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EscherSBC / Pack / NecroMorka

NecroMorka

Public

A very silly rules mod for Necromunda 2018.

Files


Houses

  • Orks

    Green n Sexy

Gang Attribute

Klan
  • Goffs
  • Deffskulls
  • Bad Moons
  • Snakebites
  • Evil Sunz
  • Blood Axes

Fighters & Vehicles

Orks

Nob

100¢
Champion · Orks
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 5 4 2 4+ 2 7+ 7+ 8+ 9+
Rules Crak Sum ‘edsMob RuleWat u lookin’ at?
Skills None
Gear None
Weapons
None

Boss Nob

125¢
Leader · Orks
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 5+ 5 5 3 4+ 2 6+ 6+ 7+ 7+
Rules Crak Sum ‘edsI’m Da Big BossMob RuleWat u lookin’ at?
Skills None
Gear None
Weapons
None

Weirdboy

100¢
Champion · Orks
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 4 4 2 4+ 1 9+ 8+ 8+ 7+
Rules Mob RuleProppa Weirdoz
Skills None
Gear None
Weapons
None

Boy

40¢
Ganger · Orks
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 4 4 1 4+ 1 9+ 8+ 8+ 10+
Rules Mob RuleWat u lookin’ at?
Skills None
Gear None
Weapons
None

Stormboy

60¢
Prospect · Orks
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 4 4 1 4+ 1 9+ 8+ 6+ 11+
Rules Mob RuleWat u lookin’ at?
Skills None
Gear Rokkit Pack
Weapons
None

Kommando

55¢
Prospect · Orks
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 4 4 1 4+ 1 9+ 8+ 7+ 8+
Rules Mob RuleSpeshul Faucets
Skills InfiltrateWot's Behind You?
Gear None
Weapons
None

Grot

15¢
Juve · Orks
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 4+ 2 2 1 3+ 1 10+ 9+ 9+ 8+
Rules Just a GitPuny Bugga
Skills None
Gear None
Weapons
None

Squig

35¢
Exotic Beast · Orks · Available as equipment "Squig" for 35¢
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 6+ 4 3 1 3+ 2 12+ 6+ 9+ 12+
Rules None
Skills None
Gear None
Weapons S L S L Str Ap D Am
Squig Jaws - E - - S -1 1 -
Melee, Reckless, Rending

Bomb Squig

60¢
Exotic Beast · Orks · Available as equipment "Bomb Squig" for 60¢
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 6+ 4 3 1 3+ 2 12+ 6+ 9+ 12+
Rules None
Skills None
Gear None
Weapons S L S L Str Ap D Am
Blasting charges - Sx2 - - 5 -1 2 5+
Blast (5"), Grenade, Knockback
Squig Jaws - E - - S -1 1 -
Melee, Reckless, Rending

Meganob

300¢
Brute · Orks
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 5 4 3 5+ 2 9+ 7+ 8+ 9+
Rules Crak Sum ‘edsMob RuleWat u lookin’ at?
Skills Fearsome
Gear Mega Armour
Weapons S L S L Str Ap D Am
Kustom Shoota 8" 24" +1 - 4 - 1 5+
Rapid Fire (2)
Power Klaw - E - -1 +2 -2 d3 -
Melee, Power

Painboy

35¢
Hanger-on · Orks
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 4 4 1 4+ 1 9+ 8+ 7+ 8+
Rules None
Skills None
Gear None
Weapons
None

Mekboy

25¢
Hanger-on · Orks
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 4 4 1 4+ 1 9+ 8+ 8+ 7+
Rules None
Skills None
Gear None
Weapons
None

Runtherd

20¢
Hanger-on · Orks
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 4+ 2 2 1 3+ 1 8+ 8+ 9+ 7+
Rules None
Skills None
Gear None
Weapons
None

Kommando Nob

115¢
Champion · Orks
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 5 4 2 3+ 2 7+ 7+ 8+ 7+
Rules Crak Sum ‘edsMob Rule
Skills ClamberInfiltrateWot's Behind You?
Gear None
Weapons
None

Special Rules

  • Mob Rule

    Whenever an Ork is within 6” and line of sight of 2 or more friendly Orks (including any seriously injured – Orkz iz very dumb), apply the following:

           Do not take nerve tests due to friendly models becoming seriously injured our out of action.

           Automatically pass rally checks but do not gain +1xp.

  • Wat u lookin’ at?

    If when activating an Ork, that model iz lookin’ at an enemy Ork fighter within 4” (both vision arcs facing one another), da Ork can shoot or charge at that enemy as normal. If they choose to do neither, they must take a nerve test.  

  • I’m Da Big Boss

    If da Boss Nob is standing during da end phase, subtract 1 from da result of da D6 when determining if da mob has bottled. 

  • Crak Sum ‘eds

    If a friendly fighter fails a nerve test within 6” of a Nob, da controlling player can choose to let them run for cover or roll a D6. On a result of 1-5, they take a flesh wound. On a result of 6 they take a flesh wound and become seriously injured (and da Nob gets +1xp). Da nerve test is then considered as passed.

  • Proppa Weirdoz

    Willpower can never be modified from 8+ by injuries, advancements, wargear etc. For each friendly Ork (including seriously injured) within 4” of da Weirdboy, their Willpower is increased by 1.

  • Speshul Faucets

    All Ork Kommandos in a mob must deploy within 3” of each other.

  • Just a Git

    Models with this rule are easily replaced and expected to die. Should a model with this special rule be Seriously Injured or be taken Out of Action, friendly models that are within 3" do not have to take a Nerve test, unless they also have this special rule. Models with this rule that are seriously injured only receive assistance during recovery from other models with this rule.

  • Puny Bugga

    A model with this rule can never increase Strength or Toughness beyond their starting value and may only ever gain Kunnin’ skills. Models with this rule are always subject to the knockback rule when hit with any ranged attack or any melee attack from an Ork or Squig.

Skills

Brutal
  • Rite In Da Nutz

    When attacking in melee. One attack can be allocated as Da Nut Shot. That attack gets +1 damage. This cannot be a weapon with da sidearm trait.  

  • ‘Ere We Go!

    When da fighter makes close combat attacks as part of a Charge (Double) action, any weapons with da Melee trait they use gain da Knockback trait

  • Walk It Off

    Should this fighter perform two or more Move (Simple) actions during their activation, they can make a Toughness check at da end of their activation. If this check is passed, this fighter may recover one lost Wound or discard a single Flesh Wound.

  • ‘url

    Basic Action – Pick an enemy fighter engaged by and in base contact with this fighter, or a Prone and Seriously Injured enemy fighter within 1" of this fighter. Da friendly fighter must take a Strength check. If passed, move da enemy fighter 1+d3" (1+D6” if they are a grot or squig) in a direction of your choice – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter, vehicle or any terrain, they stop moving and suffer a Strength S (the Strength value of da fighter using ‘url), Damage 1 hit. If da enemy fighter falls from a ledge and hits da floor, they take a hit based on da height of the fall or da Strength of da fighter who ‘urled them – whichever is higher.  If they come into base contact with another model, that model also suffers a Strength S, Damage 1 hit, and if da model is a fighter, they become Prone and Pinned. This action can also be performed for free after successfully performing a Charge (Double) action instead of a free Fight (Basic) action.

  • Iron Ork

    This fighter's Toughness is reduced by 1 for every two flesh wounds suffered. However, if this fighter suffers a number of Flesh Wounds equal to their Toughness characteristic, they will go Out of Action as normal.

  • Oi, You!

    Issue Challenge (Basic): Choose an enemy fighter within 12" and line of sight of this model. Until the end of this round, or until da chosen fighter is attacked by a friendly fighter, they must make a Willpower check if they wish to make a ranged or close combat attack that targets any fighter other than da fighter who issued da challenge (fighters that have been challenged ignore da normal rules for target priority as detailed in da Necromunda Rulebook and da What U Lookin’ At rule). Da fighter who issued da challenge must also try to charge, fight or shoot at da enemy fighter they challenged or take a nerve test.  

  • ‘ead Stompa

    When this Ork performs a Coup Da Grace action against another Ork, enemy fighters within 3” must always take a nerve test. Mob Rule does not apply.

  • Bigga n Badda

    This fighter is immune to da effects of da knockback trait and da ‘url skill.

  • Unstoppable

    Before making a Recovery test for this fighter in da End phase, roll a D6. If da result is 4 or more, one Flesh Wound they have suffered previously is discarded. If they do not have any Flesh Wounds, and da result is a 4 or more, roll one additional dice for da Recovery test and choose one to discard.

  • Balidgerant

    When this fighter consolidates at da end of a close combat, they may move up to 4", rather than da usual 2".

  • Fick Skin

    This fighter reduces the AP of melee weapons used against them in melee by 1.

  • Moar Krumpin!

    This fighter never suffers penalties to their hit rolls for interference and, when engaged with 2 or more enemy models at da same time, automatically passes all cool checks.

Kunnin'
  • Steady 'Andz

    When this fighter is activated, before declaring their first action, this fighter may perform a Reload (Simple) action for free. This does not prevent them from performing da same action once or twice more during their activation should they choose. 

  • I Iz Flyin'

    Get +1 initiative for da purpose of jumping and falling tests. Reduce da strength and AP of any falling damage by 1.

  • Extra Dakka

    When performing a shooting attack, one rapid fire dice can be set to 3 hits automatically. The player must still roll to hit. After da attack is resolved, da gun runs out of ammo.  

  • 'Eads Up

    If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, da attack is dodged and has no further effect; otherwise, continue to make a save or resolve the wound as normal. If da model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel da attack – instead, it allows da fighter to move up to 2" before seeing if they are hit. They cannot move within 1" of an enemy fighter.

  • Big Brain Boy

    Order (Double): Pick a friendly fighter within 6". That fighter can immediately make one action as though it were their turn to activate, even if they are not Ready. If they are Ready, this action does not remove their Ready marker. 

  • Wot's Behind You?

    Any weapons with da melee trait used by this fighter to attack an enemy from outside of their vision arc gains +1 Strength and -1AP.  This Stacks with da backstab trait. 

  • Big Gob

    This fighter can take da Rally Da Boyz (Basic) action. Take a Leadership check with a +1 modifier. If passed, all friendly fighters with da broken condition within 15” of this fighter immediately rally. If they have not activated already this turn, they may activate as normal.  If they activated already, they can take a free move action.

  • Slippery Git

    When this fighter makes a Retreat (Basic) action, add 2 to da result of their Initiative test (a natural 1 still fails) and subtract 1 from the initiative roll of any enemies attempting to hit them as they retreat. Additionally, if this fighter rolls da captured result on da lasting injury table, they escape on a 3+, irrespective of other modifiers.  

  • CowBoyz n Injans

    If this model uses da Twin Guns Blazing rule to attack with two weapons with da Sidearm trait, they do not suffer the -1 penalty to their hit rolls and can, if they wish, target a different enemy model with each weapon with da Sidearm trait. 

  • Dakka Dakka Dakka

    When activating this fighter, da controlling player may declare they are shooting twice and da Shoot (Basic) action becomes Shoot (Simple). Each attack may target a different enemy but can never hit on better than a 5+, regardless of modifiers.  

  • I got Da Gubbinz

    Ammo checks taken by this fighter and any friendly fighters within 6” receive a +1 modifier. This does not apply if this fighter is seriously injured or broken.

  • Seen It Kummin'

    If da fighter is hit in close combat, da fighter can attempt to step aside. Make an Initiative test for them. If da test is passed, da attack misses. This skill can only be used once per enemy in each round of close combat – in other words, if an enemy makes more than one attack, da fighter can only attempt to step aside from one of them. 

Psyker Powers

Waaaaagh! Energy

Da Energy of da Waaaaagh!

Funky Energiez – Any time a Weirdboy fails their willpower check to manifest a power, there is a risk of a miscast. Roll a D6. On a 1-3, apply da miscast for the power, on a 4-6, nothing happens. If da roll to manifest the power is a double 1, the miscast occurs automatically. If da result of da roll (including modifiers) is 12 or more, da power goes off and a miscast occurs. 

  • Da Jump (Double)

    Select a friendly fighter within 12” and line of sight of a Weirdboy and place them anywhere within 12” and line of sight of da Weirdboy. After placing them, roll a D6. On a result of a 1, they scatter D6”. On a result of 2 or 3, the scatter D3”. If da scatter result is on a lower level than the target location, the fighter falls. If da fighter scatters off da board, they stop at da board edge, take a S3 hit and go prone.

    Miscast: Da Weirdboy and any friendly fighters within 4” of them scatter 3D6” from their starting location. Apply da same rules as above for falling, board edge etc.

  • Fist of Gork (Basic)

    Make a shooting attack with a range of 15” using da Weirdboy’z BS but with no modifiers applied. Da attack is Strength 3d3, AP- and damage d3, with the Blast 5” rule.  

    Miscast: Da attack is centred on da Weirdboy instead.

  • Psychic Vomit (Basic)

    Da Weirdboy may make a template shooting attack with da Gas trait.  

    Miscast: Da Weirdboy takes an automatic hit with da Gas trait.

  • Frazzle (Basic)

    Target a model within 12” of da Weirdboy. That model is automatically hit. All other models within 3” of that model are then also hit on a 4+ without modifiers. If a model is hit in this way, all other model within 3” of this model could then be hit in da same way. This can result in a model being hit multiple times. Da attack counts as a ranged attack using da following profile: S3, Ap-1, D1, Shock.

    Miscast: Da Weirdboy takes a hit as if from Frazzle. Da power can then jump to other models within 3” as described above.  

  • Zogwurt Speshul (Basic)

    Select an enemy fighter within line of sight and 9” of this Weirdboy. That fighter is turned into a squig for D3 rounds (if da opponent has already activated, da counter starts from da next round). If da fighter is a Nob or an enemy Weirdboy, they become a squig for D3-1 rounds to a minimum of 1.

    Miscast: Da Weirdboy is turned into a squig for D3-1 rounds to a minimum of 1.

  • Mind of Mork (Basic)

    Choose a single enemy fighter that is both within 15" and line of sight of this fighter. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible model, chosen by this fighter.  

    Miscast: Da targeted enemy fighter must declare da shot against da Weirdboy himself.


Gear

  • Squig
  • Bomb Squig
  • Studded Armour

    Provided s 6+ save.

  • 'Eavy Armour

    Provides a 4+ save, -1 initiative, -1 to movement when charging and only add D3” during a Waaaaagh!

  • Mega Armour

    Provides a 3+ save, -2 initiative, -1 to movement when charging and only add D3” during a Waaaaagh!

  • 'Elmet

    Provides +1 armour save. Can be combined with armour. 

  • Grapnel ‘Ook

    Grapnel (Double): The fighter can move up to 12" in a straight line, in any direction. This move can take them to a different level and may allow them to move through terrain up to 1” high.

  • Bag-o-Teef

    Every time a fighter equipped with this item taken an enemy ork out of action in melee or through a coup da grace, they gain D6 Teef. If this fighter is taken out of action in melee our through a coup da grace action, 2D6 Teef must be given to da enemy mob from da friendly mob’s stash.

  • Mob Banna

    Only 1 allowed. Grants da group activation (1) rule or increases the number in brackets by 1

  • Old Rutted Gob-Busta

    An Ork equipped with this item can take da Chew Mushroom (Basic) action. Take a toughness test. If passed, da Ork gains +2 willpower for da rest of the battle. If failed, immediately take a flesh wound. After use, da Gob-Busta is removed from da fighter’s inventory.

  • Ork Flak Armour

    Provides a 5+ save.

  • Pile-o-Bullitz

    Any fighter required to take an ammo check within 3” of a fighter equipped with a Pile ‘o’ Bullitz adds +1 to the roll. 

  • Speckled Bloodshade Fungus

    In da recovery phase, any fighter being assisted by a fighter equipped with this fungus may roll an additional injury die.

  • Chamolololon Kloak

    A model wearing this item gains an additional -1 to hit when in cover.

  • Grot Grapnel ‘Ook

    Grapnel (Double): Da fighter can move up to 12" in a straight line, in any direction. This move can take them to a different level and may allow them to move through terrain up to 1” high.

  • Dodgy Jacket

    Da grot is strapped to a cache of large explosives. It gains da ‘Da Boom’ rule and its cool is immediately reduced to 12+.

     

    Da Boom (Basic) – Da fighter activates a blasting charge on itself. The fighter automatically goes out of action and must roll for lasting injury. If da fighter is taken out of action by an enemy fighter, roll a D6. On a result of 4+, da blasting charge explodes. If da fighter is taken out of action by a weapon with da blast trait or gains da blazed condition, da blasting charge automatically goes off.

  • Rokkit Pack

    Each time a fighter takes a move action, they must declare if they are activating their Rokkit Pack. If they do, movement is increased by D6” and da fighter can move freely over and around terrain and between levels. However, before taking any actions they must roll a D6. On a roll of 1, an explosion occurs from da centre of their base using da frag grenade profile. If da Stormboy survives, they can no longer use their Rokkit Pack during this battle.  

  • Bigga Boosta

    Each time a fighter takes a move action, they must declare if they are activating their Rokkit Pack. If they do, movement is increased by 2D6” and the fighter can move freely over and around terrain and between levels. However, before taking any actions they must roll a D6. On a roll of 1, an explosion occurs from da centre of their base using the blasting charge profile. If da Stormboy survives, they can no longer use their Rokkit Pack during this battle.  

  • Nob Bigga Boosta

    Each time a fighter takes a move action, they must declare if they are activating their Rokkit Pack. If they do, movement is increased by 2D6” and the fighter can move freely over and around terrain and between levels. However, before taking any actions they must roll a D6. On a roll of 1, an explosion occurs from da centre of their base using the blasting charge profile. If da Stormboy survives, they can no longer use their Rokkit Pack during this battle.  

  • Leathery 'ide

    Provides a 6+ armour save. 

  • Blue Paint

    Provides a 6+ invulnerable save. This is increased to a 5+ during a Waaaaagh!

Weapons

S L S L Str Ap D Am AL
Shoota (10¢) 8”"24”"+1-4-15+ C
Rapid Fire (1)
Klubz n stikkz (10¢) -E--S+11- C
Melee
Chainz n Flailz (15¢) -E--S-1- C
Entangle, Melee
Choppa (15¢) -E--S-11- C
Melee
Grotprod (20¢) E2"--+1-14+ C
Melee, Shock, Versatile
Grotwhip (20¢) E3"-1-S-1- C
Entangle, Melee, Versatile
Chain Choppa (25¢) -E-+1S-11- C
Melee, Rending
Tank ‘ammer (30¢) -E--+1-21- R9
Melee, Rending, Unwieldy
Big Choppa (35¢) -E--+1-12- C
Disarm, Melee, Unwieldy
Big Chain Choppa (40¢) -E--+1-12- R8
Melee, Rending, Unwieldy
Breacha Ram (45¢) -E--+1-2d35+ R11
Melee, Unstable, Unwieldy
Power Klaw (60¢) -E--1+2-2d3- R10
Melee, Power
Killsaw (100¢) -E--+2-3d3- R12
Melee, Sever
Six Shoota (5¢) 6"12"+1-3-15+ C
Sidearm
Slugga (10¢) 4"12"+1-4-14+ C
Sidearm
Blundabuss (15¢) 4"10"+2-3-15+ C
Knockback, Scattershot
Kustom Shoota (30¢) 8"24"+1-4-15+ R10
Rapid Fire (2)
Long Shoota (30¢) 12"32"-1+15-15+ R8
Knockback
Da Bigga Rokkit Launcha (60¢)
Big 6"24"-1-4-16+ E
Blast (3"), Knockback
Bigga 6"24"-1-5-16+
Blast (5"), Knockback, Unstable
Snazzgun (60¢) 8"24"+1-2d3d3d35+ R11
Rapid Fire (1), Scarce, Unstable
Big Shoota (65¢) 24"36"--15-15+ C
Gut Feelin', Rapid Fire (2), Unwieldy
Shokk Attack Gun (75¢) 18"36"--15-16+ R13
Gut Feelin', Scattershot, Unstable, Unwieldy
Burna (100¢) -T--4-115+ R9
Blaze, Unstable
Deffgun (80¢) 24"48"--15-115+ R12
Rapid Fire (2), Reckless, Unwieldy
Zzap Gun (90¢) 12"36"+1-2d6-3d66+ R12
Scarce, Unstable, Unwieldy
Stikkbomb (15¢) -Sx3--4-1- C
Blast (3"), Knockback, Single Shot
Firey Stikkbomb (30¢) -Sx3--4-1- R10
Blast (3"), Blaze, Single Shot
Smokey Stikkbomb (10¢) -Sx3------ R8
Blast (5"), Single Shot, Smoke
Grot Klub (5¢) -E--S-1- C
Melee
Grot Stabba (10¢) -E--S-1- C
Backstab, Melee
Grot Stikka (10¢) E1"--+1-1- C
Melee, Unwieldy, Versatile
Grot Blasta (5¢) 8"12"--13-14+ C
Sidearm
Grot Bigga Blasta (10¢) 12"18"--13-15+ C
Knockback (Self)
Grot Stikkbomb (10¢) -Sx3--3-1- C
Blast (3"), Single Shot
Da Bigga Choppa (45¢) -E--+2-22- E
Disarm, Melee, Rending, Unwieldy
Rokkit Launcha (50¢) 6"24"-1-4-16+ C
Blast (3"), Knockback
Nasty Stabba (20¢) -E------ E
Backstab, Melee, Toxin
Meganob Killsaw (40¢) -E--+2-3d3- C
Melee, Power
Squig Jaws (0¢) -E--S-11- C
Melee, Reckless, Rending

Weapon Traits

  • Knockback (Self)

    If da roll to hit is equal to or higher than da fighter’s Strength, they are knocked back 1” directly away from da target. If this causes da grot to make contact with a terrain piece or another fighter, they stop and take a S3, AP-, D1 hit. Da grot must then pass an initiative check or go pinned.

  • Gut Feelin'

    If da roll to hit is a 6, da snotlings appear inside da body of the target. Da attack becomes Strength 10, Damage D6 with no armour save allowed but loses da Scattershot trait. If an enemy goes out of action as a result of ‘Gut Feelin’, all fighters within 5” and line of sight must take a nerve test. This overrides Mob Rule.  


Activity

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shoto • Updated pack
2 weeks ago
  • Featured set to yes
EscherSBC • Added item
3 weeks, 6 days ago

Blood Axes (Gang Attribute Value)

EscherSBC • Added item
3 weeks, 6 days ago

Evil Sunz (Gang Attribute Value)

EscherSBC • Added item
3 weeks, 6 days ago

Snakebites (Gang Attribute Value)

EscherSBC • Added item
3 weeks, 6 days ago

Bad Moons (Gang Attribute Value)

View all 242 activities →