Ending a cycle writes a cycle summary into the story, advances NPC gangs, and moves the campaign clock on.
NPC gangs are GM-controlled and auto-advance (income, XP, recruits, off-screen skirmishes) each time you end a cycle.
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.
Unresolved plot hooks. Battles and the Oracle open and resolve them, and generated scenarios draw on them.
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.
Logging a battle updates reputation, writes it into the story, and generates a narrative consequence — the campaign reacts to every result.
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 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.
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.)
Other classes: Light vehicle = 250 cr; Heavy/Custom Rig = 600 cr (Book of Desolation).
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.
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.
Build a vehicle or racer (chassis, hardpoints, weapons & upgrades) and add it straight to your active gang.
Quick-reference cards for every vehicle across your gangs. Add racers to your Racing Team for a Wheels of Fury event.
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.
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.
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.
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.
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).
| Stat | Means |
|---|---|
| M | Movement — how far the fighter moves (in inches). |
| WS | Weapon Skill — to-hit number in close combat (lower is better). |
| BS | Ballistic Skill — to-hit number when shooting. |
| S / T | Strength / Toughness — used to wound and to resist wounds. |
| W | Wounds — how much damage the fighter can take before risking injury. |
| I | Initiative — reactions, climbing, avoiding falls. |
| A | Attacks — how many dice the fighter rolls in melee. |
| Ld / Cl / Wil / Int | Leadership, Cool, Willpower, Intelligence — the four “psychology” tests (Nerve, Bottle, fear, etc.). |
Then begin the first battle round.
A game is played over a series of rounds. Each round has three phases:
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.)
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.
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.
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.)
| Action | Cost | Effect |
|---|---|---|
| Move | Simple | Move up to M". Two Moves = a “double move”. |
| Charge | Double | Move up to M"+D3" into base contact, then a free Fight. |
| Shoot | Basic | Make a ranged attack. |
| Aim | Basic | +1 to hit on your next Shoot this activation. |
| Fight | Basic | Attack an Engaged enemy in melee. |
| Reload | Simple | Make an Ammo test to reload an Out-of-Ammo weapon. |
| Stand Up | Basic | Get up from Prone & Pinned. |
| Retreat | Basic | Initiative test, then move D6" out of combat (enemies may react). |
| Coup de Grace | Simple | Finish off an adjacent Seriously Injured enemy. |
| S vs T | To wound |
|---|---|
| S is 2× T or more | 2+ |
| S greater than T | 3+ |
| S equal to T | 4+ |
| S lower than T | 5+ |
| S is half T or less | 6+ |
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):
| Result | Meaning |
|---|---|
| Flesh Wound | −1 to hit and lose 1 more Wound from the profile. Several Flesh Wounds can take a fighter Out of Action. |
| Serious Injury | The fighter goes Prone & Seriously Injured — they can only crawl and must make Recovery rolls. |
| Out of Action | Removed from the battle. In a campaign they then roll for Lasting Injuries. |
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).
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.
Hover any step for a fuller explanation.
A fighter takes up to 2 actions per activation. The most common actions are listed first; special / situational actions are at the end.
Markers placed on a model to track an ongoing effect (Core Rulebook 2023, p66). A model can have several at once.
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.
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.
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.