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- Force Of Will
- Future Card Buddyfight
- Godzilla Card Game
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Inside this 136-page book you'll find:
– Outcasts of Necromunda: Extensive background information on outcasts gangs, covering aspects such as the badzones, the scum that comprise an Underhive Outcasts gang, and why such maligned members of the underhive would be inclined to sign up
– Assembling the Outcasts: Includes all the rules you need to know in order to field an outcasts gang in skirmish and narrative games of Necromunda, including gang composition, weapons and wargear, and additional rules for creating your own charismatic Leader with a personality all their own
– Hangers-On and Brutes: Includes rules for hiring Hangers-on and Brutes, for both skirmish and narratives games
– Outlander Terrain: All the terrain rules needed to establish a stronghold for Necromunda gangs, usable with the included Outlander Campaign or any game of Necromunda, as well as rules for fighting across Underhive Markets, Walls and Gates, Watchtowers, and Gunk Tanks
– Wyrd Powers: Light up the underhive with rules for Wyrd Powers and Force Weapons that can be used by any gang that includes a Non-sanctioned or Sanctioned Psyker, including seven Wyrd Power disciplines: Biomancy, Chronomancy, Divination, Pyromancy, Technomancy, Telepathy, and Telekinesis
– Outlander Campaigns: Embark on a narrative campaign to build and grow a settlement while defending and denying resources from your rivals, and assume the role of an Arbitrator keeping the campaign on an even keel while players work through three real-time phases training recruits, gathering resources, and recovering from the wear and tear of underhive combat
– Outlander Scenarios: Rules for six new outcasts-themed scenarios – Settlement Raid, Market Mayhem, Stealth Attack, Gunk Tank, Mining Expedition and The Big Score – each including rules for playing the battle, rewards gained for victory, experience, reputation, and special rules for these scenarios
– Showcase: A full-colour section spotlighting miniatures, battle scenes, and alternative outcasts colour schemes
– Outcasts Gang Tactics: Eighteen new Gang Tactics for use in games, plus rules and background for Lady Credo, Rebel Lord – a unique Rebel Lord who can be chosen as an Underhive Outcasts Leader at gang creation
– Trading Post: Weapons, armour, and equipment available to Underhive Outcasts gangs, who must rely on whatever they can find and barter for without the backing of the major Houses
– A Weapon Reference Chart containing a comprehensive weapons reference chart for all weapons and wargear available on the Trading Post for outcasts gangs
– Dramatis Personae: Includes rules for hiring and using three brand-new Dramatis Personae in your games of Necromunda
This is an expansion to Necromunda – you'll need a copy of the Necromunda Rulebook to use the contents of this book.
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Impact Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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'Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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'Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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'Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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'Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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