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Gang Roster

Select or create a gang to get started.

Scenario Generator

Quick Dice

Campaigns

Campaign Setup

No archived campaigns in the Chronicle yet.

Ending a cycle writes a cycle summary into the story, advances NPC gangs, and moves the campaign clock on.

Gangs in Campaign

NPC gangs are GM-controlled and auto-advance (income, XP, recruits, off-screen skirmishes) each time you end a cycle.

Story Engine

Scenario generation is story-aware: it picks the hottest rivalry, can tie in an open thread, and twists get nastier as tension rises. At 100 tension the chapter reaches its climax.

Open Threads

Unresolved plot hooks. Battles and the Oracle open and resolve them, and generated scenarios draw on them.

Next Scenarios

The Oracle — AI Story Assistant

When the story needs real thinking, build a prompt and give it to an AI (Claude, ChatGPT…). Paste the answer back below — it joins the story record and shapes every future prompt.

The Story So Far

Record Battle

Logging a battle updates reputation, writes it into the story, and generates a narrative consequence — the campaign reacts to every result.

Battle Log

Territories

Add territories and assign them to gangs. The same territory type can be owned multiple times, by the same or different gangs.

Campaign Map

A hex map of the campaign's domains. Select a gang in the Paint bar below, then click hexes to assign them. Click an already-owned hex to unassign it. Hover a hex for its income & bonus.

The Chronicle

The permanent record of the underhive. When a campaign is archived (Campaign → Overview → Archive & Close), its story is written here — and new campaigns can link back to it, carrying grudges, legends and unfinished business forward into the next war.

Wheels of Fury — Underhive Racing

The Apocrypha Necromunda: Wheels of Fury rules for racing custom vehicles through the underhive. Players build a racer and pit them against each other to see who survives — or simply reaches the finish line. Uses the standard Necromunda and vehicle rules, plus those below. (Vehicles are built with the Wasteland Workshop rules from Book of the Outlands.)

Creating a Racer

  • 400 credits to build a custom Medium vehicle (Wasteland Workshop, Book of the Outlands).
  • Any crew except the Corpse Grinder Road-Initiate, Guild of Coin Haulier and Palanite Ranger.
  • Vehicle upgrades up to Rare (10) may be bought during creation — no Trading Post visit needed.
  • Racers do not have the Jury-rigged special rule.
  • Unspent credits are lost, but spending less than the limit grants a Priority bonus in the race.

Other classes: Light vehicle = 250 cr; Heavy/Custom Rig = 600 cr (Book of Desolation).

Setting Up the Track

A track has three sections, each 4'×2', with one short edge the starting zone and the opposite edge the finish line. Only one section is in play at a time. When at least half the racers have left the current section, the round ends and the track changes to the next section (re-setting terrain and re-placing racers).

Leaders (finished a section) are set aside and gain a token each round — they redeploy up to 6" per token (max 24") from the start. Stragglers (still racing when the track changes) redeploy touching the starting edge, closest-to-finish first.

Race Day — Key Rules

  • Starting: place racers at the start edge, lowest credit value first; roll Priority each round with the lowest-value racer adding +1.
  • Speed Demons: a racer must use at least one action to move, and always moves the maximum distance.
  • Racers cannot become Broken or Stationary — instead they lose a Hull Point.
  • All terrain that isn’t Difficult counts as Flimsy.
  • Racers may only leave the table via the finish line.

Winning the Race

The race ends when, at the start of a round, no racers remain on the current section. The winner is whoever crossed the finish line first. If the race ends before the final section is completed, every racer not taken Out of Action has Completed the Race.

Campaign rewards (cumulative): Took part 25¢/D6 XP · 1st 100¢/10 XP · 2nd 75¢/7 XP · 3rd 50¢/5 XP · Completed D6×10¢/3 XP · each racer taken Out of Action 50¢/5 XP.

Design a Vehicle

Build a vehicle or racer (chassis, hardpoints, weapons & upgrades) and add it straight to your active gang.

Racing Team & Racer Cards

Quick-reference cards for every vehicle across your gangs. Add racers to your Racing Team for a Wheels of Fury event.

Track Section Generator

Roll Terrain (D3) and Sides (D3) for each section, then 2D6 for its special rule. Hover a special rule for what it does, or roll a full section below.

Terrain (D3)

1 Dense — 3 terrain pieces per 12"² · 2 Light — 2 pieces · 3 Open — 1 piece. No terrain within 6" of the start.

Sides (D3)

1 Impassable · 2 Cliff · 3 Open (driving off the edge makes you a Straggler).

Special Rules (2D6)

Trading Post

Common items are always available. Rare (R#) and Illegal (I#) items require a 2D6 Availability test meeting or beating the listed value. Your gang visits the Trading Post once per post-battle sequence and may attempt any number of items — but each item is its own separate 2D6 roll. Hover a Trait or Rarity for details.

How to Play — A Guide Through the Game Stages

New to Necromunda? Work through these stages in order. Each one points you at the tab in this app that helps with it. Hover the underlined terms for a quick explanation.

Full Rules — Learn to Play

Everything you need to play a game of Necromunda, in plain language. Click a section to expand it. Read them in order the first time; after that, use them as a reference mid-game.

1 · The Basics — what you need & the dice

Necromunda is a skirmish game where two (or more) players each control a gang of fighters battling across 3D terrain. You need: two gangs, a table with scenery, a tape measure, and a fistful of six-sided dice (D6).

Dice notation

  • D6 — one six-sided die. 2D6 — roll two and add them. D3 — roll a D6 and halve, rounding up (1-2=1, 3-4=2, 5-6=3).
  • D66 — roll two D6, read one as “tens” and one as “units” (e.g. a 4 and a 2 = 42). Used for big random tables.
  • “X+” means “roll a D6 and score X or higher to succeed.” Many characteristics are written this way.

Fighter characteristics

StatMeans
MMovement — how far the fighter moves (in inches).
WSWeapon Skill — to-hit number in close combat (lower is better).
BSBallistic Skill — to-hit number when shooting.
S / TStrength / Toughness — used to wound and to resist wounds.
WWounds — how much damage the fighter can take before risking injury.
IInitiative — reactions, climbing, avoiding falls.
AAttacks — how many dice the fighter rolls in melee.
Ld / Cl / Wil / IntLeadership, Cool, Willpower, Intelligence — the four “psychology” tests (Nerve, Bottle, fear, etc.).
2 · Setting up a game
  1. Pick a scenario (Scenarios tab). It tells you the objective, who is Attacker/Defender, where to deploy, and the rewards.
  2. Build the battlefield with terrain — Necromunda thrives on dense, multi-level scenery and cover.
  3. Determine roles & priority of set-up as the scenario says (often the lower gang rating is the Defender).
  4. Deploy your fighters in the zones the scenario specifies.

Then begin the first battle round.

3 · The battle round — Priority, Action, End

A game is played over a series of rounds. Each round has three phases:

1. Priority phase

Both players roll off (re-roll ties). The winner takes the Priority for the round: they activate first and win any rules “ties” during the round. (In a campaign you may instead spend Tactics cards here.)

2. Action phase

Players take turns activating one Ready fighter at a time, starting with whoever has Priority. An activated fighter performs up to 2 actions, then loses its Ready marker. Keep alternating until every fighter has activated.

A Leader or Champion can make a Group Activation, activating themselves plus 1–2 nearby friendly fighters together.

3. End phase

Resolve lingering effects (Blaze, gas), make Recovery rolls for Seriously Injured fighters, take any Bottle test, then give every fighter a fresh Ready marker and start the next round.

4 · Actions — what a fighter can do

Each fighter gets 2 actions per activation. Action types: Simple can be taken more than once; Basic only once per activation; Double uses the whole activation. (Full list in Reference → Actions Table.)

ActionCostEffect
MoveSimpleMove up to M". Two Moves = a “double move”.
ChargeDoubleMove up to M"+D3" into base contact, then a free Fight.
ShootBasicMake a ranged attack.
AimBasic+1 to hit on your next Shoot this activation.
FightBasicAttack an Engaged enemy in melee.
ReloadSimpleMake an Ammo test to reload an Out-of-Ammo weapon.
Stand UpBasicGet up from Prone & Pinned.
RetreatBasicInitiative test, then move D6" out of combat (enemies may react).
Coup de GraceSimpleFinish off an adjacent Seriously Injured enemy.
5 · Movement, terrain & falling
  • Move up to M" in any direction. You can’t move within 1" of an enemy except by Charging — that makes you Engaged.
  • Climbing ladders/walls halves your movement (unless the fighter has the Clamber skill).
  • Jumping a gap needs an Initiative test; fail and the fighter falls.
  • Falling 3" or more: take a hit with Strength equal to the inches fallen, and go Prone.
6 · Shooting — step by step
  1. Pick a target you can see and that’s in range — normally the closest visible enemy (some skills let you ignore this).
  2. Roll to hit: D6 ≥ the firer’s BS. Modifiers: long range −1, target in partial cover −1, target Engaged −1, etc. A natural 6 always hits; a natural 1 always misses.
  3. Ammo check: if you roll the weapon’s ammo symbol, test D6 ≥ the weapon’s Ammo value or it runs out (Reload to fix).
  4. Roll to wound (Strength vs Toughness — see table).
  5. Armour save: the target rolls its save, worsened by the weapon’s AP.
  6. Injury: an unsaved wound removes a Wound; at 0 Wounds, roll injury dice (section 8).

Wound roll (Strength vs Toughness)

S vs TTo wound
S is 2× T or more2+
S greater than T3+
S equal to T4+
S lower than T5+
S is half T or less6+
7 · Close combat
  • Charge (Double) to move into base contact (M"+D3"), then make a free Fight action.
  • Roll a number of dice equal to the fighter’s A; each die ≥ the fighter’s WS is a hit. Fighting with two melee weapons adds +1 Attack dice.
  • Parry (from some weapons/skills) forces the attacker to re-roll one successful hit.
  • Assists: a friendly fighter also Engaged adds +1 to your attacks; being outnumbered gives the enemy the same.
  • Resolve hits exactly like shooting: wound → save → injury. The loser is often taken Out of Action.
8 · Wounds, injuries & recovery

Each unsaved wound removes 1 from the fighter’s W. When a fighter at 0 Wounds is wounded again, roll injury dice (a high-Damage weapon rolls several — apply the worst):

ResultMeaning
Flesh Wound−1 to hit and lose 1 more Wound from the profile. Several Flesh Wounds can take a fighter Out of Action.
Serious InjuryThe fighter goes Prone & Seriously Injured — they can only crawl and must make Recovery rolls.
Out of ActionRemoved from the battle. In a campaign they then roll for Lasting Injuries.

Recovery (each End phase)

Each Seriously Injured fighter rolls a D6: 1–2 Out of Action · 3–4 stays Seriously Injured · 5–6 recovers (back up with a Flesh Wound).

9 · Nerve, pinning & bottling
  • Pinned: a standing fighter hit by a ranged attack is Pinned (goes Prone) unless it has Nerves of Steel or is Engaged. Stand Up to recover.
  • Nerve test (Cool): when a friend nearby is Seriously Injured or taken Out of Action, fighters close by test Cool or become Broken and run for cover.
  • Bottle test: each End phase, once roughly a quarter or more of your gang is down (Seriously Injured, Out of Action or fled), the gang tests its nerve — fail and fighters begin to flee the battle (the gang “bottles out”).
  • A Broken gang can try to Regroup in later End phases.
10 · Line of sight, cover & conditions
  • Line of sight is drawn from the firing fighter; if you can see any part of the target, you can shoot it.
  • Cover: partial cover = −1 to hit; full cover blocks line of sight entirely.
  • Visibility (Pitch Black, gloom, dust storms) caps how far fighters can see and shoot.
  • Common conditions: Prone (lying down — Pinned or Seriously Injured), Engaged (in melee), Ready (yet to act), Broken (fleeing), Blaze (on fire — takes hits each turn until put out), Blind, Webbed.
11 · Ending the game & what’s next

A battle ends when the scenario’s victory condition is met, one gang bottles out or is wiped, or the turn limit is reached. Work out the winner and rewards.

In a campaign you then run the post-battle sequence — collect income, recover fighters, visit the Trading Post, and spend XP on advancements (see the Sequence of Play below, “Campaign turn”). Then start the next cycle.

Sequence of Play

Hover any step for a fuller explanation.

    Core Rules Quick Reference

    Actions Table

    A fighter takes up to 2 actions per activation. The most common actions are listed first; special / situational actions are at the end.

    Conditions

    Markers placed on a model to track an ongoing effect (Core Rulebook 2023, p66). A model can have several at once.

    Scenario Quick Reference

    Skill Tables

    Weapon Profiles Quick Ref

    Lasting Injuries (D66)

    Advancement Table (2D6)

    Advancements happen during the Experience & Advancements step of the post-battle sequence. Once a fighter has banked enough XP (typically 6–12, scaling up), spend it to roll 2D6 on the table below — or, for some gangs, choose a characteristic or skill directly. Each advancement raises the fighter's cost and gang rating.

    Trading Post Rarity

    Common (C): Always available — buy any quantity (credits permitting).
    Rare (R#): Roll 2D6 ≥ the number to make it available to buy.
    Illegal (I#): Roll 2D6 ≥ the number; a failed check risks alerting the Palanite Enforcers.

    How many rolls do I get?

    A gang visits the Trading Post once during each post-battle sequence. You may attempt any number of different Rare/Illegal items — but each item is a separate 2D6 Availability test against its own number, and you still pay its credit cost if you choose to buy it. Once an item is found available, you can buy it (and may buy multiples of it) that post-battle.

    Bonus dice / re-rolls: the Connected skill adds a die; the Savvy Trader and Fixer skills help economy; and certain territories (e.g. the Archeotech Hoard) grant a free Rare roll each cycle. Haggle: once per post-battle re-roll a single failed test.