Special Actions: You'd Better do Something!
Instead of shooting, go ahead and taunt your enemy, prime a grenade or start a fire or two.
Adapted from the work of Nick Jakos and Jason Yeung
Special Actions
Special actions were originally published back in Gang War and were later updated for the second edition of Necromunda in Fanatic Online. Special actions can now be a part of your campaigns too. So remember, instead of shooting, go ahead and taunt your enemy, prime a grenade or start a fire or two.
Necromunda's rule system is based on actions, which makes special actions easy to inject into games. Special actions may be taken like other actions following the normal rules for action economy.
In previous versions, these rules were subdivided into different categories. These would not work well with the current edition, so instead each Special Action has an action type such as Simple, Basic or Double.
Special Rules
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Taunt (Basic)The fighter, usually a very brave or a very stupid juve, chooses one of their opponents and calls them out with the most humiliating and infuriating insults they can think of. While most fighters can shrug these insults off, the right words at the right time can cause a fighter to explode, letting their guard down as they charge their assailant. A fighter may taunt any enemy model they can see that is no more than 6" away. To taunt an enemy, the fighter must pass an Intelligence test to come up with an insult. If successful, the victim must take a Cool test to keep it together. If the victim fails, during their next activation, unless they are either Standing and Engaged or Prone and Seriously Injured, the fighter must use at least one of their actions to move toward the nearest enemy fighter or perform a Charge (Double) action against the fighter who taunted them. Taunted fighters will not jump off buildings or ledges to reach their enemy and may attempt to gain control at the end of the End Phase by passing a Cool test.
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Rally Cry (Basic)The fighter yells a series of orders, encouraging words or insults to fellow fighters around them. A fighter attempts to inspire their comrades within their Leadership Aura. Leadership Aura is determined by subtracting the fighter’s Leadership score from 12. This is the radius of the aura in inches. The fighter takes a Leadership test. If passed, all friendly fighters with a lower Leadership and within the Leadership Aura may immediately make a Cool test to recover if Broken. Furthermore, fighters that were not Broken are treated as having the Nerves of Steel skill for the remainder of the turn. If the test is failed, there is no effect.
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Concentrate (Simple)The fighter pulls themselves together and prepares for a tense shootout. A fighter may concentrate if they did not shoot, fight or manifest a Wyrd Power that turn. Concentrating fighters may re-roll any Cool, Intelligence, Willpower or Leadership checks they are required to make until the end of the next turn but must accept the second result.
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Throw Weapon (Basic)The fighter throws their weapon to an ally who has run out of ammo or who just really needs to use a cool gun. Fighters may throw a weapon to a friendly fighter within their Strength characteristic in inches who is Standing and Active or Prone and Pinned and does not already have the maximum number of weapons. To catch a thrown weapon, the receiving fighter must pass an Initiative test. If passed, the weapon is transferred to the receiving fighter’s card for the remainder of the battle. If failed, the weapon lands nearby, place a marker 2" from the target fighter in a random direction. Fighters may only use weapons they would normally have access to. Just because a Juve has a power sword, doesn't mean they know how to use it! Any fighter may pick up the weapon as a Basic action when within 1" of the marker. If the weapon is not picked up before the end of the game, it is permanently lost unless the fighter who threw the weapon is both on the winning side and has not been taken Out of Action.
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Rescue (Basic)The fighter scoops up a fallen comrade, carrying them out of harm's way. A fighter can attempt to rescue a Seriously Injured friendly fighter with whom they are in base contact. To pick up a comrade, the fighter must roll under their Strength characteristic on a D6. When rescuing another fighter, the rescuer suffers -1 to hit and cannot use weapons with the Unwieldy trait. Furthermore, their Movement speed is reduced to their Strength value in inches, unless this would be greater than their normal movement speed. Attacks, including Melee attacks, against the rescuer follow the rules for Stray Shots. The rescuer can drop their comrade as a Free action. If the rescuer becomes Prone for any reason, they automatically drop their comrade. Remove the Seriously Injured fighter’s model until the rescuer drops them, they cannot take any actions but are considered to be assisted and on the battlefield for the purpose of recovery checks. If the rescued fighter recovers or goes out of action, they are automatically dropped and set up in base contact with the rescuer, or removed, as appropriate.
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Drag (Simple)The fighter drags small objects across the battlefield in an attempt to build up a defensive position or move valuable goods out of the way of attackers. When in base contact with a barricade, crate or a similar terrain object a fighter may drag it up to half their movement speed. On a turn in which a fighter used this action, they have partial cover from the object against all attacks, unless they would otherwise have heavy cover.
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Spray and Pray (Double)The fighter flips the weapon to automatic and holds down the trigger until it goes click. This action works like the Shoot (Basic) action with the following modifications. Instead of single shot, resolve D6 shots, each of which is taken at a –1 to hit. Shots that would normally require a 6 to hit are instead treated as Improbable Shots. Shots which would normally be Improbable Shots automatically miss. After making this action, the weapon automatically runs Out of Ammo. In addition, roll a D6, on a 3+ the weapon has overheated and cannot be used for the remainder of the battle. This action cannot be taken with weapons with the Grenade, Limited, Scarce or Single Shot trait. If the weapon has the Unstable trait check if the fighter goes Out of Action on every shot. If they do, the remaining hits are not resolved.
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Prime Grenade (Double)The fighter pulls the pin on a grenade, throws it on the ground and runs. This action functions like the Shoot (Basic) action with the following modifications. Make a Shoot (Basic) action with a weapon with the Grenade trait at -1 to hit. Instead of resolving the rest of the attack, place a marker where the grenade lands. The fighter then makes a Move (Simple) action. The grenade explodes as normal at the end of the opposing player’s next turn.
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Set Fire (Basic)The fighter is a pyromaniac and sets a fire in a hallway or choke point. Fighters armed with weapons with both the Blaze and the Template traits may make the Set Fire (Basic) action instead of a Shoot (Basic) action. Place a 3” blast template wholly within 7" of the fighter, all fighters touching the template suffer a strength 3 AP-1 hit with the Blaze trait. Setting a fire uses a lot of fuel, so a weapon used to set a fire automatically goes Out of Ammo. At the end of each turn after the fire is set, roll a D6. On a 1-3, the fire goes out and there is no further effect. On a 4-5, the fire burns steadily. On a 6, the fire spreads, place another 3” blast template adjacent to first in a random direction. Treat each 3” template as a fire and resolve them independently in subsequent turns.
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Press Check (Simple)The fighter checks their ammo and clears any stoppages before the shooting starts. Choose a weapon that a fighter is equipped with and roll a D6. On a 2+ the fighter finds that their weapon is well stocked with ammo and in working order. The next time this fighter makes a Shoot (Basic) action with that weapon treat any rolls of the Ammo symbol on the Firepower dice as a single hit roll instead. On a roll of a 1, the fighter discovers a problem and the weapon goes Out of Ammo.
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Tackle Charge (Double)The fighter tackles another to the ground. A tackle charge works like the Charge (Double) action, with the following modifications. After a successful charge, the fighter rolls a D6 and adds their Strength, if the result is higher than the opponents Strength, the tackle is successful. The opponent suffers a S3 AP- hit and both fighters are placed Prone and Pinned and are moved D3” in the direction of the tackle. Since both fighters are Prone and Pinned, they are not Engaged by each other but may be engaged as normal by other fighters. If the tackle is unsuccessful, treat the tackle as a Charge (Double) action, except the charging fighter cannot make a Fight (Basic) action that turn.
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Brace Charge (Double)The fighter draws their weapons and prepares for close combat as they see their enemies close in. After bracing, until the beginning of their next activation, the first time the fighter is charged, they make a Fight (Basic) action before the charging fighter resolves their attacks.
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Fix Bayonets! (Basic)The fighter affixes a bayonet and braces for melee combat. A fighter equipped with a bayonet treats one ranged weapon they are armed with as an additional melee weapon. Whilst the weapon has a bayonet fixed, it suffers -1 to hit for ranged attacks but can be used like a fighting knife in close combat. Once affixed, the bayonet remains attached until it is removed by performing this action again. Bayonets cannot be affixed to weapons with the Unwieldy or Sidearm traits.
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Kidnap (Basic)The fighter scoops up a fallen enemy, bad news for them! This action functions like the Rescue action but may only be taken against enemy fighters. If, at the end of the game, a kidnapper is carrying an enemy fighter and is on the winning side, the kidnapped fighter automatically suffers the Captured result on the Lasting Injury table. Whilst a fighter is being carried by a kidnapper, they still make recovery rolls during the End Phase but roll two injury dice instead of one and the kidnapper chooses which result to apply. If a kidnapped fighter recovers, place them Standing and Engaged with the kidnapper. If the kidnapped fighter goes Out of Action, they may still be kidnapped. Determine a Lasting Injury as normal in addition to the Captured result of a successful kidnapping.
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Evasive Action (Basic)The fighter ducks and makes use of surrounding terrain to evade oncoming shots and make themselves a hard target. A fighter taking evasive action is treated as though they had the Dodge skill until the beginning of their next turn. Fighters who already have the Dodge skill successfully dodge on a 5-6 instead of a 6.
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Overcharge Las Weapon (Basic)The fighter destabilises the power cell in their weapon and throws it to the ground as it overloads. Choose one las weapon that the fighter is equipped with and remove it permanently from their roster. Choose a location within the fighter’s strength characteristic in inches, at the end of the fighter’s activation, place a Frag Trap token at this location.
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Scrounge Shiv (Simple)The fighter scrabbles around on the floor for any kind of makeshift weapon For the duration of the battle, the fighter adds a shiv to their fighter card. If a fighter makes a successful armour save against an attack made with a shiv, the weapon shatters and is removed from the fighter’s card.
Weapon Accessories
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Bayonet (10¢)A fighter equipped with a bayonet can make the Fix Bayonets! (Basic) action.
Activity
View all →Bayonet (Weapon Accessory)
Kidnap (Basic) (Rule)
- Description updated
Fix Bayonets! (Basic) (Rule)
- Description updated
Brace Charge (Double) (Rule)
- Description updated
Scrounge Shiv (Simple) (Rule)