From Core Rules. Read this book’s lore. Readable tables and original source diagrams.
THE END PHASE
The End phase is split into the following steps:
Bottle Checks: If a player had one or more models taken Out of Action this round, they will have to make a Bottle check for their gang.
Check For Victory: Players check who controls each objective and if either gang has won the scenario.
Reinforcements: If either gang has Reinforcements, they arrive on the battlefield.
1. BOTTLE CHECKS
Starting with the player with Priority, if a gang has had at least one model taken Out of Action this round, they must make a Leadership check using their gang's highest Leadership characteristic on the battlefield. If this check is failed, one model of the controlling player's choice flees the battlefield - remove them from the battlefield; if the check result is a natural 12 then two models must be selected instead. When choosing which model flees the battlefield, models that are Engaged can only be selected if every friendly model is Engaged. Any Seriously Injured Fighters or Seriously Damaged Vehicles removed in this manner must check to see if they succumb to their injuries or damage (see page 86).
Hold Your Nerve: A gang only needs to check if they Bottle during the End phase of a round if they had at least one model taken Out of Action. If they had a model taken Out of Action in a previous round, but not this round, there is no need to check.
VOLUNTARILY FLEEING THE BATTLEFIELD
In the tense gang combat of Necromunda, it is often wise for a gang to quit a fight while they are still ahead. This is especially true in ambushes, and when smaller crews find themselves taking on larger and more dangerous ones! Once at least a third (rounded up) of a gang's starting crew are taken Out of Action or have fled, a gang's controlling player can choose to flee the battle at the start of the Check For Victory step. All of the gang's models are removed from the battlefield and they automatically lose the scenario. Any Seriously Injured Fighters or Seriously Damaged Vehicles removed in this manner must check to see if they succumb to their injuries or damage (see page 86).
2. CHECK FOR VICTORY
At the start of this step, both players determine who controls each objective on the battlefield:
- Controlling Objectives: Many scenarios include objectives on the battlefield; these can range from vox broadcast junctions, to factoria control panels or anything else that is considered of value to the denizens of the underhive. In order for a gang to control an objective, they must have at least one friendly Fighter without the Pet Subtype within 3" of the centre of the objective and no enemy models (including Pets) within 3" of the centre of the objective. Disregard Seriously Injured/Damaged models when determining who controls an objective. - For the purposes of gaining XP, only one Fighter (of the controlling player's choice) is considered to be controlling each objective. - Neither Pets nor Vehicles can control objectives, though they do prevent enemy Fighters from controlling them.
After control of objectives has been determined, check to see if the Ending the Battle conditions for the scenario being played have been met. If they have, the battle ends, otherwise the battle continues.
3. REINFORCEMENTS
If either gang has Reinforcements arriving on the battlefield this round, players take turns deploying them on the battlefield (see page 142).
WYRDPOWERS
Wyrds are a distinct type of Fighter who are able to manifest strange and powerful abilities, bringing death, destruction and worse to the gang wars of Necromunda. During a battle, Wyrds are activated just like any other model, with the exception that they may attempt to manifest or disrupt Wyrd Powers.
Manifesting a Wyrd Power may be either a Single, Double or Free action, depending upon the complexity of the Wyrd Power the Wyrd is attempting to manifest. This will always be shown in brackets after the name of the Wyrd Power itself. When a Wyrd is activated, they may choose to attempt to manifest one or more Wyrd Powers that they know.
Regardless of the Wyrd Power(s) that a Wyrd knows, all Wyrds are able to perform the following actions:
Maintain Control (Single): In order to maintain a Continuous Effect (as follows), the Wyrd must perform this action. If they do not, the Continuous Effect expires at the end of their activation. In order to perform this action, the Wyrd immediately makes a Willpower check with a +3 modifier - if the check is passed then the power remains in effect until the end of their next activation; if failed, the power ends immediately.
Maintain Control (Free): If they wish, the Wyrd may instead choose to perform this action as a Free action at the start of their activation - if they do so then they do not add any modifiers to the Willpower check and may not attempt to manifest another Wyrd Power this activation regardless of whether or not the Willpower check is successful.
Concentrate (Single): This Fighter applies a +1 modifier to their Willpower characteristic when manifesting any Wyrd Powers during this activation.
MANIFESTING WYRD POWERS
In order to manifest a Wyrd Power, a Wyrd must make a Willpower check. If the check is passed then the power is successfully manifested.
DISRUPTING WYRD POWERS
Once a Wyrd has declared they are going to attempt to manifest a Wyrd Power, before the Willpower check is made any opposing Active or Suppressed Wyrds that are within 18", have Line of Sight of the manifesting Wyrd and are not Injured may attempt to disrupt the power (note: only one Wyrd may attempt to disrupt each Wyrd Power).
In order to do so, the disrupting Wyrd makes a Willpower check. If the check is successful then the manifesting Wyrd applies a -2 modifier to their Willpower characteristic when attempting to manifest the Power.
Rolls of a Natural 2: If the Willpower check to disrupt a Wyrd Power is a natural 2, the Wyrd Power automatically fails to manifest; there is no need to make a Willpower check. The disrupting Wyrd then suffers the effects of Perils of the Warp.
Rolls of a Natural 12: If the Willpower check to disrupt a Wyrd Power is a natural 12 then the attempt to disrupt automatically fails, regardless of modifiers. The disrupting Wyrd then suffers the effects of Perils of the Warp.
PERILS OF THE WARP
Trying to control warp energies is always a risky business. When either manifesting or disrupting a Wyrd Power, if the Willpower check is either a natural 2 or a natural 12, then the Wyrd has lost control of the energies and must roll on the Perils of the Warp table below after the Wyrd Power has been fully resolved.
Rolls of a Natural 2: If the Willpower check to manifest a Wyrd Power is a natural 2, then the power will always be manifested, regardless of modifiers. Fully resolve the effects of the Wyrd Power before rolling on the Perils of the Warp table.
Rolls of a Natural 12: If the Willpower check to manifest a Wyrd Power is a natural 12, then the power will never be manifested, regardless of modifiers. Immediately roll on the Perils of the Warp table.
PERILS OF THE WARP
Result D6 Warp Surge!: The Wyrd's power becomes overcharged with warp energy. The Wyrd may 1 immediately try to manifest the same Power again as a Free action, or if they were trying to Disrupt a Power, they may immediately attempt to manifest one of their own Powers as a Free action - this additional manifestation of the Power can trigger Perils of the Warp as normal. After working out the effects of the Power, the Wyrd's activation ends; they become Suppressed and suffer a Str 4, AP -4, Li
Hit.
Spatial Distortion: The Wyrd is moved D6" in a random direction determined by the Scatter 2 dice. This may cause them to fall. Machine Dissonance: All weapons with either the Ammo (X+) or Rapid Fire (X) trait carried by 3 models (both friend and foe) within 3" of the Wyrd immediately run Out of Ammo. Whispers from the Warp: The Wyrd's mind is filled with screaming daemonic voices. 4 The Wyrd becomes subject to the Insanity Condition (see page 49). A Tear In Reality!: The Wyrd loses control and warp energy tears reality apart around them. 5 Centre a 5" Blast marker on the Wyrd; any model touched by the marker suffers a Str 5, AP -2, Li
Hit and becomes Suppressed. The Wyrd then goes Out of Action.
Daemonic Possession: Daemonic energy courses through the psyker's body. The Wyrd 6 increases their Movement, Strength, Toughness and Attacks characteristics each by 3 and their Weapon Skill to 2+. At the start of the End phase of the following round, or if the Wyrd generates this result again, they go Out of Action.
WYRD POWERS & THE FIREPOWER DICE
Some Wyrd Powers act as weapons that can be used by the Wyrd; however, these Powers can never run Out of Ammo. Therefore, if the Firepower dice is rolled as part of a Wyrd Power (for example, if the Wyrp Power has the Rapid Fire (X) trait) ignore the Ammo symbol.
WYRD POWERS
Presented below are a selection of Wyrd Powers for players and Arbitrators to use in their campaigns. If a Fighter gains a Wyrd Power, they may either choose one of the following powers, or in some cases, roll a D6 to see which power they gain:
- Force Blast (Free), Continuous Effect Telekinetic energy blasts out from the wyrd, forcing an enemy away.
While this Wyrd Power is maintained, the Wyrd is considered to be equipped with the following weapon:
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Force Blast | 8" | 12" | 2 | -1 | 1 | Knockback (3+) |
- SR
- 8"
- LR
- 12"
- Str
- 2
- AP
- -1
- L
- 1
- Flaming Weapon (Free), Continuous Effect Flames envelop one of the wyrd's weapons, causing anything touched by it to similarly burst into fire.
While this Wyrd Power is maintained, one close combat weapon carried by this Fighter gains the Blaze (5+) trait.
- Freeze Time (Double) Reality seems to thicken all around the fighter, and events slow down to a crawl - has time truly stopped, or are those caught in the power merely experiencing its flow differently?
All models, friend and foe, within 12" of this Fighter may only perform a single action when activated for the remainder of this round.
- Weapon Jinx (Single) With a snap of their fingers, the wyrd causes an enemy's weapon to ma/function .
Choose an enemy model that is both within 18" and Line of Sight of this Fighter. One weapon carried by that model chosen by the Wyrd's controlling player . 'goes Out of Ammo.
- Terrify (Double) Planting a horrific image in an enemy's mind, the wyrd tries to break their spirit.
Choose a single enemy model that is both within 18" and Line of Sight of this Fighter. That model becomes Suppressed, and if they have a Ready marker they must immediately make a Cool check. If they fail the check, they lose their Ready marker.
- Quickening (Basic), Continuous Effect The wyrd pours psychic energy into their muscles, greatly increasing their reflexes.
While this Wyrd Power is maintained, improve this Fighter's Movement characteristic by 3 and their Initiative characteristic by 2 (this may take these characteristics above their maximum).