: The barrel explodes. Remove the terrain piece representing it from the table. All models within D3 inches take an automatic S3 hit, with no armour save.

6: The barrel explodes violently. Remove the terrain piece representing it from the table. All models within D3+1 inches take an automatic S4 hit, with no armour save.

Models recieve 3 experience for blowing up a barrel.

Demolition Jobs

Most structures cannot be destroyed by models, as they are sturdily built. However, a ruined building, or other similar piece of terrain, can be demolished.

Each such terrain structure has three damage points. You may not cause damage to them by shooting, only by attaching krak grenades and Melta Bombs. Roll to 'wound'. If the roll is sucessful, detract a wound. Once the building has ran out of 'wounds' the building begins to tremble... make a roll on a D6. On the roll of a 1, 2, 3 or 4, the building trembles but does not collapse. All models winin 2 inches of the edge of the building should roll under or equal to their initiative or fall off. On a 5 or a 6, the building collapses. Any model on the building is automatically taken out of action. Any model within D6 inches are automatically pinned and take a hit of D6 strength through falling debris. Armour saves are allowed as normal.