Chems
This page has been reworded to comply with copyright. Refer to the Necromunda Core Rulebook (2023) for its original text.
Chem Suppliers
Chems can be found pretty easily in the depths of the Underhive. When buying a chem for the first time, the Availability Level applies. However, you've now found a dealer for that particular chem! From now on treat that chem as having common availability instead.
There is a catch: after buying, roll a D6. On a 1, the dealer has run dry, and the original Availability Level applies as you search for a new dealer.
All chems are single use. You can but multiple does in a single transaction.
Side Effects, Duration And Mixing Chems
Chems have perks - why you take them - and side effects. Most side effects are bad, obviously.
Chems last for the battle (unless noted otherwise). They can be taken pre-battle, or during a battle with the Use Chem (Simple) action.
If a fighter takes multiple chems at the same time (like a mad cunt), they might have a really bad reaction. When taking a chem when under the effect of one or more other chems, roll a D6. If the result is equal to or under the number of chems they've taken (including the one they just took), the fighter goes Out of Action! They don't get a Lasting Injury, but go into recovery.
If a fighter has double dosed before the battle starts, they need to take this check as soon as they activate.
List of Chems
Frenzon
20 Credits – Rare (9)
Source: Necromunda Core Rulebook (2023)
Perks
Gains Nerves of Steel, True Grit, Unstoppable and Berserk.
Drawbacks
All weapons gain the Reckless trait.
Unless Engaged or Seriously Injured, the fighter must make a move towards the nearest enemy fighter (or Charge them if visible and in range).
Side Effects
After the game, make a Toughness check and add 2 to the roll. If failed, they become addicted.
Once addicted, they can only be part of the crew if they've had their dose of Frenzon.
You can cure addiction by paying 2D6x10 post-battle when buying equipment.
Ghast
30 Credits – Illegal (9)
Source: Necromunda Core Rulebook (2023)
When used, roll a D6.
D6 | Result |
---|---|
1 | They gain the Insane condition |
2-5 | Gain a random psychic power from the Wyrd Powers table. |
6 | Gain both a random psychic power and become subject to the Insane condition. |
Side Effects
After the battle, take a Willpower test.
If failed, they suffer a permanent decrease to their Willpower by 1 (e.g. a 7+ becomes 8+).
If they roll a 12, they got fully insane! For all future battles they start with the Insane condition.
Icrotic Slime
35 Credits – Rare (10)
Source: Necromunda Core Rulebook (2023)
When used, make a Characteristic check for their Movement, Strength, Toughness, Initiative, Attacks and Cool characteristics. For each check they pass, improve that characteristic by D3.
Side Effects
When high on Slime, Leadership, Intelligence and Willpower are decreased to 10+ (unless they're already worse).
After the battle, roll 2D6.
2D6 | Result |
---|---|
2 | The slime eats the fighters brain and they're killed! Remove them from your roster. |
3-11 | The slime is removed safely, but the fighter goes into Recovery. |
12 | The slime is removed - but not without issues. Make a Lasting Injury roll, re-rolling Bitter Enmity, Captured, Critical Injury and Memorable Death. |
Kalma
15 Credits
Source: Necromunda Core Rulebook (2023)
Give to a held captive in the Rescue scenario to keep them sedated.
When the captive wants to make an action, roll 2D6 and add their Toughness. on 11 or lower, they do nothing and the action is lost. On a 12+, they shake off the sedative and can act normally for the rest of the battle.
Side Effects
There are no long term effects from taking Kalma.
Obscura
30 Credits – Illegal (8)
Source: Necromunda Core Rulebook (2023)
Give to a held captive in the Rescue scenario to randomise their behaviour.
When high, a fighter moves D6" in a straight line (even if this makes them Engaged or fall of a ledge) and their weapons become Reckless.
In the end phase, the fighter's owner can choose to try and shake off the drug. Roll 2D6 and add their Toughness. If the result is 12 or more, they shake off the effects.
Side Effects
When the drug wears off, they suffer a comedown and may only perform a single action per activation for the rest of the battle.
After the battle, make a Toughness check. If failed, they have become addicted. In future battles, they can only be part of a crew on a D6 roll of 4+.
You can cure addiction by paying 2D6x10 post-battle when buying equipment.
’Slaught
30 Credits – Rare (10)
Source: Necromunda Core Rulebook (2023)
When used, increase Weapon Skill and Iniative to 2+, and +1 to Attacks.
Side Effects
After the battle, make a Toughness check. If failed, they have become addicted. In future battles, if they don't take a dose of 'Slaught, their Weapon Skill and Initiative is decreased to 5+ and their Attacks to 1 (unless their stats are already worse).
If they do take a dose, their Weapon Skill and Iniative are 3+ but don't gain a bonus to Attacks.
The addiction can be removed voluntarily by going into Recovery.
Spur
35 Credits – Rare (11)
Source: Necromunda Core Rulebook (2023)
When used, +2" Movement and Initiative becomes 2+.
Side Effects
Check to see if the drug wears off in the End Phase. Roll 2D6 and add their Toughness. If the result is 10+, Spur has worn off.
Stinger Mould
75 Credits – Rare (13)
Source: Necromunda Core Rulebook (2023)
Use after a fighter rolls a Lasting Injury. Unless it was 66 (Memorable Death), ignore the result (including positive results). The fighter is Out Cold instead.
Stinger Mould can also be used to try and remove an existing Lasting Injury. In step 6 of the post-battle sequence, after distributing equipment, roll a D6. On a 5+, the Lasting Injure is removed.
Side Effects
No side effects.