Helsreach Rules for Boyl

Build yourself a gang, come and play.


WOE and skrivens, the Necrons have enslaved Helsreach! Their power must be broken.
Destroy the Monolith and banish the Oni-Cron, Arch Necro-tech Lord of the Fell Dynasty!
Waargh! Agguruk stirs in the desert, and a swarm of orks pile in for the kill!
The Ex-Helsreachers and Outlaw gangs share the same shanty town that encircles their previous home.
Hell-bent on over throwing the Necro tyrant, they-band together in one last desparate attempt to reconquer thier city.



This is where we layout a 12 x 6 foot board representing the town of Helsreach and invite you all to bring a gang and play.
We will be running it using the Necromunda rules from pre-2017, so anything from that era is acceptable.
The official rule set is Necromunda Underhive 2003, but if you dont know the rules dont worry!
Gangs can be built using any list from pre-2017, including the original book, any Fanatic magazines, Inquisimunda from YakTribe, and such like resources.
Orc lists can be built using GorkaMorka, but remember that 1 Teef are worth 10 Credits.


BUILDING YOUR GANG

Players who want to join in should bring a 1000 cred starting gang, or 100 Teef
Each gang may bring vehicles enough to mount the all their models. The board is big, transport is needed!
Players may also spend 20 Helsreach points to add a bit more flavour to the gang and vehicles.

As stated above you can use any source to build your Necromunda gang as long as it predates the 2017 release
This includes Necromunda, Inquisimunda, Fanatic Magazine, Yaktribe, etc.

Necromunda Underhive 2003 rules hosted on Yaktribe (you need to create a free account to download)
Inquisimunda for exotic gangs hosted on Yaktribe (you need to create a free account to download)


Orc lists can be built using GorkaMorka, but remember that 1 Teef are worth 10 Credits. You can import weapons from Necromunda if you would like to!
Unamed Gorkamorka Site has the Gorka/Morka faction for building a gang

AIM OF THE GAME

To "win" the game, players should collect Helsreach Points
The player with the most Helsreach Points is delared the winner!
Players get 20 Helsreach Points to start the game, which are spent on Upgrades for thier gang and vehicles.
Players earn Helsreach Points during the game by performing actions with thier gang.
These Helsreach Points can be hoarded to become the winner, or used to buff thier gang and make them more powerful during play.
Rules about how to earn Helsreach Points are listed below.

TURN STRUCTURE

We will be using a modified turn structure. Turns will not alternate, all players will have simultanteos turns!
Each turn is split into 2 phases: The Movement Phase and the Action Phase.
So everybody gets to move in the movement phase, everyone gets to shoot, fight etc in the action phase.
Bare in mind that this makes charging and charge reactions maybe a little bit tricky in edge cases. Thats what GMs are for! Also overwatch will be very important to protect shooters from charges.
Casualties will be removed at the end of the phase, so anyone shot will not be able to do thier combat, but even if a shooter gets hit they still get thier shots back.
Dont forget overwatch!

HELSREACH POINTS

Players may also spend 20 Helsreach Points.
Simply pick any combination of 20 upgrades from the list below. Each costs 1 Helsreach point.

STAT INCREASE +1 to any stat. May not go above the normal race maximum. The human one is is below:
M WS BS S T W I A Ld
10_7__7__7_7_6_8_6_10

SKILL: Choose any skill from your gangs skill tables.

ARMOUR: Each armour upgrade increases the armour save by one "pip". Minimum is obviously 2+ ;)

CASH: The gang gets +10 creds, or +1 Teef.

EXPERIANCE: Experience may be bought for the gang at 5 creds per experience point, so thats 2 experiance for each Helsreach points.

VEHICLE UPGRADE: These are in the vehicle section.

HELSREACH ECONOMY

At the end of both days the player with the most Helsreach Points will be declared the days winner.

Players gain Helsreach Points by performing certain actions as follows:

1. Killing the opposition. Players get 1 Helsreach Point for each wound or vehicle damage point they inflict.

2. Gather resources. A set number of boxes, crates and barrels will be placed around the board. Players may trade them in for 1 Helsreach Point each at the market or Outlaw Trading Post.

3. Hunting. Taking a dead animal to the Bush Meat Trader or Outlaw Trading post earns 1 Helsreach Point per wound of the animal.

4. Reassmbling the statue. A huge statue is missing 3 parts. Players who can re-fit a part will be rewarded with 10 Helsreach Points.

5. Other outstanding feats of bravery or amusing acts of ridiculous tomfoolery will also be awarded Helsreach Points at the Gm's discretion.

SPENDING HELSREACH POINTS
DURING THE GAME

Players can also spend Helsreach Points during the game. These are permanently removed from the gang's Helsreach Points total.
They may be spent on the following options:

1 Helsreach Point to respawn a model that is out of action. Models are either respawned at the Doc's or at the Outlaw Trading Post.

1 Helsreach Point may be spent to respawn a damaged or destroyed vehicle. This is then placed at the GMs discretion, probably very close to your gang unless that would be really unfair ;)

1 Helsreach Point may be spent to purchase D6 weapon reloads at the market.

1 Helsreach Point may be spent to make a gang upgrade. These are the same as the 20 upgrade points for gang generation. This includes stat increases, new skills, vehicle upgrades etc.



NOTES ON METAGAMING:
PLayers can buff thier gang, or single gang member, by spending Helsreach Points to increase a stat.
Distance and line of sight are not nessisary to do this so part of the gang can be earning points while another secion goes into action.
Wounds can be replaced on the combat team as they are earned.

VEHICLES

Vehicles are free to include in your gang. Players may take as many as they like. These rules are as simple as I could make them! They worked last time pretty well.
Each vehicle must be driven by a member of your gang, although they driver may change or get out.
You can mount weapons on them as you choose, but the weapon costs come out of your gang creds.

Movement Toughness Capacity Damage Manouverability

TYPE: MOVEMENT: WEAPON SKILL: ATTACKS: TOUGHNESS: CAPACITY: DAMAGE: MANOUVREABILITY:
BIKE 36 1 1 5 2 5 270
JET BIKE 100 1 1 5 1 3 270
CIVILIAN CAR 24 1 1 5 5 10 180
TRAILER 0 0 0 5 4 10 0
ORNITHOPTER 36 1 1 4 4 10 270
MINING WALKER 12 1 1 6 12 15 90
DREADNOUGHT OR ROBOT 12 3 2 6 1 10 360

Dreadnoughts and Robots count as having a single human or grot driver, who can be given Upgrades or mounted weaponry.

VEHICLE UPGRADES

Upgrades are taken out of your allowance of 20 upgrades for the gang. Each costs 1 Helsreach point

ARMOURED VEHICLE. Each increase adds +1 T to your vehicle to a max of 8.

ENCLOSED CREW SPACE: This is a single space for one crew member, more spaces may be added.
A model in an enclosed crew space may not be targeted by shooting or combat, but may not attack or shoot.
If the model opens the hatch to fire out or attack out then they are visible and may be shot with Overwatch, shot in the next turn or Attacked in combat.
Weapons mounted on the vehicle can be used by players in enclosed crew spaces. Each weapon may only be used by one character per turn.
The enclosed crew space can be Closed or Open and remains that way until the players next turn. A player cannot open a hatch and close it in the same turn.
Models in a closed compartment are not visible and may not be shot at or attacked in combat, but may themselves not shoot or attack, unless using a weapon mounted on the vehicle.
Models in an open compartment are visible and may be shot at or attacked and may do so themselves.

ASSAULT VEHICLE: Models disembarking may make a charge move.

FASTER! Each of these upgrades makes the vehicle go 5" further.

RELIABLE: The vehicle gets +1 Damage. More may be added.

EXTRA SEAT. Add +1 Capacity for each extra seat.

RAM: Making a ram with your ram adds another D6 damage to the target vehicle.
If the vehicle susessfully hits a pedestrian then the character is wounded on a 3+ rather than a 6.

COMBAT APPENDAGE: Each combat appendage adds plus +1 to the Weapon Skill of the vehicle and gives it an extra +1 Attack.

VEHICLE RULES

MOVEMENT
Vehicles may only increase their speed by half of their Movement each turn. SO vehicles go from 0 to full speed in 2 turns.
Models may decelarate at thier full speed, so can basically stop at any time.
Players must declare during their movement phase if the vehicle is moving or if it has come to a halt.Vehicles can be moved then declared to be stationary.

MANEUVERABILITY
Maneuverability shows how many degrees a vehicle may spin each turn.
A vehicle may spin any amount of degrees at any point in its movement.
Vehicles may make multiple spins each turn as long as the total is not more than it's Manouverability.
This rule is to make moving simple, so just estimate, usually in 45, 90 or 180 degree spins.

SPECIAL DAMAGE
If a vehicle takes more than 3 damage in a single turn it may take Special Damage.
Roll a D6,


Minor Mishap
1. Chips the paint work.
2. Lurches forward 3D6 inches.
3. Random Passenger(or diver) falls off and is pinned.
4. Immobilised
5. Severe crash. Everyone on board must pass an Initiative test or take a wound. Armour saves apply as normal.
6. Destroyed. All models within D6" are caught in the explosion, at S2+D6

SHOOTING AT MODELS ON VEHICLES
Models in a vehicle or mounted on one are in hard cover at all times.
You need actual line of sight to be able to hit them.
Models in an enclosed crew space are not visible and may not be targeted.

BOARDING OR DISEMBARKING
Models may move or run onto or off a stationary vehicle as if it were a piece of terrain.
To get on or off a moving vehicle, take an Initiative test.
If failed, the figure is placed off the vehicle at a random point and is pinned.
Players must declare during their movement phase if the vehicle is moving or if it has come to a halt.
Characters may not charge onto or off a vehicle, even if it is stationary. If the vehicle has the assault vehicle upgrade then mounted characters may make a charge move off it.

VEHICLE and COMBAT
Vehicles cannot be locked in combat and may move away without restriction in the movement phase.
Vehicles count as WS 1 with 1 attack and initiative 1. Resolve hits at Stength equal to toughness.

ATTACKING A VEHICLE
A vehicle may be charged as normal and attacked.
Roll to attack vehicles as normal.
Vehicles count as WS 1 with 1 attack. Resolve hits at S equal to toughness.

ATTACKING SOMEONE ON FOOT FROM A VEHICLE
Characters mounted on a vehicle may attack any one on foot that the vehicle is touching in the Combat phase.
The models on the vehicle do NOT count as charging, so dont get a bonus. If they want the charge bonus they have to get out and charge normally.
Models on the vehicle do not count as being higher than thier foe, so dont get the +1 to hit.
Models may not charge off a vehicle unless it has the Assault Vehicle upgrade.

ATTACKING SOMEONE ON BOARD A VEHICLE WHILE THE ATTACKER IS ON FOOT
A character on foot may charge a vehicle and attack the mounted models. This must be declared as normal. Characters may not simple charge onto a vehicle.
If they wish to board then they must do this as part of a move or run action and cannot do it as a charge.

The player who controls the vehicle may elect which models fight back. This must be at least one model.
So work out the charge as normal, then the vehicle controlling player generally indicates who is fighting whom.
Models in an enclosed crew space may not be attacked unless the controlling player wishes them to fight back.
Models on a vehicle do count as being behind an obstacle, so the on foot charging model gets the normal -1 on the charge.
In the case of no viable targets the attacker may strike the vehicle.

ATTACKING SOMEONE ON BOARD A VEHICLE WHILE THE ATTACKER IS MOUNTED ON ANOTHER VEHICLE
This is a general mishmash of the above rules. A model may attack the crew of any vehicle their vehicle is touching.
The player controlling the target model nominates who fights back.
Nobody on the vehicle counts as charging, so nobody gets a bonus or minus. If they want the charge bonus they have to get out and charge normally.

ATTACKING ENEMY MODELS ON THE SAME VEHICLE
If a character has previously boarded a vehicle then they may charge and attack models on board as if the vehicle were a piece of terrain.
Models in an enclosed crew space are not visible and may not be attacked.

RAMMING OTHER VEHICLES
Declare your Ram at the start of the turn.
The target driver may attempt to dodge the ram.
To dodge a ram attempt roll equal or under the driver's Initiative.
Target vehicle will take D6 Damage, or 2D6 is the vehicle has a ram.
The Rammer takes 1 Damage.

RUNNING OVER PEDESTRIANS
Declare your Ram at the start of the turn.
Characters may attempt a dodge.
To dodge a run-over attempt roll equal or under Initiative.
If they fail to dodge roll a dice. On the roll of a 6 the model takes 1 wound, although they may take their armour roll.
If roll 1-5 then they are pinned.
If the vehicle doing the running over has a ram then they wound on a 3+ rather than a 6.

DESTROYED VEHICLES
Uninsured vehicles are surprisingly rare in Helsreach.
A vehicle that is destroyed can be respawned at the vehicle dealers in Helsreach market, or at the Outlaw Trading post as appropriate.