TEXT: lf you have a copy of Outlanders, you can play Necromunda with the annoying
  iniervention of viiious Genestealers, various beastly monsters and dozens of other
  deadly denizens. You do need a Campaign Arbitrator though - what if he can't make
  it to the game, or you aren't even playing in a campaign? Well we have iust the thing
  for you - Necromunda Event cards!
  David 
  Moretti 
  from Rome 
  sent 
  us his ideas 
  for using 
  Event HOW 
  TO USE 
  TH E CARD$
  cards in Necromunda and we really liked 'h"t 
  Yl:n^:l 
  n, the beginning of each game, afrer having decided which
  mentioned this great idea to Jervis and Andy theli^^sati 
  ;;;;;;i" 
  i g"irg to be played, each player rakes D3 cards
  they'd had the same idea for Necromunda when playtesting 
  L"- il"-N*romunda 
  Event deck und k."p, them secret
  first began' The Events deck was going to o" " iifilT 
  i;;;;;"pponent 
  until rhe card is played. Each card has
  of the game. Unfortunately we couldn't physically, tit 
  " 
  i"ii ..oi"r"aion of its use and effeci upon the game.
  anything else into the boxed set which meant the idea had
  to be diopped. However, Jervis and Andy's work on the 
  At the bottom of each Event card is an indication as to
  cards has not gone to waste as we combine David's work 
  when the card can be played. The three different categories
  with that of our games designers to produce a deck of cards 
  of card are 'Before', 'After' and 'Event'' The exact
  which will make your games of Necromunda even more 
  duration of the Event card is given with the rules on the
  exciting! 
  card'
  Before
  The card is played immediately after it is drawn and its
  effects will generally last for the entire game.
  After
  The card will be played at the end of the game and its
  effects will usually alter the post battle sequence.
  Event
  The card may be played at a specific moment and causes
  something to happen - an event. Usually the effects of
  this card are resolved instantlY.
  Note: For some cards you will have to note down where on
  the table they are. For example, the Dangerous Walkway
  card needs a walkway somewhere on the table noted down
  to prove the walkway is dangerous and may collapse. Make
  notes such as this after all terrain has been placed but before
  the gangs deploy for battle.
  To use the events for Necromunda you will need to make
  up the deck of cards printed on the following pages.
  Photocopy the pages, cut out the cards, and glue the fronts
  to the backs. To make them more sturdy, sandwich a layer
  of thin card in the middle.
  
  BTOOD FEUD
  This fight is a blood feud. Any
  model laken out of action in
  hand-to-hand combat by your
  men will confer an additional D6
  Experience points to that fighter.
  Before
  EVENT CARDS
  Permission 
  to photocopy 
  for personal 
  use
  only. @ Games Workshop 
  Ltd, 1997.
  All rights reserved.
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  TREASURE
  STASH
  The gang that wins this fight will
  find a huge pile of valuable
  fieasure close to the location of
  the fight. The winning gang adds
  2D6x10 credits to its income.
  Before
  Sa
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  WANDERTNG
  DOC
  A wandering doctor takes care of all
  the seriously wounded members of
  your gang for a small fee of 20
  credits. Any gang member who has
  to roll on the Serious Injury Table
  can make two rolls and choose
  whichever result he prefers.
  Ratskins may roll three times.
  After
  OUT OF
  AMMO
  Play this card after your opponent
  makes a ranged attack. The
  weapon they were using runs out
  of ammo, no matter what their to
  hit roll was, and whether or not
  an Ammo roll was required.
  Event
  
  FVENT EARDS
  Permission 
  to photocopy 
  for personal 
  use
  only. @ Games Workshop 
  Ltd, 1997.
  All rights reserved.
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  I
  IIVE WIRE
  Play this card on an enemy model
  that has just suffered a flesh
  wound or been taken down or out.
  As the model staggers back and
  collapses it trips over a live power
  cable. With a blinding flash
  thousands of volts of electrical
  energy course through the model,
  killing it instantly.
  Event
  GIANT RAT
  Play this card in the close combat
  phase on a model that is NOT
  engaged in hand-to-hand combat.
  The model has accidentally
  disturbed a Giant Rat, which
  attacks. See the Outlanders
  rulebook for full rules on Giant
  Rats. The Giant Rat will run off
  once the combat is resolved.
  Event
  DANGEROUS WAI-IOI'AY
  The piayer who draws this card secrcl]y notes
  down any walkway on the table as "dangerous".
  During the game, when a model moves over the
  walkway. you may declde it dmgerous. Roll a D6
  and add the model's Toughness. Add a fufiher +l if
  the model cmies a special or a heavy weapon.
  lf the total is 8 or 1ess, the walkway holds. On a
  total of 9 or rnore, the walkway collapses, along
  with my modeys using it. Fallirg models take a hit
  in the usual way. The walkway falls straight down.
  Any models fully or partially under the debris must
  make an Initiative test. Models that tail de injured
  automatically. Roll straight away on the Injuries
  Table. Remove the fallen walkway from play-
  @
  SECRET
  TARGET
  At the beginning of the fight, before
  placing the gangs, secretly note down
  the name of one enemy fighter. The frst
  time that fighter is hit and wounded
  during the game, the fighter causing the
  hit gains an additional D6 Expenence
  pomts.
  Keep this card until the target model is
  shot and wounded, then discard it.
  Before
  
  EVENT CATIDS
  Permission to photocopy for personal use
  only. @ Games Workshop Ltd, 1997.
  All riohts reserved.
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  AIM HIGH
  If the enemy's leader goes down
  or out of action, the fighter who
  caused the wound gains an
  additional +10 Experience points.
  This is card is discarded after the
  opposing gang's leader goes down
  or out of action.
  Event
  POTSON
  CTOUD
  You must play this card at the
  beginning of your turn. Declare a
  table edge of your choice. D3
  Hallucinogen gas clouds move on
  2D6" lrom the table edge in a
  direction of your choice. Follow
  the usual rules for Hallucinogen
  srenades.
  Event
  RACE
  AGAINST TIME
  Each member of your gang will galn
  additional Experience points at the end of
  the fight if you win the Race Against Time.
  If you beat your opponent in 1 tum you will
  gain m additional 5 Experience points per
  fighter taking part. If you beat the enemy
  gmg in 2 tums you gain 4 EP's, 3 tums = 3
  EP's, and so on. If you haven't beaten the
  enemy gmg after five tums you gain no
  additional EP's.
  Before
  SCOUT
  At the end of the game, you may send
  one of your gangers searching 
  for new
  territory instead of collecting income or
  searching for rare trade.
  Randomly determine a new territory
  from the Territory Table. If the D66 roll
  comes up a double then the ganger
  retums empty handed. Otherwise you
  may add a new territory to your existing
  territories, and this can be worked after
  your next fight.
  After
  
  EVENT CARDS
  Permission 
  to photocopy 
  for personal 
  use
  only. @ Games Workshop 
  Ltd, 1997.
  All rights reserved.
  ! :  
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  IT
  I
  rooT
  Take D6 Loot counters and place
  them according to the rules given
  for the Scavengers scenario. The
  loot is worth D6x5 credits each.
  Note that no monsters will appear
  in this particular game.
  Before
  SICIGNING
  FUNGUS
  When you draw this card note down a
  single building level on the table,
  which is infested by poisonous
  fungus. Any fighter who walks tn or
  across the building must make a
  Toughness test on a D6. If the model
  fails the test, he suffers 1 wound
  which cannot be saved by armour
  saving throws or any other way.
  Event
  STIPPERY
  SURFACE
  You must play this card afler the buildings
  have been placed but before the gmgs
  deploy. The surfaces of all the buildings
  md walkways ae dripping wet with
  humidity and slippery with algae. Any
  models that run or chmge while on a
  building or walkway must make an
  Initiative test. If the fighter fails the test he
  slips over. If within 1" of the edge he has
  fallen off. If not, he cannot move.
  Before
  TOXIC WASTE
  Play this card when you make a rarged
  attack on a model but miss. The attack
  hits a toxic waste pipe just above the
  target, and highly corrosive waste
  cascades all over the target. The model
  immediately takes D3 54 hits with no
  amour saving throw allowed.
  Event
  
  EVEIUT CARDS
  Permission 
  to photocopy 
  for personal 
  use
  only. @ Games Workshop 
  Ltd, 1997.
  All rights reserved.
  o
  * t r t r
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  OUT OF
  AMMO
  Play this card after your opponenl
  makes a ranged attack. The
  weapon they were using runs out
  of ammo, no matter what their to
  hit roll was, and whether or not
  an Ammo roll was reouired.
  Event
  OUT OF
  AMMO
  Play this card after your opponent
  makes a ranged attack. The
  weapon they were using runs out
  of ammo, no matter what their to
  hit roll was, and whether or not
  an Ammo roll was reouired.
  Event
  OUT OF
  AMMO
  Play this card after your opponent
  makes a ranged attack. The
  weapon they were using runs out
  of ammo, no matter what their to
  hit roll was, and whether or not
  an Ammo roll was required.
  Event
  GAS POCI(ET
  Play this card when an opposing
  model fires a ranged weapon. The
  shot ignites a gas pocket around
  the model, causing a large
  explosion. Treat this as if a Frag
  grenade had just exploded at the
  model's feet...
  Event
  
  EYENT CARDS
  Permission 
  to photocopy 
  for personal 
  use
  only. @ Games Workshop 
  Ltd, 1997.
  All rights reserved.
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  b ' 5  
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  SPARE CLIP
  Play this card if a model in your
  gang runs out of ammo. He has a
  spare clip of ammo (or the
  equivalent) for his weapon, and
  may carry on using the weapon as
  normal. If the weapon runs out of
  ammo again, however, then it is out
  of ammo for the rest of the battle
  (unless you have another Spare Clip
  card that you can play...).
  Event
  SPARE CIIP
  Play this card if a model in your
  gang runs out of ammo. He has a
  spare clip of ammo (or the
  equivalent) for his weapon, and
  may cany on using the weapon as
  normal. If the weapon runs out of
  ammo again, however, then it is out
  of ammo for the rest of the battle
  (unless you have another Spare Clip
  card that you can play...).
  Event
  SPARE CIIP
  Play this card if a model in your
  gang runs out of ammo. He has a
  spare clip of ammo (or the
  equivalent) for his weapon, and
  may carry on using the weapon as
  normal. Ifthe weapon runs out of
  ammo again, however, then it is out
  of ammo for the rest of the battle
  (unless you have another Spare Clip
  card that you can play...).
  Event
  SPARE CIIP
  Play this card if a model in your
  gang runs out of ammo. He has a
  spare clip of ammo (or the
  equivalent) for his weapon, and
  may carry on using the weapon as
  normal. If the weapon runs out of
  ammo again, however, then it is out
  of ammo for the rest of the battle
  (unless you have another Spare Clip
  card that you can play...).
  Event
  
  EVENT CARDS
  Permission 
  to photocopy 
  for personal 
  use
  only. @ Games Workshop 
  Ltd, 1997.
  All riohts reserved.
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  POWER CUT
  You may play this card at any
  time. There has been a sudden
  power drain in this sector because
  another gang is tapping power
  from a generator far below.
  Visibility is reduced to 2D6" for
  the rest of the battle.
  Event
  FRESH TURF
  Play this card at the start of the
  battle. Roll a new territory on the
  Territory Table. The player who
  wins the game takes this piece of
  new territory instead of taking a
  teffitory from his opponent.
  Before
  STAVE
  WORIGR
  Play this card at the start of the
  battle. One ofthe opposing gang
  members (chosen at random) has
  been captured and put to work in
  a factory plant as a slave. He
  cannot take part in this battle, but
  escapes to rejoin his gang once
  the battle is over.
  Before
  TRUE GRIT
  Play this card when a gang or
  model fails a Leadership test for
  any reason. The failure is negated
  and the gang or model
  automatically 
  pass the test.
  Event
  
  SPECIAT
  MERCHANDISE
  You have been paid to get a
  consignment of merchandise
  through the opposing gang's
  territory. If you can get one of
  your fighters off the opposing
  player's table edge then you gain
  an extra 2D6x10 credits after the
  battle.
  After
  EVENT CARDS
  Permission 
  to photocopy 
  for personal 
  use
  only. @ Games Workshop 
  Ltd, 1997.
  All rights reserved.
  > !
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  PERSONAL
  GE
  Play this card when one of your models is
  within 16" of an opposing model. Your
  model issues a challenge which is taken up
  by the opposing model. As long as the
  challenge is going on neither model may
  attack or be attacked by my model other
  than their challenger. The two models me
  only allowed to make rmged or hmd-to-
  hand attacks against each other until one or
  the other is either down or out of action.
  Event
  ]iEWARD
  Play this card at the start of the
  battle. There is a 20 credit reward
  for each opposing gang member
  who is seriously injured or killed.
  Before
  F
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  REWARD
  Play this card at the start of the
  battle. There is a 20 credit reward
  for each opposing gang member
  who is seriously injured or killed.
  Before
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Senarios/designers_cut  scenario cards.pdf