NECROMUNDA ADVANCES

Maintained by the GMaster - Updated 06/02/2002

These rules simulate the character advancement rules found in the basic set of Necromunda. However, you need to have the advancement table in the book available so that your characters can upgrade. For those of you without the book, here is a table I came up with that will do just as well...

Roll 2d and consult the table below... click on a link to take you directly to the advance that you rolled.

Dice Roll Advance
2 Strength or Attacks upgrade, roll 1d: 1-3 Strength, 4-6 Attacks
3 Weapon Skill or Ballistic Skill upgrade, roll 1d: 1-3 Weapon Skill, 4-6 Ballistic Skill
4 Initiative or Leadership upgrade, roll 1d: 1-3 Initiative, 4-6 Leadership
5 Wounds or Toughness upgrade, roll 1d: 1-3 Wounds, 4-6 Toughness
6 Agility skill, roll 1d and consult the Agility skill table
7 Combat skill, roll 1d and consult the Combat skill table
8 Ferocity skill, roll 1d and consult the Ferocity skill table
9 Muscle skill, roll 1d and consult the Muscle skill table
10 Shooting skill, roll 1d and consult the Shooting skill table
11 Stealth skill, roll 1d and consult the Stealth skill table
12 Techno skill, roll 1d and consult the Techno skill table

Every time your character has earned 10 character points, and has 10 character points to spare, he or she may roll on the advance chart in Necromunda. You may then choose whether or not to purchase the skill or bonus you rolled. If you choose not to do so, you will not be able to 'buy it back' later. If you do not have enough points at the present time, you may still buy the advantage, skill or increase. You MUST then devote all your character points into paying it off.

Scum, Bounty Hunters and Ratskin characters MAY roll on the advance chart (contrary to the Necromunda rules), but only when they have earned 20 character points and have 10 character points spare.

Remember that you can, in general, only get one upgrade once. The exceptions are any skill that translates to an advantage that can be bought in levels, or any attribute upgrade. For example, a Strength increase will let you upgrade for normal cost once, but you could roll it again and upgrade again. However, if you roll the Agility Skill Catfall, and then roll it again at a later date, you should roll again, because Catfall can't be bought in levels. You must stick with the advance that you roll! If you roll an advance that you already have, you should roll again.


Characteristic increases

A Strength increase allows you to upgrade your ST without having to pay the usual doubled cost.

An Attacks increase allows you to buy the Full Co-ordination advantage.

A WS or BS increase allows you to upgrade your weapons skills at half cost.

An Initiative bonus allows you to buy the Tactics skill (or alternatively, Combat Reflexes if the GM allows).

A Leadership bonus allows you to buy Strong Will and the Leadership skill.

A Wounds bonus allows you to buy Extra Hit Points (probably at least 2).

A Toughness bonus allows you to buy additional Toughness (at 10 points a level after Toughness DR 2, in case someone rolls this advance more than twice).


Agility Skills

Catfall give the Catfall advantage worth 10 points.

Dodge gives the Enhanced Dodge advantage worth 15 points.

Jump Back allows the character to perform a Retreat twice per turn instead of the usual 1. This advantage costs 10 points.

Leap gives the character 1 level of Super Jump worth 10 points.

Quick Draw gives the character +1 to all existing Fast-Draw skills for half the usual cost of upgrading.

Sprint gives the character 1 level of Enhanced Move: Running worth 10 points.


Combat Skills

Combat Master gives multiple close combat opponents a -1 to their skill for every additional opponent over 1. This advantage costs 15 points (actually, 10 points might be a better idea).

Disarm allows the character to cause any 1 opponent to drop their weapon on a successful contest of DX. This advantage costs 10 points (or you could buy the Disarming maneuver).

Feint gives the character +1 to all Feinting rolls. This advantage is costs 10 points (actually, 5 points might be more appropriate).

Parry gives the character Enhanced Parry worth 10 points.

Counter Attack allows the character to purchase the Riposte manoeuvre for any 1 of his close combat weapons skills.

Step Aside gives the character Enhanced Dodge (Close Combat only, -33%) for 10 points.


Ferocity Skills

Berserk Charge allows the character to double his attacks for the first turn of combat. He may not parry and can dodge only once. This advantage costs 15 points.

Impetuous allows the character to move 1/2 of your move away toward a new opponent if you down your existing opponent in hand to hand combat. This advantage costs 10 points.

Iron Will gives the character Strong Will +2 and Fearlessness +1 costing 10 points.

Killer Reputation forces any foes that see your character to make a Fright Check! This only happens once per foe. This advantage costs 20 points.

Nerves of Steel give the character Fearlessness +5 worth 10 points.

True Grit gives the character 1 extra level of Toughness, which could cost between 10 and 15 points.


Muscle Skills

Body Slam gives the character a +1 to all rolls when making or resisting a Slam attack. This advantage costs 10 points.

Bulging Biceps gives the character the Extra Encumbrance advantage costing 5 points.

Crushing Blow allows the character to do +1 damage in close combat with all unpowered weapons. This advantage costs 10 points.

Head Butt allows the character to buy the Head Butt manoeuvre.

Hurl Opponent allows the character to buy the Judo skill.

Iron Jaw gives the character 1 extra level of Toughness, which could cost between 10 and 15 points.


Shooting Skills

Crack Shot lets the character reduce the penalties for shooting various hit locations by 1 to a minimum of 0. This advantage costs 15 points (actually, 10 points might be better).

Fast Shot allows the character to fire any RoF 2~ or 3~ weapon 1 additional time per turn at -3 to skill. This advantage costs 10 points.

Gunfighter allows the character to fire two pistols of the same type at a -4 to skill. This advantage is specific to a certain weapon and it costs 10 points.

Hip Shooting allows the character to run and shoot without incurring any penalties. This advantage costs 5 points.

Marksman allows the character to add half his weapons Acc bonus even if he did not aim. It only applies to 1 weapon and it costs 15 points (10 points might be better).

Rapid Fire allows one specific Pistol / Basic weapon to be fired once more at a target with a -2 penalty. This costs 5 points.


Stealth Skills

Ambush allows your character to engage in Opportunity fire at a maximum of a -4 penalty. This advantage costs 10 points.

Dive allows the character to run with the Stealth skill at a -1 penalty. This advantage is worth 5 points.

Escape Artist gives the character Double Jointed worth 5 points. If he already has this advantage, he can buy Flexibility at a cost of 10 points more.

Infiltration allows the character to upgrade their Stealth skill (and other related skills, such as Camouflage and Shadowing) for half the normal cost.

Sneak Up gives the character 1 level of the Silence advantage costing 5 points.

Evade gives any foes shoting at the character a -1 to hit penalty, in addition to any other situational modifiers. This costs 15 points.


Techno Skills

Armourer allows the character to purchase any Armoury skills.

Fixer allows the character to purchase the Merchant skill.

Inventor gives the character the Gadgeteer advantage costing 25 points.

Medic allows the character to purchase the First Aid, Diagnosis and Physician skills.

Specialist allows the character to buy a weapon skill he is not familiar with.

Weaponsmith allows the character to purchase the Armoury skill, specialising in any 1 of his weapons.


As you can see, a great deal of the Necromunda skills just relate to standard GURPS skills. The advantage of these skills is that you can buy them immediately without taking the time to learn them and / or finding a teacher to teach them to you!

With reference to the point costs, I just made them up off the top of my head. So don't blame me if they're wrong! They were determined on the relative importance and usefulness of the skill (In this recent updates, I have made some suggestions relating to overly high points costs - feel free to use either cost).


This many skilled Gangers have made it here:

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