House Sub-plots
- Necromunda Core Rulebook (2023)
- Necromunda Rulebook (2018)
RAW ✔️ Necromunda Core Rulebook (2023), p243
The fortunes of a House are often tied invisibly to the rise and fall of its strongest allied gangs – each gang leader is akin to a general in the House's armies, and each victory earns the House masters much kudos from their peers as well as political capital to further their schemes. For the most part, the gangs are given autonomy to further the interests of the House, largely by the simple act of fighting in its name, and sent to places where they can do the most good (or harm to the House's foes). Sometimes, however, the nobles of a house will choose to take a more direct hand in matters – one which gang leaders ignore at their peril.
House Sub-plots represent the more direct meddling of the House in the activities of a gang. These side missions can be included in any scenario, and allow a gang to earn some extra Reputation, Credits, Experience or gain additional gang tactics should they complete them. Players should decide during the pre-battle sequence if they want to use House Subplots, with both players needing to agree to include them. If they do, they will need a deck of playing cards containing two Joker cards. Each player shuffles the deck and draws a card without letting their opponent see it – starting with the player with the lower Gang Rating, or, if both gangs have the same Gang Rating, the player that rolls highest on a D6.
They should then consult the table in their respective House of … book to see what kind of Sub-plot their gang has been given. If a Joker card is drawn, the player should immediately show it to their opponent and draw two new cards (without showing their opponent), giving them two Sub-plots for the battle. If one of these cards is also a Joker card then repeat the process, giving the player a total of three Subplots. Each Sub-plot contains details on when it is revealed, how to complete it, and the rewards for doing so. Unless otherwise noted, once a card has been revealed, and its effects have been resolved, it is discarded.
Cawdor Sub-plots
RAW ✔️ House of Faith, p94
House Cawdor gangs spread the faith of the Redemption with a fanatical devotion that has seen the clan expand to almost every hive city on Necromunda. To be a member of the Redemption means relentlessly pursuing the tenets of the faith – bringing the down trodden and hopeless into the clan, but also exterminating the mutant, heretic and unbeliever wherever they may be found.
If players are using sub-plots in their battles, then a Cawdor player may choose to use the Cawdor Sub-plots table rather than any of the ones in the rulebook. Unlike the Sub-plots in the rulebook, Cawdor Sub-plots do not use suits (i.e., any Ace drawn will represent the Test of Faith Sub-plot regardless of its suit).
| Card | Sub-Plot |
|---|---|
| Ace | Test of Faith: Reveal this Sub-plot if a Champion or Leader belonging to your gang is Seriously Injured or taken Out of Action by an enemy fighter. If, at the end of the Action phase, that enemy fighter is Seriously Injured or taken Out of Action, every fighter in your gang gains 1 XP. If the enemy fighter is not Seriously Injured or taken Out of Action by then, this card is discarded. |
| 2 | Fires of Redemption: Reveal this Sub-plot if three or more enemy fighters are subject to the Blaze condition at the same time to immediately gain a single randomly selected Gang Tactic. |
| 3 | Folly of the Faithless: Reveal this Sub-plot at the start of the battle if the enemy's starting crew contains one or more Psykers. For the duration of this battle, all Psykers in the enemy gang suffer a -1 modifier to their Willpower checks. In addition, for each enemy Psyker taken Out of Action during this battle, your gang gains D3 Reputation. |
| 4 | Purge them All!: Reveal this Sub-plot if at least three enemy fighters are Seriously Injured or taken Out of Action during a single round. Your gang immediately gains two randomly determined Gang Tactics. If the enemy fighters were Seriously Injured or taken Out of Action by weapons with the Blaze trait, your gang immediately gains three randomly determined Gang Tactics instead. |
| 5 | Hymn of Devotion: If at the start of any of your activations two or more friendly House Cawdor fighters have made a successful Threshold test this round, reveal this Sub-plot. Every enemy fighter on the battlefield suffers a -1 modifier to any Cool checks they are required to make until the end of this round. |
| 6 | Martyrdom: Reveal this Sub-plot during the Choose Crew step of the pre-battle sequence. Choose one of the fighters in your crew and tuck this card under their Fighter card or otherwise note that they are the subject of this Sub-plot. For the duration of this battle the chosen fighter counts as having no weapons, armour or Wargear regardless of what appears on their model. If the fighter manages to inflict a Serious Injury or an Out of Action result on an enemy fighter, they earn D3 XP. If, after achieving this feat, the fighter is then taken Out of Action, your gang earns +2D3 Reputation. |
| 7 | Righteous are the Fallen: Reveal this Sub-plot if you win the battle with three or fewer friendly fighters Standing and Active. If you do, your gang gains +D3 Reputation. If you won the battle with only a single friendly fighter Standing and Active, your gang gains +2D3 Reputation instead. |
| 8 | If It Doesn't Hurt, It Doesn't Count!: Reveal this Sub-plot when a friendly House Cawdor Champion or Leader recovers from being Seriously Injured (i.e., rolling a Flesh Wound when making a Recovery test and becoming Prone and Pinned). Your gang gains +D3 Reputation. If the recovered fighter then goes on to recover from being Seriously Injured a second time before the end of the battle, your gang instead earns +2D3 Reputation. |
| 9 | March to the Grave: Reveal this Sub-plot at the start of any round if your gang has failed a Bottle test and your opponent has at least three times as many fighters on the battlefield as you do. If you subsequently go on to win the battle, your gang gains +D3 Reputation. |
| 10 | Rites of Doom: If at the start of any of your activations two or more of your fighters are Engaged with the same enemy Leader or Champion, you may reveal this Sub-plot. If at the end of the activation that enemy Leader or Champion has been taken Out of Action, your gang gains D3+1 Reputation. |
| Jack | Word of the God-Emperor: Reveal this Sub-plot when a Champion or Leader belonging to your gang uses the Group Activation (X) special rule. Until the start of their next activation, every fighter activated as part of that Group Activation gains a special 3+ save roll against any hits that cannot be modified in any way. In addition, until the start of their next activation, every fighter activated as part of that Group Activation that performs a Coup De Grace (Simple) action earns an additional 1 XP and your gang gains 1 Reputation. |
| Queen | Reign of Madness: Reveal this Sub-plot when an enemy fighter fails a Nerve test. For the remainder of this battle, an enemy fighter that fails a Nerve test does not become Broken. Instead, they become subject to the Insane condition. |
| King | Divine Possession: Reveal this Sub-plot when a Champion or Leader belonging to your gang is taken Out of Action by an enemy fighter. The fighter is not taken Out of Action. Instead, they regain one lost Wound and, for the remainder of this battle, improve their Weapon Skill and Strength characteristics by 2 (to a maximum of 2+ and 6 respectively). However, if the fighter is taken Out of Action again during this battle, they are removed from play as normal, two Lasting Injury rolls are made against them and the higher result is applied. |
Delaque Sub-plots
RAW ✔️ House of Shadow, p94
House Delaque gangs excel at spying, sabotage and assassination and, as such, their services are often employed by the Noble Houses or the Imperial House. Whenever a Delaque gang enters battle, its true goal is seldom as simple as defeating their rivals, rather, there might be numerous other subtle plans in play, many unknown and unseen by the enemy.
If players are using Sub-plots in their games then a Delaque player may choose to use the Delaque Sub-plots table rather than any of the ones in the rulebook. Unlike the Sub-plots in the rulebook, Delaque Sub-plots do not use suits (i.e., any Ace drawn will represent the Host of Shadows Sub-plot regardless of its suit).
| Card | Sub-Plot |
|---|---|
| Ace | Host of Shadows: Reveal this Sub-plot at the beginning of a round if you have at least one fighter within 6" of each of the four corners of the battlefield and out of line of sight of any enemy fighters. If, at the end of the round, these fighters are still in place and not Seriously Injured, add D6x10 credits to your gang's stash. |
| 2 | An Unkind Word: Reveal this Sub-plot if a Champion or Leader belonging to your gang moves within 1" of an enemy Champion of Leader. Your Champion or Leader may then make the Clever Insult (Basic) action, forcing the enemy Champion or Leader to make an Intelligence check. If the test is failed, your Champion or Leader gains 1 XP. If the Intelligence test is passed, they earn D3 XP instead. |
| 3 | Five Small Secrets: Reveal this Sub-plot when activating a fighter in your crew. That fighter may immediately make the Hide Device (Basic) action, placing a marker next to their location to indicate a hidden device. Place a token next to the fighter's card or otherwise indicate that it is active on the fighter. If by the end of the game the fighter did not go Out of Action and placed at least five hidden devices, each at least 6" apart, then add 2D6x10 credits to your gang's stash. |
| 4 | Silent Footsteps: Reveal this Sub-plot if one of your fighters engages an enemy fighter outside of their line of sight, and outside of the line of sight of any enemy fighters. If your fighter has not gone Out of Action by the end of round, immediately add a random gang tactic to your gang for this battle. |
| 5 | Eyes in the Dark: Reveal this Sub-plot if the Pitch Black rules are in effect or come into effect during the course of the battle. If your gang wins the scenario without any of its fighters ever gaining a revealed token (i.e., from firing a weapon, getting set on fire, or otherwise illuminating themselves), all fighters in your gang who took part in the scenario gain D3 XP in addition to any other scenario rewards. |
| 6 | Whispers and Lies: Reveal this Sub-plot the first time one of your fighters takes the Coup de Grace action. Instead of sending the enemy fighter Out of Action they can instead make the Plant Lie (Simple) action. If, at the end of any round, there are three enemy fighters on the battlefield who have had this action made against them, your gang immediately gains a gang tactic for use later in this battle. |
| 7 | Craven is the Coward: Reveal this Sub-plot if there are three or more enemy fighters currently Broken, and no friendly fighters within 6" of one of your fighters. If this is the case, add D6x10 credits to your gang's stash. If all enemy fighters on the battlefield are Broken, add 3D6x10 credits instead. |
| 8 | Follow the Leader: Secretly choose an enemy fighter at the start of the game – if the enemy Leader is on the battlefield you must choose them. Reveal this Sub-plot in the End phase if at least one of your fighters is within 6" and line of sight of the chosen fighter. If for three consecutive turns in each End phase you have a friendly fighter within 6" and line of sight of the chosen fighter, discard this card to add 2D6x10 credits to your gang's stash. |
| 9 | A Dark Mirror: Reveal this Sub-plot after an enemy fighter completes their activation. One of your fighters within 18" and line of sight of the enemy fighter must then make exactly the same action(s) as the chosen fighter (i.e., move, shoot, charge, etc), though need not use the same weapons or select the same targets of their attacks. In each subsequent round, the fighter must activate after the enemy fighter and copy their actions. If they can do this for three consecutive rounds, they gain D3 XP. If they can keep it up until the end of the battle, they earn D6 XP instead. |
| 10 | Dead of Night: At the start of the game, secretly choose a number between 6 and 12. If, when the round number matches the number chosen, no enemy fighters have line of sight to any of your fighters, your gang immediately gains a gang tactic for use later in this battle. |
| Jack | No Witnesses: Reveal this Sub-plot if one of your fighters takes an enemy fighter Out of Action while neither fighter is within line of sight of any other fighters. Place a marker where the enemy fighter went Out of Action (this marker can be moved just like a Loot casket as detailed in the Necromunda Rulebook). If, by the end of the game, no enemy fighters have come within 1" of the marker, add D6x10 credits to your gang's stash. |
| Queen | Hive Ghosts: Reveal this Sub-plot if one of your fighters recovers from being Seriously Injured and goes on to take an enemy fighter Out of Action. If they do so, they earn D3 XP. If they do this and remain out of line of sight of any enemy fighters for the remainder of the game, they earn D6 XP instead. |
| King | Memory Fades to Myth: Secretly choose one of your fighters at the beginning of the game. Each time an enemy or friendly fighter is Seriously Injured or taken Out of Action within line of sight of the fighter, make a note. If, at the end of the battle, the chosen fighter is still on the battlefield, reveal this Sub-plot. If they witnessed at least three fighters being Seriously Injured or taken Out of Action, add D6x10 credits to your gang's stash. If they witnessed five or more fighters suffering these fates, add 3D6x10 credits to your gang's stash instead. |
Escher Sub-plots
RAW ✔️ House of Blades, p89
The fighters of House Escher revel in the surgically (and stylishly) applied shock and awe of battle, dealing as much damage as they can in as short a time as possible to demoralise and disorientate their enemies. They value skilful kills and daring attacks, their fighters gaining great renown from their peers for impressive battlefield feats. Escher fighters are also well known for their use of poisons and chems to take down their foes, and the Clan Chymists regularly supply gangs with new experimental toxins to try out in battle.
If players are using sub-plots in their battles then an Escher player may choose to use the Escher Sub-plots table rather than any of the ones in the rulebook. Unlike the sub-plots in the rulebook, Escher sub-plots do not use suits (i.e., any Ace drawn will represent the Decapitation sub-plot regardless of its suit).
| Card | Sub-Plot |
|---|---|
| Ace | Decapitation: Reveal this sub-plot should one of your fighters take the enemy Leader Out of Action using a weapon with the Melee or Versatile trait. Your gang immediately gains D3 Reputation. If the enemy Leader was taken Out of Action by your own Leader, your gang gains D6 Reputation instead. |
| 2 | Murder Run: Reveal this sub-plot if at least three enemy fighters are Seriously Injured or taken Out of Action during a single round. Your gang immediately gains two randomly-determined Gang Tactics. If the enemy fighters were Seriously Injured or taken Out of Action by weapons with the Melee or Versatile trait, your gang immediately gains three randomly-determined Gang Tactics instead. |
| 3 | Experimental Gas: Reveal this sub-plot the first time an enemy fighter is Seriously Injured or taken Out of Action by one of your own fighters using a weapon with the Gas trait. Your fighter immediately gains 1 XP. If two or more enemy fighters were Seriously Injured or taken Out of Action by this fighter, they gain D3 XP instead. |
| 4 | A Dark Fate: Reveal this sub-plot immediately during the post-battle sequence should your gang capture an enemy fighter. You may immediately roll on the Lasting Injury table for the captured fighter and apply the results. On any result other than 'Memorable Death', the fighter is then returned to its own gang, and your own gang gains D3 Reputation. |
| 5 | A Thousand Cuts: Reveal this sub-plot if an enemy fighter is taken Out of Action because their Toughness characteristic has been reduced to 0 by Flesh Wounds. Your gang gains D3 Reputation. If the enemy fighter was a Champion or Leader then your gang gains D6 Reputation instead. |
| 6 | Flawless Victory: Reveal this sub-plot if, during the Wrap-up, none of your fighters are Seriously Injured or taken Out of Action, and if you have won the scenario. Your gang gains 3D6x10 credits. If at least a third of your opponent's gang was Seriously Injured or taken Out of Action, your gang gains 4D6x10 credits instead. |
| 7 | Scrag 'em All: Reveal this sub-plot if the battle ended before round 9 and your gang was victorious. Your gang gains D3 Reputation. If the battle ended before round 6, and your gang was victorious, your gang gains D6 Reputation instead. |
| 8 | A Slow Poison: Reveal this sub-plot should an enemy fighter that was Seriously Injured by a weapon with either the Gas or the Toxin trait go Out of Action during any subsequent Recovery phase. Your gang gains D6x10 credits. If the enemy fighter was a Champion or Leader then your gang gains 2D6x10 credits instead. |
| 9 | Terror Tactics: At the start of any round, if there are at least three Broken enemy fighters, reveal this sub-plot. Your gang immediately gains one randomly-determined Gang Tactic. If any of the Broken enemy fighters are a Champion or a Leader, your gang immediately gains two randomly determined Gang Tactics instead. |
| 10 | Queen takes King: If your gang Leader takes an enemy Leader, Champion or Bounty Hunter Out of Action, reveal this sub-plot. Your gang gains D6x10 credits. If they took the enemy Leader, Champion or Bounty Hunter Out of Action using a weapon with the Melee or Versatile trait, they gain 2D6x10 credits instead. |
| Jack | Bloody Sisterhood: Reveal this sub-plot if, during any Recovery phase, two or more of your fighters recover from being Seriously Injured (i.e., they roll a Flesh Wound on the Recovery dice and become Prone and Pinned). Your gang gains D3 Reputation. |
| Queen | Attention Seeker: Reveal this sub-plot during the Wrap-up if, during the battle, one of your fighters Seriously Injured or took Out of Action at least three enemy fighters. Your gang gains 1 Reputation. If the fighter Seriously Injured or took Out of Action at least three enemy fighters using a weapon with the Melee or Versatile trait, your gang gains D3 Reputation instead. |
| King | Cruel and Unusual: Reveal this sub-plot if in the End phase of any turn at least three enemy fighters have been taken Out of Action with the Coup de Grace (Simple) action so far in this battle. Your gang immediately gains one randomly-determined Gang Tactic. If any of the fighters taken out by a Coup de Grace (Simple) action were a Leader or Champion, you may generate two Gang Tactics instead. |
Goliath Sub-plots
RAW ✔️ House of Chains, p99
House Goliath has its own way of doing things, which usually includes raw displays of strength and dishing out excessive amounts of violence. Unlike other Clan Houses, they care little for the nuances of inter-clan politics, or the whims of the Great Houses. A Goliath gang that wins its wars through subterfuge is no Goliath gang at all, and the demands of the Clan House reflect these savage beliefs. To this end, House Goliath sub-plots are not so much cunning schemes or uphiver plans as they are chances for Goliath gangs to prove just how tough they really are.
If players are using sub-plots in their games (see the Necromunda Rulebook) then a Goliath player may choose to use the Goliath Sub-plots table rather than any of the ones in the rulebook or elsewhere. Unlike the sub-plots in the rulebook, Goliath sub-plots do not use suits (i.e., any Ace drawn will represent the King Hit sub-plot regardless of its suit).
| Card | Sub-Plot |
|---|---|
| Ace | King Hit: Reveal this card when one of your fighters takes an enemy fighter Out of Action with an unarmed attack (taking an enemy Out of Action with a Coup de Grace action does not count). The fighter immediately earns D3+1 XP. If they were Engaged with two or more enemies when this card was revealed, they earn D6+1 XP instead. |
| 2 | Raw Aggression: Reveal this card at the end of the game, provided there is still at least one model from your gang on the battlefield. If all of your remaining fighters are in your opponent's deployment area, your gang gains D3 Reputation. Additionally, if the battle ended without any of your fighters going Out of Action, earn 2D3 Reputation instead. |
| 3 | Stimmer Rampage: Reveal this card after both crews have deployed but before the first round begins. Every fighter in your crew begins the game under the effects of a stimm-slug stash Unlike a normal stimm-slug stash these effects last until the end of the battle, or when the fighter suffers a Serious Injury. However, the rigours of such high doses of stimms mean that when rolling to see if a fighter is overcome by the effects of the chems, they must roll a number of D6 equal to the current round, with any results of 1 forcing them to suffer an Injury dice. If you win the scenario, your gang earns D6 Reputation, in addition to any scenario rewards. If you lose, your gang's Reputation is decreased by D3 instead. |
| 4 | Paid Overkill: If, at the start of any of your activations, two or more of your fighters are Engaged with the same enemy fighter, you may reveal this card. If at the end of the activation the enemy has been taken Out of Action, your gang gains D6x10 credits. |
| 5 | Pit Fight: The first time one of your fighters uses a weapon that does not have the Melee trait, discard this card. If, at the end of the battle, your fighters only used weapons with the Melee trait, reveal this card. Every fighter in your gang gains D3 XP, in addition to any other XP awarded for the scenario. |
| 6 | Show of Brawn: Reveal this card when a fighter in your crew uses a Brawn skill (i.e., Bull Charge, Bulging Biceps, Crushing Blow, Headbutt, Hurl, Iron Jaw), whether their action is successful or not. For passive skills, like Iron Jaw, this card can be revealed when the skill is triggered (i.e., when an opponent makes an unarmed attack against them). The fighter gains +1 XP. If the use of the skill took an enemy fighter Out of Action, they gain +D3 XP instead. |
| 7 | Excessive Force: If one of your fighters inflicts 5 or more points of damage to an enemy fighter in a single activation, reveal this card. Your gang gains + 1 Reputation. If the attack resulted in the enemy fighter going Out of Action, your gang gains +2 Reputation instead. |
| 8 | Personal Vendetta: Reveal this card should your gang's Leader take your opponent's Leader Out of Action with either a Shoot (Basic) action, or a Fight (Basic) action. Your gang immediately gains D3 randomly determined Gang Tactics. |
| 9 | Sky Stomp: Should one of your fighters fall on an enemy fighter (see the Necromunda Rulebook), reveal this card. If the enemy fighter was Seriously Injured or taken Out of Action, your fighter gains +1 XP. In addition, if your fighter survived the fall (i.e., they were not Seriously Injured or went Out of Action themselves), they gain an additional +1 XP. |
| 10 | Impressive Combo: Reveal this card if a Champion or Leader belonging to your gang wounds two or more enemy fighters during a single activation, using a weapon with the Melee trait. Your gang gains +1 Reputation. If three or more enemy fighters were wounded by the Champion or Leader using a weapon with the Melee trait, then your gang gains D3 Reputation instead. |
| Jack | Contempt for the Weak: Reveal this card during the Choose Crew step of the pre-battle sequence. You can reduce the size of your crew (as determined by the scenario) by up to half the number of models in your gang, to a minimum crew size of 1. If the scenario allows you to take your entire gang (i.e., Custom Selection without a number in brackets), then your entire gang is effectively your crew, and may be reduced as described above. Should your gang win the scenario, it receives D6x10 credits for each fighter that was removed from your starting crew. |
| Queen | Back from the Dead: Reveal this card the second time one of your fighters recovers from being Seriously Injured (i.e., rolling a Flesh Wound when making a Recovery test and becoming Prone and Pinned). Your gang gains +D3 Reputation. If the recovered fighter then goes on to take an enemy fighter Out of Action before the end of the battle, your gang instead earns +2D3 Reputation. |
| King | Naked Brutality: Reveal this card during the Choose Crew step of the pre-battle sequence. Choose one of the fighters in your crew and tuck this card under their Fighter card or otherwise note that they are the subject of this sub-plot. For the duration of this battle the chosen fighter counts as having no weapons, armour or Wargear, regardless of what appears on their model. If the fighter manages to inflict a Serious Injury, or an Out of Action result, on an enemy fighter, and if they are still on the battlefield at the end of the game then they earn 6 XP. |
Orlock Sub-plots
RAW ✔️ House of Iron, p90
House Orlock gangs enforce the will of their House and ensure its mining operations continue as they have always done. Sometimes, this means straight up killing rivals in as efficient a way as possible, other times it means making an example of them. Orlock gangs are also known for their hardiness, and many times a gang will do something difficult or dangerous just to prove they can.
If players are using sub-plots in their battles (see the Necromunda Rulebook), then an Orlock player may choose to use the Orlock Sub-plots table rather than any of the ones in the rulebook. Unlike the sub-plots in the rulebook, Orlock sub-plots do not use suits (i.e., any Ace drawn will represent the Hardman sub-plot regardless of its suit).
| Card | Sub-Plot |
|---|---|
| Ace | Hardman: Reveal this card when one of your fighters suffers two or more Flesh Wounds as part of a single damaging hit. If the fighter is still on the battlefield after working out the effects of the hit, your gang gains 1 Reputation. If the fighter is still Standing and Active, they gain D3 Reputation instead. |
| 2 | Sumptown Shakedown: Reveal this card when a friendly fighter performs a Coup De Grace (Simple) action. Instead of rolling on the Lasting Injury table for the opponent's fighter, instead count the result as Out Cold, and add D3x10 credits to your gang's Stash. For the remainder of the battle, whenever a friendly fighter performs the Coup De Grace (Simple) action, the fighter taken Out of Action automatically counts the result on the Lasting Injury table as 12-26 Out Cold, and D3x10 credits are added to your gang's Stash. |
| 3 | Prospecting Mission: Reveal this card at the start of the battle, after both crews have deployed, but before rolling for Priority. Place three markers anywhere on the battlefield at least 12" from your deployment zone, and at least 8" from each other. During the battle, if one of your fighters is activated within 1" of one of these markers they may perform the Prospect (Basic) action, and remove the marker from the battlefield. At the end of the battle, add D6x10 credits to your gang's Stash for each marker that was removed. |
| 4 | Comeback King: Reveal this card at the start of any round if your gang has failed a Bottle test and your opponent has at least three times as many fighters on the battlefield as you do. If you subsequently go on to win the battle, your gang gains D3 Reputation. |
| 5 | Call them Out: Reveal this card at the start of the battle, after both crews are set up but before rolling for Priority. Choose one of your fighters and one of your opponent's fighters. If, during the course of the battle, your chosen fighter takes the chosen enemy fighter Out of Action from a distance of no more than 6", your gang gains D3 Reputation. |
| 6 | Take a Beating: Reveal this card if you win the battle with three or fewer friendly fighters Standing and Active. If you do, add D6x10 credits to your gang's Stash. If you won the battle with only a single friendly fighter Standing and Active, gain 2D6x10 credits instead. |
| 7 | Race the Clock: If the battle ends before the start of round 7, and you are the winner of the scenario, reveal this card to gain 1 Reputation for your gang. If the battle ended before the start of round 3, and your gang was the winner of the scenario, gain D3 Reputation instead. |
| 8 | Outland Showdown: Reveal this card at the start of any activation if a friendly fighter and one of your opponent's fighters are within 12" of each other, but also both more than 12" from any other fighters. If this is the case, and your fighter can Seriously Injure the enemy fighter, or take them Out of Action, your gang gains 1 Reputation. |
| 9 | Hostile Negotiations: When your opponent plays a gang tactic, if you have fewer fighters on the battlefield than your opponent does, reveal this card to immediately gain a single gang tactic. If they have three times as many, or more, fighters than you, gain two gang tactics instead. |
| 10 | Badzone Brotherhood: Reveal this card if one of your Champions or your Leader use the Leading by Example special rule to allow three or more friendly fighters to automatically pass their Cool checks. The Champion or Leader immediately gains D3 XP. If the Champion or Leader used the Leading by Example special rule to allow all remaining members of the crew to automatically pass their Cool checks, they will gain D6 XP instead. |
| Jack | Mano-a-Mano: Reveal this card at the start of any activation while your Leader is Engaged with your opponent's Leader. If your Leader takes your opponent's Leader Out of Action with a Fight (Basic) action, add D6x10 credits to your gang's Stash. If your Leader did so while Engaged with more than one enemy fighter, then add 2D6x10 credits to your Stash instead. |
| Queen | Ash Bath: Reveal this card if three or more enemy fighters are subject to the Blaze condition at the same time to immediately gain a single gang tactic. |
| King | The Last Round: Reveal this card if one of your fighters successfully reloads one of their weapons and then takes an enemy fighter Out of Action with the same weapon as part of a single activation. That fighter gains D3 XP. If more than one enemy fighter was taken Out of Action during this single activation, the fighter gains D6 XP instead. |
Van Saar Sub-plots
RAW ✔️ House of Artifice, p90
The gangs of House Van Saar operate to protect the interests of the House, ensuring its vast manufactoria operations are protected from hostile rivals whilst simultaneously keeping the secrets of the House secure from outsiders. To do this, Van Saar gangs rely on their technological superiority and the intellectual prowess of handpicked gang leaders to present shows of unrivalled strength through superior tactics and firepower. Where other gangs rely on brute force or dogged determination to win a fight, House Van Saar prefers to outwit and outgun its foes.
If players are using Sub-plots in their games (see the Necromunda Rulebook), then a Van Saar player may choose to use the Van Saar Sub-plots table rather than any of the ones in the rulebook. Unlike the Sub-plots in the rulebook, Van Saar Sub-plots do not use suits (i.e., any Ace drawn will represent the Retaliatory Fire Sub-plot regardless of its suit).
| Card | Sub-Plot |
|---|---|
| Ace | Retaliatory Fire: Reveal this Sub-plot if a Champion or Leader belonging to your gang is Seriously Injured or taken Out of Action by an enemy fighter. If, at the end of the Action phase, that enemy fighter is Seriously Injured or taken Out of Action, every fighter in your gang gains 1 XP. If the enemy fighter is not Seriously Injured or taken Out of Action by then, this card is discarded. |
| 2 | Methodical: Reveal this Sub-plot the first time a Seriously Injured enemy fighter is taken Out of Action by one of your fighters as a result of a Shoot (Basic) action. Your fighter immediately gains an additional 1 XP. |
| 3 | Shooting Gallery: The first time one of your fighters becomes Engaged by an enemy fighter, discard this Sub-plot. If, at the end of the battle, this Sub-plot has not been discarded, reveal this Sub-plot. If you do so, your gang earns D3 Reputation, in addition to any scenario rewards. |
| 4 | Forward Thinking: Reveal this Sub-plot when your opponent plays a gang tactic. If you have yet to play a gang tactic this battle, immediately gain one randomly determined gang tactic. If your opponent has played two or more gang tactics before this Sub-plot is revealed, and you have yet to play any gang tactics, immediately gain two randomly determined gang tactics instead. |
| 5 | Radiation Purge: Reveal this Sub-plot the first time an enemy fighter reduces their Toughness characteristic to 0 due to a 4+ being rolled as a result of the Rad-phage trait. Your gang gains D3 Reputation. If, however, that enemy fighter was a Champion or Leader, then your gang gains D6 Reputation instead. |
| 6 | Seize the System: If, at the start of any of your activations, two or more fighters have made a successful Intelligence check this round, for any reason, reveal this Sub-plot. You may immediately open, close and/or lock all doors on the battlefield, determining what happens to each door individually. |
| 7 | Sucker Punch: Reveal this Sub-plot if an enemy fighter becomes Seriously Injured or is taken Out of Action by a Reaction attack made by one of your fighters. That fighter gains an additional D3 XP. |
| 8 | Well-prepared: The first time one of your fighters fails an Ammo check, discard this Sub-plot. If, at the end of the battle, this card has not been discarded, your gang gains an additional D3 Reputation. |
| 9 | Reliable Tech: Reveal this Sub-plot during the Choose Crew steps of the pre-battle sequence. For the duration of the battle, only weapons with the Plentiful trait can be used; if a fighter that is part of your crew does not have such a weapon, they count as being equipped with a laspistol until the end of the battle, after which the laspistol is discarded. Should your gang win the scenario, it receives 2D6x10 credits, in addition to any scenario rewards. |
| 10 | Shoot for the Head: Reveal this Sub-plot if a fighter from your gang Seriously Injures or takes your opponent's Leader Out of Action with a Shoot (Basic) action. Your gang immediately gains D3 randomly determined gang tactics. |
| Jack | Explosive Message: Reveal this Sub-plot during the Wrap-up if, during the battle, one of your fighters Seriously Injured or took Out of Action at least three enemy fighters with attacks made with weapons with the Grenade trait. Your gang gains D6x10 credits, in addition to any scenario rewards. |
| Queen | Deadeye: Reveal this Sub-plot the first time an enemy fighter is Seriously Injured or taken Out of Action as a result of an Improbable Shot (i.e., the shot hit after rolling a 6 for the Improbable Shot and then successfully Injured the target) made by one of your fighters. That fighter gains an additional D3 XP and your gang gains an additional D3 Reputation. |
| King | Burning with Energy: Reveal this Sub-plot in the End phase of any round in which at least three enemy fighters have been taken Out of Action by any attacks with plasma weapons (i.e., plasma pistol, plasma gun, plasma cannon or plasma grenades). Your gang immediately gains one randomly determined Gang Tactic. If any of the fighters taken Out of Action in this way were a Leader or Champion, you gain two gang tactics instead. |
RAW ✔️ Necromunda Rulebook (2018), p150
The fortunes of a House are often tied invisibly to the rise and fall of its strongest allied gangs – each gang leader is akin to a general in the House’s armies, and each victory earns the House masters much kudos from their peers as well as political capital to further their schemes. For the most part, the gangs are given autonomy to further the interests of the House, largely by the simple act of fighting in its name, and sent to places where they can do the most good (or harm to the House’s foes). Sometimes, however, the nobles of a house will choose to take a more direct hand in matters – one which gang leaders ignore at their peril.
House Sub-plots represent the more direct meddling of the House in the activities of a gang. These side missions can be included in any of the scenarios, and allow a gang to earn some extra Reputation, Credits, Experience or gain additional Tactics cards should they complete them. Player’s should decide during the pre-battle sequence if they want to use House Sub-plots, with both players needing to agree to include them. If they do, they will need a deck of playing cards containing two Joker cards. Each player shuffles the deck and draws a card without letting their opponent see it – starting with the player with the lower Gang Rating, or, if both gangs have the same Gang Rating the player that rolls highest on a D6.
Then they should consult the tables that follow to see what kind of Sub-plot their gang has been given. If a Joker card is drawn, the player should immediately show it to their opponent and draw two new cards (without showing their opponent) giving them two Sub-plots for the game. If one of these cards is also a Joker card then repeat the process, giving the player a total of three Subplots. Each Sub-plot contains details on when it is revealed, how to complete it, and the rewards for doing so. Unless otherwise noted, once a card has been revealed, and its effects have been resolved, it is discarded.
We were inspired to create the Sub-plots rules by John Blanche’s Dark Millennium playing card set. The tables that follow have been written to work with any standard set of playing cards, however, if you want to use the Dark Millennium deck, use the following as a guide to match Sub-plots to the Dark Millennium cards: Imperium (Hearts),Chaos (Clubs), Mechanicus (Spades), Xenos (Diamonds).
Industrial Sabotage (Mechanicus/Spades)
Gangs are often ordered to attack the infrastructure of rival Houses, there being no swifter way to force a House out of favour than to bring down their production output.
| Card | Result |
|---|---|
| Ace | Spudwrenching: Attacks against machinery are a quick way for a House to hurt rivals, and many ancient technologies on Necromunda are irreplaceable. A fighter in your opponent's deployment zone may make the Spudwrenching (Double) action. Reveal this card the first time a fighter makes this action. Each time the action is successfully made, record it. If one of your fighters completes three Spudwrenching actions in a row, they have destroyed something vital to the opposing House and your gang gains D3+1 Reputation. |
| 2 | Spreading Unrest: The House wants to stir trouble among the enemy's workers and tasks your gang with spreading seditious propaganda. A fighter in your opponent's deployment zone may make the Graffiti (Double) action. Reveal this card the first time a fighter makes this action. If it succeeds, record it. At the end of the game, if at least three Graffiti actions were completed, your gang gains D3 Reputation. |
| 3 | Superior Tools: The House has provided your fighters with an experimental weapon for testing. Reveal this card at the start of the game and randomly choose a fighter in your crew. For this battle, increase the Strength and Damage of one of their weapons by 1. If your gang wins the game, the test is considered a success and your gang gains D3 Reputation. |
| 4 | Scorched Earth: If the House cannot have a thing, then no one can. Reveal this card at the start of the game. If playing Zone Mortalis, destroy at least three doors. In Sector Mechanicus, choose a piece of terrain within 6 inches of the centre and wreck it. Treat the terrain as T8 W8 and automatically hit due to its size. It remains on the table but is considered ruined. If the gang succeeds, gain D3 Reputation. |
| 5 | Show of Force: Winning is not enough. To demonstrate the House's dominance, the enemy must be crushed. At the end of the game, if at least five enemy fighters are Out of Action (excluding those who fled), reveal this card to gain D3+1 Reputation. |
| 6 | The Stitch Up: Houses sometimes frame enemy fighters for crimes to discredit rivals. Reveal this card at the start of the game and randomly choose a fighter from your opponent's crew. When one of your fighters is in base contact with them, they may make the Plant Evidence (Basic) action. If successful, gain D3 Reputation. At the end of the game, if the chosen fighter has not been Seriously Injured or taken Out of Action, gain an additional D3 Reputation. |
| 7 | Dangerous Ground: A patch of turf vital to your House must be held at all costs. Reveal this card at the start of the game and choose a piece of terrain or a game tile anywhere at least 12 inches from your deployment zone. If at the end of the game no enemy fighters are within 6 inches of that terrain or tile, gain D3 Reputation. |
| 8 | Right of Way: The House requires a clear route for moving goods. Reveal this card at the end of the game. If at least four of your fighters are in the enemy deployment zone, your gang gains D6 Reputation. |
| 9 | Decapitating Strike: Removing a gang's leadership undermines everything. Reveal this card when one of your fighters takes an enemy Leader or Champion Out of Action. At the end of the game, if the opponent has no Leader or Champion on the board, your gang gains D6 Reputation. |
| 10 | Meat for the Machine: Meat harvesters offer good credits for fresh bodies. Reveal this card if one of your fighters knocks an enemy into a pitfall or causes them to fall from a height and be taken Out of Action. Gain D3 Reputation. If during the game three or more enemies fall into pitfalls or are taken Out of Action by falls, gain an additional D3 Reputation. |
| Jack | Contemptuous Takedown: A boast about a contemptuous takedown makes excellent propaganda. Reveal this card if one of your fighters takes an enemy Out of Action with an unarmed attack. Gain D3 Reputation. If the enemy was a Leader or Champion, gain D6 Reputation instead. |
| Queen | Juve Cull: Removing weaklings from the population helps all Houses keep order. Reveal this card if your gang has taken all opposing Juves Out of Action. If the opponent has no Juves, reveal it if you take Out of Action the three fighters with the lowest Credits value. Completing this subplot earns your gang D6 Reputation. |
| King | Swift Victory: Quick victories impress House masters. Reveal this card at the end of the game if you win the scenario within 10 rounds or fewer, earning D6 Reputation. If you won within 5 rounds or fewer, earn 2D6 Reputation instead. |
Noble Whims (Hearts/Imperium)
Sometimes the personal whims of house nobles play themselves out through gang warfare and strange requests will come down from on-high.
| Card | Result |
|---|---|
| Ace | Extreme Displeasure: For reasons known only to the noble, one of the enemy fighters has earned their ire. Reveal this card at the start of the game after your opponent selects their crew but before deployment. Your opponent shuffles their crew deck and randomly selects a fighter. If that fighter is taken Out of Action by the end of the game, add D6x10 credits to your Stash. If they were taken Out of Action with a melee weapon or by a Coup de Grace, add 2D6x10 credits instead. |
| 2 | Noble Nephew: News reaches the gang that one of your fighters is supposedly related to someone powerful and must be protected. Reveal this card at the start of the game and randomly choose one of your Juves, or if none, a Ganger. If they suffer no wounds and inflict at least one wound on an enemy, add 10 credits to your Stash. If they suffer wounds but still inflict a wound, add D6x10 credits instead. After the game, it turns out the noble was mistaken. |
| 3 | Lost Heirloom: The noble has misplaced a vital heirloom and wants the gang to recover it, though they are unsure where it is. In Zone Mortalis it is hidden in a ductway. In Sector Mechanicus it is on an upper level of terrain roughly 12 inches or less across with a raised area. Fighters within 3 inches of a ductway or upper level may make the Search (Double) action. Reveal this card when the first Search is made. Roll a D6. On a 5+, or if this is the final unsearched location, the fighter finds the heirloom and you gain 2D6x10 credits. Otherwise, it is not there. |
| 4 | A Warning: The noble wants to send a message to the enemy Leader. When one of your fighters makes a successful melee attack against the enemy Leader, you may reveal this card and choose not to roll to wound. Cancel all hits and gain D6x10 credits. If your Leader made the attack, gain 2D6x10 credits instead. |
| 5 | Cruel and Unusual: The noble enjoys the screams of their enemies and gives the gang a vox recorder to capture them. If your fighters cause at least two enemy fighters to become Broken by the end of the game, reveal this card and gain D3x10 credits. If three or more fighters were Broken, gain D6x10 credits instead. |
| 6 | Spyrer Style: Appearance is everything. Reveal this card at the start of the game. Your gang has been forced to wear garish bright coats, huge floppy hats, or invisible-but-gaudy fashions. This reduces your opponent's cover bonus by 1 (full cover provides no benefit). If your gang wins, gain 2D6x10 credits. If you win with no fighters Out of Action, gain 3D6x10 credits instead. |
| 7 | Recovery Job: The enemy gang owes money to the noble. When one of your fighters is in base contact with any enemy fighter, they may make the Shakedown (Basic) action. Reveal this card the first time this action is made. Gain D3x10 credits. Shakedowns made against Leaders or Champions earn D6x10 credits instead. |
| 8 | Death From Above: The noble wants retribution delivered from on high. If one of your fighters takes an enemy fighter Out of Action by falling on them or by knocking them into a fall, reveal this card to gain 2D6x10 credits. If the enemy was a Leader or Champion, gain 3D6x10 credits instead. |
| 9 | A Suitable Spectacle: The more blood, the better. If one of your fighters rolls 3 or more Injury dice at once and at least one result is Out of Action, reveal this card to gain D6x10 credits. |
| 10 | No Witnesses: A quiet kill helps advance the noble's plans. Reveal this card when you take an enemy fighter Out of Action and no enemy fighter has line of sight to the attacker or victim. Gain D3x10 credits. If your fighter took them out with a melee attack, gain D6x10 credits instead. |
| Jack | Make Some Noise: The noble wants to see the hive on fire. Reveal this card at the end of any round in which you have fired five or more weapons with the Blast, Rapid Fire, or Blaze traits without causing any wounds. Gain 2D6x10 credits. |
| Queen | Shadowing: A noble wants the gang to keep watch on an enemy fighter. Reveal this card at the start of the game and randomly choose a fighter from the opponent's crew. Any of your fighters within 12 inches of the target may make the Shadow (Double) action. The shadowing fighter takes no other actions. If the target moves, the shadowing fighter moves as well, staying within 12 inches unless blocked by impassable terrain or enemy models. At the end of the game, if any fighter has successfully shadowed the target, gain D6 Reputation. |
| King | Work for the Docs: The noble has a stake in a local sawbones shop and wants the gang to drum up business. Reveal this card at the end of the game. For each fighter, friendly or enemy, that went Out of Action but did not die (6 on the Lasting Injury table), you gain D3x10 credits. Fighters who rolled Trip to the Docs provide D6x10 credits instead. |
Unforgiving Underhive (Clubs/Chaos)
Knock-on effects from the great games played by the houses (and constant warfare between gangs) can change the fortunes of a gang even before the first round is fired.
| Card | Result |
|---|---|
| Ace | Vox Failure: Gangers often make do with second rate gear. Reveal this card at the start of the game. For the duration of the scenario, your Leader's Leading by Example range is reduced to 6 inches and any of your fighters within that range add 1 to their Leadership and Cool characteristics to a maximum of 12+. If your gang wins the game, every fighter that participated gains D3 Experience in addition to any Experience rewards for the scenario. |
| 2 | Failed Assassination: Some fighters are not above evening the odds before a battle. Reveal this card at the start of the game and randomly select one of the fighters from your crew. For the duration of the game, that fighter reduces Move, WS, BS and Strength by 1. If they survive without being Seriously Injured or taken Out of Action, they gain D6 Experience in addition to any other rewards. |
| 3 | Wandering Watchmen: One of your patrols was in the right place at the right time. Reveal this card at the start of any round. Randomly select D3 fighters not part of your crew and set them up in your deployment zone. These fighters count as part of your crew for this scenario only. If you lose, none of them gain Experience. |
| 4 | Loaded for Sump Spider: Extra ammo rations have reached your gang. Reveal this card at the start of the game. For the duration of the scenario, your fighters may re-roll failed ammo tests. All hits from ranged weapons deal +1 Damage. Any fighter who survives the game without being taken Out of Action gains D3 Experience in addition to any scenario rewards. |
| 5 | Out of Favour: The gang's House has fallen out of favour and tension is high. Reveal at the start of the game. For the duration, add 2 to the Cool characteristic (to a maximum of 12+) of every fighter. If your gang wins, each fighter gains D3 Experience in addition to scenario rewards. If you win without any fighters taken Out of Action, each gains D6 Experience instead. |
| 6 | House Spies: Your gang's plans have fallen into enemy hands. Reveal this card before either gang deploys. Your fighters must deploy first, and your opponent automatically wins Priority in the first turn. Thereafter, the opponent gains +1 to all Priority rolls. Every fighter who survives without being taken Out of Action gains D3 Experience in addition to other rewards. |
| 7 | Doppelganger: One of your Gangers is not who they seem. Reveal this card when one of your Gangers (not Juves, Leaders or Champions) is taken Out of Action. Instead of removing them, leave them on the board and remove all effects such as fire or ammo depletion. They now count as part of the opponent's crew for the rest of the scenario. If one of your fighters takes the impostor Out of Action, they gain D6 Experience. No Lasting Injury roll is made for the impostor. |
| 8 | A Bit of Payback: Your fighters are riled up. Reveal this card the first time one of your fighters completes a Coup de Grace. That fighter gains 1 Experience in addition to any rewards. For the rest of the game, all Coup de Grace actions made by your fighters award +1 Experience, provided the fighter has not already gained Experience from this card. |
| 9 | Bad Day: Even leaders have bad days. Reveal when your Leader or a Champion activates and fails a Cool or Leadership based test by rolling a double. For the duration of the game, that fighter cannot make group activations. If they survive without being taken Out of Action, Leaders gain D6 Experience and Champions gain D3 Experience. |
| 10 | Act of Defiance: If you're going down, take as many with you as you can. Reveal this card when one of your fighters moves into base contact with two or more enemy models. They gain D3 Experience. If they take all enemies in base contact Out of Action in the same activation, they gain an additional D3 Experience. |
| Jack | Grim Resolve: Only the hard survive in Necromunda. Reveal when one of your fighters rallies from Broken. They gain 1 Experience. For the rest of the battle, every rally from Broken grants +1 Experience unless already granted by this card. |
| Queen | Hazard Pay: Surviving the underhive's dangers is a reward in itself. Reveal when a fighter leaps over a pitfall, survives fall damage, or interacts with a hazard and survives. They gain 1 Experience. For the rest of the battle, every such survival grants +1 Experience unless already granted by this card. |
| King | Chemical Solutions: Your gang has been sampling questionable chems. Reveal when one of your fighters suffers a Flesh Wound for the first time. For the rest of the game, your fighters ignore Flesh Wounds but must roll twice on the Lasting Injury table and accept the higher result if taken Out of Action. At the end of the game, every fighter in the crew who is still alive gains D3 Experience. |
Dark Influences (Diamonds/Xenos)
The Clan Houses are not the only ones that can conscript an underhive gang for their own agendas, and sometimes gang bosses will serve different masters, often without realising. The rewards of these unseen patrons may appear capricious or random, but in the fires of battles are rarely unwelcome.
| Card | Result |
|---|---|
| Ace | Outlaw Vendetta: Guilders are not the only ones who put out bounties. Reveal this card at the end of any round in which four or more enemy fighters suffer a Serious Injury or are taken Out of Action by your gang. If these conditions are met, draw a random Gang Tactics card. |
| 2 | Strangers in the Hive: Eyes watch from the darkness, waiting for your gang to lure prey into their grasp. Reveal this card when your gang takes an enemy fighter Out of Action with a melee attack who is out of line of sight and more than 12 inches from any models in their own gang. If these conditions are met, draw a random Gang Tactics card. |
| 3 | Deathly Silence: After a massacre, dark forces gather. Reveal this card if at least half of your opponent's crew is Seriously Injured, Out of Action or still held off the table as Reinforcements. If these conditions are met, draw a random Gang Tactics card. |
| 4 | Mind Slavers: Weak minds are fertile ground for predatory psykers. Reveal this card when an enemy fighter fails a Willpower test with a total of 10+. If these conditions are met, draw a random Gang Tactics card. |
| 5 | Scrap Code: A mysterious stranger has hired the gang to plant a code in the local cogitator network. Reveal this card at the start of the game and choose three pieces of terrain or consoles at least 6 inches from your deployment zone and at least 8 inches from each other. Fighters may make the Hacking (Double) action while within 1 inch of these points. If they succeed, record it. If your gang hacks all three locations, draw a random Gang Tactics card. |
| 6 | Cold Trade: An enemy fighter carries an off-world item of value to the Guilders. Reveal this card when one of your fighters takes an enemy Out of Action in melee or with a Coup de Grace. Roll a D6 and add 1 for each enemy previously taken Out of Action in melee or with Coup de Grace. If the modified roll is 6+, your gang has recovered the object and you may draw a random Gang Tactics card. |
| 7 | Suppression Order: Keeping an enemy pinned is a good way to let them know their place. Reveal this card at the end of any round in which every enemy fighter on the board is Prone. If these conditions are met, draw a random Gang Tactics card. |
| 8 | Official Secrets: Enforcers want evidence on a gang Leader. When one of your fighters activates within 6 inches of the opponent's Leader, they may make the Pict Capture (Double) action. If the fighter then begins their next activation in your deployment zone, you may remove them from the game (not Out of Action) and draw a random Gang Tactics card. |
| 9 | A Little Surprise: The gang has been given a bomb to help with urban renewal. Reveal this card at the start of the game and randomly select one of your fighters to carry the bomb. They may make the Plant Bomb (Double) action. If the bomb carrier completes this action three times within 6 inches of the centre of the board, the bomb is planted and you draw a random Gang Tactics card. If the carrier goes Out of Action before planting, resolve a frag trap centred on the carrier's position. |
| 10 | The Payoff: Credits change minds easily. Your fighters may make the Bribe (Basic) action if in base contact with an enemy Ganger or Juve. Reveal this card the first time you make this action. The enemy must pass a Willpower test. If they fail, they receive D3x10 credits, are removed from the board (not Out of Action), and the bribe succeeds. Once any enemy is successfully bribed, discard this card and draw a random Gang Tactics card. |
| Jack | Guilder Packet: Guilders use gangs as couriers. Reveal this card at the start of the game and randomly choose one fighter to be the courier. If, at the end of any round, the courier is in the enemy deployment zone, you may discard this card, remove the courier from the board (not Out of Action), and draw a random Gang Tactics card. |
| Queen | Dark Offering: Dark powers demand tribute. Reveal this card at the start of the game and choose a point at least 12 inches from your deployment zone. If at any time three or more Seriously Injured enemy fighters are within 6 inches of this point, discard this card and draw a random Gang Tactics card. |
| King | Bad Blood: A strange infection compels one of your fighters to spread tainted blood. Reveal this card at the start of the game and randomly select a fighter. If that fighter is taken Out of Action with a melee attack, draw a random Gang Tactics card. If they were a Leader or Champion, you may choose the Gang Tactics card instead. |